[Bf-committers] Blender 2.8 - the Workflow release

Jacob Merrill blueprintrandom1 at gmail.com
Sun Jul 26 22:25:44 CEST 2015


I dont want to talk on the mailing list to much,
but what about widgets that snap to a ui panel,
once a widget is snapped on, it becomes availible
in a node graph, that links to a script?

the 'script node' inputs are python properties,
and its output types can be images, text or ?

so the ui could be made by semi coders, or even non coders?
Hi,

> Q1:
> " Proof of concept: the stripped "Blender 101" for high school kids."
> -> I cannot find 'proper' links to this proof of concept.  Do you have
some readily available?

There is no project proposal written out for it. The concept is simply to
prove the ultimate 2.5 goal, which is to enable people to configure
Blender. Whether that's for a level editor for a game, or a 3D print
configured version for customers of a printer, or a training version for
kids. Read the original 2.5 docs?

> Q2:
> "Viewport project"
> -> I am still lost in getting involved in the viewport project.  I found
the mailing list, but I cannot seem to trace or track the actual code or
git repos on developer.blender.org.  Can you guide me in the right
direction?

Mail that to the viewport list :) They will help.

> Q3:
> "Stick to existing Blender data structures and code design for as much as
possible."
> -> Do you have some kind of guidelines somewhere, possibly on the wiki,
on what the existing code design and data structures are?

Our tech docs are shattered and a bit unorganized. But you can find a lot
here:
http://wiki.blender.org/index.php/Dev:Contents

One of the workflow targets could also be to cleanup our design docs on the
website. But you know... nobody likes doc work!

-Ton-

>
> I know you are a busy man, but It would be cool if you could spend a
couple of minutes to help me further.
>
> Thanks and kindest regards
>
> Hewi
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Mon, 20 Jul 2015 15:49:18 +0200
> From: Ton Roosendaal <ton at blender.org>
> Subject: [Bf-committers] Blender 2.8 - the Workflow release
> To: bf-blender developers <bf-committers at blender.org>
> Message-ID: <5C22B128-6723-4DEC-BD66-9B11C496AB72 at blender.org>
> Content-Type: text/plain; charset=us-ascii
>
> 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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> Bf-committers at blender.org
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