Creative Commons Video Challenges Hollywood's Best
Supercharged_Z06 writes "A short film entitled Sintel was released by the Blender Foundation under the Creative Commons Attribution 3.0 license (YouTube link). It was created by an international team of artists working collaboratively using a free, open source piece of 3D rendering software called Blender. No Hollywood studio was involved in its making. Pretty remarkable what can be generated these days with open source software and some dedicated, creative talent. If a short film of this quality can be produced without Hollywood right now, imagine what will appear a few more years down the road."
Holy crap!
It is licensed as Creative Commons-Attribution. They made a 35mm print for the premiere at the Dutch Film Festival. You're also perfectly free to make your own or show it on a 2k digital cinema projector. You don't even need permission to show it thanks to the cc-BY license, though films like Nina Paley's Sita Sings the Blues (under a similar cc-by-SA license) have done quite well this way by allowing theaters to show it. Audiences frequently appreciate knowing if a certain film like this is receiving a certain portion of the proceeds, even when it's not legally required.
There is need to imagine, because at that link, I only get the information that this video is not available in my country.
Unlike the Sintel video, which is available, and even in HD.
The Tao of math: The numbers you can count are not the real numbers.
I'm pretty sure many of those details are up there on the site. I know that Blender actually has some built in stuff for video editing, so a lot of the editing may have been done in Blender. Check the site for more details, they tend to be pretty open about what they're using.
http://www.sintel.org/news/get-blender-graphics-on-35mm-film/
But what software did they use for the editing the video sequences? What software did they use for the music composition? Did they edit the script in OpenOffice? Did they manage the project using OpenProj?
Blender was used as the non-linear video editor, compositor, color correction tool, and all other 3d and video related aspects. The music was done in various proprietary software. Script don't know, probably openoffice and MS Word (It was worked on by different folks, I think the BI folks probably used Blender but the outside writer likely used MS Word). For project managment they used the OO spreadsheet and notecards, and paper, etc.
I'd guess for digital cinema projectors. They're based on horizontal resolution of 2048 or 4096, and 2.35:1 is a common aspect ratio.
Uh, Photoshop supports all the stuff he listed.
Or, are you talking about the past? Sure, 15 years ago we didn't have 16-bit color, raw digital images, or any of that stuff. Can it be done? Of course. Is that the current state of the craft - no.
This is like arguing that the features in Blender are irrelevant because in 1982 you didn't need digital rendering software to make an animated movie. Of course you didn't - and you still don't. However, if you want something like the subject of this article, then you need it.
You can always settle for less, and in many cases this is a better use of resources. However, appealing to the past isn't the way to win this argument...
It is more interesting to ask if the the music and dialog *could* have been done with open source tools. This kind of work is quite demanding.
There has been a lot of work to integrate JACK support into blender, so now it can synchronise it's timeline with Ardour. Blender also has it's own audio timeline that could be used for spot effects, output to the Ardour mixer.
Linuxsampler could be used for samples, as it supports Gigasamper and Akai programs. Rosegarden would sync up with jack transport for midi work.
There is just enough plugins, some Jack convolvers for the reverb, and the usual eq/compression etc are available.
Ardour does support 5.1, though it's pretty crude.
I reackon it could just about be done. It would probably overall be less pleasant for me than doing it in Cubase, but the transport integration with blender is not available with Cubase, so some spot effects and tweaking might actually be easier with open source.