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The State of Open Source 3D Modeling

gmueckl writes "Since Blender was released as open source in 2002, it has basically owned the open source 3D modeling scene. Its development has seen a massive push by both the community and supporting organizations. However, the program has been showing its age all along and efforts to improve on it have either been blocked or have failed in the past (note the dates). Authors of new modules are forced to jump through hoops to get their work glued onto the basic core, which still dates from the early 90s and has gone almost unchanged since. There are many other active projects out there like Art of illusion, K-3D, and Moonlight|3D. Each of them offers a modern, much saner, more coherent, and more powerful basic architecture and could match Blender in a couple of months' time with some extra manpower. So how come these projects don't get the level of support they deserve? How come developers are still willing to put up with such an arcane code base?"

267 comments

  1. The state of it ? by Anonymous Coward · · Score: 0

    How about "lame" ?

    1. Re:The state of it ? by Anonymous Coward · · Score: 1, Funny

      what does a mp3 encoder have do with this?

    2. Re:The state of it ? by Mistlefoot · · Score: 1

      But I've been using Lame for 3D modelling ever since I discovered that "LAME Ain't an Mp3 Encoder"

  2. because by Anonymous Coward · · Score: 1, Funny

    they're stupid...that's why everyone does everything

  3. It's there, and it works by Blikkie · · Score: 5, Insightful

    As much as people may hate Blender, the main advantage of the program is that it is there, and that most things work. Some parts are even great. Personally I happen to like the poly-workflow, which is very fast. The main problem with blender for most users is that it takes a while to learn, but once it's learnt, it has a very effective workflow.

    I think that the OP is very optimistic when he sais that it takes only a few months to port everything (and the kitchensink) to another app, that is just impossible, even with open code.

    1. Re:It's there, and it works by Jonny0stars · · Score: 3, Interesting

      I agree that the blender workspace is more productive and somewhat more artistic.
      If you look at even commercial software such as Maya or 3ds max there is essentially very little difference other than the interface and i find 3ds max interface perplexing confused and illogical (looks like some one ate to many widgets and threw-up) blender was a semi steep learning curve but once you have the basics a bit guesswork you can make some alright looking models even without any experience.
      But then again i like Povray better than any other 3d stuff out there.

    2. Re:It's there, and it works by Jeff+DeMaagd · · Score: 2, Insightful

      I think that the OP is very optimistic when he sais that it takes only a few months to port everything (and the kitchensink) to another app, that is just impossible, even with open code.

      It does sound like some Pollyanna that either hasn't coded or hasn't tried coding 3D software. 3D programming on that level is HARD.

      Heck, I even tried making a 2D CAD program once. The basic math was relatively easy but the UI and object database handling is a bitch. 3D is is a lot worse in many respects, the main advantage that 3D has is that it's more glamorous but I don't know if that makes up for the difficulty.

    3. Re:It's there, and it works by Howitzer86 · · Score: 4, Insightful

      Right, learning Blender is no worse than learning Maya. Also, the interface is unique, but I wouldn't dare call it dated. Finally, I'll have to disagree with the jumping-through-hoops thing. A guy named Brecht has created a Sub Surface Scattering module, which will has been added to the 2.44 Release Candidates only 2 weeks after he began showing it off. - Avid user of Blender

    4. Re:It's there, and it works by X0563511 · · Score: 1

      Personally I like the way Rhinoceros 2.0 did things, seemed to work great but as the program is mostly meant for engineering, it's not very good for art.

      Designing machine parts however...

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    5. Re:It's there, and it works by ville · · Score: 2, Insightful


      Lack of ngons is a serious workflow deficiency and something that forces one to kludge around when building models. No point stating quad-only models are better anyway, supporting ngons isn't about that. Having ngons while you model speeds up the workflow when you don't have to work around them and can leave them in temporarily.



      Apparently work is done to introduce a new mesh type and tools that support ngons. Just pointing out that right now blender's workflow is rather restricting.


      // ville


    6. Re:It's there, and it works by alphamugwump · · Score: 3, Insightful

      Frankly, the OP is full of shit. While blender development is a bit slow, they have made substantial progress. Recently (as in 2005) they rewrote the framework in order to allow 3dsmax-style widgets. They've added fluid simulation, scripting -- all kinds of stuff. They made an animated short, partly to see what features artists wanted, and partly to promote blender. This article is on par with the "BSD is dying" troll, except it's more like saying "Linux is dying", as Blender is easily the most advanced OSS modeler out there.

      People like to bitch about the interface -- yes, it is confusing at first. But you have to use it for more than a few hours. Do the blender tutorial. After playing with blender, I took a class in 3dsmax -- seriously, once you learn the keystrokes for blender, you never want to go back. In this, it's comparable to vi or emacs.

      Most likely, the OP got his nose bent out of joint because they wouldn't switch over to XML, so he decided to slander the project on slashdot.

    7. Re:It's there, and it works by gmueckl · · Score: 5, Informative

      I'm the main author of Moonlight|3D. Getting that program to where it is now is the result of many a long night of coding during the last couple of years. Some parts of that type of software really are hard to create. In that part you seem to have made the same experience. But I've also gained enough confidence in the basic design of that application (and learned many lessions from it, too) that I have a pretty good idea of what is possible. And I honestly believe that a project like K-3D can show a higher pace of development than Blender with equal manpower because the foundations are laid out properly. This is not a plug for my project. I am fairly certain that my program is not the one that takes on Blender if that ever happens. I know that I have made my share of (incredibly stupid) mistakes and correcting them will take a considerable amount of time.

      --
      http://www.moonlight3d.eu/
    8. Re:It's there, and it works by clifforch · · Score: 1

      Still, It would have been nice to add a disclaimer to the story stating your interest in it. I've seen a few open source politics/shennanigans stories roll through the front page of slashdot over the past year, knowing what POV the submitter has is nicer then finding it out in the comments section.

      Props for stating it at all though.

      --
      In SOVIET RUSSIA the hot grits profit you!
    9. Re:It's there, and it works by badspyro · · Score: 1
      the reason 3DS looks like it "ate to many widgets and threw-up" is because IT DID

      everything in 3DS is basicaly an addon that they decided to amalgamate into the software. No, I'm not kidding. And yes, for a new user, it has a steep (read vertical) learning curve. I know, I learnt it last year.

    10. Re:It's there, and it works by Anonymous Coward · · Score: 0

      OK. For newbies, the Blender interface is difficult because you have to learn it all. There isn't much hand-holding. But, when you ask professional modelers, they scream hard at anyone who wants to touch the U.I. as its *PROFOUNDLY* much faster than (pick your professional $100,000/per 10 minute license 3D application here). Blender is starting to rule over some other 3D applications (high end special effects), etc. As for the 'old codebase', some of it is old, but a lot of it has been replaced within the last 2 years, and more gets replaced with every new version. Certainly, all of the Google summer-of-code stuff is new. I wouldn't call it an 'also-ran' or 'its open source, so its ok' either. Compare it against commercial applications. There isn't a lot that isn't 'there', and in many cases, it bests a lot of them (sometimes all of them). See for yourself here:.

    11. Re:It's there, and it works by LetterRip · · Score: 5, Insightful

      "But I've also gained enough confidence in the basic design of that application (and learned many lessions from it, too) that I have a pretty good idea of what is possible."

      Pretty much every developer that has joined Blender has spent some time looking over the codebases of the other opensource 3D applications. Your claim of a month is absolutely ridiculous - even a year would be an insane time line. At a minimum you are looking at a requiring a similar sized developer base as Blender at least 3 years of full time development before any of the other 3D apps can even come close to Blenders functionality as of right now.

      Here is a very brief list of what you need to approach the basic functionality that Blender has

      Modeling tools - asside from Blender the only half reasonable polygon modeling tool available is Wings3D(which is written in Erlang). In addition to a strong core of standard polygon modeling tools Blender also has sculpt modeling, curve modeling, metaball modeling, NURBS, etc.

      UV Unwrapping - wings has basic UV unwrapping - Blenders are considered one of the best implementations in the 3D industry. As far as I'm aware all of the apps you mention have at best very basic tools.

      Texturing - Blender has full node based materials and texturing; Blender has 3D painting and texturing tools. To my knowledge none of the apps you propose have either of those features.

      Basic animation - you need good rigging and skinning tools for character animation. You need cage deformation, hooks, a driver system etc. I think AOI has okay rigging but other than that?

      Simulation - physics, particles, fluids, crowds, hair. Presumably some of the apps you list have very basic collision integrated? Some also might have very basic particles. The difference between where they are at, and where they would need to be to match Blenders current capabilities is tremendous.

      Compositing - not crucial for a 3D application to have - but this is a powerful feature of Blender having an integrated compositor in its rendering pipeline.

      Rendering - do any of the projects you list have multipass rendering even?

      Scripting - Blenders API has been refactored a few times, this has caused some pain among scripters, but the API has been steadily maturing and is quite large and powerful.

      Exporters and Importers - how many and how mature are exporters for any of your suggested programs? A fairly complete and mature exporter or importer can in itself represent numerous man years of effort.

      Sequencer - again not crucial to meet the definition of a standard 3D animation suite - but again a powerful feature that is part of Blender.

      Logic nodes and game engine - yet another feature that wouldn't be a strict requirement to become a reasonable competitor in the 3D animation suite space, but another tool that is an important part of Blender for part of our user base.

      I get the impression that you have absolutely no idea how much time and effort it would take to become a serious competitor as a 3D animation suite. No disrespect but Moonlight 3D isn't even 1% of the way there, and yet in your estimation it would only take a month to 'catch up'.

      LetterRip

    12. Re:It's there, and it works by Adega · · Score: 1

      Maybe you should read the GP's post more carefully, he was saying K-3D could catch up, not Moonlight|3D. Nor did he say a month or any other specific amount of time.

    13. Re:It's there, and it works by Nexx · · Score: 1

      Sure he did. The post you reference was written by the same person who submitted this story.

    14. Re:It's there, and it works by floofyscorp · · Score: 1

      so did I, and I found it very straightforward.

    15. Re:It's there, and it works by aichpvee · · Score: 2, Interesting

      I'll have to disagree, learning Maya is WAY easier than learning Blender. Blender is much easier to learn than 3DS Max, however. But that isn't saying much as 3DS is a complete mess. Still not sure how I feel about Blender copying the modifier stack from 3DS, but their implementation does seem to be better (or at least not as bad, yet) as the one in 3DS.

      --
      The Farewell Tour II
    16. Re:It's there, and it works by LetterRip · · Score: 1

      "OK. For newbies, the Blender interface is difficult because you have to learn it all. There isn't much hand-holding. But, when you ask professional modelers, they scream hard at anyone who wants to touch the U.I. as its *PROFOUNDLY* much faster than (pick your professional $100,000/per 10 minute license 3D application here)."

      You are overstating things I'd say. I'd suggest for modeling for instance Modo is possibly quite a bit faster and Silo likely has a speed advantage as well for many tasks.

      "Blender is starting to rule over some other 3D applications (high end special effects), etc."

      For high end special effects particularly smoke and flame most of the other high end apps (particularly Houdini) are still quite a bit better suited. That is one area I would still consider Blender to be 'weak' in.

      LetterRip

    17. Re:It's there, and it works by JFitzsimmons · · Score: 1

      Vertical learning curve is instantaneous mastery. Think about it.

      http://en.wikipedia.org/wiki/Experience_curve_effe cts

      --
      Beware he who would deny you access to information, for in his heart he dreams himself your master. -Anonymous
    18. Re:It's there, and it works by root_42 · · Score: 2, Insightful

      Sequencer - again not crucial to meet the definition of a standard 3D animation suite - but again a powerful feature that is part of Blender.

      And may I say: The sequencer is one of the BEST parts of blender. Nothing beats whipping up a short presentation movie with the blender sequencer. It is quite intuitive for a blender user, since it uses the same key and mouse mappings. We use it all the time when we want to stitch together some clips.

      --
      [--- PGP key and more on http://www.root42.de ---]
    19. Re:It's there, and it works by entgod · · Score: 1

      I'm not saying it would be easy or fast but doesn't the beauty of open source lie in the fact that everything need not be coded from scratch? Of course everything couldn't be copied straight but exporters and a renderer, for example, could pretty much be taken from blender saving years from development.

    20. Re:It's there, and it works by pato101 · · Score: 1
      I agree.

      Not pretending to be a professional 3D modeler, I was scared to learn Blender by myself because all the times I tried I did not succeed because the interface is difficult to learn alone.

      There exist tutorials over the net, but most of the time I am offline and I did never take care of printing them. Furthermore, tutorials tend no to cover all the features, so it is hard to know which ones you are actually interested in.

      Finally, I bought a book of Blender and during an afternoon I learnt quite a lot -enough to create a piston body the day after- . It is not difficult at all if you have some guide, really. The problem with Blender is to know her "phylosophy" or way of work. Once you get taught, it becomes incredible easy.

    21. Re:It's there, and it works by Anonymous Coward · · Score: 0

      ...and god knows so MANY people use vi and emacs :)

    22. Re:It's there, and it works by Anonymous Coward · · Score: 0

      Yes, huge numbers of people use vi and emacs. They are generally people who spend long enough in front of a text editor that spending a couple of weeks learning the initially unintuitive UI is worth it for the increase in productivity.

    23. Re:It's there, and it works by MrHanky · · Score: 1

      That depends on what you have on the other axis. If it's time, then you're right. If it's effort, then you have to put in a whole lot of work for almost no return.

    24. Re:It's there, and it works by saltydogdesign · · Score: 1

      Rendering - do any of the projects you list have multipass rendering even?

      Multipass rendering is a technique, not a software feature.

      --
      // This is not a sig.
    25. Re:It's there, and it works by karstux · · Score: 2, Interesting

      I'll disagree and say that learning your second (or third) 3d app is always hard. I learned 3dsmax first and found it a breeze to learn and a pleasure to use. Then I got my hands on the personal learning edition of Maya. I never really got my head around it, being used to the 3dsmax workflow as I was.

      Then, I tried Blender. Using it caused almost physical discomfort. I thought the interface was ugly, alien and counter-intuitive. After a while I became productive with Blender, but I still dislike it. And everything that I did learn I'm sure I have forgotten by now, while I could find my way back into 3dsmax with little trouble - even though I haven't used it for a long time now.

      The thing is, whatever you learn first conditions your brain to a certain way of working. Everything else after that is hard(er).

      --
      Don't whistle while you're pissing.
    26. Re:It's there, and it works by Zaiff+Urgulbunger · · Score: 1

      emacs does 3D now?

    27. Re:It's there, and it works by aichpvee · · Score: 1

      I used 3DS for a year and a half and hated every minute of it. It's not even that it's hard to learn, it's just annoying and hard to use.

      Maya on the other hand actually operates in a sensible way. It took me about two weeks to get to the point where I was far better with Maya than I'd ever been with 3DS.

      You probably can't "wrap your head around" Maya because you learned on 3DS where everything is done backwards and non-standard. 3DS teaches people who learn it the wrong things. These guys don't even know what diffusion is because of the "diffuse" setting on the 3DS shaders, which isn't diffuse at all.

      This isn't really your fault, there seem to be two kinds of users of 3DS. Those who love it and it just works for them, and all the rest of us, even the ones who sometimes are forced to use it. But it really is a crappy system that's layer upon layer of kludgy bandaid hacks.

      --
      The Farewell Tour II
    28. Re:It's there, and it works by Virgil+Tibbs · · Score: 1

      as someone who has *no* knowledge in this field, isn't the answer obvious:

      people seem to find the first program they come across easy and the rest difficult
      hence the way to produce an program which everyone is capable of using is to look at how maya, blender etc work, look at their GUI's
      then skin blender or a fork of it so that you can switch between it looking like classic blender, maya 3dsmax etc.

      that way everybody can jump in just by making your program work at face value like someone elses program.

      for an example about what i'm on about i think xmms almost understands and songbird too. except both of these would benefit from say xmms not only emulating winamp but itunes WMP amorok, realplay etc

      you get my point?

      --
      www.tdobson.net #### Dare to Dream #### blog.tdobson.net
    29. Re:It's there, and it works by Creepy · · Score: 1

      some of this is philosophy differences - K-3D is trying to be more like Renderman(R) more than, say Studio Max - in other words, more suited for animators than game developers. You can see that by the lack of skeletal animation support, which is a necessity for most modern games because it's the basis for "rag-doll" style physics (among others). Midnight is probably also in that group, though I can barely tell the feature set due to lack of documentation. Art of Illusion seems to be more robust all around, having more features targeted towards game developers such as the aforementioned skeletal stuff, as well as uv unwrapping (albeit through a plug-in) and a number of features aimed at still-frame and animators. I haven't actually used AoI so I don't know how the rest of it stacks up against Blender, but to be quite honest, I never do base modeling in Blender, anyhow, because I'm one of those that think the interface is clunky and hard to use.

      Oh, and AoI supports HDR lighting, so it supports multipass (because HDR requires multipass). How much multipass it supports other than that, I don't know. Many of your other points are completely valid. I personally can't stand modeling in Blender, but I do use it for skeletons and animation sequencing. I prefer to do my modeling in parametric CAD packages, just because that is my background and we have a Blender importer.

