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Tools | User Interface | Editors | Animation | Render | Scripting | Import/Export | Simple Todos Regression Tests


Transform

  • Clean up/improve transform orientations UI
  • API and draw code for manipulator needs to be redone still. For this reason no manipulator drawing happens during transform.
  • Manipulator click behavior (left-click-release a manipulator axis to enable a transform on that axis -> perform transform and wait for another left-click to confirm. Expected behavior from 2.4x)
  • Operator parameters in toolbar don't have to be drawn all always, needs cleanup.
  • Inaccuracy with extreme perspective correction, solvable?
  • "Connected proportional editing" is showed as an option in the uv-editor, but there's no code for it, report.
  • Shear operator in editmode has no axis options with hotkeys X Y Z

Curves

  • Nurbs circles aren't perfect circles like they should be, see here
  • Capping front / back -ends of beveled curve doesn't work, see here
  • Constructive modifier kills generated UV mapping on bevelled curves, see here
  • Implement vertex snapping for curves.

Meshes

Mesh Editing

  • Knife & loopcut
    • Knifecut midpoints
    • Knife tool straight cut by pressing MMB.
    • Knifecut snap to vertices.
    • Knife/loop cut need to work properly with operator properties/redo
    • Loopcut - Can't set Smooth value by pressing S while selecting the cut. Can`t switch between Percentage slide and Non Prop Lenght slide by pressing P neither press F in Non Prop Lenght slide to flip control side.
    • Restore Quad Corner Cut Methods (Innervert, Fan and Path) for Subdivisions and Knifecut
  • Bevel
    • Old style bevel - not ported yet
    • Set Bevel weight.
  • W-key boolean on selection.
  • "Remove Doubles" tool has no support for merging/combining edge properties (like creases)
  • Many tools should/could work more intuitively based on select mode without needing to specify what's being operated on, see report
  • Skin Faces/Edge-Loop by pressing F
  • 'Snap To Cursor' could translate the geometry rather then moving all points to a single location report
  • Add option to disable n-gons usage for tools (might be useful for some usecases) (see #31268)
  • Discussion
    • Extrude behaviour on cancel, see here.
    • Snapping should work (from user perspective) when extruding with ctrl-lmb, see here.

UV Unwrapping

  • Click Project from face
  • Lightmap UV pack: active object, selected faces, share tex space, new uv layer, pack quality
  • Smart projection: selected faces, init from view, share tex space, stretch to bounds, fill holes, fill quality
  • Consolidate into one image
  • Billboard render on active
  • 2d cutout image importer
  • Active face select
  • Border zoom (probably just need to change shift-b select pinned verts to alt-b, and then hotkey)
  • Detect convex mesh without seams on unwrap and print warning.

Sculpt & Paint

Sculpting

  • Can't Hide Part of the Mesh (implementation exists in multires branch)
  • Check documentation and fix hotkeys which could be useful for artists (or remove redundant hotkeys and update documentation) (report)
  • Grab + symmetry can make things shoot off more quickly than they should (strength of movement is being double counted.) report

Painting

  • Solve projection paint issue when one vertex in a face in behind the view in perspective mode
    http://projects.blender.org/tracker/index.php?func=detail&aid=26393&group_id=9&atid=498
  • Brushes aren't sensitive to texture rotation. link
  • Continue to unify paint modes
    • Consistent brush texture mapping across paint modes (sculpt/tex paint/proj paint).
      • Consistent brush options, eg. 'Rake' or 'Anchored' in texture paint.
  • Make paint of displacement texture apply real time on model (optional). link

Weight Paint

  • Many game engines only support limited vertex groups per vertex, it would be useful to have a tool which limits the number of vgroups, removing lesser weights. report

Grease Pencil

  • Default attach point of GP data is confusing (report)
  • Grease pencil fails when executed from toolbar of 3dviewport splited into quad view (see report)

Materials

  • Improve handling of linking of materials to Object/Data. Right assigning a materialless data to object the materials from object are gone too report

