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Developer Meeting Notes: September 1, 2013

11

blender_logo_shinyBlender 2.69 is now in BCon3 (testing/bugfixing).

Ton Roosendaal writes:

1) Blender 2.69 release targets

  • The current release targets have been updated in wiki:
  • Stuart Broadfoot will complete hair shader work within a few days, sends to Brecht for review
  • Game Engine LOD review: needs to be scheduled really soon! GE team should advice on this...
  • Meeting agrees on following the planning and move to BCon3 now (testing/fixing period)
  • Bastien Montagne added new UI List feature:

  • All energy goes to the Bug Tracker... 170 open still.

2) GSOC

  • Ton Roosendaal reminds students to update their pages in wiki, it's about time to turn your work into a presentable state.

Short meeting again! Everyone's busy :)

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

11 Comments

  1. Lawrence D’Oliveiro on

    EASIER MANAGING ZILLIONS OF BLOODY VERTEX GROUPS—EXCELLENT!!

    I only half-noticed those extra thingies popping up at the bottom of lists lately...shall pay more attention to them...

    • Bastien, great work!
      I'd consider a more simple form of filtering.
      One without requiring the "*" wildcard and (...and I don't know the current state of filtering, so it may already be this way) without requiring case matching.

      Maya for example, has a traditional filtering system in its Outliner and it's not much used by users. FIltering in new Maya developments such as the new node Editor does have a more permisive filtering system and it's far more useful.

      Antway, keep the great work! :)

  2. Boy, do I have plans for that Game Engine LOD. I plan to utilize Blender into being my sorta prototype machine for games. Makes it easy for porting to Unity. I just hope Unity will at sometime support Blender Game Engine's LOD system natively through .blend files, which would be nice. :)

    I can't wait to try the new hair shader. I've been wanting to play with the Kajiya-Kay shader for a while now. I'm also really excited about the new saving and loading "template" blend files. I have several start-up setups already waiting on this feature, and this will aid me greatly.

    Man, I'm just looking forward to Blender 2.69 over all. Thanks for your continued strong effort, Blender devs!

  3. Will it become possible to normalize only among subsets of vertex groups?
    This is really important because if you have vertex groups for selection or particles or any other purpose than bone weights, it's not possible to normalize properly.

  4. Firstly let me thank again Ton and the team for the great job they are doing. I'll be frank that I can't keep up with all the new features that are coming in, but blender is getting really more awesome with each new release.
    I would have a request. I am no programmer nor do I know technical stuff too much and how things works behind is quite a mystery.
    But I've worked with a scene lately which had let say quite some details and had a little hard time with crashes. Sometime I can explain the crash where I asked too much and blender crashes as render start, but many times Blender crashes just after the render is done. It would be awesome if this was taken care of.
    Thanks

  5. Yes, the vert. groups' managing is awesome! Just need some polishing the UI and it will be perfect for the workflow.
    I know here is not a best place for proposals... But I'll dare ))

    I think that making these scroll list selectors is a bit clumsy here.
    My idea is to change this to a kind of a "commander style".
    Several "split tabs" for every choice you need. Instead of the "Invert" checkbox here can be just a second click on a tab. The small arrows (on tabs) will be showing the order. Like in any commander manager. I suppose that API will NOT be changed by this (I'm not sure because of the lack of knowledge)
    PROS:
    - everything is visible and doesn't take more space than now
    - "tab" selectors can be placed in one line and everything will be scalable like now (with the algorithm of abbreviation that will be removing vowels 1st to make shortened words still readable)
    - actions with this UI will be taking about twice less time than now (I suppose)

    CONS:
    - probably some possible confusions for script writers (but not critical I think)
    - less solid design comparably to other fields

    If anybody is interested I'll make a graphical preview (a bit busy to do it right now).

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