feature request, and how to go about it

hi,

i have some very interesting ideas that i believe would help blender otu in the modelling part, however, i have no idea how i would go about submitting my ideas.

i tired the feature request from blender.org, but i have no idea if it got throuhg, (never got any reply)

so how could i go about it , with a response?

http://projects.blender.org/tracker/?atid=264&group_id=9&func=browse

You have to create an account (upper right hand corner).

Mike

That’d be the bug tracker. Feature requests should be made only on the blender.org forum.

BlendMaster: got a link for your feature request thread? In any case, it always helps to make the request as detailed and specific as possible, with examples of how such new feature would be useful. That way you’ll catch someone’s attention.

It’s not the bug tracker, it’s the ToDo List, which was referenced in this thread on blender.org by Matt Ebb

Mike

The ToDo List is not for requesting new features. It’s only a place for issues (not necessarily bugs, but also things that are missing in a specific feature) that haven’t been resolved.

hmmm, all except for one of the things i wanted, have been eliminated (there is an easier method already present in blender - thats what happens when an app has so many awesome features- go blender ) but yeah, one feature that would definitly help would be a better way to divide objects.

for exemple, lets take a cube. then with this feature (probably would be located int he modifier stack) u could specify the resolution of each side and lenght. what i mean if u have a res of x = 2 y= 2 z= 2, then the cube, would have in edit mode 2 x2 faces one each side (almost like a latice is difined). and through this you could specify how the cube is divided, also for cylinders, the top part is already changable with verteices, but then the length could also be divided into a number, therby illiminating the need to loop cut lets say 8 times jsut to get the cylinder ready to be modeled correctly.

also, for extrude, a pointy extrude may also be useful , like instead of having to extrude, then scale the face, then remove vertices, it would jsut extrude a pointy part.

*a note, im not sure is this already exists, but maybe haveing movement constraints for armatures, so that for ik, a bone has only a spefic range of motion that it can be manipulated in.

I think you could use “subdivide multi”. You can also do multiple loop cuts at once (enter a number while doing a loop cut.).

You don’t have to scale. First extrude, then alt-m -> at center.

“i tired the feature request from blender.org
There is no feature request on the blender site. It’s a found feature request.
You put your request on your own site, and post the link to your site on the found feature request page.

Best place to post a request if you don’t own your own webspace is in the bug tracker (the request part of it) or the request wiki. Another thing you can do is post a message on the developers forum.
But be warned: volenteers know very well where they want to spend their time on, and it’s not always what you need.

hmm, ic, well ill try that

also yfkar.

i tired alt m, at center. but that then made all the extruded faces point inwards intead of point out. (hard to explain - take a cube extrude all the faces individually. then select one face at ta time and scal it to 0. thats what it should looks. if u select a face on at a time, then its all good. but if u select all faces, and alt m, then its all pointed inside.:S )

oh well

thanks for the response:)