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The State of Open Source 3D Modeling
Posted by
kdawson
on Sun May 06, 2007 12:42 PM
from the first-mover-advantage dept.
from the first-mover-advantage dept.
gmueckl writes "Since Blender was released as open source in 2002, it has basically owned the open source 3D modeling scene. Its development has seen a massive push by both the community and supporting organizations. However, the program has been showing its age all along and efforts to improve on it have either been blocked or have failed in the past (note the dates). Authors of new modules are forced to jump through hoops to get their work glued onto the basic core, which still dates from the early 90s and has gone almost unchanged since. There are many other active projects out there like Art of illusion, K-3D, and Moonlight|3D. Each of them offers a modern, much saner, more coherent, and more powerful basic architecture and could match Blender in a couple of months' time with some extra manpower. So how come these projects don't get the level of support they deserve? How come developers are still willing to put up with such an arcane code base?"
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Games: Blender Foundation to Create Open Movie, Open Game 100 comments
Eloquence writes "The Blender Foundation, which maintains the open source 3D tool Blender, has announced two new projects, codenamed Peach and Apricot. Project Peach will be a new open source movie, following in the footsteps of last year's Elephants Dream project (which was initially codenamed Orange). Apricot, on the other hand, will use Blender in conjunction with open source 3D framework Crystal Space to create an open game, thereby showcasing both technologies."
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The State of Open Source 3D Modeling
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because (Score:1, Funny)
It's there, and it works (Score:5, Insightful)
(http://blikkie.info/)
As much as people may hate Blender, the main advantage of the program is that it is there, and that most things work. Some parts are even great. Personally I happen to like the poly-workflow, which is very fast. The main problem with blender for most users is that it takes a while to learn, but once it's learnt, it has a very effective workflow.
I think that the OP is very optimistic when he sais that it takes only a few months to port everything (and the kitchensink) to another app, that is just impossible, even with open code.
Re:It's there, and it works (Score:5, Informative)
Re:It's there, and it works (Score:5, Insightful)
Pretty much every developer that has joined Blender has spent some time looking over the codebases of the other opensource 3D applications. Your claim of a month is absolutely ridiculous - even a year would be an insane time line. At a minimum you are looking at a requiring a similar sized developer base as Blender at least 3 years of full time development before any of the other 3D apps can even come close to Blenders functionality as of right now.
Here is a very brief list of what you need to approach the basic functionality that Blender has
Modeling tools - asside from Blender the only half reasonable polygon modeling tool available is Wings3D(which is written in Erlang). In addition to a strong core of standard polygon modeling tools Blender also has sculpt modeling, curve modeling, metaball modeling, NURBS, etc.
UV Unwrapping - wings has basic UV unwrapping - Blenders are considered one of the best implementations in the 3D industry. As far as I'm aware all of the apps you mention have at best very basic tools.
Texturing - Blender has full node based materials and texturing; Blender has 3D painting and texturing tools. To my knowledge none of the apps you propose have either of those features.
Basic animation - you need good rigging and skinning tools for character animation. You need cage deformation, hooks, a driver system etc. I think AOI has okay rigging but other than that?
Simulation - physics, particles, fluids, crowds, hair. Presumably some of the apps you list have very basic collision integrated? Some also might have very basic particles. The difference between where they are at, and where they would need to be to match Blenders current capabilities is tremendous.
Compositing - not crucial for a 3D application to have - but this is a powerful feature of Blender having an integrated compositor in its rendering pipeline.
Rendering - do any of the projects you list have multipass rendering even?
Scripting - Blenders API has been refactored a few times, this has caused some pain among scripters, but the API has been steadily maturing and is quite large and powerful.
Exporters and Importers - how many and how mature are exporters for any of your suggested programs? A fairly complete and mature exporter or importer can in itself represent numerous man years of effort.
Sequencer - again not crucial to meet the definition of a standard 3D animation suite - but again a powerful feature that is part of Blender.
Logic nodes and game engine - yet another feature that wouldn't be a strict requirement to become a reasonable competitor in the 3D animation suite space, but another tool that is an important part of Blender for part of our user base.
I get the impression that you have absolutely no idea how much time and effort it would take to become a serious competitor as a 3D animation suite. No disrespect but Moonlight 3D isn't even 1% of the way there, and yet in your estimation it would only take a month to 'catch up'.
