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Open Source On the Big Screen

An anonymous reader writes "Following the success of Elephants Dream, the Blender Foundation is developing a follow-on open movie called Peach, set for completion later this year. Computerworld has up an interesting interview with Matt Ebb, lead artist from Elephants Dream (the interview is split over 5 pages). Ebb talks about the making of the world's first open movie and offers some advice to others wanting to start such a project."

42 of 120 comments (clear)

  1. Success by reality-bytes · · Score: 4, Insightful

    Just before anyone wades in...

    ...this probably refers to the successful completion of the open project as opposed to box-office success or other notional gauge of success. ;)

    --
    Ripping an new rectum in the fabric of spacetime.
    1. Re:Success by realmolo · · Score: 5, Funny

      Yes, in the open-source world, success is measured differently.

      For example, in the land of open-source projects, having a premium "Mrskin.com" account would be the equivalent of "successfully" copping a feel off of Angelina Jolie.

    2. Re:Success by jgarra23 · · Score: 3, Funny


      Yes, in the open-source world, success is measured differently.

      For example, in the land of open-source projects, having a premium "Mrskin.com" account would be the equivalent of "successfully" copping a feel off of Angelina Jolie.

      Not only that, a fork would actually be copping a feel from Brad Pitt.

  2. Youtube by CaptainPatent · · Score: 4, Informative

    For those of you who haven't seen Elephants dream and don't want to tolerate the 450MB download, here's the Youtube link.

    --
    Well, back to rejecting software patent applications.
    1. Re:Youtube by QuantumG · · Score: 2, Insightful

      I recently learned enough Blender to be able to model some simple things.. and after learning all that crazy shit I even got to the point where I wasn't having to think what did what all the time. All the claims that Blender wizards make about the UI being ultra fast once you get to know it are just false. Even after you have mastered it the Blender UI is cumbersome and annoying. I think what they mean is that it is faster than using 3d Studio Max, which may indeed be the case, but for someone who finds 3ds max pathetic in the UI department also, that's not hard.

      --
      How we know is more important than what we know.
    2. Re:Youtube by Anonymous Coward · · Score: 5, Insightful

      I'm not sure if you're a troll or not, but seriously?

      I'll admit that Elephants Dream is a bit strange, but its certainly not dull. In fact, unsurprisingly, it sort of exists as a tech demo of what Blender can do, which makes watching it on YouTube rather akin to brail pr0n.

      Your other comments are both absurd, Blenders renderer is state of the art, and quite competitive with anything Max can produce as the gallery will contest, plus it has Yafray which kicks arse. As for the GUI, 3D graphics is complicated, and so are the GUI's. A professional learns multiple GUIs and accepts that each has its pluses and minuses. Lesser peons learn just one interface and bash the others when they turn out to be different.

    3. Re:Youtube by chubs730 · · Score: 2, Informative
      I've been using blender for 2 years and I do indeed find the UI super fast. I think the real problem is that the learning curve is far underestimated; it's taken me quite a while to get to the point of having the majority of important keystrokes be second nature.

      I wouldn't consider myself a "wizard", though at this point my main constraints on furthering my skills are a lack of proper art training and time. If you find the UI cumbersome now, keep at it, and the hotkeys will really aid you. The main problem is that the UI in blender has a really steep learning curve at the moment, but I find it faster than 3ds max or maya. It doesn't seem intuitive now, but using one hand for commands and one for actual modeling really speeds things up.

    4. Re:Youtube by ultranova · · Score: 2, Insightful

      Seriously, any UI will be "super fast" after 2 years of learning.

      No, it won't. For a given task in a given UI, there is a way to do so with the minimum number of keypresses / mouselicks / whatever. This minimum number varies from UI to UI; the UI with the smallest minimum will also be fastest, because no matter how well you learn a given UI, your speed is still limited by the physical limits of your body. You simply can't press the buttons infinitely fast no matter how much you practice, so the less of them you have to press to accomplish a task, the faster you can perform it.

      That said, I have no idea if Blender's UI is fast, slow or average; I couldn't make sense of it when I last tried it, and have resigned to doing my modelling with Povray scripts. I guess that tells something about the user friendliness of Blender :(...

