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. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
