What I'd Like to See in Blender

Blender has come a long way and for production teams, it’s the cat’s butt. But the lone animator would be hard pressed to do a project of any real length.

So what I’d love to see is a Blender version with tools that speed things up enough so a lone animator can produce polished works of significant length (more than 10 minutes) in just a few months, maybe less, without compromising quality. And I’m talking about doing everything: modeling, texturing, materials, lighting, animation, video editing… the whole nine yards.

In which other software are you able to do that in that time? What are you using as a reference?

Well, that was pretty vague.

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Max.
22 min on a laptop by one artist.

There is an Eevee overhaul underway as we speak, so that should help with quality (in a branch though, don’t look for the new stuff in master).

For performance, editmode and OpenSubDiv are being optimized (though the latter is also in a branch), and I believe Germano even said his depsgraph work can speed up Pose Mode as well.

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So basically you’re saying “I want every part of Blender to be better in every way for my workflow”. That isn’t really “I’d like to see this” and more like “I want” without specifying what or when or how.
There isn’t really much you can discuss with that. I mean, I can say “I’d like my Blender to be better in any aspect than any other software and also that should be made tomorrow” but that doesn’t really gives anything to process :slightly_smiling_face:

Better start with describing things you need to be done, how Blender does not solve this job well and what solutions you found (or if you didn’t found) in other software.

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In 8 month.

That sample shown is a game cinematic done with assets produced by the game company. It only represents layout camera animation and some FX and likey even animation assets from the game.

The ask, I believe is what could be done in any app end to end.

That cinematic represents probably years of work in Zbrush, Mari, Substance, Maya etc. All gathered together to create a game cinematic.

And this right here is the core of the issue. The bottleneck in any project is man hours and asset creation probably only dwarfed by time spent animating.

Even if Blender could do everything from sculpting to the end with an updated tooset, there would be little gain in overall production time.

So the answer to getting more done in one app has more to do with production planning efficiency and experience than anything else.

Training, while time consuming avoids reinventing the wheel. You’d be surprised at the enormous amount of time testing and validating workflows can take. Training can reduce this time.

As one of my favorite 3D artists and educator William Vaughn had in his profile signature… (To paraphrase from memory)

“I already know how to do all the things I have already done”.

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I did not think that he created everything from scratch, but the post creator obviously did.

What do you mean by “post creator”?

Sorry, Facebook addiction, i meant the topic creator.

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Oh, right. I got my replies crossed up.

Refer to my post above.

Not one artist to create this. One artist to assemble the assets created by a larger team over likely several years.

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To be fair with you, my answer was not clear. It gave the impression I agree with the idea that what they thought was possible in eight month. For assembling everything is a reasonable amount of time, specially having all the models given by the creators but for sure it’s not enough to model even a third part of what was used there.

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Got it yeah. Pretty much sums it up. :slight_smile:

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I also blame those misleading videos on Youtube. Trying to give false impressions to viewers about the skills of the video creator or the qualities of the piece of software they use.

Clickbaits.

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Which could be expanded to a general misconception about creating anything in 3D which is perpetrated by sound bites, not to mention software advertising, even software like Unreal which is free.

There is a general disconnect in the general public about how much is involved in creating any kind of art.

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Ah yes, the infamous “Make Art” button =D

Well if you are going to include video editing
(and presumably all post production)

Then there is no single software package that can this well
and frankly I see no demand in the CG industry for such
as it makes zero sense for an animated film production.

I know Blender has a compositor and video editor
But frankly they are extremely lacking compared to the even the free version of Davinci Resolve 17 with the node base fusion compositor
that I use.

As far as the "lone artist"if the lone artist has a focus
on outcomes as opposed some inexplicable need to be validated by Doing everything in one software suite, he will make rational decisions about adding an external ,more purpose built tools, to thier pipelines.

For example I have become a fairly decent Content creator
particualry hard surface and I am fairly adept at organic modeling as well and could probably cobble my own humanoid figures for a lengthy animation project.

But if I am working alone, why should I spend time doing that when I have access to a variety of Premade Characters ( Realistic and toon)
in software suites like Reallusiom Character creator 3 that can be easily animated in realtime with facial and lipsynch In Iclone, and imported into Blender ready to light and render.

There are GOOD reasons why developers create addons for moving assets to Blender

After all the goal of animated filmaking is to tell GOOD stories that lay people will enjoy and they dont bloody care how many softwareS were involved.

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https://www.reddit.com/r/vfx/comments/iqnp7h/i_worked_for_several_months_to_create_22_minutes/

Around 8 months - although it’s hard to tell because I was working on the actual in game graphics and writing as well.

But yes - I modeled, textured, lit, animated, comped, and did the sound design. I also used a lot of matte painting and projection mapping for some shots - although I’m not much of a ‘comp’ guy, prefering to get as much stuff in 3D as possible!

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Thanks for finding that. He’s inhuman and I made the wrong assumption about that example.

But he did it all himself on one laptop but not in one app - I will assume. But regardless there was not likely anything he used that made him supper human.

Unless you can say he used Zbrush over something like Blender Sculpting, then yes. That made it faster. Or Substance instead of trying to paint in Blender for example.

Another thing that would have helped would be the ability to handle large amounts of data.

All assumptions…

But nothing in that example addresses the original question I don’t think.