I'm excited to see what Lukas writes about asset management and external files. In my opinion, this is one of the more lacking features in blender and I would love to see the plan for 2.8. I have my own controversial opinions of how I'd like to see it implemented, but I'll wait to see what Lukas says before I stir up the hornet's nest.
On 07/20/2015 11:28 AM, Jacob Merrill wrote: > Linking / Dupligroups and instancing(true instancing) are all important in > the movie, and game workflow, > > LibLoad / LibFree / LibNew are Extremely useful in game development and all > need work. > > > > LibNew Fails to create new physics meshes during runtime at the moment, - > https://developer.blender.org/T45360 > > this is essential for 'Full' wrectified assemblies - > https://www.youtube.com/watch?v=r8Ihb89lRR8&feature=youtu.be > > (right now it's limited to a central core with attachments) > > > Also, Some ability to use leap motion/camera motion tracking/ position > sensor data to animate a game actor, while recording keyframes, could allow > real time acting > > with AR overlays like the shooting of Avatar, with things like google > cardboard and occulus rift. and speed up animation > considerably when multiple actors are concerned. > > On Mon, Jul 20, 2015 at 11:17 AM, David Fenner <[email protected]> > wrote: > >> This is great news. Blender really needs this. Congratulations for the >> iniciative, really good. I'm personally most intrigued and excited about >> linking workflow enchancements (local overrides, better proxies, etc), and >> render layer workflows (more granular overrides). >> I'm sure this road makes all blender programmers very happy, and I'm sure >> this happinnes will be something good for users too. >> You have all our support!! >> >> 2015-07-20 12:53 GMT-04:00 Lukas Tönne <[email protected]>: >> >>> I've started writing about the development and the problems we >> encountered >>> during the Cosmos Laundromat/Gooseberry production. These documents could >>> be a good primer for devs who haven't done any development in a studio >>> environment like the Blender Institute (like myself before this project). >>> >>> First is a general wiki doc summarizing all the major development and >>> research topics. Only the section on hair systems is fleshed out atm, the >>> rest will be added soon. The document is meant to give an overview and >>> links to scientific papers for future reference, so each topic is handled >>> only briefly. >>> >>> >>> >> http://wiki.blender.org/index.php/Org:Institute/Open_projects/Gooseberry/SummaryLukas >>> Out of all these diverse topics, the library linking system and its >>> implications for pipeline and asset management have been a serious >>> challenge. IMO the solutions we developed during the production, although >>> they made the movie possible, are still not satisfying. Because this has >>> been a problem in virtually every movie production since the invention of >>> open movies, i thought it would help to start at the root and write a >>> detailed examination. The following document is an attempt to build up >> the >>> complete picture from the basics (how movie production works) up to the >>> existing situation in Blender and beyond. The proposal the end is not >> final >>> (!), finding a solid solution will require all the brains we can get. >>> >>> >>> >> https://docs.google.com/document/d/1M_sjvt65ytN7VxDSZzvu3xwUImO8BYfuVbZ527Rqxp4/edit?usp=sharing >>> Please excuse the shoddy formatting and unfinished state, i thought it >>> better to release them early than let them collect dust. >>> >>> Cheers, >>> Lukas >>> >>> On Mon, Jul 20, 2015 at 5:35 PM, Yuri Kovelenov <[email protected]> >>> wrote: >>> >>>> Hi Ton, >>>> >>>> This sounds very exciting! Especially viewport, PBR and physics parts. >>>> On our side we are ready to collaborate with Blender devs implementing >>>> the proposed features and improving the existing functionality. We also >>>> will be happy to participate in supporting the stable 2.7 branch. Will >>>> it be possible to suggest some minor patches from our list [1] before >>>> version 2.8 is available? >>>> >>>> Best regards, >>>> >>>> Yuri >>>> >>>> [1] >>> http://wiki.blender.org/index.php/Dev:Doc/Projects/Blend4Web_proposals >>>> On 20.07.2015 16:49, Ton Roosendaal wrote: >>>>> Hi all, >>>>> >>>>> (also posted on http://code.blender.org) >>>>> This is a proposal for work focus on blender.org for the coming >> year. >>>>> I've written this because we keep missing bigger development targets >> - >>>> we don't have enough time for larger projects. Instead too much time >> goes >>>> to releases, bug fixing, reviews, maintenance and support topics. The >> bug >>>> and patch tracker duties are keeping the best of our developers away >> from >>>> their own targets. As a result we then don't have time for design >> docs, >>>> for planning, logs and in-depth sessions with the module teams, and >> have >>> no >>>> time for the artists who are involved to make sure we're well aligned >> and >>>> know what to do. I think everyone has noticed that we're floating too >>> much, >>>> things are not clear. Where are we heading? Who does what, and how do >> we >>>> decide on things? >>>>> So - it's time to act and gather the troops to refocus and get back >>>> energy, to maximize involvement from everyone who's active in >>> blender.org >>>> and make sure Blender can survive for many more