Blender 3 is of course a long way off, but I thought it would be a good discussion point to ask people what features they would like to see in Blender by the time it reaches the big 3.0? Keep it tidy and easy to search through and who knows, we might see some make the features lists soon. Here’s what I would love to see:
Modelling
It would be great to see the functionality of the Wrapit 3DS Max retopologizing script replace/be developed as part of the existing retopology toolset in a future release of Blender. It is an amazing tool that dramatically cuts down the time needed to create a low-poly mesh, or to create a clean new mesh for sculpting purposes. I think it would attract a lot more people to start using Blender as part of their pipeline like the unwrapping tools did.
http://matt-clark.co.uk/wrapit/
http://matt-clark.co.uk/wrapit/pic.php?o=174
Procedural Generation
I think procedural generation could be as big a part of Blender as physics/fluid simulation has been over the years. There are many little side-projects individual coders are working on like generating buildings and cityscapes but it would be great to see the best of these integrated into the main trunk with some tweaking from the people at the Institute. It would be quite tricky to design a good system for Procedural Generation, but I think it would be a great addition to Blender. By procedural generation I mean buildings, trees etc.
Simulation
I would love to see a crowd simulator developed for Blender. I know one developer had a go at developing one a few years back…
…but I think that project’s dead. It would have been great to have had one developed internally at the Institute to do crowds in ‘Sintel’, which I felt the city shots were really missing, but never mind. It would be great to see a nice feature rich crowd simulation tool developed for a future release of Blender. Maybe even one that is lightweight enough on processing to work within the BGE. I think it would attract a lot of new users, and would open up a lot of opportunities for freelancers/ amateur film-makers as well.
Game Engine
I would like to see some new developments in the game engine. I feel as if development of the GE has fallen by the wayside, which is understandable at the moment while 2.5 is being finalized. I think tools like Unity have greatly overtaken the BGE, which is a pity. I would like the BGE to be able to handle bigger triangle counts/shaders/lighting networks, but it is quite good in this respect a the moment. What I would really like to see is a nodal system for creating playable or non-playable/ enemy characters in-game, one that looks much like the compositor. Like at the base node, you designate the entity as a player character or NPC/enemy, or physics object, and work down from there (health, detection, behaviour, plugging in animation, etc). I would like to see that replace the current 2.49 set-up.
And of course once the 3DS comes out and homebrew techniques developed for it I would like to see an ‘unofficial’ exporter for that Who doesn’t want to make games with highish specs (3DS is capable of 15M triangles, apparently) in 3D with touch controls? The potential of using the BGE and the 3DS’ cameras for Augmented Reality would also be almost limitless.
Just some ideas anyway. Would like to hear everyone elses.