      --

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

    5. Re:Youtube by Corwn+of+Amber · · Score: 4, Insightful

      I'd like to point out that workflow decisions can only be made when you know the whole of your tool. I've seen people lose years of time, because they couldn't be bothered to learn how to do things in the ways the toolmakers already thought about.

      --
      Making laws based on opinions that stem up from false informations leads to witch hunts.
    6. Re:Youtube by MobileTatsu-NJG · · Score: 4, Interesting

      If you understand the concept of 3d modeling already, a good UI should take no time to learn.. none. If you don't understand the concepts, sure, there may be some period of learning required, but the UI of your modeling app should aid that learning process.

      3d modeling tools are seen as technical products for a technical audience.. as such the UI is given no serious consideration. Your first statement is partly true, but not entirely. First, each app has a different philosophy behind its work flow. In that sense, no, understanding 3d modelling doesn't guarantee a '0 time to learn' by any stretch of the imagination. For example: Lightwave has a modeler app. You build your model in that app, then load it in Layout and animate it. The benefit is that the tools are designed around direct vertex manipulation. It's very easy to get a nice clean model with no extra invisible points etc. The added bonus is since LW's scene has to load the object in, then modify it, you can easily modify an object later and it won't rock the boat of what's going on in layout. (In other words, you can easily update a character's model after it has been animated. Though not impossible in other apps, it's typically less elegant.) Maya, however, has a different approach. Its idea of modeling involves piling on a series of modifiers/nodes onto some geometry. If you want to slice along the polys of a cube, for example, a 'split node' is attached to the object that modifies the geometry for that result. You can then go back and modify it.

      On the surface, you end up with a similar toolset. Both Maya and Lightwave have the split/slice polygon tools. However, the philosophies behind them really make that common toolset problematic. For example, Lightwave doesn't have a modifier based operation. It's like Photoshop in that respect. You mess with the vertices, blammo, you're done. This gives you tools like "Dragnet". That tool allows you to grab an area of verticies and pull, just like working with clay. Maya, however, can't do any operations on geometry without creating a modifier. So if you want to do a tool like I described, you have to create a 'dragnet' node, place its start point, then move it to the destination. That's a good deal slower than how Lightwave handles it.

      This is an over-simplification of what's involved, but it more or less illustrates the problem with your statement. I'd liken it to watercolors vs. oil paints. They both require paint and a paint brush, but the techniques involved are nearly inverses of each other. With Lightwave, you model by cutting a lot of pieces away. With Maya, you model bending pieces into shape since its work flow lends itself to doing lots of deformations. To put it another over-simplified way: Lightwave would be better suited to modeling something vehicular with rigid pieces. Maya, however, would totally kick Lightwave's ass when modelling something with a lot of hoses and other bendable things, like the Sentinels from the Matrix. The difference is in the workflow philosophies of these apps, not their toolsets. It's a lot harder to cross-train modelers between apps than you'd expect.

      3d modeling tools are seen as technical products for a technical audience.. as such the UI is given no serious consideration. I'm not sure how to read this statement. Either you're saying that the UI isn't developed for the mass audience (which is true, and I have no argument at all with) or you're saying that UI's are just tacked on and the artsts just deal with it, which does happen, but isn't generally true. UIs for 3D apps are developed around the philosophy of the app. If that philosophy isn't understood, then the UI makes no sense. Give a Photoshop guru a copy of Illustrator and tell him to do work in it, and he'll tell you the UI's bad. Different philosophy. A lot of work actually does go into the UI of 3D apps. The problem is you cannot take something as vast as '3D' and slim it down to a UI philosophy like you can with something like Photoshop. Yes, 3D apps aren't unituitive or psychic, but no, it isn't for lack of trying.
      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  3. Good things coming from the Blender crowd by Facetious · · Score: 5, Informative

    I have particularly been watching their open game.

    --
    Let us not become the evil that we deplore.
    1. Re:Good things coming from the Blender crowd by chubs730 · · Score: 2, Insightful

      When was the last time a multimillion dollar commercial game was created with gamemaker?

  4. Apricot by chubs730 · · Score: 4, Interesting

    As a blender/crystal space user I'm more interested in the development of Apricot, the open game based on the movie. It'll be great to see improvements in the area of 3d Linux game development, and certainly make it a more attractive platform for developers in the future.