    30. Re:It's there, and it works by panzi · · Score: 1

      You forgot the (awesome) modifier stack! ;)

    31. Re:It's there, and it works by slapout · · Score: 1

      "he main problem with blender for most users is that it takes a while to learn, but once it's learnt, it has a very effective workflow."

      That is so true. It takes a little while to get used to the interface, but when you do, you're like "Why can't other programs work like this?"

      --
      Coder's Stone: The programming language quick ref for iPad
  4. Rewriting by Nick_taken · · Score: 3, Insightful

    I dont think blender code is that arcane, i know Tom was doing some rewriting, they are aware that the core needs updates and they are doing it, it just needs time. Game engine was coded again with a different engine, render path it hink got updated too.

    1. Re:Rewriting by visualight · · Score: 1

      I don't think he does a good job of really explaining what's wrong with Blender. He points to k-3d which also dates from the early 90's, and mentions that back in 2003 a patch for XML support wasn't accepted. Maybe he really wants a 3-D app written in Java (like Art of Illusion) and XML?

      --
      Samsung took back my unlocked bootloader because Google wants me to rent movies. They're both evil.
    2. Re:Rewriting by gmueckl · · Score: 2, Insightful

      Blender is a design that was never intended to grow into what it is now. Remember that it was an inhouse developement of an animation studio so the whole application was designed to get the job done that was at hand. But when the program itself was commercialized it started to outgrow itself. This was never anticipated and Blender still suffers from that. The other applications that I pointed out have a solid design which is able to grow. Commercial applications like Maya, Softimage and Houdini have demonstrated that. Comparing blender to all of those on a design level makes blender stand out as the toy.

      --
      http://www.moonlight3d.eu/
    3. Re:Rewriting by dhasenan · · Score: 2, Informative

      Yeah, all three examples of patches not being accepted had to do with XML, and it's entirely possible (and reasonable) to think that XML might not be the best format for Blender to output. Not to mention, just because the file format is still binary doesn't mean there's no progress.

    4. Re:Rewriting by shaitand · · Score: 4, Insightful

      'it started to outgrow itself'

      In what manner?

      'Blender still suffers from that'

      In what way does blender suffer?

      'have a solid design which is able to grow'

      In what way are the designs solid? What about the design of blender makes it less solid? Specifically what aspect of blender is unable to grow and what is the difference in these other applications that makes them able to grow?

      'applications like Maya, Softimage and Houdini have demonstrated that'

      In what manner?

      'Comparing blender to all of those on a design level makes blender stand out as the toy.'

      In what fashion?

      Do you have any constructive criticism or is this entire post just a troll? Can you name any specific features, design constructs, or methods that are actually superior in these applications or do you just prefer in the interface in the commercial applications you learned in?

    5. Re:Rewriting by Eravnrekaree · · Score: 2, Insightful

      I am always a bit skeptical when someone says the code is bad because it is old. Its not a question of age but whether or not the code is maintainable and works well or not.

    6. Re:Rewriting by Anonymous Coward · · Score: 0

      Put down the crack pipe.

      I'm a professional 3d artist and I have recently started using Blender. It is in NO WAY a toy compared to Maya or 3dsmax.

    7. Re:Rewriting by gmueckl · · Score: 4, Interesting

      All the programs I tend to point out are usually built around a scene representation that is more than just a simple scene graph. There is some serious parametrization going on at some level. In Maya, for instance, every operation that goes beyond tweaking the positions of some mesh vertices is stored as a separate node in the graph with parameters that can be altered after the fact. This provides a base for lots and lots of features: it's easy to animate node parameters if that should be desired. Art of Illusion for instance allows those nodes to be user-defined scripts (maybe Maya allows that, too - I don't know). YOu can go back and change things you did earlier without rebuilding the entire object if you find out that you made a mistake (e.g. if a revolved or lofted shape doesn't quite look like you want). If you know GEGL you could think of the design that I'm talking about as some sort of of 3D version of that approach. Every decent 3D modelling program that I've seen implements a variation of that, Blender being the big exception. If done right, this design is incredibly versatile and modular. Implementing a proper user interface on top may be a bit tough, though.

      --
      http://www.moonlight3d.eu/
    8. Re:Rewriting by Anonymous Coward · · Score: 0

      ... says the anonymous coward.

    9. Re:Rewriting by LetterRip · · Score: 5, Informative

      gmueckl,

      I'm sorry sir but you seriously mistaken,

      "
      Blender is a design that was never intended to grow into what it is now. Remember that it was an inhouse developement of an animation studio so the whole application was designed to get the job done that was at hand."

      Perhaps you should read about Blenders actual history?

      http://www.blender.org/blenderorg/blender-foundati on/history/

      Blender was a rewrite of the inhouse design tool of neo-geo. The design of the rewrite was very forward looking. There were a few design errors, one such design error due to Blender being used inhouse is that the input design wasn't made easily customizable. This error is one that we are going to correct with Blender 2.50.

      "But when the program itself was commercialized it started to outgrow itself. This was never anticipated and Blender still suffers from that."

      It had been anticipated that Blender was to be commercialized. The technological and design foundations of Blender are pretty impressive. Blender has had some issues (all but a small handful of which have been addressed), but not anticipating commercialization is not one of them.

      "The other applications that I pointed out have a solid design which is able to grow. Commercial applications like Maya, Softimage and Houdini have demonstrated that. Comparing blender to all of those on a design level makes blender stand out as the toy."

      I suspect that you have close to zero knowledge about the designs of XSI, Maya, or Houdini similar to your close to zero knowledge of Blenders design.

      Blender has been able to sustain absolutely ridiculous growth rates in its code base and functionality. Professional 3D artists find the pace of development eye popping/jaw dropping.

      LetterRip

    10. Re:Rewriting by Briggs_Bl · · Score: 1

      >Comparing blender to all of those on a design level makes blender stand out as the toy. Only if you don't care about getting actual work done. And thats the rub of this whole argument. People can, and do make their living using Blender. I don't know anyone who does this who could switch to any other of these apps mentioned and still put bread on the table. I care far more about the actual work these people do with Blender as a yard stick for measuring how much of a 'toy' it is compared to better designed systems. Furthermore, better design for core parts of Blender is something that all the devs, myself included, are working on. Chers

    11. Re:Rewriting by Anonymous Coward · · Score: 0

      Too bad gmuckie. Your 3D app will be dead and forgotten soon due to your poor attitude and false claims. Good luck gathering up your army of coders--you seem like the type of person that people hate to work with. RIP ummm....whatever it was called.

  5. Modeling by Anonymous Coward · · Score: 0

    I heard they're being sued so they aren't really focusing on their program.

  6. Showing age? by Xzzy · · Score: 5, Insightful

    It's easy to pick on the XML bit (though I don't understand why XML is so awesome it has to be used), but that's a pretty small demerit compared to all the major feature enhancement Blender has attained over the past few years.

    It's earned a fluid simulator. Particle effects have been dramatically improved, yafray integration was a huge improvement for rendering, materials can now be created with a node based system.. the list goes on and on. The feature enhancements that went into the latest point release is worth an essay all on their own:

    http://www.blender.org/development/release-logs/bl ender-243/

    Blender stays afloat because it's seeing active development and is already a mature platform. People are used to the interface (one that newbies hate, but veterans fall in love with), and it runs on all three of the major operating systems.

    I don't think an aging codebase is a critical flaw. Too often people think redesigning the wheel is a panacea for repairing a kludgy system, without realizing that all code projects fall prey to this at some point in their life. Sure we could rewrite Blender.. but to what end? It'd take another 5 years to get where we are now.

    1. Re:Showing age? by gmueckl · · Score: 1

      I don't think an aging codebase is a critical flaw. Too often people think redesigning the wheel is a panacea for repairing a kludgy system, without realizing that all code projects fall prey to this at some point in their life.

      Well, I have two remarks for you here. First, what do you do when the current design stands in the way of a new feature you want to add? Second, a lot of applications have shown that there are proven designs for 3D modelling and 3D animation that can sustain growth into much bigger applications than blender. Why not use that knowledge?
      --
      http://www.moonlight3d.eu/
    2. Re:Showing age? by kerrle · · Score: 1

      Bigger in what way? If you're only talking about popularity, I daresay the two aren't really related in that sense.

    3. Re:Showing age? by Anonymous Coward · · Score: 0

      I'll agree that XML is certainly not good for storing mass amounts of data. Really, HDF5 (http://hdf.ncsa.uiuc.edu/) should be considered as a digital storage format, since it uses zlib to store huge data sets of nodes and other hierarchical geometric information. And it's 100% portable between platforms, with high I/O performance.

    4. Re:Showing age? by Goaway · · Score: 1

      the interface (one that newbies hate, but veterans fall in love with)

      Are you sure you don't mean "one that only the few people who are able to love it ever use for long enough to become veterans"?

    5. Re:Showing age? by AaronLawrence · · Score: 1

      what do you do when the current design stands in the way of a new feature you want to add?

      Refactor the relevant parts of the application. It's not a closed debate, but Joel Spolsky has a good starting essay on why rewriting is usually a really, really stupid idea.

      Usually inexperienced coders come to a large existing application and find it's really hard to understand. In their heads is a simplistic picture of the parts of the requirements they understand, and they assume that can be turned directly into code. But in any real application there are usually hundreds of other parts that have been worked on and revised multiple times by others.

      Note this is not saying "don't rewrite anything". Sure, rewrite *parts* of your application, using the experience you gained from it, and after designing it properly, and reusing the parts of the code that don't have a problem, and looking at the existing code for answers to problems. Just not everything at once.

      --
      For every expert, there is an equal and opposite expert. - Arthur C. Clarke
    6. Re:Showing age? by edxwelch · · Score: 1

      You're absolutly right XML does not bring any demonstable benefit, although I'm sure the author can fabricate some reasons to prove his point, the real reason is becuase everyone else is doing and he thinks XML is cool. This artical here really says it all: http://xmlsucks.org/but_you_have_to_use_it_anyway/ does-xml-suck.html

  7. Level of support by Fyre2012 · · Score: 5, Funny

    So how come these projects don't get the level of support they deserve?

    Because the issue hasn't been posted to the front page of /. until now.

    --
    This is not the greatest .sig in the world, no. This is just a tribute.
    1. Re:Level of support by Yubastard · · Score: 2, Funny

      indeed! I just checked those other apps and I settled on AoI, cuz' of it's simpler interface and my noobiness. blender works great but I tend to be a more visual person and like an interface with buttons and such things... thanx a lot!

  8. K-3D by Anonymous Coward · · Score: 0, Troll

    K-3D would probably get more attention if their website worked.

  9. Blender changes over time by Animats · · Score: 4, Insightful

    There have been huge changes to Blender over time. For example, the physics engine in the game engine was replaced with a much better one. The original poster is apparently wound up about some XML import/export thing, which is minor. You can write Blender import/export filters in Python, and many such filters exist.

    Blender has some problems, but converting its files to an XML format isn't one of them.

    1. Re:Blender changes over time by gmueckl · · Score: 5, Informative

      No, but it touches on an aspect of Blender that I happend to be familiar with at the time: the crufty file loading and saving code. All that XML stuff would have helped to sanitize that part of the code. The basic idea behind Blender's file format is not bad, but with all the changes that were made to Blender's data structures the strong ties between the file format and data structures led to long lists of hacks that were introduced to keep the program compatible with older versions. I picked that example for two reasons: it's documented and easy to get into. Many other issues are only discussed in IRC so there is no real record of them.

      Another problem is Blenders old user interface code. It dates back quite some time and it surely has been updated time and again. But because it is a library that does everything by itself on top of OpenGL and thin wrappers around the actual windowing system it did not get proper support for multiple screens yet although this has been called for some time now. User interface translations are a similar topic which has been tried time and again and still isn't fully accomplished. Back in the days when Blender ran on SGI workstations the decision for an own UI toolkit made sense. But times change.

      --
      http://www.moonlight3d.eu/
    2. Re:Blender changes over time by ville · · Score: 2, Informative


      Then you're probably happy to hear, or already aware, that the UI/event part of blender is slated for rewrite.


      // ville

    3. Re:Blender changes over time by AaronLawrence · · Score: 1

      If you're right in your implied assumption that XML would save the day and make backwards compatibility easy to maintain (and I'm not really sure this is true), then it sounds like you need to get started on refactoring the Blender code concerned with file saving and loading. Surely it can't be that hard can it? Or is it really easier to write the whole thing from scratch that one part of it?

      --
      For every expert, there is an equal and opposite expert. - Arthur C. Clarke
    4. Re:Blender changes over time by CreatorOfSmallTruths · · Score: 1

      " the crufty file loading and saving code"

      I've added two features to blender, one of them was in the save file code. It was very easy.

      As far as I can see, people are not willing to invest the time to learn the code and then bitch about how difficult it is, but the simple fact is that software this size must be learned before coding for it. This is true to linux kernel, open office, ogre3d and any other active software project.

      I can say that when you "get it" its an excellent design and its very easy to add features which first look impossible. A good example for this is brecht's latest SSS addition. two files with the logic + minor changes to the renderer and here it is. Make that happen with other systems more easily..

  10. blender is here to stay. by msh104 · · Score: 2, Interesting

    I dont't see any open source competitor for blender any time soon.
    blender already has quite a lot of features, not to mention game engine and other tools.
    plug the fact that it's light weight, fast and cross platform. (while maintaining the same UI everywhere.)
    blender may have some old cruft every here and there.
    but it doesn't really bother me.

    so what do these are "not yet here" apps offer me?

    1. Re:blender is here to stay. by jlarocco · · Score: 1

      so what do these are "not yet here" apps offer me?

      Actually working on 64-bit platforms is nice. Reference

      Also, I think it's a personal problem, but I haven't been able to get Blender to even work on my system. All the controls show up, but the actual modelling area is blank. No grid, no objects, just dull gray nothing. And it seg faults when I try to add an object. Maybe it's just a precaution since I wouldn't be able to save correctly anyway.

      Personally I like K-3D better, although I haven't been able to configure it to use 3Delight correctly.

    2. Re:blender is here to stay. by nurb432 · · Score: 1

      Its also one of the oldest, and most used ( i would imagine anyway ).

      Ive been a fan of it since back when you still had to buy a license. ( and yes, i did buy one even though you could get one in 20 seconds they deserved the donation )

      --
      ---- Booth was a patriot ----
    3. Re:blender is here to stay. by LetterRip · · Score: 3, Informative

      "Actually working on 64-bit platforms is nice. Reference"

      Blender worked on 64 bit platforms, but it wasn't recommended since the output of the files wasn't guaranteed to be portable between 32 and 64 bit versions of Blender. For 2.44 being 64 bit clean again (it was for the majority of its history) was one of the goals.

      "Also, I think it's a personal problem, but I haven't been able to get Blender to even work on my system."

      Sounds like a bad opengl driver, you can try upgrading or downgrading your driver; turning down hardware accelleration; and turning off antialiasing - those tend to fix 99% of the common issues.

      LetterRip

  11. Doesn't matter by Anonymous Coward · · Score: 3, Insightful

    Well instead of trying to match Blender, maybe it would be a good idea for them do do everything right that Blender does wrong.

    But it doesn't matter anyway. Basically, the hype and bullshit surrounding the 3d modeling app market is already so saturated and misinformed, it makes a SNES vs. Genesis debate in the cafeteria in the 6th grade look like a congressional fact finding comittee. Almost anyone involved in 3d modeling as a hobby develops their own ideas about what is good and what is bad for their way of working. Most of the time, Open Source modeling apps fall in the "bad" column.

  12. It's obvious by dublinclontarf · · Score: 5, Funny

    Blender's UI is the Emacs of the 3D Modelling world, it's got a steep learning curve but when you get it(in the three or so years it'll take), boy will you be marginally productive.

    --
    http://my.telegraph.co.uk/dublinclontarf
    1. Re:It's obvious by runningduck · · Score: 5, Insightful

      Blender's UI is the Emacs of the 3D Modelling world, it's got a steep learning curve but when you get it(in the three or so years it'll take), boy will you be marginally productive.

      Actually it is the Vi of the 3D Modeling world; it has small footprint and a marginally steep learning curve, but when you get it (in three or so weeks) you will be amazed at what you can accomplish with relatively little effort.

      --
      -rd
    2. Re:It's obvious by capsteve · · Score: 1

      i agree. once you master the basic navigation, creation and editing functions down, it's amazingly efficient.

      --
      three can keep a secret, if two are dead - benjamin franklin
    3. Re:It's obvious by vbraga · · Score: 1

      And in the end, you'll still prefer vi.

      --
      English is not my first language. Corrections and suggestions are welcome.
    4. Re:It's obvious by Anonymous Coward · · Score: 0

      Thing with blender is that the learning curve is only steep initially. Which is to say, you can barely do anything at all, the first time you try it. But, if you take an evening or a weekend to get down with the basics, you are back in the learn-as-you-go land, and pretty soon you'll find your self doing pretty advanced things very fast.
      Very fast.

