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Epic Games Supports Blender Foundation with $1.2M

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Re: Epic Games Supports Blender Foundation with $1.2M

#201
post #153

Earlier quoted context omitted.

Could you please explain what Blender is not good at animation? What major features are missing?

Not OP, but before 2.8 and the depsgraph refactor the viewport was really slow on not so complex scenes. The NLA system (Non Linear Animation) needed some love, since it wasn't so smooth to mix animations (can't recall the details at the moment). The animation library/database, like all of Blender's object system, was a little confusing and was easy to lose your work (e.g. if an animation/datablock was not assign to…

> e.g. if an animation/datablock was not assign to an object, you would lose it when you restart Blender

Really? Did not know about it. Thanks! The number of users of a certain entity has always confused to me. I've used Maya a lot, and I can't but wonder why Blender just don't copy the got bits of other software when it comes to usability improvement.

Re: Epic Games Supports Blender Foundation with $1.2M

#202

Earlier quoted context omitted.

> Maya is the much more popular program with artists for modelling and rigging This is the circular reasoning I'm trying to avoid. I'm not looking for any one thing either, I'm looking for any shortcomings OP can think of. I've used Blender+Unreal for a number of years and Blender itself for over fifteen years so I could rattle off issues I've dealt with in integrating Blender into the pipeline, but many have been de…

Not the OP, but I've used Blender and UE (though Unity more), and I would say the main problem with Blender is how undiscoverable the core actions in the interface are. I'm sure for you, as a 15 year user, the shortcuts are all perfectly ingrained, and you can crank out work very efficiently. However, if you don't already know all those shortcuts, it's very difficult to learn them, or even to learn what functionality…

> What is the grease pencil?

The grease pencil is Blender's 2D drawing system. Initially, it's purpose was to allow artists to sketch scenes out onscreen, in much the same way that CGI artists a few decades ago used literal grease pencils [1] to draw on their glass computer monitors.

Nowadays, the grease pencil is a full 2D art system, allowing for hand-drawn 2D art to coexist with 3D assets or tracked with camera footage. The Blender Foundation made a short film called "Hero" [2] to show it off.

[1] https://en.wikipedia.org/wiki/Grease_pencil

[2] https://www.youtube.com/watch?v=pKmSdY56VtY

> How do I select all (UV) verticies?

On the bottom edge of the UV editor window is a menu bar. From the left, the menus are editor type (shown as an icon), "View", "Select", "Image", and "UVs". Farther to the right in that bar is the widget that lets you set whether you are selecting verticies, edges, faces, or islands. In the "select" menu is "(De)select All", and a label indicating that the keyboard shortcut is "A". (This shortcut is universal to all of Blender's editors (except the text editor, where it is Ctrl+A).

If you have anything at all selected, then "(De)select All" will deselect everything. If you have nothing selected, it will select everything.

> How do I select multiple via box?

In Blender, this is called "border select". In the same "select" menu I described above, it's the bottom option (the one nearest your cursor when you open the menu). It also has a universal shortcut, indicated in the menu: "B".

> How do I do numeric input?

There are two ways I can interpret this. One is "given a number box, how to I change the value"? There are three ways that you can change the content of number boxes in Blender.

1. Click on the arrows on the left or right sides to decrement or increment the value.

2. Click in the middle, type a value or math expression, and then either click outside the box or type "enter".

3. Click and drag the box, from the middle, to the left or right.

The other way I can interpret the question is "how can I specify the coordinates of a UV vertex"?

Once you have one or more verticies selected in the UV editor, you should see some properties and editing widgets in a tall rectangular area on the right edge of the UV editor window. If you don't see it, you can reveal it by either clicking on the "+" button near the top of that edge, by going to the "view" menu and selecting "properties", or by hitting the "N" key while your cursor is over the UV editor.

In the top of the UV properties shelf I just described is a section called "UV Vertex". (It's called that even when you are in edge, face, or island selecting mode.) It has two numeric boxes in it labeled "X" and "Y". These have the coordinates of the most recently selected vertex. Changing the contents of those boxes moves the selected vertex to those coordinates, and moves all other selected verticies by the same amount from their previous locations.

Re: Epic Games Supports Blender Foundation with $1.2M

#203

Commoditize one's compliments: https://jasongriffey.net/wp/2012/04/19/commoditizing-our-com... Unreal Engine, like Unity, right now has to be used with Autodesk products like 3DS Max or Maya, or at least that is the case with the large majority of professionals. This is an impediment to using Unreal Engine and thus makes Epic Games sort of dependent on Autodesk. There is probably no coincidence that the new general m…

It's "complements". Commoditizing one's compliments is greeting cards.

Re: Epic Games Supports Blender Foundation with $1.2M

#204
post #153

Earlier quoted context omitted.

Could you please explain what Blender is not good at animation? What major features are missing?

