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  • Published 20 May 2019

Blender 2.8 Traditional Chinese version and can support C # language

I hope that you can have the Traditional Chinese version in Blender 2.8 (because there is a Traditional Chinese version in 2.7)

And can support C # language! I hope that you can only use the Python language to make your own personal production! I hope that you can join the C # language to create and use all the features of Blender for all users!

I hope that you can fully integrate Blender and fully support the Unity game engine!

I hope you can launch the Blender 2.8 version sooner.

If you receive this message or have other questions, please reply!

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Development Status: Incomplete

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jack83888
20 May 2019

7 Comments

testure
  • Traditional chinese support. Sounds good. also sounds inevitable, not really a proposal.
  • Support C#? Not going to happen, they've made it very clear in the past that python is it. Maintaining multiple scripting languages is always a huge pain in the ass and is rarely a good idea- just ask Unity how that worked out for them.
  • Fully integrate Blender into Unity. That sounds like Unity's job? What exactly are you even asking for here?
  • Launch 2.8 sooner? Sooner than July? Most of us have been waiting for this for years, I think you can wait two more months.

That about wraps it up. In the future, RCS isn't a place to dump your wishlist, this is for thought out and well articulated proposals. When you have an idea- plan on explaining HOW it gets made, not just WHY you want it (neither of which you did for any of your suggestions, by the way)

1
Lauloque

Totally agree.
One doesn't release a software sooner just becose someone asked to do so. The developers need time to finish everything they started, block the UI, update the manual and fix any remaining bugs. And they estimated it would take them up to july.

jack83888 Author

understand! Thank you for your reply! Also! The thing I want to ask is to disassemble the UV!

Because the game will calculate all the environment causing delays (Lag)! For example: 3DMax requires too much trouble to disassemble UV and weld UV before reducing the number of (vertices and faces)! Can it be done in Blender in a simple and quick way? For example: just press the button once or twice to automatically disassemble all models and then weld UV?

jack83888 Author

understand! Thank you for your reply! Also! The thing I want to ask is to disassemble the UV!

Because the game will calculate all the environment causing delays (Lag)! For example: 3DMax requires too much trouble to disassemble UV and weld UV before reducing the number of (vertices and faces)! Can it be done in Blender in a simple and quick way? For example: just press the button once or twice to automatically disassemble all models and then weld UV?

jason

This is really multiple ideas bundled into a single post. It would be best if you separated them into individual proposals, each fully fleshed-out with specific, actionable suggestions to be implemented and discussed.

jack83888 Author

understand! Thank you for your reply! Also! The thing I want to ask is to disassemble the UV!

Because the game will calculate all the environment causing delays (Lag)! For example: 3DMax requires too much trouble to disassemble UV and weld UV before reducing the number of (vertices and faces)! Can it be done in Blender in a simple and quick way? For example: just press the button once or twice to automatically disassemble all models and then weld UV?

jason

* @jack83888 * I'm sorry, you're kind of all over the place here. Just make one post per idea (not comments... separate posts).