Wednesday, November 19, 2008

Cool Blender feature....

Kinda neat stuff. The actual tool use in the window looks nice and simple- but the steps needed to get there seem klunky. That's my beef with Blender- I find its interface and usability to be problematic. At least for me it is. Still, this is a great feature. Blender is developing nicely- and it's free. Pretty cool.


AniSculpt Tutorial -- Pepeland from psl on Vimeo.


AniSculpt test_01 (ball and character) from psl on Vimeo.

Hat tip to Virgilio Vasconcelos.

10 comments:

Anonymous said...

Yes, they have indeed powerful features - for free, but if you try to do something with Blender...

I ordered the Buck Bunny DVD with all the source files. But unfortunately the interface is much to complex than compared to Cinema 4D (I use Cinema and I think it has one of the most intuitional interfaces I know).

Best regards, COS

Anonymous said...

i think, some thing similar in maya plug-in by Joealter called "Lbrush"
www.lbrush.com/maya.htm

Anonymous said...

Blender has really a some kind of "difficult" interface, but it has its advantages if you get used to it.
Also the blender guys do know about it and I think the Interface will evolve in the future.

There is a very nice Overview of the evolution of the interface prepared by William Reynish:

http://download.blender.org/documentation/bc2008/evolution_of_blenders_ui.pdf

Anonymous said...

I switch to blender when autodesk bought maya. And once you find your way throught the interface it s ok . I remenber when i switch from 3ds max to maya, it was not so easy neither.
it s developing fast, community is responsive, and its ok for most freelance cg job.
But it s clearly not an industry standart (at the moment).

toontje said...

Well, the work flow seems klunky because this is what you might call an accidental feature. But already is a script in the works to sculpt rigged characters and maybe/ eventually it will find its way into the work flow.

By the way, the Graph, keying, dopesheet etc are getting a major overhaul. And there will be a choice between Euler and Quaterion rotations.

Ssshh, the developers are listening....

Anonymous said...

I switched to blender as well. It has some very innovative stuff in it. I will be releasing a rig soon too ;)

Anonymous said...

Awesome !!! I´m a 3d max programmer and I guess this could be done in max too.
I´ll try to develop something similar.

By the way, heres something interesting I´m doing to achieve a nice 2d effect nobody is using in 3d....Squashed Pupils.... I´m posting here cause I want some feedback from Keith and any animator out there :)

youTube link:
http://www.youtube.com/watch?v=qyfrNpSNars

Keith Lango said...

Hey, that's pretty cool, Fabio! The only thing I could see that would be an improvement is to wait until the eyes actually start to move to start the squash & stretch effect. It seems the squash occurs a frame or two ahead of the move. Other than that it lookes really good. It's a neat idea. :)

-k

Anonymous said...

Many thanks for posting this. I was very interested to see it, and curious to see if I could replicate it in Cinema4D, the software I use. With the help of some of the forum members on CGTalk we got a working setup that the Cinema user above(and others!)might find useful, the topic and example file is here - http://forums.cgsociety.org/showthread.php?f=47&t=699605

Cheers,
Brian (aka Horganovski)

Anonymous said...

There is a new video using a script. Nice workflow Maya>Blender>Maya.