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Ubisoft joins Blender Development Fund to support open-source animation

news.ubisoft.com

21–30 of 92 posts

Re: Ubisoft joins Blender Development Fund to support open-source animation

#21
post #16

Hopefully, Krita[1], GIMP[2], and Inkscape[3] will get a similar amount of support. [1] https://krita.org/en/support-us/donations/ [2] https://www.gimp.org/donating/ [3] https://inkscape.org/support-us/donate/

I love those drawn looking animation videos for games like The Burdens of Shaohao https://g.co/kgs/419Tq1 but are there any video game examples where those tools would be beneficial? My video game knowledge is not wide enough. Blender I can definitely see.

Re: Ubisoft joins Blender Development Fund to support open-source animation

#23
"Not only will Ubisoft help funding online support for Blender developers, Ubisoft Animation Studio – a department of Ubisoft Film and Television – will also use Blender for their productions and assign developers to contribute to Blender’s open source projects."

This seams like a really big deal. It's one thing to try to create a desert of profitability around yourself, which a lot of huge companies giving money to tangential FOSS projects could be construed as. It is quite another to have them commit to use the software internally.

Are there any other large multimedia companies that are known to primarily use FOSS media production programs?

Re: Ubisoft joins Blender Development Fund to support open-source animation

#24

I'll go ahead and say the quiet part loud, if Blender can create a low cost alternative to Maya and the rest especially for entry and beginning level modelers and animators, this is a great thing.

Isn't it already the case? Blender is somehow popular with indie developers.

Re: Ubisoft joins Blender Development Fund to support open-source animation

#25
post #10
post #4

Maybe this new UI change to Blender means it is high time I learn how to use it. Tried it before but couldn't get past left click not doing what I expect left clicking to do, but apparently things are more user friendly now. The influx of money/talent from Epic and Ubisoft is great though. Blender was, from what I've seen from the outside, looked on affectionately as being a good tool, but maybe this leads to them be…

> Tried it before but couldn't get past left click not doing what I expect left clicking to do, but apparently things are more user friendly now. Do not expect to master it by just clicking around. It's more like CAD you can do nothing without book/tutorials.

Perhaps for Blender 2.7. With 2.8 I am able to accidentally/organically discover functionality that I was looking for. Tooltips are also vastly improved so that if I am unsure how to use a tool if gives at minimum the things I need to look it up.

Re: Ubisoft joins Blender Development Fund to support open-source animation

#26
post #3

Link seems to have broken, see also https://www.blender.org/press/ubisoft-joins-blender-developm...

While this is 'good' for the users of the software, isn't it 'bad' for the software industry? Community funded projects will never match the salaries that companies like AutoDesk pay their developers.

A community funded project could end up with someone like Linus Torvalds or Fabrice Bellard working on it, whereas a company like AutoDesk wouldn't pay enough to hire someone of that calibre.

Re: Ubisoft joins Blender Development Fund to support open-source animation

#27
post #16

Hopefully, Krita[1], GIMP[2], and Inkscape[3] will get a similar amount of support. [1] https://krita.org/en/support-us/donations/ [2] https://www.gimp.org/donating/ [3] https://inkscape.org/support-us/donate/

I love those drawn looking animation videos for games like The Burdens of Shaohao https://g.co/kgs/419Tq1 but are there any video game examples where those tools would be beneficial? My video game knowledge is not wide enough. Blender I can definitely see.

Yes? 2D art is useful in both 2D and 3D games (billboard sprites, UI, textures).

Re: Ubisoft joins Blender Development Fund to support open-source animation

#28
post #14

Earlier quoted context omitted.

It's the other way round for me. I knew my way around the old Blender haven't used it in a while though. Now I dread trying out the new version because it seems to have a completely changed and dumbed down interface.

It's not dumbed down at all. If you can get over the fact that a bunch of stuff has moved into icons and that a few keybindings have changed, it's still very much the same.

I think more than a few keybindings have changed. My muscle-memory is basically useless. I'm also not really sure about the whole icon thing - I doubt I'll be using them. Still, I'm quite happy to see the changes - despite using old blender enough that I have the muscle memory, I still had to look keyboard shortcuts up all the time, which is in my eyes a sign of bad design.

Re: Ubisoft joins Blender Development Fund to support open-source animation

#29
post #16

Hopefully, Krita[1], GIMP[2], and Inkscape[3] will get a similar amount of support. [1] https://krita.org/en/support-us/donations/ [2] https://www.gimp.org/donating/ [3] https://inkscape.org/support-us/donate/

I love those drawn looking animation videos for games like The Burdens of Shaohao https://g.co/kgs/419Tq1 but are there any video game examples where those tools would be beneficial? My video game knowledge is not wide enough. Blender I can definitely see.

Any 2D game basically, and some assets for 3D games as well.

For examples of 2D games with great graphics, take a look at: Mark of The Ninja, Hollow Knight, Limbo, Stardew Valley, Rayman Legends.

Re: Ubisoft joins Blender Development Fund to support open-source animation

#30

Earlier quoted context omitted.

While this is 'good' for the users of the software, isn't it 'bad' for the software industry? Community funded projects will never match the salaries that companies like AutoDesk pay their developers.

A community funded project could end up with someone like Linus Torvalds or Fabrice Bellard working on it, whereas a company like AutoDesk wouldn't pay enough to hire someone of that calibre.

Don't those people work on things because they want to and not because the community pays them?

There are plenty of high-caliber developers working on commercial products

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