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Blender Compared To the Major 3D Applications

LetterRip writes "Recently TDT 3D published a comparison of the major 3D digital content creation applications such as Maya, 3DS Max, and XSI, and of course Blender. Blender came out surprisingly well, although it definitely still has some weaknesses."

296 comments

  1. Personal experience by Anonymous Coward · · Score: 1, Interesting

    I've 'worked' with 3d max, cinema4d and Blender.
    Cinema4d gets my vote, hands down. Great usability and very fast rendering.
    Blender talks the talk, but damn learn to walk and stop crawling.

    1. Re:Personal experience by Anonymous Coward · · Score: 0

      I've also worked with Max, and FWIW (roughly equal to zero, probably), I always wondered exactly how something so awful could be a defacto industry standard.

    2. Re:Personal experience by Creepy · · Score: 1

      Yeah, I agree Max is a pain to work with. It had the advantage of being the first 3d tool aimed more-or-less specifically at the game industry (before that, most companies wrote their own). Still, learning-curve wise I think it's better than Blender and is somewhat similar to some CAD packages. Functionality-wise is mixed.

  2. It's the UI that kills it by l0ungeb0y · · Score: 4, Insightful

    I've always thought Blender to be a solid but completely useless application because for whatever reason, the developers created the most heinous god aweful UI known to man. It's a freakin eyebleeding headache that leaves one happily shelling out the hundreds or thousands of Dollars for a modelor with a usable GUI.

    It's a shame. Because Blender could be a contender, but since the developers live in their own little world with the attitidude that their app is made for a "certain group of people and not everyone", the application is basically a sick joke. If you're looking for a free 3D package and don't care how painful it is to use it, Blender might be for you. Otherwise, go with Maya or Lightwave. Also, Modo is a good modeler with a great UI, if you just want to model and not animate/render.

    1. Re:It's the UI that kills it by l0ungeb0y · · Score: 1

      Just checked out modo again, haven't touched it since V1, seems they added a renderer and animation abilities now.
      And at $900.00, it's an affordable solution for the amateur or hobbyist but goood enough for pros.
      Download Blender and download Modo, I'm sure you'll be shelling out money for Modo and ditching Blender right away if you start getting serious.

      Now, if the Blender team could ever pull theierr head out of their ass and bring in a UI developer and stay out of the way... they might have something.
      But it's been ears coming and I doubt we'll ever see Blender become usable.

    2. Re:It's the UI that kills it by bky1701 · · Score: 5, Interesting

      I thought the same when I started using it. Actually, you can read my complaints on their forum. The thing is, after I made the commitment that I was *going* to learn it, and after I stopped trying to do things the old 3ds ways, it started to come naturally. Now I can do far more impressive work than in 3ds, much faster.

      It's painful to LEARN, not use (though there are a few UI annoyances, like the non-standard save/load menu). I'd suggest if you really want to learn it, throw the tutorials (they often offer irrational, hard or just bad ways of doing things) and old knowledge out the window and learn it. Once you know it, you may understand why they kept the interface.

    3. Re:It's the UI that kills it by Anonymous Coward · · Score: 5, Interesting

      I think there are a lot of people who start with the closed source ones and a closed mind and from there on in the open source UIs are always "wrong". Having learning the GIMP without becoming indoctrinated into photoshop and hearing all the catatonic whinging about the GIMP UI, I somehow think that I will be fine with Blender. Sure, photoshop has more high end features, but as people say, unless you need the print colour range, there isn't actually that much difference other than the price and amount of whinging.

      Also, not only are these programs 4 stars to the industry leader 5s (and often beating them in many features), for people starting out with the blender or GIMP in highschool, 15 yrs old say, they have to factor in that blender will undergo 5 or more years of development before they hit the job market after uni. They'd be insane to learn a closed source one, which might go bust in that time, as opposed to coming into the market with 5 years of Blender and GIMP under their belt (and blender and gimp with all those new features).

      So basically if you are already in the game, keep using the industry standards photoshop and maya etc. Remember they only got the blender sourcecode in late 2002, so as much as it's improved since the first open source release it will improve again in 5 yrs. And with a larger user base and more devs, it will likely move even faster.

      Spend $30 on a good book for blender another $30 on the gimp, maybe another $30 on a python book to script both apps way further than your peers using close source stuff - go to the forums and make some good friends above and at your skill level for other advice. Then with the $1000s you were going to spend on close source edu versions and expensive manuals for them, don't forget you have to upgrade when you graduate, into something else maybe an investment account. You'll end up with better skills, better software, more friends and more money.

      Industry people your calculation is simple, to stick with your software till you feel the open source stuff is good enough for you to make a move. Simple as that. But one thing you should do is shut the fuck up discouraging other people from using it like there is a chosen way.

      It's the future ppl. kthxbye.

    4. Re:It's the UI that kills it by deniable · · Score: 3, Interesting

      The UI wouldn't be half as bad if they provided some decent documentation for it. As others have mentioned, the tutorials aren't a good source of help. Once you learn how to use Blender, it's pretty good, but the learning curve is really steep.

      It's been a while, so maybe they have better resources now. I'd be happy if they did.

    5. Re:It's the UI that kills it by BrynM · · Score: 1

      The UI wouldn't be half as bad if they provided some decent documentation for it.
      Spot on. I'm a Maya user and it's UI has quite the learning curve as well (remember trying to keep things straight in hypergraph the first few times? How about outliner vs hypergraph vs hypershade?). The advantage is that there are countless videos, tutorials and online discussions about everything from the basics to UI customization to Maya's more arcane features. Once Blender gets the documentation to catch up to the feature set, I bet it's usage will skyrocket.
      --
      US Democracy:The best person for the job (among These pre-selected choices...)
    6. Re:It's the UI that kills it by ajs318 · · Score: 5, Insightful

      Mod parent up.

      Too many people confuse "hard to learn" with "hard to use". For example, typing less-than, e, m, more-than followed by text to italicise then less-than, divide, e, m, more-than is much quicker -- once you know how to do it -- than highlighting the text (an operation requiring leaving the keyboard, getting hold of the mouse, manoeuvring it with pixel precision, clicking and dragging), either clicking on an icon (invariably an italicised "i") or selecting something from a context menu (involving a tricky finger-swap or possibly even a keyboard operation), and then returning to the keyboard.

      Also, anything that was hard to learn will be even harder to forget.

      --
      Je fume. Tu fumes. Nous fûmes!
    7. Re:It's the UI that kills it by flewp · · Score: 1

      I use modo almost exclusively for work. It's still a growing app, so sometimes I have to jump back to Maya, but I will often go weeks without needing it. I mostly do print based ads, so I really don't need to animate. modo currently lacks rigging and whatnot, but it's absolutely great for just about everything else, and at what I found to be a great price point.

      --
      WWJD.... for a Klondike bar?
    8. Re:It's the UI that kills it by fmarkham · · Score: 1

      Blender is the GIMP of 3d applications: It does most of what people need, but is ultimately doomed because of a ridiculous UI.

    9. Re:It's the UI that kills it by mcvos · · Score: 2, Interesting
      But one thing you should do is shut the fuck up discouraging other people from using it like there is a chosen way.

      I have no experience with 3D modeling at all, but I'm interested in it. If Blender really is that hard to use, I want to be discouraged from using it, because I don't want to waste months trying to learn it.

      I don't mind an unintuitive interface. Vi took be about 10 minutes to get the hang of, but it was the standard editor at my university at that time, so we got a list of all the important commands and it was easy to ask someone for help. GIMP, on the other hand, I never got the hang of. Perhaps because I just started it and didn't have a good tutorial or tutor. I'm looking at thousands of buttons and have no idea what any of them do.

      So for Blender, what I'm really interested in is: is there a good tutorial that shows me the ropes? If I don't know what a button or option does, is there documentation that tells me what it does, and what that means because I don't understand the jargon at all. And if I want to do something and don't know how, is there some sort of help that explains how to do it? That is what I'm interested in: is Blender good for a newbie like me?

      And also: once I've learned it, am I more or less productive than with the alternatives? Because with the months-long learning curves that the article mentions, $800 for a more productive system is a pretty smart investment once you're out of college. I can afford $800, but I can't afford too waste months struggling with something that turns out to be too painful to use.

    10. Re:It's the UI that kills it by Fri13 · · Score: 1

      I Found Blender GUI much better than other 3D applications (Lightwave or Maya). But i might be very different user because i found GIMP GUI better than Photoshop. And i even use Photoshop everyday on work but Gimp on my PC at home. Now when Gimp has colorprofile control there is no need for PS but i need to use it because i cant get Gimp to workstastion. But i hate Windows GUI and like MacOSX gui but i love KDE outfit and it's actions, Gnome? I just hate it..... When i get blender front of my screen, i just like it how easy it is to use and when i open my files on other blender machines, i get my GUI settings same time....

    11. Re:It's the UI that kills it by gaspyy · · Score: 4, Insightful

      [...]they have to factor in that blender will undergo 5 or more years of development before they hit the job market after uni. They'd be insane to learn a closed source one, which might go bust in that time, as opposed to coming into the market with 5 years of Blender


      Sorry, I disagree.

      First, all the major 3D apps have very strong markets; it's highly unlikely to see any of these disappearing any time soonn. Even when Autodesk purchased Maya, they didn't kill it, but rather refocused the programs a little: 3ds max for games and architectural visualisation and Maya for film.

      Second, by learning any of these programs (I'm thinking of Max, Maya, Lightwave and XSI) a student would more easily jump to another program than from Blender.

      Third, if a graduate goes to an interview and says he only knows Bldender, their chances of being hired would drop dramatically.
    12. Re:It's the UI that kills it by Anonymous Coward · · Score: 0

      > Third, if a graduate goes to an interview and says he only knows Bldender,
      > their chances of being hired would drop dramatically.

      Adapting to new tools isn't so hard as learning the basic skills and obvious talent and flair are not common.

      You take the candidate who submitted the awkwardly animated text-book demo of rigging in Maya and give me the candidate who submitted the awesome flip book demo.

    13. Re:It's the UI that kills it by sabernet · · Score: 3, Insightful

      But they have to decide whether they want to please their niche or appeal to the greater audience. The niche may like it enough to stick with it. But a great many people, some with influence, some just with experience in industry apps, don't. And not everyone has time or the ability to throw those out the window.

    14. Re:It's the UI that kills it by 6Yankee · · Score: 1

      Of course, Ctrl-I, text to italicise, Ctrl-I is even faster. It even makes sense.

    15. Re:It's the UI that kills it by zotz · · Score: 1

      "But a great many people, some with influence, some just with experience in industry apps, don't."

      Surely these people have the option of kicking in some moola and hiring some UI designers and coders and making it so. Right now. They can begin today. Especially industry people.

      And I say this as a person who has tried getting things done in blender without too much (or any) success so far.

      all the best,

      drew

      --
      FreeMusicPush If you want to see more Free Music made, listen to Free
    16. Re:It's the UI that kills it by arikol · · Score: 1

      Comparing the UI with the Gimp/Photoshop issue.
      I really want to love Gimp, but it's just lacking in some areas (mostly pro features though) and the UI isn't good. That is, the graphical part and layout of the UI is rather poor. Other stuff like script-fu isn't all bad IMO.
      It's mainly the inconsistencies that detract from Gimp. The learning curve isn't any worse than on Photoshop, but learning a broken UI feels silly. If Gimp is to become a viable option they'll have to clean up the UI quite a bit and start following SOME UI guidelines, which they apparently didn't do. Buttons and menus seem strewn about the place almost at random. Features are badly documented and explained. You are expected to spend as much time on the forums as using the programs, otherwise you are just one of the unwashed masses who "don't get it". Reminds me of underground artists who despise anyone successful and sneer at anyone who doesn't understand their latest piece made from dead dogs and poo.

      What segment is the Gimp made for these days anyways? Not professional graphic artists (Photoshop is, sadly, king). Not regular minor photo tinkering (even Picasa, iPhoto and Pixelmator are better at those things, heck, the Canon printing utility I had for win was better at small fixes).
      It may be for us little guys to create webgraphics, banners and logos. (and of course to add script-fu coffee stains to all images). But for those tasks the UI is WAY overcomplicated.
      The UNIX way is "application specific utilities" and Gimp is trying to be everything to everyone and failing because of that, IMO.

      To illustrate what the Gimp developers (and macports guys) think of UI design, try going to gimp.org website and figuring out how to install TheGimp on Mac (you can do this excersise without owning a mac, it's just for demonstrational purposes)
      Just to install it (according to their reccomendations, there are other ways) you have to be willing to learn a different process to anything you've ever known. I mean, it's simpler to COMPILE the bloody thing from source code on most linux systems than to get it INTO my Mac. Doesn't make any sense. If you follow the directions to use MacPorts as a simple way of installing many programs you go to the macports website where another puzzle awaits. Download takes you to the main download page where a lonely, solitary link awaits you. To take you to the Downloads page where the actual downloads await you. Not with newest at the top or bottom, no. The newest is second from top... I mean, WTF?

      Then you download the disk image and mount it (simple and standard) where a installer awaits (also standard) and installs the program quite normally.
      Now the puzzle extends its claws!
      The program is owhere to be found. Not even a manager for it or anything.
      "Ahhh, but OBVIOUSLY macports is a COMMAND LINE INTERFACE", you say, "and to get a GUI for it you must get PortAuthority (a GUI program)"
      Very obvious indeed. There is no mention of MacPorts being a CLI on either the GIMP page OR the MacPorts page. By not on the MacPorts page I mean Nowhere To Be Found (tm) (on the mainpage, download page, about page.... you get the picture). Not in the installer either.
      Mention of this minor fact, and first mention of how to make it work are found in Macports/Wiki/UsingMacportsQuickstart.

      You didn't just install the program did you?
      Ohhh, you SHOULD have gone to Macports/Wiki/InstallingMacports first. There you are instructed (how) to install Xcode tools, then X11, then finally setting up the Shell environment, which is critical for MacPorts to function. Then verify the Shell environment.
      NOW you are ready to install MacPorts.

      Then install PortAuthority, which is SO good that the author of MacOSX Tiger for Unix geeks thinks he might find himself using it over time.

      Alright, ready to try installing the GIMP.....

      As gimp.org said, an easy way to install Gimp on MacOS, if you have an hour to spare and are completely computer literate.
      BTW most graphical designers tha

    17. Re:It's the UI that kills it by sabernet · · Score: 1

      But then you still have the issue of "Big company willing to support me on a tested and true product and have it already figured out." or "Small group, it is free yes, but the UI sucks so badly we'd have to design our own out of our pocket, rely on people who actually -like- that godawful UI for help, of which there won't be any, having modified the UI and all, so we'd have to keep the UI designers around longer for that kind of support, and dive into this head first and hope for the best."

      Big people with big money won't even think of it as an option.

    18. Re:It's the UI that kills it by Anonymous Coward · · Score: 0

      If I were Ton I'd stick to making software I thought was good and that I knew a niche market liked rather than having to conform to the same old tired UI concepts that a bunch of people who don't really hold any influence over me at all like. Blenders UI is intuitive unless you're still stuck in your old ways and most importantly it's non-standard, and that gives it the upper hand in more ways than one. Why don't all black women in America paint themselves white and have a sex change? I hear that there's a white male president who has more influence then they do. They should just give up on being different and themselves and just go with the plain old standard because nobody wants to have anything other than a white male president...right?

    19. Re:It's the UI that kills it by azrider · · Score: 1

      If Blender really is that hard to use, I want to be discouraged from using it, because I don't want to waste months trying to learn it.
      No one has said that it is hard to use. A lot of people have said it is different.

      I don't mind an unintuitive interface.
      Unintuitive is in the eye of the beholder. Any platform you use will have it's quirks. Any package you use will have it's quirks. If I wanted a package that works like Autocad and not doing so will be a deal breaker I would buy Autocad. If I wanted an OS that works like Windows I would buy Windows.

      And also: once I've learned it, am I more or less productive than with the alternatives?
      YMMV. If any of the packages do not include some sort of a learning curve, they are either lacking in function or more geared to making you conform to the way the designer wants you to do your job. That is NOT an acceptable state, in my not so humble opinion. I have spent months dealing with a "web designer" who uses Dreamscape. She has tried NVU and believes it is too hard. This same designer has all pages hard coded to use an 800x600 window. She also has no concept of what the HTML created by either package actually does. However, she has made a pretty good income using the tools that take all of the hard decisions out of the equation. Bottom line, try each one (preferably without any preconceived notions) and decide which is best for you and your needs, not what is recommended by the "experts".
      --
      And ye shall know the truth, and the truth shall make you free.
      John 8:32(King James Version)
    20. Re:It's the UI that kills it by ajs318 · · Score: 1

      OK, I'll sort-of buy it ..... depends on the application, of course. If you're writing X?HTML, then you need to use HTML codes (and the "ctrl+I" shortcut isn't likely to be implemented in anything but a dedicated HTML editor). Anyway, "EM" makes sense once you know it's short for "emphasis". (In non-visual media [e.g. voice synthesis], or visual media incapable of rendering italics [some character terminals], a different form of emphasis might be used. The tag is the same. That's the point with HTML, it's WYSINNWEEG -- What You See Is Not Necessarily What Everyone Else Gets.)

      --
      Je fume. Tu fumes. Nous fûmes!
    21. Re:It's the UI that kills it by zotz · · Score: 1

      "But then you still have the issue of "Big company willing to support me on a tested and true product and have it already figured out.""

      Yes and I fully understand this thought as I face it now in another area.

      "Big people with big money won't even think of it as an option."

      Could be and could be their loss. They could get together and probably kick in an extra 5% to 10% of their budget for these aps for a few years and end up with a jointly owned company to develop and support their spanking new blender codebase and then see their expenses plummet at the end of those few years and stay lower from then on.

      all the best,

      drew

      --
      FreeMusicPush If you want to see more Free Music made, listen to Free
    22. Re:It's the UI that kills it by MarsDefenseMinister · · Score: 1

      Awesome, professionals have some wonderful open source software to use. My problem is that I'm not a professional 3D artist, and when I need to use it, I also need to re-learn everything. The last time I used blender was over a year ago, and the next time I might need it might be tomorrow or next year. I will have to learn everything again.

      Such a shame that amateurs who might use a 3D package once in a while don't have anything free to use, because of that darned UI.

      --
      No weapon in the arsenals of the world is so formidable as the will and moral courage of free men.-Ronald Reagan
    23. Re:It's the UI that kills it by elFarto+the+2nd · · Score: 1

      modo 201 has a (really) good renderer and modo 301 has animation.

      Regards
      elFarto
    24. Re:It's the UI that kills it by Anonymous Coward · · Score: 0

      Quite frankly, I think that's an extremely valid point. Do NOT expect Blender to get you hired! Now, looking for a tool to use that you can get free, has a strong programmer fan base working on it, and is open to you to modify and extend yourself? It's a great option!(IMO)

    25. Re:It's the UI that kills it by Mystery00 · · Score: 1
      Great, you have an opinion, you have been modded "Insightful" by a bunch of people that think like you. I believe you are talking completely out of your ass. If you truly believe Blender's UI is that horrible, perhaps you haven't used programs like 3DsMax, also Lightwave's UI very closely resembles Blender's in a lot of ways, by saying it's better, you are obviously just trolling.

      I love Blender's interface, I also like Maya's interface. Your opinion is completely and utterly worthless. You have no backup statements, you have no examples, go troll somewhere else.

      --
      "we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
    26. Re:It's the UI that kills it by xtracto · · Score: 1

      I've always though [THE GIMP/Jashaska/Audacity] to be a solid but completely useless application because for whatever reason, the developers created the most heinous god aweful UI known to man. It's a freakin eyebleeding headache that leaves one happily shelling out the hundreds or thousands of Dollars for an [image editing/Video Editing/Sound Editing] software with a usable GUI.

      It's a shame. Because [THE GIMP/Jashaska/Audacity] could be a contender, but since the developers live in their own little world with the attitidude that their app is made for a "certain group of people and not everyone", the application is basically a sick joke. If you're looking for a free [image editing/Video Editing/Sound Editing] package and don't care how painful it is to use it, [THE GIMP/Jashaska/Audacity] might be for you. Otherwise, go with [Photoshop/Premier/Soundforge].
      --

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    27. Re:It's the UI that kills it by ozmanjusri · · Score: 1
      is there a good tutorial that shows me the ropes?

      That's a harder question than it sounds.

      I didn't get much from the tutorials on the blender.org site, apart from the basic interface tutorial, mostly because they don't clearly separate learning 3D from learning Blender. If you already know how to visualize and work in computer 3D, the wikibooks manual is better. If you don't know how to work in 3D at all, I'd suggest starting with Google's Sketchup, which is an unconventional 3D architectural modeler capable of spectacular results.

      once I've learned it, am I more or less productive than with the alternatives?

      You'll be more productive.

      The harsh comments you'll see here are from people who can't wrap their heads around Blender's hotkey-based UI. If you get used to the idea of keeping your left hand on the keyboard to command, and the right hand on the mouse to move, you'll be able to work faster than most of the alternatives. The critics are right in that it doesn't reward casual experimentation; you have to commit to learning the hotkeys. They're wrong in claiming that the experience won't translate well to other apps. It doesn't take long for any consistent UI to vanish, and your mind to drill into the modeling or animation, and Blender's UI is consistent.

      --
      "I've got more toys than Teruhisa Kitahara."
    28. Re:It's the UI that kills it by HouseArrest420 · · Score: 1

      I remember when I first decided to get started messing around in the 3D world, blender of course cought my attention because it was free. No way I was spending over 500 bucks on something I didn't plan (at the time) on taking seriously.

      It, at first (read before I read any tuturial) was very daunting. What with being my first 3d program ever having looked at, and all the keyboard shortcuts. After about 1-5 hours of "messing" around, all I could do was move a few edges on the default cube. SO I ran over to Blender.org to search for some help. That help came quick in the form of the tuturials there. I went thru the first tutorial I grabbed (Noob something or other) and within 1 week I was making my own scenes with my own textures, albiet not very good ones, but still 1 week from complete retard to making Mario (who looked more like Luigi) wave his hand around. That being said, and having blender been the only program I've ever used, once you get around the keyboard shortcuts (as I think that was the hardest thing for me to do) blender is very easy to use.

      My friend and I have gone thru a couple tests (just to judge my skill level) using maya (i think thats what he uses) doing a couple of different models (mostly inanimate objects like spoons, chairs, tvs things like that) and when you look at the times that we've finished those models (making sure everything was done as close to the same as possible) every time I've finished my model first. Granted his look better, but not because of the time spent on it (because he was trying to go for exactly the same thing as me and vice versa), but because of his experience in knowing around the exact settings for the certain look he was going for. Mine always come out to something and not enough of another. You always know what I was going for, but things like the shine, or reflectivity isn't as good as his, but that comes with experience.

      All in all, after been using blender for little more than 6 months (yeah I'm still new to it), for what I've paid for it (read nothing) I'm completely happy with what I'm able to do, and once I get a hang of it will start making my first game once I find a tuturial I can understand. Now granted, it wont lok the best, but again, polish is something garnered from experience. So if your looking to try and make a picture perfect fighter jet, no application will make that easy out of the box, that type of thing comes with experience (i feel like im beating a dead horse with a stick here lol). You have to learn every UI, so what difference would it make if blenders isn't industry standard if its your first 3d app and you have no plans to go pro? I have never had an issue with blenders UI, I can move it around and change pretty much whatever I want with it. Who cares that it doesn't look like Maya's? I've never used it and dont plan on it until its either free or I go pro! Yeah industry buffs might say it sucks or whatever, but then again....newb to newb blenders a good choice. After all, who cares what kind of golf clubs Tiger Woods uses? They're not going to improve your shot much if at all!

      --
      This is Slashdot! Give me the latest gadget, bug, or OS project! This ain't english class so don't confuse the two!
    29. Re:It's the UI that kills it by jefu · · Score: 1

      But for learning, it may not hurt to learn another system, even if the UI is rather different. Learning a UI (even a quirky one like Blender's) is generally much easier than learning how to do what you need to do. Once you know how to build a (ferinstance) truck in one such system, you should be able to do in in any of the others after spending a day or three learning the UI

      The kind of logic presented here is the kind of logic that says that every programmer should learn exactly one language (and this is an opinion I've heard a few times), and especially avoid some of the non-mainstream languages just because their syntax is "icky and hard to learn". But syntax is the easy part of most languages (even when it is hard). Learning to program well is hard. Learning a language well is hard. Learning syntax is easy.

      What is really being said here is "I'm devoted to this style of UI, so everyone should use this style of UI because then I'll never have to worry about learning something new."

    30. Re:It's the UI that kills it by argiedot · · Score: 1

      I don't know about Blender being helped by big companies, but Pixar has used Blender in the past and not kept quiet about it. (in a good way)

    31. Re:It's the UI that kills it by 4e617474 · · Score: 5, Informative

      Now, if the Blender team could ever pull theierr head out of their ass and bring in a UI developer and stay out of the way... they might have something. But it's been ears coming and I doubt we'll ever see Blender become usable.