LetterRip
Re:It's there, and it works (Score:4, Insightful)
Re:It's there, and it works (Score:4, Insightful)
People like to bitch about the interface -- yes, it is confusing at first. But you have to use it for more than a few hours. Do the blender tutorial. After playing with blender, I took a class in 3dsmax -- seriously, once you learn the keystrokes for blender, you never want to go back. In this, it's comparable to vi or emacs.
Most likely, the OP got his nose bent out of joint because they wouldn't switch over to XML, so he decided to slander the project on slashdot.
Rewriting (Score:3, Insightful)
Re:Rewriting (Score:5, Insightful)
(http://www.ganjablogger.com/ | Last Journal: Thursday January 05 2006, @05:36PM)
In what manner?
'Blender still suffers from that'
In what way does blender suffer?
'have a solid design which is able to grow'
In what way are the designs solid? What about the design of blender makes it less solid? Specifically what aspect of blender is unable to grow and what is the difference in these other applications that makes them able to grow?
'applications like Maya, Softimage and Houdini have demonstrated that'
In what manner?
'Comparing blender to all of those on a design level makes blender stand out as the toy.'
In what fashion?
Do you have any constructive criticism or is this entire post just a troll? Can you name any specific features, design constructs, or methods that are actually superior in these applications or do you just prefer in the interface in the commercial applications you learned in?
Re:Rewriting (Score:4, Interesting)
Re:Rewriting (Score:5, Informative)
I'm sorry sir but you seriously mistaken,
"
Blender is a design that was never intended to grow into what it is now. Remember that it was an inhouse developement of an animation studio so the whole application was designed to get the job done that was at hand."
Perhaps you should read about Blenders actual history?
http://www.blender.org/blenderorg/blender-foundat
Blender was a rewrite of the inhouse design tool of neo-geo. The design of the rewrite was very forward looking. There were a few design errors, one such design error due to Blender being used inhouse is that the input design wasn't made easily customizable. This error is one that we are going to correct with Blender 2.50.
"But when the program itself was commercialized it started to outgrow itself. This was never anticipated and Blender still suffers from that."
It had been anticipated that Blender was to be commercialized. The technological and design foundations of Blender are pretty impressive. Blender has had some issues (all but a small handful of which have been addressed), but not anticipating commercialization is not one of them.
"The other applications that I pointed out have a solid design which is able to grow. Commercial applications like Maya, Softimage and Houdini have demonstrated that. Comparing blender to all of those on a design level makes blender stand out as the toy."
I suspect that you have close to zero knowledge about the designs of XSI, Maya, or Houdini similar to your close to zero knowledge of Blenders design.
Blender has been able to sustain absolutely ridiculous growth rates in its code base and functionality. Professional 3D artists find the pace of development eye popping/jaw dropping.
LetterRip
Showing age? (Score:5, Insightful)
(http://tru7h.org)
It's earned a fluid simulator. Particle effects have been dramatically improved, yafray integration was a huge improvement for rendering, materials can now be created with a node based system.. the list goes on and on. The feature enhancements that went into the latest point release is worth an essay all on their own:
http://www.blender.org/development/release-logs/b
Blender stays afloat because it's seeing active development and is already a mature platform. People are used to the interface (one that newbies hate, but veterans fall in love with), and it runs on all three of the major operating systems.
I don't think an aging codebase is a critical flaw. Too often people think redesigning the wheel is a panacea for repairing a kludgy system, without realizing that all code projects fall prey to this at some point in their life. Sure we could rewrite Blender.. but to what end? It'd take another 5 years to get where we are now.
Level of support (Score:5, Funny)
(http://www.sevenl.net/ | Last Journal: Sunday January 16 2005, @12:15AM)
Because the issue hasn't been posted to the front page of
Blender changes over time (Score:5, Insightful)
(http://www.animats.com)
There have been huge changes to Blender over time. For example, the physics engine in the game engine was replaced with a much better one. The original poster is apparently wound up about some XML import/export thing, which is minor. You can write Blender import/export filters in Python, and many such filters exist.
Blender has some problems, but converting its files to an XML format isn't one of them.
Re:Blender changes over time (Score:5, Informative)
Another problem is Blenders old user interface code. It dates back quite some time and it surely has been updated time and again. But because it is a library that does everything by itself on top of OpenGL and thin wrappers around the actual windowing system it did not get proper support for multiple screens yet although this has been called for some time now. User interface translations are a similar topic which has been tried time and again and still isn't fully accomplished. Back in the days when Blender ran on SGI workstations the decision for an own UI toolkit made sense. But times change.
blender is here to stay. (Score:3, Interesting)
blender already has quite a lot of features, not to mention game engine and other tools.
plug the fact that it's light weight, fast and cross platform. (while maintaining the same UI everywhere.)
blender may have some old cruft every here and there.
but it doesn't really bother me.
so what do these are "not yet here" apps offer me?
