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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

#211
post #204
post #153

Earlier quoted context omitted.

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.

...yes, but you have to remember to use it.

I’ve lost work this way as well; sure, it’s avoidable, but it’s most certainly a pain point.

Re: Epic Games Supports Blender Foundation with $1.2M

#212
post #132

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Because GIMP falls short as a Photoshop replacement, but there are plenty of people using Krita instead of Photoshop.

I very much doubt that, given that Krita is an Illustrator competitor.

Not really. Krita and Gimp are raster authoring tools that compete with Photoshop, though all 3 support vectors. Illustrator is a vector authoring tool that Inkscape competes with.

Re: Epic Games Supports Blender Foundation with $1.2M

#214
post #170

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Windows has no lack of power. All this anti-cheating stuff is mostly a scam to stop the dumbest of the dumb cheaters and probably collect information from your computer that's useful to advertisers/investors/law enforcement agencies. If I wanted to aimbot in an FPS, I would just analyze the HDMI output from my computer (via an FPGA) and have it directly create the necessary USB transactions to move my mouse to the ta…

Aimbots...map reduce...HDMI outputs...and jitter all in one post. ...pretty comfortable in saying that you're not up to speed on 2004 era hax.

Can you please not snark or post unsubstantive comments here? We're trying for a bit better than that. If you know more, it would be great to share some of what you know so we all can learn something. Alternatively, it's always ok not to post.

https://news.ycombinator.com/newsguidelines.html

Re: Epic Games Supports Blender Foundation with $1.2M

#215
post #170

Earlier quoted context omitted.

Aimbots...map reduce...HDMI outputs...and jitter all in one post. ...pretty comfortable in saying that you're not up to speed on 2004 era hax.

I can tell you're a member of the gaming community because you have basically dismissed my comment in a condescending manner without providing any actual information.

Please don't respond to a bad comment by breaking the guidelines yourself. That doesn't help and only makes this place worse.

https://news.ycombinator.com/newsguidelines.html

Re: Epic Games Supports Blender Foundation with $1.2M

#216

Earlier quoted context omitted.

I think you're missing a major component of these deals restrictions: they also want to prevent running 30 headless VMs on a single computer all botting into games to grind whatever free content is available. This is actually a major component of bot use for f2p games. A lot of companies try really hard to prevent anything that looks like playing in virtual envs. Having these bots fill up your games and play terribly…

Ah, that sounds like a very fair argument to me. I believe you can get pretty affordable Windows VMs these days, however. I'm not sure that blocking wine really accomplishes a lot. (There are also companies that sell access to consumer Windows PCs on consumer ISPs these days. If you don't play Hearthstone, you probably don't mind $10/month in free money for letting someone bot Hearthstone on your computer. And it's n…

It actually was a major issue for Valve with TF2. It used to be you could run the game headless and have it join a server to idle farm items for you. In college my roommate and I each bought about 3 copies of the game then ran them headless in VMs to try and farm hats. Never got anything super great sadly.

Re: Epic Games Supports Blender Foundation with $1.2M

#217
post #94

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I never understood when important people force deals with companies they used to work at. He doesn't work for Autodesk any more, why would he care how well they're doing? Is he being paid by autodesk? I mean I know he might be friends with people from those companies still, but he's actively hurting his own company by making these calls.

People say it's impossible to get someone to understand something when their salary depends on them not understanding it. People don't do this conciously. Instead, I think people's worldview naturally changes to be one that benefits their employer.

People tend to preferentially value things that they understand. If you understand your employer's business platform, you'll naturally prefer it. I don't think you need such a cynical explanation to get the same end result...

Re: Epic Games Supports Blender Foundation with $1.2M

#218

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…

> Overall, Blender seems to suffer from a classic case of open-source programmer driven development. If you already know how to use it, it's very powerful and customizable - the python scripting is great! But because no one really cares about making it into a product, the UI/UX suffers.

Somewhat amusing comment seeing as though Blender was a product before it was open sourced, and from all I've heard the UI/UX has improved since it became open source.

Re: Epic Games Supports Blender Foundation with $1.2M

#219
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…

Great post.

An essential Blender video to watch is Captain Disillusion's presentation at Blender Conf: https://www.youtube.com/watch?v=1qSTcxt2t74

Re: Epic Games Supports Blender Foundation with $1.2M

#220

Earlier quoted context omitted.

That's the whole point. If you're a carmaker, you want gasoline to be a cheap, widely available commodity. Gasoline complements cars. 3D modelling software has had a long history of expensive, esoteric, difficult-to-use applications. Epic, hoping to make money from large numbers of Unreal Engine licenses, would like to see that situation change. Ideally (for them), 3D modelling software would be free and easy to use…

My question is about OP's assertment: > Unreal Engine, like Unity, right now has to be used with Autodesk products like 3DS Max or Maya I am asking why they think this is the case. Not the circular reasoning of "most professionals use it" but I am interested in what they feel the Blender is missing.

UX. I just gave up trying to convert my architect wife to Blender after nearly a month of effort.. "its just too hard!"
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