[HN Gopher] Blender 4.0 release notes
       ___________________________________________________________________
        
       Blender 4.0 release notes
        
       Author : TangerineDream
       Score  : 629 points
       Date   : 2023-11-14 12:11 UTC (10 hours ago)
        
 (HTM) web link (wiki.blender.org)
 (TXT) w3m dump (wiki.blender.org)
        
       | Tomte wrote:
       | Not yet released. Will we have that for every major project now?
        
         | misnome wrote:
         | It's been tagged, so I assume this page is just lagging a
         | little. That said, it could have waited....
        
           | wewxjfq wrote:
           | Yeah, especially since Blender puts a lot of effort into
           | their release websites.
        
             | Tomte wrote:
             | Here it is: https://www.blender.org/download/releases/4-0/
        
               | KolmogorovComp wrote:
               | @dang please update the top-link to the release link
               | above ^
        
         | tokai wrote:
         | Have what? Release candidates?
        
           | Tomte wrote:
           | A race to prematurely submit not-yet-released software.
        
         | yjftsjthsd-h wrote:
         | > Will we have that for every major project now?
         | 
         | Don't we already? Pretty sure it happened for recent freebsd
         | and Debian releases, at least
        
       | guitarlimeo wrote:
       | I recently started doing basic modeling work for my small hobby
       | projects. I'm amazed at how professional and finished Blender is
       | for being an open source project. It feels like I'm using an
       | Adobe product or similar. Big props to the team behind it, you're
       | awesome.
        
         | seritools wrote:
         | > It feels like I'm using an Adobe product or similar.
         | 
         | So it's slow, bloated, and crashes regularly?
        
           | nkozyra wrote:
           | > So it's slow, bloated, and crashes regularly?
           | 
           | I think Adobe has really improved the last decade or so in
           | this regard.
           | 
           | Blender is really amazing and just seems to get more powerful
           | every year.
        
             | timeon wrote:
             | > improved the last decade
             | 
             | I was experiencing less bloat and crashes in versions
             | before Creative Cloud.
        
             | virtualritz wrote:
             | > I think Adobe has really improved the last decade or so
             | in this regard
             | 
             | Nope. Been using Photoshop since version 1, AfterEffects
             | since its inception (by a company called Cosa AFAIR) and
             | InDesign since version 1. 30+ years give or take.
             | 
             | There all indeed so slow and bloated that they feel mostly
             | unusable to me today.
             | 
             | And it's the opposite. It got to this over the last 10-15
             | years. Except Are. That was always slow but for motion
             | graphics it's hard to get around it.
             | 
             | All the freelance VFX artists I know use old versions of PS
             | and Ae.
             | 
             | InDesign is so buggy that I switched to Affinity three
             | years ago.
             | 
             | Only younger people, who never experienced the snappy
             | desktop systems & software of the 90's or early 2000's,
             | think the state of things today is somehow normal.
        
               | CyberDildonics wrote:
               | The solution is to just to avoid adobe stuff as much as
               | possible. A lot of what would be done in photoshop can be
               | done in nuke and after effects can just be thrown in the
               | trash when using nuke.
        
               | AuryGlenz wrote:
               | I spend a good amount of time in Photoshop and I disagree
               | that it's slow and bloated, in general.
               | 
               | I know after a new version a year or two ago some actions
               | were noticeably slower, but I complained to the project
               | manager on Reddit on the specifics and it got tightened
               | back up pretty quickly.
               | 
               | Also, anyone using old versions of Photoshop are missing
               | out. Both the new Remove tool along with the generative
               | AI fill are absolute gamechangers.
        
               | nkozyra wrote:
               | Not version 1 but I've been on it since Photoshop 3 and
               | have had the exact opposite experience. It was rough
               | early on, crashed frequently and often. Got better around
               | Photoshop 4/5 then had another rough period.
               | 
               | I've found the latest Creative Cloud versions to be the
               | most stable. I cannot recall a single Photoshop crash.
        
               | jwells89 wrote:
               | Yep. In my experience CS1 and CS2 are somehow more
               | responsive feeling running on now-ancient and comparably
               | resource-bare hardware like PPC G5 or Core 2 Duo Macs
               | than PS CC is on a modern armed-to-the-teeth workstation,
               | which is ridiculous.
               | 
               | The bloat was ramping up pretty aggressively through CS3,
               | CS4, and CS5 but the shift to subscription model really
               | gave Adobe a license to not care about efficiency or UI
               | snappiness.
        
             | orbital-decay wrote:
             | _> I think Adobe has really improved the last decade or so
             | in this regard._
             | 
             | They _massively_ increased the complexity of their products
             | after introducing the Creative Cloud. It 's an absolute
             | mess that can cause delays in Microsoft (!) just to make
             | the new Windows release work with it. And Photoshop in
             | particular has the byzantine PSD format that requires them
             | to keep old versions of the code to read old versions of
             | the format.
             | 
             | Adobe software in general resembles Windows nowadays - they
             | are trying to modernize it but legacy decisions keep them
             | from doing too much, as they can't break backward
             | compatibility, their entire business model depends on
             | keeping the users locked in. As a result, their old
             | software is a terrible mishmash of UIs from different eras.
        
           | Maken wrote:
           | Also, it won't shut up about it's couple AI utilities.
        
             | cptskippy wrote:
             | Have you tried the AI Feedback Utility?
        
         | i_am_a_peasant wrote:
         | And the user interface is all OpenGL... man I can't imagine how
         | much time it would take to write a decent user interface
         | starting with nothing but OpenGL. Like just rendering text to
         | the screen is a pain. And it's so snappy and responsive and it
         | looks sooooo good. Definitely not a one man project, there's
         | just no way.
        
           | themerone wrote:
           | If your choices are Motif or the Athena toolkit, rolling your
           | own UI is an understandable choice.
        
             | mr_sturd wrote:
             | They should roll it out in to a separate library. Call it
             | the Blender Toolkit, or BTK.
        
               | i_am_a_peasant wrote:
               | I think there have been attempts.. but it's too deeply
               | married to the rest of Blender for it to be worth
               | extracting I think.
        
               | DonHopkins wrote:
               | BTK has a nice ring to it -- and it's an even more
               | brilliant public relations disaster than the name "GIMP"!
               | 
               | What kinds of widgets would Dennis Rader have in his
               | "Bind, Torture, Kill" tookit? ;)
               | 
               | It couldn't be any worse than Motif.
               | 
               | BTK would also imply the existence of:
               | 
               | BLIMP: Blender Image Manipulation Program
               | 
               | Oh the humanity!
               | 
               | BLOME Desktop: Blender Object Model Environment
               | 
               | I would totally be down for that.
        
           | panzi wrote:
           | Well, they basically wrote their own GUI toolkit. And IMO a
           | very good one, with tiling windows and everything is nicely
           | scaleable. I especially like the command search with space
           | and little things like dragging over a column of checkboxes
           | to toggle them all.
        
           | rabf wrote:
           | Rolling your own UI in openGL is very doable and can make a
           | lot of sense for any application that will require non
           | standard custom widgets. Use your preferred truetype
           | rendering library to generate your text textures, blender
           | uses freetype I think. Widgets can all be done with vectors
           | and gradients, start with functions that create primitives
           | such as rounded boxes or different line types and build from
           | there.
        
             | i_am_a_peasant wrote:
             | Yeah, it's doable in a few months of doing nothing but
             | that. ;D
             | 
             | But then again you may be a much more productive programmer
             | than I.
             | 
             | For a side project? I could never do it, not with
             | everything else I got going on.
        
               | arriu wrote:
               | Having done both web and gl ux for a living, I think you
               | might be overestimating the complexity of a gl
               | implementation and underestimating the complexity of
               | meeting the same specs using a web implementation.
               | 
               | While not quite the same thing, if you have the time, dip
               | your toes into some immediate mode UI, for example imgui.
               | It is enjoyable not a grind.
        
               | i_am_a_peasant wrote:
               | Do you think wasm has any chance of replacing the whole
               | html/css stuff with just webgpu in a canvas? I have been
               | playing a bit around with wgpu in rust and I can compile
               | the same project either as a native binary or a .js that
               | just renders to the browser. It seems to work pretty
               | cool. Photoshop seems to be runable in the browser now,
               | and I've seen a lot of other cool stuff, but things like
               | fluid simulations seem to still be very laggy.
        
               | dist-epoch wrote:
               | > webgpu in a canvas
               | 
               | Internally that's what Chrome/Firefox are, they render
               | much of html/css on the GPU using
               | OpenGL/DirectX/Vulkan/Metal.
               | 
               | > Do you think wasm has any chance of replacing the whole
               | html/css stuff with just
               | 
               | No, you also need the DOM to enable frameworks like React
               | which are used by a large number of sites.
        
               | panzi wrote:
               | Rendering everything into a canvas will realistically
               | mean total lack of accessibility features. Also you won't
               | be able to use the DOM inspector. I don't think that
               | would be an improvement at all. If one could work with
               | the DOM via Wasm (plus source maps so you can still use
               | the debugger) it might be something.
        
               | PaulDavisThe1st wrote:
               | Oh yeah, sure my friend. You're going to implement
               | * text entry (right to left as well as left to right)
               | * file browser       * treeviews that scale to 50k nodes
               | or 10x that       * menus
               | 
               | in GL in a month. Not believable.
        
             | robin_reala wrote:
             | There's so much more than that though. You need to build
             | your own accessibility tree and hooks into the OS's
             | assistive tech infrastructure just for a start.
        
