If you can model realistic characters/landscapes and/or have some knowledge of animating I really would love to have you!

What is ‘Gates of Hell’?
It’s a project that started in September 2017, with the goal of making a small film scene from the script sample I made in my A-level film class.

What have you accomplished?
The script is polished and the storyboard is made. As for editing, I have been editing videos for seven years and have even created my own very short film (my A-level media coursework) last year, which gave me an A.

When do you meet?
Myself and my artist team normally have our own Twitter Group Chat, so, if you wish to become a modeler/animator then please send me a note with your Twitter handle so I can add you. Mine is here: twitter.com/Remember_us__ Meetings will aim to be every Sunday and Wednesday at 8PM (BST)

What spots are open?
• Modelers (3 spots open) – realistic and detailed models need to made from the concept art.
• Animators (4 spots open) – fluid and realistic animations need to be created

Please put in effort and make it your best.

How do I join?
It’s easy! Just send me an email at rebecca-barrett@virginmedia.com or leave a private message but be sure to include your email and twitter handle!

You will be given credit for your work, and the scene will be exposed to an audience of around 500 across my social media of Facebook, Youtube and Twitter.
Heyyyy dudes and dudines,

im looking for someone who have experience with C# and would like to teach me something like...
-how to make movement
-simple actions like swinging a sword
-basic stuff like what does float, public, int.. etc mean

Im working on a plan for a 2D pixel Hack n Slash Game! So if youre interestet to give me some tips for my LOOOOOOOOOOONNNNNNNNNGGGGGGG way.. just send me a Message!

Greetings from germany!
Kideya
www.twitch.tv/kideya Just look if you want, Blender and Games are on this Stream.. Feel free to give me Tipps or help if u think you can help me! It would be nice and is a little project!


CONTEST CLOSED AS NO ONE PARTICIPATED :( PRIZES MAY APPEAR FOR NEXT CONTEST...

[EDIT : contest entry time limit been increased to 7 days, after 7 days from 04/05/2014 this contest will expire so hurry before you miss the fun]

Hey blender users and Blender Art group members, sure life is better with blender but to spice up...I'M ANNOUNCING OUR GROUP'S FIRST CONTEST!!

We all know that blender devs are working on "The Gooseberry" and we shouldn't dodge this opportunity to do our bit.

Participants are supposed to render a scene related to The Gooseberry and only members are allowed to participate. Renders can be from BI or Cycles renderer, any version of blender. You just be you with it. You can post only one render and are not allowed to change it once submitted. To take part comment HERE and mention you are down with this.

Matter of great concern with contests are PRIZES. There will be 3 winners and winners will get great prizes. Enough talky talky...see the prizes for yourself (prizes in our group will be 3d art resources so it's tempting and real worthy it rendering a scene for the contest) :

1st Prize winner will be given this full scene with textures and materials   Waiting for an audience by Zajeczyca
2nd prize winner will be given the bike 3d model with materials   Fred's Bike : Revised by akshayrajchovhan
3rd prize winner will receive this radio 3d model with materials   Radio by Tamataran

Cool beans! and what awesome is that WINNERS CAN USE THEIR WON PRIZE FOR ANY PURPOSE (educational and commercial and/or otherwise) with no redistribution!

Contest will be for members willing to part, again pressing on it because entries will be accepted for two days only! although all members are expected to take part.

Once commented here you're in and within four days you need to submit the rendered image under "the gooseberry" category of our group! after 4 days any renders submitted under the category won't be counted as an contest entry!
GREAT! ENJOY!




SAD NEWS, NOT SO SAD...BUT...

The Gooseberry Project Campaign wrap up – the Pilot
Ton Roosendaal

After almost 2 months of campaigning it’s time to make some final conclusions about the results sofar. I think it’s fair to do this now, and not whip up a lot of energy and stress to make it to the final goal in just two days. Let’s wrap it up! The conclusion is clear:

   There’s not enough support to make a feature film. Yet!

And here is a plan for how to move on and keep the good things we’ve achieved sofar.