Re:blender is here to stay. (Score:4, Informative)
Blender worked on 64 bit platforms, but it wasn't recommended since the output of the files wasn't guaranteed to be portable between 32 and 64 bit versions of Blender. For 2.44 being 64 bit clean again (it was for the majority of its history) was one of the goals.
"Also, I think it's a personal problem, but I haven't been able to get Blender to even work on my system."
Sounds like a bad opengl driver, you can try upgrading or downgrading your driver; turning down hardware accelleration; and turning off antialiasing - those tend to fix 99% of the common issues.
LetterRip
Doesn't matter (Score:3, Insightful)
But it doesn't matter anyway. Basically, the hype and bullshit surrounding the 3d modeling app market is already so saturated and misinformed, it makes a SNES vs. Genesis debate in the cafeteria in the 6th grade look like a congressional fact finding comittee. Almost anyone involved in 3d modeling as a hobby develops their own ideas about what is good and what is bad for their way of working. Most of the time, Open Source modeling apps fall in the "bad" column.
It's obvious (Score:5, Funny)
(http://lookproductive.blogspot.com/)
Re:It's obvious (Score:5, Insightful)
Actually it is the Vi of the 3D Modeling world; it has small footprint and a marginally steep learning curve, but when you get it (in three or so weeks) you will be amazed at what you can accomplish with relatively little effort.
you question isn't so much a question... (Score:4, Insightful)
(http://www.doink.org/)
Blender probably "owns" the open source 3D graphical modeling scene because it's the most complete, full fledged, and the most mature of all the applications out there, with the exception of POVray. aside from blender(combined with yafray), the only other apps i use(and would consider recommending) would be wings3d(currently testing sunflow). typically i'll start with wings, import into blender, and use yafray for rendering. this combo seems to work well, wings is superior to blender in certain types of modelling. i don't think the other apps you mentioned play well with other apps, maybe that's the problem...
i've tried many of the OSS 3D apps out there(including AOI, have not tried k3d or moonlight thou) and the problem was often that the user interface was clumsy, the code was only available on one platform(i.e. moray), or the project was not mature enough for real work.
blender is'nt the easiest 3d app to work with, but then again 3d modelling in and of itself is not an easy task. since this discussion is about 3d modellers, it's important that an artist is able to navigate, switch tools, and move around an application in as smooth and fluid like as possible. it might seem like an oxymoron, but it is possible to do this in wings and blender(i never thought it would be). blender especially is a steep curve application, but once you get to know the most basic commands of edge/vector/face selection, creation and editing of primitives and vertices, things start moving quite well. there is a lot of thought that went into both blender and wings UI to make them easy to use. can you say that about k3d/aoi/moonlight?
you complain about the underlying architecture, but it's not the code that a user is interfacing with, and the interface is what is driving a highly graphical app like blender. it helps when architecture and UI are both well conceived.
does that answer your question(s)?
It's a pain. (Score:3, Insightful)
(http://www.sjbaker.org/)
But the problem is that it's just barely good enough - such that developers simply don't feel it worth the (not inconsiderable) effort to do something truly world-class to replace it. Artists eventually learn it's weirdnesses.
If blender mysteriously vanished overnight, we'd be in a terrible state for the next year - but what would emerge as a result would be a hundred times better.
Tricky.
Re:It's a pain. (Score:5, Informative)
Cheers
What about Sauerbraten? (Score:2)
How about the state of 3D Parametric Modelling? (Score:3, Insightful)
Very True (Score:2, Informative)
could match in a couple of months' time? (Score:5, Insightful)
- Each of them: great, there are three projects offering equivalent functionality, each hoping to supplant the current favorite? And which, pray thee, should an experienced developer contribute to? "Any of them"? --- bzzt, wrong answer. You're asking somebody to contribute when there is a 2 in 3 chance the contribution will be dead code when one of these emerges as a favorite? A born-into-money aristorcrat who doesn't have to make his own living can do that; the rest of us have more limited time and can't. Hint: companies pay product managers quite a bit to keep developers from doing wasted work, partly to avoid overhead but partly because wasting a developer's work is the fastest way to kill any enthusiasm. Picking one option (even if it's wrong) is better than indecisiveness. And if you truly think multiple options are the best, then find a way for them to coexist (pluggable rendering cores) instead of killing each other off.
