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Blender 2.40 Released
Posted by
CowboyNeal
on Thu Dec 22, 2005 09:05 PM
from the new-and-improved dept.
from the new-and-improved dept.
LetterRip writes "Googles Summer of Code has born fruit with the Blender 2.40 release. Thanks to their support and the hard work of the coders they supported Blender has fluid dynamics
simulation done by Nils Thuerey, a powerful inverse kinematics system done by Brecht Van Lommel, and much improved boolean tools done by Marc Freixas. Of course Blender has had a huge number of improvements aside from the work supported by Google. The animation system got a complete rewrite by Ton Roosendaal, as well as other major improvements like flive UV unwrapping LSCM, and a Modifier stack system. It also has seen greatly improved ease of use since the last Slashdot announcement addressing all of the complaints raised- things like 3d manipulators, full undo system, etc. There is also a quick start guide for new users, and nice video and written tutorials on new features and a fairly up to date manual."
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free sculpting tool also (Score:5, Informative)
http://www.elysiun.com/forum/viewtopic.php?t=5610
LetterRip
Release notes and cool pics (Score:2)
http://www.blender.org/cms/Blender_2_40.598.0.htm
Re:Release notes and cool pics (Score:5, Informative)
The particle guides made setting up effects I'd waste days trying to accomplish in 2.37 something that could be done in 15 minutes.
Parent
Mirror links (Score:4, Informative)
http://public.planetmirror.com/pub/blender/releas
Parent
lots of new features, but... (Score:4, Funny)
Re:lots of new features, but... (Score:2, Funny)
Nope (Score:2)
(Data Recovery Software for the PC & Mac)
Re:lots of new features, but... (Score:3, Funny)
Only if your toaster uses a Pentium4 heat element
Awesome (Score:4, Informative)
Re:Awesome (Score:5, Insightful)
Open-source software is not the opposite of capitalism. It's an orthogonal concept.
Parent
Re:Awesome (Score:4, Insightful)
No, it's not. In terms of expandability and versatility Max has it beat hands down. Here, do these things in Blender:
Script a new custom helper node that has a private parameter block to hold run-time specific information and uses the exposed viewport drawing commands to create a custom icon and transform gizmo for the helper object. Create a new material that has a global parameter block to hold settings for .FX (or .HLSL or .GLSL) shaders. Have those shaders work in the viewports. Have the settings be easily accessible both by the scripting language and the C++ SDK so that the data can be easily exported. Create the custom helper node and material in a scripting language, not C or C++ w/ an SDK.
Now create an entire bipedal skeleton with head, neck, clavicles, R/L upper arms, R/L lower arms, R/L hands, 4 spin segments, pelvis, R/L upper legs, R/L lower legs, R/L feet, proper IK and joint constraints. Do that in less than 30 seconds.
Still with me?
Keyframe animate the new skeleton over 100 frames. Create a second skeleton of a totally different scale with a different bone count. Now map the animation from skeleton 1 to skeleton 2, taking into acount the differing bone counts and scale. Do that in less than a minute.
Use a cloth simulation to create the animation of a person walking through a curtain. Use an extremely dense mesh for the curtain cloth. Now skin-wrap that animation on to a low-res version of the curtain with an IK bone setup instead of a cloth simulation (since cloth sim can't be use in a real-time engine). Quickly! The skin wrapping needs to be done in a minute or so.
Blender isn't a bad product at all. It's actually a very nice product. That doesn't mean it's more versatile than Max, though. Autodesk has more man hours poured into Max each year than Blender has had for the entire time its been a product. Autodesk has the advantage of a huge customer base and the smarts to talk to those customers and incorporate new features that increase productivity. Max wasn't nearly as versatile 3 years ago as it is now. Except for the biped creation step above it couldn't do any of the things I listed either (except maybe the custom helper node).
There's nothing wrong with "capitalist" software (eyeroll at the bad melodramatic turn of phrase). If Max provides features and options that fit a current or designed workflow and increases productivity then it is well worth the purchase price.
Parent
Re:Awesome (Score:5, Insightful)
No problem.
[QUOTE]Create a new material that has a global parameter block to hold settings for
Sure.
[QUOTE] Have those shaders work in the viewports.[/QUOTE]
Alas we will need Ogre or CrystalSpace integration for that yet...
[QUOTE]Have the settings be easily accessible both by the scripting language and the C++ SDK so that the data can be easily exported. Create the custom helper node and material in a scripting language, not C or C++ w/ an SDK.[/QUOTE]
Scripting and direct access to the C code no SDK.
[QUOTE]Now create an entire bipedal skeleton with head, neck, clavicles, R/L upper arms, R/L lower arms, R/L hands, 4 spin segments, pelvis, R/L upper legs, R/L lower legs, R/L feet, proper IK and joint constraints. Do that in less than 30 seconds.[/QUOTE]
There are preexisiting skeltons with full constraint setups avialable already. Not automagic - but it is the weighting and morphs that are the big time consumers. We have very good morphs and weighting system now, and the rigging and constraints is quite easy and straight forward.
[QUOTE]Still with me?[/QUOTE]
Yep
[QUOTE]Keyframe animate the new skeleton over 100 frames.[/QUOTE]
Done.
