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Blender 2.57 Released — and It's Easy To Use!

An anonymous reader writes "Past Blender releases, as capable as they were, had learning curves somewhere between straight up and down and 90 degrees. The release of Blender 2.57 changes all that. No longer are simple features 'non discoverable.' It has more or less a completely redesigned user interface that is clean, sensible and newbie friendly (hey, I'm using it!). It has a handy tab interface for Actions/Properties such as Render, Scene, World and Object etc. Plus, it's fast and CPU friendly. I'm running the official Blender standalone binary on Fedora 14, with 2GB RAM , Radeon X1300 (free drivers) and a cheap CPU Intel duel e2200. No more more slow GUI, no more 100% unexplained CPU, just great stuff. Kudos to all who made this possible."

221 comments

  1. Fantastic News by Anonymous Coward · · Score: 0

    I've been eagerly awaiting the UI update for awhile now. It's a serious improvement, and my thanks to everyone that keeps the Blender project useful and up-to-date!

    Now if only we could get those same folks to take a look at the GIMP!

    1. Re:Fantastic News by biryokumaru · · Score: 3, Informative

      Actually, I heard that the new Gimp is actually going to make the whole thing one window. Maybe I'll be able to use it without losing the stupid toolbox, or having to close the layers window just to see the darn image.

      --
      When you're afraid to download music illegally in your own home, then the terrorists have won!
    2. Re:Fantastic News by Penguinisto · · Score: 1

      No.... Shit. (no, not flaming you, honest... I'm frickin' impressed).
      O.O

      I thought they'd *never* tame that beast. I'm hoping the real thing stands up to the screenies.
      (it reminds me a *lot* of what DAZ|Studio used to look like back in 1.0-1.5, which IMHO is a damned good thing).

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    3. Re:Fantastic News by arth1 · · Score: 4, Insightful

      Gimp is an excellent example of old school window use -- where you do not blow up windows full screen, but work with overlapping windows. It allows you to work on multiple pictures at once, copying between them, without the toolbox, layer window or similar ever taking up more space. Even to/from other applications.
      But to use it efficiently, you have to forget everything that Windows and Ubuntu has tried to teach you for the last decade; that you should only view a single window at a time, and that smaller windows raise on focus.

      Return to the X way, and it makes perfect sense, unlike Photoshop, which takes over the screen, and then presents its windows within the master window.

    4. Re:Fantastic News by biryokumaru · · Score: 2

      The problem is that it's utterly unusable on Windows. Heck, when I load it I have to minimize all my other windows just to bring it to the front. Cross compatibility is much more important than appealing to people who use uncommon window focus settings.

      --
      When you're afraid to download music illegally in your own home, then the terrorists have won!
    5. Re:Fantastic News by h4rr4r · · Score: 4, Insightful

      I disagree. Breaking usability for nix users is backwards.

    6. Re:Fantastic News by Max+Littlemore · · Score: 1

      Oh dear. The thing I love about the GIMP is going to die.

      --
      I don't therefore I'm not.
    7. Re:Fantastic News by Elviswind · · Score: 1

      I've never understood what benefit having a full screen main window with all the toolbars, layer and color browsers, and property windows automatically docked to the edges of the screen imparts. I admit that I don't use any image editing software on a regular basis, but is it that confusing to use a piece of software if it doesn't have a full screen title bar and gray background behind the WIP? In my opinion, GIMP's current UI encourages the arrangement of all the ancillary windows in whatever works best for the task at hand.

      The last time I used Photoshop extensively was in high school about 15 years ago. And if I remember correctly, on Mac at least, it didn't have a full screen main window; it was very similar to recent releases of GIMP. When did that change and was Photoshop suddenly better because of it?

    8. Re:Fantastic News by styrotech · · Score: 2

      Return to the X way, and it makes perfect sense, unlike Photoshop, which takes over the screen, and then presents its windows within the master window.

      Isn't the Mac Photoshop multi window just like the GIMP? Or am I remembering that wrong?

    9. Re:Fantastic News by binarylarry · · Score: 2

      Good news, it's an option.

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    10. Re:Fantastic News by ColdWetDog · · Score: 1

      Isn't the Mac Photoshop multi window just like the GIMP? Or am I remembering that wrong?

      Sort of, more or less. That is to say there is some similarity. You can have floating palettes all over the place ala GIMP but you can snap them together and / or put them in an 'application frame' that Windowizes the experience.

      --
      Faster! Faster! Faster would be better!
    11. Re:Fantastic News by Anonymous Coward · · Score: 0

      Zed: Bring out the Gimp.
      Maynard: But the Gimp’s sleeping.
      Zed: Well, I guess you’re gonna have to go wake him up now, won’t you?

    12. Re:Fantastic News by c6gunner · · Score: 1

      The only thing I hate about Gimp is that the stupid toolbox and layers windows are always on top of my images. I can close the layers window and then re-open it when I want it, but I can't even close the toolbox window or it shuts down the whole application. And it's a shitty way to handle it anyway. If I could have the image windows on top of the toolbox/layers, and then just alt-tab to the toolbox or select it from the panel, I'd have no problem with Gimp at all. As it stands, it frustrates the hell out of me. I'll use it when I'm doing some simple stuff, but any time I need to do a lot of work I end up running Photoshop under Wine, instead.

    13. Re:Fantastic News by arth1 · · Score: 1

      The only thing I hate about Gimp is that the stupid toolbox and layers windows are always on top of my images.

      By default, the image window opens to the right of the toolbox, so unless you belong to the school who automatically maximize the windows, I don't see this as a problem?

      And, besides, you can change this behavior, permanently:
      Edit -> Preferences
      Window Management
      Change "Hint for the toolbox" from "Utility window" to "Normal window".

    14. Re:Fantastic News by simcop2387 · · Score: 1

      The gimp has let you snap them together also, only way i ever use it anymore. Doesn't have the "application frame" though.

    15. Re:Fantastic News by wrook · · Score: 2

      Yes. Focus follow mouse. The whole "one window" thing stems from people who refuse to use focus follows mouse as far as I can tell.

      What's ridiculous about the situation is the blind religious insistence that my *application* should implement a window manager. And a *tiling* window manager at that!

      One of the things that this whole issue has pointed out to me is that window managers are broken. I like focus follows mouse, but obviously it isn't for everyone. So we need a window manager that allows you to group your windows by application and tile them how you like inside a single window. We could even add hints to X that allows the application to specify how it thinks the windows in the app should be tiled. But putting it in the application is the *wrong* place to do it. If we do that then every app will have a different way to implement the tiling.

      But I like focus follows mouse so I've never gotten around to implementing a better window manager. I probably should do it just to stop people from sticking things all in one big bloody window...

    16. Re:Fantastic News by SharpFang · · Score: 1

      Still, as goes for "new window placement" GIMP seems to have it set to "Obstruct as much of work area as possible". Like, there are tools where you click on the image and drag to perform action, and they open windows for extra options (like entering the parameters in pixels). And they seem to insist to open these windows exactly where I clicked and am about to start dragging, obscuring precisely the area I need visible at the moment.

      Also, as I resize the toolbox (because tool option is too long and doesn't fit horizontally, ARGH!), location of all tool buttons changes, so I have to look... bucket fill was second-to-last row on the right, now it's somewhere on the left... Pencil tool was just above it, now it's a row higher, on the right... Totally kills productivity.

      --
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    17. Re:Fantastic News by KDR_11k · · Score: 1

      There's a compromise in the form of MDI, have one main window that contains all the smaller ones so when you use the application you only have the relevant windows brought to the top. Having multiple windows sounds great until you end up with multiple applications having several interdependent windows all over your desktop and it takes 5 clicks to get all the relevant controls on your screen whenever you go from one application to another.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    18. Re:Fantastic News by AvitarX · · Score: 1
      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    19. Re:Fantastic News by some_guy_88 · · Score: 1

      Press tab to toggle the floating windows.

    20. Re:Fantastic News by grumbel · · Score: 1

      The only thing I hate about Gimp is that the stupid toolbox and layers windows are always on top of my images.

      Press Tab, that will make them go away, press it again and they will come back. No need to actually close the windows.

    21. Re:Fantastic News by silanea · · Score: 1

      Return to the X way, and it makes perfect sense [...]

      ...for those who ever made sense of the X way. I love the interface of the current Adobe applications. It does everything I need in a sensible, accessible way. GIMP's thousand windows hell is annoying me to no end. This is the same grievance I have about the OS X's way of ripping the application's menu bar off its window and putting it on the top of the screen: I love having each thing I do in one neat box, ie.: each application in one defined window, with all its parts assembled in one place.

      --
      Rudolf Hess edited Mein Kampf. He was the very first grammar nazi.
    22. Re:Fantastic News by Machtyn · · Score: 1

      The focus issue on Windows is really annoying. When a picture loads, the picture, toolbox and layers/channels/paths windows all load behind other windows and leaving the focused window in a weird state. I click on the header bar of the GIMP window and it becomes selected but remains behind all other windows. I have to then focus on another window then back to the GIMP window to make it work correctly.

      Now, I like GIMP because of the breakout toolboxes. I put those toolboxes on the second monitor and use the first for the full image.

    23. Re:Fantastic News by Machtyn · · Score: 1

      What do you do when you need your mouse out of the way? I usually select the window I want and then flick the mouse pointer away... which then moves the mouse to another area of the screen and potentially onto another window. Like you said, it's not for everyone. I did try it, though, and found it an odd curiosity.

    24. Re:Fantastic News by maxwell+demon · · Score: 1

      I've never failed to find an unused spot (and some programs also hide the mouse pointer when working with the keyboard). Most programs have white space in the menu bar, many programs have scroll bars where you can put them, etc.

      Moreover, I'm using "lazy focus-follows-mouse" where a window doesn't lose focus just because the mouse leaves it, but only when it enters another window. When I have non-maximized windows, I almost always have some unused desktop space around it where I can move the mouse cursor.

      But then, most of the time I don't even bother to move the mouse cursor away completely. For example, as I write this, it's still in the input field. Only if it happens to disturb me at the place where it currently is, I move it away.

      The main problem I have with non-mouse based focus is that the focused window always has to be on the top. I frequently put helper programs on top of the main program, at places where they don't disturb, and I hate it if they go away (hidden by the main program) every time I work with the main program. Now logically it would be possible to decouple keyboard focus and raised window even for click to focus, but nobody does (probably for the simple reason that those who dislike raise on click are those who prefer focus-follows-mouse anyway, so there would be no users using that feature).

      --
      The Tao of math: The numbers you can count are not the real numbers.
    25. Re:Fantastic News by elrous0 · · Score: 1

      Anytime anyone says "You just have to completely rethink the way you've done everything in the past," I know I'm in for a *FUCKING TERRIBLE* UI.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    26. Re:Fantastic News by Anonymous Coward · · Score: 0

      I had hoped to read about blender, not Gimp. Threadjacking bitches.

