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Blender Now Has Soft Body Support

johnnyb writes "For those who haven't been paying attention, Blender has been gaining features like mad over the last year. The Blender Foundation has just released 2.37, which adds soft body support, force fields, and deflection for realistic cloth, skin, and other effects. This in addition to all of the smaller additions, and all of the work that has gone into previous releases. If you haven't tried Blender yet, now is the time!"

42 comments

  1. "Blender now has soft body support" by p4ul13 · · Score: 4, Funny

    Developers are quoted as saying "we added this feature to allow for acurate rendering of Slashdot posters".

    --
    Paul Lenhart writes words!
    1. Re:"Blender now has soft body support" by Anonymous Coward · · Score: 0

      s/Slashdot posters/chicks

      Thank you.

  2. Blender's great, but not for game mesh editing. by Khakionion · · Score: 2, Interesting

    I really like Blender, but until it can properly export/import Quake MD2 files, it's not suitable to my purposes. For plain ol' prerendered CG, though, it fucking rocks the house down.

    --
    OMG! Wau!
    1. Re:Blender's great, but not for game mesh editing. by Anonymous Coward · · Score: 0

      Uh, why not export it into another format, then import it into whatever app you're currently using, and re-export?
      Any particular reason why you can't do this? Just curious.

    2. Re:Blender's great, but not for game mesh editing. by Bastian · · Score: 1

      Umm. . . because it creates an unneeded extra step?

      That said, it shouldn't be too hard to make a Blender plug-in that exports MD2 files.

    3. Re:Blender's great, but not for game mesh editing. by Khakionion · · Score: 1

      Well, I could do that.

      It does, however, strike me as odd that this remarkably full-featured 3D graphics program is in capable of properly importing/exporting MD2 models.

      It's not Blender Foundation's fault, since the plugin is maintained by someone else, but maybe it should be; am I mistaken in thinking that this is a very popular format?

      --
      OMG! Wau!
    4. Re:Blender's great, but not for game mesh editing. by Anonymous Coward · · Score: 0

      > am I mistaken in thinking that this is a very popular format?

      Quake models are for the quake engine. If id doesn't want to support Blender, and the developers using the engine don't care to support Blender, then Blender's not going to support it. It has its own model format, documented quite nicely, thank you very much.

      Not everything is about game models, let alone quake. And if you can't script an export, you have no business developing.

    5. Re:Blender's great, but not for game mesh editing. by reed · · Score: 1

      It can import and md2, md3 and md5. If the neccesary scripts aren't in the release yet, you can get them (and many other scripts) at:

      http://www.blender3d.org/cms/Import___Export.5.0.h tml

    6. Re:Blender's great, but not for game mesh editing. by gabebear · · Score: 1

      The grandparent is correct. MD2 is an incredibly popular format for simple 3D games because it is very well documented and simple to implement.

      Blender doesn't seem to be the best low polygon count modeler, but having good MD2 import/export would be VERY useful. The current MD2 importer/exporter script seems to have lots of problems(I've never gotten it working).

      Mod parent troll

    7. Re:Blender's great, but not for game mesh editing. by Khakionion · · Score: 2, Informative

      Yeah, those are the ones I'm talking about. Broken. The files they export don't load properly in Quake 2, among other games.

      --
      OMG! Wau!
  3. OSX Support? by Hadlock · · Score: 2, Interesting

    Hopefully the latest version of Blender is usable once again in OSX. The last major revision had been all but broken, simply being a gray screen if you attempted to "maximize" the blender window. Perhaps it's my video card (32mb Radeon 7000), but a new project with no wire frame to render shouldn't crash the program.

    maybe someone can shed some light on this issue?

    --
    moox. for a new generation.
    1. Re:OSX Support? by HopeOS · · Score: 1

      I've been using version 2.36 under OSX 10.3 for some time now. Not sure about my video card as I'm not sitting in front of it, but it's a dual G5. Clearly, there is something amiss though.

      If you're still experiencing the same problem after the update, please consider posting your experience to the appropriate mailing list. Even if they can't address it right away, they should at least be made aware of it, and if there is an error, a message to that effect is certainly warranted.

