[Bf-committers] Blender 2.8 - the Workflow release
lists at thomasvolkmann.com
Thu Jul 23 14:45:56 CEST 2015
As you are collecting feedback I have created a small document with stuff that I
think might be important workflow and pipeline wise:
If something is unclear I will gladly clarify it. If something is already done
and possible in Blender my apologies for my ignorance.
I have the commenting system enabled, so please leave comments on the parts that
are good, bad, unclear whatever
> Ton Roosendaal <ton at blender.org> hat am 21. Juli 2015 um 14:33 geschrieben:
> I'm collecting feedback about the big picture and the overall picture still.
> We have time on our side.
> I also want to have good insight in what we can achieve with the current team,
> and/or what we need new talent or developers for. Lotsof communication to be
> "The pipeline part": if you mean my proposal to work on better workflow
> integration of Blender in non-Blender (non-open) pipelines? That we definitely
> need a lot of help for - especially by the stakeholders. And not so much in
> telling us what to do, but in offering help to realize it!
> Finding active studio-stakeholders is one of the things I will use SIGGRAPH
> I also will need help by people to organize it all here, and to define which
> of our online services we'll use for this... let's keep this an open
> discussion for a while, and get to work more practically 2nd half of August,
> after 2.76 is done?
> Ton Roosendaal - ton at blender.org - www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A - 1018AD Amsterdam - The Netherlands
> On 21 Jul, 2015, at 10:32, Thomas Volkmann wrote:
> > That sounds great!
> > Where can/should we put suggestions for the pipeline-integration part (or
> > the
> > other stuff)?
> > cheers,
> > Thomas
> >> Ton Roosendaal <ton at blender.org> hat am 20. Juli 2015 um 15:49 geschrieben:
> >> Hi all,
> >> (also posted on http://code.blender.org)
> >> This is a proposal for work focus on blender.org for the coming year.
> >> I've written this because we keep missing bigger development targets - we
> >> don't have enough time for larger projects. Instead too much time goes to
> >> releases, bug fixing, reviews, maintenance and support topics. The bug and
> >> patch tracker duties are keeping the best of our developers away from their
> >> own targets. As a result we then don't have time for design docs, for
> >> planning, logs and in-depth sessions with the module teams, and have no
> >> time
> >> for the artists who are involved to make sure we're well aligned and know
> >> what
> >> to do. I think everyone has noticed that we're floating too much, things
> >> are
> >> not clear. Where are we heading? Who does what, and how do we decide on
> >> things?
> >> So - it's time to act and gather the troops to refocus and get back energy,
> >> to
> >> maximize involvement from everyone who's active in blender.org and make
> >> sure
> >> Blender can survive for many more years.
> >> ----- Blender 2.8 - Workflow release -----
> >> Just like for 2.5, the proposal would be to take a bigger leap to a bigger
> >> release by not releasing for a year. The 2.76 release then would be the
> >> last
> >> 'real' version we do until 2.80 somewhere in 2016.
> >> Obviously, for the crucial fixes and smaller (stable) features we can do
> >> update releases 2.77, 2.78 and 2.79.
> >> Topics to finish for 2.8 could be:
> >> - UI work: wrap up Python configurability project, make Workflow based
> >> configuring possible
> >> Proof of concept: the stripped "Blender 101" for high school kids.
> >> - Viewport project, including a PBR quality engine/editor that could
> >> replace
> >> BI and GE render.
> >> - A better designed integration of physics simulation in Blender
> >> - Invite the GE team to rethink game logic editing, to use viewport and new
> >> physics
> >> - Don't add the half finished Gooseberry targets but take the time needed
> >> to
> >> code it well:
> >> Particle nodes, hair nodes, simulation nodes, modifier nodes...
> >> - Asset managing and browsing, linking, references, external files in
> >> general.
> >> - Integration in non Blender pipelines.
> >> Practical considerations:
> >> - Move development to special 2.8 branch(es)
> >> - Module teams are empowered to cleanup quite radically and get rid of
> >> legacy
> >> code.
> >> - The 2.8 series is allowed to be not 100% compatible with 2.7x. (Physics,
> >> particles, games).
> >> - Spend time on organizing ourselves better, agreed designs should lead to
> >> more empowerment.
> >> And some core principles to agree on:
> >> - We reconfirm and where needed update the 2.5 spec docs.
> >> - Stick to existing Blender data structures and code design for as much as
> >> possible.
> >> - Make Blender ready to survive until 2020, but...
> >> ... start collecting the list of bigger redesign issues we need to for a
> >> 3.0
> >> project
> >> - Bring back the fun in Blender coding! :)
> >> The code.blender.org article for the roadmap of 2014-2015 is still valid in
> >> my
> >> opinion. We just need to take a break of 9-12 months now, to make it work
> >> for
> >> real.
> >> Blender 2.8 Workflow Sprint
> >> In the coming months we can discuss and review the plans and make sure
> >> we're
> >> 100% aligned on the 2.8 targets and for other work during the coming years.
> >> We
> >> should also meet and have good feedback sessions on it. So I propose to use
> >> the Blender Conference in October as a deadline, and organize a workshop in
> >> the week before.
> >> - Four days of workshops and design sessions, in the week before Blender
> >> Conference.
> >> - Travel and hotel covered for by BF (and Dev Fund, or a new fund raiser?)
> >> - We should try to get someone from every (active, involved) module team on
> >> board. Also key user/contributors have to be on board. But it's also more
> >> efficient to keep it compact.
> >> - Proposal: we do this invitation-only: First we invite the 5 most active
> >> contributors of past years. Together they then invite persons more, until
> >> we
> >> have 12 (?) people.
> >> - Sprint sessions can be in parallel too - UI, Viewport, Physics, etc.
> >> Let's
> >> make it public as good as possible.
> >> - The Sprint results get presented and reviewed during further on sessions
> >> during the Blender Conference.
> >> Seven years ago, back in 2008, we also took a break of over a year, to get
> >> the
> >> 2.5 project started up. It was a very exciting period where a lot of new
> >> things were possible and could happen, even though we didn't finish
> >> everything... it gave us quite a solid foundation to build on, attracting a
> >> lot of new developers and great features.
> >> I realize we have to realistic now, not everything will possible. But we
> >> also
> >> shouldn't stop dreaming up a good future for Blender. Let's take a break
> >> from
> >> our demanding release cycle, rethink it all, but not for too long. Let's
> >> cherish what we agree on and enjoy the freedom of a configurable workflow
> >> that
> >> will enable you to do what you think is best... for making 3d art, games,
> >> film
> >> and animation!
> >> Feedback very welcome!
> >> -Ton-
> >> --------------------------------------------------------
> >> Ton Roosendaal - ton at blender.org - www.blender.org
> >> Chairman Blender Foundation - Producer Blender Institute
> >> Entrepotdok 57A - 1018AD Amsterdam - The Netherlands
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