    27. Re:Fantastic News by sparrowhead · · Score: 1

      Instead of minimizing them you could also send them to Background with Alt+Esc

    28. Re:Fantastic News by radtea · · Score: 1

      But to use it efficiently, you have to forget everything that Windows and Ubuntu has tried to teach you for the last decade

      Right, so it is bad UI design, violating the principle of least astonishment in the most fundamental way. Design exists in context, and in the context of the world of real humans want to, I don't know, not have to forget everything they've learned about human/computer interaction in the past decade, the GIMP design is not so good.

      Really, I have never seen anyone state so clearly why the GIMP UI design is wrong.

      --
      Blasphemy is a human right. Blasphemophobia kills.
    29. Re:Fantastic News by arth1 · · Score: 1

      I'm one of those who dislike click-to-focus and raise-on-focus, and prefer the z order to be independent on the focus. It just makes more sense to me to be able to do things like cut from and paste into partially obscured windows without changing which windows are on top.
      Click border to raise, or ALT-F1 if you can't see an exposed bit of border. But most of the time, there's just no need to raise.

      Windows users have a harder time getting X mouse functionality, but thankfully there's True X-Mouse, from http://fy.chalmers.se/~appro/nt/TXMouse/

    30. Re:Fantastic News by c6gunner · · Score: 1

      I love you.

    31. Re:Fantastic News by eriqk · · Score: 1

      Not just Photoshop. IIRC, Illustrator does (or at least did) this too. Macromedia stuff up until version 4 did it, until Adobe sued them over it. ISTR Dreamweaver did this on Windows, too.

  2. It's easy to use...but... by thomasdz · · Score: 4, Funny

    Well... it may be easy to use, but does it blend? ...oh, wait...nevermind

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    1. Re:It's easy to use...but... by Namarrgon · · Score: 1

      The website apparently does :-/

      --
      Why would anyone engrave "Elbereth"?
  3. I'll believe it when I see it... by identity0 · · Score: 3, Funny

    "Easy to use"? Last time I used Blender, it was so unfriendly and hard that I thought it should have the "L" taken out of the name...

    1. Re:I'll believe it when I see it... by SomePgmr · · Score: 1

      The new UI is so much better it's almost unbelievable. Go check it out, I think you'll agree.

    2. Re:I'll believe it when I see it... by Deus.1.01 · · Score: 2, Interesting

      I thought the same about 3D max but less so about Maya(which was the first 3D modelling program i ever tried)

      3D modelling programs are so feature rich, any gui will seem counter intiutive in some degree.

      Its really about practice, i spent maybe 3 months toying with blender and i felt i had a pretty good feel for it.
      But when i first started it looked like a complete mess...then again i had the same feeling regarding 3Dmax...the difference was my encounter with 3D max wasnt very rigorous.

      But really....if you know the graphics theory, know shader and light theory, that goes a long way, most people experimenting with 3D does not...and hence are bound to find the GUI unintuitive.

      --
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    3. Re:I'll believe it when I see it... by MrNemesis · · Score: 1

      It's now only 40% hard to use.

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    4. Re:I'll believe it when I see it... by Anonymous Coward · · Score: 0

      The "new" UI looks almost exactly the same as the old one.

    5. Re:I'll believe it when I see it... by Fizzl · · Score: 2

      Well, I learned with 3d studio max (whatever version was new in -97).
      It took around one year of self learning to get in grips with the features to actually produce something nice, but I made steady progress and it was always enjoyable to learn new things.
      Since then, I have also learned some Maya and some NURBS specific package I forget now.

      I have tried to learn blender several times. The starting curve is just too steep. It is not fun. I once waded through the newbie guide and managed to do some basic modeling and texturing, but it took a lot of effort. I tried to do something on my own and was completely lost again. I accidentally did something and was utterly lost of how to get back on track. The workflow was just weird to me. I could follow tutorials, but couldn't apply what I learned to what I wanted it to do. Finally I just gave up.

      Immediately after seeing this post, I added the ubuntu PPA for latest blender and updated.
      Yeah. "OMGZ IT'S FINALLY DOING WHAT I WANT!"-moment, just as someone described would not happen.

  4. lol nice by Anonymous Coward · · Score: 0

    ;)

  5. You're A Newbie by dylan_- · · Score: 5, Insightful

    Perhaps it really is now "easy to use". I doubt it. Many moons ago I downloaded Blender to give it a shot. I installed it, messed about for a while and was totally lost. Nothing made sense in it; I could barely figure out what I was supposed to be looking at or how to draw the simplest object. I gave up cursing the UI as completely impossible and arcane.

    Some time later I decided to try it again. This time I didn't even try to figure it out, I just read the Complete Newbie tutorial and did exactly what it told me to do. All of a sudden Blender made sense and seemed quick and easy to use.

    So, my recommendation is not to treat Blender like other packages, where you can figure it out by clicking around for a few minutes. You're a newbie. Do the tutorial. It will definitely save you a lot of annoyance.

    --
    Igor Presnyakov stole my hat
    1. Re:You're A Newbie by Anonymous Coward · · Score: 1

      It's been redesigned to look like 3ds Max or maya. For those that started learning 3d graphics using blender this version is actually a step back.

      And we'll have to re-learn everything, because nobody feels like making a fork just to change the interface.

    2. Re:You're A Newbie by Anonymous Coward · · Score: 1

      As I'm playing around with it, it seems that everything is still there and works the same. Key bindings seem the same, etc. It's just had everything reorganized in an infinitely more comprehensible way, from what I can tell.

    3. Re:You're A Newbie by mapuche · · Score: 0

      Mod parent up.

    4. Re:You're A Newbie by nurb432 · · Score: 2, Insightful

      Right, niche markets demand niche applications. Some tasks just aren't 'easy' by nature and if you dumb down your GUI ( and perhaps features ) to accommodate the average user, you alienate your true market.

      I have always felt that production 3D work has been one of those markets.

      --
      ---- Booth was a patriot ----
    5. Re:You're A Newbie by Penguinisto · · Score: 2

      It's been redesigned to look like 3ds Max or maya.

      I was thinking Modo... and I hope to hell it has Modo's kind of customizable UI - that would be extremely sweet (because then I can make it match the other tools in the workflow...)

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    6. Re:You're A Newbie by Anonymous Coward · · Score: 0

      Until Blender works like Wings3D (ie. Mirai/Nendo) then it won't be easy to use.

      Mirai did it long ago and nobody has seemed to catch on. It's by far the best 3D modelling interface ever designed and has been quietly used for the grunt work in many big-budget films like LoTR and such.

    7. Re:You're A Newbie by digitaltraveller · · Score: 1

      I've heard this before about the old UI.

      People told me how incomprehensible it was, but once they learned it, how incredibly thoughtfully laid out the UI was.

      I hope that the new UI still has that spirit. FYI, if you are interested in 3D and want a tool that is really easy to use, try Google Sketchup.
      It's pretty awesome.

    8. Re:You're A Newbie by Anonymous Coward · · Score: 0

      Yeah but this reinventing the wheel attitude is what has held Blender back all these years. I found Lightwave and even Maya fairly easy to use. XSI is the easiest yet except you have to learn a ton of non-standard keyboard shortcuts. Personally I'd rather spend thousands on professional packages than waste my time with the worst UI in the business even though it's free.

      As to how it's easy to use now, I've heard that as often as I've heard release dates for Duken Nuke em Forever. I was assured several years ago the next release was going to have a total retool of the UI. Oddly it looked exactly the same. Apparently the menus were different but they hadn't touched that godawful first window that scares everyone off. I have a benchmark for how user friendly a 3D software is. How fast can I model a sphere and do a bounce animation without looking at documentation? Maya took me 15 minutes mostly because it took me a few minutes to figure out you have to hit "S" to set a key frame. XSI took me less than 5 minutes. I never managed to figure out how to model a 3D sphere even in Blender.

      I hope they finally fixed it but I'd bet money it's still not very user friendly.

    9. Re:You're A Newbie by Anonymous Coward · · Score: 0

      There are some very good and powerful UI's for some applications even in niche markets. These were done by developers that "get it" and are very powerful while being easy to use (or at least easy to learn).

      Most application UI's suck ass and they don't need too, it's just that the programmers don't know what they are doing. You have been brainwashed into thinking it's normal.

    10. Re:You're A Newbie by gaelfx · · Score: 2

      That almost exactly what happened to me. The first time I used blender, I was horribly mystified by everything in it, and I ended up making a lot of things that were utterly horrible to look at, from any angle. Later, I discovered all of the free tutes out there and I followed a few of them, and even ended up developing a couple of (very simple) models for an open source game I was playing at the time. The tutes did a great job of helping me learn my way around the app, and I was seriously surprised at how little I actually needed the mouse to develop pretty decent looking models. I don't think there was anything wrong with the GUI before, but the problem was with the lack of access to those tutes from the application itself, or at least a lack of obvious access. I haven't tried 2.57 yet, but I'm willing to bet that even with the GUI enhancements, it's still worth your while to check out the tutes, once they're all updated for the new interface.

    11. Re:You're A Newbie by grumbel · · Score: 1

      I never managed to figure out how to model a 3D sphere even in Blender.

      Then you didn't try very hard. All you need to know is that pressing space opens the main menu, after that the basic stuff is pretty much self explanatory:

      Space: Add->Mesh->UVSphere
      Space: Object->Insert keyframe
      Left/Right to go to the next frame
      Space: View->Playback Animation or Render->Anim

      That wasn't to difficult, was it? There are certainly areas where Blender gets complicated, getting materials look right is tricky, getting an overview what all the dozens buttons for the renderer do is certainly not obvious and some advanced features can be nearly impossible to find without a tutorial, but the basic stuff is really not difficult at all.

    12. Re:You're A Newbie by MobileTatsu-NJG · · Score: 1

      Right, niche markets demand niche applications. Some tasks just aren't 'easy' by nature and if you dumb down your GUI ( and perhaps features ) to accommodate the average user, you alienate your true market.

      I have always felt that production 3D work has been one of those markets.

      Easy != dumbing down. See XSI.

      --

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

    13. Re:You're A Newbie by ColdWetDog · · Score: 1

      It doesn't really look like Modo 501. I tried the betas of Blender 2.5, still couldn't wrap my head around it very well. I'm starting on Modo and it seems pretty straightforward and reasonable. I like Maya but can't stand Autodesk and don't really want to drop 3.5 grand.

      Blender sure does make Maya over priced for anything other than balls to the wall professional use.

      --
      Faster! Faster! Faster would be better!
    14. Re:You're A Newbie by Anonymous Coward · · Score: 0

      That's what I found with it. It took me about an hour to get the idea, and then I was away. I later moved on to Maya. What the hell were they thinking with Maya???