- modern, much saner, more coherent, and more powerful: all of these are in the eye of the beholder. But here's an opportunity to defend yourself: if these new architectures are that much more powerful, it must be possible to implement the blender architecture with them. Which happens to be a sane migration path, instead of the throw-away-anything-old not-invented-here approach of an entirely new project. Blender is open source: fork it and insert the new architecture, instead of griping about how somebody else should do something better. (I know full well this isn't as simple as I'm making it out to sound. But you know full well these new architectures aren't unambiguously better than the old.)
- could match Blender in a couple of months' time: such a confident development-time prediction! Anyone with predictions that solid should be administrator of a project already! Now that I'm done being sarcastic, "a couple of months" is totally unrealistic. Every additional developer needs ~1 month to get up to speed on a new codebase (and understand what Blender does), another X months to implement the new functionality to match Blender, and 2X months to work the bugs out of the new functionality. Wine has been a few months from being usable for general apps for years; Gnome has been a few months and a few developers from being able to replace Windows for years; Windows has been a few months from being bug-free for a decade.
I don't mean to degrade the whole idea of finding something better than Blender. It's a fantastic goal, advances the state-of-the-art, and all sorts of other good things. I do dispute the misrepresentation of the ease with which it can be done: if it were even a tenth that easy, it would already be done.Developers are willing to put up with the arcane code base because (1) it works, (2) it's Good Enough, which means anything newer has to overcome the training / usability barriers associated with switching, and (3) the newer options are not unambiguously "better". Remember: if app Bar (Blender) is already the standard, app Foo (these alternatives) not only has to be better for someone just starting, but also has to be better for an experienced user of Bar.
re: (Score:2, Interesting)
Just do the modeling with Wings 3D, or whatever you happen to like, and do the rest with Blender. It's a very capable piece of software.
And many artists use many applications to do their work, for example, they could use Modo for modeling, Lightwave for rendering, etc. So it would be perfectly normal if you use Wings for the modeling, some other application for animation, Blender for rendering, etc. This way, you are using the parts you think are better, or you are more comfortable with, from each application.
Re: (Score:4, Informative)
You'll rarely, if ever, find a studio using one program. Certainely none of the bigger ones, and I don't even know of any smaller studios that rely on one piece of software for all their needs. For the hobbyist though, this isn't always a viable option due to the costs associated with some of the software.
Modeling especially, seems to be segmented. Model a base mesh in modo/Silo, bring it into ZBrush/Mudbox for sculpting, rebuilding topology in modo or Silo again, and then bringing it all together into Maya/XSI/3DS/LW/etc.
If you want to learn Blender.. (Score:5, Informative)
There's hope for Inkscape (Score:3, Informative)
My daughter just attended a seminar where the UI expert posited the three Es. Ease of use, ease of remembering and something else that translated as power. The way the presenter described it, you couldn't have all three. Bullroar. A good program is one that I can use intuitively. If I am going to use the program a lot, there are shortcuts available. For instance, my students can get something to work with menus and the mouse. I can do the same thing two or three times as fast from the keyboard. I guess the thing is that a decent program has more than one possible UI.
Wings 3D (Score:2, Interesting)
(http://www.entala.co.uk/~dan/ | Last Journal: Saturday November 25 2006, @02:00PM)
If you want a nice natural intuitive modeler, look no further than Wings 3d:
Wings3D [wings3d.com]
It has some strange dependencies, but you might be able to find a precompiled version for your platform. (It's in Gentoo's portage for example).
choice (Score:2)
(http://www.badstep.net/ | Last Journal: Tuesday December 30 2003, @06:04AM)
Blender LOOKS better. (Score:1)
(http://www.catnapgames.com/)
Does anyone actually use Blender? (Score:2)
He is a graphics designer by trade and has Windows at home (he hates Macs, but has to deal with them, because every single designer shop in Germany uses them). He wanted to build something in 3D and tried to install the Windows version. It wouldn't even install due to some Python related problem (Python seems to be for the plugins, but why would it break the basic install anyways?). I tried to help him over the phone and he installed different versions of Python to no avail.
Then I advised him to try the previous version and it didn't work either. There was very little documentation on the web. He uses Windows XP and has nothing out of the ordinary running and uses standard hardware.
I guess not many people tried even installing the Windows version much less use it.
Good thing I use Debian. For most important stuff I need there are responsible maintainers that check the packages bevore uploading and respond to bug reports...
