[Bf-funboard] A second Blender Disk.

Campbell Barton ideasman42 at gmail.com
Fri Sep 21 02:35:20 CEST 2012


The problem with trying to include assets is that how they are made
depends a LOT on what you intend to use them for.

We already have the blender demo loop:
http://mango.blender.org/random/call-for-review-blender-2-63-demoloop/

and the Blender 2.60 regression test is linked from the download page.

So this would be roughly something like clipart but for a 3D program.


Just because its very arbitrary doesn't mean we shouldn't do it, but
it does need to be managed & maintained by someone.

issues I see...
- This can too easily become a mish-mash of different peoples work.
- Some people will submit fully textured models ready to render,
others will submit mesh-only. --- whats the policy here??
- Some submissions will use cycles, others GLSL materials - depending
on the task - BGE or rendering --- do we even expect these to be
renderable?
- Some submissions will be rigged, animated with actions, particles,
shape keys, multi-res.... arguably this goes outside the scope of a
simple model library (like clip-art).
- Some submissions will be very large files, some limit would need to be set.
- Some submissions would be excellent models on their own - but have a
strong artistic style which wouldn't suit being used in a model
library.
- There may be lots of submissions but very specific - like someone
modeling many different trains - animals, a complete architectural
model library --- really handy if you're an architect but also very
specific to one area of 3D (and possibly specific to the country they
live in).

So, someone needs to manage this - further - that person needs to
communicate with others and explain issues with submissions, not
offend artists, explain to them what creative-commons means, ask for
changes to be made etc.... its work!


On Fri, Sep 21, 2012 at 5:30 AM, Nicholas Rishel <rishel.nick at gmail.com> wrote:
> I have not seen an answer to why not having an assets library as part of
> the full download, the reason why that is not included is to create a
> minimal install which is especially important for people with low-bandwidth
> internet (or GB caps). I can't answer the first question proposed, but
> there certainly is nothing preventing you from creating such content and
> distruting it yourself. That would be the first step.
> On Sep 20, 2012 1:46 PM, "Knapp" <magick.crow at gmail.com> wrote:
>
>> On Thu, Sep 20, 2012 at 9:00 AM, Karl Kühberger
>> <karl.kuehberger at gmail.com> wrote:
>> > Why not pack all this stuff into an add-on "Assets"?
>> > It could be part of the official Blender release, and if somebody
>> > don't like it (what I cannot imagine), it can be easily deactivated.
>>
>> This was more what I was thinking. Something that would let newbies
>> render up a nice render. Something with examples of how it is done
>> right. Something with a collection of cool textures and some modles. I
>> starting thinking today at work that it might be nice to make a,
>> "movie pack", with a few props, a few people and animals with basic
>> rigging and some nice textures and maybe even a compositor setup. Just
>> an idea.
>>
>> --
>> Douglas E Knapp
>>
>> Creative Commons Film Group, Helping people make open source movies
>> with open source software!
>> http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
>>
>> Massage in Gelsenkirchen-Buer:
>> http://douglas.bespin.org/tcm/ztab1.htm
>> Please link to me and trade links with me!
>>
>> Open Source Sci-Fi mmoRPG Game project.
>> http://sf-journey-creations.wikispot.org/Front_Page
>> http://code.google.com/p/perspectiveproject/
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-- 
- Campbell


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