    5. Re:It's obvious by Anonymous Coward · · Score: 0

      oh gawd, and now it starts...

      emacs vs vi by proxy

    6. Re:It's obvious by Anonymous Coward · · Score: 0

      If blender was the emacs of the 3d modelling world, you'd be able to have more than one toplevel frame (i.e. OS window), each containing different (or the same!) inner panes (i.e. blender nonoverlapping inner "windows") like emacs can (M-x new-frame), and like emacs they'd even be able to be on different X displays (like emacs M-x make-frame-on-display ) So Blender is NOT the emacs of the 3d modelling world (yes I know you were making a joke at the end), but I wish it was.

    7. Re:It's obvious by Dr_Mic · · Score: 3, Informative

      I have to respectfully disagree. Blender's learning curve is horrendous. I spent a fair amount of time (all of my free time+ over the course of about 3 weeks) and got no where when trying to create simple animations for my physics students. I spent a weekend with POV-Ray and completed the first of many such short animations.

      I know that Blender's capabilities blows POV-Ray's out of the water, but I couldn't do simply and easy stuff easily with Blender that I can with POV-Ray. Every so often I'll spend a weekend with Blender and make some incremental progress in my understanding of how it works for still scenes, but I haven't even gotten near the animation tools.

      Perhaps Blender is easy to pick up for those who are already familiar with similar professional level tools, but that does not describe the entire (or even the important part) of the learning curve for the rest of us.

    8. Re:It's obvious by Anonymous Coward · · Score: 0

      Sir, I salute you for managing to turn a thread about open source 3D modeling software into an argument about Vi vs Emacs.

      /bows

    9. Re:It's obvious by LetterRip · · Score: 1

      Dr Mic,

      "I have to respectfully disagree. Blender's learning curve is horrendous. I spent a fair amount of time (all of my free time+ over the course of about 3 weeks) and got no where when trying to create simple animations for my physics students. I spent a weekend with POV-Ray and completed the first of many such short animations."

      Did you try using the documentation? After the end of the gingerbread man tutorial (ie the first chapter in the 'Official Blender Guide' - a tutorial designed to take a total of an hour - 3o minutes of modeling and texturing, and 30 minutes of animating, lighting and rendering ) you should have enough knowledge to do any basic animation inside of Blender.

      "I know that Blender's capabilities blows POV-Ray's out of the water, but I couldn't do simply and easy stuff easily with Blender that I can with POV-Ray. Every so often I'll spend a weekend with Blender and make some incremental progress in my understanding of how it works for still scenes, but I haven't even gotten near the animation tools."

      Are you sure you even used POV Ray for your animation? POV Ray is a renderer; to animate you would have either had to do it via programming/script or use some tool that uses POV Ray as its renderer.

      LetterRip

    10. Re:It's obvious by Cid+Highwind · · Score: 1

      You don't need a front-end tool to build POV-Ray models, you can write them directly in POV's scene description language. And yes, the language has functions for animation.

      --
      0 1 - just my two bits
    11. Re:It's obvious by budgenator · · Score: 1

      POV ray has a floating point patch that makes it fairly easy generate visualizations from existing datasets. I remember an article in Linux magazine about a Meteorologist in Wisconsin using it to model thunderstorms! If thunderstorms can be modeled, I don't see much in the physics dept that can't be modeled.

      --
      Apocalypse Cancelled, Sorry, No Ticket Refunds
    12. Re:It's obvious by budgenator · · Score: 1

      POV Ray has some simple programatic animation tools build in, which would be enough for the animations the Dr. has posted on his website. I've done stuff not only rendered in 3D, but were composted together using red and green light and shifted cameras so you could view it with 3D glasses.

      --
      Apocalypse Cancelled, Sorry, No Ticket Refunds
    13. Re:It's obvious by Anonymous Coward · · Score: 1, Funny

      I'm not quite following. Could you use an automobile analogy?

    14. Re:It's obvious by StingRayGun · · Score: 1

      Wrong. Blender is not easy to pick up for those who are already familiar with similar professional level tools. It's so unlike the mojor packages that it's a total pain in the rear to use. Just try moving an edge or a face in 3ds/xsi/maya/lw/c4d then try in blender.

    15. Re:It's obvious by freen · · Score: 1

      "Blender is not easy to pick up for those who are already familiar with similar professional level tools." Sorry buddy. As well as using other professional 3D packages, I'm 3DS veteran (been using it since DOS days), and I learnt blender in a weekend. Now I'm never going back. It's exactly as has been said in this forum previously; difficult at first, then REALLY fast. Also, the community around it provides much better support. It just takes that first bit of concentration and patience (and possibly a little pride swallowing).

  13. Blender is maturing, not shwing its age by Anonymous Coward · · Score: 0

    Blender now has sculpting tools, a very modern feature not even available on many expensive 3D programs.

    I think more people use Wings3D than Blender as an open source 3d modeling program.

    1. Re:Blender is maturing, not shwing its age by God+of+Lemmings · · Score: 1

      I think the rant here should be, "Why aren't the Wings3d developers adding animation capability to their project?!"

      --
      Non sequitur: Your facts are uncoordinated.
  14. Hmm by Anonymous Coward · · Score: 0

    I wonder whether, if you read the current blender development mailing lists, you would still think this.

  15. What about ayam? by Anonymous Coward · · Score: 0

    A program I've been meaning to try since the project was launched.

    There's also equinox3d which is free as-in beer.

  16. Re:It would help even more... by symbolic · · Score: 2, Informative

    ...if the author included the correct URL: http://sourceforge.net/projects/k3d/

    I looked at K3D for a bit...one of the most awesome features I saw was the record/playback used for tutorials. The K3D interface, at the time, also needed some work. However, over the last couple of years, I see it has come quite a ways as well. I think there's room for both- they both use different approaches, and will appeal to different kinds of users. K3D needs something to boost its profile - Blender had the Orange project, as well is the rich history that went with going commercial, and then eventually being released as an open-source project after collecting donations from users over a very short period of time.

    Blender also had quite the community - where's the K3D community? Where is that being nurtured/grown?

  17. Aging codebase == stable codebase by Anonymous Coward · · Score: 0

    The article is a rant without reason.

    If the poster's idea of a logical argument for an improvement is "Let's use XML" without further justification, then he has earned the equally logical response of "No".

    It takes a lot more than a desire to use the latest fad to make a reasoned argument. Every project has a few corners of cruft, and just because they remain doesn't make the whole project bad. In fact, an aging codebase usually indicates stability in a project that is still being maintained, as Blender is.

    Sounds like sour grapes to me, and ill-founded sour grapes at that.

  18. -1 Blatant plug :) by Anonymous Coward · · Score: 0

    Aparently the poster is a developer at moonlight3d and blender http://www.moonlight3d.eu/cms/index.php?page=news http://projects.blender.org/users/gmueckl/ Somebody in the blender community must have pissed him off, but I am too lazy to search for his name on the blender mailing lists.

    1. Re:-1 Blatant plug :) by LetterRip · · Score: 1

      No he is not a Blender developer, anyone who signs up in the forums gets a gforge user account...

      LetterRip

  19. you question isn't so much a question... by capsteve · · Score: 3, Insightful

    your question isn't so much a question as much as it is whinging... maya and lightwave and studiomax are also showing their age based on a mature code base, but consistency in the user experience, incorporating improvements into the base application without jepordizing usability are stilll very important. and just as these applications have improved over the years, so has blender. i haven't seen alot of improvements with AOI...

    Blender probably "owns" the open source 3D graphical modeling scene because it's the most complete, full fledged, and the most mature of all the applications out there, with the exception of POVray. aside from blender(combined with yafray), the only other apps i use(and would consider recommending) would be wings3d(currently testing sunflow). typically i'll start with wings, import into blender, and use yafray for rendering. this combo seems to work well, wings is superior to blender in certain types of modelling. i don't think the other apps you mentioned play well with other apps, maybe that's the problem...

    i've tried many of the OSS 3D apps out there(including AOI, have not tried k3d or moonlight thou) and the problem was often that the user interface was clumsy, the code was only available on one platform(i.e. moray), or the project was not mature enough for real work.

    blender is'nt the easiest 3d app to work with, but then again 3d modelling in and of itself is not an easy task. since this discussion is about 3d modellers, it's important that an artist is able to navigate, switch tools, and move around an application in as smooth and fluid like as possible. it might seem like an oxymoron, but it is possible to do this in wings and blender(i never thought it would be). blender especially is a steep curve application, but once you get to know the most basic commands of edge/vector/face selection, creation and editing of primitives and vertices, things start moving quite well. there is a lot of thought that went into both blender and wings UI to make them easy to use. can you say that about k3d/aoi/moonlight?

    you complain about the underlying architecture, but it's not the code that a user is interfacing with, and the interface is what is driving a highly graphical app like blender. it helps when architecture and UI are both well conceived.

    does that answer your question(s)?

    --
    three can keep a secret, if two are dead - benjamin franklin
    1. Re:you question isn't so much a question... by Eideewt · · Score: 1

      N.B. Pov-ray isn't actually open source. It's open-ish source in that one can download the source and create modified versions, but only under strict terms. Not a bad model for what they want to do though.

    2. Re:you question isn't so much a question... by capsteve · · Score: 1

      i stand corrected regarding the licensing issue, you are correct it is open-ish(pov license) with regards to downloading of app/source, re-distribution, modification, etc. it's not open source cause it's not using an osi recognized license(povray is pre gpl), however it is written and distributed in the spirit of open source. that being said, i mentioned pov as an example of another(non-commercial) 3d modeller.

      --
      three can keep a secret, if two are dead - benjamin franklin
    3. Re:you question isn't so much a question... by cab15625 · · Score: 2, Informative

      Firstly, the current development version of POV may be the last one released under the POV license... there is talk of releasing it under GPL along with Moray in the future. Secondly ... POV-Ray is not a modeler. Unlike Blender or Moray, Povray scenes are coded, not modeled. That's kinda what the scene description language is all about. Moray and other modellers that can output .pov files are kinda like using Visual Basic to write a program ... but not really.

    4. Re:you question isn't so much a question... by capsteve · · Score: 2

      pov MAY be released under a different license with ver 4... if they can replace all the bits of code from all the contributors. i actually consider pov as a modeller. pov may not be a modeller in the same way that blender or wings are, but it does build scenes: with text, not mouse movements. you can export files from/to other modellers (including blender) and pov. moray is a graphical front end bolted on to pov as a backend. at the end of the day it's about describing vectors in 3d space, and rastering the scene into a graphic file.

      --
      three can keep a secret, if two are dead - benjamin franklin
  20. It's a pain. by sbaker · · Score: 3, Insightful

    Blender isn't well thought out - it's evolved. The user interface is still pretty terrible. Python scripting totally sucks - the interfaces change with every release (often in ways that break existing script), are very poorly documented and yet never seem to keep up with the functionality in the core package. The code base is a terrible mess. People I know who have wished to write significant additions to blender's core have found their work rejected.

    But the problem is that it's just barely good enough - such that developers simply don't feel it worth the (not inconsiderable) effort to do something truly world-class to replace it. Artists eventually learn it's weirdnesses.

    If blender mysteriously vanished overnight, we'd be in a terrible state for the next year - but what would emerge as a result would be a hundred times better.

    Tricky.

    --
    www.sjbaker.org
    1. Re:It's a pain. by Briggs_Bl · · Score: 5, Informative

      Your correct in saying that a lot of things are a mess, however as a develoer, I can't agree with your asessment of our feelings about the state of the codebase. Right now we are currently working on several large-scale refactors of core portions of Blender's code-base. This isn't something that happens overnight though. We certainly want things to get better, but it has to be the right thing and the right time and for the right reasons. Otherwise we might end up with something worse than what we have now.

      Cheers

    2. Re:It's a pain. by bky1701 · · Score: 1

      I thought the same thing about the interface, until I learned to use it.

      One of blender's shortcomings is that there are a number of ways to model with it and the most efficient, I have found, is not the standard "extrude it from a box", and only a few tutorials cover the more different methods (like drawing outlines as a 2d plane and moving them into their 3d positions).

      Judging by the fact you don't seem to know the interface, I can't help but think you are just parroting things you heard form annoyed people on other points. Maybe their code was rejected because it was bad, broke things higher up, didn't cover everything the current code does, etc. Maybe the scripts brake because they were badly programmed.

      While I have never tried to reprogram it's core, I can say I have used scripts, not updated, across many versions.

    3. Re:It's a pain. by flewp · · Score: 1

      One of blender's shortcomings is that there are a number of ways to model with it and the most efficient, I have found, is not the standard "extrude it from a box", and only a few tutorials cover the more different methods (like drawing outlines as a 2d plane and moving them into their 3d positions). You've just described every single modeling app out there. However, sometimes the "extrude from box" is the most efficient. It all depends on what you're modeling, what you're modeling for (animation-ready models can have different requirements from "static" models), and of course, the artist at the keyboard and mouse.

      As for tutorials, if you're looking for modeling tutorials, look at tutorials written for other apps. The one thing about modeling tutorials is that they can basically apply to any application, despite being written for a different one. The tool names may be different, but the concepts are the same. There's MANY non "extrude from box" tutorials out there.
      --
      WWJD.... for a Klondike bar?
    4. Re:It's a pain. by BillGatesLoveChild · · Score: 2, Interesting

      > Blender isn't well thought out - it's evolved. The user interface is still pretty terrible.

      Same can be said for 3DSMAX. Extremely powerful because it's evolved, but with a terrible, archaic user interface that newcomers like VUE leave for dead. Same for Poser and DAZ.

      Being first to market is a huge advantage, but in time, you're left lugging a dinosaur around while sleek, warm blooded animals breed and overrun you. Say... is that snow? :-)

    5. Re:It's a pain. by Tildeedy · · Score: 1

      3D Studio max has been using the same old material editor for years, and it desperately needs an update.

    6. Re:It's a pain. by SeanJM · · Score: 1

      Hey Briggs, you are the one who is programming NGONS in blender?
      If so, I wanted to say I support you and I think that is great. And I look forward to trying it out. You don't happen to have a build that I can get with it, do you?

      http://www.seanjmacisaac.com/

  21. What about Sauerbraten? by Ant+P. · · Score: 1

    Yeah, it's not exactly a 3D modeling app, but you can pick it up with no prior experience and throw together a map of a building in an hour or so.

  22. How about the state of 3D Parametric Modelling? by chocobanana · · Score: 3, Insightful

    Well, all I can say is that Blender rocks. It has its unique UI, which is fine for me, but maybe instead of thinking about core code, how about making UI derivatives without messing with the functions? As I said, I like the UI but others may not. But what I think that is missing from the open-source scene is something so crucial, I can't do but wonder why it doesn't exist: an OPEN-SOURCE PARAMETRIC 3D MODELLER! Please!!!!! I'm an Industrial Designer and I'm obliged to have Microsuffer Winblowz just because of one single type of program. I wish I could go all OSS, but this is my main brake. So I ask you, Slashdotters! Who's willing to help and start a OSS Parametric Modelling program? (like Solidworks, Alibre, Pro/Engineer, etc.) Thank you for your attention!

    1. Re:How about the state of 3D Parametric Modelling? by vladilinsky · · Score: 1

      This would be so useful, I will second the call for a open source 3D Parametric Modeling program.

    2. Re:How about the state of 3D Parametric Modelling? by Anonymous Coward · · Score: 1, Informative

      this what your looking for?
      Open CASCADE
      http://www.opencascade.org/
      -ps it is a bitch to use and has a crappy ui.

    3. Re:How about the state of 3D Parametric Modelling? by rocketship · · Score: 1

      I third that. The FOSS community is sorely lacking a professional-quality 3d modeller/drafting software. Blender is fantastic IMHO, but for anybody involved in design and fabrication, there's just no way you could glue on enough functionality to make it replace something like Rhino. I'm surprised we aren't even close to a solution for this - with Blender, Inkscape, GIMP/Cinepaint, etc, I have almost everything else filled, but I have to go back to Autocad to get work done! BTW, the best feature of Blender by far is its backwards-forwards compatibility: old versions of Blender can open files created in newer versions. This is behaviour that needs to be adopted by all software developers, not just FOSS! So, I would venture the beginnings of a features list: 1. good vector output (printing and file export) 2. good 3d/2d import-export 3. solid modelling 4. NURBS modelling 5. polygon modelling 6. good fabrication functionality: unfolding/unrolling/sectioning/etc 7. scripting/plug-in framework for extensibility 8. lightweight

    4. Re:How about the state of 3D Parametric Modelling? by Anonymous Coward · · Score: 0
    5. Re:How about the state of 3D Parametric Modelling? by chocobanana · · Score: 1

      Open-Cascade might be a good start, though it's just a kernel. BRL-CAD... Don't even try to compare that to proprietary software like the ones mentioned above. We need something solid ;) to do real work on. What we need exactly is something that is comparable to proprietary software the same way that Openoffice, GIMP, Scribus and even Blender already are. Unfortunately I'm not a programmer nor do I wish to be one, so I can't start a project like this. But I would gladly support the project by testing it, giving ideas, participate in artwork, UI design and of course, use it!

    6. Re:How about the state of 3D Parametric Modelling? by Daychilde · · Score: 1

      "Microsuffer Winblowz"

      And... that's about where I lost all respect for any opinion you might express.

      I'm a Windows dude, but I also use Linux where it serves my needs better (LAMP server). I don't personally use Mac, but I have one that I keep meaning to plug in so I can toy with upon occasion.

      But I don't feel a need to disrespect computer choices that others make.