               | doubled112 wrote:
               | Is Blender accessible this way? Or is it, as they said,
               | just an OpenGL surface with some widgets painted on?
               | 
               | My apologies for the word "just" doing a lot of work in
               | that sentence.
               | 
               | https://devtalk.blender.org/t/blender-and-accessibility-
               | for-...
               | 
               | > As a multi platform OpenGL app everything we draw is
               | quite hidden from screen readers. Without cross-platform
               | open source libraries available I can't think of a
               | feasible way of interacting with existing screen readers.
               | 
               | https://blender.stackexchange.com/questions/301899/blende
               | r-a...
        
               | dumbo-octopus wrote:
               | Or you can just not do that, which is what Blender does.
               | 
               | To be fair, there's not all that much use in Blender for
               | folks who cannot see a screen clearly.
        
               | robin_reala wrote:
               | Assistive tech isn't just screen readers. But yeah,
               | Blender specifically is a visual design tool, I'll give
               | you that.
        
               | yjftsjthsd-h wrote:
               | I know it's not just screen readers, but what a11y
               | concerns would make sense for blender? It barely uses
               | audio and what it does probably _can_ be covered by
               | external tooling. For visuals... the only things that
               | occur are probably covered by Blender 's UI scaling/zoom.
               | But I could easily be forgetting something or ignorant.
               | 
               | Edit: Oops, somehow forgot input - but there again, I
               | would natively expect most things to work via
               | keyboard/mouse emulation, and beyond that you'd probably
               | need custom integration, but it's got the Python hooks to
               | facilitate that.
        
               | dumbo-octopus wrote:
               | What comes to mind is someone with a tremor that is
               | unable to use classic pointing devices and might have
               | better luck using tab/arrow-key navigation to move
               | through the buttons/menus/etc. From my cursory
               | examination of the product I don't see much support for
               | keyboard _navigation_ , though as a professional tool I'm
               | sure there's a plethora of keyboard _shortcuts_ that one
               | could learn.
        
               | yjftsjthsd-h wrote:
               | Good point, I'd never noticed that before - menus seem
               | fine once you get them open, but I can't find a way to
               | _open_ any menu without clicking, and ex. the preferences
               | pane does seem completely impossible to navigate via
               | keyboard. So yes, I agree that that appears a downside to
               | their own toolkit.
        
               | dumbo-octopus wrote:
               | FWIW you need to implement that yourself with basically
               | any advanced enough toolkit. Even in HTML-land, any list
               | widget worth it's salt is handling keystrokes itself.
        
               | panzi wrote:
               | Though I think all/pretty much all menu items can be
               | accessed by pressing space and then typing the name of
               | it. (If you use the setting space for command search.)
               | There will be an auto completion list and it remembers
               | the last action. So that is even better than what many
               | other GUI applications do, where you have to search for
               | ages in deeply nested menus for the action that you know
               | how it is named, but don't know where the hell it is
               | hidden. Quite frankly every program should have that
               | feature.
        
             | gosub100 wrote:
             | I have an OpenGL personal project that I'm struggling with
             | the UI on (using QT5 currently with GLCanvas with buttons
             | around it). If I wanted to switch to a GL-only UI (and
             | discard QT altogether), how would I add event listeners? I
             | can get a borderless window as a GL viewport, but I don't
             | know how to detect clicks and match them to which GL
             | object.
        
               | tedunangst wrote:
               | You have a click at pixel 43, so what did you draw
               | between pixels 40 and 50? That's what they clicked. You
               | have to know what's on the screen, but you should know
               | this, because you put it there. Or just use dear imgui.
        
           | redox99 wrote:
           | I hate so much how it breaks many conventions. For example,
           | when you right click, the menu opens onPress instead of
           | onRelease.
           | 
           | I wish they had at least a setting to change that.
        
             | Manozco wrote:
             | I've not used blender but it seems to me that Chrome is
             | doing that too (at least it's doing that on my machine )
        
               | capableweb wrote:
               | I think it's UX that commonly works differently in
               | consumer software vs pro software. I think parent is
               | talking about professional software.
               | 
               | Pro software made for speed and efficiency, you usually
               | want to be able to do things quickly, even if sometimes
               | people not used to the software might screw up. Holding
               | right-click, selecting menu item and releasing I think is
               | one of those things.
               | 
               | In consumer software, users would be confused because
               | maybe they long-press the right-click, drag the mouse a
               | little while holding down then releasing, and the menu
               | would just appear and disappear. Confusing UX for most
               | users, I bet.
        
               | Manozco wrote:
               | It looks like Chrome is doing the pro software then.
               | 
               | Parent said blender was opening the menu onPress, which
               | according to your comment is OK for pro software, Chrome
               | is also doing the menu onPress
        
               | capableweb wrote:
               | Maybe it depends on the platform? For me, on Windows with
               | Chrome, it only opens the context menu once you've
               | stopped holding down the button. In Blender (on Windows),
               | the menu opens as soon as you hold the button.
        
               | redox99 wrote:
               | I think I've seen that on some Linux distros. But on
               | Windows, chrome works onRelease (like all built in
               | windows programs do)
        
               | Manozco wrote:
               | Hum that might explain the situation here. I'm on Ubuntu
               | with KDE
        
             | jdiff wrote:
             | It makes it way faster when you can right click, hold, and
             | release on the item in one smooth motion. I believe most
             | pro software is like this, it's hardly breaking convention.
        
               | redox99 wrote:
               | I understand why some people like it, and yes a lot of
               | software does that as well, but in my case sometimes I
               | accidentally end up pressing some menu option because I'm
               | not perfectly steady. That's why I'd like it to be an
               | option.
        
             | mrob wrote:
             | Did you get those the right way round? All other software I
             | tested opens menus on button press. IIRC, Blender defaults
             | to opening menus on button release, adding unnecessary
             | latency and making it feel slow. You can change it, but you
             | have to go through the whole Keymap Preferences and find
             | every menu and change it individually, so it's annoying.
        
               | redox99 wrote:
               | On my Windows machine, all the "native" software like the
               | file explorer and so on, opens when releasing the right
               | click. Blender 3.6 opens as soon as you press the right
               | click (allowing you to "drag" the cursor to the menu
               | option and releasing it there)
        
               | redwall_hp wrote:
               | That's the traditional Mac way. e.g. historically you
               | would "pull down" on the menu bar at the top of the
               | screen. You would click and hold, and slide the mouse
               | down, releasing the button to choose an item. If you were
               | to just click on a menu, it would quickly open and close
               | again. I want to say it's typical for Linux desktop
               | environments to open contest menus on mouse down, as
               | well, but don't recall offhand.
               | 
               | Blender dates back to 1994, when many modern conventions
               | weren't really a thing yet (Windows 95 didn't even
               | exist)...and they have put a lot of time into
               | modernizations in recent years. Back when I was dabbling
               | in Blender, in the early 2000s, Ctrl+S was the keyboard
               | shortcut for "erase everything and create a new scene."
        
           | KittyCatCuddler wrote:
           | They're actually porting everything over to Vulkan now. That,
           | and Apple devs are also working on maintaining and developing
           | a Metal backend.
        
             | PaulDavisThe1st wrote:
             | Vulkan is a drawing API, not a GUI toolkit.
        
               | tpush wrote:
               | Presumably they meant porting from OpenGL to Vulkan &
               | Metal.
        
             | i_am_a_peasant wrote:
             | I wouldn't bother with vulkan and just go with wgpu,
             | rewrite it in rust while you're at it ;D
        
           | gosub100 wrote:
           | when the whole application is OpenGL it makes perfect sense.
           | Just like how the interface to managing sql databases is done
           | using SQL tables.
        
         | dagw wrote:
         | Unlike most open source projects, Blender started its life as a
         | professional piece of software by and for artists who had to
         | deliver commercial projects on a dead line. First as an in
         | house tool for an animation studio, and later as a commercial
         | software product. It only became open source later in its life
         | cycle after the commercial Blender company went bankrupt. It
         | has also been headed by the same lead developer from its
         | earliest days as an in-house tool right up until today. All
         | these things really shine through and make it quiet unique
         | among open source applications.
        
           | agumonkey wrote:
           | Interesting but the special part about blender is the open
           | source part, they managed to keep it alive, revamp the UI
           | fully and bring on new and hard features on a regular basis.
           | I don't remember another foss project of that kind.
        
             | joshfee wrote:
             | krita.org is a similarly polished and professional open
             | source project, but I agree these types of projects are the
             | exception rather than the rule (though I suppose the same
             | could be said about most products).
        
               | jansan wrote:
               | Krita is nowhere near the level of Blender. It is more on
               | the level of Inkscape.
        
               | hellcow wrote:
               | As a hobbyist digital painter and 3D artist who has used
               | both Blender and Krita, I strongly disagree with this.
               | Krita is simply best-in-class at digital painting on a
               | PC. Both are exceptional pieces of software.
               | 
               | It did take me a week or two to adjust to Krita's hotkeys
               | coming from a lifetime of Photoshop, but the software in
               | the end is leagues better for painting.
        
               | danShumway wrote:
               | Krita isn't on the same level as Blender, but it's not on
               | the same level as other Open Source projects either. I'd
               | put it in the same camp as projects like Ardour, and
               | arguably above projects like Godot (although I'm sure
               | some people would debate me on that).
               | 
               | It's an exceptional drawing tool that is well-suited for
               | professional work and is headed in a really promising
               | direction. It's got a couple of weaknesses (vector
               | layers) but it really shouldn't be discounted as a
               | professional-level tool.
               | 
               | Unless you're claiming that Inkscape is in the same
               | position and has gotten a lot better than the last time I
               | used it, which :shrug: could be true, I don't know. I'm
               | not trying to bash Inkscape here.
        