Module Authors (Score:2)
FragMotion (Score:2, Redundant)
Description
fragMOTION is a powerful 3D modeller specifically intended for the creation and animation of characters. fragMOTION is intuitive and easy to use and contains many features that are only found in top of the line modellers. And if that's not enough for you, the event driven scripting system makes it a breeze for you to add your own features.
Notable Features
* Load and edit multiple motions in the same workspace.
* Merge any supported model file and extract only the desired portions of that file.
* Paint textures directly on the surface of a model.
* No set limit to the number of faces contained in a model.
* Create sprite images from 3D content.
* Keyframe editor that allows you to copy, paste and delete keyframes with ease.
* Animate your character using Inverse Kinematics.
* Support for up to 4 weighting values per vertex.
* Selective subdivision of faces.
* Unwrap arbitrary geometry into a plane and save the image into a texture.
* View attached objects such as weapons and equipment.
* Create your own plugins using LUA script or C++.
* Customizable user interface allows you to edit the menus and toolbar. You can even create your own menu items or toolbuttons to run user-defined scripts.
* Convenient splitter window allows you to customize the layout of your workspace.
* Keyboard shortcuts that allow you to use tools without constantly switching modes.
* Set background images into the viewer as a frame of reference.
* Create user-defined classes with their own appearance, properties, methods and events.
* Modify existing classes by adding user-defined properties, methods or events.
* Create skeletons with up to 255 bones.
* Full undo/redo.
* And many more...
Projects need a commanding focus (Score:1)
There's a reason everyone takes Human centric computing modules now - they're useful!
If some of these other products started focusing on niche markets that are useful to its users - say, for example, game developers - they'd start to make an impact.
Take http://www.zootfly.com/tect.html [zootfly.com] for instance. Zootfly seem to have encompassed everything I need right now in a design and modelling tool - because its focused directly at computer games. To non-game developers, say animation modellers, it might not offer quite what they need, but at least it will lay a foundation for them to build on, or at least the community to react and copy.
Its funny - there's a trend-
Good Open Source code gets redesigned. Good Open Source code becomes a useful product. Becomes Successful. Expands and adds features. Becomes overwhelming. Is less functional at specific tasks than before/standalone projects. Some may say the linux Kernel is taking that path - but it's a lucky project, system-nucleolus-level implementation is very specific, and one can't avoid contributing to the kernel when adding low level features.
Look at ZBrush. It costs nearly £400? That's a lot of money for essentially a glorified 3D painting package. Sharp3D, an open source ZBrush-like tool (that I've yet to make work), is similar in respect, but needs more attention. Blender has texture baking and painting functions, but I don't know how to use blender, I just want something textured now, while I prototype. Blender's complete set of functionality is scaring me away!
I'd use Rhino3D (shareware) over blender at the moment, simply because I find it's stuck to its NURBS goal, and not gone to far off the niche mark.
Matt
Why is it always just the UI? (Score:4, Informative)
This is to all those people who claim that you just have to learn to use Blenders user interface: My question really was initially not that much about the user interface, but the user interface really is at the core of the problem, but not in the way you probably expect.
The alternative applications that I have pointed out are really designed for a job. They adhere to basic MVC patterns and whatever else you would expect from such a big application. These patterns really are a big advantage when it comes down to coding stuff. Blender on the other hand has a "user interface driven design", as Ton once said. And this term fits well: the user interface - and I almost literally mean the buttons on screen and whatever event handling that is attached to it - are the only glue that keeps everything together. So when you talk about the user interface you also talk about Blender's internals. There is not much of an abstraction between the user interface and the data that is manipulated. So the bottom line is that any change to Blender's user interface is a change to Blender's design.
Re:Why is it always just the UI? (Score:4, Informative)
Specialized subjects are harder for OS projects (Score:2)
In fact, if you look at it, there are quite a few domain-specific softwares that are lagging behind when compared to their proprietary counterparts.
Cooperation in some open source domains might also lag behind because of the lack of imagination of many OS tools. Look at the proprietary tools for Java, for instance and what they can achieve in terms of colaboration. I'm not a Java programmer, but to my knowledge there isn't anything like that in the OS world.
Licenses might have have something to do with it, also. I don't see why one specialist would want to contribute to another specialist's project, when there's even the possibility that this one releases the other's code contribution under a dual license (one proprietary, the other GPL). The solution is to reinvent the wheel and roll your own.