      You want to run Linux for your desktop machine? Fine with me. Does it serve your needs? Great! I won't refer to it as "Linsux".

      Do I support everything Microsoft does? Hardly.

      But I don't feel the need to call them names, either.

      All you do by doing so is to show your own immaturity.

      And with that attitude and immaturity - even if you were serious with your proposal to start yet another project... I wouldn't place much hope for its success.

      --
      A cheerful little bird is sitting here singing.
    7. Re:How about the state of 3D Parametric Modelling? by Tim+Browse · · Score: 2, Funny

      I third that. The FOSS community is sorely lacking a professional-quality 3d modeller/drafting software.

      Oh sure. Give us a sec to drop everything and get right on that.

      So, I would venture the beginnings of a features list:
      • good vector output (printing and file export)
      • good 3d/2d import-export
      • solid modelling
      • NURBS modelling
      • polygon modelling
      • good fabrication functionality: unfolding/unrolling/sectioning/etc
      • scripting/plug-in framework for extensibility
      • lightweight

      Is this one of those "Pick Two" lists?

    8. Re:How about the state of 3D Parametric Modelling? by chocobanana · · Score: 1

      Well, I'm sad you took it that way but *your* immaturity is where mine begins. That's how I feel about windows for my own purposes and ethics. I'm not blaming you or anyone for using windows.
      I would only like to see a replacement for a certain type of proprietary software. How and where you would run it... that would be up to you.

    9. Re:How about the state of 3D Parametric Modelling? by boschs_haywain · · Score: 3, Informative
      These aren't instant solutions to your need for an open source parametric modelling app, but if you're interested in pursuing parametric modelling within Blender you might be interested in these threads:
      --
      Huh? Oh yeah, that.
    10. Re:How about the state of 3D Parametric Modelling? by Anonymous Coward · · Score: 0

      Parametric modelling is available OpenSource since about 1999 in the Ayam
      project (http://www.ayam3d.org/) and also K-3D (http://www.k-3d.org/) added
      this functionality in the not so distant past.
      Industrial Design? There _are_ OpenSource options better than Blender!
      Both, Ayam and K-3D, offer much better NURBS support (leading to high-
      quality, high-precision surfaces) than Blender.

    11. Re:How about the state of 3D Parametric Modelling? by j_sp_r · · Score: 0

      You don't need windows to run Pro/Engineer, it runs just fine under Linux (although installing is a bit of a bitch, it at least works). Even the student edition is available for Linux, just as most other useful software (Matlab/Maple)

  23. Re:Blender and stupid hot keys by zaibazu · · Score: 1

    Left hand on keyboard, right hand on mouse. If you know they keys for the most used commands, you get incredibly fast for the basic manipulations.

  24. Mod Troll by PenGun · · Score: 0, Troll

    kdawson -1 troll

  25. Re:Blender and stupid hot keys by andyfrommk · · Score: 1
    If you lack the will to learn blenders interface and are not willing to pay for a pro' package you are going to lack the will to create anything good,

    ££££'s Maya or £££'s 3DMax will not give you motivation.

    let the piss-taking commence

  26. Very True by neosiv · · Score: 2, Informative

    This is a fairly timely post for me. A few weeks ago I was interested in creating some fairly simple 3D objects, the first piece of software I tried was Blender 3D. After about a night's work of playing around with Blender I still couldn't get it to do what I wanted it to. A few days later, I came across Art of Illusion, and within an hour I was able to create what I wanted. It may be that Blender may be better for the more experienced user but Art of Illusion was a lot more intuitive and productive for the casual user.

    1. Re:Very True by Eideewt · · Score: 0

      You probably also would have had more luck with a pen than with oil paints (unless you're already a painter). This says more about you and what kind of modeler you want to be than about how good a program Blender is.

    2. Re:Very True by Anonymous Coward · · Score: 0

      blender doesnt do dimensions, that is its very biggest problem, I wont suffer learning the interface because I know it wont do what I need even if I learn all its tricks.

    3. Re:Very True by Anonymous Coward · · Score: 0

      A whole night? Wow the UI must really suck...

    4. Re:Very True by Anonymous Coward · · Score: 0

      And that comment, my friends, is why OSS will never become truly mass-market.

    5. Re:Very True by juanfe · · Score: 1

      There is a reasonably acceptable dimensions plugin that lets you generate a 3d object in a new layer that gives you the distance (in configurable units) from point x to point y (so you can measure internal and external dimensions, etc). Not quite as powerful as the dimensioning tools in even a middling CAD program, but given how horrible it was for me to work with TurboCad on the Mac (p.o.s. software, if I ever saw it), i thought that the dimension plugin for Blender did what I needed without all that much fuss. Would be nice if it could do angles, that's about it...

      --
      ***Foucault is watching you..***
  27. Re:Blender and stupid hot keys by IoN_PuLse · · Score: 2, Insightful

    I would disagree, you can't sit a grandma down and have her learn 3DS max in a few minutes, nor can you with Maya either. It's just a different interface. With each release more keyboard-only commands are now mapped to menu entries. If you watch "pro" users of 3DS max and Maya you'll notice they use keyboard shortcuts like crazy.

  28. could match in a couple of months' time? by kscguru · · Score: 4, Insightful
    Disclaimer: I haven't actually looked at any of these codebases. BUT - this jumped out:

    Each of them offers a modern, much saner, more coherent, and more powerful basic architecture and could match Blender in a couple of months' time with some extra manpower.
    Here is the problem. Actually, there are several problems all tied up here.
    • Each of them: great, there are three projects offering equivalent functionality, each hoping to supplant the current favorite? And which, pray thee, should an experienced developer contribute to? "Any of them"? --- bzzt, wrong answer. You're asking somebody to contribute when there is a 2 in 3 chance the contribution will be dead code when one of these emerges as a favorite? A born-into-money aristorcrat who doesn't have to make his own living can do that; the rest of us have more limited time and can't. Hint: companies pay product managers quite a bit to keep developers from doing wasted work, partly to avoid overhead but partly because wasting a developer's work is the fastest way to kill any enthusiasm. Picking one option (even if it's wrong) is better than indecisiveness. And if you truly think multiple options are the best, then find a way for them to coexist (pluggable rendering cores) instead of killing each other off.
    • modern, much saner, more coherent, and more powerful: all of these are in the eye of the beholder. But here's an opportunity to defend yourself: if these new architectures are that much more powerful, it must be possible to implement the blender architecture with them. Which happens to be a sane migration path, instead of the throw-away-anything-old not-invented-here approach of an entirely new project. Blender is open source: fork it and insert the new architecture, instead of griping about how somebody else should do something better. (I know full well this isn't as simple as I'm making it out to sound. But you know full well these new architectures aren't unambiguously better than the old.)
    • could match Blender in a couple of months' time: such a confident development-time prediction! Anyone with predictions that solid should be administrator of a project already! Now that I'm done being sarcastic, "a couple of months" is totally unrealistic. Every additional developer needs ~1 month to get up to speed on a new codebase (and understand what Blender does), another X months to implement the new functionality to match Blender, and 2X months to work the bugs out of the new functionality. Wine has been a few months from being usable for general apps for years; Gnome has been a few months and a few developers from being able to replace Windows for years; Windows has been a few months from being bug-free for a decade.
    I don't mean to degrade the whole idea of finding something better than Blender. It's a fantastic goal, advances the state-of-the-art, and all sorts of other good things. I do dispute the misrepresentation of the ease with which it can be done: if it were even a tenth that easy, it would already be done.

    Developers are willing to put up with the arcane code base because (1) it works, (2) it's Good Enough, which means anything newer has to overcome the training / usability barriers associated with switching, and (3) the newer options are not unambiguously "better". Remember: if app Bar (Blender) is already the standard, app Foo (these alternatives) not only has to be better for someone just starting, but also has to be better for an experienced user of Bar.

    --

    A witty [sig] proves nothing. --Voltaire

    1. Re:could match in a couple of months' time? by Anonymous Coward · · Score: 1, Interesting

      Remember: if app Bar (Blender) is already the standard, app Foo (these alternatives) not only has to be better for someone just starting, but also has to be better for an experienced user of Bar.

      Heh, this sounds like a major blog piece waiting to be written. Because open source can't be undercut in terms of price, and it already provides access to modifiable source code with the implicit command of "instead of just criticizing, why don't you contribute to our CVS respository?", once the first FOSS app has established itself in a given space as the big project the bar is that much higher for any competitor.

    2. Re:could match in a couple of months' time? by Daychilde · · Score: 1

      "Wine has been a few months from being usable for general apps for years; Gnome has been a few months and a few developers from being able to replace Windows for years; Windows has been a few months from being bug-free for a decade."

      Friend, wiser words are rarely spoken. :-)

      --
      A cheerful little bird is sitting here singing.
    3. Re:could match in a couple of months' time? by Phyvo · · Score: 1

      Moreover, Blender has a wacky interface which the experienced users love. So ideal application Foo must somehow have an interface which both the inexperienced and experienced can love... which seems completely contradictory.

    4. Re:could match in a couple of months' time? by Anonymous Coward · · Score: 0

      You make a lot of good points, but couldn't you have done so without being so arrogant about it?

  29. Re:Blender and stupid hot keys by flewp · · Score: 4, Insightful

    Any modeler/artist worth their salt is using mostly key shortcuts - at least to enable a tool. It's simply too inefficient to use the mouse to perform an action. With there being more and more modeling tools than ever before, it can simply be too cluttered to have everything on screen, which means navigating through various tabs/menus/etc. In modo** and Maya, I'm enabling every tool I use with a click of a key, a mouse gesture, etc. That said, if Blender wants to appeal to more newbie hobbyists, it should have a decent GUI that'll let them get started. (Disclaimer, I haven't used Blender in years, so I'm saying this on what you said about the need to learn keyboard shortcuts)

    **I'd like to see a freeware/OSS project take the approach Luxology is taking with modo. First, they baked out the modeler end of the app in the first release. Then in the second major release we got a render engine and texturing/painting tools (and of course refinements and improvements to the modeling end of things). Presumably, in the third major release we'll get animation (and other improvements to modeling and texturing and rendering). I personally like this approach because instead of stretching yourself too thin focusing on everything at once, you start off by getting the basics of each "component" right. This seems to be a result of their Nexus core, which from what I gather is a developmental platform, where they can "bake" out various versions of the program.

    --
    WWJD.... for a Klondike bar?
  30. Re:Blender and stupid hot keys by capsteve · · Score: 1

    you need to learn the "stupid" keyboard shortcut in any graphic app to get reasonably effecient. take any application open source or commercial, and you'll see that they all have keyboard equivelants to menu items. believe it or not blenders many shortcuts are fairly well organized.

    yeah it's a hurdle, but if you want to be good at anything, you need to clear a few hurdles.

    why is it flawed? because it takes effort to learn? come on...

    --
    three can keep a secret, if two are dead - benjamin franklin
  31. Re:First Post by badspyro · · Score: 5, Informative
    I do computer games development, and I usually use 3DS MAX.

    I have attempted to use K3D and blender, and still play about with them. Blender is a nice looking interface, but it is daunting and has a tall learning curve. It uses massively complicated menus and certainly to someone who was taught on 3DS MAX a difficult interface and no foreseeable improvement to MAX from the get go. K3D, however, I liked. It has a simple interface, and its tree set-up for objects is a good way to edit and change objects settings. The only problem that I could see with this program was that the interface looked old and felt cluttered even on the 21inch screen I was using. I would hope that developers could look at K3D more and develop it further, as I believe it has the potential to rival 3DS MAX, Maya and Blender

    Thanks,
    Badspyro

  32. Re:Blender and stupid hot keys by taniwha · · Score: 1

    ahem .... blender had all the annoying hot keys back when it was a pay-to-use app ... it was just as annoying back then, and it had nothing to do with Open Source, it has to do with being blender ... but enough people liked it and used it and depended on it that when its owners decided they had better things to do its users all chipped in and freed it ...

  33. re: by Anonymous Coward · · Score: 2, Interesting

    Their main problem is the interface, which they are attempting to fix IIRC.
    Just do the modeling with Wings 3D, or whatever you happen to like, and do the rest with Blender. It's a very capable piece of software.
    And many artists use many applications to do their work, for example, they could use Modo for modeling, Lightwave for rendering, etc. So it would be perfectly normal if you use Wings for the modeling, some other application for animation, Blender for rendering, etc. This way, you are using the parts you think are better, or you are more comfortable with, from each application.

  34. If you want to learn Blender.. by mpn14tech · · Score: 4, Informative

    Blender has a rather unintuitive interface and most of the documentation is not that great. Fortunately I came across this excellent tutorial . The file is a pdf. It took me about a month of evenings and weekends, but once I was through the tutorial I was quite comfortable with the interface. It is really amazing what you can do with Blender once you get over the learning curve.

    1. Re:If you want to learn Blender.. by Bemopolis · · Score: 2, Interesting

      I can't speak to the helpfulness of your tutorial (amazingly, one of the few I haven't read yet), but what got me over the Blender hump was the open courseware materials for a class at Tufts University. The professor, Neal Hirsig, has posted an extensive set of UI-centric tutorials (both PDF and video). If you can get past the general distaste for Real Player streaming video, and the extremely minor annoyance of him saying "ver-teh-cee" when he means "vertex", you will go a long way towards mastering the UI.

      On another note, Blender has five Google Summer of Code projects this year. Maybe those who want to develop for the competing packages should try that avenue.

      --
      "I guess the moral of the story is, don't paint your airship with rocket fuel." -- Addison Bain
    2. Re:If you want to learn Blender.. by jmccarthy14 · · Score: 1

      another tufts guy. ha nothing relevant just funny to read.
      as for blender i looked at it quickly but anything i've had to do related to artwork was with 3ds. and i know only the basics of that. and wrote an importer for an engine for both of these
      FIX: yeah i just reread and i guess it doesn't mean you'r one of my colleagues. doesn't say much for the university (or me) i guess.

    3. Re:If you want to learn Blender.. by Anonymous Coward · · Score: 1

      Um.. I watched the video tutorials and got into blender in two evenings.

  35. Re:Blender and stupid hot keys by Eideewt · · Score: 1

    You're assuming that a strange and different interface is flawed.

    Typical whiner.

  36. There's hope for Inkscape by Anonymous Coward · · Score: 3, Informative

    Inkscape is making moves toward 3d. Just being able to produce a wireframe in Inkscape would take much of the pain out of using Blender. http://wiki.inkscape.org/wiki/index.php/Googles_Su mmer_Of_Code#3D_Tool IMHO Blender and the deranged robot of the same name have a lot in common.

    My daughter just attended a seminar where the UI expert posited the three Es. Ease of use, ease of remembering and something else that translated as power. The way the presenter described it, you couldn't have all three. Bullroar. A good program is one that I can use intuitively. If I am going to use the program a lot, there are shortcuts available. For instance, my students can get something to work with menus and the mouse. I can do the same thing two or three times as fast from the keyboard. I guess the thing is that a decent program has more than one possible UI.

    1. Re:There's hope for Inkscape by Anonymous Coward · · Score: 0

      MHO Blender and the deranged robot of the same name have a lot in common.


      The robot's name You are probably referring to is 'Bender', no 'Blender'.
      Minor mistake thou.
  37. Re:Blender and stupid hot keys by Nick_taken · · Score: 2, Insightful

    If you use software as a tool in your work, engineering, modeling, etc, you know shortcuts are necessary, even gaming needs shortcuts to be efficient, your not gonna win on a multiplayer starcraft game using only your mouse.

  38. Re:Blender and stupid hot keys by flewp · · Score: 1

    you need to learn the "stupid" keyboard shortcut in any graphic app to get reasonably effecient. take any application open source or commercial, and you'll see that they all have keyboard equivelants to menu items. believe it or not blenders many shortcuts are fairly well organized.

    yeah it's a hurdle, but if you want to be good at anything, you need to clear a few hurdles.

    why is it flawed? because it takes effort to learn? come on... You and I seem to think a like - and in fact you made a key point (your last sentence) I forgot to mention. Any time spent learning those "stupid keyboard shortcuts" is going to be time well spent - it'll save time in the long run. Much quicker to hit "P" to fill a poly than, for example, having to search for "Generic Poly Modeling Tab" and then finding the "Create/Fill/etc Poly" button. Also, I don't know how it is in other industries, but being an artist, I value efficiency. The quicker and more efficiently I can model the better. It helps to "stay in the zone". Rather than fidgeting around looking for tabs, buttons, etc, I can get straight away to realising my ideas.
    --
    WWJD.... for a Klondike bar?
  39. Blender filters stay the same over time by Anonymous Coward · · Score: 0

    "You can write Blender import/export filters in Python, and many such filters exist."

    Were's the export filter for Painkiller? There's one for the other popular 3D packages.

  40. Wings 3D by Mr+Thinly+Sliced · · Score: 2, Interesting

    If you want a nice natural intuitive modeler, look no further than Wings 3d:

    Wings3D

    It has some strange dependencies, but you might be able to find a precompiled version for your platform. (It's in Gentoo's portage for example).