               | syntheweave wrote:
               | I can vouch for Krita and Inkscape pairing well as vector
               | art programs and even doing things that CSP, whose vector
               | layers are pretty well liked, can't match. The issue is
               | that drawing in Inkscape is a little bit broken(it can be
               | done, but the current UX is death by papercut) - thus I
               | approach it through the other program, which is basic but
               | consistent.
               | 
               | So the workflow I end up using for digital inks is: Open
               | both programs, sketch in Krita, copy-paste the vector
               | data into Inkscape, stroke->path, then use tweak tool to
               | sculpt the lines. This adds line weight in seconds-to-
               | minutes. Alternately, I can apply path effects instead of
               | stroke->path, if I want a more programmatic design. If I
               | want to paint, I can copy-paste the shape back into
               | Krita.
        
               | danShumway wrote:
               | I'll have to give that a try some time, thanks for the
               | tip!
        
               | agumonkey wrote:
               | no but he's right, there's a level of polish that was
               | higher than average there too, i actually thought about
               | it but couldn't remember the name when i wrote.
        
             | crote wrote:
             | KiCad is slowly inching in this direction! It used to be an
             | absolute pain to use 3-4 years ago, but it has
             | significantly matured since then.
             | 
             | With the death of EAGLE it's rapidly becoming the obvious
             | choice for all hobbyist use, and it is powerful enough for
             | quite a bit of commercial work too. It definitely isn't at
             | Altium's level yet, but unless you're designing something
             | like a motherboard you probably won't be missing much.
        
             | dmazzoni wrote:
             | Would you consider Audacity another example? (I'm one of
             | the original authors.) It survived for ~20 years as a
             | community-supported project - it was popular but clunky and
             | limited in many ways. Since being acquired by Muse the UI
             | has been cleaned up and modernized quite a bit, while still
             | keeping it open-source.
        
               | agumonkey wrote:
               | Audacity is pretty cool, but it's not the magnitude of
               | blender in terms of complexity.
        
           | yterdy wrote:
           | This is an innocent misrepresentation of Blender's
           | development history. While nothing you've said is false,
           | Blender has been open source for more than 2 decades. It
           | began that portion of its life as something of a mess, with a
           | truly Byzantine user interface that made even trivial tasks
           | troublesome, and lacking a vast majority of the features it's
           | now known for. Getting it to its contemporary state was a
           | long and painful process, including at least two major front-
           | end overhauls and who-knows-how-many under-the-hood, and a
           | commendable (though not unimpugnable) humility from
           | developers who (finally) found the wherewithal to put the
           | user experience before FOSS dogma or their own ambitions.
           | 
           | That's what separates it from most open source projects: not
           | that it started as a commercial product, but because its
           | designers and developers stowed their egos and worked
           | diligently on creating a solid piece of software (and
           | documentation and community and support) for a long, long
           | time. In this way, it surpasses even many of its commercial
           | contemporaries, which are driven by a profit motive to become
           | increasingly paywalled and enshitified.
        
             | jasode wrote:
             | _> This is an innocent misrepresentation of Blender's
             | development history. While nothing you've said is false,
             | Blender has been open source for more than 2 decades. It
             | began that portion of its life as something of a mess, with
             | a truly Byzantine user interface that made even trivial
             | tasks troublesome, and lacking a vast majority of the
             | features it's now known for. [...] That's what separates it
             | from most open source projects: not that it started as a
             | commercial product, _
             | 
             | I think your minimization of its original commercial nature
             | with additional facts about the UI is also an innocent
             | misrepresentation.
             | 
             | Even though the 2003 Blender didn't have the optimal UI,
             | what the commercial investment did for Blender was put
             | enough value into software such that _it had a headstart
             | and momentum for subsequent investment from corporate
             | donors /sponsors and volunteers_ to create the later UI
             | overhauls. The substantial EUR4.5M business investment _set
             | the stage_ for the later developments. That it happened 20
             | years ago isn 't the key. What's key is the _financial
             | investment_ to help motivate 20 additional years of work.
             | 
             | Compare that to the open-source development of Octave (a
             | MATLAB alternative) where the developer is lacking money
             | and is looking for employment:
             | https://news.ycombinator.com/item?id=13603575
             | 
             | Observers can say Octave is not as polished as MATLAB. But
             | a similar hypothetical investment of EUR4.5M of 20 years
             | ago might have helped give it the "Matthew Effect" like
             | Blender got. That the hypothetical Octave v2023 has a
             | revamped UI compared to Octave v2003 would not remove all
             | the causal effects of that hypothetical investment.
        
               | jampekka wrote:
               | MATLAB is a mess that's in use solely due to history,
               | network effects, stockholm syndrome and vendor lock-in.
               | Octave is doing laudable job in the latter, but I fully
               | expect it to die out after MATLAB whimpers away. And I
               | don't think the GUI is much of a priority for Octave.
        
               | crote wrote:
               | The EUR4.5M business investment in 2000 was to make it a
               | freemium product. This obviously failed, which is why the
               | community was able to acquire the rights via a EUR110k
               | crowdfund. Just because they shoveled a lot of money into
               | it, doesn't mean they actually created a _great product_.
               | Blender wouldn 't have been open-source today if the
               | investors didn't decide to shut down the (quite
               | incomplete) project due to disappointing sales.
               | 
               | The next substantial investment was a EUR1.2M grant in
               | 2019, and it was a _direct_ result of the development of
               | 2.80, both the new GUI and other improvements. It
               | suddenly became an actual viable alternative to
               | commercial products, making it worth investing in. These
               | developments only happened due to the hard work of mostly
               | volunteers, and a lot of donations from primarily the
               | community.
        
               | yterdy wrote:
               | _> Even though the 2003 Blender didn't have the optimal
               | UI, what the commercial investment did for Blender was
               | put enough value into software such that it had a
               | headstart and momentum for subsequent investment from
               | corporate donors/sponsors and volunteers to create the
               | later UI overhauls. The substantial EUR4.5M business
               | investment set the stage for the later developments._
               | 
               | It did not, because Blender went 7+ years without
               | substantial improvements to its modeling and rendering
               | tools and interface. It was a zombie, with a lot of
               | resources wasted on the now-defunct game engine. The
               | pivot away from what it had been is what made Blender
               | what it is today.
        
               | jasode wrote:
               | _> yterdy: Blender went 7+ years without substantial
               | improvements to its modeling and rendering tools and
               | interface. It was a zombie, with a lot of resources
               | wasted on the now-defunct game engine. The pivot away
               | from what it had been is what made Blender what it is
               | today._
               | 
               |  _> crote: Just because they shoveled a lot of money into
               | it, doesn't mean they actually created a great product._
               | 
               | I'm citing these 2 comments because it's another example
               | of _mentioning observations that can be true_ -- but are
               | still not a good explanation of _why_ Blender 's level of
               | polish is different from other open-source projects.
               | 
               | You guys are emphasizing the _artifacts of the software_
               | as the proof of Blender 's unique situation. Instead of
               | the artifacts, I'm emphasizing the _community_ and _why_
               | they're invested in Blender to _motivate the work_ on the
               | subsequent artifacts (e.g. revamped UI) that you 're
               | referring to. The explanation of the community momentum
               | starts from the _business investment_. In this framing,
               | it doesn 't matter that Blender v2003 wasn't great
               | software. What matters is that v2003 (with whatever
               | flaws) -- _attracted enough community_ -- to keep working
               | on it (and eventually  "pivoting") for 20 years.
               | 
               | I go back to this you claimed as the key reason :
               | 
               |  _> yterdy: , but because its designers and developers
               | stowed their egos and worked diligently on creating a
               | solid piece of software_
               | 
               | That would be a more convincing argument if the
               | developers used the 2002 crowdsource money _to build a
               | clean-room rewrite from scratch_ instead of buying the
               | existing codebase to get the millions in sunk development
               | work at a steep discount. E.g., if what truly matters is
               | the humble developer egos rather than the value of the
               | exiting codebase, then there was no need to buy the old
               | codebase. Just advertise the 2002 crowdsource money as
               | paying for humble diligent developers to build a new 3D
               | modeler from scratch. But that 's not what happened. Both
               | the crowdfunders and the original developers _wanted that
               | old codebase that was already paid for by business
               | investments_ as a starting point. Even though the later
               | v2.5 was a big rewrite, that doesn 't change how the
               | community thought of the v2002 software. It already has
               | the _interest level and evangelism to attract future
               | work_ leading to the 2.5 rewrite.
               | 
               | If Blender was "zombie" software, _why_ were people
               | working on "bad software" to make it better? Work
               | backwards from that. Consider the motivations and
               | interests. Saying _" Blender v2003 wasn't great"_ doesn't
               | really explain things.
        