    15. Re:You're A Newbie by CastrTroy · · Score: 1

      I think the same goes for things like GIMP. If you just try clicking around, you will probably get totally lost. However, if you just read some tutorials, and google for answers when you get stuck, you'll find it's not that hard to use. People assume that just because they can't figure something out by clicking around, that the UI is bad.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    16. Re:You're A Newbie by Anonymous Coward · · Score: 0

      Steep learning curve is one thing - but if v2.4 was actually RC1.0 you'd be on drugs to think it was a good UI.

      It was great software encumbered with a crappy UI. Christ, even Caligari made more sense.

      I'll give it another shot now.

    17. Re:You're A Newbie by Anonymous Coward · · Score: 0

      A lot of people immediately say "But Blender's interface is too complex! Nothing is obvious!"

      Well, I learned the basics of 3D on Blender, and last year I did an introductory course on Maya. The interesting thing about Maya was that I spent a lot of time asking "Why the hell did they do it this way? That makes no sense!" Then there's the matter of the plugins. For some reason, the system keeps turning them off, randomly. "Why can't I export to OBJ? Oh, the plugin is off. Hey, what the hell? Why's Mental Ray off now, too?"

      One of the most annoying things was that during an early tutorial, on dragging faces around, I followed the tutorial and it worked. Then, I practiced it for a bit, and discovered that if you did it a certain way, not only did it not scale all the faces you chose, it added some distortion and screwed around with the UVs for no good reason. I had 10 people trying to work out what was going on, and how to fix it. Still have no idea what went wrong.

      What it comes down to is that Blender is fantastic for free, but Maya isn't really $7000 better than Blender.

    18. Re:You're A Newbie by w0mprat · · Score: 0, Troll

      It's an open source project you shouldn't expect it to be usable, the point is in developing it, not using it.

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    19. Re:You're A Newbie by w0mprat · · Score: 1

      "Dumbing down" is what you do when you can't make an interface good, but desperately need to make it usable. I've seen plenty of good interfaces that are discoverable for a newbie, but all the advanced features you could want are intact and not hidden away. Lord knows pro's even need help sometimes, we can't remember everything and usually it's something critically important. A newbie will lose interest and go do something else, we've got workt to do.

      --
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    20. Re:You're A Newbie by Anonymous Coward · · Score: 0

      in other words, if you aren't smart enough to figure out how to make it easy, make difficulty a virture.

      I think your argument is BS; if it is difficult to use either they have done a poor job, or they didn't have money to automate stuff

    21. Re:You're A Newbie by Anonymous Coward · · Score: 0

      Thanks for the quick tip. I installed Blender only yesterday to do a quick 3d model and was befuddled with the interface. I am used to AutoCAD and Maya...but you can't beat the price. Before I install 2.57 I will wait for some new tutorials that reference the new interface and keep plugging with the old interface and tutorials.

    22. Re:You're A Newbie by Tasha26 · · Score: 3, Informative

      Yeah, can't jump straight into it, you have to follow some structured tutorial (e.g. Lynda.com). But it's free, imports most popular formats and replicates most functionalities you'd find in a $600-3000 commercial package. I even made a donation.

    23. Re:You're A Newbie by caywen · · Score: 2

      I agree. Blender is one of those apps where you won't just jump into it and figure out how to produce anything without some dedication and research. I've spent a great deal of time borrowing Blender books and watching endless YouTube tutorials (there's quite a few, highly recommended). You take what you learn and apply it as much as possible, and it becomes part of your vocabulary. Yes, it takes significant effort.

      Is it worth it? Absolutely. Once you actually know your way around the tool, it has a way of becoming second nature and getting out of the way. Avid Blender users love it, and there's a reason. Blender 2.5 (soon to be 2.6 from what I've read) does not change that. It's incrementally easier, but it has also become very powerful. I look forward to the huge amount of Python add-ons that will follow as Blender developers take advantage of the far more consistent and powerful API's.

    24. Re:You're A Newbie by dotsandlines · · Score: 1

      I'd wager that 95% of those who give up on Blender right away do it because they couldn't left-click on an object to select it. Face it, you're in weird territory if you can't even assume *that*.

    25. Re:You're A Newbie by Anonymous Coward · · Score: 0

      So, w0mprat, did you pick that nick because you knew nerds would want to shoot you? Or is that just a happy (trolly) coincidence?

    26. Re:You're A Newbie by Trilkk · · Score: 2

      Blender is like Vim - it does not make compromises for usability versus power.

      For professional purposes it does not make sense to create a program that's easy to use. Accessibility has zero value in this equation - the people just trying out thinking they can be the next Pixar would not achieve anything anyway. The people with willpower to become experts will only care whether it's powerful or not.

    27. Re:You're A Newbie by Anonymous Coward · · Score: 0

      Until Wings3D can actually be controlled with the keyboard instead of context menus alone, it won't be fast to use. Until it can have more then one level of subsurf preview it won't be effective to.

    28. Re:You're A Newbie by Skywolfblue · · Score: 1

      I wish it was more like Modo. I found Modo to be incredibly intuitive and loved it.

      So when I saw blender 2.55 I thought "hey it looks similar, might be worth a try". But oh hell no. Blender has a lot of "options" that add up to fluff while a lot of the more important stuff was unconfigurable (without a script).

    29. Re:You're A Newbie by gl4ss · · Score: 1

      the problem I've had with blender is that the UI IS CONSTANTLY CHANGING. I do on/off graphics for fun and learning, but with blender the ui is changing too often.
      sure it fills a lot of tickboxes, but it's hard to find the basic stuff you'd like, grouping, axis locks, lathe objects and such. it doesn't help that they're changed constantly from ui to ui and the default colors hurt the eyes.

      anyhow, so most of the time i'm using a buggy modeller from 2002 or so, that's available for free and outputs a format I can easily use in my own programs(it's just text, since the modeller i'm talking about is moray and it's meant for use with povray, inserting code comments to objects can be done as well). some parts are quirky, maybe, and using it effectively to do some stuff needs some imagination and work - but it would need it with any modeller. the good thing about this is that as there's no updates THE GUI DOESN'T CHANGE. this is important as it makes the work fluid.

      btw I'd kill for the source for moray. well, not a human being, but I'd definetely kill a puppy for it(if it would help), it just needs _slight_ work to be even more awesome.

      obligatory link for some pic http://www.flickr.com/photos/glasslife/4399943074/in/photostream/lightbox/

      also, only now I have a fast enough pc to try out some povray stuff in good quality I wanted to try ten years ago.

      --
      world was created 5 seconds before this post as it is.
    30. Re:You're A Newbie by TheTurtlesMoves · · Score: 1

      Perhaps it really is now "easy to use". I doubt it.

      Which part of redesigned don't you understand? Which part of active development is so hard to comprehend?

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    31. Re:You're A Newbie by ChienAndalu · · Score: 1

      do the tutorial

      Can't, all the tutorials are for the old interface.

    32. Re:You're A Newbie by mad_minstrel · · Score: 1

      You must be joking. The old interface had no future. There's only so many buttons you can stuff into a fixed size panel. In 2.49 buttons were being added not where they were logically supposed to be but where there was space. There's no way you could backport the new ui to that because it just plain wouldn't fit. My only gripe with 2.5 is that they STILL haven't ported the bevel tool. They're waiting for bmesh (a new polygon-based modelling system), but that seems to have stalled.

      --
      May the source be with you.
    33. Re:You're A Newbie by Anonymous Coward · · Score: 0

      Try the new manual. There's a two part tutorial on how to create a gingerbread man and make him walk.

      I've barely used any 3d authoring software before (I did something super simple in Autocad years ago). I completed the first part of the tutorial, the one that's supposed to take 30 minutes. It took me over an hour, but I was poking around quite a lot in order to actually learn something. Looking forward to doing part two and getting the guy to walk.

    34. Re:You're A Newbie by kayoshiii · · Score: 1

      It wasn't so much reinventing the wheel. The core blender engine was written before the wheel was invented so to speak. This release Well 2.5 really marks the first rewrite of the ui code since then.

    35. Re:You're A Newbie by Anonymous Coward · · Score: 0

      My problem is that I do the tutorial, but it is such a bad UI that I can't remember the magical key presses just a couple of minutes later. By comparison I loaded Daz Studio and was creating an animation based on key frames of a fully clothed character in a scene just a couple of minutes later.

    36. Re:You're A Newbie by kayoshiii · · Score: 1

      blendercookie is not a terrible place to pick up video tutorials.

    37. Re:You're A Newbie by kayoshiii · · Score: 1

      FFS blendercookie -> it has pretty moving pictures and everything.
      While you are at it Blendernation. Announcements of good new tutorials will almost certainly end up there.

    38. Re:You're A Newbie by maxwell+demon · · Score: 1

      Until Wings3D can actually be controlled with the keyboard instead of context menus alone, it won't be fast to use.

      Of course, adding keyboard shortcuts to an UI is trivial without otherwise changing the UI. Therefore simply add "with keyboard shortcuts added" to the OPs statement to deal with that.

      Until it can have more then one level of subsurf preview it won't be effective to.

      I admit I have no idea what a subsurf preview is. However, is the limitation you mention really a limitation of the UI, instead of a limitation of the functionality? That is, would it be possible to add that functionality without changing the UI (apart from possibly adding another option somewhere)?

      I have no idea what the Wings3D UI looks like, therefore I cannot say if it is really that good, but it seems to me that you didn't mention anything which would not be easily added when copying the UI.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    39. Re:You're A Newbie by maxwell+demon · · Score: 1

      The trick is to make a program usable without reducing its power.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    40. Re:You're A Newbie by elrous0 · · Score: 1

      Every release of Blender claims it has a great new UI, that *this time* the UI doesn't suck balls. Blender is like the abusive boyfriend who keeps promising you that this time he won't hit you, that he's really changed this time--only to go right back to the same old abuse as soon as you take him back.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    41. Re:You're A Newbie by Maskull · · Score: 1

      That's kind of funny, because the folks making it basically said that the old UI (which they built) had no consistency and that almost no thought went into the layout. They'd add a new feature and just throw the UI controls for it wherever they could find space, even if that was on a panel devoted to completely different tools.

    42. Re:You're A Newbie by mikechant · · Score: 1

      Blender is like the abusive boyfriend who keeps promising you that this time he won't hit you, that he's really changed this time--only to go right back to the same old abuse as soon as you take him back.

      That's a pretty odious analogy. It's only a (free) piece of software. Those who don't like it pretty much *won't* go back.

    43. Re:You're A Newbie by GameboyRMH · · Score: 1

      I remember using Nendo in my preteen years to make 3D models of mechs and pokemon and such for fun. The I tried Zmodeler and was like "WTF?" I think the old Blender would have made my brain explode, maybe I'll give the new one a try.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    44. Re:You're A Newbie by bill_mcgonigle · · Score: 2

      People assume that just because they can't figure something out by clicking around, that the UI is bad.