  41. Re:Blender and stupid hot keys by capsteve · · Score: 1

    here here! i concur. "staying in the zone" is important when the creativity is flowing. any obstruction can potentially dry up/alter the "stream of conscienceness" way that creativity can manifest itself. like a concert pianist not having to look at their hands, shortcuts are a path towards pofessionalism in the world of computer graphic arts(2d or 3d). my wife is a graphic artist with 12+ years using illutrator and photoshop, and it's always amazing to watch her work. she uses maybe 50% of the keyboard shortcuts available, but using the shortcuts allows her to move fluidly thru her work. it would take me 3-5X the time to do the same work she does, since i don't know where the keyboard equivalents are. interesting you mention modo in one of your other comments, it reminded me that my .blend is based on jimmacs modo color scheme...

    --
    three can keep a secret, if two are dead - benjamin franklin
  42. choice by hachete · · Score: 1

    So it's not cool to have no choice? I thought we were against choice? Doesn't everyone want either KDE or Gnome to die?

    --
    Patriotism is a virtue of the vicious
  43. Blender LOOKS better. by tomaasz · · Score: 1

    Call me shallow but Blender has a very nice website and that's why it gets more attention. The other three programs mentioned have crappy ones. Also I'm the last one to denounce Java but "Art of Illusion" is apparently in Java and the interface is not pretty. It's not even a matter of a native vs. non-native UI, because Blender doesn't use native widgets either. It just looks better.

    1. Re:Blender LOOKS better. by Locutus · · Score: 1

      I'm not a 3D expert by any means but having messed with Art of Illusion and having written a couple of Java3D appications, I can tell you that AOI uses the Java3D package, which uses native OpenGL support if you have it. This means it is fast and still easy to program. Java3D is pretty cool IMO.

      LoB

      --
      "Anyone who stands out in the middle of a road looks like roadkill to me." --Linus
  44. Wings 3D-Wraparound protection. by Anonymous Coward · · Score: 0

    Wings is nice but it bogs down on high-poly models.

    1. Re:Wings 3D-Wraparound protection. by Anonymous Coward · · Score: 0

      In my experience, wings' performance is closely linked to your gfx card - are you sure your card isn't bogging down on high poly models? I've used wings on an Nvidia Quadro FX 4500 with some pretty damn high poly counts as a test, and well, it sure was faster than on my geforce fx 5900.

  45. Re: by flewp · · Score: 3, Informative

    Indeed. I use modo and Silo for modeling hard surfaced objects, and rendering in modo or Maya (via Mental Ray). Then there's sculpting specific apps like Mudbox and ZBrush (which also does texturing).

    You'll rarely, if ever, find a studio using one program. Certainely none of the bigger ones, and I don't even know of any smaller studios that rely on one piece of software for all their needs. For the hobbyist though, this isn't always a viable option due to the costs associated with some of the software.

    Modeling especially, seems to be segmented. Model a base mesh in modo/Silo, bring it into ZBrush/Mudbox for sculpting, rebuilding topology in modo or Silo again, and then bringing it all together into Maya/XSI/3DS/LW/etc.

    --
    WWJD.... for a Klondike bar?
  46. Does anyone actually use Blender? by Britz · · Score: 1

    I used to think so, but when a friend of mine recently tried...

    He is a graphics designer by trade and has Windows at home (he hates Macs, but has to deal with them, because every single designer shop in Germany uses them). He wanted to build something in 3D and tried to install the Windows version. It wouldn't even install due to some Python related problem (Python seems to be for the plugins, but why would it break the basic install anyways?). I tried to help him over the phone and he installed different versions of Python to no avail.

    Then I advised him to try the previous version and it didn't work either. There was very little documentation on the web. He uses Windows XP and has nothing out of the ordinary running and uses standard hardware.

    I guess not many people tried even installing the Windows version much less use it.

    Good thing I use Debian. For most important stuff I need there are responsible maintainers that check the packages bevore uploading and respond to bug reports...

    1. Re:Does anyone actually use Blender? by Papulizer · · Score: 1

      You did not even try it yourself? Blender has a huge community (www.blenderartists.org/forum) and many people use
      Windows. I mainly use Linux and OS X but I installed blender on Windows without any problems.

    2. Re:Does anyone actually use Blender? by Anonymous Coward · · Score: 0

      To be perfectly honest your friend wouldn't have got anywhere 3d modelling either, if he can't even install a straightforward piece of software. SO I wouldn't worry.

    3. Re:Does anyone actually use Blender? by azenpunk · · Score: 1

      or the more logical conclusion: your friends experience installing blender was freakish and abnormal?

  47. Blender and graphics tablets. by Anonymous Coward · · Score: 0

    "Any modeler/artist worth their salt is using mostly key shortcuts - at least to enable a tool. It's simply too inefficient to use the mouse to perform an action. With there being more and more modeling tools than ever before, it can simply be too cluttered to have everything on screen, which means navigating through various tabs/menus/etc."

    Anyone serious about their profession has multimonitor setup* with a graphics tablet with common items around the perimiter.

    *Some even have the Wacom monitor slash graphics tablet in one. Comes in handy when painting on models.

    1. Re:Blender and graphics tablets. by flewp · · Score: 2, Interesting

      Tablets are (IMO) a must for sculpting and texturing, but I don't like them for hard surface style modeling. I'm more comfortable using a keyboard for hotkeys than the programmable buttons on the Wacoms. I also have a wider range of keys available for assigning shortcuts to via the keyboard as opposed to the programmable buttons on the Wacoms. I also like to keep my hands on the keyboard because I tend to keep things very organized, and that requires naming/typing (material names, layer names) things. Not to mention I'm often inputing specific values (moving someting .222 units over, etc). Some people prefer modeling with their tablets, but I don't know anyone who relies solely on their tablet for everything. Usually, the tablet just replaces the mouse, not the mouse AND keyboard.

      As far as multiple monitors, I generally work almost exclusively on a single widescreen monitor, sometimes moving preview render windows over to the secondary monitor. Modeling IMO benefits more from a single, larger monitor than two seperate displays - especially when I can get rid of tool tabs (by using hotkeys) and enlarge the 3D viewport.

      --
      WWJD.... for a Klondike bar?
  48. Different apps ftw by Anonymous Coward · · Score: 0

    I mainly use maya for almost all my 3d work, however sometimes I'll jump into 3dsmax. Often times I'll also model in Silo. (http://www.nevercenter.com/) Its a great program and its very cheap. Wings is also a good one. I have tried numerous times to learn Blender, and I just can't stand that nasty UI. And then I though, why bother? Why am I wasting my time learning some crappy program when I could be using the better ones I already owned? I really wanted to use Blender, because it never hurts to know how to use another app. But this was just not worth learning, not worth pouring my time into learning it. Suffice to say, I don't use blender anymore.

  49. Module Authors by quadelirus · · Score: 1

    I love blender, but I do agree with the bit about people jumping through hoops to make any changes to it. I rewrote one of the import scripts because it only handled a tiny subset of the specifications for the file format it was supposed to import and I needed it to import more diverse forms of OFF files for my work. I posted my changes with example files for review and didn't hear back for months. When I finally did hear back they wanted me to create more example files to show them what the point of my changes were (which I felt I had pretty clearly displayed). I decided to forget about trying to get the changes into blender because I don't have the time to spend on convincing other people that it works. The code works perfectly for me (I use it almost every day) and the blender folks have access to it if they ever decide to take the time to sit down and review it but the whole process was pretty discouraging to me.

    1. Re:Module Authors by LetterRip · · Score: 1

      "The code works perfectly for me (I use it almost every day) and the blender folks have access to it if they ever decide to take the time to sit down and review it but the whole process was pretty discouraging to me."

      Got a link to it in the patch tracker? Usually a long delay for a patch or submitted script review means that you submitted around the time that we started a feature freeze. Thus no one reviews it since it can't be applied till after the feature freeze. Of course occasionally patches just do 'fall through the cracks' - hopefully with the change to using subversion that will happen less often.

      LetterRip

  50. FragMotion by llZENll · · Score: 1, Redundant

    www.fragmotion.com

    Description
    fragMOTION is a powerful 3D modeller specifically intended for the creation and animation of characters. fragMOTION is intuitive and easy to use and contains many features that are only found in top of the line modellers. And if that's not enough for you, the event driven scripting system makes it a breeze for you to add your own features.
    Notable Features

            * Load and edit multiple motions in the same workspace.
            * Merge any supported model file and extract only the desired portions of that file.
            * Paint textures directly on the surface of a model.
            * No set limit to the number of faces contained in a model.
            * Create sprite images from 3D content.
            * Keyframe editor that allows you to copy, paste and delete keyframes with ease.
            * Animate your character using Inverse Kinematics.
            * Support for up to 4 weighting values per vertex.
            * Selective subdivision of faces.
            * Unwrap arbitrary geometry into a plane and save the image into a texture.
            * View attached objects such as weapons and equipment.
            * Create your own plugins using LUA script or C++.
            * Customizable user interface allows you to edit the menus and toolbar. You can even create your own menu items or toolbuttons to run user-defined scripts.
            * Convenient splitter window allows you to customize the layout of your workspace.
            * Keyboard shortcuts that allow you to use tools without constantly switching modes.
            * Set background images into the viewer as a frame of reference.
            * Create user-defined classes with their own appearance, properties, methods and events.
            * Modify existing classes by adding user-defined properties, methods or events.
            * Create skeletons with up to 255 bones.
            * Full undo/redo.
            * And many more...

    1. Re:FragMotion by Anonymous Coward · · Score: 0

      Windows-only proprietary shareware. Why bring it up at all?

    2. Re:FragMotion by Anonymous Coward · · Score: 0

      I suspect the poster was trying to be helpful, not looking for petty backlash.

    3. Re:FragMotion by AaronLawrence · · Score: 1

      It's difficult to see how posting about a closed-source app to a discussion about open source apps, is helpful.

      In fact it looks a lot like promotion.

      --
      For every expert, there is an equal and opposite expert. - Arthur C. Clarke
  51. Projects need a commanding focus by QX-Mat · · Score: 1

    Open source projects that succeed usually have a single purpose, and fill a niche. Because Blender does absolutely everything I can think of (it forgets to put sugar in my tea, tho), it's become complex. Complexity often shadows functionality - as things get more complex, they must be redesigned to make them functional. (imo, Gnome got it wrong and started to remove definable functionality rather than redesign input)...

    There's a reason everyone takes Human centric computing modules now - they're useful!

    If some of these other products started focusing on niche markets that are useful to its users - say, for example, game developers - they'd start to make an impact.

    Take http://www.zootfly.com/tect.html for instance. Zootfly seem to have encompassed everything I need right now in a design and modelling tool - because its focused directly at computer games. To non-game developers, say animation modellers, it might not offer quite what they need, but at least it will lay a foundation for them to build on, or at least the community to react and copy.

    Its funny - there's a trend-

    Good Open Source code gets redesigned. Good Open Source code becomes a useful product. Becomes Successful. Expands and adds features. Becomes overwhelming. Is less functional at specific tasks than before/standalone projects. Some may say the linux Kernel is taking that path - but it's a lucky project, system-nucleolus-level implementation is very specific, and one can't avoid contributing to the kernel when adding low level features.

    Look at ZBrush. It costs nearly £400? That's a lot of money for essentially a glorified 3D painting package. Sharp3D, an open source ZBrush-like tool (that I've yet to make work), is similar in respect, but needs more attention. Blender has texture baking and painting functions, but I don't know how to use blender, I just want something textured now, while I prototype. Blender's complete set of functionality is scaring me away!

    I'd use Rhino3D (shareware) over blender at the moment, simply because I find it's stuck to its NURBS goal, and not gone to far off the niche mark.

    Matt

    1. Re:Projects need a commanding focus by Anonymous Coward · · Score: 0

      I like Sharp3D, which I thought originally was an open source copy if Amorphium, the two look a lot alike. However, the developer last I heard was wanting to make it a component og f guess what--Blender, so progress has stopped on it. Most of the trouble people having in getting it running is the version of GTK it works with doesn't always play nice with Gimp and vice-versa. I got it running on an XP box, but never could in 2000.

      For most of my 3D stuff (hobbyist) I use Vue D'Esprit, it's the only 3D program I found where a rank amateur can sit down and start making stuff that looks good.

    2. Re:Projects need a commanding focus by flewp · · Score: 1

      Look at ZBrush. It costs nearly £400? That's a lot of money for essentially a glorified 3D painting package. Sharp3D, an open source ZBrush-like tool (that I've yet to make work), is similar in respect, but needs more attention. Blender has texture baking and painting functions, but I don't know how to use blender, I just want something textured now, while I prototype. Blender's complete set of functionality is scaring me away!
      Until Mudbox came out, ZBrush was the only real option for high res sculpting, the price was/is actually reasonable since it essentially catered to what most might call a niche market. And yes, there were/are alternatives to ZBrush, but I haven't seen any that could be considered viable in a production pipeline. But you make an interesting point, in that trying to do everything can scare some people away. It can also mean that while it's a jack of all trades, it may not excel in any specific field. That is exactly why ZBrush, Mudbox, and other specialised tools exist.
      --
      WWJD.... for a Klondike bar?
    3. Re:Projects need a commanding focus by Peeteriz · · Score: 1

      Maybe instead of creating a new project/codebase for each task, it would be more efficient to create a frontend (based on the same Blender codebase) that simply cuts away from user interface the 90% of functions that are unrelated for that one task ?

  52. Why is it always just the UI? by gmueckl · · Score: 4, Informative

    This is to all those people who claim that you just have to learn to use Blenders user interface: My question really was initially not that much about the user interface, but the user interface really is at the core of the problem, but not in the way you probably expect.

    The alternative applications that I have pointed out are really designed for a job. They adhere to basic MVC patterns and whatever else you would expect from such a big application. These patterns really are a big advantage when it comes down to coding stuff. Blender on the other hand has a "user interface driven design", as Ton once said. And this term fits well: the user interface - and I almost literally mean the buttons on screen and whatever event handling that is attached to it - are the only glue that keeps everything together. So when you talk about the user interface you also talk about Blender's internals. There is not much of an abstraction between the user interface and the data that is manipulated. So the bottom line is that any change to Blender's user interface is a change to Blender's design.

    --
    http://www.moonlight3d.eu/
    1. Re:Why is it always just the UI? by Papulizer · · Score: 4, Informative

      The core of Blender is its database concept. The UI is exchangable and it will be refactored during the course of this year. You're right, blender is about UI, but what that really means is that there are some basic guidelines (e.g. non-overlapping, muscle memory) Here is a statement of a blender developer: "This may be shocking, but we kind of like the interface the way it is. You see, we have the source code. If we wanted it different, we would have changed it already. Could it be better? Sure. Will it evolve over time? Without a doubt! Though it seems unfamiliar, Blender's interface is based on principles from Jef Raskin's "The Humane Interface". There are other applications with a different user interface paradigm. I'm sure you can find one you like. "

    2. Re:Why is it always just the UI? by dbIII · · Score: 1

      I will add that an easy to use GUI for drawing things in 3D on a 2D screen is not a solved problem. Consider AutoCAD, designed as the cheap 3D drawing program for MSDOS including lessons learned from older CAD programs and evolved from that point to the expensive thing it is today. Even there it is often faster to use the command line than navigate through a pile of menus or icons leading to dialogue boxes. With constructive solid geometry it gets harder to do a UI that makes instant sense to a new user but it still useful enough to somebody that has been using it for a while.

  53. Specialized subjects are harder for OS projects by synthespian · · Score: 1

    IMHO, the problem is that specialized subjects (unless it's something directly related to systems software) are harder to get going in open source projects. Some domains, like computer algebra, operations research, visualization, etc., demand a domain knowledge that is not widely available. Being able to program in C/C++/C# or Java, etc., is not enough. A lot of programmers in the OS world know Unix. But knowing Unix does nothing for your, e.g., workflow, spreadsheet, or number-crunching software (scientific computing, BTW, is one very specialized area where you find good open source software, because it fulfills the needs of academics). Chances are, if you are specialized to that degree, you already have ties, or plan to have, with certain software houses or academic institutions. Or perhaps, you want to compete in the market with your own business (and this might have something to do with certain license choices, in particular the GPL).

    In fact, if you look at it, there are quite a few domain-specific softwares that are lagging behind when compared to their proprietary counterparts.

    Cooperation in some open source domains might also lag behind because of the lack of imagination of many OS tools. Look at the proprietary tools for Java, for instance and what they can achieve in terms of colaboration. I'm not a Java programmer, but to my knowledge there isn't anything like that in the OS world.

    Licenses might have have something to do with it, also. I don't see why one specialist would want to contribute to another specialist's project, when there's even the possibility that this one releases the other's code contribution under a dual license (one proprietary, the other GPL). The solution is to reinvent the wheel and roll your own.

    --
    Main difference between the BSD license and the GPL license: one is from California and the other is from Massachusetts
  54. Re:Blender and stupid hot keys by flewp · · Score: 1

    The first thing I did in modo was in fact to look at the keyboard shortcuts, and learn them, as well as modifying/creating my own. Actually, the first time I use any new app for the first time is to generate a cohesive set of shortcuts - that work the same across all apps (as possible). That is, the same keys in modo to extend an edge, bevel, slice a poly, etc, are the same keys for Maya and Silo, etc.

