[Bf-committers] Current state of Blender's user experience (Ton Roosendaal) (Sybren A. St?vel) (Ton Roosendaal)

David Ballesteros dballesg at gmail.com
Tue Apr 26 15:23:05 CEST 2016


Hi Sybren,

It's simply crossed to me as a too much white & black answer, nothing else.
I just read Tom new answer and I understand his original answer.
So all is good.

> You don't appear like an avid hater, so why do you feel he is addressing
you?
> Cheers,
> --
> Sybren A. St?vel

---------------------------------------------------------------------------------------------------------
Hi Tom,

Thanks for the welcome and the answer.
Now I understand much better your points.

I'm very glad to read you're open to suggestions form "commercial" software
users.

A simple argument can be used to those users that want feature X in Blender
is asking them how many features suggested by them got implemented on their
commercial X software. ;) I know several of mine were completly ignored in
LW and Modo :D

> My expectation was that we could use the dynamics of the 2.8 project to
include that target.
> But I'm still not convinced we are ready for it now. The project is too
complicated, with too
> many inactive stakeholders and not enough active contributors. But we
make progress here...

I read the document you attached yesterday, and I'm very glad to see where
is going, and I guess you mean it was for the 2.8 branch and still under
disscusion if it oges or not?.

I liked the consolidation explained area by area, that will really
streamline Blender and make it even better.

I still have a lot to read on Blender internals to even know where to start
to touch without breaking anything :) I'll try to do my best.

To the OP (Daniel):
I read that reddit thread, and I think better ignore it. Too much energy
spent in a discussion that doesn't take anywhere.

Cheers
David.

Message: 6
> Date: Tue, 26 Apr 2016 11:17:51 +0200
> From: Ton Roosendaal <ton at blender.org>
> Subject: Re: [Bf-committers] Current state of Blender's user
>         experience (Ton Roosendaal)
> To: bf-blender developers <bf-committers at blender.org>
> Message-ID: <667E96F1-D629-4E04-9389-774609ED12A8 at blender.org>
> Content-Type: text/plain; charset=us-ascii
>
> Hi David,
>
> Thanks for sharing, I just addressed the Blender haters out there, not
> users of other 3d tools.
>
> It is great that there are so many people involved with our projects who
> used (or still use) commercial 3d software as well. We can learn from them,
> especially because they were curious enough to invest time to figure out
> how to use Blender, or what makes Blender good (enough to use) as well.
>
> So please feel welcome to hangout, help developers with their work or
> contribute code.
>
> I often get mails from professionals who say "nice job on Blender, but..."
> and then come with a list of favourite Maya or Max features. This might be
> an acceptable consumer attitude towards commercial software, but it's very
> not helpful for a public open source project. Dynamics here work
> differently, it's not based on market shares or consumer satisfaction, it's
> based one time and energy - contributions.
>
> It's also a misconception to think we didn't code awesome feature X or Y
> because we didn't know it existed, or didn't know it was so important.
> There's just not enough developers to contribute.
>
> So: how do we get studios or professionals organise Blender projects to
> handle their favourite topics? I always tell them they're welcome, with
> limited success. I learned that getting involved with FLOSS is not in their
> DNA really. First of all it takes (a lot of) time, which is expensive for
> pros. Second we cannot give a hard guarantee in advance that things will
> work as planned or get accepted in releases. And third: corporate practices
> is still based on secrecy and non-disclosure, participating in a public
> project is regarded as a loss of competitive advantage. That is changing
> (ILM, Pixar, etc), but hardly in small/medium sized companies.
>
> Because it could be so easy. If just 20 Maya/Max subscribers would decide
> to invest in Blender what they'd give to Autodesk, they could hire a
> developer to work for them full time - to fix mouse/keyboard input mapping
> and configurability for example, snapping tools, and other very useful
> projects.
>
> My expectation was that we could use the dynamics of the 2.8 project to
> include that target. But I'm still not convinced we are ready for it now.
> The project is too complicated, with too many inactive stakeholders and not
> enough active contributors. But we make progress here...
>
> -Ton-
>
>


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