      -Hope

    2. Re:OSX Support? by Curtman · · Score: 2, Informative

      simply being a gray screen if you attempted to "maximize" the blender window

      I'm using Blender in Linux, and I've noticed a similar bug that crept in a few versions back. In full screen mode, I usually resize the window manually with ALT-MMB (I think its ALT-RMB or something silly in KDE) so that I can see my panel, and switch to another desktop quickly. I've noticed that if I'm off by one pixel, so that the top left corner of the blender window is offscreen then the blender interface isn't drawn properly, and looks like this (the top image is the correct image, and the lower one is after resizing the window one more pixel to the left). If OS X has some key combo to force the screen to resize, maybe you could experiment with that. I haven't upgraded to 2.37 yet either, maybe its gone now.

    3. Re:OSX Support? by crazy+blade · · Score: 2, Informative

      People, Blender has a bug-tracker here. Knock yourselves out!

      --
      To err is human, but to forgive is beyond the scope of the Operating System...
    4. Re:OSX Support? by Curtman · · Score: 1
      People, Blender has a bug-tracker

      So it isn't acceptable to talk about Blender bugs elsewhere now?

      Knock yourself out.
    5. Re:OSX Support? by Anonymous Coward · · Score: 0

      Don't be such a putz. That's not what he said.

  4. Hrmm.. by NanoGator · · Score: 1

    Does Blender offer any tools for rounding edges on polygonal models?

    --
    "Derp de derp."
    1. Re:Hrmm.. by Anonymous Coward · · Score: 0

      > Does Blender offer any tools for rounding edges on polygonal models?

      You can of course make it round all of them using subsurface modelling, and you can adjust the sharpness of the curves on individual vertices. Highly polygonal models are usually used for games, and are things you normally aren't going to want to round that way (unless you like watching your FPS sink). There's bevelling, but the bevel tool really stinks.

    2. Re:Hrmm.. by michaelbuddy · · Score: 1

      The subsurf button is all you need to press and your polygons will be rounded off and have a mesh beneath your mesh. subsurf is great.

      --

      ...::----::...

      I am in no way affiliated with this sig.

  5. Now is the time? by Draknek · · Score: 2, Insightful

    I'm sure this new release is great and all, but I don't see what soft body support adds to entice someone new to try it.

    If you haven't tried Blender yet, then these additions are not likely to affect you or matter to you.

    --
    Self-referential sigs do not a humourous poster make.
    1. Re:Now is the time? by NanoGator · · Score: 5, Informative

      "I'm sure this new release is great and all, but I don't see what soft body support adds to entice someone new to try it.

      If you haven't tried Blender yet, then these additions are not likely to affect you or matter to you."


      Are you serious? Soft body is a Big Deal(TM), especially when you're a character animator. It's exactly the sort of thing that would make somebody spend $1,500 on Lightwave instead of using Blender.

      --
      "Derp de derp."
    2. Re:Now is the time? by Draknek · · Score: 1

      My point was that if you're a character animator, you would have tried Blender already, to see if it provided the features you needed.

      --
      Self-referential sigs do not a humourous poster make.
    3. Re:Now is the time? by IthnkImParanoid · · Score: 1

      ...and it didn't before, because one of those features was soft-body animation, but now it does? Was that your point?

      --
      It's nothing but crumpled porno and Ayn Rand.
    4. Re:Now is the time? by NanoGator · · Score: 2, Funny

      "My point was that if you're a character animator, you would have tried Blender already, to see if it provided the features you needed."

      No, I would have avoided it because it didn't have Softbody.

      --
      "Derp de derp."
    5. Re:Now is the time? by iibagod · · Score: 1

      Animator: Hm...Here's this rather mature 3d modelling/animating program, which could probably allow me to animate a lot more cheaply...in fact, it's free! That's wonderful! But does it have softbody support? No? Well, then it doesn't have the full functionality I require. I sure am glad I didn't need to try the program to find that out. It sure is great to find out specs before you spend time and money on a new program. Perhaps it's worth it to pay for something else.....

  6. I like the idea of force fields. by jd · · Score: 3, Interesting
    I'll be able to process my character's image in Blender and make him quite invulnerable. :)


    Seriously, Blender has always looked impressive to me. If you're wanting to make a complex scene to blast through a NURBS-based renderer, such as BMRT, it would be almost impossible without a graphics package that you could do the design work in.