    When I first started 3D, I was using trueSpace, and I *NEVER* used shortcuts the entire time I used it (except the standard save, open, etc keys). It took me forever to do the simplest things, and I never really progressed as an artist. I think it's because I was too busy fidgeting with the UI to do what I wanted. As soon as I moved to LW, I started using keyboard shortcuts and my productivity skyrocketed. Then when I moved onto Maya and modo, I took it even further and began creating my own keyboard shortcuts, shelves, marking menus, pie menus, and layouts, my productivity increased again. As such, I'm now much more comfortable, efficient, and willing to play around a lot more. The biggest difference however is I feel like it's more of a creative endevour than a technical one. That is to say, it's much more natural to work, and keep the "stream of conscienceness" flowing. Instead of constantly breaking the flow, I'm seamlessly moving from one tool to another, all to achieve the end result. Before it seemed every action was it's own step with it's own end goal, breaking the flow.

    --
    WWJD.... for a Klondike bar?
  55. Wings3d is written in Erlang by synthespian · · Score: 1

    Wings3d is written in Erlang, correct?

    --
    Main difference between the BSD license and the GPL license: one is from California and the other is from Massachusetts
    1. Re:Wings3d is written in Erlang by jlarocco · · Score: 1

      Wings3d is written in Erlang, correct?

      Yes. Does it matter?

  56. Professional roots by nurb432 · · Score: 2, Informative

    Dont forget that Blender came from professional roots. NeoGeo actually USED this software for their work, back when it was purely internal.

    Most everyone else is coming from a hobbiest viewpoint. and are most always doomed to stay there, if they manage to survive at all.

    --
    ---- Booth was a patriot ----
    1. Re:Professional roots by chriss · · Score: 1

      The company that produced Blender was NaN Technologies (Not a Number, from the error message). Neo Geo was a game console based on arcade games in the 90s.

    2. Re:Professional roots by flewp · · Score: 2, Insightful

      Neo Geo was also a Dutch animation studio. Blender was developed for in-house use at Neo Geo.

      --
      WWJD.... for a Klondike bar?
    3. Re:Professional roots by nurb432 · · Score: 1, Informative

      Go further back in history.

      NeoGeo ( in the Netherlands ) was ( still is? ) a PR firm, that originally wrote and used blender.

      NaN was created as a separate entity when blender was released to the world to manage the operations and eventual 'opening of Blender.

      --
      ---- Booth was a patriot ----
  57. Blender will remain on top... by UglyMike · · Score: 5, Informative

    Kdawson submitted some anti-Blender tirade written by gmueckl. Fair enough, the guy has a right to his opinion.
    I want to check it out so I go to the never-changing site of AoI and look at the gallery. Well, maybe they keep their best stuff somewhere else....That stuff has been there forever.
    Next I go to K-3D, fondly remembering the build-in tutorials in the 'old' K-3D, the one before the never-ending refactor. Site doesn't load.
    Head over to Moonlight3D. Hey, I remember that from about 10 year ago! Sad story: guys write Moonlight (closed source) Later they come up with Moonlight Atelier. Loads better but still closed source. (Linuxgraphics.fr had a nice Moonlight section) They open source the old code base, lose interest in Atelier and that's it. End of story. OK, so some guys decide to try to revive the old codebase, did some hacks and changes. Project died. This seems to be the legacy. Go look at news. Hey! Who's that posting there? It's our old friend gmueckl! So the anti-Blender tirade looks like a serious bout of jealousy to me...
    If that is the competition Blender has, I suspect it'll be on top for quite a bit longer.... Just compare development pace, feature set, support (2 modern Blender books with a third one on order), roadmap.

    1. Re:Blender will remain on top... by Anonymous Coward · · Score: 0

      He does raise a good point, one that I suspect you already realise:

      the competition would ultimately be good for Blender.

  58. Re:It would help even more... by shaitand · · Score: 1

    'Blender also had quite the community - where's the K3D community? Where is that being nurtured/grown?'

    From what I can see this question is posted by someone who wants to hijack the Blender community and have it adopt one of these other projects instead. Unfortunately, so far his posts have been vague and he hasn't mentioned one specific design aspect that is superior in these projects. Until he does it just sounds like he thinks everyone should make programs work the way he likes them.

  59. Clak, clak... Bang! Aw, my foot! by Anonymous Coward · · Score: 0

    > How come developers are still willing to put up with such an arcane code base?

    Er, because we paid for it?

    I bet this is the "logic" preventing freedom-free adoption in most places.

  60. Just to be awkward by 6Yankee · · Score: 1

    I use my mouse in my left hand.

  61. Just Buy Maya by SQLz · · Score: 1

    If you want to get anywhere in the industry doing modeling, you need Maya. Don't waste time with anything else.

    1. Re:Just Buy Maya by Anonymous Coward · · Score: 0

      Yeah, because NOBODY uses anything else, like Lightwave (Babylon 5, Voyager, Firefly, Galactica, CSI, Stargate SG-1, Stargate Atlantis...)

    2. Re:Just Buy Maya by StingRayGun · · Score: 1

      That's bull. It doesn't matter which 3d package you use. 4D, Lightwave, Maya, Max, XSI... because they all work the same way. This is the main problem Blender has. If they would just give up and realize they don't own some secret knowledge and that the big guys might actually know what they are doing - Blender on your resume would be fine. The second anyone who works in 3D tries to move a freaking vertex/edge/face in Blender they realize it's not worth it.

      The makers of Drive used Modo for modeling(subds!), maya for animation, lightwave for rendering. In 300 the bare chested dudes were animated in XSI and the fluids were done in lightwave.

      Blender should work just a little more like the 3d packages we use on a daily basis if the devs ever want it used in a commercial pipeline.

    3. Re:Just Buy Maya by Anonymous Coward · · Score: 0

      It does matter. If you apply to an art house as a Blender user and they only use Maya, then you are SOL.

      No relection on Blender as a professional level tool that is for any software. You have to know what is used in their pipeline, not yours.

  62. The big, bad wolf is here to stay. by Anonymous Coward · · Score: 0

    "so what do these are "not yet here" apps offer me?"

    A free blow-job!

  63. Blender - better than most by Anonymous Coward · · Score: 0

    Blender is very, very good. It is stable even with large data. And it works reliably on Windows, Mac or Linux. For all *professional* purposes, it certainly does the trick.

    See, there is always something you don't know (be it 3D Supermax, Maya, or Lightwave or whatever). Then, there is always a driver issue and things start crashing (except, mostly, Blender). And then there's always the problem that it doesn't run on Linux (except Blender). Also, where is the handbook, and an easy way to solve a particular problem? Forget all the others, too obscure, too hard to figure out. Using Blender may not be so extremely elegant, but most reliable, most accessible.

  64. OpenSceneGraph and niches by Lord+Satri · · Score: 1

    There's the OpenSceneGraph project. Not all 3D is Blender/Maya, it really depends on what you want/need to do. If we stick to the title "3D modeling", I guess even some 3D game engines can fit in! :-)
    "The OpenSceneGraph is an open source high performance 3D graphics toolkit, used by application developers in fields such as visual simulation, games, virtual reality, scientific visualization and modelling. Written entirely in Standard C++ and OpenGL it runs on all Windows platforms, OSX, GNU/Linux, IRIX, Solaris, HP-Ux, AIX and FreeBSD operating systems."

    1. Re:OpenSceneGraph and niches by Anonymous Coward · · Score: 0

      Anybody use David Eberly's Wild Magic? I'm wondering whether its worth the investment in money and (mostly) time to pick up his Morgan Kaufman books and read them.

  65. Does the author know what he's saying? by Anonymous Coward · · Score: 0

    Ok, let's make an agreement first: Blender user interface is arcane in many ways, and it's got a really steep learning curve.

    Other than that, I believe the author got everything wrong. Blender does have many features that can show it's strength, but they're not a click or two away from that big, colorful icon in the toolbar.
    The problem is, Blender is so rich with options, you can't display them in a confine of screen estate of most users. And if you could, it would be all clutered and useless. The second is that Blender relies heavily on keyboard shortcuts, so for many options you just won't find a button to click on.
    The reason why it is still alive and well is, heh - it is a great application. A tough one to learn, sure, but quite powerful and I'd even say easy once you get to know it.
    In comparison with Blender, other application from the article look like (pardon me) child's toys. Not that I'd want to say that they are bad or second class, the fact is that they are not a match for Blender's versatility and built-in features. This might change, and I do hope it is going to happen some day (as any monoculture is a bad thing), but I believe the answer to author's question - why there's so much development in old and arcane Blender, and not so much in those other, nicer looking apps - is that at the end of the day, it is up to what are you able to produce with the software, not how clickety and shiny it's buttos are.

  66. FragMotion is windows-only. by ikekrull · · Score: 1

    That makes it useless to me, at least.

    --
    I gots ta ding a ding dang my dang a long ling long
  67. The submitter is a troll by Qbertino · · Score: 5, Insightful

    As far as I can tell K3D and Moonlight haven't moved an inch in the last 5 years. They both look like students summer projects to me.
    Blender has weedy parts in its codebase, everyone knows that. Any programm this complex and mature has those. But they are being replaced fast and thouroughly by a thriving core team lead by the founder of Blender. Blender runs out of the box on 7 plattforms and has a featureset that closely competes with current topline commercial tools. Try to catch up on that alone 'in a few months' Mr. Smartass. Blender is responisble for the recent price drops in the 3D tool industry alone and when it eventually fully supports Renderman yet some toolmakers are going to have to redo their businessmodel big time.

    The usual UI bickering is bogus aswell. Apart from being just as hard to learn as any tool of same capabilities, blenders UI has been comletely OpenGL accelerated from the begining - one of the things it's unique in iirc. Blender's learning curve is steep, as with any high-end 3D tool without a stack of books. But with the amount of material and books available on the web for free nowadays makes this learning curve not nearly as hard as it was 5 years ago. The featureset is breathtaking and has commercial providers such as Newtek struggling to catch up in some areas (notice the recent addition of an improrved node editor to Lightwave 9 - nothing but a response to Blenders node editor). Sidenote: I own a professional licence of LW 8, a commercial licence of Blender (from the NaN days) *and* use Blender since back in the days of 1.8. I haven't updated to LW 9 for the very reason that Blender 2.43, a few little things aside, offers everything professional 3D needs. And then some - an full-blown integrated compositor for instance.

    Blender is as mature and developed as any open source project could wish for. As *any* software project could wish for actually. Features and improvement are being added on a regular basis and it's fully backwards compliant with any blender file, and it's professional roots not only show but have become more and more visible.

    Bottom line: The submitter of the above article either doesn't know what he is talking about or is a troll. Or both.

    --
    We suffer more in our imagination than in reality. - Seneca
    1. Re:The submitter is a troll by Anonymous Coward · · Score: 0

      Blender is responisble for the recent price drops in the 3D tool industry alone Competition for marketshare among the commercial apps is what has been responsible for those price drops (they've been coming down for years now), Blender had nothing to do with it. The truth is, for professional 3D work, Blender is taken about as seriously as Poser is. You really think companies like Autodesk, Avid, or SideFX are looking over their shoulders and trembling at the sight of an OSS project? Why would they? They have superior products that Blender just can't replace, regardless of how much more expensive those products are.
    2. Re:The submitter is a troll by Anonymous Coward · · Score: 0

      Maybe Autodesk isn't scared, but Pixologic should be. Blender has the potential to displace some of these smaller specialty 3D programs that have appeared in the last few years, such as zBrush, Silo, or various UV mapping tools. I've been reading the forums at subdivisionmodeling.com -- a software-neutral modeling site -- and in the past few months I've witnessed a sudden influx of high-quality displacement models from Blender users, such as one might expect from zBrush or Mudbox. And I know there are a number of people using Blender solely for its UV unwrapping feature -- something that has been in the graphics research literature for some time, but which many of the big software packages have been slow to implement.

  68. What? by mitso6989 · · Score: 1

    Do you even use 3D programs? And how many have you used? I'm certified in 3d Studio Max, Lightwave, and Maya. I've taught each one for a number of years, and have used a host of others over a 20 yr period, and I find blender speedy and great. I've used it professionally in government projects for NASA and the Department of energy, plus several commercials. I've seen the other open source programs you listed, they are tinker toys compared to blender, and would not hold up to the weight of complex code being added to them. I think blender is too complex for you, stay with the free version of sketchup. Sorry for the flame, but it seems you don't have a lot of experience with 3d in general, and don't trash a program that can compete with software that is $3000 to $5000 and still be free. Blender is getting some much needed code rewrite thanks to Google's summer of code. I'm currently using a package that retails for $1600 and is missing some key basic elements, much the same way 3d studio max was when I stopped using it. Blender at least has all the basic features and controls you need.

    1. Re:What? by mark_wilkins · · Score: 1

      I have to disagree. I've been working in 3D animation production for ten years, having come from a software engineering background, and Blender's UI issues are not merely a result of the type of difficulty one would expect adapting to a complex package.

      Take Houdini, generally regarded as a difficult 3D package to learn, for example. (I should point out that I'm not much of a Houdini user, let alone a partisan of it. My experience with it is similar to my experience with Blender.) Houdini's interface is different from most anything else out there, and there's a lot to learn before a user is functional with it. However, it has a clear structure and visual arrangement that, once learned, can make it easy to guess where to look for controls related to new features that the user hasn't ever seen before.

      Blender seems to throw all the controls for its features around the window willy-nilly without a *plan* that would give you a sense for how to guess where to find something newly added. Furthermore, this quality appears to be so deeply rooted in the software that even the user interface improvements that have taken place so far have not improved Blender's situation. Based on what some posters in these comments have said about its design, it sounds like engineering that quality out of Blender will be difficult.

      Obviously, it's great that there's such a technically advanced open source 3D package out there at all, but until Blender's UI is adjusted to the point that it becomes truly trainable to 3D artists who are not familiar with the package, it will be used only in a vanishingly small minority of paid 3D work.

      -- Mark

  69. 3D Modeling versus 3d Acquisition by ALoopingIcon · · Score: 1

    The raised issue is not completely unfounded, but focusing on a more particular sector of the modeling scene the field offer even less choices.
    The current panorama of 3D modeling packages is quite tailored towards the needs of the majority of users (low and high poly modelers) and most of these packages offers less than satisfying experiences when used to manage the large unstructured meshes that come from 3D scanning technologies or used for rapid prototyping needs.
    The meshes produced by these automatic technologies are typically huge (millions of triangles per object) and not organized into scene graphs; most modeling packages simply sit down on the specs of these objects. 3D scanning and rapid prototyping hardware is becoming more and more popular, devices very low priced are already on the market ( http://hardware.slashdot.org/article.pl?sid=07/04/ 05/144212 ) while on the software side there are almost no alternative to the high end commercial package in the 50k$ range (20 times the HW cost).

    The only open source alternative on this sector of 3d modeling is Meshlab http://meshlab.sourceforge.net/.
    Sorry for what could seem a shameless plug, but I would like to hear your comment on this side of 3D modeling scene.

  70. Comment removed by account_deleted · · Score: 0, Flamebait

    Comment removed based on user account deletion

  71. Re:AoI IS cross-platform by vik · · Score: 1

    AoI Works fine on Linux, Windows and Macs to my certain knowledge. The lead developer uses a Mac. I've been using it mostly on Linux for many years professionally, and its latest incarnation of the user interface is just so much easier to use - and teach new users with - than Blender. It is capable of producing massive renders, tens of thousands of pixels across or simply running off a quick animation preview.

    Also, AoI produces and validates true 3D shapes. This is important, as shapes which merely look like they're 3D but in reality have a few klein bottles hidden within the mesh are impossible to print out on a 3D printer.

    Finally, the AoI community is extremely helpful and responsive. For these reasons, we use AoI in the RepRap Project to build objects for our Open Source 3D printer.

    Vik :v)

  72. OpenGL? Try IrisGL. by Anonymous Coward · · Score: 1, Interesting

    In fact Blender was written for SGI IRIX in the first place, before OpenGL was the clear first choice for 3D graphics. The FreeBSD and Linux ports came when Blender had been ported from IrisGL to OpenGL. This does mean it used acceleration from the start.

  73. Starting from scratch almost always wrong by dircha · · Score: 1

    The codebase of those from scratch projects is probably less complex because they do not yet implement the last 30% of complex functionality implemented by the codebase you inherited.

    Requiring users to learn a new UI and new ways of doing things, not to mention each having a long list of missing functionality, will alienate your userbase and reduce funding.

    Likely the codebase appears more complex to you than it is because you are inexperienced with it.

    If the issue is the complexity of the plugin interface, instead of discarding thousands of man hours of value, you should be working toward refactoring around a modern, less complex plugin interface.

  74. Does anyone actually use Python? by Anonymous Coward · · Score: 0
    "I guess not many people tried even installing the Windows version much less use it."

    Blender 2.43 needs Python 2.4.4.msi

    You also have to set some enviromental variables in Windows as well.

    Python Path For Windows 2k and XP, Python20 !!

    Install Python in the root of your C. i.e. C:\Python20\

    Go to your start button, go up to My Computer and Right click it and go to properties.

    Click on the Advanced tab, click on Environment Variables button at the bottom.

    Below the System Variables box, (the second box), hit New.

    In the Variable Name box, type PYTHONPATH

    In the Variable Value box, type this exactly:

    C:\PYTHON20;C:\PYTHON20\DLLS;C:\PYTHON20\LIB;C:\PY THON20\LIB\LIB-TK

    You can copy and paste that.

