[Bf-committers] The Future of Blender Projects WAS meeting notes

Tobias Oelgarte tobias.oelgarte at googlemail.com
Mon Jun 18 12:33:58 CEST 2012

I would also like to see basic physics for armatures based on rigid 
bodies integrated in the normal workflow without the hack to record 
IPO/FCurve inside the game engine. If that comes along with an improved 
Dependency Graph I'm more then happy. Additionally i would like to see 
better shapekeys. Currently every created shapekey creates a full copy 
of the mesh, even so only one vertex is actually modified/moved.

Am 18.06.2012 12:14, schrieb José Ricarte:
> +1 for Bassam Kurdali and Gianmichele Mariani
> + long-term: plugin system
> El 18/06/2012 11:56, Przemyslaw Golab escribió:
>> +1 for Bassam Kurdali and Gianmichele Mariani
>> 1. Dependency graph
>> 2. Nodes
>> 3. Unified physics
>> 4. Hair and fur. Groundwork for primitives system,
>> feathers, grass, leafs and so on?
>> 5. Editors tasks that are a bit overlooked:
>> texture bakeing, uv editing, texture painting
>> and probably something else that also can be pointed out.

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