Studios that are using Blender?

Hello @Shimrod and welcome !

I don’t have much to add to the really greatly detailed answers @kyraneth provided, here is another example of one studio that switched to blender and setup a whole pipeline while working on their project :

Blender is quite atypical compared to regular software, that’s what generally bother people when switching. That’s also what makes blender different and super effective in some cases.

For a small team that need to work fast, it’s to me the best solution. If you are working on heavy VFX or 100 millions $ animation movies, it’s probably not completely there yet.
But since blender is designed around high quality animation ( cartoon) for small teams or individuals, it might be a good fit for you.

But you indeed probably need guidance from some experienced users/TD to help you organize your production.

I used Afanasy / CGRU and it’s really powerful, but it’s also possible to use backburner with blender.
Afanasy is a bit wierd UI wise, but on the long run it’s super easy to use and you can do a lot of stuff once you’re used to it like chaining actions and it also support a wide range of softwares.

Feel free to ask on this forum if you have questions . If you are on a tight deadline maybe it’s better to stick to what you’re used to work with. But I wouldn’t be surprised if blender end’s up being a standard for animation project in the next years. At some point it’s worth looking into !

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Thanks a lot to you all, guys !

I’ll look into the stuff you linked, but I’m already afraid it’s a bit overkill for our needs.
I think you might have smiled when I mentionned Backburner, but it was an easy way to setup our farm and schedule/track jobs for the whole team, even the less experienced.

I bought CrowdRender, which works great on our farm but allows only one task at the same time, and I’m currently using B-Renderon, also freshly bought, which allows to schedule jobs, but only on 1 computer.
I’m desperatly looking for a mix of both…

Producing small and short movies are only a part of our production, we also produce 2D content and VR / Mixed Reality experiences, so my dev skills are in C# and I don’t think I’ll be able to learn Python in a Linux env and be efficient when required. (Lot of hats on my head, 3D, video editing, UX, dev… :sweat_smile: but so cool !)
That also why I give freedom to artists I work with to use their favourite tools, as long as models, textures and animations fit in the final softwares, like 3dsmax, Blender or Unity.

I’ll also dive into the last 3dsmax features, but I’m sure I’ll read “Viewport Improvements” like the last 10 years. :rofl:

Thanks also for sharing your own studios works, great stuff !

@MattRM , sorry if I’ve been too much off-topic. Thanks for sharing your experiences.

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As I said, I think Flamenco does both and its free:


A bunch of games studios in Stockholm I know use Blender to some capacity. One studio I visited in particular had half of its staff using Blender, although they were a third party to assist other games (can’t specify more, sorry). While Maya is still used, it is primarily a must when it comes to animation and nothing else. I also know that Embark advertise on their own website about supporting Blender development. The meet & greet I had with them several weeks ago also had them mentioning that. Anything in regards to modelling Blender is completely fine to use by basically all gaming studios.

So yeah, Blender is already mainstream in the gaming industry. Multiple graphical artists I know in my own class are planning on picking up Blender during the summer. I even gave them a few pointers on where to start like Box Cutter and Hard-Ops since they wanted to work on hard surface stuff.

I personally managed to get an internship for school credits this week at a small studio in Stockholm and I will be using Blender for basically everything that isn’t game engine/texturing/animation related. I really don’t see many reasons to switch to anything else for modelling besides ZBrush and perhaps Plasticity (need to check it out and learn it to know for sure). Either way, Blender knowledge will likely be seen more as a boon than a hindrance nowadays.

When it comes to animation, I think the biggest hurdle Blender faces on this front is the problematic export/import of .fbx-files. Unless FBX gets fixed or every studio and/or game engine move to another file format like USD, it is not going to be as good of a choice as just using Maya. Another issue is the lack of tested pipelines for animation. That will likely come over time as more and more people start using Blender at work, but I know for sure that after having done rigging and animation in both Maya and Blender, Maya is still better understood by the industry and educators, since they are all Maya users. I did work on multiple rigs in Blender and was able to do basically everything I was taught from using Maya, but I had to do a lot of research & development to translate my Maya knowledge into Blender. I think it will eventually get there as gaming studios find more and more uses for Blender besides modelling.


Hi Frozen_Death_Knight,

Thank you very much to share with us your experience and feedback.

Modelling and shading are the part that people use at start because it’s fast to learn (Note : Plasticity is a nurbs modeller). Rigging and animation are harder part in all pipelines in production. A friend told me that Auto-Rig pro for rigging is really good and solve the problem of export to UE or other game engine.

The fact that you need to enter in pose mode and also the way to “override library” to be able to use the rig are not the best part to animate in Blender but it’s better and better at each release. One of the big feature, I think, it’s the action data, that you can share between models or reference from other file to do the continuity of a shot (on per shot based workflow).

I have questions about modelling for you (return of knowledge). I’m still a quad / subdiv workflow enthousiat due to projects I’m working on (less for static object hard surface like) and I would like to know if it’s really problematic right now to have ngon (box-cutter / Hard-Ops or Fluent workflow) in productions now (games or film industrie). In studio I’m working, still the quad / SubD workflow for all models. What evolution you noticed from your side ?

Thank you again for your share of experiences.


