Thanks for the feedback! We really love feedback from users such as yourself.
About the curve issues you posted; curves are a problem, and one we need to solve, but we don't really have anyone in charge of curves overall (there are one or two people working on NURBS surfaces, but that's about it). It's an issue we haven't had resources for, what with everything else that needed doing (blender's development since going open source has probably been 90% refactoring, with new features being a side effect, and curves have mostly been left alone if I remember right, though some improvements have been made). On the pin animation, could you describe that in more detail? I'm in charge of mesh refactoring, and I suspect I'm going to need to make some internal design changes for this sort of thing. On the topic of multiple cloth modifiers; in theory this is possible, though we'll need some detailed use cases to implement it correctly (for example, should each modifier be aware of each other, e.g. for collision? should they all internally share the same solver, or use one solver per modifier?). For the vertex painting issue, there is an option to paint per-vertex as opposed to per-face; looks like it's either not on by default or isn't working correctly, or something like that (this whole area of the code has a few hard-to-track-down bugs still). I'll try to take a look as soon as I have time. I'd suggest mailing such things directly to this list, and/or joining irc://irc.freenode.org/blendercoders , since blenderartists isn't always the best place (though it has improved a lot, I'm still scared of it from past experiences :) ). Joe On Sat, May 8, 2010 at 4:19 AM, Glenn Melenhorst <[email protected]> wrote: > Hi all. I have just joined the mailing list. > I am a director of animation at Iloura (www.iloura.com.au) and am the > lead VFX supervisor at it's Film and Tv department. > I am using blender both professionally and privately and have 25 years > working in VFX and CGI (I was the first person to use 3Ds for a use > other than cad believe it or not). > > I have been working through 2.5 since the start getting into Matt Ebb's > and Aligorith's ears a bit :) and have some thought's I'd like to see > discussed if possible. Things like this: > http://blenderartists.org/forum/showthread.php?p=1622201#post1622201 > > My focus is on bringing Blender into a mainstream film pipeline and how > it interacts with other 3d/2d apps and workflows. Any questions about > film and VFX that might lend weight to how you develop 2.5, I'm your guy. > > ~Glenn Melenhorst > www.glennmelenhorst.com > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