[QUOTE]Create a second skeleton of a totally different scale with a different bone count. Now map the animation from skeleton 1 to skeleton 2, taking into acount the differing bone counts and scale. Do that in less than a minute.[/QUOTE]
Nope can't do this yet - motion retargeting will hopefully come by this summer - that is a pretty recent addition though to 3ds etc.
[QUOTE]Use a cloth simulation to create the animation of a person walking through a curtain. Use an extremely dense mesh for the curtain cloth.[/QUOTE]
Done
[QUOTE]Now skin-wrap that animation on to a low-res version of the curtain with an IK bone setup instead of a cloth simulation (since cloth sim can't be use in a real-time engine). Quickly! The skin wrapping needs to be done in a minute or so.[/QUOTE]
Haven't tried it but pretty sure is doable.
[QUOTE]Blender isn't a bad product at all. It's actually a very nice product. That doesn't mean it's more versatile than Max, though.[/QUOTE]
Absolutely agreed.
[QUOTE]Autodesk has more man hours poured into Max each year than Blender has had for the entire time its been a product. Autodesk has the advantage of a huge customer base and the smarts to talk to those customers and incorporate new features that increase productivity. Max wasn't nearly as versatile 3 years ago as it is now. Except for the biped creation step above it couldn't do any of the things I listed either (except maybe the custom helper node).[/QUOTE]
Well - with Blender you can accomplish most of what you listed now.
[QUOTE]There's nothing wrong with "capitalist" software (eyeroll at the bad melodramatic turn of phrase). If Max provides features and options that fit a current or designed workflow and increases productivity then it is well worth the purchase price.[/QUOTE]
Absolutely agreed.
LetterRip
Parent
Inverse kinematics?? (Score:3, Funny)
Is it written in Old Fortran beer???
If not, you can bite my shiny a... OH. BLENDER...
Never mind...
There's Blender meeting in March (also for gimp... (Score:5, Informative)
Anyone interested in Blender should be aware of the Libre Graphic Meeting [libregraphicsmeeting.org]. The plan is to get developers of Blender in one place, plus get developers of other free software [compsoc.com] packages like GIMP, Inkscape, and Scribus together too.
19 March 2006 in Lyon, France
Re:There's Blender meeting in March (also for gimp (Score:2)
LetterRip
I think you've spotted somewhere you can help :-) (Score:2)
I'm not actually involved in the meeting, I'm just interested because I think the conference is based on a good idea.
(Correction: In my post I said the conference was on the 19th, but it's actually a 3-day event from the 17th to the 19th)
one of the few success stories of wikibooks? (Score:3, Interesting)
Re:one of the few success stories of wikibooks? (Score:2)
the manual on Blenders wiki was indeed developed prior to being put on the wiki but the first version was for 2.33 - It is undergoing heavy development, and in particular all of the translations have happened afterwards. Also, some of the best pages are new additions (ie a superb page done on the hair system, another on the mesh tools etc.).
LetterRip
Re:one of the few success stories of wikibooks? (Score:2, Funny)
Junk? Dude, that's the coolest thing I've read for ages! You just made my day. Lemme find some toilet paper, I'll be back later...
So amazing that its hard to realize its free. (Score:5, Informative)
The truth is however - even if it is harder to grasp as a beginner, most 3d applications are hard to learn - in fact
Blender isnt that hard compared to 3dstudio Max or Maya because of its better and more efficient workflow. I have bought 3dstudio max (a license) for over 4 years - but switched to Blender because I found that the modeling workflow was faster and more efficient. You can export/import
The main advantage That I think Blender has - in comparison to eg. 3Dstudio max is that once you get started it all becomes easier
It has - fluids (a really good one), Softbody, Some of the best rigging tools around and support that simply cant be beat. What do I mean by that? I mean - when I used 3dstudio max...I was an unsignificant "flea"... and when I complained about bugs in the software...It was always "my-fault" or "Windows fault"...but never Discreets fault.. And months later when the bugs finally got acknowledged and fixed - I had to purchase 1000 dollars in upgrades just to fix the bugs.
When I switched to Blender and had problems - guess what? 2 days after "mentioning" possible bugs - they got fixed. And it kept going that way. Blender rarely chrashes and its a dream to work with the passionate developers.
Yay! (Score:2, Interesting)
NeverEndingBillboard.com [neverendingbillboard.com]
Re:Yay! (Score:4, Informative)
To other Slashdotters who've mentioned UI difficulty:
The interface in blender is designed around having the right hand on the mouse, and the left hand on the keyboard. UI actions are very terse, and therefore slow to learn and easy to forget. Find, read, and do the available tutorials! There is plenty of info to get going, and once you get over the initial hump you'll find Blender *fast* to use.
Parent
Lots of goodies awaits.... (Score:4, Informative)
Blender even has different undos for different systems. Example: Global Undo and Local Undo - Meaning if you change stuff in you scene...you can just do the normal Ctrl + Z to undo there...or if you where editing your mesh you can undo/redo stuff with U in meshedit mode (Tab).