      One of the key properties of a good GUI is 'Discoverable'. So, yeah.

      The old Macintosh User Interface Guidelines from the mid-80's are now technically obsolete, but UI designers should all have a copy for inspiration.

      --
      My God, it's Full of Source!
      OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
  6. Shoot and Blend by Anonymous Coward · · Score: 0

    Yeah, "a cheap CPU Intel duel e2200".

    But I thought it was an Intel/AMD duel?

  7. Not quite by SuperKendall · · Score: 2

    a cheap CPU Intel duel e2200"

    What that really is: two cores at 20 paces.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  8. No, it is not! by mapuche · · Score: 1

    It has changed a lot, but remains unintuitive. There's a lot of online documentation but a newcomer needs a crash course to use it.

    1. Re:No, it is not! by Penguinisto · · Score: 4, Informative

      That's pretty much the case with any real 3D/CG application - even the allegedly easy Kai Krause built apps of yore (Bryce, Poser, RayDream/Cararra) required more than just a little bit of time and effort to grok the controls (let alone the concepts behind them).

      Turn a complete newbie loose on Modo, Maya (*shiver*), Lightwave, or 3DS Max... or even a totally NURBs-happy app like Rhino. I guarantee you that 60% of those newbies will give it up in disgust in less than a few cumulative hours, and at least 20% more will give up on it after creating (and perhaps animating) a few crude meshes. It simply takes some work to know what's going on in a CG app. The closest I can remember any CG app being newbie-friendly? It was MakeHuman, but in that app's case it was (and still is IMHO) pretty limited in what it could do offhand.

      Hell, I've been dinking around with CG apps for 10 years now, and I'm still learning things when it comes to maximizing what even my most favorite and oft-used tools can do.

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    2. Re:No, it is not! by Jarik+C-Bol · · Score: 1

      I'm with you, even the easiest of these requires a good amount of reading, watching tutorials, reading more, fooling with the program, and watching more and reading more. My main gripe with so many of these programs, is the function to lock yourself to an axis, design something only in that axis, then extrude it into 3d space, is so hard to locate that I give up before i find it. i cant count how many times i've tried this in programs, only to discover that some arbitrary thing has caused what i defined to move back and forth in another axis, creating some strange 'MC esher meets Dr. Seus' esqe abomination.

      --
      I've decided to Diversify my Holdings. I've divided my cash between my left and right pockets, instead of all in one.
    3. Re:No, it is not! by tepples · · Score: 1

      My main gripe with so many of these programs, is the function to lock yourself to an axis,

      To move something along one axis, try gx, gy, or gz. To scale along one axis, try sx, sy, or sz. Granted, these are for Blender 2.49 because I'm still waiting for a PPA of 2.57 for Ubuntu 10.10 to pop up.

    4. Re:No, it is not! by Miffe · · Score: 1

      It's works the same way in 2.5.

    5. Re:No, it is not! by jackbird · · Score: 2

      Hell, I've been dinking around with CG apps for 10 years now, and I'm still learning things when it comes to maximizing what even my most favorite and oft-used tools can do.

      Shit, I wrote a chapter for an edition of Inside 3ds Max, and I hit the helpfile at least a couple times a week and IRC/discussion forums for help daily.

    6. Re:No, it is not! by jackbird · · Score: 1

      Wait, to constrain x, y, and z in blender you have to actually type the x, y, and z keys? And take your eyes off the viewports?

    7. Re:No, it is not! by mini+me · · Score: 3, Interesting

      I started playing with Blender a couple of weeks ago. Being a software developer, I actually wanted to spend some time improving my skills working with 3D graphics. But what fun is that without some cool models to play with?

      I started by downloading Blender 2.4 but couldn't figure out where to start. I was about to give up but the shiny 2.5 beta was calling my name. I thought I'd give it a try.

      I went from virtually no 3D design experience to creating my first model over the course of a couple of days of periodic tinkering. It is far from perfect and I have learned a lot more since I created it, but for my first try I am very proud of it and I think it speaks to the ease of the new interface for beginners.

    8. Re:No, it is not! by seibai · · Score: 1, Flamebait

      To be perfectly fair, I was proficient on a couple of 3D modeling / animation suites (SoftImage, FormZ), and I'd used several others (Lightwave, Lightscape, even PovRay) when I tried Blender. It was far and away the least inuitive and most buggy piece of software I'd ever used (this is saying a lot when compared to SoftImage). Blender is not "hard for newbs" Blender is baroque, ridiculous, and flaky. It's actually far more difficult to work effectively in it, and it's sufficiently divergent from everything else that becoming proficient at it would likely make you worse at anything else.

    9. Re:No, it is not! by mapuche · · Score: 1

      Really? nice model man. Going from zero to this work in no time is a good acomplish.

      This is the first minute of a short film we're working on, completely done in Blender:

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

    10. Re:No, it is not! by ArchKaine · · Score: 1

      What? You can't touch-type? ;)

      Anyway, back to the subject at hand. I've been using Blender and 3DS Max for years. I love them both, but for different things. Also, as far as blender is concerned, you can't beat free, and it's still one of the most powerful 3D content creation apps that I've seen. Since I've switched to Linux, I've been playing with it more and more, and enjoying it equally as much. It's also great for making aircraft and other models for X-Plane (www.x-plane.com for those curious).

      Enjoy

      --
      Ignorance is blissful, to the ignorant.
    11. Re:No, it is not! by ArchKaine · · Score: 1

      Oh, by the way for those who want a copy but can't seem to get the main blender website to render... Here's a link to the download that worked for me.

      http://download.blender.org/release/Blender2.57/

      Have fun all :)

      --
      Ignorance is blissful, to the ignorant.
    12. Re:No, it is not! by KDR_11k · · Score: 1

      With Blender the useful thing is that the cursor defines the depth of the place vertex command so just place your view perpendicular to the plane you want to work on and you're automatically constrained to it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:No, it is not! by geedubyoo · · Score: 1

      There is a move/rotate/scale manipulator that can be used to constrain to certain planes. Many blender tutorials suggest turning this off because it "gets in the way" and blender is so dependent on keyboard shortcuts* that it's just as easy to press x, y or z. * keyboard shortcuts are a Good Thing - much faster than moving the pointer across the screen to an icon, only to move back again to perform the operation. I think this probably applies to every application, not just 3d.

    14. Re:No, it is not! by Grim+Beefer · · Score: 1

      Yeah, nice work. Keep it up!

    15. Re:No, it is not! by kayoshiii · · Score: 1

      start moving in the direction you want then hit the middle mouse button.
      Not easily discoverable but very nice to use.
      There are other methods but now you know.

    16. Re:No, it is not! by kayoshiii · · Score: 1

      or you can hit middle mouse to constrain things to the closest axis.

    17. Re:No, it is not! by lee1 · · Score: 1

      That is beautifully done. Thanks for sharing.

  9. Not just a gui by alcarinque · · Score: 5, Informative

    It was not only a re-design of the gui, that's just a sub product. They have redone all the underlying api to improve animation capabilities and facilitate extensions and adding of new features. Check the release log http://www.blender.org/development/release-logs/blender-257/

  10. It is easier to use, not easy to use by LetterRip · · Score: 2

    I think the original poster over states things, while certainly a lot easier to use and learn. There is still definitely a learning curve and a few counter intuitive hotkey and mouse button choices.

    1. Re:It is easier to use, not easy to use by vgerclover · · Score: 2

      Is it easier to learn than 3D Studio Max? Is it better suited for common workflows in the long run?

      That an app is hard to use is not a problem. That an app is harder to use than it needs to be is.

    2. Re:It is easier to use, not easy to use by ColdWetDog · · Score: 3, Insightful

      3D is just hard. If the program has any depth at all, there are a huge number of functions, details and methods that need to be covered. Most of the newer 3D programs include several different ways of interacting with an object - mesh manipulation, NURBS, sculpting, several ways to texture or paint the object, different aspects of animating, then placing things in a scene, integrating it with video / still / whatever output. Lots and lots of things.

      Then you have restrictions generating from decades of previous programs - users that are used to manipulating things in particular ways, limitations of data containers, limitations in the ability to transfer data back and forth in a work flow.

      Not to mention that working in 3D gets complicated fast. Not too many spherical cows in CG land.

      --
      Faster! Faster! Faster would be better!
    3. Re:It is easier to use, not easy to use by wjousts · · Score: 1

      For real. Easier to use than previous versions of Blender isn't a particularly high hurdle. I remember starting with a Blender tutorial some time ago that started by breathlessly explaining how the windowing system worked and confidentially stated that "soon you'll be wishing all your applications worked like this". I still laugh when I think about that.

      I'll give the new version a whirl next time I get an itch to try my hand at 3D again (and then quickly give up when I remember that I still have no talent).

  11. Blender != hard by Anonymous Coward · · Score: 1

    Blender is not that hard to use, it just has a lot of features so there is a lot to learn. If you want a more intuitive way to work with 3D, might I suggest play dough?

  12. Anonymous newbies posting release announcements? by ari_j · · Score: 5, Interesting

    What's with the recent phenomenon of anonymous supposed newbies posting release announcements for software, claiming it's easy to use and posting all sorts of information about how well it runs on their systems? Why doesn't someone with some real knowledge post the release announcement? Should I personally be announcing the 2012 General Motors line-up?

  13. PPA for Ubuntu? by tepples · · Score: 3

    Has anyone made a PPA of this for Ubuntu 10.10? Or should I wait for 11.04 before looking for a PPA?

    1. Re:PPA for Ubuntu? by Anonymous Coward · · Score: 1

      I downloaded the x64 archive and it ran out of the box. Not optimal, I know, but it worked flawlessly.

      In the meantime I've uninstalled the old blender using the package manager to avoid confusion.

    2. Re:PPA for Ubuntu? by ProzacPatient · · Score: 1

      I compiled it from their SVN repository. If I recall correctly its rather straight forward and it uses the awesome cmake build system.

      http://wiki.blender.org/index.php/Dev:2.5/Doc/Building_Blender/Linux

    3. Re:PPA for Ubuntu? by SheeEttin · · Score: 1

      https://launchpad.net/~cheleb/+archive/blender-svn

      That's a PPA for Blender SVN (which I've been using since like Blender 2.5 Alpha 1, and Blender's generally been 100% usable).
      If you just want the release package, pick one from that PPA's previous builds, here. (Make sure you pick the right architecture, version, and target Ubuntu version.)

    4. Re:PPA for Ubuntu? by Anonymous Coward · · Score: 0

      You seriously posted before googling "blender ppa"?

