[Bf-committers] BConf VR Meeting Notes

Dalai Felinto dfelinto at gmail.com
Tue Nov 5 00:45:02 CET 2019

Based on the discussions we had last week at the Blender Conference and the
new (upcoming) project definition proposal for blender, here are the
initial milestone breakdown for the VR projects:

Milestone 1 - Scene Inspection: developer.blender.org/T71347
Milestone 2 - Continuous Immersive Drawing: developer.blender.org/T71348

Note: Since I wanted to map this out as a complete "project", I mentioned a
few external contributors in these milestones. However I'm yet to confirm
their availability. Also, milestone 1 is in our agenda, but for milestone
2+ we are counting on external developers.

The parties interested in tackling the other milestones are welcome to add
them following these examples, and poking me/Julian to review the presented
design. More extensive design tasks can be created as children of the
milestone tasks if the design/engineering plan needs an in-deep review.
That said, the top milestone task still needs the summarized few-lines
version of both design plans.

Best regards,

Em ter., 29 de out. de 2019 às 08:21, Julian Eisel <eiseljulian at gmail.com>

> Hi all,
> we had a VR meeting during the conference, here are the notable bits.
> Attendees
> ========
> * Dalai Felinto (Blender Foundation)
> * Damien Coureau (Ubisoft)
> * Daniel Martinez Lara (Pepe School Land & MPX)
> * Julian Eisel (Blender Institute)
> * Julien Blervaque (Ubisoft)
> * Sebastian König (blendFX)
> * Simeon Conzendorf (blendFX)
> * William Reynish (Blender Foundation)
> General Requirements
> =================
> * There will have to be some experimenting with different approaches
> to XR UIs. People and studios also have very different needs for XR
> experiences.
> * Just how we define the regular 2D UIs in Python, XR UIs should be
> defined in Python as well. That allows extending and specializing the
> UIs for custom needs. The Ubisoft team is especially keen on this.
> * Blender should bundle a good default XR UI for common usage,
> established through experimentation of the core VR team and other
> collaborators.
> * With the gizmo, operator and drawing APIs, the BPY already has many
> of the needed bits. There's still lots of stuff we'd have to figure
> out and add to it though.
> Next Steps
> ========
> * The team agrees on building the VR UI around specific use-cases.
> * The GSoC patch [1] should be merged with the first basic use-case
> working (scene inspection, see below)
> * We'll start with the following use-cases (roughly in that order):
>    1. Scene Introspection - VR viewport with initial/simple navigation
>    2. Sculpting & Grease Pencil drawing in VR
>    3. Set arrangement/layout - Support adding primitives, transforming
> objects and some related gizmos
>    4. Complete immersive toolset (aka MARUI)
>    5. VR Storyboarding - Support changing cameras, time and animation
> timing within the VR session
>    6. Set dressing - Support adding particles, assets, ...
> * Besides the first use-case, the involved "Blender core developers"
> will only try to provide the frameworks needed to implement the other
> use-cases. These can then be picked up by contributors (e.g. the
> Ubisoft, MARUI or MPX teams).
> * The project will be organized as usual in Blender, with a landing
> page on developer.blender.org, clearly stated priorities and
> milestones, and visible ways for contributors to get involved.
> Future
> =====
> * We also want to support AR/MR based use-cases.
> * Collaborative sessions form other important use-cases: multiple
> people with multiple headsets work together in the same XR viewport.
> This is a rather complicated use-case to get supported, but it would
> be immensely useful.
> [1] - https://developer.blender.org/D5537
> Cheers,
> - Julian -
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