From rcampos at fusemail.com Fri Dec 2 00:57:44 2005 From: rcampos at fusemail.com (Rui Campos) Date: Thu, 01 Dec 2005 23:57:44 +0000 Subject: [Bf-marketing] Re: Blender Press Release In-Reply-To: <584fe5640511301324o52e7a022rcffa104c5c38b29c@mail.gmail.com> References: <584fe5640510041042j1b61658cj4fa6cca0b53d7981@mail.gmail.com> <584fe5640511301324o52e7a022rcffa104c5c38b29c@mail.gmail.com> Message-ID: <1133481464.8111.32.camel@localhost.localdomain> Changes below. > Some notes - I leave the mention of the Blender name out of the title > till after cool features have been mentioned - the reason is that lots > of people have tried past releases and found Blender so frustrating to > use that seeing Blender in the title might leave them to skip the > article entirely (this has been a big problem at CGTalk for instance, > where 95% of page views and comments are from current blender users > for recent release annoucements and other news). It can be added back > though if desired. Agree on this, it is a true issue when it comes to CGTalk and other professional forums. I think we need to do a cool video outlining the Blender Interface, showing it is cool. But make it something like a 15 minute video that would give the user the knowledge to intuitively understand where everything is in Blender. It isn't hard to do, but needs some brain storming I think. > We will probably have a few images embedded - our total target size is > about 50k to maybe 100k. Probably a sample hair; fluid; and morph > targets, or other animation related pic. Yes, an image is worth a 1000 words ! Having some images that load as fast as possibly is the best. But also, we need things that make people drool, not things that they will say, ok this is old school, Maya has it since blah, blah, blah ... > Feel free to point out things you think should be changed and to make > other suggestions. > > Those of you in the CC list are encouraged to join the bf-marketing list > > ******************************************* > Title: new animation system - another dimension set free > I still think the title could be better, but since I have no other suggestion this should do fine. > While the main focus of this release was animation tools improvements, > there have been a number of big improvements throughout our 3D suite. > > Animation system : > - Arm yourself - new fast and easy Armature and rigging system - Arm yourself with the the new and easy Armature and Rigging system, you won't get any faster than this. > - Get Moving - completely retooled Inverse Kinematics. with instant > IK transforms - Get it Moving on the completely retooled Inverse Kinematics and save yourself time with instant IK transforms. > - Freedom - all IK joints can now have degree of freedom limits This perhaps could be dropped out, make an highlight of the stronger points. > - You're in the Driver seat - The new Driver system allows things > like a bones rotation to effect a muscles bulge - Take the Driver seat and do the unthinkable, with Drivers you can make a bone rotation affect a muscle bulge, think of the possibilities... > - Things are beginning to take Shape - reworked Shape keys allow > intuitive blend shape creation and storage - Get in Shape, use the new Shape keys for intuitive Blend shapes creation and storage. > - Bad to the BBones - Bones that can curve and twist giving natural > feeling spines - Bend and Bow with BBones, you can twist and turn, you can give Spines a natural feeling. > - Pushing the Envelope - Envelope based skin weighting, and new > armature and constraint visualization capabilities Perhaps something more catching. > - Take it in Stride - new stride bone system let you create > walkcycles in a simple and fast way - Take it in Stride with the new stride bone system, create walk-cycles in a breeze. > - Get into the action - Non linear action editor was fully revised Should we state this ? Dunno if it is catchy enough ? > Particle System and Simulation : > - You're all wet - you can now easily create realistic water and > other fluid simulations. - Get wet with the built-in fluid simulation engine, create realistic water and other fluid simulations. > - Now your stylin - with new particle hair and particle guide tools > you can create realistic