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

Thomas Dinges blender at dingto.org
Tue Apr 26 15:34:00 CEST 2016


It's Ton, not Tom. ;)

Am 26.04.2016 um 15:23 schrieb David Ballesteros:
> 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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