   We will make a 10-15 minute high quality Pilot of the film, which gets released as stand-alone short film. Working period will be September 2014 – April/May 2015.
   We will go full steam ahead with development projects to make Blender awesome, work on Cloud (content and features), on digital asset management. This was made possible by the already granted EU Media subsidy anyway
   We put involvement by the 12 other studio partners on hold. Some might help on the Pilot though, but most of the work will be done here in Blender Institute.

Mathieu Auvray, David Revoy, Esther Wouda will continue work on this starting in June/July.

Similar to the previous plan, all work will be done and shared in open production with Cloud members, available as Creative Commons for everyone (CC-BY or CC-BY-SA).

When the Pilot is ready, we have three options for how we can continue, make the full feature film, and bring back the studio teams (and/or recruit new teams).

   Amount of sponsors and cloud subscriptions has grown substantially (10k Supporters).
   The Pilot creates substantial interest and financial support by big sponsors, distributors, or tv/web channels.
   Accept loans and investments, also for smaller amounts (crypto shares?).That could be organized as a short period of additional crowd-funding.

If the Pilot just doesn’t give market/community interest we just happily move on to a next project.
For everyone who has supported us until now:

   Anyone who pledged can get a refund, get it canceled or activated. Everyone will be contacted for this within a few days. We will handle it all carefully, it might take some manual work so it can take up to a week to process everything.

But of course we prefer you to stay on board. :) Rewards for this will be:

   Film Download sponsors: your donation is worth a full discount on purchasing a Gooseberry support product later.
   Cloud subscribers: your Pilot credit will be rewarded if you stay on board for 8 months.
   Credit pledges + 18 month prepaid subscribers: you get a special bigger credit in the Pilot scroll.
   Bronze/Silver/Gold pledges: you get an even bigger credit in the Pilot scroll.

And:

   Everyone who paid 20 euro ($25.60) or more (incl. download sponsors): your 20 euro discount will be valid for any Gooseberry support product in our e-store (shirts, dvds, blurays, usb sticks, posters, etc).
   We will ONLY reward this 20 euro ($25.60) discount to people who supported us during the campaign! That’s our special thank-you for helping out.
   (Subscribers or donations after thursday 17h CEST don’t get this discount.)

And most of all: if we do the feature film, your original perk will still be valid:

   Early digital download of the film
   Cloud subscribers: a credit if you were on board for 18 months minimally
   Credit sponsors: what we promised you’ll get.

So!

All in all it has been quite a ride this campaign. We do have over 4000 people who supported us in one way or another. I really like it to reward their trust in us and do something great the coming many months. But I also hope everyone understands that doing a full feature animation film is not an option to start with right now.

Thanks on behalf of everyone,
-Ton-

Clouds might cover sun for a moment but it doesn't mean sun has become less brighter, does it?

gooseberry.blender.org/campaig…
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McLaren MP4-12c GT3 rendering [2.70 Cycle]  BY : blenderartists.org/forum/membe…



blenderartists.org/forum/showt…
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Blender GIT - Baking for Cycles now in trunk
Log Message:

developer.blender.org/rBeec3ea…

Cycles Bake

Expand Cycles to use the new baking API in Blender.

It works on the selected object, and the panel can be accessed in the Render panel (similar to where it is for the Blender Internal).

It bakes for the active texture of each material of the object. The active texture is currently defined as the active Image Texture node present in the material nodetree. If you don't want the baking to override an existent material, make sure the active Image Texture node is not connected to the nodetree. The active texture is also the texture shown in the viewport in the rendered mode.

Remember to save your images after the baking is complete.

Note: Bake currently only works in the CPU
Note: This is not supported by Cycles standalone because a lot of the work is done in Blender as part of the operator only, not the engine (Cycles).

Documentation:
wiki.blender.org/index.php/Doc…

Supported Passes:
-----------------
Data Passes
* Normal
* UV
* Diffuse/Glossy/Transmission/Subsurface/Emit Color

Light Passes
* AO
* Combined
* Shadow
* Diffuse/Glossy/Transmission/Subsurface/Emit Direct/Indirect
* Environment

Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge

Original design by Brecht van Lommel.