Modifiers

Subdivision Surface Modifier

  • UV seams are ignored when blending UV values on subdividing, nice todo for an insipred coder. :) [1]

Multires Modifier

  • Drawing
    • Only solid draw mode uses optimized drawing
    • Per face smooth/flat and multiple materials are not taken into account

Bevel Modifier

  • Orphaned code... needs maintainer. Reports: [2] and [3]
  • When the bevel modifier is used, hiding faces in editmode does nothing, see here.
  • Bring back bevel weight support, like in 2.4

Decimate Modifier

  • Orphaned code, needs maintainer. Reports: [4]

Physics

Cloth

  • Proper handling of rendered subframes without baked pointcache, for more info see [5]
  • Proper handling of different vertices placed at the same position with "Soft Body Self Collision" option turned on (see here).
  • Cloths doesn't allow preview during bake (see here).
  • Dupli-group cloth in NLA fails link

Smoke

  • Data has to be interpolation between cached frames for motion blur to work correctly, see here.
  • Smoke doesn't use child particles (report)

Collisions

  • Collision modifier updates it's data structure even if there are no physics that need it (can be slow), a check should be added to make sure the data is actually needed, see here and here.

Fluid Simulation

  • Making sure memory is actually allocated eve for big grid resolutions and handling errors gracefully, see report, and another report about obstacles using a lot of memory.
  • Volume obstacles do not deactivate when animating the 'Active' value, see report.
  • Tesselation fails in some cases, see report.
  • Fluid sim ignores delta scale report.
  • Animated inflow (and outflow) doesn't work report.

Hair

  • Better handling of collisions & force fields for dynamic hair
  • Wave kink direction is totally uncontrollable, probably there needs to be a way to define hair tangent direction in particle edit mode.
  • Adding hair in particle mode only uses the deformed mesh, see report.

Particles

  • Particle emission between frames is only accurate for object level emitter/parent animation, an interpolation method needs to be implemented, but before this can be done pointcache code has to get some changes too. See report1 and report2 for more details.
  • Reactor particles
  • Conversion from some old files could be better
  • Vector blur + particles being born/dying doesn't work properly, see here.
  • Metaballs don't work with particles when the particle view setting isn't "render", see this report for more info.
  • "Constructive modifiers before particles" is still an open issue, but some way to handle this gracefully would be really nice, see this report for more info.
  • Density of particles can't be animated with animated textures, see report.
  • Instanced objects do not show in particle edit mode, see report.

Image & Video

Compositing

  • Color Management makes alpha bad in compositor (like blur).
  • DOF Defocus node: fStop close to 128 fails to give good results, stay away from that value! tracker report
  • DOF node gives no realistic results as users expect, documentation needs upgrade for it.
  • Defocus node is very slow when large blur radius is needed, could be optimized somehow (mipmap, summed area table?) report
  • Fast Gauss (Gabor filter, Young/VanVliet) has bad results for edge cases. Needs image processing guru link
  • Check on DPX and http://en.wikipedia.org/wiki/ASC_CDL and report+examples

Image formats

  • Upgrade our DPX code to read newer or different versions, copy the ImageMagick code? link

Sequence Editor

  • Sequencer preview rendering needs to be reimplemented using the job system, see bugs 1, 2, 3, 4, 5 and comments in seq_render_scene_strip_impl()
  • Relation between strip input offset and crop is not well defined and an "Image Scale" control should probably be added, see here and here.
  • Moving of F-curves together with sequencer strips is not handled very predictably, the functionality needs proper design behind it, see here.
  • Drag'n'dropped .ogg files in the sequencer are added only as audio and filtered out when adding a movie, see here.

Game Engine

  • Resizing of Blender doesn't resize BGE.
  • "Split Region in 4 Parts" launch BGE only in one of the parts.
  • Maximum BGE screen size has one extra pixel (eg. 1025x769). That produces two problems:
    • 2Dfilters may work slower (the power of 2 buffer will be 2048x1024 in the above example
    • Dome mode is not centralized (slightly noticeable).