    5. Re:PPA for Ubuntu? by Anonymous Coward · · Score: 0

      It works on Ubuntu systems without PPA, just download Linux version for you CPU. It works fine on my computer.

    6. Re:PPA for Ubuntu? by Anonymous Coward · · Score: 0

      You can download it from here unpack the archive and run it - nothing more complicated than that.

    7. Re:PPA for Ubuntu? by grumbel · · Score: 1

      If you wanna use it now just grab the binary from the Blender page, no compilation required, just untar and run.

    8. Re:PPA for Ubuntu? by andrewmc · · Score: 1

      This article lists two 3rd-party PPAs: http://www.omgubuntu.co.uk/2011/04/blender-stable-released/

  14. What a rubbish Meta Article Post. by Qbertino · · Score: 5, Informative

    1st of all: Blenders UI has been OpenGL accelerated from day one. It has allways been one of the fastest GUIs in existance. Way faster and more responsive than any other 3D Tool UI anyway. The GP is talking bullshit on this one.

    2nd: Blender has never been particularly difficult to use for any 3D Kit with a simular set of features. In fact, it's UI design (non-overlapping, customizable, document/task based configuration, etc.) has served as a benchmark for quite a few recent creative tool UIs in the industry (Modo 3D, latest CS releases by Adobe, etc.)

    3rd: The UI has been updated, yes. But it's more an evolution than a complete redo, from a user standpoint anyway imho. Simply because Blenders UI has allready been pretty good for quite some time now. ... Allthough the arcitecture actually is a complete redo. Python driven, new Icons and new panels. However "OMG I'M USING IT! IT FINALLY WORKS!" is way overboard, exaggerated nonsense. Blender has been a kick-ass pro-level 3D Tool for approx. 7 years now. And yes, that also goes for its usability. Anybody not familiar with other professional 3D Toolkits and the learning whoes associated with this field, please stay out of this on this issue. Thanks.

    4th: There is no mention of the new tools and features, which are actually worth mentioning. F.E. a particle system that rivals that of Lightwave (the industry leader in this field) with particle path editing and other goodies, Smoke and Volumetrics rendering, NLA with an extra new NLA UI, etc. This has Blender closing in on competing programms even further and will shake up the industry once again. ... Can't wait till they finally get full Renderman compatibility. That will kick some serious shit. ... Anyway, Kudos to the Blender team for this great release.

    As for the GP: Mostly Rubbish or stuff that no one wants to hear. "OMG I'm running Blender on XYZ with 2 Gigs of RAM. UNBELIEVALBE!" ... Idiot.

    --
    We suffer more in our imagination than in reality. - Seneca
    1. Re:What a rubbish Meta Article Post. by LetterRip · · Score: 3, Interesting

      There is no mention of the new tools and features, which are actually worth mentioning. F.E. a particle system that rivals that of Lightwave (the industry leader in this field) with particle path editing and other goodies

      Lightwave is not an industry leader for particles. I'd put them 5th or 6th. Rought order would be Houdini, Maya, XSI, 3DSMax, Lightwave, Blender, Cinema4D.

    2. Re:What a rubbish Meta Article Post. by Anonymous Coward · · Score: 0

      Lightwave particle system is nowhere near "industry leader." It's "usable" by today's standards.

      Houdini is definitely on top.

    3. Re:What a rubbish Meta Article Post. by Anonymous Coward · · Score: 0

      1st of all: Blenders UI has been OpenGL accelerated from day one. It has allways been one of the fastest GUIs in existance. Way faster and more responsive than any other 3D Tool UI anyway. The GP is talking bullshit on this one.

      Driver bugs, driver bugs.. Certain OpenGL operations (select) were quite slow with ATI drivers some time ago.

    4. Re:What a rubbish Meta Article Post. by Anonymous Coward · · Score: 2, Interesting

      OK, You are definitely a Blender Fan-Boy but I don't blame you for it because Blender definitely is very capable... but user friendly UI, come on, No way... I have used 3ds Max, Carrera, Bryce, Cinema 4D, Houdini and LightWave (some being demos) for a hobby and I use AutoCad and Inventor for my living and I have to state unequivocally that the Blender of 5 years ago learning curve was as steep or steeper than any of those I mentioned, of course IMVHO. Blender very capable = yes Blender intuitive= No Way. Now I have to download to see if it is truly more intuitive because I love the price compared to some I mentioned and I haven't been able to afford an upgrade in some time ;-)

    5. Re:What a rubbish Meta Article Post. by xtracto · · Score: 1

      [My english is better than most other people's german, so please point out mistakes politely. Thank you.]

      If you read your rants with "Der Untergang" Hitler's German accent, it sounds very funny.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    6. Re:What a rubbish Meta Article Post. by geedubyoo · · Score: 3, Interesting

      Agreed - Houdini has the best general purpose particle system, although there are some very good standalone specialised solutions, too.

    7. Re:What a rubbish Meta Article Post. by Grim+Beefer · · Score: 2

      I'd have to disagree with some of your points.

      When you say Blender has one of the "fastest GUIs in existence", I would assume you are including the viewports. If you make a torus with 200 segs both in width and height, Blender will be chugging to edit such a high density object. Selecting ring and edge loops takes at least a second in time (if that doesn't sound like much, believe me that time adds up...) 3dsmax will edit such a mesh with ease, any sub-object selections are nearly instantaneous. Also, you're going to see noticeable slowdown in Blender even navigating around such a mesh if edit mode is on. Along those lines, copy that mesh about ten times into your scene. By about the tenth copy, Blender's viewports become pretty unusable, on my rig. Meanwhile in 3ds Max, I have to get to the 120th copy of that 200x200 torus to even see a drop in fps, let alone anything approaching unusable. After increasing the torus count to 480 I had a noticeable drop in fps, but a still totally usable scene. The poly count from the torus primitives was over 38 million, and I had a workable viewport of between 12-14 fps, if you want the details. What does this mean? For pro level work involving millions of polys, Blender isn't really an option as a modelling/animation tool. It does fine on low poly models, such as for gaming, product vis, etc., but it wouldn't be able to run any of the scenes I use on a daily basis, regardless of my hardware. I haven't tested Blender for how responsive it is with hundreds or thousands of low poly objects, but I'm guessing not great. If you're going to call something a "kick-ass pro-level 3D Tool" you have to account for these kinds of major limitations. Blender can deliver professional results, but it's going to take a lot more time

      Lightwave is not an industry leader in the field of particles. Anyone working in 3d knows that Houdini is the top dog here, and the cost of that package reflects that status.

      UI's are part taste and part ergonomics, and I personally find Blender to fail both of these tests, in my opinion. Blender seems to intentionally be as different as it can. The last thing I want to do is have to learn another set of shortcuts and conventions, especially when they are as topsy turvy as blender's. Believe me when I say the intentionally unorthodox UI is one of the biggest reasons why a lot of experienced 3d artists don't even bother with Blender (there are zero overlapping common shortcuts, except for undo, that I've found so far). Take the annoying "3d cursor" that follows around your left clicks, and is bound to confound any newcomer to 3d. What does that do? Why is it here? Why doesn't clicking in black space deselect an object or seem to do anything important? The 3d cursor is a niche tool that could easily be relegated to a sub menu where you could turn it on or off or edit it's properties. Assigning this unintuitive tool to a left click by default, the main method of interacting with objects in the viewports of most 3d software, is simply baffling. I find flippant, experimental decisions like that frustrating, personally. Of course you can take the time to learn the Blender way to do things, or you could take way less time to learn software that works more like you're used to, such as Modo or Mudbox. For example, my first time using Mudbox was an absolute joy. I was happily sculpting for days without ever having to refer to the manual. Things were layed out in a way that made intuitive sense. I would have still been trying to figure out where Blender put some common tool by the time I was already making satifying art in Mudbox. Software is allowed to be "unorthodox" if the payoff is big enough. This is how Zbrush gets away with it's wacky shit. Unfortunately, for a lot of 3d artists I know, Blender isn't worth the investment/muscle memory it takes to become proficient.

      Of course, one of the biggest problems with Blender is it's lack of a decent native renderer. Complex shaders and GI in Blender aren't really up to task currently. It's great t

    8. Re:What a rubbish Meta Article Post. by kayoshiii · · Score: 1

      It's an improvement but it could be better.
      Ultimately it's juggling the needs of full-time artists, users familiar with the old blender, the needs of casual and new users and the number of developer man hours available.

      In particular the defaults could be set a lot better for new users. You will want to take a look at File->User Preferences and set things to your liking right away.

    9. Re:What a rubbish Meta Article Post. by Anonymous Coward · · Score: 0

      Blender doesn't belong in that list. Those packages actually have a usable UI.

    10. Re:What a rubbish Meta Article Post. by joeedh · · Score: 1

      Don't glorify the old UI; there's a reason we spent several years rewriting it. If the old one was so good, why go to so much trouble? Truth is, we blender developers have always disliked the old UI, we simply weren't able to fix it for a long time. Defending it as awesome beyond all reason just fans the trolls.

  15. For naysayers/Maya users, this is good, trust me by sabernet · · Score: 3, Interesting

    I tried the beta, the UI is(or rather 'can be') very Maya-ish. They actually have a 'Maya' mode. All in all, the ability to jump in has greatly improved.

    Just a disclaimer, I royally HATED the old UI and was sick of people jumping down people's throats for saying how utterly inaccessible it was. Yet now I have to say they did a really good job. Windows can be broken off or split, everything and the kitchen sink isn't all crammed into the lower half of the screen and the shortcuts actually can be set up to make sense..

  16. I donno man. by Anonymous Coward · · Score: 0

    It's quite hard to use this new version on 5:4. not to mention it's still buggy even with the simple Buttons bar suddenly getting stuck at a large size, working around by having to make a new window layout.
    perhaps if beta-testers weren't such whiny yesmen this would've been something.

    p.s. 2.49 forever. 2.5 is made for those Maya/3dsmax whiny pro retards that refuse to learn the great Blender workflow that is now shattered.

  17. Great... by bradgoodman · · Score: 3, Insightful

    As a "novice" Blender user (by "Novice" I mean I have only been working with it for a couple of years) - I will say Blender is the most complicated program I have every used in my life. I have always attributed it complexity, and counterintuitiveness to its unfathomable complexity and clusterf*ckery of features and options. As I'm glad to see a bit of an overhaul to make things easier - I am completely dreading having to re-learn it all. I guess on the flipside, I don't really know it all - hopefully it will be easier to learn this time around!

    1. Re:Great... by binarylarry · · Score: 4, Insightful

      Blender is easy.

      3d art applications are just hard in general. There are tons of options, 3d is hard to grok for newbies.

      Newbies can easily get blender since it's open source and free, thus there are many newbies like you running going "OMG blender hard." As someone who cut his teeth on 3ds max, I found Blender hard for the first hour (adjustment period) and it was all downhill from there.