               | yterdy wrote:
               | _> The explanation of the community momentum starts from
               | the business investment. _
               | 
               | Again, an emphatic, "No." Blender's massive improvements
               | in the early-to-mid 2010s are what brought investment
               | from outside sources, not the other way around. It was an
               | artifact around which interested parties could rally;
               | that says nothing of its value as an executable piece of
               | software, but rather its value as a focus to fulfill a
               | need, which could be freely used to fulfill it. Its
               | commercial codebase was not valuable to anyone but the
               | people who meant to work on it as an open-source project,
               | and only _because_ it could be picked-through, modified,
               | even most of it scrapped if desired. This can be - and
               | has been - done with software that descended from non-
               | commercial codebases, because the motivation to create a
               | polished product does not necessarily lie in a profit
               | motive, and it definitely is not a product of some
               | esoteric design homeopathy wherein that profit motive
               | lies buried somewhere in Blender 's code.
               | 
               | I think it's an insult to the hard work of the people
               | who've produced the modern version of Blender that you
               | insist on attributing the decisions they've made and
               | implemented to some dedication to maintaining standards
               | that _did not exist for the product_ before they arrived.
               | 
               | What I will concede is that everything that has happened
               | was necessary for Blender to be precisely what it is
               | precisely at this moment, for better or worse. Including
               | it's commercial history. I don't like that this
               | conversation is becoming so contentious and I would
               | suggest you think about what like concessions you can
               | make to your counterargument before becoming married to a
               | wholly antagonistic stance.
        
               | danShumway wrote:
               | This feels like a bit of an over-extrapolation. Blender
               | succeeded in no small part because of _investment_.
               | 
               | As a commercial product, it failed. We shouldn't say that
               | being commercial is a model for success, Blender tried
               | being commercial and it didn't work. If it had stayed
               | commercial and had not been Open Sourced, it likely
               | wouldn't exist today.
               | 
               | As a side effect of its origins and what people saw as
               | the opportunity behind the project, it then got a lot of
               | investment, and it turns out that Open Source projects
               | with heavy involvement from their userbase (and not just
               | from programmers) and with heavy monetary investments and
               | a positive community that gets excited about the project
               | -- it turns out that yields exceptional tools. But it's
               | not the commercial aspect that caused that, the
               | investments caused that, and other Open Source projects
               | could be given the same level of investment -- after all,
               | many of them are as good or as competitive (if not more
               | competitive) than Blender was when it was Open Sourced.
               | 
               | As an Open Source program Blender has introduced
               | architectural improvements and structural improvements
               | that rival its origin, and it was able to do that without
               | going commercial, which is evidence that this kind of
               | investment and funding can exist for a non-commercial
               | project if a significant portion of a community and
               | businesses think the project is worth funding. It is
               | arguable that starting out as a commercial project helped
               | fuel that optimism. But to say Blender owes its success
               | to being commercial feels backwards. Blender owes its
               | success to the fact that it stopped being commercial,
               | which was (and is) a contributing factor to why people
               | and organizations feel so good donating to it. Like if
               | we're going to take a lesson away from Blender, that
               | lesson might be, "want to compete with Maya? Dissolve
               | your company and give away your code."
               | 
               | I very much believe that Blender wouldn't have a
               | community today if it had stuck with its commercial
               | origins.
        
               | jasode wrote:
               | _> As a commercial product, it failed. We shouldn't say
               | that being commercial is a model for success, [...] But
               | to say Blender owes its success to being commercial feels
               | backwards. _
               | 
               | You're misunderstanding what my attempted explanation is
               | about. You're arguing about _reasons for Blender 's
               | success_. That's not my angle.
               | 
               | My explanation is about something else: why Blender's
               | _level of polish_ (not  "success") seems to be so
               | advanced _in relative comparison with other open source
               | projects out there_ such as Gimp, etc.
               | 
               | In other words, people's _expectations_ of open-source
               | software usability /polish is _so low_ that Blender 's
               | level of execution is _surprising_. This is the gp 's
               | particular wording I'm commenting on, _> " I'm amazed at
               | how professional and finished Blender is for being an
               | open source project."_
               | (https://news.ycombinator.com/item?id=38262825)
               | 
               | The negative (usability) connotations with the phrase _"
               | for being an open source project"_ is something I've
               | analyzed before:
               | https://news.ycombinator.com/item?id=29605885
               | 
               | ...all those open-source projects (Gimp, SageMath, etc)
               | that are GUI instead of command-line that people complain
               | of not having the polish of their peers -- don't have
               | Blender's unique accidental history of having the
               | (failed) commercial product _kickstart the momentum and
               | evangelism of a community_ to make subsequent Blender
               | versions eventually _exceed the expectations_ of typical
               | open source projects. The multi-millions gave it a
               | unusual headstart that Gimp, Octave, etc do not have.
               | 
               | I do agree with the following parts of your comment which
               | don't contradict my argument:
               | 
               |  _> Blender owes its success to the fact that it stopped
               | being commercial, which was (and is) a contributing
               | factor to why people and organizations feel so good
               | donating to it. [...] I very much believe that Blender
               | wouldn't have a community today if it had stuck with its
               | commercial origins._
        
               | danShumway wrote:
               | Sorry for the misunderstanding. Unfortunately, I sort of
               | feel like I would disagree more with your statement now
               | that I understand it better? :D
               | 
               | I think the majority of Blender's polish came after being
               | Open Sourced, and I don't think that movement was
               | kickstarted by its origins. I do think its origins
               | arguably played a role in its investment, but early
               | Blender had a reputation of being exactly like many other
               | Open Source projects -- powerful if you knew how to use
               | it, but unpolished and arcane and difficult to learn.
               | 
               | When I first ran into the Blender, its interface was the
               | biggest criticism I saw online about the project.
               | Wherever the momentum came from to say "we could refactor
               | this and make it attractive to regular modelers" I don't
               | think that momentum was present in its early days or
               | right after it was Open Sourced.
               | 
               | I'm tempted to dig into the history a bit more now,
               | because I bet if I went back in HN history to the early
               | 2.0 days, I would find comments saying that Blender is
               | just like other Open Source projects in that its too
               | confusing and difficult to use. The interface was what
               | everyone trashed about Blender.
               | 
               | Of course investment helped with giving Blender the
               | ability to undergo those kinds of radical
               | transformations, but the transformations were sorely
               | needed and I'm not sure that its UI was what fueled that
               | investment. I think both overstate the connection, but
               | I'm more sympathetic to a claim that Blender's commercial
               | origins fueled its architecture or resources than I am to
               | a claim that it fed its interface polish or excitement
               | about its interface.
               | 
               | ----
               | 
               | Personally, I think the biggest contributor to Blender's
               | interface is the fact that its community is made up of a
               | ton of artists and not just programmers. Additionally, a
               | lot of its investment is coming from studios -- notably
               | not from a company catered to studios, but specifically
               | from people who are using the tool in-house as they
               | develop it. Greasepencil in particular is heavily
               | influenced by this; the current rewrite for Greasepencil
               | 3.0 is being pushed and developed by people who are
               | intimately familiar with Greasepencil as a creative tool.
               | 
               | In theory, Open Source should be a much better match for
               | this than commercial software, because commercial
               | software caters to a client-base but is developed usually
               | by a player outside of that space that is seeking to
               | monetize it. Open Source often falls into the same trap,
               | but at least has the possibility to be developed and
               | driven and to have feature requests prioritized primarily
               | by artists and community members who rely on the software
               | rather than by a separate entity that is interested
               | primarily in how the software is marketed or sold. That
               | Open Source very often fails at this is (imo) more of a
               | commentary on the lack of community experience and
               | community investment that most projects have.
               | Stereotypical GUI Open Source projects are very often the
               | result of external efforts from people who are not
               | trained in GUI work and who are not quite as closely tied
               | to their users.
               | 
               | I'd bring up Krita as another example here -- Krita has
               | no commercial origins (https://krita.org/en/about/krita-
               | releases-overview/) but is miles ahead of Gimp in terms
               | of building a polished interface that caters to artists.
               | One immediately obvious difference is that Krita's artist
               | community is heavily engaged in the project and in
               | regular communication with the developers and regularly
               | gets involved in feature development and prototyping and
               | testing. _< incorrect, see correction below>_In fact,
               | Krita started out as a fork of Gimp, and yet has
               | surpassed Gimp in terms of ease of use and polish. _<
               | /incorrect>_
        
               | olddustytrail wrote:
               | Krita was never a fork of Gimp (and that's not what your
               | link says). The idea of a Qt wrapper around Gimp was a
               | kind of inspiration for Krita in a roundabout way but the
               | codebases are entirely separate.
        
               | danShumway wrote:
               | Good correction, I misunderstood what that part of the
               | link was implying.
        
               | Applejinx wrote:
               | In a recent comment on one of my DSP plugin videos I
               | directly addressed this:
               | 
               | "I think this is because plugins are made for people to
               | pay attention to them and then buy more plugins. I just
               | do patreon, so I make plugins to be used, and only by
               | those who need them. They should be boring and never
               | change, but the sound should be amazing and just
               | immediately there so you can pay attention to the music,
               | not the plugin, and then not have to buy more."
               | 
               | That's the secret to open source software if we choose to
               | maintain it. There's a catch: OSS projects also gain
               | mindshare through promotion and attention, putting them
               | on exactly the same grounds as commercial software, and
               | if you had an ideal project that perfectly met a need
               | without drawing any attention to itself, that need would
               | prosper and the OSS project would languish.
               | 
               | It's the old 'tiny piece of unsupported OSS software on
               | which the world depends' problem. You absolutely can do
               | that and the cost is that the project either languishes
               | or fails (in the sense that it can't be maintained, not
               | that it fails its task). Or you can lean towards seeking
               | payback, in the form of money or in the form of
               | attention, and it costs the users something but sustains
               | the project more fully.
        
             | huijzer wrote:
             | > That's what separates it from most [...] projects: [...]
             | and worked diligently on creating a solid piece of software
             | (and documentation and community and support) for a long,
             | long time.
             | 
             | I'm starting to believe more and more that this is the
             | essence to most things that look beautiful/simple/elegant.
        