Ngons are fine when modelling (ZBrush can’t read ngons, so they need to be triangulated during the sculpting process if using that software), but the final product needs to be all quads/tris. Baking from a model using ngons is completely fine from my own testing and are sometimes better than trying to force the quads/tris to be there. As long as the high poly looks clean the baking will do the rest. Low poly is all about optimizing for the game engine. Some engines do automatically triangulate ngons and can be read in-engine (know Unity is able to at least), but no final product should ever have them.

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Hi Frozen_Death_Knight,

Oki, thank you for your answers.


Blender developers are asking community members priorities.
But community is doubling quickly.

So, new members (ignoring longstanding expectations from old users) may have same weight, as older users (not always understanding what new users want to bring to software), in Blender devs decisions during refactoring phase.
That may lead to confusion, weird choices and postponed features.

But generally, few years after refactoring phase, community members tend to agree on how things should evolve until future refactor. Each member has its priorities.
But when a lack is identified, an annoyance explained ; people are easily sharing solutions, temporary or longstanding ones.

The dense default keymap configuration, shared in tutorials, is a legacy of older times.
Community did not succeed to agree on its revamping during 2.7x series development.
As a consequence, there was an attempt to change it, during 2.8x refactor.
The issue was that if it was too extreme, old users would have been completely lost, learning new concepts, and unable to explain software concepts to new comers.
So, the refactor of default 2.8x keymap configuration was partially new and partially inherited from previous defaults.
An Industry Compatible keymap with less shortcuts was created, at demand of people, switching between different similar software.
During 2.8x refactor, a guideline about giving ability to use any tool without using a keymap was established.
In theory , you are not forced to use your keyboard to do anything.
You should be able to find what you want, using menus or search.
Status Bar is supposed to indicate basic shortcuts. And specific ones can be learned through tooltips.

To sum-up, the default keymap may still seem esoteric ; but the UI is no more heavily hotkeys based.
You should be able to apprehend the software, without knowing any shortcut.
With your knowledge, you should be able to achieve something, just by testing.

I will not lie. Adapting Blender to your preferences is time-consuming.
That is proportional to user knowledge.

You are a senior.
That means that you, probably, have an opinion, about how optimizing every little step of workflow.
Contrary to a junior, you will question everything.
A blender concept may look inefficient, because it is supposed to be completed by another one, that was not obvious ,and that you need to discover.
But it is also true, that some new concepts were not polished, are waiting for a completion or were simply errors. Some old concepts are obsolete, outdated and waiting for a replacement.
Some are still pertinent but unusual.

It is true that to use Blender, we have to rely on Addons.
But, personally, I am fine with addons bundled with release.
I did not retrieve comfort I had in 2.79 before 2.92.
Now, I am frustrated that some 2.8 ideas are still not well exploited, and that a lot of new things are stuck to first milestone of their development.

2.8x series was a prototype. 2.9x series was a first pass of making it more fluent.
3.x was about finishing of establishing all modules of big picture.
4.x will be second milestones of modules.
I have no idea when the whole will seem coherent and seamless.
We are expecting radical changes in asset browsing, animation and rigging workflows, in upcoming years.

In 5.x series, there will always be things to complain about.
But the basics, established at that point, will probably last, during two or three decades instead of one.
Unless AI starts to be used everywhere… ? :crazy_face:

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There are many but they don’t want to let it be known, otherwise the others could understand how good it is, and the advantage they now have over the competition would vanish, joking aside there are many especially in the video game sector, but also in VFX it is increasingly growing, so much now no one wonders how in the past, indeed in places like DNEG,ILM and others like Disney when they put the knowledge they like, they include Blender in the list of 3D software together with Maya and the like.

Here is a link that I have been sharing for years on Twitter where the potions open for Blender are always present and growing, but Maya is still the king.

The shortcut to look for the preferred application in the file is CRTL+F, in this case I entered Blender


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It surprised me to read that the Japanese studio behind Evangelion is making or has made the switch to Blender with the help of PSOFT’s Pencil 4 line rendering plugin.

From their website, quoting an interview with Daisuke Onitsuka, the CGI Director of Khara Inc:

Why was Pencil+ necessary for Blender?

Onitsuka: Even at the standard level, there are various line drawing functions in Blender, but after various tests, we found that there was nothing that matched the speed and quality of Pencil+.
Also, our company had a lot of past data made with Pencil+ and we needed to reuse that data.
Therefore, we thought that if Pencil+ was available for Blender, it could help not only our company, but people in the whole industry transfer to Blender, so that’s how we came to discuss the development of the plugin.

Please tell us about your outlook for the future.

Onitsuka: Our company is in the process of making a complete transition to Blender, so productions that will be announced from now on will be created using Blender.
While collaborating on the development of Pencil+ for Blender, we already adopted it for a number of productions, so please look forward to our announcements.


Hi Pafurijaz,

Thank you so much for your link.


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Quick remark: you don’t need to enter pose mode to animate. I unlock modes all the time, allowing you to switch between selections bones and meshes for easy animation.

Also: Autorig pro is great. Their library of rigs keeps expanding. I’m bad at rigging and weight painting, but this addon does a large part of the heavy lifting.

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Hi Sworly,

Thank you very much for the tip on the unlock modes, many animators that I know will be happy (me too).
Thw again for your feedback on Autorig pro


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