Professional roots (Score:3, Informative)
(http://slashdot.org/~nurb432/ | Last Journal: Friday August 27 2004, @03:24PM)
Most everyone else is coming from a hobbiest viewpoint. and are most always doomed to stay there, if they manage to survive at all.
Blender will remain on top... (Score:5, Informative)
I want to check it out so I go to the never-changing site of AoI and look at the gallery. Well, maybe they keep their best stuff somewhere else....That stuff has been there forever.
Next I go to K-3D, fondly remembering the build-in tutorials in the 'old' K-3D, the one before the never-ending refactor. Site doesn't load.
Head over to Moonlight3D. Hey, I remember that from about 10 year ago! Sad story: guys write Moonlight (closed source) Later they come up with Moonlight Atelier. Loads better but still closed source. (Linuxgraphics.fr had a nice Moonlight section) They open source the old code base, lose interest in Atelier and that's it. End of story. OK, so some guys decide to try to revive the old codebase, did some hacks and changes. Project died. This seems to be the legacy. Go look at news. Hey! Who's that posting there? It's our old friend gmueckl! So the anti-Blender tirade looks like a serious bout of jealousy to me...
If that is the competition Blender has, I suspect it'll be on top for quite a bit longer.... Just compare development pace, feature set, support (2 modern Blender books with a third one on order), roadmap.
Just Buy Maya (Score:2)
(http://www.linuxplatform.org/ | Last Journal: Tuesday December 16 2003, @04:31PM)
OpenSceneGraph and niches (Score:2)
(http://slashgeo.org/ | Last Journal: Wednesday October 17, @09:03AM)
"The OpenSceneGraph is an open source high performance 3D graphics toolkit, used by application developers in fields such as visual simulation, games, virtual reality, scientific visualization and modelling. Written entirely in Standard C++ and OpenGL it runs on all Windows platforms, OSX, GNU/Linux, IRIX, Solaris, HP-Ux, AIX and FreeBSD operating systems."
The submitter is a troll (Score:5, Insightful)
Blender has weedy parts in its codebase, everyone knows that. Any programm this complex and mature has those. But they are being replaced fast and thouroughly by a thriving core team lead by the founder of Blender. Blender runs out of the box on 7 plattforms and has a featureset that closely competes with current topline commercial tools. Try to catch up on that alone 'in a few months' Mr. Smartass. Blender is responisble for the recent price drops in the 3D tool industry alone and when it eventually fully supports Renderman yet some toolmakers are going to have to redo their businessmodel big time.
The usual UI bickering is bogus aswell. Apart from being just as hard to learn as any tool of same capabilities, blenders UI has been comletely OpenGL accelerated from the begining - one of the things it's unique in iirc. Blender's learning curve is steep, as with any high-end 3D tool without a stack of books. But with the amount of material and books available on the web for free nowadays makes this learning curve not nearly as hard as it was 5 years ago. The featureset is breathtaking and has commercial providers such as Newtek struggling to catch up in some areas (notice the recent addition of an improrved node editor to Lightwave 9 - nothing but a response to Blenders node editor). Sidenote: I own a professional licence of LW 8, a commercial licence of Blender (from the NaN days) *and* use Blender since back in the days of 1.8. I haven't updated to LW 9 for the very reason that Blender 2.43, a few little things aside, offers everything professional 3D needs. And then some - an full-blown integrated compositor for instance.
Blender is as mature and developed as any open source project could wish for. As *any* software project could wish for actually. Features and improvement are being added on a regular basis and it's fully backwards compliant with any blender file, and it's professional roots not only show but have become more and more visible.
Bottom line: The submitter of the above article either doesn't know what he is talking about or is a troll. Or both.
What? (Score:1)
3D Modeling versus 3d Acquisition (Score:1)
The current panorama of 3D modeling packages is quite tailored towards the needs of the majority of users (low and high poly modelers) and most of these packages offers less than satisfying experiences when used to manage the large unstructured meshes that come from 3D scanning technologies or used for rapid prototyping needs.
The meshes produced by these automatic technologies are typically huge (millions of triangles per object) and not organized into scene graphs; most modeling packages simply sit down on the specs of these objects. 3D scanning and rapid prototyping hardware is becoming more and more popular, devices very low priced are already on the market ( http://hardware.slashdot.org/article.pl?sid=07/04
The only open source alternative on this sector of 3d modeling is Meshlab http://meshlab.sourceforge.net/ [sourceforge.net].