      --
      Mod me down, my New Earth Global Warmingist friends!
    2. Re:Great... by thegarbz · · Score: 2

      I will say Blender is the most complicated program I have every used in my life.

      Have you used Maya, Lightwave, or 3DStudio Max? I mean my Samsung Galaxy S is the most complicated phone I have ever used in my life, but then all I've had before are feature free Nokias.

      3D authoring simply comes with a stupidly vertical learning curve.

    3. Re:Great... by Anonymous Coward · · Score: 0

      Ever try deleting individual polygons in maya? Reversing a few selected normals? Forget it. But in Blender you can do it in a single keystoke. I don't know any animators who actually use GUIs. Everything is done though key mappings.

    4. Re:Great... by Anonymous Coward · · Score: 1

      3d is inherently hard to approach, why?

      1. You need to know 2d graphics very well
      2. You need to understand some central concepts of advanced but not specifically hard math
      3. You need to devote a lot of computational power to 3d
      4. You need to understand sculpting and animation.
      5 You need to understand kinematics, simulation, mathematical modeling techgniques etc etc ad infinitum

      Net sum result is that NO SINGLE PERSON can know all of 3d graphics, its literally always a 2-10 person rounded team that manages to do the more than simple things.

      This makes 3d hard.

    5. Re:Great... by Anonymous Coward · · Score: 2, Funny

      As someone who cut his teeth on 3ds max, I found Blender hard for the first hour (adjustment period) and it was all downhill from there.

      I don't think that phrase can be used in the way you're trying to use it - unless you mean Blender seemed hard at first, then it became impossible to use.

    6. Re:Great... by muridae · · Score: 1

      I have played with Maya (animation lab on campus), Rhino (demo ages ago), and Blender, and have modeled with just code in POV-Ray. I probably used the other big name software, back when demos were easier to get. At the time, Blender was the worst of the lot. I didn't doubt that if I put some time into learning it, all the keyboard shortcuts would become obvious. However, I didn't have the time nor desire to do that. I needed a capable 3-D modeler that didn't hide simple functions like differencing objects, or adding objects to the current scene.

      Now, looking at the new Blender release, I would almost feel comfortable teaching others to use it, and I have barely spent a day learning the new UI. The commands are where a newcomer can see them, the advanced commands have quick shortcuts if you don't like scrolling menus. I haven't yet figured out all of the mesh editing commands, or the UV painting, but the animation and rendering has been a breeze to learn.

    7. Re:Great... by internettoughguy · · Score: 1

      It's all about the "Hotbox" in Maya:

      Right click>Select faces>Spacebar>Polygons>Reverse Surface Normals

      Once you've done it once it automatically creates a little macro for you and you can just hit 'g' next time.

      PS. In New Zealand, to "hotbox" means to smoke cannabis in an enclosed and unventilated space, like a telephone booth or a closet lined with tinfoil and Christmas lights.

    8. Re:Great... by Anonymous Coward · · Score: 0

      3d art applications are just hard in general. There are tons of options, 3d is hard to grok for newbies.

      Same argument with PRO/Engineer. Then SolidWorks came out. A complex task is no excuse for a poor GUI.

    9. Re:Great... by ashidosan · · Score: 1

      NO SINGLE PERSON can know all of 3d graphics

      That's funny, but incorrect.

  18. Unrelated to article butt... by Anonymous Coward · · Score: 1

    If something has a "steep" learning curve, you learn it quickly.

    The X axis is _almost_ always time in graphs so a steep learning curve = quick to learn.

    If it is hard to learn, it has a long slow learning curve. :)

  19. Re:FISTY PROSE! by Anonymous Coward · · Score: 0

    No you didn't.

  20. Tool palettes that don't auto-hide on blur by tepples · · Score: 2

    is it that confusing to use a piece of software if it doesn't have a full screen title bar and gray background behind the WIP?

    On classic Mac apps with floating tool palettes, the tool palettes would hide when the user clicks to focus away from the application and reappear when the user focuses back. It's confusing to use an SDI app with floating tool palettes if the palettes don't automatically hide and unhide in this way and even more confusing if the palettes don't raise themselves above inactive apps' windows.

    1. Re:Tool palettes that don't auto-hide on blur by Elviswind · · Score: 0

      That's a fair complaint. At least on my Linux install, and I believe in Windows as well, the extra windows in GIMP don't automatically minimize or hide when focus is removed from the main window. It's never bothered me, but I can see how it could lead to inefficient clutter when you really need to get something accomplished in as short a time as possible. I'm wondering if this is a limitation of the operating systems rather than the application. I notice that with all windows minimized, clicking on the main application icon in the task bar (tint2 in my case) brings back all the extra windows, but clicking on the extra windows does not.

    2. Re:Tool palettes that don't auto-hide on blur by AJWM · · Score: 1

      I can see how it could lead to inefficient clutter

      That's what multiple desktops are for. One for browsing, one for email, one for GIMP and its window collection, one for a bunch of xterms, etc... I can always drag stuff from one desktop to another if I want.

      --
      -- Alastair
    3. Re:Tool palettes that don't auto-hide on blur by BrentH · · Score: 1

      But then you're just using a slightly different solution to solve the same problem: Gimp's many windows have to be collected somehow. Given that basically every OS/DE/program uses a container windows and does not rely on multiple desktops, I'd prefer it if they stuck to that defacto standard.

    4. Re:Tool palettes that don't auto-hide on blur by AvitarX · · Score: 1

      Even worse, one could imagine, is if every app worked that way.

      Not only does one need to find the "layers" window, but it needs to be the one from GIMP, not the one from an illustration program, or a page layout program.

      The Apple Classic way was nice, but also helpful in its Window management was "Maximizing" a window went full height by required width, leaving space on the edges for the floating windows.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    5. Re:Tool palettes that don't auto-hide on blur by tepples · · Score: 1

      That's what multiple desktops are for. One for browsing, one for email, one for GIMP and its window collection

      Then you're emulating MDI through the window manager, and you're back to the one-maximized-application-per-screen paradigm that arth1 complained about, and you lose the ability to refer to one document while editing another document. Besides, an application whose developers seek wide use has to work with the window manager that comes with the most popular operating system distribution, especially Microsoft's, not require the user to install obscure software. The most recent Windows that I've used is Windows XP, which doesn't come with any sort of virtual desktop feature. Has this changed in more recent versions of Windows?

    6. Re:Tool palettes that don't auto-hide on blur by tepples · · Score: 1

      The Apple Classic way was nice, but also helpful in its Window management was "Maximizing" a window went full height by required width, leaving space on the edges for the floating windows.

      Ctrl+E does something close to this in GIMP, resizing to fit the image. But I can't get GIMP's resize to fit to take into account which "dialogs" (its word for palettes) are already on the screen, especially once I have zoomed in for fatbits editing.

    7. Re:Tool palettes that don't auto-hide on blur by maxwell+demon · · Score: 1

      Then you're emulating MDI through the window manager

      No, MDI is (poorly) emulating a window manager. Unlike with MDI, on a WM workspace I can group windows from several different programs I use together. With MDI, this is not possible.

      I don't have a problem with a program offering MDI for those poor people who cannot use a real window manager. However I have an issue with programs forcing an MDI on me, when my window manager is orders of magnitude better than the emulation the MDI program forces on me (partially by the mere fact that the MDI by design is limited to one application, and partially by the fact that I put considerable effort in the window manager to behave the way I like it, and of course the MDI application will ignore my window manager's settings, and that's of course ultimately also inherent, because no one can expect an application to know how emulate arbitrary window managers).

      From other comments, it seems that GIMP did it the right way (let's just hope that they will never remove the "antiquated" independent-window interface for the sake of simplifying their code).

      --
      The Tao of math: The numbers you can count are not the real numbers.
  21. Effort on Y and mastery on X by tepples · · Score: 3, Interesting

    When I hear "steep learning curve" as it is used colloquially, I think of effort on Y and mastery on X, just like economics graphs put price on Y and quantity on X.

    1. Re:Effort on Y and mastery on X by bill_mcgonigle · · Score: 1

      When I hear "steep learning curve" as it is used colloquially, I think of effort on Y and mastery on X, just like economics graphs put price on Y and quantity on X.

      Certainly that's how it's used, but we should always try to put the predictable on X and the variable on Y, when one or the other is predictable.

      But, yeah, steep hills are harder to climb, I get it.

      --
      My God, it's Full of Source!
      OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
  22. Blender is a how-not-to GUI case by the+agent+man · · Score: 2

    I would be happy if the new version is going to fix the mindbogglingly confusing GUI that Blender has. The version migration from 2.56?? to 2.57 is not exactly very suggestive for fundamental user interface improvements. If it actually would be then somebody really missed out on a great opportunity to create a, say, 3.0 release? People use Blender in spite, not because, of its user interface. Amazing!

    1. Re:Blender is a how-not-to GUI case by mrnobo1024 · · Score: 2

      According to the page that was linked to, 2.5x does have a redesigned GUI. They use an unconventional version number scheme where 2.50-2.52 were alpha versions and 2.53-2.56 were beta, which explains why such a major change seems to have appeared with a minor version number update - it didn't, but you probably never used the 2.50-2.56 versions.

    2. Re:Blender is a how-not-to GUI case by Anonymous Coward · · Score: 2, Informative

      I disagree, one of the best pieces of advice I read was, keep one hand on the mouse and one on the keyboard. A few good tutorials later (I remember the first involved modelling and texturing a castle), the alien Blender interface seemed so streamlined compared to the lengthy menu navigation in Gmax, which I was also testing out.

  23. Challenge for Blender experts UV maps by RobertLTux · · Score: 1

    given an OBJ file with an existing UV map how exactly would i with the new Blender actually paint on the OBJ??

    lets say you have test.obj and test.png to work with

    --
    Any person using FTFY or editing my postings agrees to a US$50.00 charge
    1. Re:Challenge for Blender experts UV maps by Anonymous Coward · · Score: 0

      File > Import OBJ
      Assuming your OBJ is made to work, and you have 'import textures' checked, it'll load the PNG with it

      Then you just switch into texture paint mode, if you can draw on it your image is imported, else you'll need to go into edit mode, select all the verts with 'a'

      You'll need to then go into the UV/Image editor, select all the UVs with 'a', Image > [New image, or load image], then switch back into texture paint mode

      Enjoy drawing on the model!

    2. Re:Challenge for Blender experts UV maps by kayoshiii · · Score: 1

      1) import the obj file.
      If that is done right you should show up with the textures on it (you may need to be in textured mode to see it [alt + z] or check the controls at the bottom of the 3d viewport.

      2) Just to the right of the menus at the top of the application should be a control that will read default. This lets you switch layouts. Press the icon on the far left and choose UV editing. You can switch layouts using the CTRL key and the left and right arrow keys and create your own custom layouts.

