Org:Institute/Open projects/Gooseberry/Features wishlist

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Gooseberry Wishlist


Warning
This list is to be used by Gooseberry artists and developers only to collect features for Gooseberry.
Random feature requests by people not involved with the gooseberry project will be removed.


All feature request are marked as having Priority-high.png, Priority-medium.png or Priority-low.png importance to complete the project. Though that is only relative, none of these is unimportant.

If you're interested in working on one of these, you can contact brecht@blender.org to help you get started. Some of these are more suitable for people experienced with the Blender code, those request are marked with Priority-experienced.png. You're still invited to work on such features, but remember that you need to be able to do 80% of the work yourself.

If topics are too uncertain or require discussion, we'll create design-tasks on http://developer.blender.org and link to them.


See Durian Page for Examples: http://wiki.blender.org/index.php/Org:Institute/Open_projects/Durian/Features_wishlist



Compositing

  • Hue Correct Update (Pataz) Priority-low.png
Hue Correct is one of the great color correction nodes in the compositor and it could use some extra functionality.
- Rename to HSV correct
- Add Select By: Hue / Saturation / Value (currently only Hue)
- Make the background actually be useful for all modes. See Darktable UI
- In Hue correct since Hue is cyclic, when editing a control point at the far left, the point at the far right should also move the same, otherwise we get glitches!
- Add fethering
- Possibly even make a Correct HSL variation because why not!
  • Exposure node (Pataz) Priority-low.png
Implement a simple legacy brightness node, that multiplies RGB by a single value. This is equivalent to exposure control in render settings.

Shading

  • Fresnel Power (Pataz) Priority-medium.png
Fresnel node only has blending but could use a power value.
  • Shader Preview (Pataz) Priority-low.png
The ability to preview any part of a shader without the need to connect it to the output. Something similar to the Viewer idea in compositing.
Example: To visualize a texture you need to create an emission shader, connect the texture to the emission and connect the emission to the output. It should be possible to just visualize the texture straight away without messing with the rest of the shader three.
  • Active Texture (Pataz) Priority-low.png
Ability to explicitly mark a texture node as THE one that gets shown in the viewport. Having the currently selected node shown on the viewport is not enough and it can interfere in linked character scenarios when animators need to see one specific texture and shaders are actively being worked on by another person, thus changing the active node.
  • Normal input for normal map bump (Pataz) Priority-low.png
It is easy to combine a current normal buffer with a new bump map generated normal using the bump node's normal input socket. However the normal map node lacks this socket and makes combining two normal maps much more difficult
  • VCols wireframe visibility (Pataz) Priority-medium.png
Wireframe overlay (Wireframe viewport mode in vertex color) is useless over white vertex colors because the overlay is also white.

Rendering

  • Real Time Cycles Preview (Pataz) Priority-low.png
Fix Alpha handling in viewport, it seems to be doing alpha over wrong (probably some premul issue?)
  • Scene Simplify (Pataz) Priority-low.png
The simplify tool is very nice for ensuring fast playback of models, however it should never interfere with the final rendering. This is dangerous and not very useful in production. A separate simplify setting for Render vs Viewport would solve this issue.
  • Progressive Animation Rendering (Pataz) Priority-medium.png
This feature changes how animation rendering is done for the better. Details here: http://lists.blender.org/pipermail/bf-cycles/2011-September/000096.html

Animation

  • Better management of Pose Libraries (jpbouza) Priority-low.png
Treat Pose Libraries as assets that can be imported into other blend files.
  • Implement a solution for increasing precision in transforms (jpbouza) Priority-medium.png
At least try to decrease bone vibration when rigs are far from their center.