             | DonHopkins wrote:
             | What's I really love about it now is how deeply and
             | sincerely it's integrated with Python. That didn't used to
             | be the case originally, but I believe it happened kind of
             | early on, so it's had a lot of time to mature, and there's
             | all that RNA/DNA stuff to automate Python bindings. I'm
             | working on learning more about that stuff myself! Do you
             | know any more of the history, trials, and tribulations of
             | that?
        
               | yterdy wrote:
               | I do not, but thank you for bringing it up. The free
               | extensibility of the core software is related to its
               | Python integration and a major part of Blender's current
               | success. Some essential add-ons have even become part of
               | that core software over time.
               | 
               | It would definitely be nice to know more about that
               | history, though.
        
             | DonHopkins wrote:
             | >and a commendable (though not unimpugnable) humility from
             | developers who (finally) found the wherewithal to put the
             | user experience before FOSS dogma or their own ambitions.
             | 
             | That's just what I was getting at when comparing Blender to
             | GIMP in this other discussion:
             | 
             | https://news.ycombinator.com/item?id=38235871
             | 
             | >All of these ideas could be applied to Gimp too, of
             | course, but I've found the Blender developers to be much
             | more open to entertaining other people's ideas and
             | contributions about user interface design than the Gimp
             | developers, who have been historically NIH-limited and
             | stubborn (especially about changing the name to something
             | less offensive to the general public). At least Blender
             | already supports pie menus well, and changed the default
             | mouse bindings in response to user demand, and has made
             | huge strides in usability lately. At this point I think it
             | would be much easier to just add a great image editor to
             | Blender, integrated with its video editor, than try to
             | change the minds of the Gimp developers.
             | 
             | [...]
             | 
             | https://news.ycombinator.com/item?id=38232543
             | 
             | >>Blender has something else. Loads of money compared to
             | Gimp.
             | 
             | >Blender EARNED every cent of its loads of money be being
             | RESPONSIVE TO ITS USERS.
        
           | croes wrote:
           | Wasn't the user interface fundamentally changed after the
           | open source release because it was so cumbersome to use?
        
             | sbuk wrote:
             | Not for a while. The first revamp was 2.5, then another big
             | one with 2.8, which was the starting point for the current
             | UI, in 2019.
        
               | taneq wrote:
               | (That's a "yes". Blender 2.4 was an in-house gamedev
               | asset authoring tool that was open sourced, Blender 2.8+
               | is very different and apparently pretty pro-level.
        
             | thomastjeffery wrote:
             | Not fundamentally. Some very carefully thought out tweaks
             | were made to make the interface more approachable.
             | 
             | The overall UX structure has not diverged much from the old
             | 2.x days.
        
           | crote wrote:
           | Blender only became successful _well after_ it was made open
           | source.
           | 
           | As a commercial project it was a failure. It only became
           | successful due to two decades of open-source development, and
           | the willingness of its users to invest in it - even if only
           | to stimulate the development of a competitor to expensive
           | proprietary software.
           | 
           | Blender only became an even remotely viable option in 2011,
           | after being open-source for 9 years. Its popularity only
           | really started in 2019 after a massive UI rework made it
           | actually _nice to use_. This and related changes led to
           | Blender receiving a $1.2M grant in 2019, leading to other
           | companies re-evaluating it and awarding even more grants.
           | 
           | If anything, compared to today's successes its initial
           | proprietary development should be seen as nothing more than a
           | historical curiosity.
        
             | grobbyy wrote:
             | It's not a historical curiosity. The decisions needed to
             | make an architecture viable on the long term happen early
             | on and need to be sustained as code is being developed.
             | 
             | A lot of that comes down to days structures used, system
             | modules, abstractions, If that's done right, it's possible
             | to make a good UX later.
             | 
             | That's very hard in modern software processes which
             | emphasize short term spirits.
        
             | PaulDavisThe1st wrote:
             | Blender received huge infusions of cash before 2019.
             | 
             | Back in the mid 2000s, I was on the "FOSS talk circuit" in
             | Europe talking about Ardour. Blender stuff was often
             | happening in the room next door (way more people ...
             | graphics ... sigh :)
             | 
             | Blender got huge grants from both the EU and also, I think,
             | Apple back in the mid-to-late 2000s that in retrospect look
             | critical in boosting them out of their somewhat "stuck"
             | development status.
        
               | fb03 wrote:
               | Thank you for writing Ardour. Lovely piece of software
        
             | neovive wrote:
             | Blender has such a rich and amazing history! I used it for
             | some hobby projects many years ago, but the UI was very
             | complex and the learning curve was high. Recent versions
             | have greatly simplified the UI and the features feel on par
             | with many of the proprietary industry tools. The future
             | definitely seems bright.
        
           | orbital-decay wrote:
           | Most of this is _technically_ true but not really relevant,
           | and no, this is not what makes it stand out.
           | 
           | Very little of what constitutes modern Blender came from
           | NeoGeo/NaN. The original software was uncompetitive and
           | unremarkable. In fact, Blender had to change most of its
           | original UI conventions to feel less alien for CGI
           | professionals. (because the original paradigm was from the
           | ancient times before the commonplace UI conventions)
           | 
           | What made it stand out in the open-source community is devs
           | using it for actually creating something (best investment!),
           | positioning it at the intersection of interests of non-
           | competing companies that need to get shit done, and also
           | attracting a massive army of game modders.
        
             | somat wrote:
             | Not really, I find the blender workflow is still very
             | similar to the old 1.7, fits on a floppy disk, days.
             | 
             | It's the same modal editor with a million hotkeys and dense
             | packed stacked dialogs, the most intrusive workflow change
             | was when they swapped the default mouse keys.
             | 
             | Not to say the blender project has not done amazing work
             | making things more discoverable. But as a occasional
             | blender user from the sgi 1.X days. I suspect "the complete
             | 3.0 overhaul making blender more standard" was more
             | marketing than anything else. Blender had got a reputation
             | has being hard to learn(all 3d programs are hard to learn).
             | So while they did do a lot of work on the UI and it is much
             | better, mainly it was loudly saying "we made the UI easier"
             | and everybody sort of went along with it.
        
         | jve wrote:
         | They have quite a list of sponsors: https://fund.blender.org/
         | 
         | Like EPIC giving them 1.2M: https://www.blender.org/press/epic-
         | games-supports-blender-fo...
        
           | ics wrote:
           | Is the EUR134k/mo figure including all corporate sponsors?
           | Approximating that as one developer salary per month then
           | what they've continued to accomplish is still very
           | impressive.
        
             | robin_reala wrote:
             | No one developer gets paid EUR134k/month in Europe. Average
             | salary is probably more like EUR65k/year across the EU.
        
               | ics wrote:
               | I was going to ask if all Blender developers were in
               | Europe but was able to answer my own question from https:
               | //www.blender.org/development/top-27-committers-2022/
               | 
               | It does appear that the majority of top contributors are
               | from European countries but overall pretty diverse:
               | China, Australia, New Zealand, Russia, Brazil, Egypt are
               | represented as well.
               | 
               | That said, if I revised my comment to say two developer
               | salaries per month, or 3, 4, etc. it is still impressive
               | in my view.
        
             | agent327 wrote:
             | Where in the world can you earn EUR134k/mo as a developer?
        
             | jve wrote:
             | That is probably excluding onetime donations
        
         | jasode wrote:
         | _> I 'm amazed at how professional and finished Blender is for
         | being an open source project. It feels like I'm using an Adobe
         | product or similar. _
         | 
         | The "open source" label applied to Blender today inadvertently
         | minimizes the _commercial origins_ of it.
         | 
         | Blender's development has a unique (accidental) history that
         | other open-source projects can't replicate deliberately:
         | https://docs.blender.org/manual/en/latest/getting_started/ab...
         | 
         | In summary:
         | 
         | - Blender was originally paid commercial software that attracts
         | venture capitalists to invest EUR4.5M and funds the salaries of
         | 50 people to work on it
         | 
         | - The VC investors later sell it at a loss for EUR100k back to
         | the original team to release it as open source.
         | 
         | Because many users of Blender are unfamiliar with the timeline
         | of its development, they wonder why other open-source software
         | like Gimp "isn't more polished" like Adobe Photoshop. Well,
         | Gimp never had investors write off EUR4.5M of development on
         | it.
        
           | magpi3 wrote:
           | Haven't used it in ages, but Blender did not feel like an
           | Adobe product when it was first open sourced. IIRC its UI was
           | considered notoriously unintuitive.
        
           | yterdy wrote:
           | That was literally over 20 years ago. The majority of
           | Blender's development has taken place while it was open-
           | source; most of the features it's known for did not exist in
           | the commercial version.
        
           | js8 wrote:
           | With selling it as OSS, they only wrote off 4.4M euros. So
           | given the situation it was still a better option for
           | investors.
        
           | danShumway wrote:
           | > Gimp never had investors write off EUR4.5M of development
           | on it.
           | 
           | Notably, there is literally nothing stopping other Open
           | Source projects from being given grants of millions of
           | dollars other than social convention.
           | 
           | We saw this with Godot after Unity. There's a coordination
           | problem here, but we all mostly recognize that many of these
           | fundamental tools would be better if we all collectively put
           | our resources into an Open tool that is focused on serving
           | the community rather than exploiting it.
           | 
           | It's just that without shocking events that prompt the bigger
           | players to say, "you know what, heck this, let's just fund a
           | good tool", it's very tough to get people to make that kind
           | of investment, even though it would very likely be better for
           | them and in the long-run more cost effective for them if they
           | did.
           | 
           | I would argue that the majority of Blender's development
           | (both architecturally and in terms of cost) happened after
           | its commercial origins. But Blender continued to get
           | investment because the community was invested in building a
           | usable tool that wouldn't force them to deal with the crap of
           | the other commercial products in the 3D industry.
        