      3) in the 3d Viewport (right half of the screen) select the model and put it in Edit mode ([TAB] or use the controls at the bottom of this viewport). while you are at it check that the viewport is in textured mode (alt + z will toggle this also there are controls at the bottom of the viewport). Once in Edit mode the UVs should turn up in the UV/Image window.

      4) if your texture doesn't show up you can select it by pressing the button to the very left of the set of controls at the bottom of the UV/Image window. Or you can create a new Image if you don't have one.

      5) You need to enable texture paint mode. There is a button near the end of the controls at the bottom of the UV/Image window. You can pan these controls using the middle mouse button or you can hit CTRL + down arrow to maximise this view (the same keycombination will unmaximise it). Alternatively you can hit space which will bring up a menu. make sure that Image->Image Painting is selected.

      6) if you want to paint directly onto the model then use the controls at the bottom of that viewport to enter Texture Paint mode.

      If you check the blendernation website you will see a few good texture painting video tutorials have been put up in the last week or so.

  24. who cares about ease of use? by Punto · · Score: 1

    At the level of complexity expected from Blender, who cares if it's easy to use? The important question is if there's documentation, if it's easy to integrate with other tools (their COLLADA support is lacking), and if it's easy to develop into a pipeline. In the real world, you might not use the "render" action all the time, so who cares if it's right there in front of you?

    --

    --
    Stay tuned for some shock and awe coming right up after this messages!

    1. Re:who cares about ease of use? by jackbird · · Score: 1

      Aside from Motionbuilder, and (under the hood) SketchUp, are there ANY applications where COLLADA support isn't lacking?

    2. Re:who cares about ease of use? by tyrione · · Score: 1

      At the level of complexity expected from Blender, who cares if it's easy to use? The important question is if there's documentation, if it's easy to integrate with other tools (their COLLADA support is lacking), and if it's easy to develop into a pipeline. In the real world, you might not use the "render" action all the time, so who cares if it's right there in front of you?

      If you follow trunk then you know Blender does integrate with OpenCollada. Right now Debian support is disabled due to Debian not providing an official [/non-free] version of OpenCollada to incorporate. Read the Cmake Files it explains in the comments.

    3. Re:who cares about ease of use? by Anonymous Coward · · Score: 0

      The important question is if there's documentation, if it's easy to integrate with other tools (their COLLADA support is lacking), and if it's easy to develop into a pipeline.

      In other words... that it's easy to use?

    4. Re:who cares about ease of use? by edxwelch · · Score: 1

      The problem with Collada support in Blender was that it didn't support skinned meshes. There was a student working on it for Google summer of code, but as far as I know he never finished it and there's still no skinned mesh support.

  25. User friendly interface ? Yeah, right. by Anonymous Coward · · Score: 0

    The interface is still horrible. They should learn from Microsoft how to do user friendly interface. Just try to import someone else theme. It's beyond ridiculous.

    JAM

  26. Need Ubuntu package ASAP by Anonymous Coward · · Score: 0

    In case any of the Ubuntu people are reading this, please get a package made ASAP.

    And while we're on the subject, SBCL 1.0.40.0 is no longer the latest version. Why am I still not seeing v1.0.47.0 in Ubuntu package manager? Get cracking!

  27. Try the built in Python interpreter by Isaac+Remuant · · Score: 1

    I'm amazed no one has talked about this. It wasn't in the previous versions (2.49s).

    It's really useful to test and develop different scripts that will save your life. Specially to make your custom import output scripts.

    The overall UI change might look hard to old users but it's not that big of a hassle to accommodate and it actually looks more user friendly and still very customizable.

    --
    "Science can amuse and fascinate us all, but it is engineering that changes the world. " - Asimov.
    1. Re:Try the built in Python interpreter by Anonymous Coward · · Score: 0

      Blender has always had built-in python. What's different about it now?

      I would check the actual page, but it's been slashdotted.

    2. Re:Try the built in Python interpreter by Anonymous Coward · · Score: 1

      blender has had a builtin py interpreter i think for over 10 years now, and an interactive shell also since 2.42 or so (5 years?) .. it was just a bit more hidden as a 'system' category script or so in 2.49 etc.

      the cool thing in 2.5 is actually that normal ui is made in py, defined in py files, so is easy to customize and extend etc.

      and the event system was rewritten and has py support, so there is a nice report view that shows all your GUI actions as if they were py code .. so you can make macros just by copy-pasting what you first did in gui to a script etc.

    3. Re:Try the built in Python interpreter by Anonymous Coward · · Score: 0

      I'm pretty sure I was using Blender's integrated python console back in 2.45 or so, if not earlier.

    4. Re:Try the built in Python interpreter by Isaac+Remuant · · Score: 1

      My bad, I completely missed the console integration in previous versions. I thought the 2.42 change had only affected the API.

      And you're right about the whole UI being in python and modifiable. The python action log is cool as well.

      Thanks for the clarified information.

      --
      "Science can amuse and fascinate us all, but it is engineering that changes the world. " - Asimov.
  28. queue blender.org to get slashdotted... by itismike · · Score: 1
    and ACTION!:

    500 - Internal Server Error

    1. Re:queue blender.org to get slashdotted... by Anonymous Coward · · Score: 0

      And that's how you know it's good. (:

    2. Re:queue blender.org to get slashdotted... by Anonymous Coward · · Score: 0

      and ACTION!:

      500 - Internal Server Error

      Alright, we'll put blender.org at the end of a long line of other things that we want to have slashdotted. I expect it'll reach the front of the queue in a week or two.

  29. Make easy things easy and complex things possible. by Anonymous Coward · · Score: 0

    I don't get it. I have never found Blender difficult to use. Did it eschew conventions of windows programs? Maybe. But EVERY 3d application has a learning curve, and I didn't find the curve on Blender any more difficult than other applications. And face it, many of the tasks you can use blender for cannot be distilled down beyond a certain level.

  30. For those of you that can't access the site by Phoenix0 · · Score: 1

    Current releases still seem to be accessible from here: http://download.blender.org/release/Blender2.57/

    1. Re:For those of you that can't access the site by 49152 · · Score: 1

      Do you happen to have the IP address for that server? I cannot even get blender.org to dns resolve anymore. I tried with several dns servers in different networks so I do not think it is a problem on my end :(

  31. Re: All 3D programs hard to use? Not hardly. by tangent · · Score: 2

    I've put serious learning time in on at least 5 different general-purpose 3D graphics packages, including Blender. Blender is, hands-down, the hardest to learn and use of any I've tried. It even beat out a hoary old beast from the late 90's I had to use for a course, which was chosen purely because it was ancient and therefore cheap.

    There are those that use the excuse, "It's professional grade, and pros don't cry about difficult to use tools." Well, sorry, but that only flies when there are no alternatives. If there's only one tool that does Thing X and the tool sucks, well, a pro will grit his teeth and use it anyway. That's not the case in 3D modeling / animation / rendering software. We have an embarrassment of choices, and they span a wide range of cost, power, and ease of use. Unless "freeeeee" is your only important criterion, there are usually better options than Blender, at least as of 2.4x.

    I will certainly be playing with this new 2.5 version. Maybe they're right. Maybe they've completely fixed it all, and I can get off the Cinema4D, modo and SketchUp upgrade treadmills.

  32. I like the new python API, but by Palpatine_li · · Score: 1

    where can I find a real documentation?

    1. Re:I like the new python API, but by Isaac+Remuant · · Score: 1
      --
      "Science can amuse and fascinate us all, but it is engineering that changes the world. " - Asimov.
  33. wouldn't 90 degrees be straight up/down? by aztracker1 · · Score: 1

    I mean if you are at ground-level and climbing 90 degrees is straight up or down... maybe 45 degrees? just a nitpick like the spelling/gramer nazis.

    --
    Michael J. Ryan - tracker1.info
    1. Re:wouldn't 90 degrees be straight up/down? by mad_minstrel · · Score: 1

      That's the point. You either know your Blender or you don't. There is nothing in between.

      --
      May the source be with you.
  34. Did you even read the page? by tanveer1979 · · Score: 4, Informative

    ITs optional. You can go back to multi window mode if you like it that way!

    From the page
    "You won’t be forced to use it, if you don’t like single window! "

    There : you have the best of both worlds

    --
    My Aurora : http://www.youtube.com/watch?v=o91ZsGwJYyg
    FB : https://www.facebook.com/TanveersPhotography
  35. Re: All 3D programs hard to use? Not hardly. by KDR_11k · · Score: 1

    The thing about even the old interface is that while it's hard to learn it's pretty quick to use once you're there. I hope the new one remains as quick to use.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  36. EoU:Google Sketchup. by Anonymous Coward · · Score: 0

    Ease of Use in a 3D program is Google Sketchup. No it doesn't do everything Blender does and it doesn't even try. But for a non-toy 3D creation program it does very well. Even Wings wouldn't be that easy.

  37. Actually it's UI is still quite quirky by trptrp · · Score: 1
    I took a one week Blender (2.56) course at uni and I can't help but find that it has some very quirky UI behaviors (among others):
    • The standard mouse button for selecting is the right mouse button. This is just a complete break with what one is used to. Period.
      I'm glad I could quickly change this to the left mouse button, but of course most of the course attendees were trained to bend their brains and the instructor always got confused when he came to help me at my place.
    • Snapping is completely cumbersome, the role of the 3D cursor and snapping altogether allow certain tasks in an annoying 5 step process rather than just a single operation (like in the Adobe 2D apps). In general, it's hard to work precisely.

    The former I can only attribute to the fact that it's an open source app with a user base that got used to certain behaviors and therefore enforces to keep them.

    1. Re:Actually it's UI is still quite quirky by mad_minstrel · · Score: 1

      As you have yourself pointed out, it's easily changed. But the default is kind of logical too - you do important, destructive stuff with your left button and less critical, non-destructive stuff with your right button. Just like in Windows, Gnome, KDE, etc.

      --
      May the source be with you.
    2. Re:Actually it's UI is still quite quirky by Grim+Beefer · · Score: 1

      In most 3d programs, left clicking is the main tool for interacting with menus and objects in general. In 3ds Max, for example, you select, move, translate, edit, select menu options, push buttons, change spinners, etc., all with the left mouse button. The right mouse button is used to cancel operations, or bring up sub-menus. Most DCC software is similarly left-click based. To intentionally change this pattern, for no real good reason, is just silly.

    3. Re:Actually it's UI is still quite quirky by mad_minstrel · · Score: 1

      But there is a good reason. Complex selections can take quite a while to set up. If you miss the transform widget in max, your selection is ruined. (At least that's the way it was around 2001 when I last saw it.) In Blender nothing in particular happens except moving your cursor.