Rigging

  • Make selection of joints easier in Stick display mode (Pataz) Priority-high.png
  • Speed up MDef modifier as much as possible (Pataz) Priority-high.png
  • Fix Spline IK chain offset from the base of the curve (Pataz) Priority-low.png
  • Improvements to autoname of bones (Pataz) Priority-high.png
https://docs.google.com/spreadsheets/d/1xJnd3zYH8coMoi9S8Mef5Ar4tXQ7ZbeDDvKEXa8M98k/edit#gid=0
  • Vertex Parenting (Pataz) Priority-low.png
Allow for Quad Parenting
Make robust against vertex order changes, ie: deleting or joining meshes.
  • VGroups Sets (Pataz) Priority-low.png
Group VGroups in sets according to their use.
Example: Have a set for a rig deformation bones, one for particle systems, one for certain modifiers.. sets should be custom named.
  • Delete all VGroups operator should ignore locked or invisible (filtered) ones (Pataz) Priority-low.png
If user really want to delete ALL it’s easy to use the Unlock All operator and then Delete All
Also it’s never good to delete something that you can’t see. If the VGroup list is being filtered don’t delete those hidden VGroups.
  • Enable weight painting curves (Pataz) Priority-low.png
  • Enable Automatic weight painting on lattices (Pataz) Priority-low.png
  • Improve Automatic weight painting using Bone Glow Algorithm (Pataz) Priority-medium.png
Paper here: http://www.cse.msu.edu/~cse872/papers_files/BoneGlowImprovedWeightAssignment.pdf
  • Enable mirroring weights when assigning them in edit mode (Pataz) Priority-medium.png
  • Improve B-Bones system to reduce flipping situations (jpbouza) Priority-low.png
  • Add option for B-Bone awareness in constraints (jpbouza) Priority-low.png
Make constraints be aware of the curvature of the B-Bone.
Example: if a bone has a copy location constraint targeted to a B-Bone, make that constraint follow the curve of the B-Bone instead of following a straight line
There could also be an option to set which B-Bone segment the constraint will follow.
  • Add "Override Hierarchy Transforms" for CHILD OF constraint (jpbouza) Priority-low.png
This option would prevent double transforms when using CHILD OF constraint, by ignoring transform data from bones that are up in the hierarchy, taking only into account the transforms of the target bone.

Physics

  • Priority-medium.png none

Sequencer

  • Shift S logic with multiple strips selected (especially with video and audio files) ?? (matray)
  • Possiblity to display proxy AND non proxy footage in the same sequence (for exemple editing proxy footage of video reference of actors, mixed with OpenGL previews of 3D layout without making proxys for OpenGL previews...) Priority-high.png (matray)
  • Performance playback speed up Priority-high.png : capability to read multiple FHD footage realtime (through proxy ?) (matray)
  • Unifiying proxy settings (like the bake menu in the property panel ?) to set a type of proxy for a whole folder or a whole sequence or multiple sequences (and build them in one clic for all strips or file in a folder)Priority-high.png (matray)
  • Player Window to see footage (or audio with waveform) and to select parts of it for the edit. In the File Browser window ? Priority-medium.png (matray)
  • Option to choose Horizontal shift/Vertical shift when snapping a strip over another strip Priority-medium.png. Current design : strip goes into first available empty space on the same track->can go very far at the end of timeline... Proposition to keep that (usefull for storyboard edit, sequence of single frames) but to be able to snap vertically on empty space on top or bottom of the track (not to loose strip far away when editing). Priority-medium.png (matray)
  • Possibility to drag multiple files from File Browser into the VSE Priority-medium.png (matray)
  • Opacity/level control on the strip : add a control on strips to adjust quickly and simply Volume for Sound and Opacity for Image (for quick adjustments on the fly). Also could have special handles on In/Out points to make fade simply by pulling/pushing those handles over the strip. Priority-low.png (matray)

Scripting

  • Priority-medium.png none

Modeling

  • Databloq Locking (Pataz) Priority-low.png
Ability to lock a mesh or other editable data completely or only for topology changes (meaning any change other than moving points is disabled).
Reasoning: It is far too easy for anyone to mistakenly extrude or edit a mesh in any other way that destroys UVs, weights, vertex order (affects multires, point cache, etc).
Example: An artist creating shapekeys does an extrude by mistake.
  • Curves bevel resolution (Pataz) Priority-low.png
Add independent Bevel Resolution for Preview and Render. Blender allows to set resolution independently since Elephant’s Dream, but the Bevel resolution is shared between Viewport and Render.
  • Implement x-mirroring in the Blend from Shape operator (Pataz) Priority-medium.png
The blend from shape only works on selected vertices even if the x-mirror option is enabled

UI

  • Copy to Selected missing properties (Pataz) Priority-low.png
- B-Bones properties: Segments, Easy-in, Easy-out.
- Curve properties: Resolution, Bevel, etc.
  • Sun Lamp Size Visualization (Pataz) Priority-low.png
Visualize the size of all lamps with a circle, ie: Sun, Point, Spot