The entire commit history can be found on the branch: bake-cycles
--------------------------------------------------------------------------------------------
Via Adventures in Blender :
Dear all,
Just a note to say that the bake-cycles branch is fully merged in master.

I split the commits in 3 categories:
1. Blender core new utility functions, independent of baking,
separate commits (BLI_, IMB_, ...).
2. Bake API - generic API structure to be implemented by interested
external render engines
3. Cycles Baking - Cycles implementation of baking, independent of Blender

Since I did a lot of squashing and I forgot to reset the date of the
commits,the emails in bf-cvs show them in a strange order. git log
shows them as intended, regardless of the commit timestamp, so we
should be fine.

I still need to include Cycles baking in the release logs for 2.72,
but the documentation is online:
wiki.blender.org/index.php/Doc…

If someone needs help to integrate an external engine (LuxRender, ...)
with the Baking API let me know. The Cycles Baking commit [eec3eab]
should have all you need though.

For the records: 56d8aff 198f5e5 97641a0 3312b20 eec3eab :

* developer.blender.org/rB56d8af…
* developer.blender.org/rB198f5e…
* developer.blender.org/rB97641a…
* developer.blender.org/rB3312b2…
* developer.blender.org/rBeec3ea…

Thanks everyone for all the help, and thanks for the contributors of
Blender Development Fund. And let the tests begin.

[cross posted on bf-gamedev (tests/workflow/usability related replies)
and bf-committers (other Blender dev related replies)]

Best regards,
Dalai
--
blendernetwork.org/dalai-felinto
www.dalaifelinto.com
_____________________________________________
Bf-committers mailing list
Bf-committers@blender.org
lists.blender.org/mailman/list…
--------------------------------------------------------------------------------------------
Sardi Pax uses particle systems to create a galaxy animation.


 
In this tutorial I demonstrate a method for simulating a galaxy of stars using multiple particle systems, obstacles and forces, then a simple method for animating the camera as well as some basic post render effects.

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Blender Used in Previz for Captain America: the Winter Soldier !!


By Bart on May 2, 2014 3D News

FXGuide is featuring a story on VFX production in Marvel’s new movie ‘Captain America: The Winter Soldier’. Blender has played a small role as well!

FXGuide writes:

   The building crash also featured shots of Wilson running to avoid a debris field of glass, furniture and dust. Proof helped previs this sequence. “I had no idea how we were going to crumble the building on a previs scale to sell the idea,” says Granito, “but one of our artists developed a cool way of doing it.”

   He brought the shots into Blender – normally we work in Maya – and created a simulation where you could just drag the Helicarrier into the building at different angles in realtime and see how the pieces would crumble and how the entire wall would give way. And once the previs was approved, we handed off a techvis to the second unit director, and used our debris field for how that scene was shot.

Hat tip to Kanishk Chouhan for spotting this!

Update: the video below contains the mentioned shot. I can’t confirm this actual footage is done in Blender though:

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Blender Podcast Episode 31: Blender at FMX, GSoC



The latest Blender Podcast covers Blender’s presence at the FMX conference in Germany and the new Google Summer of Code projects.

blender-podcast.org/?p=609
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Orc Warrior



By Paulo Ricardo S. Ribeiro. (pauloricardo3d.carbonmade.com/  )
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Audio Visualisation

A completely audio-driven animation by Benito Buchheim.

   BA Thread for the Spheres:
   Nearly everything in this scene was baked to the sound. The Light on top, the size of the spheres, the colour of the spheres and a animated the coloured lights on the left and right to the mood of the music. I hope you like it.
blenderartists.org/forum/showthread.php?315052-Blender-Visualization-Project-!!!-(Using-Blender-2-68
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+BlenderNation post of a Blender Game Engine Workshop on 10th May 2014 in Brussels, Belgium #b3d #bge   originates from +David Collignon


www.blendernation.com/2014/04/…
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Tired of poor quality tutorials? Check out the best at 3dmotive!