      I've actually seen an interview with a Blender developer (a Linux magazine I flipped through, I can't remember which one) from when Elephant's Dream came out that discussed why they made the interface the way they did. Being the in-house application of NeoGeo, it was geared towards how they worked, and the developers gave the animators what they wanted - maximum productivity after learning the application when used the way that particular group of people liked to use it. The developers came to them and offered them an easier to learn interface - they were told "No, you idiot. We're going out of business and have to try to finish our last few projects. We're not going to hire anyone new. Now add this highly unintuitive key sequence to shortcut this arcane task that no novice has ever heard of." After it was released for widespread consumption, ease of learning became a common request, but there were still people learning the interface it had and wanting to be able to use it the way they had learned to. After almost ten years since its shareware release, and five since its release under GPL, this hypothetical easy-to-use, powerful, intuitive 3d modeling software that someone must have their head up their ass not to have delivered on a silver platter by now would probably have to take the form of a completely separate front-end, a fork, or a complete rewrite with some of the nuts and bolts used over.

      And there are people out there who think that Blender "has something" just like it is. If a hobbyist or student wants gratis open-source 3d modeling with an easy to use interface, they should try Art of Illusion. It's nowhere near as powerful, but it's easy and intuitive enough for someone to learn on, and it can export into formats used by the big boys. According to TFA, Blender has the same "Learning path to be productive" as the others, even with the less familiar and intuitive interface. If someone is "getting serious", there isn't really a way around having to invest the time to learn something. And of six packages the article reviewed, only one could be learned in the single month they give you to try modo, and I'm sure those figures are for people who aren't squeezing it in on a part-time basis.

      Oh, and there's a few gotchas with modo. They support both platforms - Mac and Windows! Should I download the trial and see if I can get it to work under Wine? Let me click on the "Try Modo" link - "Interested in trying modo? As a result of modo 301 now being available, all of our website bandwidth is being focused on supporting our registered modo customers. Sign up to create an account and you will be informed just as soon as the new evaluation version of modo 301 is available. If you already have an account you're already on the list to be notified." What? If I have an account, I'm on a list to be notified that there's a trial version available? Oh, they want $400 for an upgrade (which they're ready to sell you sight-unseen right now). Okay, let me see if I can figure out if I can use modo to turn blueprints into 3d models the way they do here. Hmm... not too big on the import/export capabilities are they? Looking over the so-called tech specs (looks like they hired some marketing people and got out of the way) I can only find "modo is able to harvest animation data from other 3D applications in order to render it. modo reads .MDD files for this purpose." Maybe it

      --
      Finally modding someone offtopic when they rant about what "Begging the Question" means: priceless.
    32. Re:It's the UI that kills it by grumbel · · Score: 2, Informative

      ### Vi took be about 10 minutes to get the hang

      I have used Vi (a little bit here and there) for ten years and still absolutely hate it. On the other side I never had all that much issues with Blender.

      Anyway, one of the big problems with Blender is that its lacks 'explorability', it can get near impossible to find a certain feature of your own or figure out what a button does without looking it up in the documentation, since a lot of functions depend on certain pre-conditions and if they are not met they will simply do nothing, but if you stay close to the documentation and just use IRC channel #blender once in a while when you are completly stuck you really shouldn't have all that trouble to get stuff done. It however depends heavily on what you want, for example if you want to do architecture, something like Sketch-Up is *a lot* easier, even if you have used Blender for years, since Sketch-Up is a tool designed for exactly that job, while Blender happens to be a general purpose 3d app that can do almost anything, but isn't always the best at a certain job. I'd suggest you watch the introduction video tutorials and then move up from there.

      Here a very quick intro of the basic movement:

      left mouse button moves the cursor
      right mouse button selects
      middle mouse button rotates/moves/zooms the camera (hold shift or ctrl)

      c centers on cursor
      numpad gives top/bottom/left/right views (try shift)
      numpad-5 toggles ortho and perspective projection

      space gives the menu

      tab switch between object mode and edit mode - this is one of the core things you have to understand, object mode moves objects, edit mode lets you edit vertexes

      x removes stuff
      e extrudes stuff in edit mode
      b gives you a select rectangle, pressing b twice gives you a select 'brush'
      g moves stuff
      r rotates stuff
      s scales stuff

      Use Ctrl-numpad0 to make the currently selected camera the one used for rendering (this one is certainly way to obscure and could need a improvement in the UI)

      Pressing keys twice often toggle the mode (r rotates around axis, rr rotates free) and holding shift or ctrl also changes modes as well.

      That is basically all you need to know to get started with basic modelling.

    33. Re:It's the UI that kills it by Tetsujin · · Score: 1

      I've always thought Blender to be a solid but completely useless application because for whatever reason, the developers created the most heinous god aweful UI known to man. It's a freakin eyebleeding headache that leaves one happily shelling out the hundreds or thousands of Dollars for a modelor with a usable GUI. Huh?

      To each their own, I guess. I always thought the Blender interface was pretty cool. What don't you like about it?

      Now their Boolean tools, on the other hand... Those are abysmal.

      It's a shame. Because Blender could be a contender, but since the developers live in their own little world with the attitidude that their app is made for a "certain group of people and not everyone", the application is basically a sick joke. I don't agree with the general principle that every piece of software should be written for everyone. The cynic in me would call it "pandering to the lowest common denominator" - but of course that's not a totally fair statement either... There's value in making an application conceptually self-consistent, but making it conceptually consistent with everything else out there, making it immediately and intuitively accessible (criteria that are defined more by what people are used to rather than what is best) makes specialization difficult...
      --
      Bow-ties are cool.
    34. Re:It's the UI that kills it by TheSoepkip · · Score: 1

      Regarding your third comment, I'd think any reasonable design lead would look at the quality of the modeling rather than at the tools learned. Given the choice between two graduates, one who knows 3ds but can't model to save his life, or one who only knows blender but models like it's his second nature, I'm pretty sure I know who's going to be offered a job.

      This may depend on the state of the project though, during crunch you may need some UV unwrapper right now and you don't have time to train them - in which prior experience may matter.

    35. Re:It's the UI that kills it by Anonymous Coward · · Score: 0

      once I've learned it, am I more or less productive than with the alternatives?
      An excellent question. I've seen a lot of analogies between Blender and vi in the 3D/text-editing spaces, and I think these are valid as far as both programs are unintuitive to learn, in that a new user can't do anything without a tutorial, even if they know how to use another editor. I feel, though, that while learning vi is difficult, it was worth learning because I can do my typical text editing much faster in vim than in user-friendly editors (and it's universally available, etc.).

      The only advantage I see to learning Blender, on the other hand, is that it allows you to use a free program. I do not think an experienced Blender user is inherently any more efficient than, say, an experienced Maya user. I've seen some arguments to the contrary in this article's comments, which for some reason all point out that Blender has a hotkey to do extrusion. But any 3D app worth its salt will allow you to bind hotkeys to arbitrary functions, so this particular efficiency is moot.

      Efficiency is hard to judge, though. I tend to judge efficiency by how fast experienced users can produce something, and the only way I've been able to observe "experienced" users at work is in video screen-captures online. The most impressive ones I've seen to date are recordings of Bay Raitt working in Mirai (which is no longer available, but Wings3D's interface is identical or better when it comes to raw polygon modeling). Some of the zBrush/Mudbox videos seem pretty efficient, too, but then you have to retopologize if you are doing animation. I'm not sure about the most efficient package for other 3D tasks like animation -- no one seems to make online screen captures of anything except modeling.

      So, yeah, I don't think there's any inherent advantage to Blender's interface that makes it worth learning, so I wish they would have picked a better one. (And if any Blender users have specific reasons to the contrary, please post!) It's unfortunate that K3D is still so far from being usable... Hopefully they pick a better user interface than Blender's.
    36. Re:It's the UI that kills it by OrangeTide · · Score: 1

      I happen to like the UI. But it's completely alien to anything else on the market. Once you get up to speed on the new way of doing things, it is no longer "painful". I would equate it to learning a new OS or learning to touch type on a different keyboard layout.

      Plus it's hard to beat the price of blender.

      --
      “Common sense is not so common.” — Voltaire
    37. Re:It's the UI that kills it by Anonymous Coward · · Score: 0

      Having tried Maya and 3ds, I like the blender interface myself. Or, at least I like the shortcuts. I don't care for the random behavior of the confusing button panels, but they're at least predictable once you get used to them. The documentation, however, is atrocious. I had to learn blender pretty much through trial and error.

      Also, some basic features like the mesh-cutter are implemented as "plugins", and it shows: the feature feels bolted on and second-class.

    38. Re:It's the UI that kills it by Bemopolis · · Score: 1

      It's been a while, so maybe they have better resources now. I'd be happy if they did.
      Trust me, they do. I had two false starts at learning Blender in earlier days, but I found around v2.3 that the online community's press for good tutorials and other resources was paying off. And, in the two years since I finally cracked that nut, it has improved substantially

      As to the general bitching about the UI I see in the comments: it's a complicated piece of software. Try using Photoshop with no prior knowledge and see how well that goes. Accept that you are a newbie and learn the friggin UI before you try to model that blond elf with DD cups and bee-stung lips. There's even a blog for you here, with a video tutorials for the UI and everything.
      --
      "I guess the moral of the story is, don't paint your airship with rocket fuel." -- Addison Bain
    39. Re:It's the UI that kills it by Grim+Beefer · · Score: 1

      Are you talking about "edu" versions like the completely free Maya Personal Learning Edition? All of the major software titles have an absolute wealth of free tutorial information on the web that renders most published books obsolete and inadequate. Blender may have a lot of features, but what good are they if most of them are broken? People that use 3d for a living (like me) can't really hang with Blender because it isn't reliable, and horribly documented. When I pick up a new copy of Silo or Hexagon or Modo or whatever, I expect to be able to figure out any of it's features with a couple of clicks in a help manual. One gets the feeling that most of the energy into developing Blender goes into implementing new "wow" features, but little thought is given as to how these features will interact with each other. The UI is also a major concern, but people will adapt to an alien UI if the payoff is great enough; just take a look at Zbrush to see what I mean. That being said, Blender would have a lot more converts if they would quit intentionally excluding the vast majority of their potential user base and use a sensible interface.

    40. Re:It's the UI that kills it by Nom+du+Keyboard · · Score: 2, Interesting

      anything that was hard to learn will be even harder to forget.

      Wise insight. Like learning to ride a bicycle.

      --
      "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
    41. Re:It's the UI that kills it by Mazin07 · · Score: 1

      For example, hitting Ctrl-I is much quicker -- once you know how to do it -- than highlighting the text (an operation requiring leaving the keyboard, getting hold of the mouse... There, fixed that for ya
    42. Re:It's the UI that kills it by LetterRip · · Score: 1

      I've always thought Blender to be a solid but completely useless application because for whatever reason, the developers created the most heinous god aweful UI known to man. It's a freakin eyebleeding headache that leaves one happily shelling out the hundreds or thousands of Dollars for a modelor with a usable GUI.

      If instead you shell out 50$ for Essential Blender, you will find that Blender is fairly easy to learn and has a quite usable GUI. As pointed out in the review the majority of 3D applications have a similar learning curve to become productive. (Although high school students taking a couple day summer camp course have done complete animations including, modeling, texturing, rigging, animating and lighting in that time period - so I think the time needed is greatly exaggerated).

      If you are interested in supporting Blender you might want to purchase the Peach DVD. Also the UI is getting a rewrite and hopefully will be ready for the next major release. So purchasing the DVD will support that effort. /p LetterRip

    43. Re:It's the UI that kills it by Zefrim · · Score: 1

      Try these video tutorials: they'll show you how Blender looks at the same time: Blender Underground tutorials: http://blenderunderground.com/category/video-tutorials/ Blender.org videos http://www.blender.org/tutorials-help/video-tutorials/getting-started/ And this thread on our forums: http://blenderartists.org/forum/showthread.php?t=106503 May I add that I'm happy with the Blender UI, even though I'm a beginner. I find it quite easy to understand in fact. I can't say I see what the fuss is about really.

    44. Re:It's the UI that kills it by Bob-taro · · Score: 2, Insightful

      Now, if the Blender team could ever pull theierr head out of their ass and bring in a UI developer and stay out of the way... they might have something. But it's been ears coming and I doubt we'll ever see Blender become usable.

      Hey, I do UI development and I'd love to work on Blender! How much do they pay? ... Oh, yeah.

      I suspect that's why so many free software projects have poor usability. That last bit of "polish" can be pretty expensive in man-hours, and I think the volunteers on these projects tend to be more interested in the challenging work of adding new features than they are in mundane usability work (I know I would be).

      --
      Prov 9:8 Do not rebuke mockers or they will hate you; rebuke the wise and they will love you.
    45. Re:It's the UI that kills it by gfxguy · · Score: 1

      I agree... I think the problem is that "people confuse hard to learn with hard to use" is not the right way to phrase it...

      I think the problem we have, in fact, with Linux and OSS apps, things like GIMP and Open Office, is not that they are hard to learn or use, it's that they are merely different.

      On the other hand, I don't apply that to Blender... yes, it's certainly different, but it is also hard to learn for most people.

      Moreover, Linux with a decent windows manager is a LOT like MS Windows, even though it's not the same. OO is very much like MS Office, GIMP is very much like Photoshop.

      What that means is someone can use something like the GIMP or OO at home, and come into the office and use MS Office or Photoshop because even if one has many features over the other, most of the fundamentals are there and substantially alike (which is why I find UI gripes about the GIMP odd).

      Blender, on the other hand, is substantially different. I can't use Maya at work and, not being able to afford it at home, they can't use Blender as a substitute. I actually VPN in and use a floating license for Maya, but I doubt most people could get away with something like that.

      A student wouldn't be able to learn Blender and get a job at most places that don't use Blender, but the production facility where I work has hired a lot of SoftImage and 3DS people to use Maya here (we do have a few seats of other packages, but we're basically Maya).

      On the third hand, I am not campaigning for those Blender folks to change the UI. They had a specific reason to create it the way they did, apparently, their target audience is happy (the people that end up paying their salaries). That they released it to the public was a nice gesture, something they certainly didn't have to do. It's OK to say "I'm not going to use it because I don't like the UI," but to chastise the developers for not making it easier is pretty annoying. If they want to, and have the time, that's great. Otherwise, too bad.

      On the fourth hand, let this be a lesson to wanna-bes; abstract the hell out of the UI and you'll make it easier to port to a different UI or even a completely different UI metaphor... the functionality remains the same, it's just the way those functions are called.

      --
      Stupid sexy Flanders.
    46. Re:It's the UI that kills it by gfxguy · · Score: 1

      That's true... the production facility where I work is more likely to hire someone based on the quality of their work, but on the other hand, most of these people are submitting finished reels with work they did on one of the major commercial packages.

      Most of thos packages, while being unique, have a lot of the same fundamentals. Blender doesn't.

      Given the choice you proposed, they'd pick the more talented artist. However, given that there are dozens, if not hundreds, of people vying for each position, they will likely choose someone who won't have to go through a large learning curve in order to start being useful to the company.

      --
      Stupid sexy Flanders.
    47. Re:It's the UI that kills it by Bluesman · · Score: 1

      Blender is the vi of 3d modeling programs. I took a few days to learn it once, and my opinion of the UI changed completely.

      I think most people who complain about the UI aren't really going to be that interested in using a program like Blender for more than toying around with it. Changing the program to suit those people would really piss off the people who use it all the time, the same way I'm cranky and unproductive if I can't use vi keybindings.

      I think the devs are making the right decision.

      --
      If moderation could change anything, it would be illegal.
    48. Re:It's the UI that kills it by Anonymous Coward · · Score: 0

      Your post getting modded to +5 makes the slashdot mods look like a joke. The Blender UI is efficient and fast to use. I've modeled a number of things with it and wouldn't want it changed to retard the interface just for the benefit of casual users clicking a few buttons playing around before playing with something else.

    49. Re:It's the UI that kills it by vimh42 · · Score: 1

      If you're just interested in a modeller, Silo is solid (no pun intended) as well.

    50. Re:It's the UI that kills it by Telvin_3d · · Score: 1

      As a recently graduated student focusing on 3D work, I speak from experience here.
      In the past 6 years, I have used Blender, Lightwave, 3DS and Maya.
      I can move between any of the later three with roughly a week of refamiliarizing myself with the odd corners and figuring out what is now since the last version I used. Moving back into Blender would take at least a month.
      If anyone was dumb enough to learn nothing but Blender they would be screwed. NOTHING in blender will translate to any other 3D package.

    51. Re:It's the UI that kills it by Telvin_3d · · Score: 1

      You would think so, but no. I'm a recent graduate who is familiar with Blender, Max, Lightwave and Maya. Blender is fundamentally different. In every way. From the way that you move and rotate the viewpoint on up. It isn't that they other 3D packages have the same UI. Far from it. But they are all based on the same general principles.

      To follow your programming analogy, it's like learning a second programming language... that's written in Chinese. Educational? Likely. Functional? Likely. Worth the effort, compared to the alternatives? Not so much.

    52. Re:It's the UI that kills it by MrSteveSD · · Score: 1

      I totally agree. If the UI was more industry standard, I possibly wouldn't be shelling out hundreds for the professional app I use. It looks very capable as well in terms of features. It's really quite an annoying situation.

    53. Re:It's the UI that kills it by SpectreHiro · · Score: 1

      I'm going to add to that list. Most of these are in Edit mode.

      • X, Y and Z constrain to their respective axes (X=Red, Y=Green, Z=Blue)
      • Shift+ X, Y or Z essentially mean Not That Axis (i.e. Shift+X constrains to Y/Z plane, etc.)
      • Ctrl+Tab to switch selection mode (Vertices, Edges or Faces).
      • W brings up the Specials menu, which is sort of a grab-all toolkit.
      • CTRL+R to add Edge Loop, and Ctrl+E for Edge Loop Specials. Both useful when working with edge loops, which you should learn to use with great haste.
      • Click and drag down the top bar for options. A lot of useful stuff is hidden up there.
      • Looking for a seemingly obvious and super useful function, but can't find it? Try the Python scripts. There are many useful tools there that will make your life a lot easier.
      • When in doubt, read the manual. Ah hell... just read the blasted thing anyway. http://wiki.blender.org/index.php/Manual
      --
      You can't win, Darth. If you mod me down, I shall become more powerful than you could possibly imagine.
    54. Re:It's the UI that kills it by pinkstuff · · Score: 1

      It sounds like you want Blender, but with an interface similar to other products?

      IMHO the Blender interface is superior to other tools, but yes, it takes a while to learn. So, to me at least, by asking them to make the interface similar to other products, you are asking them to make their interface worse for the sake of familiarity.

    55. Re:It's the UI that kills it by MrCopilot · · Score: 1
      It's been a while, so maybe they have better resources now. I'd be happy if they did.

      Thank You Google, from the Blender Summer of Documentation. (BSoD, Awesome Name)

      Introduction to Character Animation
      http://wiki.blender.org/index.php/BSoD/Introduction_to_Character_Animation

      I remember the old version Gingerbread man, which I found difficult to remember. This on somehow gets you used to each function repeatedly so by the time you are done you got a good chunk of it memorized. Before I was finished I had created several Models of rather good quality, if I do say so myself, just by branching off on my own at different points in the tut. Complete list of ne Goggle Sponsored Docs
      http://wiki.blender.org/index.php/BSoD

      --
      OSGGFG - Open Source Gamers Guide to Free Games
    56. Re:It's the UI that kills it by vik · · Score: 1

      Another vote here for ArtOfIllusion. The dev team is exceptionally accommodating and the plugin support is great. I've used it for everything from aerospace animations to 3D CAD for 3D Printing. It will also output absolutely massive renderings direct to disk.

      Vik :v)

    57. Re:It's the UI that kills it by tieTYT · · Score: 1

      Also, anything that was hard to learn will be even harder to forget.

      I totally disagree with this statement. I was going to give you an analogy but then I realized I learned how to use Blender about 6 months ago and now I can't remember how to do a single thing in it. If I wanted to pick it up again, I'd have to start from scratch. Being a developer, I learn and forget things constantly: It's always the complicated stuff that I forget first.

    58. Re:It's the UI that kills it by Anonymous Coward · · Score: 0

      Of course, being a 3D graphics program primary designed for free-form shapes, your hand IS always on the mouse and requiring it to move to the keyboard often is a UI failure.

    59. Re:It's the UI that kills it by AVIDJockey · · Score: 1

      I agree with what you're saying on a certain level, but there's something to be said about UI consistency across software (or anything for that matter) that is meant to accomplish the same or similar tasks. I appreciate being able to rent a Ford and instantly know how to drive it, even though I have a Honda at home.

      I will accept learning a new UI if there seems to be something innovative about it that will eventually make my work life more efficient or easier, but if given the choice between two products that produce the same end result (say a 3d model), I'll stick with what I'm more familiar with, and I hardly think that I'm alone in that opinion.

      By the way, no offense to the (probably former print) designer you worked with, but she sounds like she needs focus on learning about the MEDIUM and not just the tools. I know how to use a hammer pretty well, but I assure you that you don't want me building you a new house.

    60. Re:It's the UI that kills it by ksd1337 · · Score: 1

      I agree with you. As I like to say, CMYK is pronounced "gimmick".

    61. Re:It's the UI that kills it by tepples · · Score: 1

      If you're writing X?HTML, then you need to use HTML codes (and the "ctrl+I" shortcut isn't likely to be implemented in anything but a dedicated HTML editor). And the Ctrl+I shortcut for enabling emphasis style isn't likely to be implemented in anything but a dedicated word processor. Your point?
    62. Re:It's the UI that kills it by rastoboy29 · · Score: 1

      Like MAX ui is a work of art?  It's a bodged together monstrousity.  The only forgiveness I have is the fact that it's that way because it's been around so long, and they've added so much stuff to it over the years.

      Other apps that came along later already knew what the MAX folks had to learn, and could design a better 3d interface becasue they were starting from scratch with more information.

      Learning a UI isn't that hard people, just try it with an open mind and you'll see it's good.

      Still, Cinema 4d is better.

    63. Re:It's the UI that kills it by Anonymous Coward · · Score: 0

      I have used Blender since 2.42, and the documentation I found was sketchy at best. The documentation that does exist usually teaches by tutorial, rather than explaining the features, and what they do, or simply states "Nothing has changed since the previous version." That last bit is less than useful if the documentation for the previous version is difficult to find.

    64. Re:It's the UI that kills it by mcvos · · Score: 1

      YMMV. If any of the packages do not include some sort of a learning curve, they are either lacking in function or more geared to making you conform to the way the designer wants you to do your job. That is NOT an acceptable state, in my not so humble opinion.

      I'm not sure I agree here. Sometimes there really is something to the way the designer wants to do the job. Java, for example, clearly advocates a certain way of programming, and that's a very good and effective way. But if you want to hack with pointers and bytes, then Java is not the tool you want.

      More in general, there's this "convention of configuration" phrase going around in the programming world since Ruby, and the idea behind it is that you can be productive straight out of the box without worrying about fiddly details. But (when done right) you can still reconfigure those details if you really want. I'm not sure how exactly that relates to 3D modeling, but if it were possible to start with a really simple and intuitive system and add more and more detail once I've got a decent understanding of what I'm doing, that would have my preference.

      I have spent months dealing with a "web designer" who uses Dreamscape. She has tried NVU and believes it is too hard. This same designer has all pages hard coded to use an 800x600 window. She also has no concept of what the HTML created by either package actually does. However, she has made a pretty good income using the tools that take all of the hard decisions out of the equation.

      Could be, but as a webdeveloper, I'd hate working with a webdesigner who doesn't know what she's doing. But I don't criticise my cousin who designed the family website in dreamweaver (or whatever) and knows little about HTML, because she's not doing it professionally. If she does want to do it professionally, then a tool like that might help you develop some understanding of what html code looks like, but eventually you simply have to learn to understand the html/css itself. Give a newbie a text editor and an HTML reference guide, and a lot of people will have no idea where to start, or lose themselves in unimportant details.

      I want to prevent myself from losing myself in such details when I start to dabble with 3D modeling. And I won't be doing it professionally, so I won't be annoying anyone with the ugly underlying source for a while.

  3. Oblig for Blender by yoprst · · Score: 1

    I haven't RTFA yet, so I have a question: how many times they've used the word painful in the article?

    1. Re:Oblig for Blender by Svippy · · Score: 1

      No times, though "nightmare" was used once.

      --
      Clicked pie.
    2. Re:Oblig for Blender by Anonymous Coward · · Score: 0

      They didn't ! But they put a space and exclamation mark after every sentence ! Even when the sentence is 2 words ! The article is one big long table with no real insight !

  4. Blender came out surprisingly well ? by Anonymous Coward · · Score: 0

    "Blender came out surprisingly well"

    Not surprisingly at all on a pro open source site...

    1. Re:Blender came out surprisingly well ? by Seumas · · Score: 1

      That's a rather flip statement considering the comparisons that were done are not subjective, but laid out in a factual chart.

      Too bad 3D animation/art is so frigging difficult to get into. It's all I can do to wrap my head around about two percent of GIMP/Photoshop.

    2. Re:Blender came out surprisingly well ? by Paradigm_Complex · · Score: 2, Interesting

      Are you referring to TDT3D as pro open source, or Slashdot? The article isn't *by* Slashdot. Slashdot also posts articles which lambaste open source projects or often put closed source projects in a good light. While Slashdot is definitely pro open source, the general community isn't blind either. We recognize Blender has flaws. What makes us pro open source is that we are willing to give it extra weight in our personal preferences simply due to that fact. We know Firefox has some serious issues and don't ignore the fact she's putting on a little extra weight - we still love her anyways. However, considering '07 *still* wasn't the year of Linux on the desktop, we also recognize the face that others - the majority in fact - don't share our appreciation for open source, and found it pleasantly surprising how Blender still ranked up with the best of them even when it's open source-ness wasn't taken into consideration. I can tell you this much: after struggling to get used to Blender after learning 3D Modeling on Maya, *I* am surprised Blender ranked well.