         | marcodiego wrote:
         | > I'm amazed at how professional and finished Blender is for
         | being an open source project.
         | 
         | I'm amazed at how much prejudice people still have about open
         | source projects.
        
           | sbuk wrote:
           | When you compare it to GIMP, it's night and day. Not only is
           | Blender open source, it _is_ professional software.
        
             | crote wrote:
             | Yup. GIMP feels like it's being developed by a bored
             | engineer in their spare time to play around with image
             | editing algorithms. Blender feels like a professional
             | workhorse you can build your whole business around.
        
               | beezlewax wrote:
               | If gimp did a UI overhaul akin to what Blender did and
               | changed their name they could do much better that the
               | current state of things.
               | 
               | Blenders ui overhaul made it an entirely different beast
        
         | aequitas wrote:
         | I started using Blender to do modelling 20 odd years ago when I
         | was still in school finding my direction in life. The graphics
         | design path didn't stick, but Blender integrated with Python to
         | allow automations, which I learned along the way and it put me
         | firmly on the path of software development, where I still
         | happily am, still programming (some) Python. Funny that I have
         | my career partly to thank to the software choices of fellow
         | Dutchmen.
        
           | ragebol wrote:
           | Wow, very similar story here. In highschool, I think I messed
           | up a week of exams because I was too busy modeling a
           | Fellbeast/nazgul from LoTR in Blender. I still have the model
           | somewhere, copied over in 20 years of USB sticks and external
           | HDDs.
           | 
           | Learned python for use in blender, am a software dev in
           | robotics now, using a lot of python.
        
         | cableshaft wrote:
         | Yeah, Blender is maybe the best open source software I use. I
         | don't feel a need to use any other 3D modeling software, it's
         | so robust and works so well (from what I can tell, I'm still
         | mostly an amateur and have barely scratched the surface of
         | Blender still).
        
         | Finnucane wrote:
         | The difference between Blender and Adobe is that the Blender
         | folks actually give a shit if their product is good.
        
         | boredtofears wrote:
         | What did you use to get started?
         | 
         | Every other year I follow that "make a realistic looking donut"
         | tutorial but mine always comes out lumpy and misshapen.
        
       | EatFlamingDeath wrote:
       | The short movie is looking amazing:
       | https://www.youtube.com/watch?v=u9lj-c29dxI
        
         | twoquestions wrote:
         | This is amazing, it reminds me of Wile E Coyote cartoons which
         | were always my favorite.
         | 
         | Thank you for posting this :)
        
           | EatFlamingDeath wrote:
           | You're welcome :) I would totally watch it if they created an
           | animated series out of it.
        
           | satvikpendem wrote:
           | There's a new Wile E Coyote movie coming. It was scrapped
           | initially but due to backlash from fans, it was revived
           | today.
        
         | i_am_a_peasant wrote:
         | Brooooo how do you even. I wish I had that time it takes to get
         | this good at Blender. I might actually end up releasing some
         | solid indie games.
         | 
         | Demoscene people are the guys I'm most jealous of. Not some
         | linux kernel maintainer of some fancy filesystem. Nah, but the
         | things that can transport you into an entire new universe in
         | your head.
        
           | flkenosad wrote:
           | My favourite Blender Studio short:
           | https://www.youtube.com/watch?v=_cMxraX_5RE
        
             | i_am_a_peasant wrote:
             | This makes me laugh so hard, it's so trippy
        
             | Vinnl wrote:
             | Oh wow, I thought I'd seen them all, but somehow I missed
             | this one. Thanks for sharing, I think that's my favourite
             | too now!
        
             | olddustytrail wrote:
             | Peertube link https://video.blender.org/w/a69d68a5-a0e0-4a8
             | 0-9d66-49f093c9...
        
           | capableweb wrote:
           | > Brooooo how do you even. I wish I had that time it takes to
           | get this good at Blender. I might actually end up releasing
           | some solid indie games.
           | 
           | Keep in mind that the Blender Open Movies are made by
           | professionals who've been doing what they been doing for a
           | long time, and there is a whole team making those, with roles
           | specific to the area.
           | 
           | I don't think you could single-handedly create something like
           | that at the same timescale as they created it. They basically
           | have made a proper studio at this point and they're fine-
           | tuning the workflows and processes of Blender by doing these
           | movies.
           | 
           | So don't feel bad if you never would be able to create this
           | alone, it is a team effort after all.
        
             | i_am_a_peasant wrote:
             | I still have dreams of being a 20x Engineer.
             | 
             | I can be a 5x when I _really_ love what I 'm doing and I'm
             | surrounded by fantastic people that I love being around.
             | But I think I need another 10 years of experience to get to
             | 10x, then maybe another 20 years to get to 20x.
        
           | foobarian wrote:
           | I'm a noob and I when kid asked me for help with Halloween
           | costume I dug in making each triangle by hand, moving each
           | vertex by hand, basically huge slow pain. Then I found the
           | "remesh" button and the push/pull tools which felt like a
           | superpower.
        
           | pjmlp wrote:
           | Having been a trader, regular guest on coding and Protracker
           | parties, yep those were the days.
           | 
           | I guess shadertoy and similar are where the Demoscene spirit
           | lives on.
        
           | dumbo-octopus wrote:
           | If you want an actual answer, you don't do it by yourself. I
           | counted 50+ people credited. But if you want to start to play
           | a part in doing it, basically just learn a lot of math. My gf
           | is a technical director at a large animation studio and she
           | got in by being an expert in linear algebra and spending a
           | ton of time studying animation textbooks/tutorials/etc.
           | 
           | That said, the market is evaporating. Almost everything has
           | moved ~to India~ [e: abroad] and there are barely any jobs
           | left in USA, and those that do exist are being fought for by
           | the many folks who have been recently laid off stateside.
           | Sounds familiar...
        
             | JBits wrote:
             | As someone who's keen on linear algebra but knows little
             | about animation, how did linear algebra help her?
        
               | dumbo-octopus wrote:
               | Helpful when writing shaders to describe surfaces and
               | lighting, as well as working on the constraint
               | optimization engines that go into physical body
               | simulations.
        
               | dagmx wrote:
               | Computer graphics is based on linear algebra. Behind the
               | artists are lots of engineers and technical director jobs
               | where you're building software tools, render engines or
               | character rigs. Animation is a lovely meld of art and
               | technology, and has been so since the very first
               | animations existed. Its one of the reasons I really enjoy
               | the field.
        
               | JBits wrote:
               | The application of linear algebra to rendering I can
               | understand. Character animation less so, apart from the
               | physics aspect.
               | 
               | Sounds like a nice field to work in! I didn't realise it
               | used maths to that extent.
               | 
               | Would you have any recommendations for someone of a
               | linear algebra / programming background if they were
               | interested in this field?
        
               | truckerbill wrote:
               | You'll need a demo reel.
        
               | dagmx wrote:
               | Not for an engineering role.
        
               | dagmx wrote:
               | So one caveat I would mention is that you will likely
               | earn more outside of the animation industry with those
               | skills than within it.
               | 
               | With that out of the way, I think there are several
               | avenues to get involved. Picking up a graphics
               | engineering book, or learning OpenGL/Metal/DirectX will
               | make you valuable as a realtime engineer.
               | 
               | But otherwise I would recommend finding an open source
               | project and contributing to it as a way to build up the
               | repertoire that you can use to apply for jobs with.
               | Blender is an excellent place to start, but so are any of
               | the projects under the academy software foundation at
               | https://www.aswf.io
               | 
               | Getting more into the character animation side, you can
               | look into Rigging, which is the process of setting up the
               | armatures that move the characters. There are also things
               | like simulation for cloth/hair etc...
               | 
               | Blender is a good place for a lot of them.
        
               | truckerbill wrote:
               | What might be a better paying area with that background?
               | 
               | Interesting that you say that technical art roles don't
               | need a reel always assumed otherwise.
        
             | dagmx wrote:
             | Your comment about the market is incredibly wrong and
             | jingoistic. The majority of popular feature and TV
             | animation is made outside of India.
             | 
             | Canada is a larger competitor to the US market than
             | anything else, and very few companies have Indian
             | outsourcing for feature/TV animation. Its more prevalent
             | for VFX jobs, but even then many studios still have a large
             | presence in North America/Europe.
             | 
             | Studios like wild brain, titmouse etc are all North
             | American based, while most feature animation is a mix of
             | North America (Pixar, Dreamworks, Disney, Sony) and Europe
             | (Illumination, Skydance)
        
               | dumbo-octopus wrote:
               | I am sharing the lived experience of a person I am very
               | familiar with. Do you have specific industry experience
               | to back up your claims? If you know a place actively
               | hiring technically minded animators, verily I say we
               | would love to hear about it.
               | 
               | I know for a fact that several of the studios you list as
               | "North American" have recently laid off almost all their
               | animation staff in favor of Indian vendor studios. Not
               | feature, perhaps. But TV people do work too. Or did,
               | rather.
        
               | dagmx wrote:
               | Yes I've been a supervisor in both feature film and vfx
               | at major studios, as has my partner who currently still
               | works in the industry. I maintain close ties with several
               | major studios and am still a well known entity in the
               | industry. I feel like I can speak with quite a reasonable
               | level of confidence in this space
               | 
               | You made two claims, that the jobs have been laid off
               | (correct) and moved to India (incorrect). The layoffs are
               | parts of market changes due to the strikes and production
               | cuts before then. The implication that it was caused and
               | will lead to outsourcing is not borne in reality for
               | feature/tv animation.
               | 
               | But yes several studios are hiring still. The job fair at
               | the recent Spark conference in Vancouver had several
               | studios open. Feature and Tv animation hasn't seen the
               | slowdown that other areas of the market have and will
               | bounce back faster.
        