  5. Other projects by slapout · · Score: 2, Insightful

    Has anyone taken the source files to the project and created anything else with them?

    --
    Coder's Stone: The programming language quick ref for iPad
    1. Re:Other projects by Metsys · · Score: 2, Informative

      Here's an article that has a few examples. http://www.blendernation.com/2006/08/18/elephants-dream-remixes/

      The only other thing I can recall people using the source files for is re-rendering it for technology tests, like an 8 megapixel display.

  6. True open source coming to the Big Screen soon by LetterRip · · Score: 4, Informative

    The movie Plumiferos http://www.plumiferos.com/index-en.php will be coming to the big screen some time early next year. A feature length movie done entirely in Blender (modeling, animating, rendering, non linear editing, etc.)

    LetterRip

  7. Success? by goldspider · · Score: 3, Interesting

    I'm probably not alone in that I've never heard of this movie nor studio. Not saying that I alone am a good measure of a movie's success, but I'd like to know the criteria by which this is being judged a success.

    --
    "Ask not what your country can do for you." --John F. Kennedy
    1. Re:Success? by RobBebop · · Score: 3, Insightful

      I think Hollywood and conventional wisdom have perverted the term "success" for their own power so that it implies "commercial success".

      A more general definition is "an achievement of an objective or goal". To some extent, this is rather arbitrary but having created my own movies (all videos licensed under Creative Commons), I would say that it would be a success for them to just finish it.

      Now, to inject my own selfish opinion into the argument of the definition of what success might be for an "Open" project like this, I would list the following, "an work that makes a positive contribution to the culture of humanity". It doesn't have to be a large contribution, but as long as people can gain something from it (a lesson, some entertainment, faith and hope) then it would qualify in my mind as a "success".

      This is what I aim for when I mark a publication with the Creative Commons license (which, in addition to the movies, includes this).

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    2. Re:Success? by dbIII · · Score: 2, Interesting

      but I'd like to know the criteria by which this is being judged a success.

      They succeeded in their goals perhaps?

  8. Advice by pete-classic · · Score: 5, Insightful

    I have some advice for these guys: Get a script!

    Elephant's Dream was a huge technical achievement, but the final work was an abject failure as a film. A "movie" isn't just a series of pictures that appear to move when displayed in rapid succession. Tell me something. Move me. Give me a character I have a fighting chance of identifying with.

    Do something to transcend mere moving-pictureness.

    -Peter

  9. Success of Elephants Dream? by Chris_Jefferson · · Score: 4, Insightful

    Elephants Dream was a success? You mean a film which almost no-one ever heard of, and almost all of those who watched it didn't like?

    While it was cute to make an open-source film, it would also have been nice to have a decent plot and scripting. I've seen many better stories in flash on newsgrounds. Heck, I've seen better plots on ytmnd.com.

    --
    Combination - fun iPhone puzzling
  10. Anyone doing a less "artsy" project? by starseeker · · Score: 3, Interesting

    I have no problem with making an artsy movie that has hidden meanings, and clearly the Elephant's Dream guys knew what they were doing. It would be interesting if some folks with a bit more mainstream focus would pick up the ball and try it - it might really help Blender too.

    Any movie is going to be judged by a combination of its technical achievements and its storytelling. A lot of the reviews I have read of Elephant's Dream are sort of "what was THAT about" and clearly that was an expected response. Fair enough. Now I'm curious to see if the ground breaking work can be used to create something with a bit more mainstream appeal, that the wider press could pick up and promote with the expectation that most viewers would be entertained. Are there free movie scripts being written anywhere? Maybe if there's a central forum with scripts being reviewed by a community a team could take one of the highly ranked ones and see what they can do with it.

    Maybe we can make some "stars" in the Open Movie world - script writers, voice actors, what have you.

    --
    "I object to doing things that computers can do." -- Olin Shivers, lispers.org
    1. Re:Anyone doing a less "artsy" project? by crossmr · · Score: 2, Informative

      it wasn't artsy, it was digital masturbation.
      What they were alluding to was painfully clear. The entire purpose of the movie was to say how great and important the movie was.. on the other hand look at http://www.delivery.framebox.de/ Delivery made with far less support, and a hell of a less horn tooting.

