There is no convenient way with Blender to give just the one piece of a project to some day worker while withholding access to those parts that need not concern him, and which he should not have access to. That is inherent in the Blender database, which is a single file all neatly zipped up and without any mechanisms for password protection or other security.
You hire some monkey off the street to do a week’s worth of work for you and keep things on schedule while the artist who should be handling that piece is recovering from his appendectomy. You do not want that monkey to get his paws on anything other than the immediate task.
Maya’s approach of splitting the database among umpteen zillion different folders that can each be secured separately makes a lot of sense to a business that wants to stay in business. Your network administrator can put a password lock on all the textures, and another on all the lighting setups, etc. (Actually ACLs. Access Control Lists, would probably be used.) Your one-week wondermonkey won’t be able to get his paws on anything other than what you let him work on, and when he leaves to take a job with your competitor, he will not be able to carry any of your company’s proprietary secrets with him. And all this is done without impacting anyone else on the team. No artist needs to be involved; the security is done by the network technician.
The closest you could get to this in Blender is to have an artist prepare a special, limited .blend file every time you bring in a temp for some small piece of the project. You would also need an artist to merge the new work in with the main flow when the temp is done. These tasks have to be done by artists who understand Blender’s internals; the network technician would be of no use. Along with tying up precious artist resources with mundane admin work, it would be an error prone versioning nightmare. And it would not be long before its continuing costs were much greater than the cost of Adobe licenses.
Blender’s approach moves a lot of database management crap out of the way of the artist, which is A Really Great Thing To Do when the artist is working by himself, or in partnership with other trusted artists. It just does not scale to Big Studio productions where there are always dozens of artists working simultaneously on different parts of the project, and maybe thousands of artists who have touched the product at one time or another during its development.
this quote is from a slashdotthread a very informative one ,it also have a comment about a studio using it for Guns N’ Roses concert
We use commercial and open source software in my animation studio, money is not a huge problem if it helps to deliver a project on time. I'm the boss, I pick the software we buy, and the animators choose what they want to use. Blender is so fast for rigging and animation. Animation is a blast to do in Blender. Fast posing, no gimbal locks, fast keyframe repositioning, etc. Blender renders faster in Linux than in Windows, and is very stable. Something I can't say for other programs.
We just delivered 15 minutes of animation for a recent Guns N’ Roses concert in Las Vegas. We’re talking a lot of frames, at full HD resolution. As part of the videos. the band singer asked if we could please create and animate a white, hairy wolf, and we did it in two days (that was our time limit).
I have to aknowledge its akward interface. Even with the 2.5 tweaks it feels strange. I think this is the only major feature you can say may alienate new users.