years. >>>>> ----- Blender 2.8 - Workflow release ----- >>>>> >>>>> Just like for 2.5, the proposal would be to take a bigger leap to a >>>> bigger release by not releasing for a year. The 2.76 release then would >>> be >>>> the last 'real' version we do until 2.80 somewhere in 2016. >>>>> Obviously, for the crucial fixes and smaller (stable) features we can >>> do >>>> update releases 2.77, 2.78 and 2.79. >>>>> Topics to finish for 2.8 could be: >>>>> >>>>> - UI work: wrap up Python configurability project, make Workflow >> based >>>> configuring possible >>>>> Proof of concept: the stripped "Blender 101" for high school kids. >>>>> - Viewport project, including a PBR quality engine/editor that could >>>> replace BI and GE render. >>>>> - A better designed integration of physics simulation in Blender >>>>> - Invite the GE team to rethink game logic editing, to use viewport >> and >>>> new physics >>>>> - Don't add the half finished Gooseberry targets but take the time >>>> needed to code it well: >>>>> Particle nodes, hair nodes, simulation nodes, modifier nodes... >>>>> - Asset managing and browsing, linking, references, external files in >>>> general. >>>>> - Integration in non Blender pipelines. >>>>> >>>>> Practical considerations: >>>>> >>>>> - Move development to special 2.8 branch(es) >>>>> - Module teams are empowered to cleanup quite radically and get rid >> of >>>> legacy code. >>>>> - The 2.8 series is allowed to be not 100% compatible with 2.7x. >>>> (Physics, particles, games). >>>>> - Spend time on organizing ourselves better, agreed designs should >> lead >>>> to more empowerment. >>>>> And some core principles to agree on: >>>>> >>>>> - We reconfirm and where needed update the 2.5 spec docs. >>>>> - Stick to existing Blender data structures and code design for as >> much >>>> as possible. >>>>> - Make Blender ready to survive until 2020, but... >>>>> ... start collecting the list of bigger redesign issues we need >> to >>>> for a 3.0 project >>>>> - Bring back the fun in Blender coding! :) >>>>> >>>>> The code.blender.org article for the roadmap of 2014-2015 is still >>>> valid in my opinion. We just need to take a break of 9-12 months now, >> to >>>> make it work for real. >>>>> Blender 2.8 Workflow Sprint >>>>> >>>>> In the coming months we can discuss and review the plans and make >> sure >>>> we're 100% aligned on the 2.8 targets and for other work during the >>> coming >>>> years. We should also meet and have good feedback sessions on it. So I >>>> propose to use the Blender Conference in October as a deadline, and >>>> organize a workshop in the week before. >>>>> - Four days of workshops and design sessions, in the week before >>> Blender >>>> Conference. >>>>> - Travel and hotel covered for by BF (and Dev Fund, or a new fund >>>> raiser?) >>>>> - We should try to get someone from every (active, involved) module >>> team >>>> on board. Also key user/contributors have to be on board. But it's also >>>> more efficient to keep it compact. >>>>> - Proposal: we do this invitation-only: First we invite the 5 most >>>> active contributors of past years. Together they then invite persons >>> more, >>>> until we have 12 (?) people. >>>>> - Sprint sessions can be in parallel too - UI, Viewport, Physics, >> etc. >>>> Let's make it public as good as possible. >>>>> - The Sprint results get presented and reviewed during further on >>>> sessions during the Blender Conference. >>>>> Seven years ago, back in 2008, we also took a break of over a year, >> to >>>> get the 2.5 project started up. It was a very exciting period where a >> lot >>>> of new things were possible and could happen, even though we didn't >>> finish >>>> everything... it gave us quite a solid foundation to build on, >>> attracting a >>>> lot of new developers and great features. >>>>> I realize we have to realistic now, not everything will possible. But >>> we >>>> also shouldn't stop dreaming up a good future for Blender. Let's take a >>>> break from our demanding release cycle, rethink it all, but not for too >>>> long. Let's cherish what we agree on and enjoy the freedom of a >>>> configurable workflow that will enable you to do what you think is >>> best... >>>> for making 3d art, games, film and animation! >>>>> Feedback very welcome! >>>>> >>>>> -Ton- >>>>> >>>>> -------------------------------------------------------- >>>>> Ton Roosendaal - [email protected] - www.blender.org >>>>> Chairman Blender Foundation - Producer Blender Institute >>>>> Entrepotdok 57A - 1018AD Amsterdam - The Netherlands >>>>> >>>>> >>>>> >>>>> _______________________________________________ >>>>> Bf-committers mailing list >>>>> [email protected] >>>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>> -- >>>> Yuri Kovelenov >>>> >>>> Development Lead >>>> [email protected] >>>> +7 495 676 3660 >>>> >>>> Blend4Web - an open source framework for creating 3D web apps >>>> https://www.blend4web.com/en/ >>>> Triumph LLC | Moscow, Russian Federation >>>> >>>> >>>> >>>> >>>> >>>> >>>> _______________________________________________ >>>> Bf-committers mailing list >>>> [email protected] >>>> http://lists.blender.org/mailman/listinfo/bf-committers >>>> >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> http://lists.blender.org/mailman/listinfo/bf-committers >>> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers -- Jeffrey "Italic_" Hoover _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