Import outlines of buildings from OpenStreetMap with this new add-on.

vvoovv writes:

   The addon imports all building outlines from a file in the OpenStreetMap format (.osm). The building outlines will have their real sizes in Blender.
Link : github.com/vvoovv/blender-geo/…
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Plagarus: Part 2

After close to two years of work, Daniel Brown presents part two of his short movie (see part one below).

DanBrownCGI writes:

   Part 2 of the short sci-fi indie film I’ve been working on called Plagarus has been released. The link to the full playlist of both parts so far is:

   Like the first part, there are numerous mistakes throughout that I am aware of, but due to time and money constraints, obviously, there is only so much that can be done. I think it’s pretty good considering all the hurdles that needed to be jumped over to make it happen!Rendered in Blender 2.68 – 2.70, using the Cycles render engine exclusively this time. I would like to thank the Blender community for their invaluable help in making this a reality, and I hope they enjoy this one even more than the last one.

   Be careful what you find out there in King Valley…

       Lead artist/animator: www.danbrowncgi.com/
       Sound recording: Daniel Rivera
       Music: Amotz Plessner (BMI 90%) and Sterling Campbell (ASCAP 10%)
       Royalty free music rights purchased legally from www.smartsound.com.
       Lethgoshis’ Outfit: Bobbie25 / daz3d.com
       Padoen’s Outfit: Vampir3Princess / Lesthat / Sarsa / daz3d.com
       Textures: cgtextures.com / Humanoid Textures: Daz 3D

   Software Used:

       Blender 3D 2.6x – 2.7x
       Gimp
       Daz | Studio (for exporting humanoids to Blender)
       Sonic Fire Pro 5.8 (music editing)

   Thanks for everyone’s great suggestions and support over at BlenderArtists.org.

   Best wishes,
   Dan
Part 1

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Best 3D Animation courses in Bangalore! Hurry!

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For More : plus.google.com/+AdventuresInB…
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Weekend Contest Winner: Organic Macro Inside Body


Aliasguru’s theme choice ‘The Fifth Disease‘ led to a wide range of organic/creepy images. As an extra rule, each image had to contain a Gooseberry easter egg. Did you find them all?

This week’s winner is Vincent Holborn. He says:

   I wanted to do something medical-macro style, so don`t ask me what exacly this is, I would say “an organic macro inside body whatever”

Congratulations Vincent! You’ll also get to pick the topic for next weekend contet! Please email me at bart @ this site and let me know your choice.
(www.blendernation.com/2014/04/…  )
--------------------------------------------------------------------------------------------
If you’re interested in parametric modeling, then you should check out Sverchok(www.blendernation.com/2013/11/…  ) – Blender’s analogue of Rhino’s Grasshopper. Blender Sushi shares his thoughts on the abstraction processes for parametric work and what he calls the ‘Art of Concealing’.

Blender Sushi writes:

   Once again, I tune my brain to Sverchok set of mind and decided to use my brain a little bit.

   I downloaded the latest update of Sverchok Add-On and it has improved a lot since last time. Lots of new nodes and it helps to cover some complexity and making things much friendlier for artists to work. I recommend you to always do that. Sverchok is a lot faster now.

   Without having to know how to write a code, we can do some pretty amazing things processing the raw data. Quoting Nikita: The force of Sverchok is having access to process Low Level data while using High Level workflow with nodes.

   And by thinking this way, we can really focus more on data structures and relationships. “Good programmers worry about data structures and their relationships”.
blendersushi.blogspot.it/2014/…
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Model Download: Ivonova’s Fury

Chris Kuhn is sharing a Starfury fighter model from Babylon 5 on Blend Swap. Chris also has a portfolio (cgcookie.com/profile/kuhn0362/) with some outstanding work on CG Cookie.

Chris writes:

   I had intended to do a low-poly game model, but things got a bit out of hand :)

   The proportions are as accurate as I could make them, but I did take some artistic license with the detailing. Cockpit is “blocked out”. The only textures are the decals (which are included and packed). I’m aware that the materials are less than stellar, but at least the slots are there, if anyone wants to swap them out.