    It is also miles easier than any commercial package I've seen. Rhino 3D and AutoCad 3D are plain murder. It's arguable as to which is "better", but I can tell you this - anything that does what you want, and lets you get the product -and- train for less than getting the alternatives, there's no competition. It depends on whether Blender really does do what you want, but assuming it does, then it is likely to be the better choice.

    --
    It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
  7. Amazing Artwork by SenFo · · Score: 2, Interesting

    I'm simply amazed at how great the Blender artwork and movies have become. I tried Blender over 5 years ago as a hobby. Unfortunately, as I already knew, I was probably the worst artist in the entire world and couldn't produce anything that the software didn't create for me. But that doesn't keep me from admiring the hard work and amazing abilities of those that posses much greater skill than I do.

    Anybody know if any major motion picture studios are using Blender? I know Pixar has their own proprietary software that they use. I'm not sure about any of the others.

    1. Re:Amazing Artwork by iibagod · · Score: 2, Informative

      Try checking out the Project Orange. I'm not sure if any major studios are using blender, but I do know Spider Man 2 used Blender for a pre-visualization rendering...it worked rather well.

      I'm just upset that the new HDRI code uses features only available in Yafray 0.0.8....which doesn't happen to be out yet. All my HDRI renders turned out like crap once I upgraded. But every other file sure is rendering a lot quicker. Thats a definate plus. And with new features coming quickly, I'm in monkey heaven.

    2. Re:Amazing Artwork by anomalous+cohort · · Score: 1
      Anybody know if any major motion picture studios are using Blender?

      After watching Merlin: Special Edition, I watched the "making of" special feature part of the DVD and recognized the blender GUI when the CG part of the movie was being discussed.

  8. My blender... by Anonymous Coward · · Score: 2, Funny

    My blender has had soft body support for ages. It's amazing how many babys will fit in the machine.

    1. Re:My blender... by Anonymous Coward · · Score: 0

      That was tasteless and vile.

    2. Re:My blender... by Anonymous Coward · · Score: 0

      ... and very funny :)

  9. Bite My Supple Bendy Ass by nathanh · · Score: 0

    Go Blender!

    1. Re:Bite My Supple Bendy Ass by Digital11 · · Score: 1

      Erm.. That would be Bender... :P

      --
      I am a leaf on the wind. Watch how I soar.
  10. Need new glasses ... by Fookin · · Score: 1
    Did anyone else read that as "Bender Now Has Soft Body Support"?

    It was really making me think - why would the /. crowd care about upgrades to a cartoon robot?

  11. RTFM: Subsurf by IoN_PuLse · · Score: 2, Informative

    Enough said...

  12. But what about the user interface? by CyricZ · · Score: 2, Interesting

    I remember there being a lot of discussion regarding Blender's user interface. The main complaint was that it was very non-standard, and not very intuitive. While such an interface may be very useful and efficient for somebody intimate with Blender, it was widely said that it was difficult for those who casually want to use it. That said, has any work been done on an alternative user interface, one that may not be as powerful, but instead is more friendly towards new users and the casual/amateur user?

    --
    Cyric Zndovzny at your service.
  13. New here? by Splatypus · · Score: 1

    The /. crowd is exactly the sort who would care about upgrades to a cartoon robot.

  14. Re:soft body support by Anonymous Coward · · Score: 0

    nice

  15. Multiple Window (Frame) Support ?? by Anonymous Coward · · Score: 0

    Right now, blender _still_ works badly on my multimonitor setup. I need to use multi screen because Xinerama blocks 3D accel and because the screens which are different resolutions don't Xinerama well anyway.

    But right now, I can only have one blender X11 window, which I'll call a "frame" like in emacs (the internal tiled windows in blender are called screens and windows by blender folk). Why not allow multiple toplevel frames containing different blender screens simultaneously on different displays like emacs? That way I could have my 3D editing on my Wacom tablet, and previews and animation windows on my other LCD monitors.

    The code in blender must be _almost_ all there anyway to support its complex internal screen/tiled-window stuff.