      --
      "A witty saying proves nothing." - Voltaire
    3. Re:Blender came out surprisingly well ? by Eponymous+Bastard · · Score: 1

      I can tell you this much: after struggling to get used to Blender after learning 3D Modeling on Maya, *I* am surprised Blender ranked well. Err, except it didn't do well. His final conclusion was:
      A good all around application first for freelance. Blender downside's is on interface, who is not today "industries" common (no drag & drop, poor intuitive tools,...) and structured / centralised documentations, so it's the best free all arround solution. (Emphasis in original)

      Notice that this was also the only free solution. On top of that he acknowledges that the downside is the interface and documentation.

      If Blender gets a revamp to its UI it could really be a contender.
    4. Re:Blender came out surprisingly well ? by Sj0 · · Score: 1

      I managed to learn wings-3d in an afternoon. It may not be the most powerful app on the planet, but it proved to me that the problem wasn't me "wrapping my head around 3d", it was that the editors I used before it were unintuitive as hell.

      --
      It's been a long time.
  5. On the Interface by Smerity · · Score: 5, Insightful

    First off, the name is a tad misleading, it's more "Major 3D Applications Comparison (including Blender)" as opposed to a focused against Blender - but that can be easily forgiven. What is good is that the author has used a wide range of industry standard tools (Maya, 3ds max and Lightwave etc) in everyday tasks, so it's not a fanboy style review where the outcome was and always would be 'Blender best'.

    Blender is maturing well, especially considering if you look at the progress they've made since the code was first open sourced, and I'm confident that they will be able to continue this progress in to the future. I won't comment on the feature to feature comparison, I will just reiterate what the author said early on in the article - it's the artist not the tools - and in this case the an open source and free tool is sufficient to create some stunning art. Check out Elephant's Dream to see an example.

    And my one note to those commenting later - the interface. Many people complain about the interface, how it's difficult to learn. Unfortunately, many of these people are trying to 'learn 3D' over the weekend - and I'm sorry, that won't happen, regardless of the package. To become truly proficient in any 3D software package takes a long time.
    I also see many people compare the UI disaster to that of GIMP - I don't think that's really an accurate comparison. Read reviews of people who have actually mastered the Blender UI and they will confess that once learned it is very effective. The author in the article also states this, with him saying that it's a "Fast workflow, (but) can be more intuitive".
    I'm not saying the Blender user interface is perfect, or that improvement can't be made, merely that even in its current state, once learned and mastered it is a powerful tool.

    Overall however, I'm glad that Blender has progressed so well, and look forward to seeing it's progress in the future. Without it I would never have begun my exploration into 3D at all.
    1. Re:On the Interface by Anonymous Coward · · Score: 1, Interesting

      Well the interface doesn't seem to like new users at all even if they have some 3D background. Just an example. It is common to all 3D-applications to use Z-buffers to process depth information like shadows. However even if Blender is using Z-buffers the underlying coordinates system is using Z as the axis of ordinates in front view. That gives you two Z- coordinates one pointing upwards and another one pointing from the viewpoint back into the screen if you want to manipulate shadows.

      However if you are used to it, the system works quite well, but you will run into difficulties if you want to switch to another software package.

    2. Re:On the Interface by andyfrommk · · Score: 1

      Many people complain about the interface, how it's difficult to learn. Unfortunately, many of these people are trying to 'learn 3D' over the weekend - and I'm sorry, that won't happen, regardless of the package. To become truly proficient in any 3D software package takes a long time.

      Amen, People see 'making of' documentries on their pixar DVDs and think its a breeze to do CG, it took me awhile to learn blenders 'one hand on the keyboard, one hand on the mouse' interface but it would have taken longer for me to earn the money to buy Maya,Max3ds,softimage etc..

      If you do not pay money for Blender or improve the codebase you are left at the whim of the contributors who are happy with the UI (and as long as it has mouseover help labels so am I)so they improve other areas *cough*image texture file selection*cough*.

      Also there are plenty of free resources on the net for blender, models,materials,tutorials, since blenderheads are more likely to be hobbyists they're more willing to share their work freely wheras max,maya owners are probably paid professionals and unwilling to spend time on work they just give away.

    3. Re:On the Interface by Anonymous Coward · · Score: 0

      Apparently, whenever there is an 4-figure or higher priced market leading commercial software for a given task, it is a sure sign free alternatives are sparse, typically single, and according to popular vote, suck.

      Why can't UIs be swappable plug-ins? If there is a scripting ability, it is possible.

    4. Re:On the Interface by Eponymous+Bastard · · Score: 1

      Apparently you didn't read the article. The author knows 3d graphics, gave every tool a fair chance and still says blender has a crappy UI.

      Just covering your ears and screaming "i'm not listening" isn't going to change the fact that everyone agrees blender's UI sucks.

      Yes, it has great workflow features, blah, blah, blah. But the UI still sucks.

    5. Re:On the Interface by Anonymous Coward · · Score: 0

      Oh shit? Everyone agrees that Blender's UI sucks? Shit, did I miss the meeting where we fucking voted on this? GOD DAMN IT! I always make it to the meetings. How in the name of fuck's sake did I miss this one? Shit fuck damn!

      By the way, you might've missed it, but we had a meeting last week and everyone agrees that you're a complete ass. We also came to the conclusion that you probably can't use any 3D modeling app, so your opinion is officially worth dick. Oh, and you're ugly. That's what everyone agreed on, so deal.

      In summary, eat hot shit and die. Thanks. The Management.

  6. it's all in the details by Dubbie99 · · Score: 4, Insightful

    Comparison lists like this are very misleading. The devil is in the details. It's not about how many buzzword columns an app can check, it's about whether the app has had a userbase that has thrashed the software through years and years of real production work and had the software evolve into a powerful tool. It's very easy to add a feature in a 3D app. Most interested hobbiest weekend coders could whip up most functions found in any given 3D app. Whether that feature is production ready is another story. Going by the list it would seem that something like Blender of C4D is on a par with Maya and Max. They're not. They don't have the huge in-depth expert user communities and the benefit of thousands of users pushing them to the limit day in and day out. If you're choosing a 3D app, talk to some real 3D artists who have been in the industry for years and depend on their 3D application system for their living. Don't compare checkbox lists.

    1. Re:it's all in the details by LetterRip · · Score: 2, Interesting

      Comparison lists like this are very misleading. The devil is in the details. It's not about how many buzzword columns an app can check, it's about whether the app has had a userbase that has thrashed the software through years and years of real production work and had the software evolve into a powerful tool.

      The professional user base for Blender is fairly large, it is just a different target market.

      It's very easy to add a feature in a 3D app. Most interested hobbiest weekend coders could whip up most functions found in any given 3D app.

      The fluid dynamics was a number of full years of developer time. You've clearly never developed any significant feature for a 3D application.

      Whether that feature is production ready is another story.

      All of the features listed are used in production environments, the feature animation movie Plumiferos made use of pretty much every feature including fluids, cloth, the particle system, etc.

      Going by the list it would seem that something like Blender of C4D is on a par with Maya and Max. They're not. They don't have the huge in-depth expert user communities and the benefit of thousands of users pushing them to the limit day in and day out.

      Actually Maya and Max don't have that either - the number of users for the advanced features for all of the 3D applications is quite small. For fluids people will tend to switch to RealFlow, for Cloth people will tend to use Syflex

      If you're choosing a 3D app, talk to some real 3D artists who have been in the industry for years and depend on their 3D application system for their living. Don't compare checkbox lists.

      Here is what 'real 3D artists who have been in the industry for years and depend on their 3D application system for their living.' actually say

      "Blender has grown up, and fast! Today Blender rivals Maya in many ways---especially in toolsets. The interface isn't the easiest to learn, so if you choose this route you'll need to promise yourself to stick with your learning of it in order to give Blender a fair chance. Not only can Blender do NURBS, SubDs, Polygons, particle physics, and more, it also includes hair and fur tools that you'd have to pay $7k for in Maya Unlimited. Truth is, I'd personally be tempted to go the Blender route myself if not for my obsession with Pixar's RenderMan which is world's best for animation quality. But, since you don't really need that extra fine level of quality in animation that Pixar gives you, Blender may be your best choice at all.

      zaon

      the post is by ZaonDude who is famous (among 3D artists) for comparison of high end 3D renderer quality.

      LetterRip

    2. Re:it's all in the details by Dubbie99 · · Score: 1

      The professional user base for Blender is fairly large, it is just a different target market. ie. hobbiests, occasional users etc. There is nothing wrong with that, it's a valid market. It's not the main commercial market though.

      The fluid dynamics was a number of full years of developer time. You've clearly never developed any significant feature for a 3D application. I said "Most" You picked probably the most complicated and difficult example. For your information, while I am a 3D artist, not a professional coder, I have implemented a cloth solver and several modeling tools amongst other things.

      All of the features listed are used in production environments, the feature animation movie Plumiferos made use of pretty much every feature including fluids, cloth, the particle system, etc. I could probably build a house with a leatherman and a rock given enough time.

      the post is by ZaonDude who is famous (among 3D artists) for comparison of high end 3D renderer quality. How about a 3D artist who actually makes 3D rather than going around comparing apps?
    3. Re:it's all in the details by LetterRip · · Score: 1

      ie. hobbiests, occasional users etc. There is nothing wrong with that, it's a valid market. It's not the main commercial market though.

      Actually freelancers are the market I was refering to, we have a fairly large number of users who use Blender professionally for freelance work. Large and medium studios make up only a portion of the total market.

      I said "Most" You picked probably the most complicated and difficult example. For your information, while I am a 3D artist, not a professional coder, I have implemented a cloth solver and several modeling tools amongst other things

      Fluids is the most complicated example, modifier stack, fast SDS, good constraints system, multiresolution sculpting, the hard body dynamics system, the particle system, uv unwrapping, etc. are all many man month to many man year projects. Also for your own cloth solver do you mean 'cloth falls on sphere' or 'cloth can do self collision, collision with other cloth objects, collision with non primitive objects, with deforming objects, the cloth deformations can be baked, has a usable interface, etc. Blenders tools are fairly robust professional tools used in production environments. There are minor features that can be implemented in a few hours hacking but any of the big features have been non trivial investments of developer resources.

      I could probably build a house with a leatherman and a rock given enough time.

      Plumiferos has had a three year production schedule (I think?), with a modest staff of modelers/riggers/animators/TDs etc (10-20 in total I think?) - Ie similar production schedule to any 3D feature animated film, with a smaller staff than average. You apparently have never used Blenders tools and yet feel free to insult them as being low quality.

      How about a 3D artist who actually makes 3D rather than going around comparing apps?

      He does 'actually make 3D' - he also happened to make a quite useful comparison of the major 3D renderers and explained why all but a handful were not suited for professional usage. If you want the opinions of other fairly well known professionals - reviews by CGTalk and Subdivision Modelling are coming out soon. Also a number of prominent proffessional 3D artists have made complementary statements about Blender - fluids, cloth, hair, our modifier stack, sculpting and compositing, frequently get envious comments from users of our 3D competition (of course not all are praised by the same people). Often they personally don't have a compelling reason to swith to Blender (although they will sometimes use it to shore up a lack of their current 3D tool, ie use Blenders UV unwrapping, or fluids, or hair, or animation system, or compositing) since they already have a well established workflow with their existing toolset.

      LetterRip

    4. Re:it's all in the details by Dubbie99 · · Score: 1

      Fair enough. You've answered my criticisms fairly.

      I wish the project well and look forward to seeing where the future takes it.

  7. It's the UI that makes it by Max+Littlemore · · Score: 4, Insightful

    Some people don't like blender's UI like some people don't like vi.

    Once you spend the time (say a day or two) it's really quick and productive. The UI is a major asset.

    --
    I don't therefore I'm not.
    1. Re:It's the UI that makes it by paganizer · · Score: 5, Insightful

      This is a rebuttal.
      Background: My very first job, in the late 70's, was as a Draftsman. I used the very first version of Autocad, back in '83(?). I've been using 3dstudio since before it was a actual product. I used Lightwave on an Amiga in '91 (VideoToaster rocked).
      I changed careers, and only play with 3D these days. But I play with everything, Vue d'esprit, Poser, Maya. I've tried pretty much every 3d application I hear about just to see if it's worth parting with my limited hobby money. Never had a problem figuring out the wildly different UI's (except Maya, a little. I was overthinking it).
      Do you get what I'm saying here? I figured out Truespace from a german language version. I don't read or speak german.

      I tried out blender first when it was shareware.. 2001 I think. The UI was a nightmare. I had a decently new copy of 3ds, so shook my head and forgot about it.
      Then the game "The Movies" came out. I got hooked. after poking around, I found out that the only import/output scripts for customization were blender scripts, so i grabbed the latest version of blender.
      I tried. I really, really tried. I grabbed the tutorials, FAQ's. I bought "The Official Blender guide". I even had a "Blender Guru" come on to my system in VNC to walk me through the (allegedly) simple process of opening a file, applying textures, and exporting using the plugin. it took 3 flipping hours.
      Blender may be a great engine. But the interface is a crime against logic, nature and makes me revise my opinion on whether or not true Evil exists.
      If you are thinking of getting into 3D software in some way, as a career or a hobby, keep this in mind: If you waste your time learning the Blender interface, you will not be able to use that "knowledge" with ANY OTHER APPLICATION.

      --
      Why, yes, I AM a Pagan Libertarian.
    2. Re:It's the UI that makes it by Aladrin · · Score: 4, Interesting

      I have never been a professional, but this exactly matches my experience.

      I wrote a program that converts TheSims models to OBJ format and back again. As part of that, I had to 'learn' a modeller and chose MilkShape3D. I say 'learn' because it took only a few minutes. I've also played with a few other modellers and they all had the same concepts, and the basic functions were all easy to find. (Add polys, move vertexes, apply textures, etc.)

      I picked up Blender because I'd heard such good things about it. I spent 2 hours trying to figure out how to apply a texture to a model, another half an hour searching the web for the info, and another hour following a tutorial step by step to figure it out. I tried again without the tut and had lost it already.

      Blender's UI is so completely anti-intuitive that it's impossible to just use, you MUST be trained. (Or self-trained.) This may be acceptable for those who never use computers and only want to use Blender, but the rest of us expect to be able to figure it out without a printed manual.

      I wonder if it's just chance that the Gimp also has tons of interface complaints?

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    3. Re:It's the UI that makes it by Anonymous Coward · · Score: 0

      > I figured out Truespace from a german language version. I don't read or speak german.

      Truespace was very easy to use and the clay mode (was that a plugin?) looked like the future when I first saw it. It was an also ran targeted at hobbyists who already had better tools. I remember animators used animation master at home, modelers Rhino or lightwave and a couple of 3DS, EI and Strata users.

      > If you waste your time learning the Blender interface, you will
      > not be able to use that "knowledge" with ANY OTHER APPLICATION.

      Similar then to learning Lightwave or any other high end 3D app? It doesn't matter if the subject is word processing, ERP or 3D; point and click monkeys don't know how to do anything. If you learn the core concepts behind a task then skills learned transition to other apps easily.

    4. Re:It's the UI that makes it by sabernet · · Score: 1

      Interesting analogy. So say I have limited time, lots to do and this teh choice between Vi and Open Office to draft a legal document.

      Guess which one I'm picking.

      I've done 3D. I still do 3D. I don't want a Vi. I want an app that doesn't require constant referencing of various ways to do a command, a way only logical if you manage to trick yourself that it is, a UI that insists on impossibly keeping all pieces of information on toolbars rather then dialogs and windows, as well as not require more effort then is needed to make simple modifications to basic geometry and saturating an industry already full of multiple versions of naming the same tool with even more names.

      In other words, I want a 3D app gui, not a chore.

    5. Re:It's the UI that makes it by sabernet · · Score: 0, Offtopic

      Pardon the horrid spelling and grammar.

      I'm tired and barely cohesive.

    6. Re:It's the UI that makes it by ozmanjusri · · Score: 4, Interesting
      Background: My very first job, in the late 70's, was as a Draftsman.

      We have very similar backgrounds. I was a Surveyor in about the same era, and got into 3D modelling via mine design and surveying software (Surpac, DataMine). I started my own 3D software collection with Imagine, then Lightwave on the Amiga. I used Truespace from a coverdisk, tried C4D, and a few other packages.

      I still haven't settled into using a single tool. My collection includes Hexagon modeller, Sketchup Pro, Bryce, Cinema 4D, and yes, Blender.

      Each has their strengths. For some people, the time cost of learning the tool is higher than it's worth. It sound like that's the case for you. For me, I like being able to be productive anywhere and on any computer, and Blender on a thumb drive does that for me.

      In any case, now that I'm used to it, I find there's things I can do quicker in Blender than with the other tools

      --
      "I've got more toys than Teruhisa Kitahara."
    7. Re:It's the UI that makes it by gaspyy · · Score: 1

      I agree with the parent...

      I too have learned Corel Draw 2 in German without even knowing German, so I consider myself as having patience and intuition.
      I've been working with 3d apps over the years (since 3d studio 3 - yeah, in the DOS era), now mostly 3ds max but I've also tried Lightwave, Maya and all the smaller 3d apps. Except for Blender, I never had any problem picking a 3d application and do some modelling in it. Heck, I modeled my first car in Rhino 1 beta in 2 hours, without even reading the help.

      The conclusion is pretty simple: unless Blender gets a better UI, it'll never become mainstream, even if it's free. In this market, free doesn't really matter beyond a pure intellectual level. The jobs are well paid, so price is not a factor, and hobbyists will rather pirate 3ds max anyway (sad but true).

    8. Re:It's the UI that makes it by Max+Littlemore · · Score: 2, Interesting

      the interface is a crime against logic, nature and makes me revise my opinion on whether or not true Evil exists.

      Funnily enough, that's what I thought the first time I encountered vi....

      It's a shame the interface doesn't work for you. I'm not a professional graphics guy, sound is more my bag, but I used to do compositing for a living and my brother currently does 3D graphics professionally and both of us agree blender is an excellent tool - especially in terms of productivity. Once you get past the need to learn special keys and modes and such, it really is so quick to do things that take forever in other interfaces. I guess it's horses for courses.

      Just remember to run it on Linux - I don't know about OSX, but it's very slow on windows

      --
      I don't therefore I'm not.
    9. Re:It's the UI that makes it by StormReaver · · Score: 1

      "Once you spend the time (say a day or two) it's really quick and productive."

      You made a typo, so I'm going to politely fix it for you. I think this is what you meant to say:

      "Once you spend the time (say a year or two) it's really quick and productive."

      If you have all of Blender's enormous number of key combinations memorized, then it is indeed very quick to get around. I started learning to model over a year ago by using Blender, and it's been a love-hate relationship from the beginning. I love that Blender is so powerful and that it's Free (and free), but I absolutely hate that it's so incredibly hostile to new users. Once I learn each required mental and manual contortion, I am glad that it is keyboard driven. But getting to that point is a HUGE time sink, during which I am cursing Blender's lack of a non-shitty visual interface.

      So yes, once you've invested an enormous amount of time memorizing Blender's harsh and obscure keyboard command structure, getting around in it is very fast. But like vi and emacs, it's appeal is limited to a relatively tiny segment of its potential audience. If I had a rich uncle who would buy me any modeling program I wanted, Blender's interface would put it at or near the bottom of the list regardless of how powerful it is otherwise. Since I

    10. Re:It's the UI that makes it by Crash+Culligan · · Score: 0, Offtopic

      Well, stick to it. You'll get better with time.

      --
      You cannot truly appreciate Dilbert until you read it in the original Klingon.
    11. Re:It's the UI that makes it by paganizer · · Score: 1

      Good point; I know that some of the problems I had were due to issues with the openGL interface.
      If i can ever get over the pulsing headache i get when I think about it, I'll give it a shot on my Slackware box.

      --
      Why, yes, I AM a Pagan Libertarian.
    12. Re:It's the UI that makes it by Anonymous Coward · · Score: 0

      This could not be more true. The UI is just different. You have to spend a day watching the videos or going through the tutorials to learn how to use it. Once you have it down it is a very natural feel.

    13. Re:It's the UI that makes it by Mystery00 · · Score: 1

      I tried. I really, really tried. I grabbed the tutorials, FAQ's. I bought "The Official Blender guide". I even had a "Blender Guru" come on to my system in VNC to walk me through the (allegedly) simple process of opening a file, applying textures, and exporting using the plugin. it took 3 flipping hours. Blender may be a great engine. But the interface is a crime against logic, nature and makes me revise my opinion on whether or not true Evil exists. If you are thinking of getting into 3D software in some way, as a career or a hobby, keep this in mind: If you waste your time learning the Blender interface, you will not be able to use that "knowledge" with ANY OTHER APPLICATION.

      Sir, I regret to inform you that you are nothing but a troll, if you had that much of a hard time with Blender there is something else going on here than Blender's UI, I do indeed believe you have issues regarding mental capacity for learning, Blender was unfortunately not made for your kind. I'm sorry.

      --
      "we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
    14. Re:It's the UI that makes it by jellomizer · · Score: 1

      Where have I heard this argument before... Oh yea from almost every Open Source Application out there. Open Source Developers tend to be good programmers and horrible UI designers. There are many factors here.

      Factor 1. Some OpenSource Developers are Students/Professors of educational systems. These institutions encourage people to try to think about new ways at looking at problems and the people in these institutions are use to change... This is a good thing usually. But for UI Development it could cause some problems because UI for the general public needs to be conservative. Because the general public outside of education don't like rapid changing things all the time. The public wants the Flying car that drives just as easily as a normal car, they don't care that there is a 3d aspect to a flying car that makes things much more difficult.

      Factor 2. Little financial motivation to move in that direction. Novel back in the 90's came up with this realization on why they were failing. It wasn't Microsoft, IBM or Linux it was because Novel was making products with the features that its own engineers like and wanted and not what their customers want. This happens a lot with open source products and without the threat of going Chapter 11 there is little insensitive to do better.

      Factor 3. Related to Factor 2 when users complain you will get responses like the parent's spend more time with it, it will make sense. Read the Documentation, or just don't bother, or in other words, it is not my problem my UI sucks you have to learn how to work with it, because I as the programmer will no change it. And any criticism is considered threatening to their ego, thus they will lock their minds, moderate as troll, ignore the problem and focus on the 2 people who actually liked the UI Himself and his mom.

      Factor 4. Limited UI Experience, many of these people are programmers not UI experts they don't know what features people want and use the most and what they don't. Many think UI is friendly because you have menus and graphical icons. Not the case. Also many developers are computer experts so any interface glitches they overlook imeadtaely because they are so use to working with the system.

      Factor 5. No PHB. Focus on the fun stuff the cool algorithms not the boring UI, that is easy programming, but just with a lot of boring checks to make sure they don't break anything. PHB force developers to stop working on the fun stuff and focus on the details that need to get done. Self managed apps commercial or Open Source tend to have similar interfaces.

      To be fair these are not just problem in Open Source Apps but in many other apps written by a small handful of people without much oversight.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    15. Re:It's the UI that makes it by Eponymous+Bastard · · Score: 1

      Some people don't like blender's UI like some people don't like vi.

      The thing you have to realize is that nowadays it's not vi vs. emacs. It's vi vs. the world. Blender is even worse than that.

      I know vi. I know Emacs. I know Visual Studio. I know notepad. I much prefer to do quick edits on notepad. I do longer coding projects on emacs, visual studio or even eclipse. The only time I use vi is when I'm stranded on a command line with nothing else handy.

      Likewise I know blender and I don't know any other 3d graphics tools except superficially. But even I can tell the interface is a piece of crap. Just to give you an idea, they implemented their own window manager and use focus-follows-mouse, which is a pain since you also have to use both hands for keyboard shortcuts. I mean, who in the last 20 years uses that? Yes, there are a handful of people out there, but when you have to explain to people that even their keyboard shortcuts and mouse doesn't work the same as any other application out there, you know that something is wrong.

      The same time-saving workflow could be implemented with a better UI. Sometimes I think about going in and rewriting blender to use GTK or something, but from the little I've seen of the python interfaces I wouldn't be surprised if the blender code included OpenGL calls inline with the logic. Even the main developers must know how much the UI sucks, I bet it's just too messy to change it now.

      Notice that nobody says that the workflow tools are bad, or that the keyboard shortcuts are bad. It just needs to be organized in a more intuitive way, with toolbars and other improvements. Yes, you would still be able to hit space to add an object, but you could also click on the mesh tool, or whatever.
    16. Re:It's the UI that makes it by ozmanjusri · · Score: 1
      Open Source Developers tend to be good programmers and horrible UI designers.

      Blender's UI was developed when it was still closed source.

      --
      "I've got more toys than Teruhisa Kitahara."
    17. Re:It's the UI that makes it by s4m7 · · Score: 2, Informative

      I wonder if it's just chance that the Gimp also has tons of interface complaints?

      Pretty much. The GIMP was designed from scratch as an open source product. Blender, though open source now, was originally a commercial (but free) product. some Blender history.

      The GIMP knows it has problems, and has asked UI design professionals to evaluate and contribute to a redesign.

      I really don't see what everyone thinks is so "hard" about blender's interface though. It's definitely different, but I thought it was much easier to learn than the maya interface. I will grant however that blenders texture tools suck the big one.

      Oh, and GP? Truespace is a toy. That's why you didn't need instructions.

