James@Work
10-18-2004, 04:27 PM
Post your ideas here.
A lot of mine are based around LW's core tools for modeling, texturing, rigging and animating, as these are the things I use every day for games... particles, dynamics and rendering are all of minor importance for most game dev needs.
A couple that spring to mind immediately are: weight mapping tools for layout... or better bone tools for modeler (I think I'd prefer the latter, as it opens up more possibilities for things like easier joint morphs etc.). Better UV tools - Blender has LSCM in it's latest (free) version - and find a fix for the UV vertex welding/unwelding issue.
Real edges and the tools to properly work with them.
An option to toggle on/off the creation of 1 and 2 point polygons (I've never once needed them for games).
More focus on workflow in modeler, especially cleaning up the redundant tools and integrating them into fewer, more versatile tools. Focusing more on the available mouse and modifier key bindings could easily provide a very small yet powerful core toolset for selection, transforms (P,R,S), drag/tweak, bevel, cut, extrude, etc. Integrate the Numeric panel more fully and provide more options within it on a per-tool basis, to help eliminate all the needless button pressing and menu/tab cycling. Focus on keeping modelers working in the viewports rather than looking for tools or playing with settings for tools.
More custom Null and Bone display options. I'd like to see integrated support for lwo replacement of nulls and bones, but also more custom display types and options in their properties panels. Bitmaps would be a great null replacement type, especially if you could also toggle options for 'always oriented towards screen', 'floating' (like sliders) etc. Riggers could then have an unlimited supply of custom nodes for whatever they need just from this one type. Armatures work in a similar way in messiah (only with way more options).
Proxy picking for selection sets, as well as the ability to link commands to a null or object to act as a sort of command proxy. Great when combined with the above custom null type, and already very common in several of the free and commercial character picker plugins.
More constraint types as well as transform matching/snapping would be nice. Using parent in place is a poor substitute for precision transform snapping.
It would be REALLY cool to be able to create 'associations' between control rig components, nulls, etc, and the skeletons that they influence, for when you need to edit proportions or joint positions. Fixing up your control rig after changing a skeleton around isn't fun. It would be great to be able to edit the position of an ankle joint using the new bone tools for instance, and have it's goal and any other 'driver' controls follow along or possibly snap to their new positions while in setup mode.
I'd also like to be able to use screenspace as a coordinate system in the perspective view for when I'm moving things like foot nulls around or hands. It's much more intuitive than using LMB for ZX and RMB for Y.
Merge the Timeline and dopetrack into one editable timeline, with nice chunky keys for editing. =]
Animation Layers would make my year.
Ghosting of animated objects.
Support for realtime shader effects in a viewport. Other custom viewport uses come to mind as well for things like character/command pickers, scene explorers etc. I'll also throw in graph editor integration as it has already been mentioned in another thread (great idea too).
Better deformation performance during animation.
I've got lots more, but I just mentioned way more than "a couple" ;]
Hopefully this gets the ball rolling.
A lot of mine are based around LW's core tools for modeling, texturing, rigging and animating, as these are the things I use every day for games... particles, dynamics and rendering are all of minor importance for most game dev needs.
A couple that spring to mind immediately are: weight mapping tools for layout... or better bone tools for modeler (I think I'd prefer the latter, as it opens up more possibilities for things like easier joint morphs etc.). Better UV tools - Blender has LSCM in it's latest (free) version - and find a fix for the UV vertex welding/unwelding issue.
Real edges and the tools to properly work with them.
An option to toggle on/off the creation of 1 and 2 point polygons (I've never once needed them for games).
More focus on workflow in modeler, especially cleaning up the redundant tools and integrating them into fewer, more versatile tools. Focusing more on the available mouse and modifier key bindings could easily provide a very small yet powerful core toolset for selection, transforms (P,R,S), drag/tweak, bevel, cut, extrude, etc. Integrate the Numeric panel more fully and provide more options within it on a per-tool basis, to help eliminate all the needless button pressing and menu/tab cycling. Focus on keeping modelers working in the viewports rather than looking for tools or playing with settings for tools.
More custom Null and Bone display options. I'd like to see integrated support for lwo replacement of nulls and bones, but also more custom display types and options in their properties panels. Bitmaps would be a great null replacement type, especially if you could also toggle options for 'always oriented towards screen', 'floating' (like sliders) etc. Riggers could then have an unlimited supply of custom nodes for whatever they need just from this one type. Armatures work in a similar way in messiah (only with way more options).
Proxy picking for selection sets, as well as the ability to link commands to a null or object to act as a sort of command proxy. Great when combined with the above custom null type, and already very common in several of the free and commercial character picker plugins.
More constraint types as well as transform matching/snapping would be nice. Using parent in place is a poor substitute for precision transform snapping.
It would be REALLY cool to be able to create 'associations' between control rig components, nulls, etc, and the skeletons that they influence, for when you need to edit proportions or joint positions. Fixing up your control rig after changing a skeleton around isn't fun. It would be great to be able to edit the position of an ankle joint using the new bone tools for instance, and have it's goal and any other 'driver' controls follow along or possibly snap to their new positions while in setup mode.
I'd also like to be able to use screenspace as a coordinate system in the perspective view for when I'm moving things like foot nulls around or hands. It's much more intuitive than using LMB for ZX and RMB for Y.
Merge the Timeline and dopetrack into one editable timeline, with nice chunky keys for editing. =]
Animation Layers would make my year.
Ghosting of animated objects.
Support for realtime shader effects in a viewport. Other custom viewport uses come to mind as well for things like character/command pickers, scene explorers etc. I'll also throw in graph editor integration as it has already been mentioned in another thread (great idea too).
Better deformation performance during animation.
I've got lots more, but I just mentioned way more than "a couple" ;]
Hopefully this gets the ball rolling.