               | dumbo-octopus wrote:
               | It is most certainly incorrect to claim that the jobs
               | have not (at least in part) moved to India. It is also
               | incorrect to claim that laid off workers are not being
               | replaced with foreign vendor studios, largely in India.
               | This is a 100% verifiable fact for at least one of the
               | "North American" studios you mentioned.
               | 
               | It would appear you have taken your own experience, which
               | I'm sure is vast, and made the mistake of assuming it
               | applies to every studio. I can tell you that it does not.
               | 
               | I can also tell you that the job market is quite dry
               | indeed, and that studios that were attempting to headhunt
               | just months ago will now no longer even reply to
               | applications.
        
               | dagmx wrote:
               | I think you're greatly overestimating how many jobs have
               | moved to India. The largest company to do so is MPC, but
               | for feature and TV work, it hasn't really impacted job
               | locality.
               | 
               | It appears you're taking your own internal biases about
               | India outsourcing and applying it more expansively.
               | 
               | I didn't say the job market isn't dry. Again, I'm pushing
               | back on the conflation of layoffs and jobs being
               | offshored to India. Canada and Europe are much bigger
               | source of offshoring for the US. However that isn't to
               | say studios aren't hiring which was what you asked about,
               | and I answered. It's definitely a lot lower, but it's not
               | due to outsourcing. There's so many other factors that I
               | already mentioned (lowered production, strikes) that play
               | in first. Animation is affected to a much smaller degree
               | and several studios in Canada are hiring in reasonable
               | numbers at the moment.
               | 
               | You can do with that info what you will, but it sounds
               | like you don't actually want to hear an answer that
               | contradicts your own and are doubling down on something
               | that is not borne out of the reality of where the work is
               | being done right now. It's especially exasperating
               | because you're not even involved in said industry,
               | outside of your partner, whereas I am actively every day.
               | 
               | Largely, the main jobs that get outsourced to India is
               | stuff like match move and rotoscoping. There's very
               | little Core Animation, lighting or rendering work for
               | most of the major studios done there, with the exception
               | of MPC
        
               | dumbo-octopus wrote:
               | Dreamworks has specifically stated that lighting and
               | rendering work is being outsourced to India and that this
               | was the reason for their recent laying off of their
               | entire TV animation department (HUB). You act like
               | somehow me directly knowing someone who was directly told
               | this information by the people making the decision is
               | somehow not a strong enough source? Compared to you who
               | isn't in this country and previously stated you don't
               | even work in the industry anymore?
        
               | dagmx wrote:
               | Dreamworks has been scaling back their India operations
               | but has been included Indian animation in their work for
               | over a decade and a half now.
               | 
               | https://www.cartoonbrew.com/business/breaking-dreamworks-
               | ani...
               | 
               | https://www.latimes.com/business/la-xpm-2011-oct-29-la-
               | fi-ct...
               | 
               | They set up their Indian studios in 2008 and have had
               | portions of their work done there and in China (now
               | Pearl) for years now. They haven't increased that
               | outsourcing within the last few years, and as I mentioned
               | have been reducing it so your points regarding the
               | current state of things isn't very valid. It also never
               | resulted in job reductions in North America, but rather
               | more films per year.
               | 
               | In fact, Dreamworks is a key example of a studio that is
               | outsourcing their work to Canada, which is what spurred
               | their most recent layoffs:
               | https://www.cartoonbrew.com/studios/dreamworks-shifting-
               | away...
               | 
               | And so what if I don't work directly in the industry
               | anymore? I'm very involved in it still, and my partner is
               | still in the industry. And we did work in the US for
               | several years, so your point is moot.
               | 
               | Is it possible that your girlfriend is not a reliable
               | source of information here? Because I have multiple
               | friends who are fairly senior at both DWA Glendale and
               | Bangalore, and coupled with the news, you're clearly not
               | lining up with anything they're saying. And if she's laid
               | off, then she's no longer in the industry either, so you
               | can't really claim that as a statement piece either.
               | 
               | I would really examine your own biases here as to why
               | you're so hellbent on focusing on India here, and not any
               | of the other countries that are actually taking the jobs
               | away from them. Again, Canada is a MUCH bigger source of
               | job diversion for the industry than India is.
        
               | dumbo-octopus wrote:
               | Frankly I don't really care if Canada or India is the
               | bigger outsourcing destination and I don't see why you're
               | getting so hung up on the specific country. The fact of
               | the matter is Dreamworks TV laid off their entire HUB
               | staff in favor of Indian vendor studios ( _not_
               | Dreamworks Bangalore. Mikros is one example.), and there
               | is no job market in America (look at the  "Careers" pages
               | for every American studio you listed).
               | 
               | I don't know why I'm debating this with someone who is so
               | far removed from anything actually going on.
               | 
               | This is what's happening. These are the facts. If you
               | refuse to accept them, that's your own internal biases,
               | not mine.
        
               | dagmx wrote:
               | You clearly seem hung up on one country over another, and
               | continue to ignore the specifics of the situation or any
               | nuance to the situation. I think that speaks volumes.
               | Especially when Dreamworks TV has been heavily outsourced
               | based since the beginning. Just look at how many of their
               | shows are produced at Bardel in Vancouver.
               | 
               | Anyway, agreed there's no point arguing with someone who
               | has no actual roots in this industry. Have a good day, I
               | hope your partner finds work soon, but maybe don't place
               | the blame where it doesn't belong.
        
               | dumbo-octopus wrote:
               | You're hung up on India bro. I mentioned them in passing
               | as that's where that specific department was laid off in
               | favor of, then went back and edited that out when you
               | commented the first time. You've been making this whole
               | thread about India when the point is the job market. The
               | country is incidental to everyone but you.
        
               | i_am_a_peasant wrote:
               | I've never been hit by offshoring but I have been on the
               | other end of it. When I lived in a relatively affordable-
               | workforce central European country we once had to do a
               | knowledge transfer from our Canadian office which all got
               | laid off.
               | 
               | We took all their work, the whole experience was
               | bittersweet, some of the folks there took it well others
               | less so. But I can say that the project itself was
               | reaching a stagnating phase where not much new work
               | needed to be done, and we were mostly doing
               | maintenance/bug fixing. The company itself wasn't doing
               | anything innovative either and there wasn't leadership to
               | put the Canadian guys skills to good use.
               | 
               | Eventually most of those guys were hired by Intel and all
               | got to work on exciting new technology that none of us
               | were qualified to do.
               | 
               | I think this is more or less okay when it happens, if a
               | company does massive layoffs I take it more as a sign
               | that they are not producing much anymore. And when many
               | companies fire tens of thousands of people all at once I
               | basically take it as a sign that the tech sector as a
               | whole is taking a big downturn. Maybe things will improve
               | when we finally stumble upon some tech that needs
               | developing that has a great potential to be profitable
               | and takes a lot of people to develop.
        
             | gamblor956 wrote:
             | _Almost everything has moved ~to India~ [e: abroad] and
             | there are barely any jobs left in USA, and those that do
             | exist are being fought for by the many folks who have been
             | recently laid off stateside._
             | 
             | This is simply wrong, and if anything the reverse is true:
             | the jobs that had been outsourced to India are being
             | brought back to the U.S. after several years of subpar
             | work. See, for example, the most recent Marvel movies and
             | TV shows. The abysmal VFX work was the product of
             | outsourced VFX shops. You can bet your rear that Disney
             | won't be repeating that mistake in the future.
        
         | greggsy wrote:
         | I like the reference to "...the big red _shiny_ button..." in
         | Space Madness
        
         | mr_sturd wrote:
         | I love it. Though I'm really going to miss seeing screen grabs
         | of Big Buck Bunny as _the_ placeholder image in media-adjacent
         | projects.
        
           | vdnkh wrote:
           | dooooooo dooo dooooo, doooooooo doooo doooooooo doooo
        
           | unshavedyak wrote:
           | There have been a lot of these (they're basically always
           | dogfooding the next one, i believe). Is there something
           | special about Big Buck Bunny and Wing It?
        
             | vanderZwan wrote:
             | BBB was the first one that was really famous for some
             | reason, so I guess it has the benefit of familiarity.
             | That's what makes it a good video equivalent to Lorem Ipsum
             | I guess
        
         | tomstockmail wrote:
         | Peertube link:
         | https://video.blender.org/w/ee623d80-fd8d-4a2a-8aae-1f5acf79...
        
         | lyu07282 wrote:
         | amazing to see the geometry node setups in the outro, the smoke
         | trail from splines (3:38) so cool! And you can get the blend
         | files yourself to learn exactly how they did it.
        
         | qwertox wrote:
         | I loved it, in my opinion the best one so far, but I've seen it
         | around two months ago. I think previously these shorts were
         | released specifically to highlight new features which got added
         | to Blender on a mayor release, which doesn't appear to be the
         | case with that short.
        
         | crawsome wrote:
         | It looks so much better than average rig animation you see in
         | most cartoons nowadays, but I still prefer hand-drawn
         | animation. The bending/squeezing/rigging of assets still feels
         | like a program's procedure rather than an artist's touch.
        
