From BlenderWiki
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).