   Geeky note: This is actually Ivonova’s second Starfury. The first was destroyed during the episode “Severed Dreams”.

Link www.blendswap.com/blends/view/…
--------------------------------------------------------------------------------------------
Commercial: Natural Gas is Here

BlackBoard studios shares a commercial they created in Blender for the Ministry of National Infrastructures, Energy and Water Resources. The commercial talks about the use of natural gas and was aired in prime-time. It is the second installment of three commercials.

Serj Maiorov writes:

   We used the Internal engine at first but switched to Cycles – it was quicker to set the lighting.

   It was nice to see everything with the real-time viewport render, and to move faster to the compositing stage.
   To gain full control of the colors, we rendered up to 52 different index passess and composed them in After Effects, since layers is a better system for this particular project than nodes.

   One thing we wished for is a better compositor output automation – like having a quick way to change the destination of almost 60 different output nodes we had, instead copy/pasting it manually. Another is the jagged Z depth output, but for this project it was OK.

   Overall it was a fun project and Blender proved itself as always.

   For more blender projects visit us at www.blackboardvfx.com
--------------------------------------------------------------------------------------------
Blender at “Days of Open Source and Communication” in Seville
Three Blender Certified Trainers will participate in the “Days of Open Source and Communication” conference in Seville, Spain on April 24th and 25th.

Joaclint writes:

   On 24 and 25 April three BFCT (Blender Foundation Certified Trainers) will participate in the Days of Open Source and Communication in Seville (Spain):

       Carlos Gonzalez Morcillo
       Diego Moya Parra (Taito)
       Joaquín Herrera Goás (Joaclint)

The event is organized by the University of Seville. Access is free and you can find all information on the university’s website(congreso.us.es/comunicacionsl/).

Essentially the event consists in two days of talks and demonstrations about design and open source.

There will be conferences about plugins for WordPress, Guadalinex (gnu/linux distro of Andalucía gobernment), web design…

There will be four talks about Blender:
   Modeling and animatión for movies (Diego Moya Parra -Taito-)www.blendernetwork.org/diego-m…
   Blender or not Blender, this is the question (Carlos Gonzalez Morcillo)www.blendernetwork.org/carlos-…
   How to build a better world: videogames + Blender (Carlos Gonzalez Morcillo)
   Graphic design process: Inkscape + Gimp + Blender + Scribus (Joaquín Herrera Goás -Joaclint-)
   www.blendernetwork.org/joaquin…
--------------------------------------------------------------------------------------------
Blender Theme: Graph 1.3

blenderartists.org/forum/showt…
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Experiment: Colored Wireframes

Campbell writes:

   Had a crack at the wireframe color issue. I dont think its compatible with regular viewport wire drawing (which I think is why we rejected previous patches), but it could be an option like matcaps.

blenderartists.org/forum/showt…
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Gooseberry Fan Promo by Bart

--------------------------------------------------------------------------------------------
Dutch King Willem-Alexander Plays Game Designed in Blender

Steff Kempink writes:

   I’m proud to report that King Willem-Alexander his first dive into a Virtual Reality was in a world build with Blender!

   Four second-year game development students developed a game that aims to be a true racing experience for a guy who’s paralyzed from the waist up. So instead of padding the input, we decided to create the game based on an equal challenge field for all players: you only control the car with your head movement.

   Weikie Yeh and Valentinas Rimeika did Coding on the game, building a fully scratch made driving, AI and interface system. Miso Finne did Sound Design, but was also wholly responsible for all 2D concept art. Steff Kempink (me) made all the 3d models (except few skyscrapers), as well as Level Design.

   While also co-designing the world and race-experience, Blender’s flexible modifier stack enabled me to author the racetrack as the games design changed and evolved. The race car itself was also modeled and UV’d in Blender, after which I received extra help with texturing.