    2. Re:Anyone doing a less "artsy" project? by LetterRip · · Score: 2, Interesting

      Now I'm curious to see if the ground breaking work can be used to create something with a bit more mainstream appeal, that the wider press could pick up and promote with the expectation that most viewers would be entertained. Peach http://peach.blender.org/ , the second open movie being done by the Blender Foundation is targeted at mass market appeal - it will be cute, funny, and furry.

      So I think it has a good chance of meeting your hopes and expectations.

      LetterRip
  11. The Pixar Shorts by westlake · · Score: 2, Insightful
    Elephant's Dream was a huge technical achievement, but the final work was an abject failure as a film

    If you want to understand the difference between a tech demo and a movie - and how the evolution of a story teaches you mastery of your craft - you need look no farther than this: Pixar Short Films Collection: Volume 1 [Blu-Ray $20]

  12. From the last time Blender got flamed on Slashdot by shadowman99 · · Score: 5, Funny

    "...It's about time we get some competition, but especially it's time someone makes a 3d program the average slashdot reader can understand and use." Ton Rosendahl I personally cannot wait for Blender to become simple enough for noobs everywhere to start rendering pictures of spheres. The 3d world can never have enough "first renders". Cluestick: Add a light and a camera, or your render will be black. Bonus points if you actually aim your camera at the object to be rendered.

  13. Conceptual success by Tranzistors · · Score: 2, Informative

    The film's purpose is primarily to field test, develop and showcase the capabilities of open source software, demonstrating what can be done with such tools in the field of organizing and producing quality content for films.

    It was technical demonstration, so don't feel too surprised it had a crapy plot. As far as video quality goes, I found this video quite nice.

    More about it here

    1. Re:Conceptual success by spoco2 · · Score: 3, Insightful

      But two things were lacking on that front
      producing quality content for films.: It really wasn't quality at all, I didn't find anything impressive at all in regards to the animation or texture/overall look. So even disregarding the plot I found it substandard.

      and secondly, if it had been a story that was actually INTERESTING then maybe they would have helped their cause so, so much more. ("Man, did you see that crazy [funny/sad/emotional] cg film on the net... that was awesome" "I did, and did you know it was completely done with FREE software! Crazy... crazy") By ignoring a plot and any semblance of making it at all engaging they by and large wasted their efforts. A little bit of pre planning/script writing would have gone a LOOOOONG way.

  14. 5 pages? by dotancohen · · Score: 4, Informative

    Don't want to see five pages of ads? Here's the one page, for-print version:
    http://www.computerworld.com.au/index.php/id;1111810628;fp;2;fpid;4;pf;1

    --
    It is dangerous to be right when the government is wrong.
  15. how about an open source animation by justo · · Score: 2, Funny

    on nikola tesla's life?

  16. Nice idea, Emo. by Trogre · · Score: 3, Funny

    But will the movie be safe, Emo? Emo, will it be safe? Emo!

    --
    "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
  17. Re:Blender by flewp · · Score: 2, Insightful

    modo and silo have well done UIs. As does Mudbox. I was able to jump into all 3 with no problem. And before you say they're not major tools, I suggest you look around. A lot of work may be done in Maya, 3DS, etc, but a lot of modelers are moving to specialized apps for modeling. The thing with 3D modeling is it's still partly a technical exercise and not solely an artistic endeavor.

    --
    WWJD.... for a Klondike bar?
  18. Re:Blender by ultranova · · Score: 4, Interesting

    Because artists have no freakin' idea what a good UI is. The fact that all the major tools for modeling have completely horrid UIs is not a coincidence. 3d modeling apps are the proverbial kitchen sinks.

    That's partly because they try to combine modelling - with two or three different paradigms: polygons, NURBS and subdivision surfaces - texturing, rigging, animating, physics, particles, hair, etc. into a single program. Of course the end result is a horrible mess where it's impossible to find what you want. Which, I suppose, is a long-winded way to say that they're kitchen sinks ;).