Sorry for what could seem a shameless plug, but I would like to hear your comment on this side of 3D modeling scene.
Starting from scratch almost always wrong (Score:2)
Requiring users to learn a new UI and new ways of doing things, not to mention each having a long list of missing functionality, will alienate your userbase and reduce funding.
Likely the codebase appears more complex to you than it is because you are inexperienced with it.
If the issue is the complexity of the plugin interface, instead of discarding thousands of man hours of value, you should be working toward refactoring around a modern, less complex plugin interface.
what about avoCADo 3D CAD? (Score:2, Interesting)
Stupid question in parent post (Score:1)
Blender architecture changes? (Score:1)
(http://methodsupport.com/)
The problem with XML support for Blender is validating the input. How is this proposed to be done?
There is no "Open Office" equivalent for 3d (Score:2)
Because so much of the "industry" (pick any you want) is tied to the Softimage/3ds/Maya wordl, I have to assume that the space of people without budgets/money is pretty full of pirated copies of 3ds Max, XSI, and Maya. It's not full of idealistic people using open source tools for love, but just people who really want to get something done.
Can't treat artists' tools like a checklist (Score:1)
IMHO it's bad form to treat any piece of software as a checklist, but in my experience software engineers tend to drift towards this routine. Maybe it's the way they're trained at school? Professors give you credit if your assignment works because that's easy to judge; it's much harder to justify a lower score to a student on the basis that the professor *feels* it's not intuitive.
Too bad for the Blender team that their past sins are haunting them. Maybe I'll try it again someday, but once you leave an impression it's tough to change that.
Conflict of interest? Hit Piece? (Score:2, Informative)
Perhaps he's hoping to drive traffic to his empty user forum [moonlight3d.eu] which has all of 20 posts.
Gmueckl can say anything he wants about Blender, but he should do so with full discosure. I think this story should be amended to reflects the bias of the story submitter.
Trolling for points (Score:1, Insightful)
(http://www.gunnarstahl.org/)
I use blender for 2+ years now and am fairly impressed with what you can achieve with it. Many people claim that blenders UI is crap. Don't really know why. Granted, it is not the usual windows UI. But does this really matter? To actually start being productive with any 3d tool you need a highly configurable ui. And in blender you can configure the ui to exactly show you whatever informations you want. For almost every action you can use shortcuts. This makes it incredibly fast to use. Yes, you have to actually learn them, but this happens whenever you want to achieve something new.
And although I pay my bills by developing software I do not care about flaws in the codebase, ugly architectures and stuff as long as the tool does what is required. And blender does this fairly good.
The development speed of blender is really amazing. Take a look at the new sculpting tools. They are incredible. During this 2+ years of using blender I had only a couple of crashes. And during this time many features were added. I guess that many parts of blender have already been rewritten.
Another really enjoyable part of blender is its community. Take a look at elysiun.com [slashdot.org]. One of the most supportive and effective communities in the open source world that I know of.
Take a look at blendernation.com [slashdot.org], a great source for blender news. There is even a magazine around: blender art magazine. Pretty nice.
Altogether the community around blender is one of the important driving forces behind blender.
Finally, judge the tools by what they have accomplished. Especially look at the art-galleries of the tools:
-k-3d: http://www.k-3d.org/wiki/Still_Gallery [k-3d.org]
-moonlight|3d: http://www.moonlight3d.eu/forum/ [moonlight3d.eu]
-art of illusion: http://www.artofillusion.org/artgallery [artofillusion.org]
Judge for yourself.
Yt,
Gunnar
Ayam3D (shameless plug) (Score:2)
Sour grapes...... (Score:1)
real blender heads (Score:1)
Re:It would help even more... (Score:3, Informative)
I looked at K3D for a bit...one of the most awesome features I saw was the record/playback used for tutorials. The K3D interface, at the time, also needed some work. However, over the last couple of years, I see it has come quite a ways as well. I think there's room for both- they both use different approaches, and will appeal to different kinds of users. K3D needs something to boost its profile - Blender had the Orange project, as well is the rich history that went with going commercial, and then eventually being released as an open-source project after collecting donations from users over a very short period of time.
Blender also had quite the community - where's the K3D community? Where is that being nurtured/grown?