   I’ve taught myself how to use Blender during high-school and am very proud to have now used all these tidbits, learned during many lunch-breaks, in such a cool project.
--------------------------------------------------------------------------------------------
3D Printing Webapp Pupworkshop, Powered by Blender (HERE :  pupworkshop.com/)


trethaller writes:

   Pupworkshop is a webapp for creating 3D printed dog figurines. I used Blender for:

       Designing the models
       Optimizing the meshes for 3D printing
       Automating the assets pipeline

   I have an export script that automatically does:

       Export individual parts in low-poly to OBJ (for display)
       Export individual parts in high-res to X3D (for printing)
       Render each part into an icon (I have predefined cameras for these)

   This screenshot shows how the setup looks like, with the base mesh and all the individual parts:


   To make the small parts fit the base mesh perfectly, I used the Shrinkwrap and the Solidify modifiers.

   When ordering a design, there is a piece of code on the server that assembles the final X3D scene from the selected high-res meshes, and uploads it to Sculpteo.

   This project would not have been possible without the flexibility of Blender!
--------------------------------------------------------------------------------------------
Abstract Nature render on BlenderArtist site by Valine


blenderartists.org/forum/showt…
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Update on Blender Specialist's Zacharias Reinhardt work "Repto108" (repto108.com)
repto108.com/repto108-began/

Words on Google+ (plus.google.com/+Repto108/post…) :

You may previously have learned that our Blender specialist and 3D artist Zacharias Reinhardt already started with 'Repto108' in 2009. Not only did he sketch ideas for the main characters of Repto's world, he also put together some test scenes. If you wish to have a look at these scenes and the making-of video, published in October 2012, this is the right place! Please note that the new Repto character, as well as the surroundings, etc. will look different in the current project - this is just to show, how it all began...?
----------------------------------------------------------------------------------------------
BLENDER BUILD UPDATES :

*BGE - button for deactivate sensors, controllers and actuators
developer.blender.org/rBa5b9f2…

*Support multiple distortion models, including a new division model
developer.blender.org/rBed2ddc…

*FBX: Add support to export other geometries (curves, metaballs, etc.) as meshes…
developer.blender.org/rBA39cde…

*Split Normals I (1/5): basis for split normals (nearly nothing user-visible…
developer.blender.org/rB18e422…

*CMake: enable OpenMP for all platforms by default
developer.blender.org/rBd0c1b4…

BlenderARtist's and Sketchfab's joint contest announced and the theme is low poly pirate-game art!!

You might need to do something like this : sketchfab.com/models/pqyx1928e…
LINK TO DEATILS :
blenderartists.org/forum/showt…
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Lo-poly rocky scene on youtube!


Good thing is, you can DOWNLOAD THE SCENE!!!!
DOWNLOAD BLEND FILE HERE : www.blendswap.com/blends/view/…

www.blendernation.com/2014/04/…
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Deviant  :iconswmo: 's deviation Summer Kiss by swmo Summer Kiss been featured in Blender Nation, Congratulations for the great render, really awesome work and effort. Tag it Ultra-photorealistic ;)


www.blendernation.com/2014/04/…
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Youtube video by Pratik Solanki (from Vivify, India) for Project Gooseberry!


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MakeHuman 1.0 Officially released :D

DOWNLOAD FROM : www.makehuman.org/content/down…
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CGHub has closed down :(
This is what they said on Facebook :
No more CGHUB.

Sad day. Project CGHUB is officially closed.

The reason behind this extremely tough decision is personal and will remain private. It's absolutely not connected with business or any kind of technical difficulties.

On behalf of development team I would like to apologize to CGHUB users and fans for abrupt project closure and delay with its announcement.

If you have any kind of questions please send them to cghub@shakuro.com . Can't promise replies to everyone though.

CGHUB wasn't ideal, but we loved it SO MUCH! :*(

Team Shakuro
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Blender Nation has weekend winners!

by gandalf3

www.blendernation.com/2014/04/…
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Words of Blender plaza today on twitter :

If you all support Blender's Project Gooseberry today I'll shave my head by the end of this day and post a photo later!!!
AIB: There is dedication, possible mental issues to but still..... :)
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Blender VFX in a Japanese movie trailer!!

entaku-movie.jp/movie/
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The Gooseberry Project getting campaign extension? But only if by Saturday they reach 3000 supporters, it will be extended for 60 days. Crowd-founding still open, SUPPORT AND BE A PART OF REVOLUTION!!
Current count of supporters : 2461 | Needed : 3000 | Days left 4 DAYS!

gooseberry.blender.org/campaig…
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Blender 2.71 Feature!!!!


