Info
In this section you will see lists of things that I have done to the application.
The Development Page contains a list of things I intend to do, though should there be any constructive Feedback these upcoming intentions may change.
In this section you will see lists of things that I have done to the application.
The Development Page contains a list of things I intend to do, though should there be any constructive Feedback these upcoming intentions may change.
Versioning
Originally I started working on v1.3 provided by Armagan Yavuz so the versioning started there. After realising that JM Soler had made version 2 I went and updated mine to version 3 to reflect that it contained functionality similar to both prior versions.
The version numbering also made sense in a Major.Minor.Revision.Build sense, as the changes I made did turn out to be pretty major. Please note that Major is directly relative to either the amount of money you pay your developers, or the amount of caffeine they have to drink to get the job done.
In any case, this may help explain any discrepancies you find in the versioning.
Originally I started working on v1.3 provided by Armagan Yavuz so the versioning started there. After realising that JM Soler had made version 2 I went and updated mine to version 3 to reflect that it contained functionality similar to both prior versions.
The version numbering also made sense in a Major.Minor.Revision.Build sense, as the changes I made did turn out to be pretty major. Please note that Major is directly relative to either the amount of money you pay your developers, or the amount of caffeine they have to drink to get the job done.
In any case, this may help explain any discrepancies you find in the versioning.

Like LSystem? Buy me a coffee :)


Like LSystem? Buy me a coffee :)

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Current Development
This page outlines what we are currently working on - for the most current public release of the script you'll need the v3.3 - The Forst Build
This page outlines what we are currently working on - for the most current public release of the script you'll need the v3.3 - The Forst Build
v4.0 - The 'Blender 2.5' Build
This build focuses on updating the existing Forest Build to Blender 2.5. Due to the new API in Blender 2.5 this requires a major re-code but will give us a lot more consistency in the UI, better features, and hopefully better overall stability.
Our primary focus will be on getting the old version to work the same, and to continue support for existing saved configurations.
We will also be adding some new features to tie in with Blender 2.5 - including usage of the ToolBox (a neat tool panel now available in the 3D window).
This build focuses on updating the existing Forest Build to Blender 2.5. Due to the new API in Blender 2.5 this requires a major re-code but will give us a lot more consistency in the UI, better features, and hopefully better overall stability.
Our primary focus will be on getting the old version to work the same, and to continue support for existing saved configurations.
We will also be adding some new features to tie in with Blender 2.5 - including usage of the ToolBox (a neat tool panel now available in the 3D window).
v4.x Roadmap
Blender 2.5 introduces a new UI and a new API, but where are we taking the script in the long run?
Community feedback has had a large leaning towards animation, softbodies, grasses, and the inclusion of other ground coverings and plant types. To this end it would seem that LSystem is going to become more than just a tree generator, and may even get renamed because of it.
Blender 2.5 introduces a new UI and a new API, but where are we taking the script in the long run?
Community feedback has had a large leaning towards animation, softbodies, grasses, and the inclusion of other ground coverings and plant types. To this end it would seem that LSystem is going to become more than just a tree generator, and may even get renamed because of it.
Requested Features Log
This is a list of features and updates that are being planned for LSystem
If you have a feature you'd like to see, please submit it via the Feedback Page.
| Feature |
Description |
Version |
| More Leaves |
More leaves required - there are currently only about 20 options for leaves in the script - more will be collected and added. If you have leaves that can be incorporated feel free to drop me a line. |
4 + |
| Simple Tool Box Tools |
Currently the LSystem tools reside under 'Object' in the Buttons space - this feature would add a panel to the ToolBox in the 3D Window which would allow the adding of pre-defined trees, with some general settings available (switching on/off random locks etc). |
4.0 |
| Simple Mode |
Addition of a mode that;
- Hides all the generation controls under an 'Advanced' Tab
- Shows the user a menu of pre-defined trees (Fir, Bonsai, Willow etc) and allows configuration of specific values to generate a tree in that 'category'
- Will also allow 'fine tuning' by switching to 'Advanced Mode'
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4.1 |
| Soft Bodies |
Enable softbody weighting of trees during generation to allow for interactivity with other objects and wind. |
4.2 |
| Grass |
Due to extreme requests for grass I will be adding an experimental feature in v4 to allow adding of grass. Probably from particles. Details to be made up on the fly. |
4.0 |
| Vines, creepers, groundcover |
There are scripts (eg: Ivy Generator) that create ground cover and creepers, and other types of plants. It is possible that these scripts could be combined with LSystem to create a more widespread 'plant generator'. Investigation into whether there are scripts that are out-of-development that can be incorporated, or if the other developers wish to collaborate in some manner. |
4.3 |
| Renaming Entire Project |
LSystem refers to Lindenmeyer system , which is the mechanism that 'grows' the tree from the settings provided, before it is passed to the mesh generating engine. LSystem is the original name fo the script, however it may be more appropriate to rename the script to reflect the funcitonality so that new users can find it with ease. |
4.0 |
| Branch to branch smoothing |
Currently some pretty ugly 'joints' can be created between branches. This would focus on adding options around how they are joined. The idea being to 'flange' the joints so they are more natural. |
4.1 |
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This is a list of features and updates that are being planned for LSystem
If you have a feature you'd like to see, please submit it via the Feedback Page.
| Feature |
Description |
Version |
| More Leaves |
More leaves required - there are currently only about 20 options for leaves in the script - more will be collected and added. If you have leaves that can be incorporated feel free to drop me a line. |
4 + |
| Simple Tool Box Tools |
Currently the LSystem tools reside under 'Object' in the Buttons space - this feature would add a panel to the ToolBox in the 3D Window which would allow the adding of pre-defined trees, with some general settings available (switching on/off random locks etc). |
4.0 |
| Simple Mode |
Addition of a mode that;
- Hides all the generation controls under an 'Advanced' Tab
- Shows the user a menu of pre-defined trees (Fir, Bonsai, Willow etc) and allows configuration of specific values to generate a tree in that 'category'
- Will also allow 'fine tuning' by switching to 'Advanced Mode'
|
4.1 |
| Soft Bodies |
Enable softbody weighting of trees during generation to allow for interactivity with other objects and wind. |
4.2 |
| Grass |
Due to extreme requests for grass I will be adding an experimental feature in v4 to allow adding of grass. Probably from particles. Details to be made up on the fly. |
4.0 |
| Vines, creepers, groundcover |
There are scripts (eg: Ivy Generator) that create ground cover and creepers, and other types of plants. It is possible that these scripts could be combined with LSystem to create a more widespread 'plant generator'. Investigation into whether there are scripts that are out-of-development that can be incorporated, or if the other developers wish to collaborate in some manner. |
4.3 |
| Renaming Entire Project |
LSystem refers to Lindenmeyer system , which is the mechanism that 'grows' the tree from the settings provided, before it is passed to the mesh generating engine. LSystem is the original name fo the script, however it may be more appropriate to rename the script to reflect the funcitonality so that new users can find it with ease. |
4.0 |
| Branch to branch smoothing |
Currently some pretty ugly 'joints' can be created between branches. This would focus on adding options around how they are joined. The idea being to 'flange' the joints so they are more natural. |
4.1 |
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