      --
      This comment is fully compliant with RFC 527.
    18. Re:It's the UI that makes it by Lord+Bitman · · Score: 1

      You know what's great about every decent application and isn't true about blender?
      You can become very productive with it if you learn how to use it well, memorize all the shortcuts and keystrokes, basically "learn to use it right"
      And if you haven't done that yet, you can still do something. (pick anything. Anything you actually want to do. No, something you learned on a tutorial and are only doing because the tutorial showed you how, but you otherwise wouldn't have independently come up wanting to do, Does Not Count.)

      --
      -- 'The' Lord and Master Bitman On High, Master Of All
    19. Re:It's the UI that makes it by Lord+Bitman · · Score: 1

      thing is, the blender team decided that "Core Concepts" doesn't extend to the UI. Wierd how so many other 3d modellers somehow managed to come up with intuitive and similar UIs for many of those "Core Concepts". Blender really was visionary in realizing that the "Core Concepts" in 3d UI were just arbitrarily decided apon by throwing dice at keyboards until code fell out, not evolved over time and agreed apon across an industry as the defacto standard of something that just works.

      Trying to use Blender reminds me very much of that Monkeys->Shakespeare problem

      --
      -- 'The' Lord and Master Bitman On High, Master Of All
    20. Re:It's the UI that makes it by ozmanjusri · · Score: 1
      I don't understand what you're trying to say, apart from not liking Blender.

      And how does what you're saying relate to my comment?

      --
      "I've got more toys than Teruhisa Kitahara."
    21. Re:It's the UI that makes it by Aladrin · · Score: 1

      I will admit that my main complaint was the texturing. What little I did with shapes and actual modelling wasn't that bad, but everything I tried to do with texturing, even after fiddling with it for hours and -thinking- I had it down, was absolutely amazingly painful. At the time, I only persevered because Blender is free and Milkshape3D (what I'd normally have used) doestn't work on Linux. (Never tried Wine.)

      After a few hours, I finally gave up on it.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    22. Re:It's the UI that makes it by aichpvee · · Score: 1

      And a lot of idiots LOVE 3ds max. There's simply no accounting for taste these days!

      --
      The Farewell Tour II
    23. Re:It's the UI that makes it by grumbel · · Score: 2, Insightful

      ### Blender may be a great engine. But the interface is a crime against logic, nature and makes me revise my opinion on whether or not true Evil exists.

      Could you elaborate on that? I mean, I can understand that people have trouble with the Blender UI, it certainly has issues due to being heavily focused on keyboard shortcuts, but "crime against logic"? There is nothing in Blender that makes opening a file hard, its not the standard OS file dialog, but its not all that different either. Applying a texture, ok, that can get difficult, because it is difficult and depends heavily on what the export plug-in supports, a texture setup that Yafray or Blenders internal renderer might render fine is often impossible for a game engine to handle. Blender just happens to be a general purpose app and not something like Milkshape that is specifically designed for gaming, so things can get more complicated.

      How about those unhappy with the Blender start a page in the Blender Wiki detailing all the tasks they wanted to archive but couldn't do to Blender being more illogical then it should be? While the Blender developers might oppose a completly UI rewrite, since there really is no need for it, they have been quite open to cleaning things up and fixing them.

    24. Re:It's the UI that makes it by notthe9 · · Score: 1

      You've done 3D. You still do 3D. That doesn't sound like you have a limited time to pick up a skill to do a task.

      I'm not defending Blender. I've barely touched Blender. I've now and then opened up Maya or 3ds Max or Blender and have in all instances been pretty confused. I don't know if it has a legitimately bad interface.

      I can tell you that initial intuition isn't the way to measure that. Powerful tools need to be learned. vi, for example, is a simple, powerful tool. It does not hold my hand—it trusts that I know what I'm doing.

      To make the document, I'd have to use some typesetting engine. TeX and it's children are powerful tools. They aren't going to hold my hand; I must know what to tell it. Unlike OO.o writer or Word, though, I will not have to fight with it: it will do what I tell it to. I avoid using word processors, but when I do I feel it is a constant fight to get them to believe me that I know what I'm doing. In the end, I will not generate something as beautiful as I can with a real typesetting engine.

      This goes for other tools. If I need to draw a quick sketch of a structure, I can open Paint or AutoCAD. The former would be easier for me to generate something in. (Somehow, I got a civil engineering degree without ever learning AutoCAD.) Compared to someone who knows how to use AutoCAD, it would be a crawl (let alone the fact that it would not look anywhere near as good!) When I watch someone proficient use AutoCAD, it looks like magic.

      This is why I run Linux. Maybe it doesn't just work as well as Windows, but in the end, I can actually get it to work, which is more than I can say for any of MS's offerings.

      Again, I do not know whether Blender's interface is horrid. I do know that in my experience powerful tools take work to learn, but are extremely efficient once you become proficient using them. If ever I wanted to pick up 3D modeling as a long-term hobby or job, I would want to learn a vi so I'd have a chance of actually becoming good at it.

      I'm not saying that just because something is hard to learn, it is better.

    25. Re:It's the UI that makes it by Anonymous Coward · · Score: 0

      The UI in 2001 DID suck. Actually, a whole lot of blender did, but have you actually tried it recently, or have you just assumed that it hasn't changed at all? The Rounded theme is very nice, and you don't need to know shortcuts all the time anymore. Also, the developers have given in to user demands since 2001 and added an undo button. :P

    26. Re:It's the UI that makes it by MenTaLguY · · Score: 1

      Texturing was what I got hung up on too. I did eventually get the hang of it, more or less, but that was a while ago and I'm not really looking forward to re-learning it.

      --

      DNA just wants to be free...
    27. Re:It's the UI that makes it by MenTaLguY · · Score: 1

      (That said, I did find learning it worthwhile in the end. Which is still not a defense of some of the UI choices.)

      --

      DNA just wants to be free...
    28. Re:It's the UI that makes it by gfxguy · · Score: 1

      Well, rephrase it to read "programmers" tend to be horrible UI developers.

      There's a good reason, IMO, the UI ends up taking like 90% of the code and ends up being the most buggy part of the application.

      And, in that vein, 90% of the UI code of a complete, user friendly, fully featured UI is just little details, like being able to drag and drop a value from one text field to another. So most programmers would say "use ^C and ^V,' the designer stands behind them with a whip saying "do it! do it! The users want drag and drop!" The programmers on OS projects are worse at UI development because they'd rather conentrate on the actual USEFUL parts of the program.

      There's also something with the available toolkits... I had grand plans for a very user friendly real-time 3D app until, in the testing phase, when I was working on some components, I couldn't implement a lot of the cool shortcuts many other 3D apps had. I'm sure it could be done, but I couldn't get it to work, myself. So then it's off exploring other toolkits and not being particularly happy I couldn't do it with Gtk.

      Now, had I already built a substantial portion with Gtk, I'd be very disheartened and might just give up. Luckily, I was simply testing reusable components in an effort to be very object oriented (as GUIs tend to be well suited for OOP). I haven't had the time yet, but if I can't make it work with some other cross-platform toolkit (wx or QT), I probably just won't do it.

      --
      Stupid sexy Flanders.
    29. Re:It's the UI that makes it by Anonymous Coward · · Score: 0

      That's still what I think every time I use vi, and I know how to use it and use it regularly.

      I'm not sure why so many people are enamored of it despite the fact that it is utterly nonintuitive.
      There are some nice extended versions of vi which almost make it usable, but I still believe that the message board editor from almost any randomly chosen 300-baud-era BBS software is a better text editor than vi for usability.
      The only practical reason I can imagine for using vi as your primary editor is if you're stuck with a nonstandard input device or going through certain terminal types which lack cursor controls.

    30. Re:It's the UI that makes it by vimh42 · · Score: 1

      It seems to me, that people that start out on Blender do well. People that start out elsewhere, can't seem to get into it. I started out primarily using 3DS Max starting with version 2.0. My preferred application at this point is Softimage XSI. I've tried Maya, Lightwave and just about everything else. I can jump into most applications and feel somewhat comfortable with them pretty quickly but Blender just bugs me.

    31. Re:It's the UI that makes it by Fireflymantis · · Score: 1

      I am seeing hordes of comments taking a stance against Blender's UI, but even though I am not anything close to a professional, I have never had a gripe about Blender's UI. To "apply a texture to a model" I can think of no way it could take 2 hours to figure it out.

      Select the model to texture.
      Click on the panel tab: "Texture Buttons"
      Set Texture Type dropdown to 'Image'
      Click "Load Image"

      So, at most 4 clicks. And heck, who would have thought that you may need to switch to 'texture mode' to set textures? A lot of the gripes I am hearing are the 3d modelling equivilant of something along the lines of "I hate the fact that I have to select text before I can bold an section of selected text. Took me 2 hours to figure out."

      My two cents.

    32. Re:It's the UI that makes it by Anonymous Coward · · Score: 0

      You might think you have the credentials to comment on blender but you don't.

      You essentially said:

      I used a type writer in the 70s. I used MacWrite in the 80s. I used Microsoft Word, Notepad and Wordpad in the 90s. I now dictate to my secretary. Are you getting my drift?

      I KNOW word processors.

      And I'm telling you, that if programs could be assassinated, VI should be the first on the list. It has a GUI even a mother can't love.

      That's my opinion.

    33. Re:It's the UI that makes it by carlmenezes · · Score: 2, Insightful

      Thank you. You have just described my experience with Blender as well. There is no denying the power behind this application. There is also no denying that this app is like a car whose accelerator is the handbrake. I for example love modeling the interiors of buildings as a hobby. I have no background in architecture and none in graphics but I could figure my way out in 3dStudio Max, Lightwave, Maya, Poser & Sketchup to create pretty realistic versions of real world interiors. I love open source and at every single opportunity I get, I try to use an open source solution first. Hence Blender. Over the past 3 years, I have made at least 15 attempts to figure it out. Heck, it took me less time to figure out how to build a Linux system from source with no prior background. If I spent that much time on any one of the others, I would be able to do a LOT more in either of the other applications.

      Which reminds me, this being slashdot and all, if anyone wants to start up a project to create a decent user interface for Blender, you've got my time & support. Its an open source project. There should be nothing stopping us from designing a useful UI. Lets do it.

      --
      Find a job you like and you will never work a day in your life.
    34. Re:It's the UI that makes it by spyfrog · · Score: 1

      Good point.
      I started out in Truespace and I have tried to use Blender on several occasions and failed totally every time.

    35. Re:It's the UI that makes it by slapout · · Score: 1

      I used to hate Blender's UI. Then I worked thru a tutorial on it and played with it some. I started actually wanting some other programs to have similar interfaces. Sure, its not like everything you're used to, but that could be a good thing if it makes you more productive.

      --
      Coder's Stone: The programming language quick ref for iPad
    36. Re:It's the UI that makes it by Lord+Bitman · · Score: 1

      Re: "Cost of learning the tool is more than it's worth"
      See, most programs, the "cost of learning the tool" doesn't mean "get absolutely nothing done until you've learned it", it means "not only can you get all sorts of things done, you can get progressively more productive!"

      --
      -- 'The' Lord and Master Bitman On High, Master Of All
    37. Re:It's the UI that makes it by Anonymous Coward · · Score: 0

      G-zus? What the hell is wrong with you people?

      It's like you are a electronics hobbyist soldering LEDs and you whine that quantum-level physics for microprocessor engineering if so fucking hard.

      Some things are just hard. Pretty graphical GUI is fast for idiots and hobbyists doing just that "hobbies". Show me a "logical and pretty gui" that can do what I can do with vim IN THE SAME TIME and WITH THE SAME RESOURCES... Oh wait... you can't...

      So what? Is C++ horrible because you only know javascript and develop pissy 50-lines scripts?

      Blender is a PROFESSIONAL tool. You invest the time in learning it to become extremely efficient AND versatile.

      If you're too lazy to learn something HARD, then don't.

      And what the fuck is up with "they didn't spend money on UI design"? Ho much money would it take to make an idiot with 0 knowledge of physics understand quantum chromodynamics? Eh? 0 (zero) Because no matter how much money you have, you can't force KNOWLEDGE and EXPERIENCE into your brain.

      That said, either I and 16 other professional modelers and animators that I worked with have two more lobes in our brains that the rest of you, or all you bitching here are lazy and/or stupid.

      Blender takes time to learn. It's a fucking COMPLEX tool. I was horrified by command lines, shell scripts and vim (most of all), but after taking the time to fucking learn all of these, the rewards are 100000000x. I can do with python + imagemagick + gimp what other "professional" "mac only" photoshoppers can't no matter how hard they try.

      Point case: I had to learn Fortran for university courses and projects. I had to. I fucking hated that language, but it was the only way to work on some research projects and the only way to have access to some sponsorships. It took a while, because I thought it was stupid and antiquated (like you idiots here in the gui vs cli/kb-based) but I finally got to work in it well... One more useless garbage language.. Guess what? Two years later I got a very well payed job to port an old fortran application into C and add a 3d visualizer - it was a fluid pipe thermodynamic distribution - something app for a research institute. The old fortran version was entirely text based, produced text reports and they couldn't find any people who knew fortran, 3d graphics programming (opengl) and moderate knowledge of 3d modeling and rendering. I worked for half a year on that project (in a team) and got waaaaaaay more that the "wasted" time for that antiquated fortran. And now, having knowledge of fortran programming and a solid work reference , my CV is better than if I sticked to that shitty Visual Basic and Delphi that was trendy those days.

      Second point case: My gf works in a bank doing banking stuff and she always had touble with statistics. I took her on a few weekends and I taught her basic html and light programming in javascript(they are not allowed to install anything on those machines so other options were out of the question). Now she makes small scripts at work and does the parsing, calculating and processing of various stuff in hours instead of DAYS. She is constantly better at her work, both it time and quality than her coworkers and all it took was some "wasted weekend". How 'bout that, eh?

      All you bitching here, are doing it because basically either "you don't have time" or "you can't get it". If you are SERIOUS about it, you MAKE THE TIME. I work with retards like this that "don't have time" and are always ready to throw up when you mention linux, cli and such, but when it comes to actual work, me and another girl, in a DTP department, made in less than two weeks what 8 other very well payed "professionals" "dual G5 mac with dual apple cinema display on my desk" couldn't do in half an year...

      Have you ever seen people going by hand looking for data and counting, statistics, in documents and stuff ? Most "professionals" and "i throw up when i see cli" take ages to do it, do it poorly and with lots of mistakes by using nice shiny gui. It

    38. Re:It's the UI that makes it by PastaLover · · Score: 1

      That's still what I think every time I use vi, and I know how to use it and use it regularly.

      I'm not sure why so many people are enamored of it despite the fact that it is utterly nonintuitive. Well, obviously any modern programmer would be using vim or another extended version, because the original is crap to use. Many programmer's editors out there are pretty unintuitive. Both vi(m) and emacs have what a usability expert would probably consider horrible interfaces. The thing is, once you start programming 8 hours a day, 5 days a week, that doesn't matter much. The time and frustration of learning all these arcane and unintuitive keyboard shortcuts is well repayed when you want to go to the 237th line of a program, sort the next 10 lines, filter them through a shell script, replace all the dots with commas and move some chars around.

      To anyone not doing large amounts of text editing those are mostly useless skills (although I've seen people do things in word that would take only seconds in vim). To me, that makes me feel like a lot of things are easy and reduces the drudgery of writing stuff down. It's interesting as well that all these old style programmer's editors have mainly keyboard driven interfaces (so you never move your hands away from the keyboard) while IDE's such as eclipse and visual studio seem to rely heavily on the mouse. Perhaps C# programmers need less time on the keyboard than C programmers? Although, having done a short stint in C#, I don't really think so...

      In the end, it's mostly really about finding a niche editor you're comfortable and productive with. (or can get comfortable and productive with) As they say, there's no silver bullet.
  8. Lightwave's "downside" by SynapseLapse · · Score: 1

    "LightWave downside's is an old and slow splitted interface and a bit confuse menu / parameters."

    Just because you dont understand the setup, doesnt mean its broken. Not everyone works on one monitor these days. Lightwaves split between modeler and renderer is a great setup to keep your scenes properly separated from your models. If you're working on a single static scene, yeah, it's kind of clunky. But if you're working on multiple scenes with dozens of different models, the setup is perfect.

    I've always been partial to LW's insanely customizable interface and overall very clean look. It makes for a somewhat steep learning curve, at first, but Maya's interface always looked kind of toyish to me (And yes, I am fully aware that Maya is a much better character modeling system than LW.)

    (Wow, I fired up /. For something to read while I was waiting for my lightwave test render to finish, and heres an article on /. About modeling programs. What are the odds?)

    1. Re:Lightwave's "downside" by the+grace+of+R'hllor · · Score: 1

      (Wow, I fired up /. For something to read while I was waiting for my lightwave test render to finish, and heres an article on /. About modeling programs. What are the odds?)
      At this point? About 1.0
  9. Please fix this bug by KIAaze · · Score: 1

    It's nice to know Blender is good, but on some PCs it doesn't work correctly, including mine: https://bugs.launchpad.net/ubuntu/+source/blender/+bug/109217
    Maybe it's just an ATI driver problem, but I don't understand what kind of interface they are using so that it doesn't work at all while all kinds of 3D games and simple GTK/QT apps work well... :(

    1. Re:Please fix this bug by Anonymous Coward · · Score: 0

      What OS? I think it's the vender's problem not Blender's (not that Blender can't patch it) It uses OpenGL so it _SHOULD_ work on all 3D hardware. Also, it runs on more platforms than most/all of it's "competitors" (Linux, BSD, [I assume solaris], Windows and OSX).

  10. Automatic translation is funny by jmdc · · Score: 1
    It's too bad TFA is an automatically translated copy. The results are predictably bad. The first sentence is a representative sample:

    If you ever wanted starting in 3D creation today, you probably need to know with which 3D applications package with you will feel better and which is the most suitable for you and business ?
    1. Re:Automatic translation is funny by satoshi1 · · Score: 1, Interesting

      That's actually a lot better than I've seen most automatic translators do..

    2. Re:Automatic translation is funny by vimh42 · · Score: 1

      No, that's how it was written. English is not the authors first language.

  11. It's all bunk by QuantumG · · Score: 4, Interesting

    pushing polygons is wrong. It's a short term solution to a long term problem. Keeping to a poly budget is grunt work that should be done by the tool not by the artist. Programmers who think bitrot is bad should have a look at the "asset rot" of 3d models. The deprecation of graphics assets is so fast that it's a stretch to use the word "asset" to refer to them at all. A character model from a AAA title from six months ago has some value, to B quality games, but mostly none of them are reused.

    For 3d models to earn their name as "assets" they need to be created with infinite resolution. This is not hard. Constructive Solid Geometry is a well understood technique for modeling and is typically used in CAD applications. An object described even at what would be considered a course level of detail of typical CSG modeling is orders of magnitude higher resolution than the typical game model. What's more, they can be incrementally improved, whereas the b-rep that is typical for a game model today is a one shot affair.

    Today, the vast majority of CSG models are created for raytracing architectures which, although they give stunning results, are too slow for realtime applications such as games. Even the attempts to create realtime raytracing systems are aimed at rendering b-reps because of the opportunity to perform an acceleration stage which greatly reduces the scene complexity. B-reps are a win for realtime applications, but just because your application requires a b-rep doesn't mean artists need to get their hands dirty pushing polygons.

    Two solutions exist which can render CSG models in realtime.

    The image-based rendering algorithms with implementations (such as OpenCSG) which take advantage of z-buffer and stencil-buffer hardware in popular GPU cards. The image-based systems are more compatible than raytracing with the current 3d graphics rendering state of the art, but still require intricacies to integrate that have prevented them from appearing on the market.

    The other option is the automatic generation of a b-rep from a CSG model. This has the advantage that it requires no change to the 3d graphics rendering in games and the algorithm can be parametrically tuned to produce b-reps that are fast for different applications. For example, the same CSG model can be used to generate b-reps of different Level Of Detail for when the object is close up vs far away, or for pre-rendered applications such as cut scenes or trailers.

    It just happens to be really hard.

    --
    How we know is more important than what we know.
    1. Re:It's all bunk by big4ared · · Score: 5, Informative

      Not exactly.

      I work in video games, and ultimately the graphics cards render polygons. There are definitely tools that can down res, but have you ever seen what a 40k poly mesh looks like when you use an auto-down-res to 20k? It gives you a good start, but you still have to remesh it and tweak it by hand.

      As for CSG, it's ok for CAD, but not practical at all for games. The realtime stuff is useful when comples models need to be edited in realtime (like for designing car engines), but the approaches like OpenCSG are too slow because each primitive needs to be drawn a bunch of times.

      As an example, if you have the expression (A+B+C)*(D+E+F), you have to break the expression into sum-of-terms form which is AD+AE+AF+BC+BE+BF+CD+CE+CF, so that's at least 18 draw calls (acutally more). Alternatively, you could just precompute the CSG model into a triangle mesh. There are other techniques (like Blister) but they're still too slow.

      CSG is used in moderation in games for tasks that make sense. For most applications, it doesn't. Imagine trying to model Wolverine with CSG. But even if you use CSG, at the end of the day, you still need an artist to tweak the vertices (which artists can do very quickly).

      Not to mention, you also need to be able to lay out UVs.

      If you really want your model to look good at higher resolutions, you can always subdivide your triangle meshes, which is robust (unlike triangle reduction). Up-resing meshes is easy. Down-resing takes artist work.

    2. Re:It's all bunk by Rothron+the+Wise · · Score: 1

      Programmers who think bitrot is bad should have a look at the "asset rot" of 3d models. The deprecation of graphics assets is so fast that it's a stretch to use the word "asset" to refer to them at all. A character model from a AAA title from six months ago has some value, to B quality games, but mostly none of them are reused.

      It's getting more and more common to create a very detailed model and convert that into a low-poly version with the lost geometry converted to bumpmaps. Especially useful when you want to scale your game to different HW capability, or LOD scaling for distant models. This also means that models are more reusable for future titles. One day we'll most likely have photo-realistic models
      which may be reused almost infinitely. How many different models of WW2 weaponry do we really need?

      --
      A witty .sig proves nothing
    3. Re:It's all bunk by KDR_11k · · Score: 4, Insightful

      CSG is just a means, you could just as well use NURBS or subdivision to represent a highpoly model. The problem is that you have to downres it to a point where it's not just fewer sides on a cylinder or something but where the entire surface has to change. Details must be removed from the geometry and put onto the texture instead. Some things will be faked with alpha. The software would have to automatically recognize which details are important and need to be kept. Even worse, for organic objects it has to understand where and how the object will deform and how to make that look good. And finally, it's just unnecessary work to model every little detail on a model when 90% of them will be lost in the downressing anyway, that just wastes time and time is money.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:It's all bunk by fontkick · · Score: 1

      Solid modeling is fine for what it's designed for - accurate 3D representation of an object. In a game, there are a lot more issues though - namely texturing and the deformation of the polygon mesh for animation. Since every 3D engine made for games requires a polygon mesh (usually a watertight mesh - meaning no holes anywhere), you might as well start with one. Facial animation requires a low resoultion base mesh with polygon edge loops in exactly the right place - which an automatic conversion from a Solid model or Nurbs model will never achieve. Animators also require a very low resolution base mesh for most animation work.

      Using subdivision surface modeling (SDS) and displacement/normal mapping can result in ultra high resolution models and still deform well. The key for most game models is good texturing, and that's done with ZBrush, the industry standard organic modeling and texturing tool. Zbrush allows you to start with a low resolution polygon mesh and build it into a very high resolution model with the use of displacement painting.

      Part of the reason game assets are rebuilt so often is because of the new tech created to get more detail out of limited hardware - and ZBrush is so good that every studio has added it to the pipeline and recreated assets based on the ZBrush workflow. Unreal Engine 3 is a good example of how much detail can be put into a game model with the use of ZBrush.

      Links (cause I'm too lazy to make them part of the above text):
      http://en.wikipedia.org/wiki/Subdivision_surface
      http://en.wikipedia.org/wiki/Zbrush
      http://en.wikipedia.org/wiki/Unreal_engine

    5. Re:It's all bunk by carou · · Score: 1

      I work in video games, and ultimately the graphics cards render polygons. There are definitely tools that can down res, but have you ever seen what a 40k poly mesh looks like when you use an auto-down-res to 20k? It gives you a good start, but you still have to remesh it and tweak it by hand.


      He said it should be a tool's job, not that it actually is a tool's job today. If downsampling a 40k poly mesh to a 20k poly mesh looks bad, that's because the tools are insufficiently advanced. Given time and development, I see no reason that a computer shouldn't be able to handle this problem any worse than it could jpeg compress a photo into a file 1 tenth of the original size, with little noticeable difference.
    6. Re:It's all bunk by jackbird · · Score: 1
      I see no reason that a computer shouldn't be able to handle this problem any worse than it could jpeg compress a photo into a file 1 tenth of the original size, with little noticeable difference.

      How about the fact that our visual systems can handle heavily degraded color information (JPEG crams the and b color channels into lower bit depths while mostly leaving luminance intact) much better than heavily degraded shape information? After all, we walk into changing lighting conditions all the time, but barring high fever and hallucinogens, we can usually count on objects to maintain their boundaries.

    7. Re:It's all bunk by Quadraginta · · Score: 1

      Well then he's wrong. We know quite a bit about how the eye-brain combination processes color information, and the problem of gracefully degrading color information bandwidth is sufficiently well understood that it can be automated.

