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ROADMAP, bugs, todo / 2016-11-09 #955

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3 of 19 tasks
nortikin opened this issue Nov 9, 2016 · 12 comments
Closed
3 of 19 tasks

ROADMAP, bugs, todo / 2016-11-09 #955

nortikin opened this issue Nov 9, 2016 · 12 comments

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@nortikin
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nortikin commented Nov 9, 2016

SUBJ:
What to do for reach 1.0 and what steps we need?

todos personal:
#120
#914
#119

  • - 1. see that layout-convert sockets node lost.
    Is it somewhere?
  • - 2. np.array node from kosvor have no adaptive socket, so i have to convert. It is needed to be adaptive.
    Kosvor also made thi mistake in all his nodes.
  • - 3. vertex group weight has no object socket input as others also from kosvor in scene section + dubli instancer, mesh instancer, object remote control, not saying of alpha nodes
  • - 4. first of all icons have to be in menu sections, it is main for show them by default
  • - 5. documentations for some nodes in modifier section ARE NOT FINISHED OR NAMES DISMATCH (voronoi 2d, delaunay, wireframe, solidify, adaptive edges, limited dissolve, ALL name-dismatched + lost docs for duplicate along edge), number section (easing HAVENO docs and map range,math(sic!),range float name-dismatch), vector section (vector noise, vector sort, Xdoubles are name dismatch + vector interpolation mk2, mk1 HAVENO docs), matrix (interpolation, deform, input, euler, in and out are names-dismatch), list (mask out and mask in not in corresponding folders, modifiers, also not corresponding, names are not matching for most), text (textin and out not match names), also not matching names for most of scene, wifi inout also other names, network have no docs at all.
  • - 6. templates are available when node tree not opened. it is mistake. it makes error. How to make templates to be shown and when pressing to create new node tree and show it?
  • - 7. have the generator-image node to be removed?
  • - 8. scripted nodes have to be in generator extended as mk1 mk2 mk3 all three presented
  • - 9. do we need interpolation mk1 still?
  • - 10. i have to make pattern inerpolation node separated with separated algorythm
  • - 11. needed dimentions node (simple one)
  • - 12. Vectorize all in two levels at least. as per object + per evrtices in object. maybe more. we need automotisation for that thing
  • - 13. All the things have to be unified, as levels in generators (separate levels, line node etc), in modifiers (modifiers handle levels as recursion if possible)
  • - 14. Object Sockets not work properly if we remofe mesh with bmeshViewerMK2, so we need handle soft way of updating geometry. it is MUSTHAVE feature. To handle modifications with geometry as UV layers node and weight paint and vertex paint etc. Soft way not just keed vertex count, but also keep vertex count by default with handle concenred errors and so on. with maybe recalc vertices button maybe.
  • - 15. @enzyme69 asked Vector Polar Spiral to Follow Curve #964 (comment) here for motion path
  • - 16. Color nodes series RGB,HSV,etc in out convert
    If we solve this we can follow 1.0 version (full documentation+templates+kosvor fixes)
  • - 17. Interpolation nodes have same functions - to separate them to utils
  • - 18. ObjectIn have to have hidden sockets for vertex groups, colors, shapekeys, etc with enum popups. If object in to be only for object insertion than no vertices needed, but now we have double-functions with get object and so on.
  • - 19. particles node have to have also hidden sockets. it is the same principle, so needs same definition or decorator to find properties. OR to pack all particle systems to separate sub-objects?

Or we should do something with 0.6 0.7 0.8 0.9 versions?
or to make new sockets for version 1.0 and current list will work as 0.7 i.e.?

@nortikin nortikin changed the title bugs 2016-11-09 bugs 2016-11-09, ROADMAP, todo Nov 9, 2016
@nortikin nortikin changed the title bugs 2016-11-09, ROADMAP, todo ROADMAP, bugs, todo / 2016-11-09 Nov 9, 2016
@zeffii
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zeffii commented Nov 9, 2016

#956 fixes issue 6 I think.. (A pull request)

it even names the new nodetree like os.path.basename(self.filepath) ..so somename.json when there was no existing node tree.

@zeffii
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zeffii commented Nov 9, 2016

@nortikin regarding documentation / number 5 , I understand that this relates to the bl_label of Nodes currently not always corresponding with the Name on the Node UI within the documentation and pictures. ? Definitely this needs to be fixed in the documentation and not in the nodes themselves. Bit of a pain in the butt :)

@nortikin
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i made some time ago some docs, will go on, nothing special, just time.

@nortikin
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  • - 12. Vectorize all in two levels at least. as per object + per evrtices in object. maybe more. we need automotisation for that thing

@nortikin
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  • 13,14 points.
    What you think?

@zeffii
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zeffii commented Nov 23, 2016

regarding 14:

some rewrite of BMViewMK2 is probably due. MK3 i am thinking about.

I don't know how well the Objects out of BMVMK2 was tested, likely it can be fixed for the described scenario before introducing MK3.

@zeffii
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zeffii commented Nov 23, 2016

regarding 13:

the goal of SVRedux was implement a more unified interface, but I think the simultaneous implementation of a different way to write nodes was a distraction (now... )

@ly29
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ly29 commented Jan 12, 2017

For 12:

see #1112 as a possible way forward.

@DolphinDream
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If no one is working on a color node (random color node) I would like to start working on this. Any guides, suggestions for where to start are appreciated.

@zeffii
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zeffii commented Feb 3, 2017

@DolphinDream

If no one is working on a color node (random color node) I would like to start working on this. Any guides, suggestions for where to start are appreciated.

@nortikin
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nortikin commented Nov 14, 2017

docs in process by @THJG

@nortikin nortikin added this to the Nikitron duties milestone Jul 15, 2020
@nortikin
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close for good

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