PersistentWorld3D - A Blitz Community Project.

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I've been inquiring input on features in other forums. Here's some good stuff that others are talking about:

Bob3d

Gmax, Metasequoia and Wings3D are a good source of inspiration, imho.

I like the transparent windows. Much functional.

For example, in general...(as I have not tested the evrsion of Persistent World yet) ..I'd say...rightclik in-place floating menus (where u are modelling and have the cursor) and have all comands there, becomes quite functional, and non workflow killer.

Gmax is great for the splines stuff, lofts and extrussions, if it's just 50% of what is Max.(imho a really good level editor) Boleans in Max 6 seem much better than they were, and become useful for quick level editing, also.

metasequoia, for a bit of in what Wings excells...inmediate access to all. things like popping up a tiny menu when u hit "w" key, and it cycles which command to use if u continue tapping w. (ie: turning edge, break edge, etc)

But is if u really want to get into the actual modelling features.

Snapping..tends to be important....

numeric operations...in wings, I can start moving in X axe direction, I hit TAB and put an exact number...

Mirror. Duplicate object. Weld objects(a boolean), or at least , weld vertices. Turn edge. rotate, move, scale.

Align objects. Align respect a vertex, align in reference of several vertices.

But the actual option of non adding modelling tools, just... allowing importing well a model in OBJ, X, ASE, or B·D format...does teh task already, people can model in their modeller.

So would be in a basic-essential set needed only rotate, scale, move, align, snap (to a grid, or/and to another object) ...later on if feel strong, maybe add lights. As adding a lightmapping stuff, done well , would be close to crazy, at least make teh lights and light settings (spot, omniboth of their settings, in a basic way, light color, intensity) so to be able to do an export to: a renderer, or a lightmapper, as kickass and great as Giles.

Maybe the posibility of, while not adding uv mapping tools(allways trying to avoid stuff that u can do with free tools and is done) yet adding the ability to generate in the file a second UV channel, empty, so that , as the x or whatever model was imported with UVs, the users can copy the channel 1 one into channel 2. or another way would be to some sort of copy UV info to clipboard, and paste in the second UV channel. If load another mesh, to make it work, must be the very exatc same mesh.
An export format to have all this info, could be...perhaps ASE, i suppose b3d does no have lights settings support. ASE has it all, but no ASE loader for Blitz3d. In case Blitz3d is one of the destinys.