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OpenBlender...

Started by Oluseyi Sep 24, 2002 at 1:31 AM 17 replies 2.2k views
Original Post
Oluseyi
Oluseyi
By now I expect that most of you are aware that the intellectual property comprising the 3d modeling, animation and rendering package Blender has been purchased by the Blender Foundation. They intend to release the source code to the web on October 13, 2002 making it available under the GNU General Public License (a somewhat less than ideal choice, imo, for reasons I shall elaborate upon shortly). Do any of you plan to use it? Do any of you plan to contribute to the source code/user community, perhaps requesting for crucial or cool features? What are your thoughts in general? To me, the idea of a powerful albeit somewhat unwieldly package like Blender being made Open Source is a tremendous boon. I do plan to start hacking on the Blender sources as soon as I can get my hands on them, and contribute in whatever ways possible. My major focus will be user interface refinements and additional modeling tools (I hope to develop an anatomical modeler plugin for Blender), followed by a set of C++ libraries for manipulating .blend files (only necessary because I intend to license them under more closed-source friendly terms). The downside is that, being under the GPL, Blender presents unique complications for commercial applications that may benefit from the gameBlender sub-product. In fact, this issue is being hashed out on the Blender Foundation forums hosted by elYsiun.com. All comments welcome. Disclaimer: I am not an opponent of the GPL. I do however prefer licensing terms that do not mandate that unrelated products developed using public domain code be also placed in the public domain (eg the LGPL).
TechnoHydra
TechnoHydra
I personally love Blender, unfortunately I wouldn''t know what to do with the source code. I am looking forward to new plugins and such for it. Right now it''s hell trying to remember all the commands, etc. And I would like to see something for generating people or animals. Blender has the power I think it just needs to be focused.
yspotua
yspotua
I too am glad that Blender did not die. I am also looking forward to the many improvements that will be forthcoming.

To Techno: I remeber there being a head generating script. It allowed you to modify the basic head by moving sliders and such.

I don''t have it anymore, but you could ask over at the plugin forums and www.elysiun.com
Wolfmanyoda
Wolfmanyoda
Yes, I''m very excited about Blender''s continued life.
I have that head script around here somewhere. If you want it, just give the word and I''ll email it as soon as I can find it.

Also, check out Tree Generator
for a tree generator. I''ve just recently discovered it, so I can''t really say how good it is, just thought I''d toss it out there.
TechnoHydra
TechnoHydra
Sweet, thx for the heads up yspotua and Wolfmanyoda. Hey Wolf, if you don''t mind taking a moment to send it my way I''d really appreciate it.
Wolfmanyoda
Wolfmanyoda
Sure man, I''ll dig it up tonight and send it your way.
Oluseyi
Oluseyi
quote:
Original post by TechnoHydra
And I would like to see something for generating people or animals.

That''s exactly what the anatomical modeler plugin would be for. It would allow a developer to define an "anatomy" as well as which values were adjustable, then release this specification and have users turn out all sorts of variations on the basic "skeleton". I hope to prototype this system shortly (for a project I''m working on, actually, but it will serve as the seed for the Blender plugin).
crakinshot
crakinshot
never used it... taken a look at the gallery... the work their has either been down in MAX then rendered in blender, or made in Blender and Rendered in Max.

I would use it if it had the same tools as max for model creation... I.e: boolean... meshsmooth.
-=CrAKiN:ShOt=-I could put something witty here but I'm not that stupid...
TechnoHydra
TechnoHydra
Am I mistaken or is the meshsmooth ofMax similar to the subdivide smooth in Blender?
Wolfmanyoda
Wolfmanyoda
TechnoHydra-
did you change email? I tried to send, but the email address wasn''t legit.
OrangyTang
OrangyTang
"somewhat unwieldly"

This pretty much sums up Blenders interface, its distinctly non-standard - a Bad Thing(tm) - and lacks even a half decent help file. I could go on listing the HCI problems that Blender has for quite some time, but I won''t bore you, if you''ve used it you probably already know.

Unfortunatly, from looking at the forums, theres a huge elitist attitude of ''its intuative once you take the time to learn all the keyboard commands'' which is just plain silly.

I''m going to stick with QuArK and probably fork out for Milkshape, but i''ll be keeping an eye on Blenders progress...
Captain Insanity
Captain Insanity
It may not be intuitive, but once you''ve learned to use the controls it''s very, very EFFICIENT.

Personally, I''m waiting until it all becomes free so I can get hold of some proper documentation about the game engine at last.

I don''t know even a fraction of the code needed to make my FPS, and all my attempts to create an online team collapsed, so I''m going to look into making the whole thing using the Blender engine.

"If you go into enough detail, everything becomes circular reasoning." - Captain Insanity
"If you go into enough detail, everything becomes circular reasoning." - Captain Insanity
TechnoHydra
TechnoHydra
Email didn''t work eh? That''s odd. lilchineseguy@hotmail.com is the addy. How big is the script?

On the topic of Blender being unwieldy, I''ve found the most all of the keys I use frequently are conviniently grouped on the left side of my keyboard. So I can be manipulating the mouse and typing commands at the same time. Very efficient, it may not be the best but I''ve gotten comfortable with it.
Wolfmanyoda
Wolfmanyoda
Re-sending now, keep your fingers crossed
Oluseyi
Oluseyi
quote:
Original post by OrangyTang
Unfortunatly, from looking at the forums, theres a huge elitist attitude of ''its intuative once you take the time to learn all the keyboard commands'' which is just plain silly.

The beauty of source code access. Screw the elitists; implement what the populists want!
Landsknecht
Landsknecht
What I am looking forward to the most is maybe getting a full-blown Python interpreter. That half-assed version that is built into Blender is so much trouble. Not to mention that they completely changed the Blender library in one of the recent versions making most of the tutes for scripting useless...

And getting bolleans that don''t freeze up the system would be nice.

My sig used to be, "God was my co-pilot but we crashed in the mountains and I had to eat him..."
But folks whinned and I had to change it.
TechnoHydra
TechnoHydra
While we''re on the subject of Python. I''m trying to learn C++ right (doing all the work myself on my projects), will trying to learn Python confuse me much? And if you feel Python is worth the time. Anyone have any links to simple, barebones, absolute beginner tutorials on Python scripting?
Landsknecht
Landsknecht
Python is best thought of as object oriented BASIC. Learning multiple languages is *NEVER* a bad thing and the fundamental constructs of every language are the same, so there should not be a whole lot of confusion. The only thing you might run into is getting keywords confused and that problem becomes glaringly apparent very quickly. So don''t worry about it and go for it.

Also - look at this.



God was my co-pilot but we crashed in the mountains and I had to eat him...
Landsknecht
My sig used to be, "God was my co-pilot but we crashed in the mountains and I had to eat him..."
But folks whinned and I had to change it.

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