hair. - Hairy issues can now be solved with the new hair particles and particle guides, getting a haircut never been easier and more realistic. > Other improvements: > - Modify this! - new Modifier stack lets you experiment with > decimation, booleans without long term commitment. Seems fine. > - Watch the knife - subdivide tools have been greatly expanded, new mesh tools Should we mention this ? Is it catchy enough to make it in here ? > - Make a Difference - we now have high quality boolean based editing - Make a Difference with the new high quality Boolean based editing, don't get scared with the results no more. > - Bouncy Balls - softbody objects can now can collide with other objects. This should have been on SB since beginning, so I think we should leave this out. > - Bullet time - the new physic library let you bake game engine > results to your animation Seems fine > - Looking Sharp - new oversampling options means higher quality > rendering results - Looking Sharp with the new oversampling options, featuring Catmull-Rom, Mitch, Gauss and more. > - Get Unwrapped - LSCM unwrapping now has interactive updating - Get Unwrapped faster then you can imagine, now with LSCM Live Unwrapping you can fully control your UV Maps and unwrap your objects in seconds. > > Oh, we didn't change the name, it is still blender ! > > so, follow the monkey > > The inverse kinematic improvements, fluid dynamics, and the high > quality booleans work was done with the sponsorship of the Google > Summer of Code program. We greatly appreciate their support, and the > wonderful results achieved by the hard work of Brecht, Niels, and > Marc. You can look forward to other great Summer of Code projects > being released with the next version of Blender such as a greatly > improved NURBS code base, and real time collaboration. From letterrip at gmail.com Sun Dec 4 11:04:24 2005 From: letterrip at gmail.com (Tom M) Date: Sun, 4 Dec 2005 00:04:24 -1000 Subject: [Bf-marketing] Re: Blender Press Release In-Reply-To: <1133481464.8111.32.camel@localhost.localdomain> References: <584fe5640510041042j1b61658cj4fa6cca0b53d7981@mail.gmail.com> <584fe5640511301324o52e7a022rcffa104c5c38b29c@mail.gmail.com> <1133481464.8111.32.camel@localhost.localdomain> Message-ID: <584fe5640512040204r8bef011pcfd4d8595f866437@mail.gmail.com> Hi Rui, sorry for the delayed reply, > I think we need to do a cool video outlining the Blender Interface, > showing it is cool. But make it something like a 15 minute video that > would give the user the knowledge to intuitively understand where > everything is in Blender. > It isn't hard to do, but needs some brain storming I think. We have such a video planned similar to 'bay play' http://cube.phlatt.net/home/spiraloid/movies/bayPlayMirai.avi JoOngle started it but had some difficulties with his recording tools? > we need things that make people drool, not things that they will say, ok > this is old school, Maya has it since blah, blah, blah ... Well about the only tool that Maya doesn't have of the new stuff is the live LSCM. > - Arm yourself with the the new and easy Armature and Rigging system, > you won't get any faster than this. These were written in a 'staccato' style, to give aburpt and jarring impact which generates a mental excitement. Having them rewritten in typical sentence structure I think greatly reduces the impact. > > - Freedom - all IK joints can now have degree of freedom limits > This perhaps could be dropped out, make an highlight of the stronger > points. Possibly - lukep what are your thoughts? > > - Get into the action - Non linear action editor was fully revised > Should we state this ? Dunno if it is catchy enough ? I like the lead in, but it definitely needs a better secondary sentence. > > - Watch the knife - subdivide tools have been greatly expanded, new mesh tools > Should we mention this ? Is it catchy enough to make it in here ? I'd like some mention of the mesh tools (edge slide, edge ring select, and the subdividing) - but probably we need a new sentence. Maybe Step into the ring - with the edge ring selection, subdivide recode, and new edge sliding tools will make you a modeling champ > > - Bouncy Balls - softbody objects can now can collide with other objects. > This should have been on SB since beginning, so I think we should leave > this out. I think you might be right, lukep your thoughts? LetterRip From jlp at nerim.net Sun Dec 4 11:19:07 2005 From: jlp at nerim.net (=?ISO-8859-1?Q?Jean-Luc_Peuri=E8re?