      Not so with object boundaries. We know so little about how the eye-brain segments visual scenes into foreground objects and background noise -- and distinguishes between different objects versus objects that have merely moved -- that we can't even duplicate it in software, much less figure out how to automate some kind of graceful degradation of object boundary information bandwidth. That's why it takes an artist to do the job convincingly. You can't even rely on someone who is intelligent and well-informed on on the science of vision -- you need someone with an intuitive "artistic" grasp of how to convey object boundaries with less and less information.

    8. Re:It's all bunk by Creepy · · Score: 1

      heh - you probably missed the part of blender support for NURBS being terrible...

          In reality, it doesn't matter much because GPUs are only just starting to be able to handle splines (and I expect CSG, but I haven't seen any shaders for it on the net, unlike NURBS) in hardware, so this has been relegated to software (requiring a convert to poly-mesh and push to the GPU every frame). I expect as geometry shaders advance and become more powerful we will see more NURBS surfaces and CSG (and probably raytracing, as well, but GPU memory needs to be able to hold the entire scene for true raytracing). I don't expect LOD will affect current requirements, as a reduction in detail means retexturing at the new detail level.

          Current hardware is a bit restrictive for a lot of the fun geometry shaders could provide, however. My 8600 card can render 1024 vertices, which is a 32x32 mesh. Decent sized for most NURBS meshes, but this will be beautiful when it can handle a 256x256 mesh or larger to, say, allow true surface curvature silhouettes. AFAIK, true silhouettes are only possible using curved surface relief texture mapping (because the quadric calculations don't work with other major techniques like parallax mapping, but I don't remember why offhand). I have not done much research in this area in the past year or so, however, so my knowledge may be outdated.

    9. Re:It's all bunk by Kazoo+the+Clown · · Score: 1

      If you really want your model to look good at higher resolutions, you can always subdivide your triangle meshes, which is robust (unlike triangle reduction). Up-resing meshes is easy. Down-resing takes artist work.

      Subdividing triangles and smoothing the result is not really "up-resing." You get more polygons but not more detail. Adding fine detail to a subdivided mesh still requires artist work.

    10. Re:It's all bunk by smellotron · · Score: 1

      Given time and development, I see no reason that a computer shouldn't be able to handle this problem any worse than it could jpeg compress a photo into a file 1 tenth of the original size, with little noticeable difference

      As other people have said, object-boundary detection is much more complex than color manipulation. There's more to it, though. Surface simplification has always been based around a basic model:

      1. Determine an error metric to use on the mesh
      2. Come up with an algorithm that reduces vertex count while minimizing that error metric

      For high-poly-count models, this works great. You can take a 3D scanner, massage it into a manifold surface, and then simplify it from millions of points down to 10,000. The location of a single vertex has such a miniscule effect, because the relative vertex density is still so high. A surface-simplification algorithm can use simple error metrics like displaced volume.

      The problem comes in when we talk about error metrics for low-polygon models, which have orders of magnitude less vertices. For a video game character, a nose may be defined by a handful of vertices. Leaving the simplification up to an algorithmic error metric will undoubtably result in a funny-looking nose, at least in some cases. That's where the artist comes in; tweaking a few things here or there until the model subjectively looks right (instead of being mathematically right). Even if appropriate error metrics could be defined, they would still tend to be viewpoint-sensitive (if the model is facing away from you, shoulders need many vertices to look round; if it's sideways, shoulder geometry can be simplified using bump maps).

      Recent work has been done on mesh salience, which does a pretty good job by itself, but it still produces a model with too many polygons for some applications. Even as GPUs get faster, studios still choose to go with low-polygon models when possible, because it means overall scene complexity can increase.

    11. Re:It's all bunk by KDR_11k · · Score: 1

      You're still spending a lot of processing power. There is always a limit on how much a GPU can render within one frame which influences the amount of detail you can add to the model (even if NURBS allow perfect roundness and don't get converted to polies). That amount of detail causes the depreciation of assets. So if your card can render 65536 NURBS vertices per scene those have to be intelligently allocated to the various objects within. If the next card can render 4x that you can have 4x the detail per object. There will always be depreciation because objects are modeled towards the limits of the hardware, unless you devise a method that can have infinite detail on a given hardware.

      Of course if the NURBS get converted to triangles you waste even more power. Manual control allows every edge to be where it needs to be, leaving that to the computer will end up with edges where they aren't really necessary draining power that could have been used elsewhere to define the shape better.

      This isn't about making stuff rounder, this is about adding smaller and smaller details to the mesh. Keeping your surface description high-level doesn't make that easier.

      Take e.g. the Death Star. If every detail on that thing was modeled and the texture pretty much just a generic metal texture, how would your CSG downres that to a usable level?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    12. Re:It's all bunk by Creepy · · Score: 1

      There is no real way in typical hardware to preserve roundness, as most if not all hardware is based on the polygon model and not ray tracing (which allows any mathematically defined shape). A geometry shader allows you to pass a formula and primitive data (e.g. a bezier curve and some points) which you can use to create points, lines, or polygons (triangle strips), but the hardware still breaks it down into vertices in the long run.

      So yes, even if you have a NURBS surface defined in a shader, it will chew up processing power finding and creating vertices, but that is the purpose of the geometry shader - it allows you to generate vertices in hardware on the fly, and thus saves processor and memory bandwidth. The surface itself isn't really definable, as you need to pass in primitive types, but you could, say, use points as your primitive (defining nodes and weights) and generate the curves in the mesh to find your points and generate triangle strips from that.

      I think you missed my point - something like the Death Star would still need to have LOD in texture, and probably still need to be hand tuned. You could use CSG to create the indentation by passing sphere definitions into the geometry shader and emitting vertices along that sphere intersections (for the inverted sphere area where the main weapon is) as well as for the main sphere itself. How many vertices to emit is an LOD issue - you probably want to emit less at further distances and would likely need to tune textures appropriately. With a 1024 vertex limit, however, I don't think you'll ever have a great CSG model of something like the Death Star, though it may be possible with multiple geometry shader calls - the 1024 limit is per geometry shader call (and multiple calls can be done per frame).

      What I was getting at is one of the limitations of most mapping techniques (e.g. Parallax Occlusion Mapping) which are essentially a model definition on top of a surface defined by a height and normal (so 2 less floats than a vertex def at least on nVidia cards that work entirely with floats) - if you look at most of these surfaces from an angle, you can see that they are drawn on the surface and don't actually project out of the surface (the exception being curved surface relief maps, which can do that, but I believe have some flaw like are incompatible with soft shadows). A geometry shader allows true surface projection, so you could take a simpler model and make it more complex by projecting some or all of the vertices as required to correct silhouettes. Not that there aren't a number of issues involved that I haven't fully figured out such as connectivity (I think you might need a tri-mesh or line for each point outside the silhouette) and obstruction from oblique angles (as you move to the side, you can dump heights blocked so only the case where you stair-step up the model would result in needing all vertices - but even that may be possible to avoid by painting on the generated line or polygon from back to front).

    13. Re:It's all bunk by KDR_11k · · Score: 1

      Well but the initial claim was that CSG prevents asset depreciation and I don't see how that's the case. The highest LOD level will never have more detail than can be rendered at roughly current hardware because anything more is a waste of time. We could have all kinds of fancy-pants assets that use much more than current hardware can deliver to look better on future hardware but somebody's footing the bill for all that extra detail and he's not going to like it, by the time that kicks in the game's in the 5$ clearance bin anyway.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:It's all bunk by Creepy · · Score: 1

      I think what is meant is that by using CSG you can have perfect models shape-wise that get tessellated down to current hardware (or an acceptable speed). That doesn't mean the models will be perfect texture and material-wise, and while geometry shaders can tessellate, as I understand it, it would be more efficient to have a dedicated tessellation stage of the pipeline - I've even seen predictions that this will be the next type of shader added.

    15. Re:It's all bunk by KDR_11k · · Score: 1

      The tesselation will not include every detail of the shape simply because there aren't enough polies for that. Some details of the shape will never show up in the game. The developer has no reason to add these parts of the shape because they won't be seen. When the hardware advances enough to show it the detail still isn't there because it was never made.

      For a simple example, take terrain. Let's say a game has terrain that can, on current hardware, be rendered at a resolution of 1m*1m. The developer decides to give the terrain a resolution of .5m*.5m internally and downsample so it looks better on the next generation of graphics cards that can do .5m*.5m. 5 years later a sequel of the game is made and the same place gets revisited. Now terrain can be 1cm*1cm. The old terrain is useless for this. The old terrain could have been made at 1cm*1cm but since there was no need it wasn't.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  12. Not just ATI by phorm · · Score: 1

    Nope, I've had this issue crop up on various systems of mine, none of which had ATI video cards (all NVidia with the accelerated proprietary driver). However, to be fair I haven't plugged at Blender in about the last half-year, so I'm not sure if the issue is current or not on NVidia cards.

  13. Blender UI :-( by Orthuberra · · Score: 2, Interesting

    I use 3DS Max and Blender myself and I definitely have to say Blender's UI is horrible and I mean that. I don't know what the developers are thinking, but damn they need serious help in making that user interface more friendly. The only time a I use Blender is for when I do some modeling and art for open source games and mods that have and export function for Blender (such as xmesh in Vega Strike). Other than that its 3dS max for me, though from what I've seen Maya is great too. Lightwave used to be a great program, but it seems to have performed worse in this comparison than I'd have thought.

    Again, I can't stress enough what a pain Blender's UI is compared to these other programs. I normally try to recommend FOSS programs to people, but this is one of those programs I'd only recommend if the person couldn't afford one of the other programs here.

    1. Re:Blender UI :-( by Mystery00 · · Score: 2, Interesting

      Strange, I've used Max as well, and I feel the same way about Max as you do about Blender... I wonder why that is.

      --
      "we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
    2. Re:Blender UI :-( by walshy007 · · Score: 1

      going the other way, blender to max, everything seems so much slower in regards to how things are done, probably due to knowing all of the blender shortcuts, which is a must if your going to use it decently. a few weeks learning it are nothing compared to the eventual time you lose doing things a slower way forever, even if it is easier.

  14. OSX by ThirdPrize · · Score: 1

    and of course the OSX version runs under X11, so that adds another level of unusability.

    --
    I have excellent Karma and I am not afraid to Troll it.
    1. Re:OSX by boaworm · · Score: 2, Insightful

      I dont see why that is such a big issue ?

      Apple's implementation of X is fast, stable, easy to install and blends very well into OS X. It's freely available and you can download it from apple.com.

      Sure a native application would have been even better, but this is really very far away from "unusability".

      --
      Probable impossibilities are to be preferred to improbable possibilities.
      Aristotele
    2. Re:OSX by ThirdPrize · · Score: 1

      I find for me that Blenders toolbars get lost within windows, within windows, within windows, etc thanks to X11.

      --
      I have excellent Karma and I am not afraid to Troll it.
    3. Re:OSX by am+2k · · Score: 4, Informative

      Uh, I'm using blender on Mac OS X, and it does not use X11. It's implemented using OpenGL, so the interface is completely custom, but no need for that X-server to be open.

      blender's user interface is a bit rough to get used to, but once you're used to it, it's very efficient and fast (I once attended a Maya course, and always screamed out in terror when I had to hoover around in 2 levels of menus to access a simple thing like extrude -- in blender you just press 'e').

    4. Re:OSX by vandan · · Score: 1

      and of course the OSX version runs under X11, so that adds another level of unusability.

      That's a pretty stupid thing to say really. It has to run under some graphics system, and the developers chose X11, because it's free and universally available, and also because it's the default graphics system on Linux, which is their chosen OS. What's stupid, though, is Apple taking X, ripping out enough stuff to make it incompatible, and forcing all their customers to run 2 graphics systems when they really only need one. Anyway, if you want to run apps that run on X11 and run well, you wouldn't choose an Apple, would you? You've buy cheap commodity hardware and install Linux. You should think yourself lucky that blender runs at all, and if you don't like it, go find a native OSX app, and quit whining. It's very unbecoming.
    5. Re:OSX by Anonymous Coward · · Score: 0

      I'm confused. What are you saying, that free is better than usable? Or that I should scrap my entire operating system and all my programs and spend my time which obviously is worth nothing to load up linux and blender to use it. This sounds like the exact attitude others have complained about with this program's GUI, the Gimp GUI, problems with linux in general.

      Telling everyday users "you are idiots and doing things all wrong, and if you don't like how it is go and make it yourself" is not how you win users. But, hey, you are an elite linux user. You wouldn't want normal people interfering with you bragging rights.

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

      Telling everyday users "you are idiots and doing things all wrong, and if you don't like how it is go and make it yourself" is not how you win users.

      Yeah, because of course buttons that you hold down to make more buttons and cutting off subwindows at the edge of a main window are the leading examples of awesome design.

      Also any random user should be able to fire up any given application and automagically become DaVinci, amirite? It must be the fault of the GUI that's blocking your inner creativity and keeping you from becoming the next amazing artist and dying poor and unappreciated.

    7. Re:OSX by Anonymous Coward · · Score: 0

      Apple's implementation of X is fast, stable, easy to install and blends very well into OS X. It's freely available and you can download it from apple.com. Can I have some of what you're smoking? Apple's implementation of X is hardly fast, stable, and it certainly doesn't integrate well with OS X.

      X11 applications would feel very slow, I can see the ui being rendered, I would have fairly regular freezes, none of the shortcuts would work right, it wouldn't integrate at all with the desktop (ie, to launch you have to add it to that damn menu in X11.app), and everything would look hideous.

      This is actually the reason I run Ubuntu on my PowerBook. Besides not having a decent office suite (no, NeoOffice/J does not count as decent, even with 1gb/ram it crawls), lack of free software, and being unable to run most X11 apps decently just made it not worth bothering with. Besides, even without accelerated video (since nVidia only supports x86/x86_64) Ubuntu is significantly more responsive and faster.
    8. Re:OSX by edmicman · · Score: 1

      Also any random user should be able to fire up any given application and automagically become DaVinci, amirite? It must be the fault of the GUI that's blocking your inner creativity and keeping you from becoming the next amazing artist and dying poor and unappreciated.
      Actually, yes. Ideally, any tool is an enabler to the user to express (be it writing, drawing, animating, whathaveyou) what they want, easily. If using the tool is a hindrance to that then yes, it is a problem. Anyone who has a vision can pick up a pencil and paper and write the Great American Novel. Why shouldn't it be the same for anyone with a vision for an animation or film?
    9. Re:OSX by ultranova · · Score: 1

      Anyone who has a vision can pick up a pencil and paper and write the Great American Novel. Why shouldn't it be the same for anyone with a vision for an animation or film?

      It is. That pencil draws cartoon characters just as well as letters. Sure, drawing 216 000 animation frames by hand (30 fps * 120 min) is a lot of work, but you can do it.

      But seriously, yes, computer 3D programs are horrible. Not just Blender, but every last one of them. They have a learning curve which makes Himalaya seem flat, require absurd amounts of computing power, and the Linux version of Maya, for example, crashes if you right-click when the program doesn't expect it. Not fun, not at all.

      It tells something that Pov-Ray has the best 3D interface I've ever used, that interface being text files. While you have to know your math and have a high degree of abstract reasoning to get anything done, since you're essentially working blind, at least you don't have to fight the interface, and Vi supports syntax highlighting for Pov-Ray scene description files.

      Then again, even 2D programs like Gimp and Inkscape still have pretty horrible interfaces, so maybe expecting 3D ones to have good ones is unreasonable.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    10. Re:OSX by mrchaotica · · Score: 1

      It tells something that Pov-Ray has the best 3D interface I've ever used, that interface being text files.

      Yeah, I wish there was a CAD format that worked the way POVRay does.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    11. Re:OSX by Guido+del+Confuso · · Score: 1

      Your main gripe about Maya is that you can't easily find the functions you want to use?!

      You can pretty much customize Maya any way you want. Not only are there nice toolbars for you to add custom functions to, you can assign any function to any key you choose. You can put the extrude function on the e key, or command-shift-option-f11 if you really want. Maya is exceptionally flexible like that. I have yet to find something that I want to do that Maya simply doesn't have the capability to perform. Granted, it may sometimes be somewhat complicated or tricky to do, but thankfully the exceptional documentation that comes with the program usually has an answer.

    12. Re:OSX by vimh42 · · Score: 1

      The argument over Blenders interface will never cease. And while I won't argue with you on Maya's interface (I dislike it) you can do a great number of things (such as an extrude) through a keyboard shortcuts. This is the case with just about every 3D application. Regardless of your preferred app, learn the short cuts.

    13. Re:OSX by Silas+is+back · · Score: 1

      You're sure it runs under X11? My X11 app does not start, it does however when I run the GIMP. Also, blender has its own menubar (ok, not with much useful things in it, but definitively not X11s menubar). Blender seems to work just like every other native OS X application.

      --
      this sig is useless
    14. Re:OSX by log0n · · Score: 1

      Blender runs entirely in one window (X11/osx or otherwise - I use Blender on OSX). You're getting lost because of Blender, not X11. Once you get used to the UI it's amazingly efficient and intuitive, but the immediate unfamiliarity makes it VERY difficult to even consider working with it long term enough to get to the required familiarity. Blender shouldn't change its UI, once you know it, it is pretty damn solid. But it should make changes to make the UI a little more familiar with what people expect. It'll be taken much more seriously.

    15. Re:OSX by vandan · · Score: 1

      I'm confused.

      Sure

      What are you saying, that free is better than usable?

      Don't try to tell me what I'm saying. I use X11 all day, every day, and I find it remarkably usable. I also find it free. If you're too retarded to learn something different from what you've currently got, no-one is forcing your hand. Use whatever damned software you can afford, but don't try to assert that just because you paid ridiculous amount of money for rehashed open-source software that it's superior to what we all use for free. We don't buy it, in more ways than one.

      Or that I should scrap my entire operating system and all my programs and spend my time which obviously is worth nothing to load up linux and blender to use it.

      Frankly I don't give a toss what you do. But for the record, the last Ubuntu linux installation took me a grand total of 30 minutes, and unless you're costing your time at $500 per hour, this works out cheaper by FAR than buying OSX, and this doesn't even take into account the time it takes to install OSX, or the time it takes to load X11 on top of OSX, or even the time it takes for you to rock up to Slashdot and dribble on about how superior you think your OS is, which seems to be mandatory for OSX users.

      This sounds like the exact attitude others have complained about with this program's GUI, the Gimp GUI, problems with linux in general.

      To me it sounds like whinging. Quit whinging and put your brain into gear. I have absolutely no usability issues with the Gimp or Blender. And yes I do actually use both. I made the 'India' Enlightenment-0.17 animated background, at http://www.get-e.org with Blender, for example. What have you done?

      Telling everyday users "you are idiots and doing things all wrong, and if you don't like how it is go and make it yourself" is not how you win users.

      That's the key misconception here ... I'm not trying to win over the lowest common denominator. You are. I'm happy if only those with some brains and motivation adopt Linux. I'm perfectly happy with others using Windows, OSX, or whatever the hell they want. Do what you want, for Christ's sake.

      But, hey, you are an elite linux user. You wouldn't want normal people interfering with you bragging rights.

      Up yours too, buddy. In my experience, it's always the OSX users who are the worst at this. Linux users do have a certain pride, but not undeserving, I might add.
    16. Re:OSX by Sj0 · · Score: 1

      Blender is as intuitive as Battlecruiser 3000AD.

      Which is to say, it's as intuitive as driving a car entirely using your tongue. A car with a manual transmission.

      Just hit 'b', then 'x', then 'shift-r', then 'ctrl-alt-enter', and you'll finally do what a sane UI could've done in three mouse clicks!

      God, I spent days learning the UI, and once I knew it, I knew it was shit. It's the sort of UI that I designed for my first editor application, and it only took a few months using it before I realised that leaving all the key functions hidden behind keyboard shortcuts without any way to get at them with the mouse is really pathologically stupid.

      If you want to talk about a well designed keyboard+mouse UI design, I'm all about autoCAD. You don't need to memorise anything to do the job, but when you do, you'll start getting stuff done even quicker than you did before(And if you forget a command, you can still press the button).

      --
      It's been a long time.
  15. Blender UI by garphik · · Score: 2, Informative

    I think Blender's UI is very efficient, not friendly but efficent.

    Its good that Blender is looked upon a viable option these days!

  16. Blender rewarding once learnt. by delire · · Score: 4, Informative


    I've used 3DSMax and Blender extensively though learnt to be proficient in Maya.

    Blender's interface is difficult at first but once learnt I found it more efficient for many tasks - especially rapid mesh-modeling. Moreso, I found Blender's interface much easier on the hands over long periods of working, namely because it prioritises keyboard useage over mouse, has one-key accessible menus (3DSMax has terrible problems here) and distributes mouse input over all three buttons. RSI is a real problem in 3D modeling/animation related work and it's here I think Blender has the one-up. Blender's many keyboard shortcuts need to be learnt for Blender to realise it's real capacity as a tool.

    1. Re:Blender rewarding once learnt. by Anonymous Coward · · Score: 3, Interesting

      As previous Max user, working on game models and animation, I have to say that I was stunned with effectiveness of Blender. Interface is a nightmare - ONLY when you encounter it for the first time (especially if you have used some other software previously). BUT, that said, if you take 2 days time by doing same of the basic tutorials, you will learn the shortcuts and way things are organized.

      Doing that, I'll have to say that my productivity is better, in magnitude of 3X, in comparison with 3DS MAX. This applies especially to 3D modeling and mapping. I could not recommend Blender more, and as conclusion - interface is great, but you will have to take (some) time to learn it (half an hour in blender, for previous MAX user, is not enough). But one day of fooling around, doing tutorials, and you will become very productive). I would not change anything if that wold change the productivity and current speed and ease of use.

      If you want to comment the UI, just take few days to explore it, do some tutorials, and you will see that this is the best (and fastest) way of doing things.

    2. Re:Blender rewarding once learnt. by TrancePhreak · · Score: 1

      Why not just assign some shortcuts in 3DS? Sounds like that'd solve every issue you have with it.

      --

      -]Phreak Out[-
    3. Re:Blender rewarding once learnt. by sammyF70 · · Score: 1, Interesting

      why was the parent modded down? I was a beta tester for C4D, which has one of the most intuitive interface around. I used Max and lightwave at times too. When I first tried Blender I recoiled in horror. Nothing made sense, So I gave up on it after 2 hours and went back to C4D. Then I started working for an open source game project and HAD to use Blender. watched some older video tutorials, took my time. after a day doing nothing else, I finally grasped the concept of the UI. That was 2 years ago. I use exclusively Blender now, both for fun and for work (though 3D is not something I do daily at work, I have to do some for TV ads regularly), and I find the UI very easy and efficient to use. It takes time to get into ( around one day to begin to get the feel for it if you're used to industry standards), and it's definitely not intuitive. but once you ~got it~, you'll have a very powerfull, efficient and free tool at hand that can compete easily with the best packages out there. The only thing to keep in mind is that efficient does not always equate to intuitive.

      --
      "DRM is like the Ford Pinto: it's a smooth ride, right up the point at which it explodes and ruins your day."-C.Doctorow
  17. Its renderer is what makes it unique by prockcore · · Score: 1

    I say the best thing about Blender is its renderer. It has such a unique ethereal look.

    1. Re:Its renderer is what makes it unique by lancelet · · Score: 1

      Not to troll too much, but... Are you being sarcastic?

      Blender's renderer is really nothing special (and I mean really nothing special). It's no more ethereal than any other renderer out there. If you're perhaps referring to the glow effect in Elephant's Dream, that was done in post; check out the production files at the bottom of this page.

  18. interface comparison by marksu · · Score: 1

    Blenders interface is as good as vims or emacs. Impossible to guess, hard to learn but once you get there you will love it (and be quicker than with other more intuitive interfaces).

    And mastering vim doesn't make you a good programmer - its just learning the tool you need to get the job done.

    If you want to learn Blender get yourself a book and a few weeks time.

  19. The whole line up has to go by Dohickey · · Score: 1

    It's well over due for these applications to be put out to the pasture. They are at this point having a lot in common with a stalagmite in how the features have piled on drip by drip. And how many of them have elements that were in place when the product existed in the early Nineties? Blender is not one of the old farts but is particularly bad. Understanding how to use Blender is like understanding how to walk 2 miles with your pants stuffed around your ankles. There's a much better way to get there. There really are 3d packages out there that were created in this decade. Some of them are even only a couple of years old. It helps that their recent design takes into account the abilities 3d cards have today and also helps that they were actually designed before they were created. They are out there. Hopefully there are some new ones being designed now.

  20. Does Blender even have .eps import? by Leon+Buijs · · Score: 1

    When Blender was finally ported to OS X, I gave it a try. The first thing I stumbled upon, was the lack of support for .eps or other '2D' postscript formats. To use a logo, I had to import it as a pixel image and trace it by hand.

    How can it ever be a serious competitor without such basic functions?

    1. Re:Does Blender even have .eps import? by Anonymous Coward · · Score: 0

      It now imports SVG does it not?

    2. Re:Does Blender even have .eps import? by Anonymous Coward · · Score: 0

      It now imports SVG does it not?

      yes it does.

    3. Re:Does Blender even have .eps import? by Anonymous Coward · · Score: 0

      Wow, you must be a pro. LOL

    4. Re:Does Blender even have .eps import? by Anonymous Coward · · Score: 0

      That's not a "basic feature". It's a weird feature.

      I'm kind of sick of people saying "[Open Source Application] doesn't do [feature that commercial app has, but only 0.1% of people will ever use, and would take so long to implement that it's not worth it]. It's completely useless. How can it be taken seriously if it doesn't have such a basic feature?"