    Ultimately, the problem is that 2D modeling - drawing - has traditionally been the domain of artists, while 3D modeling has been the domain of engineers and architechts. Artists don't have to know or care about mathemathics, while engineers and architechts have to. Their tools reflect this: brushes vs. millimeter paper. This division has been carried to the computer realm. It is straightforward to paint with Gimp - point and click a place in the screen, and color is added there - but the very first thing any 3D program manual starts talking about is polygons, and then goes on to explain the mathemathical foundation of NURBS. The limits of 2D screens and pointing devices don't exactly help, either.

    To top it all off, the popular OBJ format used to exchange 3D models completely fails to retain any of the all-important rigging or animation loop information. As a result, these models are fine if you want to do an image of Lot's wife but not otherwise. We desperately need a higher-level file format which captures rigging, animation cycles (such as walk cycle) and automatic things like blinking and breathing, as well as unconscious gestures, body language and such. In short, a file format to describe a digital actor. The current stuff is the equivalent of assembly, and about as efficient for large projects: good for the CPU, horrible to anyone who has to do anything with it.

    And, of course, all this is completely ignoring all the stupid little things like polygons caving into the model like the empty shells they are, NURBS models breaking at seams, the utter masslessness of any model unless the animator specifically goes over each frame and figures out how inertia and gravity affect things, inverse kinetics chains flip-flopping in certain situations, etc.

    I wonder when we'll get even the abstraction level equivalent of ANSI C for 3D; compared to the current stuff, it seems pure sci-fi.

    --

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

  19. How Blender compares by LetterRip · · Score: 2, Informative

    I used Blender for about 3 years back in high School. How long ago did you use it - it sounds like 2 years ago or so? Back before Elephants Dream, it had a fair number of rough edges, especially in the animation and rendering department. And a few releases prior to that (ie when it sounds like you were using it) it didn't have undo for most things, so if the last release you used was quite a while back, then it isn't a reasonable basis to judge the productivity of Blender.

    It is quite comparable in feature set and productivity to most high end 3D apps now (a few rough edges still - ie lack of a fast materials preview using OpenGl acceleration). Its modifier stack, SDS, sculpting, compositing tools, have recieved accolades from users of other software users. With the current SVN builds we have cutting edge animating, skinning, and rigging tools, and a pretty high quality particle and hair implementation. Also the rendering system is getting some really cutting edge stuff as well - see Brechts post about approximate ambient occlusion - http://peach.blender.org/index.php/approximate-ambient-occlusion/ .

    Anyone who has failed to be impressed with past versions of Blender, should really consider giving the next release a try, I expect that you'll be 'blown away'.

    LetterRip
  20. The opposite actually hapenned by DrYak · · Score: 2, Informative

    if you are developing a open source tool for artists - particularly in a market where the proprietary alternatives are deeply entrenched - why aren't you working with artists from day one to get the UI right?


    Blender started it's life as an internal tool at a Dutch studio (NeoGeo). So in fact, it was designed with the target artists in the loop.
    And pretty much shows you why it's actually a bad idea :
    - When you let hardcore artists design an interface, they'll design what's most efficient for them : an obscure interface where absolutely every function is a short-cut and available at the finger tips. The hardcore artists will be able to use it blindingly fast. The problem will be that they're going to be the only able to actually use the software, because they'll be the only ones to whom the keyboard short-cuts make a sense.
    - Blender had to become open source before some member of the community took the time and the effort to make nice contextual menus.

    Tools developed internal for the target audience are the worse, because the devel/users focus mainly on utilisation speed and completely neglect the learning curve because they don't need to learn the software in the first place, as they're the one who build it.

    To produce more accessible tools, you actually need to have a larger community, that includes people specialised in designing good UIs and people who have to start learning the tool and which will report where the tools isn't obvious to learn using.
    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  21. Download size by Ed+Avis · · Score: 2, Funny

    Why should the download be 450 megs? Surely you can just download the source code, make sure Blender is installed, and type 'make'?

    --
    -- Ed Avis ed@membled.com
  22. Sign of times to come... by mcrbids · · Score: 4, Insightful

    Elephants Dream was a success? You mean a film which almost no-one ever heard of, and almost all of those who watched it didn't like?

    Who cares if it sucks? Fantasmagoria wasn't exactly an amazing piece of work by today's standards, but as the world's first cartoon (1908) it was a good indicator of things to come.

    Yes, including your beloved Family Guy...