       | geenat wrote:
       | Would really love to see more resources be put into smoothing out
       | the workflow of the video editor.. even just quality of life
       | features such as "always showing waveforms" and auto-snapping
       | clips when you cut would make a drastic difference and make it
       | highly competitive with Premiere because you already have a world
       | class 3D suite built in.
        
         | throw_m239339 wrote:
         | Its interface is pretty horrible but it's serviceable for basic
         | video editing, and parameters can be keyframed, so that's
         | something. The issue is that the video editor uses the same UI
         | philosophy as the 3D editor... and it feels awkward. Same with
         | the 2D editor, Grease Pencil.
         | 
         | I don't think it would ever be able to compete with Premiere or
         | Da Vinci Resolve, unless they put significant resources on that
         | stuff.
         | 
         | There is no better free alternative for non CAD 3D modeling,
         | sculpting, texturing or 2D animation AFAIK. There are
         | alternative rendering engines though.
         | 
         | For video editing, compositing there are free alternatives that
         | are much better than what Blender has.
        
           | throwaway17_17 wrote:
           | What is the current leader for compositing in the open source
           | space?
        
             | chabad360 wrote:
             | Probably Natron. Although, Blender is certainly catching
             | up.
        
           | geenat wrote:
           | It's okay-ish for projects that involve planned, pre-rendered
           | scenes of pre-determined length.
           | 
           | For anything involving live-action clips (using it for
           | "talking head + b roll".. tutorials, documentaries etc)
           | mainly could use the features I noted above.
           | 
           | More workflow polish the better, though. Makes it good for a
           | wider variety of video types.
        
       | Zetobal wrote:
       | Blender 4.0 RC1 would be a fitting headline....
        
         | tokai wrote:
         | "please use the original title, [...] don't editorialize."
         | 
         | https://news.ycombinator.com/newsguidelines.html
        
         | wccrawford wrote:
         | I think the point is that it's no longer RC as of today.
         | Someone else said that that page is lagging a little bit.
        
           | Zetobal wrote:
           | ...but it is because there is no release yet.
        
         | justinclift wrote:
         | There's no official RC1 build for download either, and hasn't
         | been from the first of Nov (when it was supposed to be
         | available).
         | 
         | I've been looking every few days from the 1st of Nov, and the
         | _Release Candidate_ date on the projects page was pushed back
         | to the 8th, but not updated since then.
         | 
         | The official Projects page still lists the Blender 4.0 goal as
         | only "92% Completed":
         | 
         | https://projects.blender.org/blender/blender/milestone/7
         | 
         | There's nothing on the Blender Blog about an RC1 being
         | available for testing:
         | 
         | http://web.archive.org/web/20231114142752/https://code.blend...
         | 
         | Nor is there any mention in yesterday's weekly Devtalk:
         | 
         | https://devtalk.blender.org/t/13-november-2023/31960
         | 
         | If there _really is_ a 4.0 release that 's available now, then
         | they've seriously gone wrong with the communication parts of
         | their release process. :( :( :(
        
       | CooCooCaCha wrote:
       | This seems a bit premature. The announcement page isn't up yet
       | and the download link still points to 3.6
        
         | jansan wrote:
         | HN:
         | 
         | Ahead of schedule
         | 
         | Under budget
         | 
         | Never wrong
        
         | executesorder66 wrote:
         | Karma whores do this all the time. It used to be a big problem
         | in /r/firefox for a long time, and somehow stopped happening
         | eventually.
         | 
         | Just flag it and move on.
        
       | SV_BubbleTime wrote:
       | I'm hoping for a built-in resource sharing mechanism. I have a
       | dual 4090 server accessible but right now all I can do is run
       | blender on it. I'd love a way to just transparently use its
       | resources while working on my machine.
       | 
       | Seems I'll have to keep waiting.
        
         | rvrs wrote:
         | >dual 4090 server
         | 
         | What do you mean? 4090s don't have SLI.
        
           | valine wrote:
           | You don't need SLI to render with dual GPUs in cycles.
        
         | lyu07282 wrote:
         | I'm not sure waiting will change anything, usually you save the
         | blend file somewhere and a render cluster picks it up for
         | render. Blender already supports everything you would need to
         | set this up and there are already tons of cloud services and
         | third party solutions for that.
        
         | opencl wrote:
         | Does Flamenco[1] not meet your requirements? Technically not
         | built in but it gives a button right in the Blender UI to send
         | render jobs to remote machines.
         | 
         | [1] https://flamenco.blender.org/
        
       | mentos wrote:
       | The control scheme in Blender is so foreign to me.
       | 
       | When they support rmb + WASD to fly around maybe I'll be able to
       | use it heh
        
         | genpfault wrote:
         | Fly/Walk Navigation[1]?
         | 
         | [1]:
         | https://docs.blender.org/manual/en/latest/editors/3dview/nav...
        
         | coder543 wrote:
         | https://github.com/SpectralVectors/RightMouseNavigation
        
       | rspoerri wrote:
       | There are Builds that are listed as "Blender 4.0.0 - Stable" in
       | various formats and for all platforms on the Daily Builds page:
       | 
       | https://builder.blender.org/download/daily/
       | 
       | But i don't know whether those are the ones that will go
       | official.
        
       | iamgopal wrote:
       | Slightly unrelated, but is there anything that can be scripted
       | using code for making animation ?
        
         | cshimmin wrote:
         | blender has tightly integrated support for python scripting.
        
         | justinclift wrote:
         | Blender can be controlled using Python, so yes.
        
       | dagmx wrote:
       | Here's the Blender 4.0 content reel while you wait for the site
       | itself to update
       | 
       | https://youtu.be/eoY1Mc70uTo?si=ttU7szWsbWNXwLEz
       | 
       | The new features overview
       | 
       | https://youtu.be/LcQkk7NbOoY?si=ldo4tKz2WonBSe0h
       | 
       | The introduction to Node Tools
       | https://youtu.be/Y8Udi1AkdGY?si=95AKQ0tUg4FJSLpM
        
         | butz wrote:
         | Any alternative platforms to watch those videos?
        
           | perryprog wrote:
           | The content reel was uploaded to their PeerTube[1]; I don't
           | see the other two videos on there yet, though.
           | 
           | Edit: The node tool introduction is now also live[2]!
           | 
           | [1] https://video.blender.org/w/ni4S8WYzVG9kqQ6mDjnY1s [2]
           | https://video.blender.org/w/hyq7PB9uaUUKkjwSENxid5
        
           | ragebol wrote:
           | Blender is on peertube:
           | https://video.blender.org/videos/local?s=1
        
       | specproc wrote:
       | As a noob who's still finding his way around, space to search
       | menus looks great.
       | 
       | https://projects.blender.org/blender/blender/commit/35d3d525...
        
         | RobKohr wrote:
         | Someone should make a video on this feature. I also am a noob
         | who is lost in a sea of options when starting up blender.
        
         | Zee2 wrote:
         | This (in some form) has been in Blender since at least 10 years
         | ago. It used to be the default behavior.
        
       | perryprog wrote:
       | The release page is now live at
       | https://www.blender.org/download/releases/4-0/.
        
       | brundolf wrote:
       | Amazing that even blender.org isn't immune to the hug of death
       | (though probably from more than just HN)
        
       | pixelbyindex wrote:
       | Is anyone here that might be a Blender contributor who could
       | offer some insights or some tips on how to achieve the same spark
       | with the Godot community? From the outside, the Blender community
       | iterates very quickly, seem to work well together, and has
       | figured out an approval process for integrating code that just
       | works(tm).
       | 
       | I would love to see a fire like this in Godot
        
         | brundolf wrote:
         | From my understanding Blender started getting a ton of
         | corporate sponsorship a few years ago, and that was when
         | development suddenly went into overdrive
        
       | numlock86 wrote:
       | Blender for 3D is what Postgres is for databases. It's really an
       | exceptional piece of open source software and totally stands out.
       | There's not many software projects like this.
        
         | lvl102 wrote:
         | I will go one step further and say they should teach kids
         | Python using Blender. Such a powerful tool and so many learning
         | possibilities.
        
       | dmalik wrote:
       | Nice! Time to create another donut.
        
         | CobrastanJorji wrote:
         | It's kind of amazing how a single tutorial project became so
         | universal. I wonder if there are any other disciplines /
         | platforms / projects that are equally universal in their
         | domain. Programmers have "hello, world," but it's awfully tiny
         | by comparison.
        
       | golergka wrote:
       | Here's a more user-friendly and beautiful page about 4.0 release:
       | https://www.blender.org/download/releases/4-0/
        
       | Cognitron wrote:
       | Since nobody's mentioned Ian Hubert yet, his Dynamo Dream series
       | is made in Blender:
       | 
       | Episode 1: https://www.youtube.com/watch?v=LsGZ_2RuJ2A
       | 
       | Episode 2: https://www.youtube.com/watch?v=xlqhdaLhRVY
       | 
       | Episode 3: https://www.youtube.com/watch?v=JM_WPiT6NRQ
        
         | Kablys wrote:
         | Thanks, I didn't know there were more episodes released.
        
       | babypuncher wrote:
       | A bit tangential, does anyone know of a good resource for
       | learning Blender, suitable for someone who has no real experience
       | with 3D modeling/animation?
        
       | qiller wrote:
       | I still have the old 2.30 book signed by Ton from the original
       | fundraiser, so glad it all worked out great.
       | 
       | May be it's time to finally let go of 2.7 keymap and learn the
       | new one :-\
        
       | kaveh808 wrote:
       | Is there any movement towards a C/C++ API in Blender 4.0? I feel
       | extensibility may be where it lags behind Maya and Houdini.
        
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       (page generated 2023-11-14 23:01 UTC)