  21. Everyone bitches about the ui, but... by solios · · Score: 3, Interesting

    ... the fact is, Maya's UI sucks. 3d Studio's UI sucks. Power Animator's UI sucks. Cinema 4d's UI sucks. Rhino's UI sucks. Nendo's UI sucks. Silo's UI sucks. Softimage's UI sucks. Lightwave's UI sucks. ALL 3d application UIs suck ass until you get up on the learning curve, because all 3d applications do fundamental things differently.

    I "grew up" with 3d Studio MAX - Maya, Rhino, etc. all make my brain BLEED - not just because they're Not MAX (the way The GIMP is Not Photoshop) but because they're Not MAX the way Emacs is Not Vi.* 3d is HARD, dammit - hard to code, hard to learn. I'm picking up Silo pretty fast, but mostly because Silo seems to make it a point to do intuitively a lot of really basic things that are a massive assraping pain-in-the-ass to do in 3d Studio MAX.

    That said, I have only two complaints about blender.

    1. The open/save dialogue (as has been said elsewhere) does suck a load of flaming ass. Weapons grade Anthrax ass.

    2. Like almost all modern 3d apps, you need a three button scroll-wheeled mouse to get ANY use out of the app at all. Which makes the app unuseable if you're using an input device, with, say... two buttons. While that's all fine and good, it ought to be fairly trivial to poll the bus, check for pointing devices, and pop up a nice little "FOR OPTIMAL USE PLZ ATTACH 3-BUTTON SCROLLWHEEL THINGER. [DIAGRAM WITH FUNCTIONS OUTLINED]" if inadequate hardware is detected. If Blender did this, it would put it well ahead of commercial apps for first-impression useability.

    * Pick any two apps that generate the same results but go about it using completely contradictory and counterintuitive methods. Same principle.

    1. Re:Everyone bitches about the ui, but... by edwardpickman · · Score: 1, Interesting

      You can learn anything but the Blender UI does suck and it is the least intuitive of the group. Lightwave is pretty straight forward for basic navigation and Maya is even easier in most ways. Maya is only difficult because it's so powerful. The main exception is Hypershade which I still find a headache to use. My rule of thumb for Maya is the hard stuff is easy and the easy stuff is hard. Things like physics are a pain in most packages but childsplay in Maya. Rigs are slow to set up but really easy to use once you put in the time. I spent days trying to figure out Blender and I never managed to get the basics down. Ya wanta see a really intuitive interface check out Modo. I got most of 103 down in two days and was doing cool stuff five minutes after I started. Since 201 it's gotten much more complicated so the learning curve is longer, not for modeling but the camera and rendering takes time. I'm not crazy about the camera set up and renderer. I find it's far more confusing than either Lightwave or Maya yet it has drastically less power and control. People rave about it but I just can't get used to it. Texturing can be a bit confusing but it mostly applies to rendering in Modo so I don't bother with it except for texture and bump maps. I've noticed other softwares slowly adopting Modo conventions and some tools unique to Modo. It's not an animator yet but it proves CG doesn't have to be UI hostile to artists. Every software needs improvement but you should be able to figure out basic navigation within the first hour with or without a manual to me to be considered in anyway intuitive. Maya and Lightwave you can figure out in five minutes and if you know Maya you pretty much know Modo navigation. I wish Lightwave would adopt that QWERTY convention. Blender will never be a contender until they fix the interface. Just saying everyone is wrong isn't productive and it certainly isn't going to get anyone to switch. If everyone except a small core of fans say the UI sucks hten guess what it probably does suck. People don't spend a small fortune on Maya as for status it's because it's powerful and intuitive to use. If I don't use it for months I can pick it back up fairly quickly. Zbrush is another one with an nonintuitive interface. If I'm away from it for a few months it takes me a couple of days to get back up to speed since it's a pain to do things like exporting maps and if you don't follow the list of steps properly the results are unuseable. The two worst interfaces in CG are Blender and Zbrush. I'd give Gamespace an honorable mention on that list for the godawful Icon based UI. The Icons mostly look like colored blobs so I wind up wasting a rediculous amount of time mousing over each one so I can see the text says. Bad idea for an interface.

    2. Re:Everyone bitches about the ui, but... by Anonymous Coward · · Score: 0

      Blender kicks Zbrush' ass, at least for ease of use for sculpt & multires.

    3. Re:Everyone bitches about the ui, but... by Anonymous Coward · · Score: 0

      Abso-friggin-lutely right. I've done Maya for two and a half years, and its interface drove me batty once I had learned it. Ultimately, I think which package is the best for you is all about your personal style; I suspect that Blenderphiles also use vi or emacs, which is the "it may be hard to start out with, but my eventual productivity will outweigh the learning curve" style. Me, I appreciate an interface that's as "Mac-like" as possible--that is to say, everything is reasonably logical and apparent in its function. Maya tried this by using native aqua widgets, but failed miserably. Stuff was stuck in random places, buried in deeply-nested menus, and required a bare minimum of 5 windows open at all times to be productive (main window, outliner, attribute editor, tool settings, hypergraph). It may have superficially looked Mac-like, but it felt like a DOS app in terms of usability.

      By contrast, Bryce felt great for years and years, to the point that it took a while to realize that I couldn't accomplish anything serious in it.

      Really, in terms of UI, all 3D packages suck, just in different ways. Find the one that sucks in ways you don't care about.

    4. Re:Everyone bitches about the ui, but... by Elevator_Inspector · · Score: 1

      I don't have the link handy but work is progressing on an open source driver for the Logitech 3Dconnexion SpaceNavigator. I think they even donated like a dozen units to the Blender developers. It's a neat, and very solidly constructed unit. The engineers where I work all use them with SolidWorks and at a price of around 100 US$ most purchased one for home use.

    5. Re:Everyone bitches about the ui, but... by graviplana · · Score: 1

      I've used a lot of the programs you have mentioned. Out of all the 3D programs, I prefer AutoCAD for it's precision. If I had to choose the best Modeler out there now, it would be Modo 3.01 HANDS DOWN. It's been the best 3D experience I've ever used. I started with Swivel3D and have even used SoftImage. http://en.wikipedia.org/wiki/Modo_(software) http://en.wikipedia.org/wiki/Softimage http://en.wikipedia.org/wiki/Autocad

      --
      "Time is nothing; timing is everything."
  22. Robust? by starwed · · Score: 1, Insightful

    I looked at the comparison table, but couldn't figure out whether "Good" or "Robust" was a higher score...

    1. Re:Robust? by solios · · Score: 2, Informative

      Robust has more options than good.

      Much the same way 3d Max's implementation of mental ray has a LOT more granularity and options than its default scanline renderer. The problem for people like me is that you can flip a few switches in the scanline, wait a couple of hours, photoshop for ten minutes, and get something that would have taken you DAYS of messing around with mental ray. :P

    2. Re:Robust? by PhilHibbs · · Score: 1

      The whole thing is written by someone whose first language is not English, and hasn't gone through a native English-speaking editor. Robust is probably a literal translation of a French word that is commonly used to mean "very good".

      "you probably need to know with which 3D applications package with you will feel better", what a mess! "the most know today top industries 3D applications"?

    3. Re:Robust? by danstermeister · · Score: 1

      "I also was in contact (Phone call or emails) with peoples(2 or 3 usually) " ... weird. OHHHHHH, English is not hist first language?!?! Silly me...

  23. Sorry but that's just wrong by Sycraft-fu · · Score: 4, Insightful

    Just because you can learn to use a harder system, doesn't mean it isn't harder. Since car analogies are popular let's go for another one: The difference between a stick and an automatic. I drive a stick, always have, always will if I can get away with it. I'm an ace at it, never causes me any problems. I don't even think about it, I just do it. However there is no way I can argue that it isn't harder than driving an automatic. There is simply more to do, more to learn, and I remember how painful learning to drive on a stick was. It certainly isn't an unusable or unlearnable system, and once you've learned it well you are plenty efficient with it, but it is not as easy as an automatic.

    Well same deal with interface. Not all choices are arbitrary, it isn't as though all UIs are created equal. There really are things that make it easier and things that make it harder. Just because you spent the time learning it and now don't have a problem, doesn't mean it is easy.

    Also, some things are easier for computer people than non-technical people. I've seen many things that make assumptions in relation to a level of understanding of how computers work that if you lack that, you are really screwed. A good example would be regular expressions. If you understand how a finite state machine works, regular expressions are likely to be easy for you. I remember when I learned about them and as soon as I was shown the syntax, a light bulb went off. I found them quite easy, once told how they work, but then I'd been tinkering with FSMs before I knew that term. However a non-technical person could be hopelessly lost on them because they just don't understand the logic behind them.

    Trying to defend bad UIs in OSS does no good for anyone. People don't want excuses and they certainly don't want to be told that it is their problem.

    1. Re:Sorry but that's just wrong by sammyF70 · · Score: 0

      well .. good analogy : the same car with stick is more efficient than the automatic version ... once you learned how to operate it.

      --
      "DRM is like the Ford Pinto: it's a smooth ride, right up the point at which it explodes and ruins your day."-C.Doctorow
    2. Re:Sorry but that's just wrong by DurendalMac · · Score: 1

      But that's the OSS nut way! It isn't the fact that they couldn't design a good UI to save their lives most of the time, it's that the darn user isn't smart enough to figure it out!

    3. Re:Sorry but that's just wrong by Anonymous Coward · · Score: 0

      Love the analogy! I got my licence in an automatic and then learned a manual a few weeks later - in a 1 1/2 ton van (don't ask why).

      Believe me, hopping a van around a supermarket carpark is not a pretty sight, or pleasant for the occupants. But I learnt fast, and now I wouldn't drive a manual if you paid me.

      I have vastly more control over the vehicle with a manual, an automatic always makes me feel like I'm clinging to the top of a sled.

      Having said that, I prefer emacs to vi, so I guess I'm not all bad. [ducks]

    4. Re:Sorry but that's just wrong by caseih · · Score: 2, Insightful

      Yeah you're right. That is a horrible analogy, and pointless one. Why did this get modded +5, insightful?

      An 18-speed heavy truck unit is not only a stick shift, but has unsynchronized gears, requiring training, skill, and also an inherent understanding of how the transmission works (expected rpms at shift points, etc) to drive adequately. By your flawed analogy, this is clearly an overall negative thing that is adversely impacting the trucking industry in general.

      Seems to me that if there really are things that, say 3Ds does in a slick, intuitive way, without compromising power and features, then we should be able to exactly quantify that. Instead we have an entire series of posts whining about how horrible the interface is and how obviously more intuitive other interfaces are, without a single example (other than the texture example, which is an acknowledged problem on blender). I mean really, does having "save" and "load" in a slightly different menu position (or even UI position) really make blender suck? No, I don't believe so.

    5. Re:Sorry but that's just wrong by babyrat · · Score: 2, Insightful

      furthering your analogy, while an automatic is easier to drive than a standard transmission, there are things you acn do with a standard transmission that you can't do with an automatic. So yes there is a steeper learning curve to driving a standard and it is certainly 'harder' to drive a standard than an automatic at any given point in time, but when you need the features of a standard transmission and all you have is an automatic, then you are screwed.

      Trying to defend bad UIs in OSS does no good for anyone. People don't want excuses and they certainly don't want to be told that it is their problem.

      Denying that a UI is bad is not defending it. A UI that is hard to learn is not necessarily a bad UI. It might be if it were a telephone that grandma has to use, but Blender is not a telephone.

    6. Re:Sorry but that's just wrong by Anonymous Coward · · Score: 0

      A lot of Slashdotters cannot seem to understand or pull their heads out of their asses that is actually hard to use some of the Open Source programs and that maybe the community is terrible at making a good UI.
      The trend seems to be in the Open Source community to turn a blind eye to nice graphics/games and concentrate on text driven interfaces. "yuck"
      It comes down to a 'command line' driven mentality around the scene.

      Open Source advocates just cannot handle criticism.
      It is either their way or the highway.

      Nerds do not like to have their flaws pointed out in them whether it is in their programs or the way their minds think.

    7. Re:Sorry but that's just wrong by nuzak · · Score: 1

      Blender is an 18-wheeler where the cigarette lighter is the shift lever whenever the dome light is on.

      "Put it in H!"

      --
      Done with slashdot, done with nerds, getting a life.
    8. Re:Sorry but that's just wrong by PastaLover · · Score: 1

      Also, some things are easier for computer people than non-technical people. I've seen many things that make assumptions in relation to a level of understanding of how computers work that if you lack that, you are really screwed. A good example would be regular expressions. If you understand how a finite state machine works, regular expressions are likely to be easy for you. I remember when I learned about them and as soon as I was shown the syntax, a light bulb went off. I found them quite easy, once told how they work, but then I'd been tinkering with FSMs before I knew that term. However a non-technical person could be hopelessly lost on them because they just don't understand the logic behind them. Er, I don't think so. Firstly because I learned about and used them before I ever learned about FSMs. Secondly, because tons of PHP programmers use them. Okay, maybe it's my prejudice but that seems to be the biggest community of self-taught people I've ever seen, unlikely many of them really understand what FSMs are (though it's not exactly a hard concept). Heck, my brother was using RE's in PHP when he was 14, you betcha he didn't know about FSMs. Thirdly because regular expressions are declarative and thus more intuitive than writing a procedural program for string matching. I remember when first starting to write declarative programs (I haven't for some time now) that I was thinking "if this was the language I started out with, it would have been so much easier".

      Different concepts of operation require a different way of thinking. I suppose you're right about that. Which does not really reflect badly on to blender, if it was made with a certain task and way of accomplishing it in mind. I don't really know though, haven't used it.
  24. standard by sergevi · · Score: 3, Interesting

    I'm an active blender's user. And i find the interface very productive too..like any other "real" blender user. However, we are in a big world and , yes, THERE IS other 3D apps over there.. People spent a lot of time learning these apps, and these apps tried to UNIFY their UI. Actually,If you do ctrl+c it does copy something . When you alt+mouse , the 3D view does something.. Well, not in blender. And that's the problem, and that's why the next version is all about the new CUSTOMISABLE UI :) Take care of blender.. it's one of the best real open source projects actually. congrats tom, you're a big guy !

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

      People spent a lot of time learning these apps, and these apps tried to UNIFY their UI. AAAhahahahaaaa! Pull the other one!
  25. Please get over the UI allready! by Qbertino · · Score: 1

    Blenders UI is fine. I've been using it since 1.8 and the fact that it appears like a 3D version of Emacs is because a professional grade 3D programm is loaded with features. 3DSMax, Houdini and whatnot have a simular learning curve when it comes to the UI. Softimages UI sux big time - allways has - but it has top grade NLA tools. That's why professionals bite the bullet and learn how to use it. In the end it enhances their workflow greatly. Same with Blender.

    3D kits are *complicated* and so are their UIs. Get over it. The glitches Blender has in it's UI aren't nearly as bad as those of 3DSMax. ... The only one I can think of right now is that scrolling in the button viewport pushed tabs out of view even if there's enough space for all to be shown. ... Not really a bug to get your pants wet about.

    On the other hand, Blenders Workspace management is top of the line, unmatched by any other tool I know. And it's the only 3D package out there with a fully OpenGL accelerated UI. Watch Houdini or LW slowpocke into ready-to-use-mode to see what I mean.

    That Blenders learning curve is steep has to do with its speed of developement and a lack of consistent documentation. A circumstance that is rapidly changing for the better right now.

    Bottom line: If you want to learn a 3D tool - ANY 3D tool - expect to burn 6 months of time and up to 200$ on generic and special documentation while doing it. Blender is no exeption to that. If you think Softimage or Maya is easyer to use just because it costs north of 3000$, you're smoking crack.

    --
    We suffer more in our imagination than in reality. - Seneca
  26. Oh, it's "bash Blender" time again... by Anonymous Coward · · Score: 0

    Of course, TFA simply compared several 3D apps, with no specific focus on Blender. But a Slashdot post titled "A comparison of 3D apps" isn't a clear enough signal that it's time to whip on open source again. We need to have it mention Blender in the title, so that all the industry-paid asstroturfers can come flame down open source before the people get crazy ideas about rights to computing freedom in their heads.

    If Blender was produced by Adobe, it would be hailed as the greatest invention since breathing.

  27. Re:but... can it blend? by Adult+film+producer · · Score: 0, Offtopic

    Yes, it can! Here is the video that apple just stealthily loaded onto my iPhone...

    http://www.youtube.com/watch?v=qg1ckCkm8YI

    I'll think twice about modding my iPhone again

  28. .eps import - yes, experimental. by Anonymous Coward · · Score: 1, Informative

    Your post got me curious, so I fired up Blender and took a look in the Import menu. There I found an option called "Paths - (.svg, .ps, .eps, .ai, Gimp)", with a tooltip stating that it's still experimental. It certainly won't import every possible postscript file (nothing will, as they can be infinite), but it's there and has been around long enough to be in a release.

  29. detecting pointing devices... by Anonymous Coward · · Score: 0

    "fairly trivial to poll the bus, check for pointing devices" etc... really?
    I wouldn't mind seeing it implemented, but as a programmer I'd say it's not at all trivial. Sometimes not even the hardware will tell you, as in the case of my PS/2-USB mouse adaptor, and for several of the systems Blender runs on scanning the hardware buses is well outside of a normal program's capabilities.
    Blender was originally developed for 3-button mice as that was standard on SGI machines. As it was ported, support for two-button mice (Alt+left click, see info window) as well as scroll wheels was added. 3-button chording, as was used in entry buttons, was removed since it proved unnecessary.
    I'll agree that three buttons and a scroll wheel are tremendously helpful, but I cannot agree with your claim that they're critical for "ANY use".

  30. Bitching about Blender's interface never gets old, by astralpancakes · · Score: 5, Informative

    I'd like to know how many of you complaining are actual 3D artists (of some sort, be it pro/student/hobbyist) of even an intermediate skill level, who actually made an honest effort learning Blender. No, opening it up, finding your left and right mouse buttons swapped, then giving up and going back to your pirated copy of Maya doesn't count.

    I _HAD_ to learn Blender for an animated short I worked on over the summer. I had about 9 months of 3ds max experience behind me, and grasping the basics in Blender took me less than a week, using Tony Mullen's book Introducing Character Animation with Blender as well as whatever tutorials could be found online. Yes, the documentation is sometimes lacking (nothing new there, considering it's free software), but that mostly applies to more advanced features (NLA editing, linking animation files together, stuff like that) where you end up having to discover many things by trial and error (which is horrible if you're working to a deadline to be sure). In my experience there's no shortage of resources targetting beginners though. Just don't expect to become a master sitting around reading tutorials -- the reason 3D graphics in general and animation in particular is hard is because IT IS HARD. And it's hard even after you've mastered whatever application you're using. Getting past the user interface is the easy part.

    At this point the only thing I could say 3ds max is outright "better" at is pure modelling, since Blender lacks n-gons, and even then I'd rather use Blender because the interface is just that much nicer. I haven't really used hair and fur much in 3ds max, but my understanding is that it's a fair bit more advanced than what's currently in Blender as well, although you can expect that to change soon as the Peach project gets underway. Textures, rigging, animation, lighting, rendering, compositing are all things I find much easier to do in Blender.

    Yes, the Blender interface is "unintuitive" in the sense that it doesn't look like anything else, but compared to the hodgepodge that is max it's a shedload more consistent and logical. Once you grasp the basics (A selects/deselects all, B border selects, G moves, R rotates, S scales...) all 3D windows, node views, curve editors and what have you work exactly the same way which is just lovely. Add to that a completely customizable workspace layout and completely zoomable/pannable windows. I cannot tell you what a shock it was to go back to 3ds max and discover that to move and zoom the timeline you had to use combinations of ctrl, alt and mousebuttons, when you're used to doing all of that the same way you zoom and pan 3D windows: scrollwheel and middle mouse button. Or that the damn thing loads for a minute and a half even on a top of the line machine, while Blender takes about 2 seconds to start. :)

    That's not to say the Blender interface couldn't be improved. The default keyboard shortcuts are WEIRD -- Ctrl-W to save, anyone? -- and more importantly, not customizable. The default view control options are pretty confusing as well if you're used to basically anything else ever, but these can at least be changed. I think changing the defaults (but making it easy for advanced users to change back) would go a long way towards improving Blender's image at large, but I'm not so arrogant as to assume that the Blender developers (who btw are excellent, pay attention to users needs and release new features at a mindboggling rate) aren't aware of these things.

    (Struggling with the formatting here -- first post, sorry.)
  31. uphill both ways. by edittard · · Score: 1, Funny

    Autocad? We used to dream of having autocad.

    In my very first job, we used a shark's tooth rubbed down to a small point with different types of granite. We used to dip the pen in ink that we used to make ourselves on our one day off per month out of ground up soot from the cave roof mixed with tree resin and boiled fish giblets. We wrote on dried antelope hide, if we could get it. Otherwise we used the skin off our own backs.

    And that's how we liked it.

    --
    At the bottom of the /. main page it says 'Yesterday's News'. Well they got that right.
    1. Re:uphill both ways. by paganizer · · Score: 2, Interesting

      As I started out as a mechanical draftsman, Your post is not quite as sarcastic as it could have been. I've sharpened my rulers with a whetstone, used a scalpel to amend ink, and made my own Ink.
      I can use a sliderule, also.

      --
      Why, yes, I AM a Pagan Libertarian.
    2. Re:uphill both ways. by Anonymous Coward · · Score: 1, Informative

      It's a python (as in monty, not as in shit programming language) spoof, you silly old cunt - and the same to the dimwit who modded it flamebait.

  32. blender by __aahlyu4518 · · Score: 0, Redundant

    Does it have a decent ice-crusher ?

  33. Conversion between file formats by Dersaidin · · Score: 1
    The thing I find most annoying in 3D modeling is the formats.

    Theres just so many formats... just about every modeling software, game engine, etc has their own format.

    Its a nightmare to convert between formats. And when you do finally get it to export, it looses the shader info, and you end up having to redo that... the scaling is often off by a factor of 10, I'm just glad I haven't had to try an convert joints/animations.

    In the end its just easier to learn the program that is best at the file format your using...

  34. and text is bad? by netrage_is_bad · · Score: 1

    The writer of the article doesn't appear to like lightwave because of its "Text" interface, but I've used it for over 6 years and thats one of the best things about it. Using labels instead of pictures for buttons makes it much easier to use a 3d package (in my opinion) because there are just so many tool in 3d packages, its impossible to make good, descriptive icons for them. Plus as someone already mentioned, lightwave's menu layout is extremely customizable. I've tried using blender and 3dsmax but I've never been able to get as comfortable with them as I am with lightwave.

  35. Article should be tagged as 'flamebait'. by boredhacker · · Score: 1

    Blender is an open-source application... the others are not. This is a *major* consideration and will create a distinct dichotomy in these kinds of comparisons.

    The fact is that Blender is the premier open-source application for this type of work. Whether it is the premier application for this type of work is largely subjective.

  36. Italics by Per+Abrahamsen · · Score: 2, Insightful

    Should you use text to italicize rather than em? <em> is for text you want to emphasize, rather than text you want to force a specific slant on.

    1. Re:Italics by zippthorne · · Score: 1

      Indeed. But when have they ever been different?

      --
      Can you be Even More Awesome?!
    2. Re:Italics by Andrew+Penry · · Score: 1

      is for adding emphasis. is for citations. The both italicize by default, but have different semantic meanings. In my opinion, should never be used, as it is a formating tag and adds no meaning to the document.

    3. Re:Italics by smellotron · · Score: 1

      Indeed. But when have they ever been different?

      Whenever the first computer algorithm was devised to parse HTML. Just because your computer's font system can't differentiate between italics and emphasized text doesn't mean a machine reader can't.

      Of course, this is largely academic, since most markup is ignored by bots. However, it's only a matter of time before Google starts incorporating "good authorship" trust-levels in their heuristics (so documents that match expected "good" tag distributions are considered more trustworthy w.r.t. keyword weighting).

  37. Lopsided article (From a C4D POV) by rsanta74 · · Score: 1
    Ever notice how these types of articles tend to compare the base versions instead of the ones most likely to be used? How stupid is that? Why not compare the apps not at their emptiest, but at their fullest? Not surprisingly, Maya & 3dsmax come out looking like champs compared to the C4D base. What app wouldn't. Very biased article construction, imho. It's like bringing your flu infested girlfriend to meet your parents.

    As a longtime C4D user and professional CG artist/animator, I can tell you that only the newbiest of the newbies are using the core package by itself. The largest chunk of C4D users tend to be XL or Studio owners. Like I said, compare the apps at their loaded potential. The playing field, as most artists will tell you, gets a lot more even then.

    How does C4D Studio actually stack up?

    C4D will DOES have cloth, hair, dynamics, & advanced particles. Honestly, C4D's hair & thinking particles are some of the best tools in its category. MOCCA3's cloth tools, though still in need of an upgrade, are quite Syflex-like.

    C4D DOES support 3rd party renderers. Actually, C4D currently offers support for FinalRender Stage-2, VRay, Maxwell, FryRender, & Renderman (via Maxon's plugin).

    C4D DOES support advanced character animation functionality. In several real world cases, MOCCA3 smokes the hell out of Maya's character animation tools. For one thing, the C4D's advanced morph tools make Maya's look like a joke. Plus, rigging in Maya is largely based around MEL, which is a time consuming beeyatch. You can create an advanced rig that's in C4D r10's MOCCA3 that's just as powerful, flexible, and stable as anything in Maya... in 1/3 of the time. (To be fair, Maya's timeline/dopesheet is a bit more flexible and has greater XRef support.)

