Dev:2.5/Source/Development/Proposals/2.50 and beyond goals
< Dev:2.5 | Source | Development | Proposals(Dev:Source/Blender/Proposals/2.50 and beyond goalsから転送)
Disclaimer: A lot of the topics listed below are not even work in progress yet, so don't get too excited.
目次
- 1 Interface
- 2 SDS Modeling
- 3 Sculpting
- 4 Retopologizing
- 5 NURBS
- 6 UV-unwrapping
- 7 Texturing
- 8 Rigging
- 9 Weighting
- 10 Animating
- 11 Particles
- 12 Hard Body Physics
- 13 Soft Body Physics
- 14 Cloth
- 15 Fluids
- 16 Rendering
- 17 Compositing
- 18 Sequencer/Non Linear Editing
- 19 Color Correction
- 20 Import/Export
- 21 Game Engine
- 22 Sound
- 23 Digital Asset Management Integration
- 24 Python scripting
Interface
- Outliner
- More access to all properties
- Layer Manager
- Much more robust (see patch?)
- Sane layout and naming for UI controls and menus
- Custom bindings for keys/toolbars/menus/buttons
- Drag and drop everywhere
- Font preview/selection tools (patch exists)
- More obvious plugin and scripts folder access
- Allow platform native file dialog
- Better i18n support (UTF-8 and BIDI)
SDS Modeling
- NGons
- Nondestructive editing/workflow
- Procedural primitives?
- Modifier nodes
- ShrinkWrap modifier (GSoC)
Sculpting
- Higher polycounts
- Editable base mesh (SoC)
Retopologizing
NURBS
- Finish NURBS library
UV-unwrapping
- Standard editmesh tools available for UV editing
Texturing
- Painting
- Mirroring
- Multiple Undo (done in Apricot branch)
- More robust and unified paint system (in other words different paint modes should be consistent with each other)
- Image based
- Procedural
- Projection painting
- Node texture system
Rigging
- Spline IK
- Asset transfer
Weighting
Animating
- Option of Euler rotations input/visualization for all input locations that use quats
- Fix Z rotation glitch that happens at 360 degrees for curves
- Everything Keyable
- Retargeting of animation data to other assets/asset transfer
- Motion capture tools
- NLA System rethink
Particles
Hard Body Physics
Soft Body Physics
Cloth
Fluids
- Integration of control of fluids via particles.
Rendering
- BVH partitioning
- Lightcuts (GSoC)
- Freestyle (GSoC)
- Volumetrics (being developed)
- Zeroconfiguration automatic addition of rendernodes
- Renderer API
Compositing
Sequencer/Non Linear Editing
Color Correction
Import/Export
- Full Collada support
- Full FBX support
- Full pointcache support
Game Engine
- Allow other game engines to be 'pluggable'
Sound
- Upgrade sound (SoC)
Digital Asset Management Integration
- SVN
- MySQL?
Python scripting
- Improving Python Editing (GSoC)