=) Date: Sun, 4 Dec 2005 11:19:07 +0100 Subject: [Bf-marketing] Re: Blender Press Release In-Reply-To: <584fe5640512040204r8bef011pcfd4d8595f866437@mail.gmail.com> References: <584fe5640510041042j1b61658cj4fa6cca0b53d7981@mail.gmail.com> <584fe5640511301324o52e7a022rcffa104c5c38b29c@mail.gmail.com> <1133481464.8111.32.camel@localhost.localdomain> <584fe5640512040204r8bef011pcfd4d8595f866437@mail.gmail.com> Message-ID: <8929EB97-43F2-478C-9927-6982CAB9914F@nerim.net> Le 4 d?c. 05 ? 11:04, Tom M a ?crit : > Hi Rui, >> - Arm yourself with the the new and easy Armature and Rigging system, >> you won't get any faster than this. > > These were written in a 'staccato' style, to give aburpt and jarring > impact which generates a mental excitement. Having them rewritten in > typical sentence structure I think greatly reduces the impact. I fully agree, this is not literature, but highlights. >>> - Freedom - all IK joints can now have degree of freedom limits >> This perhaps could be dropped out, make an highlight of the stronger >> points. > > Possibly - lukep what are your thoughts? this is imho one of the strongest points, other packages have that since ages >>> - Get into the action - Non linear action editor was fully revised >> Should we state this ? Dunno if it is catchy enough ? > > I like the lead in, but it definitely needs a better secondary > sentence. > >>> - Watch the knife - subdivide tools have been greatly expanded, >>> new mesh tools >> Should we mention this ? Is it catchy enough to make it in here ? > > I'd like some mention of the mesh tools (edge slide, edge ring select, > and the subdividing) - but probably we need a new sentence. Maybe All phrases cannot be catchy. that some are weakier is not a problem if the leads are ok > Step into the ring - with the edge ring selection, subdivide recode, > and new edge sliding tools will make you a modeling champ The lead woufd be good, but edge selection was already in 2.37 ;) > >>> - Bouncy Balls - softbody objects can now can collide with other >>> objects. >> This should have been on SB since beginning, so I think we should >> leave >> this out. > > I think you might be right, lukep your thoughts? it is a bit minor yes From postmaster at hamsterking.com Sun Dec 4 16:09:18 2005 From: postmaster at hamsterking.com (Tommy Helgevold) Date: Sun, 4 Dec 2005 15:09:18 +0000 Subject: [Bf-marketing] Re: Blender Press Release In-Reply-To: <8929EB97-43F2-478C-9927-6982CAB9914F@nerim.net> References: <584fe5640510041042j1b61658cj4fa6cca0b53d7981@mail.gmail.com> <584fe5640512040204r8bef011pcfd4d8595f866437@mail.gmail.com> <8929EB97-43F2-478C-9927-6982CAB9914F@nerim.net> Message-ID: <200512041509.18539.postmaster@hamsterking.com> Some catchphrases: - Depressed, 40 and losing your hair? Well then - get Blender 3D and model your way to a younger you - you will never become bald with Blenders hairy tools. - Set yourself free - with Blender 3D. - If gooey slimy monsters and gigantic furry fuzzballs are your thing then you?d better get busy with Blenders new hair & fluid tools, you?l be up and salivating in no time. - "Oh my gawd - it?s full of tools!" (A Blender space odyssey 2006 style) Note: (I?m using well known slang here, oh my god may get religious nutcases on our back). - With Blender you can sip your tea in real 3-D. Try the new Fluid flavors today. - If I had a dime for each new Blender 3D feature I?d be rich by now. - Dear users, we regret to inform you that Blender now have so many features that we can?t keep up with our competition as we decided not to lower our standards. So - you?re on your own. - Blender 3D - We already knew it...did you? Take total control over your workflow NOW! - With Blender 3D - there?s no end to the polygons! (CableGuy ripoff) - Imagine a piece of software that conformed to all your inner 3D wishes, then imagine you could have it all - and so could everyone else. No - it?s not your imagination - it?s for real. It?s Blender - Community developed 3D software. That?s it for my imagination this Sunday, I?ve