    I don't know where the writer gets their info, but C4D DOES have loads of support in the film industry. C4D is used quite a lot for matte work, opening credits, texturing, and even modeling. Maya gets all of the credit because they get out all of the press releases. The fact is, no one app is used exclusively in a production. Multiple apps are used. I know for a fact that C4D has been used in Spider-Man 1, Spider-Man 2, Tomb Raider, Star Wars Episodes 1-3, Daredevil, King Arthur, Van Helsing, and literally tons of other big name summer flicks. I know for a fact that, although Maya claimed animation credits, C4D was the primary texturing AND modeling tool for the full length CG toon Open Season. Does the article tell you that? Nope.

    I could go on and on, but I can tell that this article is poorly constructed & largely one-sided. Maya & Max will always look aces compared to the entry level versions of XSI or C4D. Of course, Maya's entry level is ~$1,000+ MORE than C4D or XSI's entry level, making the comparisons just so unfair and uneven. C4D & XSI's entry points feature different feature sets than those of Maya or Max at their lowest.

    Again, FULLY LOADED, the horse races is MUCH more even. BTW, apart from being a pro CG artist/animator myself, I also moderator to several of the largest CG world communities on the net. I've also written nearly a dozen feature articles myself. THAT article is clown shoes, biased and skewed.

    1. Re:Lopsided article (From a C4D POV) by rsanta74 · · Score: 1

      Gee. So many misspellings and formatting mistakes. Great way to make myself come off as illiterate. That's what happens when you're in a rush. =)

  38. Fails on the First Sentence by Ophion · · Score: 1

    "If you ever wanted starting in 3D creation today, you probably need to know with which 3D applications package with you will feel better and which is the most suitable for you and business ?"

  39. Blender's not the only fruit by Raumkraut · · Score: 1

    If you don't like blender (which I don't) here are another two cross-platform, GPL, alternatives:

    K-3D: http://www.k-3d.org/
    Art of Illusion: http://www.artofillusion.org/

    I tried K-3D a couple of times, and though I *really* like it's pipelines and procedural modelling, I couldn't get rendering to work properly and experienced several crashes. Hence my current preference is for Art of Illusion.

    1. Re:Blender's not the only fruit by LocoMan · · Score: 1

      And if you want to go into profesional level aps there's

      http://www.softimage.com/downloads/XSI_Mod_Tool/default.aspx
      http://www.sidefx.com/index.php?option=com_download&task=apprentice&Itemid=89 (though if you don't like blender for lack of a standard interface, houdini might not be for you)

      Those two, while they do produce watermarked work and have res limitations, are good enough to play around and learn a little bit.. :)

    2. Re:Blender's not the only fruit by jackbird · · Score: 1

      Don't forget Sketchup Free.

  40. Blender's UI is good once you master it? by Michael_gr · · Score: 2, Insightful

    That's all well and good but the fact is, you never entirely "master" a 3D application. There's just too much stuff to learn, and if you work in an environment where you use other apps as well, there are so many things you need to remember it's impossible. A good UI should be self-explanatory enough so you can find things quickly even if you don't remember *exactly* where everything is. And blender has one big fault here, which is that because of the way its interface panels are limited by size, it has to cram too much information into not enough space. So you get in each panel a hodgepodge of barely-sorted buttons which are labeled with concatenations and meaningless invented terms like "spin dup" and "innervert" and "shadbuf" because there isn't enough space to write the real term. The tool tips are a quick fix, but are not a good solution. Also, the interface is supposedly customized for speed and so is very different in basic operation (context menus, mouse selection and such) from most applications. But if you use it in conjunction with other applications - for example, when you use GIMP and Blender to texture a model - the mental gear shifting is so jarring you just get slowed down by the completely different interaction paradigm. And you almost always use more than one application in any normal professional workflow.

  41. Basic cartesian geometry by Anonymous Coward · · Score: 0

    even if they have some 3D background.


    Whaaa?

    X, Y, Z have been the standard for width, height and depth coordinates since long before the advent of 3D apps. Z buffering is used to determine which objects should be visible from each viewport (or camera), it's always distance from camera and not directly related to the global coordinates for the scene.

  42. It's hard for me to... by O('_')O_Bush · · Score: 1

    give much credibility to a writer that uses emotes in his charts.

    --
    while(1) attack(People.Sandy);
  43. grammar by Anonymous Coward · · Score: 0

    I only reached the second paragraph of the article before the grammar made it too painful to continue reading.

  44. Speaking of text... by SanityInAnarchy · · Score: 0, Troll

    The writer of the article doesn't seem to have English as a first language. Or maybe even as a second language. It's almost "All Your Base" bad.

    --
    Don't thank God, thank a doctor!
  45. Re:Bitching about Blender's interface never gets o by Anonymous Coward · · Score: 0

    Ctrl + W is the same as Save in VI! W simply means Write. Now you know hopefully it'll be easier to remember!

  46. Bravo, TDT! by LifesABeach · · Score: 1

    The overall evaluation of the 3D packages using a Benjamin Franklin approach is a direction that I wish others would consider when evaluating software. I have tried it with openOffice, and MS's Office, this solution is mind vortex, but informative when comparing functionality. If I know how to do "X" in one package, then this table by TDT COULD show me how to do it in Blender; Bravo!

  47. Matter of Fact? by lowell · · Score: 1

    A lot of posts here are stating that the UI sucks as a matter of fact, but something that is subjective like ones opinion of a user interface is not indeed fact.

  48. Blender? by Anonymous Coward · · Score: 0

    Other 3D applications can blite my shiney metal ass.

  49. Blender's UI is good once you master it. by Tetsujin · · Score: 2, Insightful

    That's all well and good but the fact is, you never entirely "master" a 3D application. There's just too much stuff to learn, and if you work in an environment where you use other apps as well, there are so many things you need to remember it's impossible. A good UI should be self-explanatory enough so you can find things quickly even if you don't remember *exactly* where everything is. And blender has one big fault here, which is that because of the way its interface panels are limited by size, it has to cram too much information into not enough space. So you get in each panel a hodgepodge of barely-sorted buttons which are labeled with concatenations and meaningless invented terms like "spin dup" and "innervert" and "shadbuf" because there isn't enough space to write the real term. The tool tips are a quick fix, but are not a good solution.

    Also, the interface is supposedly customized for speed and so is very different in basic operation (context menus, mouse selection and such) from most applications. But if you use it in conjunction with other applications - for example, when you use GIMP and Blender to texture a model - the mental gear shifting is so jarring you just get slowed down by the completely different interaction paradigm. And you almost always use more than one application in any normal professional workflow.

    True, that - when switching between the two I often find myself wishing Gimp worked a bit more like Blender... And certainly there are a lot of people out there who wish Gimp worked more like Photoshop...

    But this whole idea of "one paradigm to rule them all" doesn't work for me. I think it's premature. People are still figuring out better ways to do things in UIs and - here's the clincher for me - what's best is domain-specific. If you're writing, say, an e-mail application - there's a certain set of tasks that program has to do, and probably there's an expectation that lots of people with all kinds of different backgrounds will use the app. In that case, sure, familiar UI concepts are a strong asset. But even then, even in something as simple as e-mail, the emphasis on making the app "easy-to-learn" emphasizes things like hiding or removing lesser-used features, to simplify the interface.

    But a 3-D modeler is a different beast. You don't expect everyone to learn 3-D modeling, not everybody needs or wants to - which is quite understandable due to various difficulties involved. (For instance, dealing with 3-D space but 2-D display and input, using a giant library of different modeling tools and techniques to create the desired effect, and even dealing with things like individual vertex placement, since the computer can't quite handle that on its own in "specialized" cases, like low-poly modeling or animation...) The task of 3-D mesh modeling is inherently complicated - at present, anyway. People, in general, aren't sculptors or model-makers. In any medium (clay, plastic, polygons, whatever) the process of learning to model isn't simply "how do I make this", but "how do I make this with these tools and materials?" So users of a 3-D modeling app have a considerably higher initial investment: this suggests a higher level of sophistication as well.

    So, here's the thing about making the interface fast-to-use vs. easy-to-learn... How many times do you have to use a given function? How does that weigh against the one time you have to learn how to invoke it? Let's suppose, for instance, that I had a polygon model with "smoothing" turned on. (That is, smoothing via shading algorithms, like Phong or Gourad shading) - And I wanted to specify edges that would appear "sharp" - discontinuities in the "smooth" surface. Now, it may be simpler for me to find this functionality if it's laid out nicely in a button bar somewhere - and I honestly have no idea if Blender has such a button, since I use keystrokes for most functions like this... If this is a task I have to do lots and lots of times, it's worth my t

    --
    Bow-ties are cool.
    1. Re:Blender's UI is good once you master it. by Moekandu · · Score: 1

      The whole basis of good UI design is that there is not one way to do things. Forcing the use of keys instead of drop-down menus is bad design. Period. You can use keyboard shortcuts in Lightwave. You can even customize them. You can even assign keys to custom scripts you've written. This customization should be considered a necessity in 3D animation, not an option that takes 10 freakin' years to implement. I'm still using LW5.6. It's in there.

      But again in LW, anything you can do using keyboard shortcuts you can also accomplish using drop-down menus. [sarcasm]And check this out! They even list the actual keyboard shortcuts in the list of options in those very menus! Imagine that, pointers to the shortcuts within the very UI instead of buried somewhere in cryptic man pages! Brilliant![/sarcasm]

      We shouldn't confuse the conceptual "vocabulary" in 3D animation (the domain) with the process constraints from the interfaces of the programs. I agree that learning 3D animation is hard, but having a painfully autistic UI doesn't make it easier. Nothing is more frustrating than knowing what you want to accomplish, knowing that it is certainly possible, knowing that it should be ridiculously easy, and yet can't figure out the voodoo mouse-twitch keyboard hack to make it happen. And then all the documentation you can find assumes you already know that part and glosses over that step.

      It's like banging your head against a brick wall. Eventually, the pains goes away when you stop. 3DS Max has a horrible UI. But, Blender has a monumentally stoopid UI. Now that I think about it, Blender really is a fitting name. Though, maybe they should call it Frog in a Blender.

      http://www.ok-cancel.com/comic/4.html/

      --
      Mediocrity knows nothing higher than itself; but talent instantly recognizes genius. -- Sir Arthur Conan Doyle
    2. Re:Blender's UI is good once you master it. by Tetsujin · · Score: 1

      The whole basis of good UI design is that there is not one way to do things.

      So the whole basis of good UI design is that there are zero ways to do things?

      Not to nitpick grammar but I honestly don't understand the point you're trying to make here.

      Forcing the use of keys instead of drop-down menus is bad design. Period. That's just your opinion, though, right? I have a different one. I don't agree with the assertion that current UI practice should be considered law. I think there's still a lot of exploration to be done in terms of UI design, and I do not feel that every UI should be aimed at all users...

      But again in LW, anything you can do using keyboard shortcuts you can also accomplish using drop-down menus. [sarcasm]And check this out! They even list the actual keyboard shortcuts in the list of options in those very menus! Imagine that, pointers to the shortcuts within the very UI instead of buried somewhere in cryptic man pages! Brilliant![/sarcasm] [sarcasm]Oh, great use of the sarcasm tag there. You really burned me on that one.[/sarcasm]

      Oh, but wait... Blender also has menus listing the commands available in the current mode, and they also list the keyboard shortcuts next to the command name. Imagine that, you knocked Blender for not implementing something that is implemented in Blender.

      We shouldn't confuse the conceptual "vocabulary" in 3D animation (the domain) with the process constraints from the interfaces of the programs. Huh?

      I think you're saying that a complex problem doesn't require a complex UI? I don't agree.

      The toolset is large enough that presenting all those tools on-screen at once results in information overload. You simply can't "keep it simple" and still give the user everything. Though I'd concede that if you make that a priority you can do a better job of it than Blender did.

      I agree that learning 3D animation is hard, but having a painfully autistic UI doesn't make it easier. I never said Blender's UI made it easier to learn 3-D modeling, I said that once you take the time to learn it, it's more efficient to use. I compared the one-time cost of learning the interface against the cost of slowing down an operation you'll probably use thousands of times in the interest of making it easy-to-learn.

      Nothing is more frustrating than knowing what you want to accomplish, knowing that it is certainly possible, knowing that it should be ridiculously easy, and yet can't figure out the voodoo mouse-twitch keyboard hack to make it happen. And then all the documentation you can find assumes you already know that part and glosses over that step. Hm. Well I seem to have been able to muddle through somehow so I can't really relate to what you're saying here. Maybe I just learned from a better tutorial than you did. Got an example for me?
      --
      Bow-ties are cool.
  50. One of the strengths of the closed souce model. by LWATCDR · · Score: 1

    I love open source software. Just thought I would get that out there but ease of use is one of the strengths of the closed source model.
    Everyone talks about how you can make money on support with open source. With closed source every support call costs money.
    It pays to make the UI so easy that people don't have to call or call often. With OpenSource the UI often stops at the, "It isn't pretty but it works stage".
    I have heard that Blenders UI is much like vi and or emacs. Really steep learning curve but once you know it then it is very fast.
    I have worked with Solid Works and Turbo Cad and I have to admit that I found Blenders UI really confusing. I managed to do a quick rendering of a model I imported for SolidWorks but it wasn't easy.

    --
    See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
  51. These UI's don't suck. by backdoorstudent · · Score: 1

    http://www.ashlar.com/
    http://www.pixels3d.com/
    These programs have stunningly intuitive user interfaces.

  52. Challenging but Excellent by The+MESMERIC · · Score: 1

    Blender is great.
    Runs on Linux.
    It's free.

    Been doing some stuff I thought impossible before but only with the help of a Brazilian Book.

  53. CG is still art and not programming by rsanta74 · · Score: 1
    By and large, while there are still technical aspects to CG, it is still all about the art. Just because you can hold a paintbrush doesn't necessarily make you Matisse. The same thing goes with CG. If you aren't artistically inclined then you can only go so far.

    CG is really a synthesis of sculpting, painting, film/photography, and programming.

    Like sculpting, you need a firm handle of spacial conceptualization and perception. If you have a hard time visualizing the shape and curvature of something the human clavicle or the texture of a worn leather belt then you might have an equally hard time with CG. So much of what I do in CG boils down to, "Can I see it in my mind? Can I virtually 'feel' it on my fingertips?" In a lot of ways, it's like an actor asked to eat an imaginary chocolate bar. If he can't taste it then he can't fake it, at least not convincingly. If you're a good sculptor then there's a good chance that you'll be a good CG modeler. I can't draw to save my life (pencil woes), but I'm an excellent sculptor. That, for me, translates into an equal level of CG proficiency.

    CG is also like painting. To texture and shade, you need a firm grasp of where your light sources are coming from, how the surface is absorbing your colors, composition, color juxtaposition, etc.. You don't necessarily have to be a good painter to do CG, but it certainly helps. Like anything else, I think that you can pick up texturing skills. The harder it is for you to grasp color/texture theory the harder it will be to grasp actual surfacing.

    If you're into animation or complex stills then the similarities between film and photography should seem obvious. I'm not saying that you have to be great at either, but you should have the ability to observe. Good animation boils down to 50% observation and 50% perspiration. It's like that one friend who always knows what you're going to say before you open your mouth. Is it because he's psychic? Nah. He knows his subject and he knows how to read the subtle cues. That's all animation is. The longer you observe something the more you can understand the nuances of weight, balance, pacing, and so forth. That's why many animators keep mirrors and video cameras around. A good animator is also good at observation.

    The LEAST of CG is programming. You may encounter the need to write a script now and then, but unless its your job you won't regularly encounter them.

    Many people are under the misconception that CG is technical. It has technical aspects, but it is still art. There's no "Make Cool 3D" button. You don't have to be an engineer. Heck, some of the best CG artists I know are the least technically minded people. The best CG art is still made by those with an eye one the classic elements like space, composition, color, perspective, and so forth.

    CG is just another tool. It's not different than a chisel, paintbrush, or pencil. Its there to help you get the ideas out. CG may shortcut some of the things that our forefathers grunted through, but its no an art form. If you struggle in CG then there's a good chance that you'll struggle with non-CG arts.

    BTW, very little about that chart is factual. Having done CG for 18 years, I can tell you that that chart is very subjective. There are inconsistencies, inaccuracies, and biases all around. It is very much skewed toward the Autodesk end of the spectrum. There's a reason why the chart didn't compare all the apps at their NON-base levels. Maya & Max don't exactly rule without a fight when you've got XSI & C4D with their non-entry level (newbie friendly) models. The playing field is much more even then and far less happy for Blender users.

    Autodesk really doesn't make entry level of Maya or Max. Not really. They make pro versions and studio versions. That's the real difference between Maya Complete and Maya limited. One supports the needs of a full studio. The other doesn't, at least not as much. There is no newbie version of Maya. The PLE doesn't count since you can

  54. Blender fails at the basics by Anonymous Coward · · Score: 0

    Saying that Blender compares favorably with other programs in a feature matrix is exactly what's wrong with its design process - they've completely screwed up the basics and focused on bells and whistles. It looks good on paper and crumbles to pieces in practice.

    By "basics" I mean the things you do hundreds of times in a typical 3D session - selecting objects, moving them around, manipulating verts, moving the view. In MAX and Maya these operations are only ever one button press away. The workflow is set up so that if you have one hand on the mouse and one hand on the keyboard, you never need to shift position for 99% of the common operations.

    Blender on the other hand requires all kinds of SHIFT-CTRL contortions and strange bindings. Stuff that you want to be all in the same spot on the keyboard is scattered to the winds.

    Blender *isn't* the vi or emacs of its space. Those programs are extensible enough that you can fit them to whatever paradigm you need for the task. Blender is GUI-based and locked into certain paradigms that are just fundamentally broken.

    Here's a challenge to all you Blender lovers out there. I'll open MAX or Maya, you open Blender, and we'll agree to model something simple. I will do it faster than you, with the default bindings versus whatever custom thing you can whip up in Blender.

    Why? Because Blender is designed by programmers who know nothing (or don't care) about UI design.

    It may be a decent enough piece of software engineering but that doesn't mean squat to the thousands of people who have tried it and been turned away bewildered or disgusted (and likely chastised as inferior humans by its defenders). Ignoring the human interface component is exactly what keeps free software from taking over the world, time and time again.

  55. Mod parent funny! by RoverDaddy · · Score: 1

    Joke whizzing over 'Offtopic' mod's head duly noted.

    --
    RETURN without GOSUB in line 1050
  56. Re:Blender UI :-( needs skins by hot+soldering+iron · · Score: 1

    The one true failing of both Blender and GIMP is the UI. Someone had a real brainwave and built GIMPshop, a skin that makes GIMP look & act like Photoshop. Brilliant! Now people can get started using it immediately, and shift to its' native configuration when ready.

    Why don't the Blender devs do the same thing? I would love to have a skin so I can use Blender instead of Unigraphics ($20K for a full seat!) A skin for the 3DS crowd, or the ACAD people, would have Blender in use in most offices by the end of the day!

    If the UI is what is killing it, make it changeable!

    --
    When you want something built, come see me. If you want correct grammar and spelling, get a F*ing liberal arts student.
  57. Cue the "The interface Sucks" by nurb432 · · Score: 1

    I agree its different, but so is any other 3D application. Try comparing Truespace to 3DSmax for example.

    Once you take the time needed, you can be quite productive. And yes, it takes TIME to do it, this is not something you can whip out in a weekend. This isnt MSpaint we are talking about.

    --
    ---- Booth was a patriot ----
  58. Don't believe the hype. by Grim+Beefer · · Score: 1

    It's going to be pretty obvious to anyone that actually works in 3d that this article is a joke, and a tired one at that.

    It gets a lot of things blatantly wrong; for instance, MentalRay is just as capable as Vray. It really depends on personal preference, speed, and skill level as to which one is prioritized in production. There is no such thing as the "killer" renderer, as their ups and down make them interchangeable, like the major 3d apps themselves. MentalRay has one advantage over Vray, Brazil, FinalRender, etc. in that it is integrated, from the ground up, into Max, Maya, and XSI. Learning this renderer will produce easily transferable knowledge into the other major apps.

    Maya has fluids and cloth, and XSI has hair; they deceptively only compare base packages, without even mentioning that these options are available in their tiered pricing schemes. This is a huge omission in the case of Maya, because their Nucleus technology is absolutely jaw dropping. The "cloth" you get with XSI foundation is laughable, as Syflex Cloth (only available in XSI Essentials and up) is superior by far. How, then, Foundations got a "very good" rating in cloth, I don't know. 3dSMax does have limited compositing with Video Post, so it should have gotten the "Very Poor" or whatever, at least. XSI has some great compositing tools, but only with the more expensive versions.

    Why have a rating for Nurbs (hardly ever used), but exclude a rating for poly modeling (the industry standard)? Furthermore, why isn't there a rating for "performance", or how often the software craps out? Also, how is it that Max, whose "top unique feature" is biped, only scored a "very good" in the animation tools category? Maya Paint FX/Artisan are two different features, and Artisan (3d sculpting) once was, but now is not unique. There is no way that the fluids you achieve in Blender and those you can achieve with XSI are even comparable in production environments, underlining that fact that most of these "ratings" are completely arbitrary. I could go on and on, but I think anyone reading this gets the point by now.

    The point of the /. post, however, is that Blender achieved a decent standing in this comparison chart. If the credibility of this article hasn't been questioned enough to make you second guess that conclusion, I'd reiterate the case that Blender falls far behind the major 3d apps for several reasons. Most of these "wow" features are buggy, and would never hold up in a production environment. They are great in concept, and could be great in practice, but bug testing is not something that Blender's OS community seems to spend as much effort on, as opposed to implementing new bells and whistles. What good are new features if they are broken? The documentation for Blender is horrible, and this is only compounded by Blender's notorious alien interface. Again, I feel like this is a problem with it's OS development; no one seems to want to spend the time doing the "grunt" work of making some decent documentation. Overall, the features feel very tacked on and isolated, a far cry from the streamlined powerhouses that Blender competes with. Contrary to what some people are claiming, the UI is not Blender's biggest problem. People will adopt an alien UI if the payoff is large enough; take the case of Zbrush. Most production environments do not exist in a vacuum, with a single piece of software serving all production needs. They are hodgepodges of various 3d and 2d software, so it's not as though there isn't room for Blender to take a few seats in a studio. Blender just doesn't make itself easily admissible into this kind of environment, by continuing to focus on shoddy feature implementation as opposed to usability, performance, interface, documentation, and integration with other 3d/2d apps.

    1. Re:Don't believe the hype. by bsm3d · · Score: 1

      @Grim Beefer :
      I try to reply your comments :

      I asked to V-Ray pro and addicted to try Mentalray, at first they don't like it because it's hard to get smaes quality as in V-Ray without adjusting parameters. So after they learned Mr a bit more all say that's Mentalray is more realistic render than V-Ray.
      V-Ray is of course really faster in some case (MR glass is faster). Mr is in industries from 20 years, a bit more experience than V-Ray I guess.
      In Film it's usually Mr and Viz and Arch.Design it's V-Ray, because V-Ray is easy to setup.
      And last MR is populated and in each studio using max, maya, xsi (as you said), I experienced V-Ray is good for freelance, why ? Just try to send data to an others working relay studio or to your customers, if they don't install V-Ray and add.licence cost, no way to render! With Mr all is ok. it's this kind of industries points and pipeline who is important, the rest is blabla...

      I only compared base package, because new user before buy highend, don't want spend his money without knowing exactly what's they needs,...of courses we all know maya have Ncloth, fluids etc...
      If you work in Film studio, don't take care about this we know all how it's happend.

      I don't know why so cry on Blender Interface, it's just one thing into the list.

      In term of performance it's an others kind of article, I'm working on. The actual article is only done to SHOW to NEW CG ARTISTS what's softwares from based package they can try to fit their needs.
      And for arbitrary in my articles, I can assure I worked on this with a lot of CG PRO in film and freelance from arch.viz, design, games, cg students...around the world, from Las Vegas Who's who awarded CG artists to France CG expert and Asia...I don't publish their name here to keep their anonimous, we can speack about in email if you want.
      My 2 cents bla reply :-)
      My best, Ben (Bsm3d)

  59. Translation is a major problem by jiawen · · Score: 1

    I would really like to learn Blender. I own a full seat of Lightwave 7.5, but using it means booting into Windows, and Blender certainly seems like it should be able to do what I want. But actually using it is a pain (as so many others have said, the UI leaves a lot to be desired), and learning it is just as much of a pain. I bought the Blender 2.3 Guide -- yes, I really want to support the project -- but it's so poorly written, or so poorly translated, that it's effectively impossible to use.

    Have they come out with a manual written in good, clear English? And who will give me a free copy in exchange for the useless manual I currently have?

    1. Re:Translation is a major problem by Bones3D_mac · · Score: 1

      There is a newer Blender book out, called "Introducing Character Animation with Blender", that might be a bit easier to follow than some of the earlier "guides" on the software. I've been using it for a couple months now, and I finally have enough of Blender's interface figured out to model with it without interrupting my workflow. Definitely helped to explain the difference between datablocks, objects and meshes without making your brain hurt in the process. Also, the book seems to be current up to 2.43, so it only fails to cover the post-2.43 stuff like model sculpting.