      --
      May the source be with you.
    4. Re:Actually it's UI is still quite quirky by maxwell+demon · · Score: 1

      In my view, the ideal interface would use three mouse buttons:

      Left mouse button: Select. This includes selecting menu items etc.
      Middle mouse button: Modify (move, rotate, ...)
      Right mouse button: Context menu.

      Of course there's the problem that with scroll wheel mouses, the middle button is combined with the scroll wheel, which makes that interface harder to use than with an old non-scroll three-button mouse. And of course, laptops almost always lack a middle button.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    5. Re:Actually it's UI is still quite quirky by Anonymous Coward · · Score: 0

      It doesn't matter how much of a "good reason" you have.

      This is a non-trivial break from pretty much all tools in this domain, because the Blender devs are special and have the "right way" of doing things.

      This is the usual shit you expect from the open-source community.

    6. Re:Actually it's UI is still quite quirky by Grim+Beefer · · Score: 1

      I'm not trying to be an ass, but if you use the same program day in and day out, missing a transform gizmo is rarely going to be an issue. Even if you do, a quick undo brings that selection right back. Furthermore, Max has a lock selection hotkey assigned by default to the biggest key on the keyboard for dense, overlapping scenes. On top of that, you can use the + and - keys to change the size of the gizmo if you're having a hard time selecting them at your resolution.

      In other words, there are plenty of features designed to address the problem you bring up, in this particular software. The amount of times you're going to be frustrated by dropping a selection doesn't merit removing a left-click based workflow.

      Again, it's just silly and borderline arrogant to set up Blender the way they do. The 3d cursor tool that is assigned to left clicking by default, by far the most important button in almost all other DCC software, isn't exactly a killer feature. As far as I know, it's unique to Blender, however, and one suspects that this is the reason it's given such coveted real-estate hotkey wise. The 3d cursor has it's uses, but should be assigned to a sub-menu. I would rarely use the tool - which would mean I'd want to turn it off completely to quit mucking up the viewport, and only turn it on when I needed it. That would mean that left-clicking in the viewport would essentially do nothing useful for me most of the time, which is just an absurd waste of resources. Sure, these things can be remapped, but I'd rather not bother trying to learn the bass ackwards Blender way of doing everything, and spend that energy learning software that actually works with you through relying on well established workflows and customs and only breaks from those customs when it's actually necessary or truly innovative.

      Honestly, it's like a document editor that uses right clicking to place the cursor and select text, has non-standard hotkeys for things like copying and pasting text, and assigns an occasional useful tool, like bullet pointing, to left click by default. I love to use OS software, but I wouldn't dream of using Open Office if it shippped like this...

  38. No, it is not!-Keyboards. by Anonymous Coward · · Score: 0

    I'm thinking a gaming keyboard like the Logitech G15 w/LCD would be perfect for a keyboard heavy program like Blender? Throw in a good Wacom with the Express Keys and one has it made.

  39. Define what's harder to use by Anonymous Coward · · Score: 0

    Define what's harder to use. Is it harder to use if you take longer to finish your work or harder to use if you haven't got some selection button on a GUI?

    Blender was easy to use in the sense that you could complete work much quicker and with less strain (shifting from keyboard to mouse) than with, say 3DStudio Max. However, since 3DStudioMax required much more mouse manipulation, it seems easier, since your demand is obviously supplied by moving the mouse pointer to the menu item.

  40. I don't want >=11.04 or <=2.56 by tepples · · Score: 1

    I searched for blender 2.5 ppa or blender 2.57 ppa, but most of the results I found were either A. for Ubuntu 11.04 prereleases (I'm still on 10.10) or B. having an old version (2.56 or older) of Blender and no commitment to update.

  41. Revisionist by dbIII · · Score: 1

    The "defacto standard" that gimp follows predates both it and photoshop. Cut and paste between multiple windows instead of the MSDOS low resolution way photoshop was restricted on a PC. Actually wasn't photoshop a multiple window program on the Mac before it was ported to the Microsoft environment?
    I'm almost willing to bet Microsoft will "invent" *nix style virtual desktops for Windows 8 or 9 just so that MS Office gets another radical GUI change and has to be purchased again. The gimp style workflow will make more sense to if you spend a bit of time in that sort of environment.
    Back to blender - need CMake 2.8 or higher to compile the thing so I'll give up compiling it on RHEL5 for the night (binary needs glibc2.7 so need to roll my own). Unfortunately big expensive toys in the workplace need old libraries/distros because a lot of *nix based commercial software seems to be five years out of date on release.

    1. Re:Revisionist by Politburo · · Score: 1

      Windows has had virtual desktop capability for quite some time, though not 100% perfect. I recall reading an article ~8 years ago that had the API and walked you through the implementation, and it appears MS has released their own implementation called "Desktops".

    2. Re:Revisionist by BrentH · · Score: 1

      It does not matter which practice came first, it matters how well people van work with it. I'd say most peope today are used to container windows, then simply use that. I think you use tabbed browsing too, right? Not seperate windows.

  42. Learning curves... by Anonymous Coward · · Score: 0

    Since this is Slashdot and I love being pedantic (and redundant, too, I guess), I just had to point out that a steep learning curve means something is easy to learn. Learning curves describe mastery over time; a learning curve that is straight up and down implies instant mastery. The learning curve for Blender, on the other hand, would be better described as a barely noticeable incline -- one that wouldn't wind your average Slashdotter out for a stroll. Well, on second thought...

    1. Re:Learning curves... by maxwell+demon · · Score: 1

      Learning curves describe mastery over time

      Do they? I would say, the learning curve describes the learning effort which has to be invested over the mastery to be achieved. A steep learning curve means a lot of learning for a little achievement. A barely noticeable incline would mean you are able to achieve great things with only a little learning.

      Learning over time doesn't tell you anything about how difficult something is; it only tells you how hard-working or lazy the learner is.

      --
      The Tao of math: The numbers you can count are not the real numbers.
  43. Belated April Fools by Anonymous Coward · · Score: 0

    Blender released with a simple interface? That's almost as rich as the Camelot project. Well, you certainly saved the best for last!

  44. Here you can find tutorials: by Anonymous Coward · · Score: 0

    Great sites for tutorials on Blender:

    www.BlenderCookie.com
    www.BlenderDiplom.com
    www.BlendTuts.com
    www.BlenderGuru.com
    www.BenAmend.com
    www.BlenderNerd.com

  45. 3.0 by doti · · Score: 1

    if it changed that much, wouldn't it be more reasonable to call it 3.0 instead?

    --
    factor 966971: 966971
    1. Re:3.0 by Anonymous Coward · · Score: 0

      You seem to be working under the assumption that release numbers have some objective basis in reality. That's so cute. :)

  46. Regarding the UI by Lwerewolf · · Score: 1

    I guess this has been stated above already but anyways... The old UI at least for me was perfectly fine. It might've been very hard to get into (honestly I opened the tutorials even before opening the program itself so that didn't really apply to me in full effect I guess), but once I got used to it it felt extremely clean and fast and that, in my opinion, matters most in that kind of applications. Multiple and highly customizable views, lots of shortcut-only actions... you get it. As for the new one, let's just say that I might give it a third try once I get a 1900x1200 screen. I was able to use 2.4x on resolutions as low as 1024x768 perfectly fine. And yeah, that's about it for the interface :)

  47. Grandma Nazi by andrewa · · Score: 1

    'more or less completely'....?

    --
    :(){ :|:& };:
  48. Lack of Samples by Anonymous Coward · · Score: 0

    I lost interest in Blender when they took out the Naughty Nurse from the samples.

  49. blender.org not responding by rich3rd · · Score: 1

    Have they been slashdotted? All the so-called mirrors I have found so far point back to them.
    Does anyone have a link to a working mirror or a torrent?

  50. Re:For naysayers/Maya users, this is good, trust m by MobileTatsu-NJG · · Score: 1

    I tried the beta, the UI is(or rather 'can be') very Maya-ish. They actually have a 'Maya' mode. All in all, the ability to jump in has greatly improved.

    Speaking as someone from a Maya shop who would love to add more tools to the toolbox, this is really good to hear.

    --

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

  51. Re:Anonymous newbies posting release announcements by bill_mcgonigle · · Score: 1

    Why doesn't someone with some real knowledge post the release announcement?

    Because they're lazy and prefer to bitch and moan in the comments?

    --
    My God, it's Full of Source!
    OUTSIDE_IP=$(dig +short my.ip @outsideip.net)
  52. Blender's provider under DDOS attack by snaFu07 · · Score: 1

    Blender's provider is currently under DDOS attack: http://www.blendernation.com/2011/04/15/blender-org-down-dos-attack/

    If you don't want to wait until situation resolves, add following lines to hosts.txt:
    82.94.213.220 www.blender.org
    82.94.213.221 download.blender.org

  53. intel duel by richlv · · Score: 1

    is "intel duel" some competition between intelligence agencies ? or is that an internally-competing new product from a company called intel ?

    --
    Rich
  54. Diferent platform, different constraints by dbIII · · Score: 1

    Yes, I was just jumping on the "defacto standard" bit but you do have a point that it is not what necessarily came first but what is ubiquitous. Anyway gimp is fairly similar to the way it was in 1996 because it is more usable that way if you have a lot of desktop space, and it acts in a similar way to XV (multiple windows) which had it's last official release in 1994 FFS and is still being used. A lot of people found this way of doing things useful for a long time despite it upsetting people that come from a single desktop environment.
    Gimp on a 15 inch monitor on WinXP is a real pain with all those windows taking up space but I've got users on Win7 on dual screens that use it as their screen capture and crop program of choice. The Win7 behaviour of grouping the application window tabs in the taskbar makes it less of a pain to have an application that opens a lot of windows.
    To sum up, the application is now more usable because the way Microsoft manages open windows has improved. I disagree about the container window point - as an example what happens in just about every MS Windows application when you choose to print something? People are used to some things being in different windows.
    Anyway, blender has a VERY different interface which doesn't pop up so many windows to gimp anyway. The interface is confusing but there is no GUI based 3D drawing program that does not have a confusing interface merely due to the number of options and the requirement to present it all in 2D. With AutoCAD even in 2D after you've used it a bit it's often easier to use it's command line than the GUI options - "tan to" then clicking is a lot easier than moving the mouse away from the start point, up to menus then back to the arc and clicking again. In a drawing environment selecting the actions by keyboard lets you use the mouse to draw or select items instead of having to move it away from what you are working on, so in a well designed program the GUI controls don't matter as much after a while anyway.

  55. Told you so! by joeedh · · Score: 1

    I just want to say: Slashdotters, WE TOLD YOU SO. We developers told you there were reasons we couldn't fix the UI, that it would take a huge refactor. Well, we've done the huge refactor. It took several years, but we've done it! Ha! Take that, trolls!