1

(2 replies, posted in Engine)

I think this is what maratis exporter need but more robust.
http://sketchesofcode.wordpress.com/201 … e-version/

2

(3 replies, posted in Engine)

if you get maratis read blender native file format will be amazing and fast interactio between the two app.

3

(3 replies, posted in Engine)

I agree whit you, think in somentin, what make people migrate from one application to other is the ease to use most and the fast pipeling. the most faster pipeling that suport all native application file format is unity.

there is read blend file format in the Ogrekit project you cant give a check: http://code.google.com/p/gamekit/wiki/I … ile_format

4

(61 replies, posted in Editor)

-Implement nodal logic behaviors, will make maratis more artist friendly for reference see Uscript
http://www.detoxstudios.com/
-The best nodal implementation for me is this check those videos
http://www.quelsolaar.com/co_on/manual.html
-The editor is minimalist i like this, to complement you cant implement pieMenus to acces option an call floating panels
like this you keep the simplisity of the Editor
-A nice and functional shader editor preferible NodalsHader.
Im going to make some mokup for you to see how will look like

5

(3 replies, posted in Engine)

i think the best feature is that maratis load the native blend file, in Unity you cant open the blend file and any change you make in Blender update in realtime in unity editor.

Unity and Ogrekit are the two engine thad cant read blend file natively, this whould be a nice and functional pipeline.

-read blendfile
-support logicbrick etc.