    Hit OK repeatedly.

    Reboot.


    Adjust for your particular version.

    You'll know you've done correctly when Blender indicates it's found it.
    1. Re:Does anyone actually use Python? by Papulizer · · Score: 1

      blender for windows comes with a bundled python-dll, so it's not necessary to install it unless you want more advanced python modules.

    2. Re:Does anyone actually use Python? by Anonymous Coward · · Score: 0

      I installed it because some of the import/export scripts will not work otherwise.

  75. what about avoCADo 3D CAD? by Anonymous Coward · · Score: 2, Interesting

    Some guy has been working pretty hard on a new 3D solid modeling CAD program over the past few months called avoCADo. It is geared more towards 3D CAD engineering and design, but I thought it deserved mentioning. Does avoCADo have potential? or is it just another modeling program doomed to sinking in the sea of open source 3D apps? http://avocado-cad.sourceforge.net/

    1. Re:what about avoCADo 3D CAD? by phrostie · · Score: 1

      Thanks for the link.

  76. Re:It's obvious [w/ the book] by runningduck · · Score: 1

    I highly recommend buying the book. I spent three weeks learning and producing content that was assembled into a DVD. I do have a bit of 3D experience, mostly in POV-Ray. I don't think it is possible to hunt and peck your way around Blender to achieve any level of proficiency. There are just too many parts that do too many things. The book really helps pull it all together and demonstrate just how easy things really are.

    --
    -rd
  77. Stupid question in parent post by master_piece · · Score: 1

    "So how come these projects don't get the level of support they deserve? How come developers are still willing to put up with such an arcane code base?" Answer: For the same reason people use GNU/Linux instead of *BSD (the latter being much saner, more stable, etc). Go figure.

  78. Re:AoI IS cross-platform by Locutus · · Score: 1

    awesome project( RepRap.org ). BTW, I recently saw a youtube video of a professional CNC machine milling out an engine block and one thing I noticed was they only moved the cutting head along the X axis. The material was then moved mostly along the Y axis and last, the Z axis. I noticed you move the printing head along two axes and wondered if some degree of accuracy couldn't be obtained in such a configuration for your printer? The big guys must be doing it for some reason.

    Nice work BTW and I'm looking forward to building one someday. Also, Trinamics makes a nice(but not cheap) 3-axis stepper driver board(tmcm-310) which could come into play for a COTS driver option. It's serial port driven and the firmware driver spec is open. But then again, your chaining driver board look pretty cheap to make. :-)

    LoB

    --
    "Anyone who stands out in the middle of a road looks like roadkill to me." --Linus
  79. Re:First Post by lifebouy · · Score: 4, Insightful
    I learned on Max, too. I choked somewhat on Blender's interface at first, too. But then, Maya was no less difficult to learn. I can't argue about aging codebase. But I'll tell you it took me less time to learn Blender to a reasonable point than it did Max OR Maya. Though it does feel strange at first.
    My main three complaints, as a new user, were that:
    • Mouse gestures suck and should be disabled by default.
    • Mouse gestures suck and there should be a WAY to disable them at all.
    • The widgets are crude to the point of crying, and it's hard to manipulate things using them or get a bearing from them.
    As far as 3d goes, it's very very powerful. As powerful as the commercial apps in most respects. Certainly, unless you're working for Pixar or Blizzard, it has everything you need, and then some. You tend to specialize in 3d work anyway, learning to model machines or humans, or monsters, or being an excellent animator, or kicking butt at textures and/or lighting. You tend to learn one method of modeling as your main method. And you most definitely get picky about which suite you're using. The point is, few people actually use more than the smallest subset of the suite to do their jobs. You don't really need 98% of what a 3D suite is capable of. And so, even though there are a few things you might not have in Blender that you have in Max or Maya, by the time you get to that point where you actually would feel the lack of them, you'll likely already have them. Blender is, after all, actively developed.
    Honestly, the primary reason Blender doesn't have a larger following in the industry is momentum. Learning a 3D suite is a task comparable to learning another language. Most people don't have the time or will to do that.
    For anyone wanting to learn 3D, brace your shoulders and push past the month or two it will take to feel comfortable with Blender. If you don't have what it takes to learn Blender, you're going nowhere in 3D anyway. And you'll find that, whiz-banginess aside, Blender can do what Max can do. And in my opinion, it's faster.
    --
    Drop me a line at:
    Key ID: 0x54D1D809
  80. blender blows.. thats just fact.. by Anonymous Coward · · Score: 0, Flamebait

    I do 3D for a living.. I have done so for .. what.. 20+ years.. blender IS archaeic and feels like a program from the late 80's.. regardless of how good the workflow is SUPPOSED to be when its so called learned.. its not..

    blender has a bit of the problem linux has in some parts of the community.. theres a LOT of ppl out there who see linux as "God" and refuse to accept that it might not be perfect in every way and that change could be good.. and as long as those people dominate the blender project.. it will remain a real pain in the ass to use and out of reach for most people.. and every other project out there that could be great drowns in blenderness.. .... blender has a lot of potential.. no doubt, but it needs a MAJOR makeover..

    1. Re:blender blows.. thats just fact.. by Anonymous Coward · · Score: 0

      It's people like you who (having no technical argument) resort to pathetic attacks such as 'theres a LOT of ppl out there who see linux as "God"'.

      The development process for Blender and Linux is open, if you have a technical point you are free to make it. If your arguments will not stand on technical merit alone, they'll be laughed at in the same way as your unqualified smears. If you do have constructive suggestions or feedback on blender, take it to the developers.

      Professionals will continue to use proprietary commercial and in-house software, personally I hate all modelers. Rhino was my favorite when it was first released but it doesn't run native on Linux so I just make do. Blender is what it is, spending time engaging the community or contributing is more productive than griping and in many ways represents better value than a Maya license.

  81. Blender architecture changes? by martin_the_geek · · Score: 1

    Blender could do with a move to a plug-in based architecture. This would enable partitioning the code base so that, say, the NURBS support could become a separate sub-project and could be developed independently of the main project. After all, Apache, Gimp, etc all use plugins successfully. Blender does have plugins but only for video effects.

    The problem with XML support for Blender is validating the input. How is this proposed to be done?

    --
    Regards, Martin IT: http://methodsupport.com Personal: http://thereisnoend.org
  82. Re:It would help even more... by Anonymous Coward · · Score: 0

    The project lead of K3D has no clue how to develop a community which is why its going no where.

    He requires contributors code to a very rigid bleeding edge C++ style and most people aren't going to endure the steep learning curve on how to write code that he will accept. He is also the kind of person that is going to rewrite everything anyone contributes, without even talking to the contributor before he does it, because everything has to be coded to his rigid taste in C++ and how he sees things in his head. You spend most of your time trying to figure out acceptable coding style, and not thinking about solving problems. Most people lose their enthusiasm for contributing code when its painful to write acceptable code and its just gonna get rewritten without warning. Another problem with pushing C++ to the bleeding edge like K3D does it is incredibly painful code to read, understand, modify and performance tune. You also limit your developer community to a handful of C++ elitist most of who probably have no clue about writing 3D animation software. I appreciate basic C++, but when you overdo it it is a counterproductive.

    K3D as best I recall really only had two significant coders, the project lead and one other which is why its pace of development is so slow.

  83. Re:Blender and stupid hot keys by jZnat · · Score: 1

    Well, you obviously aren't a professional because all the professionals I know use keyboard shortcuts extensively. The mouse is only for moving stuff around and using the tools they've selected using a keyboard shortcut.

    I'm sorry that Blender (or any other 3d modeling application) can't be easy for neophytes (or n00bs), but that's just how it is. If you don't like it, either learn the shortcuts or find a different hobby. Clicking on pretty widgets to kill time is not what professional graphic artists do...

    --
    'Yes, firefox is indeed greater than women. Can women block pops up for you? No. Can Firefox show you naked women? Yes.'
  84. There is no "Open Office" equivalent for 3d by Pvt_Waldo · · Score: 1

    Personally I think the better approach would be to copy what works, not try and come up with something totally new. 3d modeling needs the equivalent of Open Office, not some bizarro "we do it this way because it's better than Softimage/3ds/Maya" package.

    Because so much of the "industry" (pick any you want) is tied to the Softimage/3ds/Maya wordl, I have to assume that the space of people without budgets/money is pretty full of pirated copies of 3ds Max, XSI, and Maya. It's not full of idealistic people using open source tools for love, but just people who really want to get something done.

    1. Re:There is no "Open Office" equivalent for 3d by Trent+Hawkins · · Score: 1

      Well there's also G-Max for those that model for a hobby. The gaming community has been using it for years.

      There are also student version of those software packages that cost considerably less but offer the same general work flow.

    2. Re:There is no "Open Office" equivalent for 3d by freen · · Score: 1

      An industry standard GUI? Tell that to anyone who tries to migrate from After effects to Flint or Flame. TOTALLY different GUIs. I use a Flint at work (as well as 3D MAX, After Effects, vizrt, Anime Studio, etc.) and find it quite similar to blender in a lot of ways, and not just the nodes. Maybe that's why I picked up blender so quickly. Is anyone going to tell me Flint isn't a professional tool? If you want to talk about a crappy GUI go no further than vizrt - far wierder and much worse than blender and it's used in professional TV production all around the world. The only barrier I'm finding to getting blender in at work is that the old "it's free - it can't be that good" paradigm. I'm using blender anyway, and people are gradually seeing the benefits.

  85. Can't treat artists' tools like a checklist by gtada · · Score: 1

    I admit that I haven't tried Blender in a while, but my impression at the time was that the developers treated this project like a checklist. Does it have particles? Check. does it have a scripting language? Check, etc.

    IMHO it's bad form to treat any piece of software as a checklist, but in my experience software engineers tend to drift towards this routine. Maybe it's the way they're trained at school? Professors give you credit if your assignment works because that's easy to judge; it's much harder to justify a lower score to a student on the basis that the professor *feels* it's not intuitive.

    Too bad for the Blender team that their past sins are haunting them. Maybe I'll try it again someday, but once you leave an impression it's tough to change that.

    1. Re:Can't treat artists' tools like a checklist by Anonymous Coward · · Score: 0

      actually, most features are put in after requests, or just people thinking; "Hmm, I want a better way to control particles, I know! I'll make one!" (or similar)
      The reason blender has so many features, is because people want those features; you don't have to use them if you don't want to.

  86. Re:Blender and stupid hot keys by Michael_gr · · Score: 2, Interesting

    Well, I *am* a 3D professional, and what you are saying is bull. 3D applications are enormously complex and there is no way in hell anyone could remember all the shortcuts you need. A good 3D app should allow you to work on it without having to commit all of its UI to memory. I work mainly with 3DS max where you have about 30 separate things you can do just with editing vertices, which is just one out of four different ways of editing meshes, which is just one out of 40 something possible mesh object modifiers, and mesh objects are but one of many types of objects, and this is just modeling, there's also animation, rigging, lighting and rendering. Do you think I remember all of it? Hell no. But 3DSmax helps me by being layed out in a logical manner so I know where to search for what I need, and it lets me configure the UI so I can have icons for the most common tasks. I do use about 15-20 keyboard shortcuts, but being so complex, you can't possibly map even 5% of a 3D app's functionality to the keyboard and expect to remember all of it. And this is where the graphical UI comes in, and believe me, 3DSmax and Maya artists spend a LOT of time just setting up the interface and sometimes even creating their own menus and drawing their own custom icons. The good news is that the developers of Blender are aware of it and are going to address those issues in version 2.50. Blender has made great strides in its UI recently, and more is to come soon. I'm afraid this article is just going to cause developer's time and effort to be wasted on other less developed projects, when they should be volunteering to help with Blender's UI coding.

  87. Re:Blender and stupid hot keys by Anonymous Coward · · Score: 0

    The hot keys are awesome in a way, but I think they can definitely be evolved a little more in blender 3d. The mouse cursor actually record the stroke a user makes after selecting the object. If they want to rotate the object, use the mouse cursor by holding down the left mouse button and making a smooth arc... once you release the mouse button you can now rotate the object. If you create two jagged lines intersecting, it will resize, if you make a straight line before releasing you can move the object. Obviously this interface is not intuitive, but it is ready for a better interface. It works great, and it reminds me of a stylus pad that recognizes characters on a palm or pocketpc. Maybe recognizing what the stroke of a mouse cursor means will be the future of 3d object control and manipulation, but for a new user like myself, trying to figure out the interface after using other apps is a hard battle. But one thing that is very important here, is that any improvements that are made with Blender 3d or other open source programs will definitely keep the price down on the competition which imho is way too much.

  88. Re:Blender and stupid hot keys by Riktov · · Score: 1

    The thing that frustrates me the most about Blender is not so much the fact that it's key-driven (as opposed to menu-driven), but that it's almost universally taught through keystrokes and keystrokes only. There are menus or buttons existing for almost every command, but just about every tutorial or forum post by an expert explaining a feature says something like "...select the edge, then press WKEY 1KEY." WKEY 1KEY tells me absolutely nothing about what I am doing. And even if you tell me ten times that WKEY 1KEY subdivides an edge, I will probably forget it. Just tell me once instead to go to the Mesh -> Edges -> Subdivide menu so I know that what I am doing is subdividing the edge, rather than W-ing 1-ing. And I will remember that much more easily.

    When I was working through the Blender newbie tutorial, in frustration I went through every page and scratched out every damned "XKEY AKEY" with the corresponding menu, so I knew just what the hell was being done.

    They're called shortcut keys for a reason - a shorter, quicker way to do something which you are already familiar with. Once I'm familiar with the commands and selecting from multi-level menus becomes a drag, I will be quickly keying my way, but until then, let me explore its capabilities through menus which let me see what is available -- the whole concept behind menu-based GUIs.

  89. Conflict of interest? Hit Piece? by shadowman99 · · Score: 2, Informative
    The story submitter (gmueckl) also happenes to be the author of another peice of software (Moonlight 3d). He doesn't state this fact anywhere is the story, which in any other field of writing would be a serious breach of ethics.

    Perhaps he's hoping to drive traffic to his empty user forum which has all of 20 posts.

    Gmueckl can say anything he wants about Blender, but he should do so with full discosure. I think this story should be amended to reflects the bias of the story submitter.

  90. Re:First Post by Constantine+XVI · · Score: 1

    "You don't really need 98% of what a 3D suite is capable of."

    People bring this up all the time in OpenOffice vs MSOffice discussions. Sure, 80% of the people only need 20% of the features, but everyone needs a different 20%

    --
    "I think an etch-a-sketch with an ethernet port would beat IE7 in web standards compliance."
  91. Trolling for points by gunnarstahl · · Score: 1, Insightful

    gmueckl, who wrote "The State of Open Source 3D Modeling" should have called his rant "Why blender sucks". That he is one of the main developers behind moonlight|3d actually speeks louder than the entire article. This article is soooo obviously nothing more but a rant that it already hurts.

    I use blender for 2+ years now and am fairly impressed with what you can achieve with it. Many people claim that blenders UI is crap. Don't really know why. Granted, it is not the usual windows UI. But does this really matter? To actually start being productive with any 3d tool you need a highly configurable ui. And in blender you can configure the ui to exactly show you whatever informations you want. For almost every action you can use shortcuts. This makes it incredibly fast to use. Yes, you have to actually learn them, but this happens whenever you want to achieve something new.

    And although I pay my bills by developing software I do not care about flaws in the codebase, ugly architectures and stuff as long as the tool does what is required. And blender does this fairly good.

    The development speed of blender is really amazing. Take a look at the new sculpting tools. They are incredible. During this 2+ years of using blender I had only a couple of crashes. And during this time many features were added. I guess that many parts of blender have already been rewritten.

    Another really enjoyable part of blender is its community. Take a look at elysiun.com. One of the most supportive and effective communities in the open source world that I know of.

    Take a look at blendernation.com, a great source for blender news. There is even a magazine around: blender art magazine. Pretty nice.

    Altogether the community around blender is one of the important driving forces behind blender.

    Finally, judge the tools by what they have accomplished. Especially look at the art-galleries of the tools:

    -k-3d: http://www.k-3d.org/wiki/Still_Gallery
    -moonlight|3d: http://www.moonlight3d.eu/forum/
    -art of illusion: http://www.artofillusion.org/artgallery

    Judge for yourself.

    Yt,

    Gunnar

    1. Re:Trolling for points by Anonymous Coward · · Score: 0

      > Finally, judge the tools by what they have accomplished. Especially look at the art-galleries of the tools.

      This is really the crux of it. When I saw the initial post, I figured "oh, another guy complaining about the blender UI." That's a common criticism, and I wasn't familiar with the alternatives he listed, so I checked them all out. At THAT point, I genuinely assumed he was just trolling. I realize he's probably got a soft spot for his own work, but to suggest in any seriousness that the alternatives listed are in any position to even be considered as serious competition to blender is just laughable.

  92. Ayam3D (shameless plug) by phrostie · · Score: 1

    one of my favorites, Ayam3D

  93. Re:AoI IS cross-platform by Anonymous Coward · · Score: 0

    It depends on the weight/size of the material you're working with. If it's heavy or large, it is more convenient to move the spindle more and have the material as fixed as possible. If it's a small milling machine then it's often easier to have the work surface move and the spindle fixed.