Not OP, but before 2.8 and the depsgraph refactor the viewport was really slow on not so complex scenes. The NLA system (Non Linear Animation) needed some love, since it wasn't so smooth to mix animations (can't recall the details at the moment). The animation library/database, like all of Blender's object system, was a little confusing and was easy to lose your work (e.g. if an animation/datablock was not assign to…

> if an animation/datablock was not assign to an object, you would lose it when you restart Blender

That's what the little "F" button on datablocks is for. It adds a "fake user" to the datablock, which means that it won't be garbage-collected away if nothing is using it when you close Blender.

Re: Epic Games Supports Blender Foundation with $1.2M

#205
post #202

Earlier quoted context omitted.

Not the OP, but I've used Blender and UE (though Unity more), and I would say the main problem with Blender is how undiscoverable the core actions in the interface are. I'm sure for you, as a 15 year user, the shortcuts are all perfectly ingrained, and you can crank out work very efficiently. However, if you don't already know all those shortcuts, it's very difficult to learn them, or even to learn what functionality…

> What is the grease pencil? The grease pencil is Blender's 2D drawing system. Initially, it's purpose was to allow artists to sketch scenes out onscreen, in much the same way that CGI artists a few decades ago used literal grease pencils [1] to draw on their glass computer monitors. Nowadays, the grease pencil is a full 2D art system, allowing for hand-drawn 2D art to coexist with 3D assets or tracked with camera fo…

Hah, I appreciate you taking the time to answer all those, but they were mostly hypothetical questions I already knew the answers to but had difficulty discovering without doing a bunch of searching. Except the grease pencil thing.

Re: Epic Games Supports Blender Foundation with $1.2M

#206
post #122

Earlier quoted context omitted.

Epic Games are infamous for opposing openness in various forms. (Buy these games … only on the Epic Games Store. Install this spyware … no, you can't see the source code. Use any current OS you want … as long as it's from Microsoft.) Supposing that some of the ulterior motives behind this grant are questionable does not seem overly paranoid. However, I don't see the contradiction in Sweeney's statement. One can appre…

> Use any current OS you want … as long as it's from Microsoft. ..or Google or Apple. Or Nintendo. Or Sony.

The Epic Games Store only works on Microsoft Windows.

Re: Epic Games Supports Blender Foundation with $1.2M

#207
post #20

This is great! As a slighty OT aside, I really hope blender's UI changes sloooow down. I've been using it for 16 years. 2.8 versus 2.7 is so different, It almost feels like they're making changes for change sake. I've been trying to use their various 2.8 RC's so I don't have to say I don't know how to use blender anymore when it pops. They made the following things toggleable at launch, but man these are some muscle…

Right/left-click to select and the spacebar action can both be set on the first run of 2.8, or in the Keymap tab of the preferences.

Remove doubles can be done with Alt-M -> tap 'B'.

The 3D header (and any header in Blender) can be moved to the top or bottom: right-click the header, select "Flip to Top" or "Flip to Bottom".

In the Outliner, you can enable the "toggle selectable" button in the Filters popup. Click on the "Filter" icon, then click on the mouse cursor to enable the button. Now, you can click the cursor next to any object to make it unselectable, and it will remain visible in the outliner.

Collections can do everything Layers could do, and many more things besides.

Re: Epic Games Supports Blender Foundation with $1.2M

#208
post #95

Earlier quoted context omitted.

What are the costs close to, and what are the costs of distribution if you did it yourself? Feel free to break it down into cost of business across n countries, cost of storage and bandwidth, some bare-minimum listing fee somewhere to at least enable theoretical discovery, and ignore all the other services the platforms provide. I mentioned probable economies of scale in a cousin comment, but I don't think they offer…

The costs aren't 30%. Assume a $50 game. 100,000 sales. 5 gigs. Storage and bandwidth = $28,000 (per Amazon's calculator) Cost of doing business in N countries = use paypal = 2.9%+0.30/sale = approximately $1.75/sale = $175,000 Costs = $203,000 Revenue = $5,000,000 Ratio = 4.1% So yeah, Valve is not the shining knight here and that 30% fee is unjustifiable. Even Epic's 12% share is still very much profitable for Epic…

I don't have any numbers, but I would not expect the median sale price to be anywhere near $50. I'd expect there to be more sales of $30 games. And the cost of distribution goes up relative to the cost of the game as the sale price goes down.

Re: Epic Games Supports Blender Foundation with $1.2M

#210
post #89

Earlier quoted context omitted.

I am interested in hearing other opinions, but I personally do not care about exclusivity. I can download any store front application (Steam, Epic, GoG, Uplay, etc) for free, so the only inconvenience is having another app. Compare this to the days of console exclusives, and it's almost a non-issue. Outside of couch coop, I have no familiarity with Xbox exclusives like Gears or Halo because I could never afford more…

> Compare this to the days of console exclusives, and it's almost a non-issue. That's the thing though, console exclusives at least saved developers the resources needed to port to another console. Especially in ye olden days, that was a non-trivial cost. The storefront exclusivity on PCs is completely artificial. But also, yeah, my computer is full of enough bloated useless-ware. At least GoG and Itch don't make me…

Neither modern console nor PC game store exclusives are "completely artificial" when those contracts provide an influx of cash for the developer or studio.

Gamedev isn't cheap, especially for indies and smaller studios.

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