Blender from the perspective of the studio

Wow Tiles again at derailing a thread with his exaggerations (300+ hotkeys huh?).

Seriously, do you need to tell everybody, who is actually fine with the UI overall (not that’s perfect) that you dislike Blender’s Interface?

Was this threadnot already enough for you? Really take a vacation, or do something productive instead.

I know all the hotkeys – space bar, type in a few letters of a keyword. I love it!

yes they are, I am just not sure about the outliner, but the asset/linking system and the dep graph are primary goals for sure

That is the point.

Actually I was thinking about the same thing. Linking may be underdeveloped because very few people complain about it, as Blender is not so popular in the studios that produce long run medium/big animation projects. If Maya had this issue, all autodesk’s client studios would go and put on fire the autodesk building.

People has been complaining about Linking and asset management for years (myself included), the fact is that every time somebody replies “learn blender!”, “your workflow is bad!”

paolo

About 300+ hotkeys … in another forum someone replied to you this:
“Actually They are 172 shortcuts in total including duplicate keys That act similarly across window types.”
is false the above sentence?

Linking really does need help. You can learn to work with it (ex, make a rig you can proxy that controls EVERYTHING). But overall, Maya’s referencing system is just more flexible and a lot easier to work with. I really miss reference edits (locally stored changes to a linked file). Also, duplicate references. How on earth are you supposed to do multiple instances of the same character/vehicle in Blender? Blender seems to stubbornly refuse to have more than one proxy for a particular group. If you try to add more instances, they all just get controlled by the original proxy.

Didn’t Tears of Steel have plenty of shots with more than one quadbot in them? How did they handle this?

Actually we were beta testing MtoA plugin and Arnold render. developers would equip us with trial licenses suitable for some production and we would stress test it and write back a feedback. I think when developers work with studios the end result is the software that has all needed features and functionality that industry demands.
I will support Gooseberry, but for now, no one is holding back the Blender developers to start the dialog with the animation studios that can actually give valuable insights about what could be improved (not necessarily done, but at least taken into consideration when Gooseberry will start!)

Sad to hear that…

True. In maya there is reference editor where you can manage references. Moreover you can edit the references, keep track of the history of changes on the references, undo the changes, propagate the changes, create multiple reference dependencies. The good reference/linking system is a core of a good fast production.

We worked around it :wink:
We had files for each quadbot. Also, if I remember correctly Bassam told me that for ‘Tube’ they are tricking blender by using symlinks if they need several instances of the same character.
That is crappy, of course.
These issues are known, but (as far as I know) not trivial to fix, which is why Gooseberry is so important, because that will be the chance to fix that and make linking more robust and versatile.

That one is actually rather clever. :smiley: I’ll have to remember it.

The good news is that it’s not the developers saying “your workflow is bad” or “learn blender”. They are well aware of the limitations of the dependency graph and linking system. They fully intend to fix it as well, it’s just a matter of time and money.

The outliner, on the other hand, I haven’t heard much about from the devs. Or the fact that it’s difficult to work with many objects at once. In maya, if you have 10 objects selected, you can make modeling edits to all of them together. If all the objects have matching channels and you edit one, they all recieve the edit. If I add a material or a modifier to the selection, all the selected objects get it. In blender, none of this happens without hacky scripts and workarounds, or not at all.

Sadly, this is not an Outliner issue, it’s how blender is designed.
Actually multiple selections in the outliner are not impossible, though not as easy as in other 3d applications, but most of the time this is totally useless because you cannot perform actions on multiple objects at a time.

paolo

About 300+ hotkeys … in another forum someone replied to you this:
“Actually They are 172 shortcuts in total including duplicate keys That act similarly across window types.”
is false the above sentence?

172 official ones? I could swear it is a lot more, but i never counted it by myself. So i take your word here.

It’s definitely more than 172 when you add the tools that doesn’t have a hotkey by default, and which you need to give hotkeys by yourself. This includes prominent and lots used tools like switching between vertex, edge and point edit, all the tools in the delete quiz menu, or mark and clear seam for unwrapping. Which adds already 16 more hotkeys. Have fun with finding a good hotkey combination for them.

There are quite a few more tools that are not hotkeyed yet. And there are quite a few more possible hotkeys around when you add the plugins too. I guess we could count easily 50 more hotkeys when all official and included plugins are activated and hotkeyed. Maybe we even manage to reach the 300 that way :wink:

Honestly, i don’t really mind about the real value. A lot is already good enough to make my point. Which was and is that a normal user will not learn more than let’s say 30 hotkeys. It’s more towards 20. The rest will happen by the graphical menu. A quite big rest.

But now let’s go back to topic before we get censored here. You have your point, i have mine. The UI debate is an eternal story that we will not solve here neither. There is simply more than one opinion to the UI.

You just need to learn blender better. Don’t forget, Blender is for blender users!!!11!

This is very true. I think its also important though that the studios who work with the developers have a background in other industry leading software (such as maya), because thats how they can give the most balanced feedback as far as needs and requests go. Too often you have people who have only existed within the “blender bubble” and what they perceive as important, or even good (or bad) wont really line up with the demands or expectations of a professional pipeline.

That said, I highly recommend going to developer.blender.org and joining in on the discussions. Its a community effort, and your voice will have far more impact there.

Additionally, in the mean time if an alternative is to be found, I highly recommend checking out Modo 801 as well. Its one of those things where there are good alternatives that can be used while also contributing to the growth of Blender…which can be fast in some areas and extremely slow in others.

@SaintHaven,
we were waiting for you…!

“learn blender!”, “your workflow is bad!”

paolo

Yes, you right.
Sorry for the offtopic.
Anyways is not my word, i’m just an unity forums reader. Like i said before sorry for the offtopic.

As well? Aren’t these the prime goals gooseberry wil work on?[/QUOTE]

Are they? Other than possibly related vague statements about developing “Content & Asset Management” I don’t see any mention of the issues raised by the original post in the development targets for Gooseberry [1][2]. In contrast they were explicitly listed as development targets for Tears of Steel [3] and Sintel [4]. They were also on Blender’s road map back in June [5]. In other words, these are know issues that have existed for a long time.

Will Gooseberry help improve the situation? Hopefully, but I think it is just as likely that they end up working around the problems as they did on previous shows. That’s what I would do, I certainly wouldn’t want to be trying to fix these types of big hairy pipeline issues in the middle of a show. Let alone a show with a tight budget and short time-frame.

[1] http://gooseberry.blender.org/free-software-targets/
[2] http://gooseberry.blender.org/developer-meeting-pipeline-and-tools/
[3] http://mango.blender.org/development/development-targets/
[4] http://www.sintel.org/news/blender-development-targets/
[5] http://code.blender.org/index.php/2013/06/blender-roadmap-2-7-2-8-and-beyond/