Re:The state of it ? (Score:1, Funny)
Re:Blender and stupid hot keys (Score:1)
Re:Blender and stupid hot keys (Score:1)
(http://www.andyselby.uklinux.net/)
££££'s Maya or £££'s 3DMax will not give you motivation.
let the piss-taking commence [uklinux.net]
Re:Blender and stupid hot keys (Score:3, Insightful)
(http://www.ionpulse.net/)
Re:Blender and stupid hot keys (Score:5, Insightful)
**I'd like to see a freeware/OSS project take the approach Luxology is taking with modo. First, they baked out the modeler end of the app in the first release. Then in the second major release we got a render engine and texturing/painting tools (and of course refinements and improvements to the modeling end of things). Presumably, in the third major release we'll get animation (and other improvements to modeling and texturing and rendering). I personally like this approach because instead of stretching yourself too thin focusing on everything at once, you start off by getting the basics of each "component" right. This seems to be a result of their Nexus core, which from what I gather is a developmental platform, where they can "bake" out various versions of the program.
Re:Blender and stupid hot keys (Score:2)
(http://www.doink.org/)
yeah it's a hurdle, but if you want to be good at anything, you need to clear a few hurdles.
why is it flawed? because it takes effort to learn? come on...
Re:First Post (Score:5, Informative)
I have attempted to use K3D and blender, and still play about with them. Blender is a nice looking interface, but it is daunting and has a tall learning curve. It uses massively complicated menus and certainly to someone who was taught on 3DS MAX a difficult interface and no foreseeable improvement to MAX from the get go. K3D, however, I liked. It has a simple interface, and its tree set-up for objects is a good way to edit and change objects settings. The only problem that I could see with this program was that the interface looked old and felt cluttered even on the 21inch screen I was using. I would hope that developers could look at K3D more and develop it further, as I believe it has the potential to rival 3DS MAX, Maya and Blender
Thanks,
Badspyro
Re:First Post (Score:5, Insightful)
(Last Journal: Thursday December 09 2004, @11:25PM)
My main three complaints, as a new user, were that:
- Mouse gestures suck and should be disabled by default.
- Mouse gestures suck and there should be a WAY to disable them at all.
- The widgets are crude to the point of crying, and it's hard to manipulate things using them or get a bearing from them.
As far as 3d goes, it's very very powerful. As powerful as the commercial apps in most respects. Certainly, unless you're working for Pixar or Blizzard, it has everything you need, and then some. You tend to specialize in 3d work anyway, learning to model machines or humans, or monsters, or being an excellent animator, or kicking butt at textures and/or lighting. You tend to learn one method of modeling as your main method. And you most definitely get picky about which suite you're using. The point is, few people actually use more than the smallest subset of the suite to do their jobs. You don't really need 98% of what a 3D suite is capable of. And so, even though there are a few things you might not have in Blender that you have in Max or Maya, by the time you get to that point where you actually would feel the lack of them, you'll likely already have them. Blender is, after all, actively developed.Honestly, the primary reason Blender doesn't have a larger following in the industry is momentum. Learning a 3D suite is a task comparable to learning another language. Most people don't have the time or will to do that.
For anyone wanting to learn 3D, brace your shoulders and push past the month or two it will take to feel comfortable with Blender. If you don't have what it takes to learn Blender, you're going nowhere in 3D anyway. And you'll find that, whiz-banginess aside, Blender can do what Max can do. And in my opinion, it's faster.
Re:Blender and stupid hot keys (Score:2)
(http://www.taniwha.com/nospam.jpg | Last Journal: Thursday July 24 2003, @05:22PM)
Re:Blender and stupid hot keys (Score:2)
Typical whiner.
Re:Blender and stupid hot keys (Score:2, Insightful)
Re:AoI IS cross-platform (Score:2)
(http://olliver.family.gen.nz | Last Journal: Tuesday October 17 2006, @10:04PM)
Also, AoI produces and validates true 3D shapes. This is important, as shapes which merely look like they're 3D but in reality have a few klein bottles hidden within the mesh are impossible to print out on a 3D printer.
Finally, the AoI community is extremely helpful and responsive. For these reasons, we use AoI in the RepRap Project [reprap.org] to build objects for our Open Source 3D printer.
Vik
Re:Blender is maturing, not shwing its age (Score:2)
Re:-1 Blatant plug :) (Score:2)
LetterRip
Re:Blender and stupid hot keys (Score:2)
(http://del.icio.us/jvz | Last Journal: Sunday December 03 2006, @12:45PM)
I'm sorry that Blender (or any other 3d modeling application) can't be easy for neophytes (or n00bs), but that's just how it is. If you don't like it, either learn the shortcuts or find a different hobby. Clicking on pretty widgets to kill time is not what professional graphic artists do...