  94. its a retarded community, it cant be helped.. by Anonymous Coward · · Score: 0

    its really sad that blender that has so many good features and such potential are written by coders and for coders with no thought of artists at all.. its a real pain to use if you want to create.. and not spend centuries getting through its archaeic interface.. it will never go mainstream for the same reason linux is not mainstream.. its archaeic and difficult to use and deal with for those who simply want to USE it.. and not spend time setting it up or coding it to their taste..

    and its amazing that so many people who post in this thread are totally incapable of taking any form of crticizm... but thats the OSS community in a nutshell.. say anything bad about any part of it and you are instantly a windowsloving drm supporting pig..

  95. What about using this for 3d printers? by Anonymous Coward · · Score: 0

    They'll be around the corner any day now, can this software be used for those printers?

  96. Re:Blender and stupid hot keys by juanfe · · Score: 1

    The sad part is that this is true even for the couple of books I have on Blender modeling. The fact that it's almost impossible to navigate the application without the two-page shortcut chart (which in and of itself, shows how much the shortcuts only make about 90% sense) is a frustration.

    That said, once you get a feel for the use of TAB, the middle button on the mouse, the A and S and B keys, the W key and the Z key and the U key and the D key and the number keys on the top of the keyboard and the number keys on the numerical keypad and the two-key sequence combos, you'll really be able to make a great model of that vintage hoverCar that is sitting in Grandma's basement...

    --
    ***Foucault is watching you..***
  97. It's not a game, Steve by Anonymous Coward · · Score: 0

    It'll take far more than a year to make a replacement "a hundred times better." At any rate, if you need something that good you can always just pay for it. If I had to pay $50 for Blender given what I know about it, I'd do it on the spot - nothing free compares. Would you spend $5k on your dream app? - or would you just complain that it's not OSS?

  98. Re:Blender and stupid hot keys by CuteAlien · · Score: 1

    Ah, yes - i remember having the same problem! Shortkeys are fine, but the tutorial was horrible. So far i started three times learning Blender and each time i had forgotten about the whole shortkeys. The only reason i even have an idea what those keys are about is that i learned to use Wings3D before it, which had some rather good tutorials :-).

    Also i would prefer a hotkey reference which is not sorted by keyboard layout (numbers, F-keys, etc.), but by topic. I sort of know what i want to do, i need information how to do that.

    Another thing i will never understand is why Blender does not start with -w by default on Linux. I don't know about Gnome, but it just won't work that way in a nice way with KDE (you will lose the taskbar). This is like slapping new users in the face for a greeting.

  99. Re:AoI IS cross-platform by Locutus · · Score: 1

    What I saw as a pretty large system and though the engine block was cut from aluminum, it was quite large and they still designed it to move the cutter in only one direction. I'm with you in that I would have thought it would have been easier to move the lighter/smaller cutting head in 2 directions but they didn't. Having recently checked out the RepRap.com setup, it was fresh on my mind and therefore the difference was noticed. It got me thinking that in any situation where only one axis was moving at a time, more accuracy could be had in a system where the axes were independent because the slop of both axes would not get summed in single axis movements. Easier to do for cutting and less so for squeezing out plastic lines.

    I found the video and now see that it is a 5-axis cutter so they can move the cutter in both X and Y axes. They just either don't in the video or not very much. http://www.youtube.com/watch?v=GU32Q6QXtWQ

    I'm still questioning if moving in 1 axis will help the RepRap get better accuracies since that seems to be one of the major hurdles right now.

    LoB

    --
    "Anyone who stands out in the middle of a road looks like roadkill to me." --Linus
  100. Blender code was/is a mess. K-3D++ by CarpetShark · · Score: 2, Insightful

    'it started to outgrow itself'

    In what manner?


    Have you actually looked at blender's code? I haven't seen it in about 18 months, but when I did look through it, interested in adding a feature, it turned out to be a complete mess. I haven't read the post of the person you're replying to, but (s)he might have said "It started to outgrow itself", because it's obvious that the code has had many things tacked on wherever it works, rather than through a cyclic (re)design-document-implement-test-release process.

    For instance, the feature I was planning to add was video codec support for input (sequencer, textures, etc.) and output (sequencer, rendering). Now, importing/saving video is essentially a process of loading and saving frames, and there were other video APIs already used in blender on other platforms, such as quicktime on OS X, and directshow (or whatever it's actually using) on Windows. In well-designed code, it would basically be a matter of finding the video modules, copying one, cutting out the quicktime/dshow stuff from the video setup/save frame/load frame methods, and implementing the equivalent methods using the gstreamer API instead. Obviously, it's never going to be quite THAT simple, but it can and should be close.

    I looked into the code for doing this, and it was a total mess: the code to output one video format was spread over many files, and the UI stuff (output file type selection, etc.) was spread over some more.

    The UI stuff should have been easy, too. If you look at the plugin system of something like 3D Studio Max (or, indeed, K-3D), it's obvious that plugins can create their own "property pages", which just hook into the interface, presenting any new options that plugin might want to offer the user. In blender, I knew this wasn't the case (as plugins tended to have horrible, inconsistent UIs). That was understandable though, as work was actively going on to improve the UI stuff. Note that this still hasn't completed, however: blender 5 is going to work on this again, after blender 3 was supposed to be focused on sorting it out! I've no doubt that the blender coders work hard -- some of the improvements they make in short turnaround times is amazing. BUT, this either means that the code is a mess because things like UI API improvements take so long, or that the code is a mess because lots of things are done quickly without long-term design considerations.

    Speaking architecturally, I, for one, would be very happy to see K-3D win out over blender. For the moment though, blender has the huge advantage --- actually being nice to model in (at least up to a certain complexity level, and if you don't need procedural modelling too much). Everything else though... plugin support, material editing, rendering quality, distributed rendering support, video IO, integration with other apps, basic interface usability and discoverability, is seriously hampered by the code, imho.
  101. K-3D **is** parametric by CarpetShark · · Score: 2, Informative

    K-3D *is* a parametric modeller. Blender, in fact, is gaining parametric features, slowly. However, k-3d is quite fully-fledged, with parameters that take inputs from and provide output to other nodes, etc. It looks like a great solution, except... well, it still feels very awkward to model with, for some reason. Maybe I just haven't given it enough of a chance yet. Also, the UI in K-3D has a perfect structure, but is much to space-consuming (see how the node properties panel/toolbar needs around a third of a 1024 pixel-wide screen to show all the widgets at once, for instance!)

    p.s.: 3DS Max (at least) and Maya (I think) are also parametric -- it's not just Pro/E etc. Also, don't forget that high-level CAD apps are available as Open Source for Linux, if not as Free Software.

  102. Sour grapes...... by SatoriGFX · · Score: 1

    Sounds like a bunch of sour grapes to me. If you or anyone else thinks they can do better, have at it. Put up or shut up. Sure, there are apps that are better at one thing or another than Blender but is there anything else as complete as Blender that doesn't cost good money? I sure haven't seen it yet.

    --
    https://www.accountkiller.com/removal-requested
  103. The codebase is exactly why people use it by Anonymous Coward · · Score: 0

    Having code that looks great on paper (i.e. grand unified architecture, writes everything through 20 layers of XML, etc) does not translate into a great program. Sure there is plenty of room for improvement, but Blender's focus on the end result (small files, fast renders and lots of functionality), rather than what the code looks like, are why people use it.

    Blender is the only open-source 3D application that values the needs of artists ahead of programmers.

  104. Gallery shootout by Anonymous Coward · · Score: 0
    Stand back for the GALLERY SHOOTOUT!!!

    http://www.moonlight3d.eu/cms/index.php/gallery (best I could find)

    http://www.blender.org/features-gallery/gallery/ archive/january-2007/ And coming up next: A KITTEN versus a ALLIGATOR!!!!

  105. They all have UI problems. by Malkin · · Score: 1

    I've used a few different 3D packages, including TrueSpace, Softimage XSI, 3DStudioMax, and Blender. Of all of them, Softimage and Blender are the ones with which I have the most experience. My impression is that they ALL have bizarre violations of UI convention, features that can only be reached via arcane combinations of actions that you may or may not remember at the moment when you need them (often with no alternative route to hunt them down), and numerous other problems.

    Blender, for one, requires an extremely steady hand, lest your menus all disappear before you can select an item. I wish I had a dollar for every time I have accidentally veered off of a menu or verification dialog in Blender. I've even failed to save files on occasion, because I accidentally rolled off of the microscopic save verification dialog, before I managed to click on it. That doesn't make me feel very confident. I don't care why they did it this way; it's not defensible.

    Now, I appreciate the fact that 3D modeling packages are extremely domain-specific, and require some interface techniques not present in most applications, but why-oh-why don't any of these packages even seem to have a standard file selection dialog box? Why can't they build even the most fundamental components, present in almost every other kind of application, in a standard way? Why do they have to go off and do something radically weird all the time? People make much ado about how these applications aren't so bad to use once you learn them, but people would learn them a hell of a lot faster, if they didn't have to relearn how to use even the simplest controls. Just yesterday, I watched a friend have difficulty just using the file selection dialog in Blender, because it wasn't behaving in a standard way. There is really no excuse for wasting users' time this way, in this day and age.

  106. UI Standards by Malkin · · Score: 1

    Copying a package that already existed would only make sense if there was ANYTHING out there which even approached conforming to established UI standards. I have yet to see a serious 3D modeling package that did. I don't see any point in an open source project that sets out to duplicate somebody else's idiotic UI quirks.

  107. Blender's good for animation and rendering... by Anonymous Coward · · Score: 0

    Blender's good for animation and rendering, as evidenced by some of the stuff people have been able to do with it. But it does have a problem with the clunky interface and non-intuitive workflow. More or less has something to do with cryptic icons and way too heavy a reliance on hotkeys, of which it seems that half aren't documented in the program's own help menu. Of course you could spend days searching the forums for answers if you're patient enough, or maybe get quicker answers at the IRC if the blenderheads are patient enough.

    So it's not that it isn't powerful, just has a gawd-awful UI. It really needs work. I'm not saying it should be a Kai Krause interface design, but that would be nice to shoot for.

    As for modeling without a learning curve - it's hard not to beat Wings3D. By playing with it for a day or two, it can be learnt by just about anyone. (Most commands are no more than 3 mouse clicks away, and hotkeys are optional.) It's not long before you want other programs to have the same workflow. (It'll spoil you.) Of course modeling is all it does though, but that it does very well. It's only handycap is that most computers choke after 50K polys or so due to Erlang's way of interacting with OpenGL.

  108. real blender heads by carnagerpm · · Score: 1

    Dam i did not know the blenders code was that old....well i guess that means most of you new coders must really suck huh?.. i mean if blenders code is such pain how come with in the last 2 versions there has been a crap load of additions/improvements? Look ma dude if you cant program 2 bad, if you other users cant get a grasp on the UI then read the Docs it took me about 30 mins to do the ginger bread man. if any blebder programs are reading this DON'T CHANGE THE CODE on every computer even running from my usb drive its been fast and stable. Blender had been running good on old code, that more of an insult to newer program then it is to Blender.

  109. Blender has improved. by Anonymous Coward · · Score: 0

    This might have been true some years ago, but as of now Blender has a modifier stack (quite similar in capabilities to the Max modifier stack, although with just the most important modifiers implemented right now), and most numeric values can be specified as python expressions (which, when properly used, should allow a flexibility on par with what you descrive Art of Illusion being capable of).
    In fact, Blender has become so flexible that I'm starting to regret not being able to use it at work :)

  110. Parametric Trouble by Lars.O.G. · · Score: 1

    Ok, we are back at the point where people who do not see a feature they need in blender start to invent a new app, often a rewrite a commercial one that we do not want to pay for. Here starts the trouble, so what is a parametric modeler? By definition it is creating models from parameters, thus changing parameters reflected in the model. You can do all kind of stuff with that idea, in 2d, 3d, on meshes, solids, generic objects, text... it does not define a cad yet. I see two successful concepts of 3d applications. One is offering a great toolbox for one field of modeling, e.g. a great solid modeler, a cool 2d sketching CAD, a powerful mesh modeler. The user than uses tools from a pallette of apps, modeling solids in the modeler, drawing a plan in 2d cad etc, finally importing everything for rendering and output (rendering can be a raytracer or a 2d drafting/layout tool). The other way is not to write apps for the type of data that is worked on (solid, surface mesh etc) but the useage expected. As I understand that is how Blender developed, a tool for 3d animations. With that approach, the tool gets almost unuseable for anyone else of course, and here is the reason for most complaints about render. Do you want to make design (scale of mm, m, km?) requiring accuracy, simulation requiring simple but clean solid models, animation with high polygon count surface models and anim support, game design with low polygon count...? Too many try to put everything for everyone's useage scenario into an application, that won't work. I think in open source the tool pallette concept works better, we have ways to do solid/csg stuff, surface meshes etc. The missing parts would be the solid cad package (that is what pro/engineer would refer to) and a really good 2d cad able to exchange data with the 3d foss tools.

  111. Re:Blender and stupid hot keys by Anonymous Coward · · Score: 0

    You should give Wings3D a try. It is one of the few 3D programs I've used where the authors have actually given some thought to making it easy for a beginner to pick up. All modeling functions are accessible through either the main menu or the right-mouse-button context menu -- no crazy widgets or tools to learn, no banks of ambiguous icons. Any menu item can be bound to a hotkey on the keyboard. Keyboard shortcuts and an "advanced mode" let power users manipulate the model quickly, barely touching the menus. All functions and variations are documented in the status bar. It's an eminently discoverable interface.

    About the trickiest thing for beginners is learning the camera navigation... and Wings supports the navigation methods of several other major 3D packages in addition to its own.

    And while Wings was originally based on the (now-defunct) Nendo modeler, many of these interface innovations are new with Wings. So it is a great example of an open-source package getting user interface right.

  112. Re:AoI IS cross-platform by vik · · Score: 1

    Accuracy doesn't seem to be much of an issue to be honest.

    Moving 2 axes at the same time gives up to sqrt(2) the head velocity. So it builds faster.

    Vik :v)

  113. Re:Blender and stupid hot keys by Anonymous Coward · · Score: 0

    here here!

    "Hear, hear!" or "Hear! Hear!" (as in, "Listen! Listen!"). Also, your shift key is broken.

  114. Re:Blender and stupid hot keys by Anonymous Coward · · Score: 0

    every action was it's own step with it's own end goal

    "its", "its".

  115. Re:AoI IS cross-platform by Locutus · · Score: 1

    Accuracy doesn't seem to be much of an issue to be honest.


    That's great. My comments regarding this were because I'd remembered reading in the blogs at that time, that the latest build wasn't accurate enough to build its own parts(self building). Not sure if that's still valid but good to hear accuracy is no longer an issue.

    BTW, That 3-Axis Trinamics board( TMCM-303/SG ) is ~$180US and not only do they not require heatsinks, the "SG" model has builtin stall sensing too so there's no need for optical-switches for locating or stop points. They also sell just the driver chips( TMC246 )for ~$7US. I don't work for them but have used their stuff and it simplifies stepper control quite a bit. Maybe something to consider for another rev since I see you're doing some PCB's now.

    LoB

    --
    "Anyone who stands out in the middle of a road looks like roadkill to me." --Linus
  116. Re:Blender and stupid hot keys by Anonymous Coward · · Score: 0

    Hotkeys aren't flawed in their own right, but rather in their exclusivity for some commands/functions. The same functionality should be accessable by another menu or icon. This makes learning easier, since you don't have to abstract what key does what when starting out. Rather there should be a menu or icon that when hovered over shows a dropdown with a brief description (for icons) and the appropriate hotkey. These should also change to reflect the context of what actions are performed as well - so when in rigging or staging you don't have the modeling stuff in the way. That way you can navigate the menu to figure out the program at first, see what the appropriate hotkeys for actions are so you can learn them, and possibly disable the help dropdown (and maybe hide the menus) later once you figure out the thing and develop a workflow. Another good idea is if there are subset hotkeys for specific commands is to briefly list them somewhere such as a status bar at the bottom of the window. Other programs with hotkeys do things this way, if there were some standards for best practices in interface design it really should be in there.

    Also the built in help could do more to explain hotkey features, something that was lacking the last time I tried the program. Maybe they fixed it since then, who knows?

  117. Re:Blender and stupid hot keys by Anonymous Coward · · Score: 0

    Ironically a lot of newbs complain about how bland Wings3D looks, but as far as interface goes for practicality and usability - the Wings3D developers have actually got it right. What I love about that open source project is the developer team it has. If you ask for something useful, the devs don't ask users (who don't have any programming skills to begin with) to code it themselves. (Or as a car analogy guy would say, you want a stereo or A/C in there - you're not told to go build one yourself.) Rather they look into it and may build the feature with the implementation depending on possibility, how many users would find it useful, whether it breaks anything else, and how difficult it is to achieve. The feedback loop isn't as one-sided/broken as some other projects where actual users seem almost as an afterthought.

    But on the other side of the coin, Wings isn't a jack of all trades. It's meant to do maybe two things (modeling & mapping) and do them well. So there's less overhead for the team behind it to worry about.