    This is a trend-setting movie, underscored by the woes of the MPAA and RIAA. Media is moving away from centralized cathedrals and moving inexorably towards individualized bazaars. Nothing that the **AA can do will change this fact, since it's really a consequence of technology getting forever cheaper.

    The plot is weak, the voice acting is terrible. But like Fantasmagoria, it kicks off a trend of forever-improving material.

    --
    I have no problem with your religion until you decide it's reason to deprive others of the truth.
  23. Re:Blender by LetterRip · · Score: 2, Interesting

    We desperately need a higher-level file format which captures rigging, animation cycles (such as walk cycle) and automatic things like blinking and breathing, as well as unconscious gestures, body language and such. In short, a file format to describe a digital actor. The current stuff is the equivalent of assembly, and about as efficient for large projects: good for the CPU, horrible to anyone who has to do anything with it. See the Collada and FBX formats which support all of that, Collada is an open exchange format, FBX is a closed exchange format.

    LetterRip
  24. Not this again!!! by Max+Littlemore · · Score: 2, Insightful

    There's always one.

    Blender was a fantastic UI which is very powerful if you haven't been polluted by other interfaces. But that's okay, you go back to using notepad, I'm happy with vi.

    Moaning about the blender interface on /. is about as useful and interesting as me moaning about how slow and complicated Photoshop is to use because it's not like the GIMP. Seriously it took me a few minutes to figure out how to resize an image in Photoshop recently because I haven't used it in about seven years.

    "Blender's UI sux" comments have been done to death. They are boring and pointless. If you have a need to use it, learn the UI, otherwise quit whining, or go and whine at say 3D Max developers for creating a UI that is so slow and inefficient and takes so much unhealthy mouse work to get basic things done that they have forever closed your mind to new possibilities.

    --
    I don't therefore I'm not.
  25. Re:What programs are they using? by Max+Littlemore · · Score: 2, Informative

    What audio programs are they using? They've got to record dialog somehow (unless it's a silent movie.)

    They used Reaktor, which is a bit disappointing. Reaktor is more mature than OSS equivalents like om or its successor whose name eludes me now. I'm sure if they had chosen someone else to do sound, someone who knows Linux audio, they could have had fully open source production of the same technical quality. Of course artistic/creative quality can't be measured the same way.

    The fact that they didn't use open source sound appears to be entirely because Jan Morgenstern didn't know the toolset and not becuase it was insufficient. It's a shame.

    It would be great to see a project like this provide feedback for Ardour, Rosegarden, various plugin developers, etc, or even lead to closer interaction between blender and jack.

    --
    I don't therefore I'm not.
  26. Re:From the last time Blender got flamed on Slashd by deathguppie · · Score: 2, Informative

    If coding was easy everyone we be an expert C++. But that takes time and patience to learn and so do 3d modeling applications. There is a lot of whining going around about how hard blender is to learn, but the truth is it isn't any harder to learn than any other advanced computer related activty./P.

    --
    once more into the breach
  27. Re:A Swarm of Angels by montyzooooma · · Score: 3, Interesting
    A Swarm Of Angels has been a frustrating experience for me. I was initially very interested with it but it became apparent that there is a creative team in place who make the decisions and then these decisions are put to the vote. So you're voting on which of the creative teams visions you go for. I don't think there is any significant material input into the creative project by the swarm.

    Shares are being sold in the movie project but there is no chance to participate in profits, in the event that any profits are made. So while the project is on-going some people are being paid for their input and work (fair enough) while those "investing" have no hope of a return on investment over and above whatever entertainment they get from the forums and the opportunity to vote on what colour the poster will be (check it out if you don't believe me but last time I looked you needed to join to view the forums). To me this looks like an ideal investment plan for a potential film-maker - you get your money, you don't have to pay any of it back and individual investors are too small to have any control over you.

    There was an initial flurry of activity on the forums then a bit of a gap in official communications while people on the forums talked a load of bull about scripts. Then we heard that a tentative initial script outline was going to be debuted at an upcoming convention, without any creative input from the swarm. At that point I realized it was smoke and mirrors and haven't been back since. If it's turned into some democratic creative Utopia since then my apologies to them.

    Now I appreciate that a ship needs a captain and any project like this needs a creative vision but the implied promise was that that vision would be shaped by the members but I don't feel that was the case.