      --


      8==8 Bones 8==8
    2. Re:Translation is a major problem by Anonymous Coward · · Score: 0

      Have they come out with a manual written in good, clear English? And who will give me a free copy in exchange for the useless manual I currently have? Why yes! I have a wonderfully translated English version, and would very much like to exchange it for a manual I cannot use. I will even pay the shipping costs!

      Contact me at AC@/.com
  60. All of the UI's are terrible by gmezero · · Score: 1

    I've tried Blender, Max, etc... and it's like they hired a five year old to design the interface, and then brought in a three year old as a contractor to do revisions. I for the live of me can't figure out how people are productive with this crap and given how much you pay for most of these programs, it's extra unforgivable. To date, the only 3-D program I can tolerate is AC3D. It's got a straight forward, intuitive interface and it's friggin' cheap. The only draw backs are you have to install POV for rendering, and it doesn't do animations.

  61. About my article by bsm3d · · Score: 4, Informative

    Hello,
    I'm the Benoît Saint-Moulin (the badboy) who writed this article :-)

    First thanks to all for comments and email, I hope my article goal is reached : discuss about how improving softwares and what's can be offering us for our needs.
    I'm CG technical artist and teacher in 3D College (HEAJ-Belgium) and try to stay independant into that's writed article. (sorry for my english...)
    To writed this, take a long and painfull 12 months of works, I hope it's well understanded.

    I read all comments, so here is few replies :

    - I'm not Pro Blender or not, I tried to stay indepedant into my article, I'm using Blender because there is powerful tools inside, not because it's free or not. As teacher / trainer I can say today industries interface use ""standard"" shortcut, F1 for help, well organised docs,... in Blender it's a bit uncentralised and new users never done 3D before must probably loosed to found the info when he need...
    To Blender be an industries and Film used softwares, replacing maybe some old dinosaurs, he must adapting his interface to be more CG artists friendly and open to artist's today kind of pipeline working, artists say not technical geek like us.

    - I'm not anti-Lightwave, I have it (9.2 dvd), used from LW 3.5 and the famous LightRave dongle until today for such task others can do ! I also writed this words on LW with LW-europe dev.support.

    - I'm not cons to text interface, I really prefer text interface, that's more faster to work with than vivid Icons as each softwares icons are not the sames ! text stay the sames...like in xsi, lw,...

    - This article don't to tried to compare Blender opposed to the world. Blender is include in because to industries can't simply ignore Blender potential and great work who can be done by Opensource software. (no licence troubles, no network installation issues, no per year subscription...)

    - Blender have a now a place to be in this kind article and I really don't like work with Nurbs in Blender, so each softwares are good for one tasks, try to do all with one is mayeb not the best to do !

    If blender is really good today, he must evolving (as free it's the best) he as somes lacks on somes BIG datas projects. I know just because I'm worked with, why somes highend 3d softwares is again today so highly priced and in somes case that's really justified ! in many not :-) cheers, Ben (BSM3D)

    1. Re:About my article by Ophion · · Score: 1

      To writed this, take a long and painfull 12 months of works, I hope it's well understanded.

      Meesa kinda doubtsa it well understanded.

  62. Is blender really superior? by Anonymous Coward · · Score: 0

    I love open source for many reasons, chiefly because of the superior quality that seems to come out of such projects, and the fact that the work is offered up free of charge. Just because something is open source does not make it superior, however. Sometimes the open source solution is superior, in the case of Linux versus Windows and Firefox vs Internet Explorer, but other times it's not; as in Photoshop versus The Gimp. In the case of Blender, it is a solution that is not superior or inferior, it's just it's own program with its own set of features. In the 3D industry, when two programs have almost identical feature sets, the superiority of one over the other is quite subjective.

    The concern that I have is with overselling. If I make a claim to a friend that if he downloads Firefox and uses it over IE that he will never get a virus, and he gets a virus via email or some other source, he will assume that this is the fault of his browser because of my outlandish claim. He would likely switch back to IE, and actively argue against anyone who tries to tell him that this is dangerous because obviously my claim of Firefox being all the protection he needed was ambiguous. The fact that Firefox is free makes little difference, as there is still an investment in time, productivity and learning the new software- even for one so simple as a browser. Making claims that Blender is this much better than the competition could have dire consequences for the adoption of Blender in the future, as many users may not give it a second chance. By all means, be honest about what Blender can really do- but be open about what it can't, so new users will know exactly what to expect.

    So is Blender at least equal to Maya, Softimage or 3Ds Max? In some ways yes, in others no.

    The article I previously read dealt with 3ds max, Maya, Cinema 4D, Lightwave, and XSI. I will compare the three that I have experience with, those being Max, Maya and XSI. Also, I will skip much of the technical information that is very concrete, such as pricing and compatibility.

    Interface- The Blender interface is actually brilliant, but different from any other 3D package I've used. I personally dislike the Max interface very much, but I am quite fond of both the Maya and XSI interfaces. I know that there are many artists who prefer Max over the other solutions out there, so this is completely a matter of opinion, and none is a clear winner.

    But for beginners, I actually think that Blender has the best interface. The rest are messy and confusing, especially Max, whereas Blender is clean and simple- with most options available via shortcuts. With video tutorials like the series by Glen Moyes available, Blender is probably the most newbie friendly package on the market.

    Rendering Quality- This topic is extremely subjective. I have managed to get very good results out of all of the packages that I have used, and with poor rendering settings, I have gotten poor results as well. I recall the first project that I rendered using Renderman, which is an industry standard, and it looked awful. Like the 3D package itself this really depends on the artist- and none of the render systems are a clear winner. If I were to pick one as the best my opinion would favor Mental Ray. Again, this is subjective, so I am not claiming that your experience will be the same.

    Animation tools- Each is different, but I would put XSI as my favorite to work with. The animation system in Maya is very complex and hardly intuitive, but extremely powerful. I have not found a limitation yet with the Maya animation system. 3ds Max has good rigging tools and setup, though much of it is a pain to use. They do have Character Studio though, which is nice if you have a tough time constraint, but in larger projects it isn't very powerful. I would rank theirs as "good" because there are no major limitations.

    Then there's Blender. I am quite satisfied with the rigging system. They are missing a few things, such as using non-bones as part of your rig (useful for ma

    1. Re:Is blender really superior? by FelixGordon · · Score: 1

      I wish I had mod points. This post was far more readable and complete than TFA, and certainly more fair and level headed than most of the comments. Fits well with my limited experience in LW, Max and Blender. Extra credit for not even needing to use the term "open source" past the first paragraph.

  63. It's simple. by ikekrull · · Score: 0

    If you don't have the patience and skill to learn the UI and get results from Blender, youre simply not cut out for 3D modelling/animation.

    Personally, I appreciate Blender for what it is - a powerful set of artist's tools, not for what it isn't - a 'my first 3D' toy.

    Try and achieve what you can achieve with Blender in any other free or open source app and you'll come up short. It's as simple as that.

    With all of these whiners complaining about the UI, you'd think there would be some who might be prepared to contribute some code,documentation and design resource into making it happen? No? Maybe you really are better off paying a few thousand for a commercial application suite then.

    --
    I gots ta ding a ding dang my dang a long ling long
    1. Re:It's simple. by DaveCBio · · Score: 1

      Wrong. People working in a commercial environment need a stable, intuitive and robust application that has some industry standard features and a short learning curve if they haven't used it before. Maybe you have time to putz around with contributions, but that's not what a commercial 3D company needs to do, they need to get things done on time and to budget.

  64. The slogan of bad user interfaces everywhere... by argent · · Score: 1

    If you don't have the patience and skill to learn the UI and get results from Blender, youre simply not cut out for 3D modelling/animation.

    If you don't have the patience and skill to learn JCL and get results from OS/360, you're simply not cut out for using a computer.

    You know, when people criticize the "Gimp" for being less user friendly than Photoshop, what happens? Well, sure, there was some grumbling about it, but there's also been a concerted effort to improve it over the years, including some outright lookalike variants.

    I've used a number of 3d tools, starting with "edit these text files" in PoVRAY and working up through pretty much all the open source tools and a number of the commercial ones, and I have to say that using Blender didn't make me think "this needs polishing", it made me think "the guy who designed this program actively hates his users". Even for an open-source program, Blender is particularly obscure.

    With all of these whiners complaining about the UI, you'd think there would be some who might be prepared to contribute [...]

    I'm sure there are. I can only speak for myself, though, and I have to say that in general you're only going to get contributions to an open source project from people who find value in the project. If the user interface dissuades people from using it, then that is going to act as a pretty strong filter keeping out the people who might be interested in providing the kind of help it most needs.

    1. Re:The slogan of bad user interfaces everywhere... by ikekrull · · Score: 2, Insightful


      That may be true, it may have a bad UI, it may turn new users off, but theres nothing that can be done to fix it without people who have the skill, and the will to change it.

      So, in the short term, if you don't like blender's UI, go buy a package with a good UI. There is no free alternative. In the medium term, your best bet is to help to fix it, and in the long term, eventually, this issue will be addressed by somebody else.

      Its a matter of how much time have you got to contribute vs how much time youre prepared to wait for Blender to get a new UI.

      I mean, if i never bothered trying to edit text files in POV-Ray (oh yes, i've been there too), i would never have gained the knowledge i use daily with Blender and other 3D apps. I never once threw up my hands and said 'too hard' - i was too busy learning and creating stuff.

      So while it may be 'the slogan of bad user interfaces everywhere', its also the cry of the project that is trying to be too many things to too many people, with not enough hands on deck.

      Its a simple matter of resourcing and a lack of consensus - so if Blender is losing users because of the UI, well, thats regrettable, but unfortunately not addressable without compromising other goals in the short term.

      Blender can, and will be, so much better than it is now - and its not like anyone is stopping anyone else from reorganising the Blender UI in a newbie-friendly way like GIMPShop does with GIMP.

      Inkscape is wildly popular because a bunch of developers took the oddball sodipodi interface and changed it to their liking, not because the sodipodi developers were influenced by the UI complaints on slashdot.

      And really, when you look at the size of the Blender community, does it really seem like there is a problem with the number of users?

      --
      I gots ta ding a ding dang my dang a long ling long
    2. Re:The slogan of bad user interfaces everywhere... by argent · · Score: 1

      theres nothing that can be done to fix it without people who have the skill, and the will to change it.

      That's what I just said.

      And you get people with the will and skill to fix it by getting them interested enough in using it to make it worthwhile fixing it.

      When you have people looking at Blender and then writing programs to generate objects directly because it's easier to write a one-off program than to figure out the way Blender does things, you're driving away the people who have the skill and the will, but who don't like the Blender UI. The reality is that there are more than enough projects hungry for EVERYONE's time that you gotta spend what you have on projects that get you the most bang for the buck. And when the feedback from the Blender community is stuff like "if you can't handle the user interface you're not ready to do 3d" one finds it hard to come back with "that's a community I really want to contribute to".

      The bottom line is that you have lots of good reasons why the user interface sucks so badly, but the fact remains that it IS really really bad, and one of the reasons is that attitude that the people who don't want to "get it" aren't worthy.

      I never once threw up my hands and said 'too hard' - i was too busy learning and creating stuff.

      Again, there's more than enough ways to learn and create stuff that don't involve beating your head against a user interface that seems designed to give developers an excuse to tell users "they're not good enough".

  65. The important question: Will it blend? by objekt · · Score: 2, Funny
    --
    -- Boycott Shell
  66. My mistake by ThirdPrize · · Score: 1

    I take it all back, Blender is not an X11 app like I suggested it was. Still it does have a funny menu and the toolbars never seem to draw correctly on my McBook. Looks like an X11 one.

    --
    I have excellent Karma and I am not afraid to Troll it.
  67. Re:Bitching about Blender's interface never gets o by digitalhermit · · Score: 1

    I've used Blender off and on for a few years, and have even written some tutorials on its usage. For me, it's similar to using vi versus some other editor. Once you get used to the interface, you can get a whole lot of stuff done quite quickly. I'm also lucky in that Blender was one of the first serious 3D apps I had used so there were no pre-conceptions about the interface.

  68. You're way off base. by ikekrull · · Score: 1

    Nobody creates 40,000 polygon meshes my specifying all the vertices manually. All modern modelling applications in non-engineering fields rely almost exclusively on NURBS or subdivision surfaces which are the very definition of 'multi-resolution meshing' technology. They all already do have 'infinite' resolution.

    These technologies do not preclude the use of CSG techniques, though CSG's requirement of a closed boundary adds complications that are just irrelevant and often visually objectionable when manufacturability or physical correctness aren't priorities.

    The big issue is that artists only put in the detail that is required, and no more. Your premise assumes that if only there was a tool smart enough, that the details required to render a beautiful, physically accurate models down to the sub-millimeter scale would simply spring out of nowhere, or be synthesised on the fly by this 'tool'.

    But how would you avoid having to spend the time required to model the eyelashes, the skin-pores, the fibres in clothing fabric, the cracks in the tooth enamel, the fine body hair, the slightly jagged fingernail edges, the complex mutilayered appearance of the iris etc. etc. etc. - once you've done that, you can start reducing polygon counts with your tool, but theres no tool to put it in in the first place. Thats why we have 3D artists. And usually their job is to omit or fake these details in the most realistic way possible given the other constraints they face.

    In some areas, this is possible - typically, artists do not sculpt and style hair on 3D models by individually placing each one - many hairs can be generated based on algorithms that use a set of guide hairs, or parameterised hair patches, to give results.

    'Texture baking' is increasingly popular, using a high-resolution render of a detailed model to apply per-pixel displacement to a lower resolution mesh - again, however, this technique is limited by how much detail the artist put into the original model.

    But nobody has yet come up with a tool that lets you sketch an outline and click the 'this is a horse. expand to 'infinite resolution', and make it look the way i intended it' button.

    Maybe thats what the blender UI needs?

    --
    I gots ta ding a ding dang my dang a long ling long
  69. The winner XSI? by edxwelch · · Score: 1

    It's funny that the usablity of the UI doesn't get much credit in the artical, even though that is the most important factor.
    The general opinion of the modelers at work is that XSI is the best and Maya is the worst. One outside consultant swears by XSI. He claims Modeling and texturing is about twice as fast compaired to 3ds max.

  70. Re:Bitching about Blender's interface never gets o by Anonymous Coward · · Score: 0

    > "The default keyboard shortcuts are WEIRD -- Ctrl-W to save, anyone?"

    "W" for write? As in write-to-disk.

  71. MOD PARENT TROLL by elrous0 · · Score: 1

    No, YOU Sir, are a troll. Blender's UI is notorious and always has been, and this is widely know. I myself tried to learn it once. "Nightmare" doesn't BEGIN to describe it. The GP was just trying to describe his honest opinion and you question his "mental capacity" for his effort.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re:MOD PARENT TROLL by Mystery00 · · Score: 1

      Yes, yes I do. His so called "description" has no valid examples, no references of any kind and no comparison to other programs, I doubt he even knows Blender well enough to compare in the first place. Yes, I question his mentality because if his idea of Blender's difficulty are not exaggerations but his actual truthful thoughts on the matter then in my honest opinion he has other issues to worry about regarding his own self.

      --
      "we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
  72. FPrime and similar tech by Purity+Of+Essence · · Score: 1

    LightWave's FPrime plugin is such awesome technology providing pixel perfect real-time previews and astounding rendering acceleration. It's extremely useful during lighting and texturing. It's continuous, progressive refinement rendering engine is also a tremendous time saver letting you strike a balance between quality and speed automatically by providing you with progressively better looking versions of the entire animation basically from the moment you press render. For me, these features alone would be enough to put LightWave over the top. Does the competition have anything like it?

    --
    +0 Meh
  73. No offense... by Anonymous Coward · · Score: 0

    ..but when kdawson starts posting, am I the only one who thinks:
        "They left Wesley Crusher at the helm of the Enterprise, again..."

  74. Very Effective? Hah! by Malkin · · Score: 1

    I am not some "learn 3D over the weekend" kid. I've used Blender extensively, and I hate it so much that I'm tempted to unload my own personal money for Maya.

    1.) I'd have a nice advance towards my Maya fund, if I had a dollar for every damn time I've failed to save the file I was working on, because I didn't notice the little, TINY "Save over" dialog box. I can't think of any other application that feels the need to verify that I really want to save the file I've been working on and saving for the last three hours. And, if you've used Blender for any length of time, you know what rolling the mouse off of a dialog box means...

    2.) WTF IS WITH THE $#&*(@&ing dialog boxes that disappear when you roll off of them? I've had to pop the same dialog or menu four times in a row, because I kept accidentally rolling off of it. This is especially annoying if you've typed something into the dialog box, because you have to do it all over again when you bring it back up.

    3.) The UI may be lame, but the UI widgets available to script developers make them look like a treat. Many scripts are a nightmare to use -- not because their developers were lacking, but because they just had a godawful poor set of UI elements to work with.

    4.) I'm sick of "features" that are really barely supported python scripts, that are often hellish to use (see #3).

    5.) Blender actually has some pretty cool features that nobody uses because NOBODY CAN FIND THEM. Who knew that Blender had a retopo tool?

    6.) I'm in edit mode, but I have the object button panel selected. Now, I'm in object mode, but I have the mesh button panel selected. Confused yet? It's even more confusing when you're looking for an option that you know is USUALLY on the button panel you currently have selected, but oops -- you're in the wrong mode.

    7.) Why does my button that allows me to make only front faces selectable just... disappear sometimes?

    8.) And why do my tool tips just stop working sometimes?

    9.) Try to talk someone through the texturing workflow, just once. See how efficient they think that is.

    10.) Why can't I lasso UVs in the UV editing window? It seems like a pretty obvious feature that's missing.

    11.) Why does the left click do something I almost never do, and right click does something I want to do constantly? If I had a dollar for every time I've accidentally moved the center cursor, that would be the rest of my Maya fund.

    12.) Why can't I remap the keys?

    13.) I can't add programmable shaders without writing them in C/C++? This is 2007, isn't it?

    Oh, geeze, I could go on and on and on. 1 and 2 alone have been enough to make me want to tear apart the source code -- but I don't know to what degree the Blender team would be interested in my mods. Sometimes, I think some of the long-time Blender users have a serious case of Stockholm Syndrome.

  75. Why just one? by Howitzer86 · · Score: 1

    I think you'd be insane to just learn one tool. If a graduate goes to an interview and says he only knows Maya, he doesn't have as good a chance as the guy that knows Maya, Blender, Silo, and Zbrush.

  76. Cheetah3D and Silo by Anonymous Coward · · Score: 0

    are the best modelers for the mac for those in the low price range. In fact, Cheetah3D has the best UI and can be scripted.

    Modo is real nice too. Though, the price tag is high.

    I've tried Blender and I have to agree with other posters that Blenders UI is a nightmare. I guess you get what you pay for. ( except some tax payers who foot the bill for its development somewhere )

  77. A UI so bad even a 10 year old can figure it out.. by ehud42 · · Score: 1

    Sheesh. All this whining about Blender's bad UI is making me sick.

    My 10 year old picked up Blender a month or two ago and has cried, fussed, whined and sometimes driven me absolutely nuts with 'I can't figure this out!'.

    Guess what, the stubborn little guy didn't quit.

    First particle animation movie (it's 13MB - still need to work on compression).

    Oh, and he's not the only kid struggling with the useless UI. Check out these guys at
    Peerless Productions.

    It's their tutorials that really got my son over a lot his hurdles. (Thanks Colin if you're reading this).

    --
    I'm in my right mind and I have the answer to everything!
  78. Blender's UI by DrYak · · Score: 1

    My prediction for all discussion concerning UI and Blender :

    cat troll.txt | sed 's/gimp/blender/;s/photoshop/3ds/'

    A lot of trolls "Blender UI is teh suxx0rs", while silently there is a big community outside who's happy with blender, even if its interface is radically different from other softwares - that the community hasn't learnt anyway.

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  79. ...no here's your troll comment. by gmezero · · Score: 1

    Happy with Blender...

    Let's see. If people liked shoving a cheese grater up their rear end to get the graphical effects they wanted but didn't like the bleeding after each production, but it got the job done... a significant percentage would live with the butt bleeding rather than learn yet another crappy tool.

    I hear there is medical salve you can get to help the bleeding.

  80. Microformats that gracefully degrade by tepples · · Score: 1

    In my opinion, <i> should never be used, as it is a formating tag and adds no meaning to the document.

    Without attributes, you'd be right. But I can see one use of presentational elements, in a document that uses a microformat within HTML or otherwise uses features of HTML and CSS that not all user agents support. You might want a particular kind of inline element to gracefully degrade to italics in the legacy visual user agents used by a sizable population. For example, <i lang="x-tokipona">nimi mute</i> would mark the words nimi mute as being in toki pona (semantically) and in italics that signify a foreign language (presentationally). Though the same effect could be achieved with a span element and CSS attribute selectors, the still-widely-deployed Internet Explorer 6 doesn't recognize CSS attribute selectors at all, and IE7 still doesn't apply multiple attribute selectors. We are still in the Transition.

    But will it blend? And how did we get from Blender to this?

    1. Re:Microformats that gracefully degrade by Andrew+Penry · · Score: 1

      Or nimi mute would also work (with .foreign{font-style:italic;} of course). Still compatible with IE6, this way does not mix presentation with semantics.

      Some people argue that marking all foreign language words, ship names, genus and species, legal cases, rhyme schemes, stage directions, theorems, etc. with span tags and corresponding classes is impractical. But in reality, very few sites are going to have content that has all of these things. (And if you do mark these with classes, you get the added bonus of being able to easily search for all content that includes a ship name.)

      As for microformats, I recommend not using microformats that use formating tags like <i> or <b> or that stretch interpretations of tags like <abbr>. As cool as hCalendar could be, my clients who use screen readers should not be subjected to it.

      As for blender... I don't remember how we got here.

  81. Now, it's not really THAT bad... by Anonymous Coward · · Score: 0

    How long did you spend trying to figure it out?

    I'm not a 3D artist by any stretch of the imagination (I'm an engineer), but I do need a decent-quality render once in a while.

    The first software I tried was Maya, and that was a horrible experience. It's not that I couldn't find the controls to do stuff, but that it took SO long to get any work done. I'm told that experienced users can throw stuff together quickly in Maya, and I believe it, but for me it felt like I was digging a tunnel with a toothpick...

    With Blender, it took about a day to get past the weird UI, but now I can get a model made at what seems like a reasonable speed. The heavy use of the keyboard gives a UI with more "bandwidth", which is exactly what a 3D program needs.

  82. Re:Bitching about Blender's interface never gets o by JCDenton513 · · Score: 1

    Thanks for the book recommendation, I'll have to check it out.

    I started using Blender as my first major 3d modeler so I was learning from scratch. While the UI can be daunting even for a person who's never done much modeling, once you learn it, it really is fast and just plan nice. Same with vi. The first time I used vi I had to reboot my computer because I didn't know how to exit it and I was in a basic CLI. However, I put some effort into it and learned the basics like saving and inserting text. Now it is my editor of choice. When I'm coding I have a difficult time using basic editors because I can't more around as fast and generally have to take my hands off the keyboard just to do a simple word replace. It's extremely painful to use Notepad++ or gedit.

    I am extremely happy with the way Blender works. I am not a pro at modeling but I can do a decent job. Making Blender easier to operate would be helpful but not necessary.

  83. Modal keys by Anonymous Coward · · Score: 0

    Problem is that for a UI like 3DS, the mouse has modifier keys such as Alt to change the mouse movement (2-d) to something required in 3-d (like, rotate around the z axis, for example).

    Now you have a modal Alt key: if your hand is on the mouse it means "rotate around the Z axis" if you've pressed "D" you may have mapped this to "Select for stretching (Drag Vertex)".

    And so now you need to work out what you can afford to make modal.

    The 2D interface, input and output methods are insufficient for the task and this makes any UI design inherently sucky. Your choices are where to make it sucky.

  84. Real Men don't use grammar check. by JamesGecko · · Score: 1

    Did nobody read the article? There are at least twenty amazing internet memes waiting to be started here!

    - Very good all around application suitable for freelance/designer best quality tools for the price ! Not enough popular yet !

    - By far the most well know and used 3D dcc applications in the industries all around the world, so the prices for freelance is too much expenssive and old core.

    - As you view each softwares have their strong and weaks parts !

    - I don't wont here to push an application more than others

    - I also hope my goal is reach with this table and a long hard work, I hope you get more ideas on what's solutions is the most suitable for you !

  85. Blender tries to apply to everyone by Madsy · · Score: 1

    Think of this for a while: There is no such thing as a "model artist". Everyone are bound to have different goals,
    and Blender tries to apply to everyone. This is what I believe is its biggest flaw.
    You have people doing still renders and animation renders, as well as artists modelling meshes for other applications, who are not even interested in the Blender renderer at all. Or at least not interested in the settings outside OpenGL, like the raytracer settings.
    With all these features, and with the goal to please everyone, of course the GUI gets bloated. If they somehow got their features split up, I think more people would find Blender easier to use. Also, a way to bind your own shortcuts would help.
    What I miss, is an editor specifically made for modelling meshes for games, with proper bone and shader support. As I mentioned earlier, people modelling game meshes do not care about advanced renderers inside the editor itself. They want the renderer to be able to mimic their game engine.

    By the way, what's up with how Blender does bone animation?
    I haven't used envelopes or vertex painting that much, but from my experience they are either useless or a total pain to get right.
    Armatures only work with a radius, so often you get too many or too few vertices inside the armature influence.
    Vertex painting seems very counter-intuitive to me when I don't want weighting. I just want to bind a vertex to a particular bone.