[Bf-committers] Blender adoption

Ton Roosendaal bf-committers@blender.org
Thu, 22 Apr 2004 22:55:08 +0200


You can tell your graphics people that the methods as common in Blender  
are really worth trying and learning!
But when they also have 3Dmax and LW on their systems, it remains up to  
them to choose what's a preferred working method. From experience, I  
know that hardly any artists will like being forced to use another  
tool. It goes voluntary, or it doesn't.

Having methods to allow change of keyboard or mouse mapping is on our  
wishlist as well, but no (technical, functional) solution has been  
presented yet. Of course you're welcome to give it a try. Be warned you  
get close to the holy grail of Blender here... the current system isn't  
bad at all, a customization method should be an improvement for  
experienced users too, not a downgrade. :)


> My company is developing games and is currently evaluating Blender as a
> possible choice for creating and animating meshes. However, after our
> graphics peoples quickly dig through the blender edition features, it  
> seems
> that there is still some weaknesses when compared to 3DMax or  
> Lightwave.
> Main comments are about the editing controls : the mouse-and-keyboard
> combinaisons are quite different from the one implemented in other 3D
> software are not seen as improvment. It's also difficult in the first  
> place
> so find some "hidden" features (hopefuly the 2.3 book seems to help  
> here).
> We still have a list of "missing and needed" features but they're maybe
> explained somewhere in the book.
> As for myself, I'm more concerned about the lack of customization that  
> the
> python scripts offers : the API is nice, but quite small. There is no  
> way (I
> think) to rebind keyboard keys on specific python actions, or simply to
> capture and filter the keyb/mouse events in edition and animation  
> modes :
> this could enable a wide range of interactive plugins. I would like to  
> know
> if such features are planned, how difficult it would be to implement  
> in the
> current blender sources for an experimented hacker, and if such  
> patches have
> chances of being merged into the CVS tree. I'm also interested in the
> ability to write plugins that could "draw" objects directly in the  
> plugin
> window in order to develop edition-custom-mode plugins.
> -- I'm not sure if here is good list, please redirect me if I mistake
> Best Regards,
> Nicolas Cannasse
> www.motion-twin.com
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Ton Roosendaal  Blender Foundation ton@blender.org