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One question's around regarding Blender..."How good is blender for product viz?"
Got answers?
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Developer's note on Blender 2.70a and 2.71
Changelog not available yet! Blender 2.70a was silently released 3 days ago...
Ton writes

         Hi all,
    Here are the notes from today’s meeting in irc.freenode.net #blendercoders.

   1) Blender 2.70a update release

       Still a to do: finish the log. Should be added here (wiki.blender.org/index.php/Dev…).
       Sergey Sharybin will update the bugfix page (wiki.blender.org/index.php/Dev…).

   2) Targets for 2.71

       Bastien Montagne: FBX binary file export now works for animation!! (wiki.blender.org/index.php/Ext…)
       Martijn Berger: The msvc 2013 builds for 2.70 seem to be good, let’s plan having it as the official for 2.71.
       Tamito Kajiyama: a first round of patch review for Freestyle textured strokes was done. Some work is likely needed in the UI part, but this feature is a 2.71 target. Doc is coming, for now check the patch discussion (developer.blender.org/D246).
       Antonis Ryakiotakis and Campbell Barton work on Dynamic Topo scultping, which get a nice speedup for 2.71.
       Dalai Felinto: Cycles baking is nearly done (developer.blender.org/D421). I would like to merge it in master by Wednesday, so people can test it in master during Easters.
       The target list is now really final. We’re officially in BCon2! Check the long list (wiki.blender.org/index.php/Dev…).

   3) Other projects, Google Summer of Code

       Candidate mentors: last day to review! Mail to the mentor list if you think the ranking is not representing the quality OK. Tomorrow final rankings is being defined.
       Gaia Clary: will keep working on Second Life support, but wants to step down as official Collada maintainer. Makes it an orphaned Blender feature… anyone to step in?

(www.blendernation.com/2014/04/… )
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Babioles have a message : stop bullying open sorce shorts and feature films, rights of open source movies.
Yes we are awesome and got open source on us...it shouldn't hurt anyone, should it?

Babioles is a TV series produced by Autour de Minuit. Directed by Mathieu Auvray.


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Ton Roosendaal on Reddit...I was....uh...a little late to notice that....!!!!! ;p

www.reddit.com/r/IAmA/comments…
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A message from The Gooseberry crew!!


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Sony Demands Removal of Open-Source Indie Short ‘Sintel’ From YouTube. Sintel is Blender Foundation's 3rd short.
Just because Sony could show off Sintel to demo it's 4K tech it doesn't mean Sony owns the thing.
Sony sucks for that, BOOOOOO sony!!!


here:www.cartoonbrew.com/ideas-comm…

But Sintel got restored later : www.blendernation.com/2014/04/…

Apology is due...

Home : www.sintel.org/
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Support The Gooseberry Project

I'm a proud Blender 3d user.
             I'm here on be-half of Blender Org. father Ton Roosendaal (gooseberry.blender.org/author/…) and all my fellow blender users who've rendered many CG art with it and embed blender as a strong and worth exploiting 3D package, it's baffling how a software open to all be this efficient, Thanks to the developing team of blender to let us all taste what 3D creation means. Now to the topic of concern, Project Gooseberry , the first film developed using afore mentioned Blender 3D and I support it.
Why Project Gooseberry is a concern?
Answer : gooseberry.blender.org/why-goo…

Studios and Production teams involved...probably all using blender around the globe :


GO GOOSEBERRY!! (home : gooseberry.blender.org/)
Interview with Ton Roosendaal



Ton in year 1992

Here we collect files for press and promotion. All free to use. Spread everywhere!
FILES HERE - (download.blender.org/gooseberr…)     Promote Project Gooseberry!!!
ONLY SEVEN DAYS LEFT!!!

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