Blenders all about safety and workflow these days, if all above wasnt enough security for you - you can adjust your preferences to save "xxx-number-of-versions-back". Theres even a separate "Reopen last" and "Recover last session" system so if you for some reason stopped in the middle of it all..can continue your work where you left it - or select the last file you worked on. Hows that for total paranoia?
Want more? I could go on an on...but Ill leave that to you.
Parent
and it's completely useless on OS X because... (Score:4, Informative)
While some people would point the finger at Apple, I find it highly curious that Blender broke so severely (if you read the thread, lots of other things don't work) and far as I know, nothing else did...
Yes, I verified the bug- on my 17" Powerbook (with an NVidia card) none of the menus or popup listboxes appear. If you have a machine with 10.4.3 and an nvidia card, don't bother...yet.
Re:and it's completely useless on OS X because... (Score:4, Informative)
Parent
Re:and it's completely useless on OS X because... (Score:3, Informative)
As far as the "finger-pointing" goes... I'm not going to look at the code, and I'm not a Blender user, but I have to ask: If Apple says Mac OS X can support an OpenGL API (which is a standard), and hasn't set some arbitrary limit on the support the OS gives to that standard,
Re:and it's completely useless on OS X because... (Score:2, Interesting)
Works with ATI (Score:2)
How odd that one graphics card would work while the other wouldn't. Are they drawing their own menus and stuff in OpenGL or something?
Re:Works with ATI (Score:2, Informative)
Re:and it's completely useless on OS X because... (Score:5, Informative)
You can put a software only driver in your blender folder that will fix pretty much any card. For ATIs that are buggy turn off 'full hardware accelleration'. S3 and Intel on board graphics also have issues. Pretty much all other cards in the past 10 years should be okay, but NVidia tends to work best on Windows.
LetterRip
Parent
Grammar Nazi (Score:5, Funny)
has born fruit with the Blender 2.40 release.
Borne fruit. "Borne" is the past tense of "bear". "Born" is a defective verb that's used as the passive voice of "give birth". Unless they went into labor before releasing their product, I'm pretty sure they meant "borne".
Re:Grammar Nazi (Score:2)
Unless they went into labor before releasing their product, I'm pretty sure they meant "borne".
I'm sure they labored quite a bit before they could release.
bloated? (Score:4, Funny)
Re:bloated? (Score:5, Informative)
No, seriously, we're working on it.
Linux Platform Manager
Blender Project
Parent
Replacing the Game Engine: CrystalBlend (Score:5, Interesting)
The reason I post here is that I'm looking for developers who want to help me with this project mainly on the Blender side. As the project manager of Crystal Space I will take on the Crystal Space side of CrystalBlend (i.e. 3D engine specifics). I will also work on the logic system itself but I would like some other people to help me with both the integration of Blender and Crystal Space as the development of the new user interfaces for the new logic system.
Give me a mail (jorrit dot tyberghein at gmail dot com) if you are interested!
Greetings,
Re:Ouch, CrystalSpace not 64-bit clean like blende (Score:3, Informative)
Greetings,
CAD? (Score:4, Interesting)
I was sad to see the BlenderCAD project die a slow death, as it addressed a lot of the CAD issues that Blender 2.3 was missing.
I'd still like to see persistent units, measurements and materials BOM.
Re:Great... (Score:3, Informative)
LetterRIp
Re:Great... (Score:2)
Re:Great... (Score:2, Funny)
Re:Great... (Score:5, Informative)
Once you force feed it to yourself, after a while you'll start to enjoy it and even respect it. I wouldn't call it better than 3dmax or any other modeller you can name, but it's definetly a damn good interface.
I've been using the 2.40 release candidates for the past month, and it's a splendid update to an already splendid program. I've watched people produce things equal in quality to the products of extremely expensive modelling programs with it. I've also seen a lot of newbies create complete crap but that's part of the risk of free software.
Parent
Re:Great... (Score:2)
Ok so it's not better, it's just harder. Not exactly a plus
User friendliness matters a lot. 3D packages have complex interface by their nature - you can't just grab any of them and start making animated furry jungle animals straight out.
But with my few attempts of trying Blender I had tough luck even creating a sphere and moving and rotating it around.
When you're hit with such a steep learning curve, you can either give up a lot of your free time and learn it (which
Re:Great... (Score:3, Interesting)
Re:Can someone translate for me? (Score:5, Informative)
LetterRip
Parent
Re:Can someone translate for me? (Score:3, Informative)
Re:Splitting Hairs... (Score:2)
2.1
2.2
2.3
2.4
2.5
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2.39
2.40
2.41
Re:Linux Lover? (Score:3, Insightful)
Why? It's a Windows and OSX app too.
Re:Linux Lover? (Score:2)
Re:nice, but (Score:2)
Did Ansel Adams need the equivalent of a fully-automated camera with a motor drive to produce the work that he did? Not even. His tool of choice, in many ways, reflects Blender's approach to 3D. It's a hands on, nuts-and-bolts approach that keeps the distance between you and your work at a minimum (few interface abstractions to interfere)- much like the potter and his/her potter's wheel.
Re:Still no smoothing groups? (Score:4, Informative)
Parent