been reading your suggestions too - nice work guys, keep posting. /Tommy (JoOngle) From ton at blender.org Mon Dec 5 11:56:56 2005 From: ton at blender.org (Ton Roosendaal) Date: Mon, 5 Dec 2005 11:56:56 +0100 Subject: [Bf-marketing] Re: Blender Press Release In-Reply-To: <584fe5640511301324o52e7a022rcffa104c5c38b29c@mail.gmail.com> References: <584fe5640510041042j1b61658cj4fa6cca0b53d7981@mail.gmail.com> <584fe5640511301324o52e7a022rcffa104c5c38b29c@mail.gmail.com> Message-ID: <4fd8fb41786c5fc1f7481e2f3a91e0cd@blender.org> Hi, A couple of notes & hints; -------------------- - Define clearly who the target audience and goal for such releases is. I would suggest to "artists who work professionally with 3d tools", and goal "invite them to try Blender as a serious alternative or as addition to the artist's toolset". - Don't try to make press releases 'funny'. This usually only works against you, gives a very hobbyist image too. - Don't be an underdog, but write with the coolness and relaxed attitude of a winner. - Make statements that provide recognition and 'customer satisfaction' for current (professional) users as well. Nothing is worse than a press release that embarasses current power uses. It helps to imagine you write this to - for example - Anthony Zierhut (Spiderman3) or to the brothers Ume (who did in Belgium amazing Blender movie work). - A good press release has a well defined core message. Limit the amount of information in a text, too much info usually gets ignored. Solve it by for example providing a 2nd fact sheet with the description of release highlights. - Biggest question; are we going to comply the world wide 'template' standard for press releases? In my corporate days we did quite some, and sometimes it was embarassing too. :) Here's the press releases for s/w releases of two competitors; http://www.softimage.com/home/press/pressreleases/ 050926_xsi5available.htm http://www.alias.com/glb/eng/press/press_release_details.jsp? itemId=2700002 ------------------ So; apart from the obligatory list of features, I'd like to see a good story as well. What is worth mentioning is; - Blender is becoming an open source success story - Support from Google (SOC) and BF (Orange Movie) - Blender's growing acceptance in professional media (Belgium movie studio, etc) - Animation recode project summary - Modifier system summary (can include booleans and fluids) - A short note about future development Then provide links to downloads (images, movies) I wished I had more time for it... but there must be a smart & professional author out there? Thanks, -Ton- On 30 Nov, 2005, at 22:24, Tom M wrote: > Some notes - I leave the mention of the Blender name out of the title > till after cool features have been mentioned - the reason is that lots > of people have tried past releases and found Blender so frustrating to > use that seeing Blender in the title might leave them to skip the > article entirely (this has been a big problem at CGTalk for instance, > where 95% of page views and comments are from current blender users > for recent release annoucements and other news). It can be added back > though if desired. > > We will probably have a few images embedded - our total target size is > about 50k to maybe 100k. Probably a sample hair; fluid; and morph > targets, or other animation related pic. > > Feel free to point out things you think should be changed and to make > other suggestions. > > Those of you in the CC list are encouraged to join the bf-marketing > list > > ******************************************* > Title: new animation system - another dimension set free > > > While the main focus of this release was animation tools improvements, > there have been a number of big improvements throughout our 3D suite. > > Animation system : > - Arm yourself - new fast and easy Armature and rigging system > - Get Moving - completely retooled Inverse Kinematics. with instant > IK transforms > - Freedom - all IK joints can now have degree of freedom limits > - You're in the Driver seat - The new Driver system allows things > like a bones rotation to effect a muscles bulge > - Things are beginning to take Shape - reworked Shape keys allow > intuitive blend shape creation and storage > - Bad to the BBones - Bones that can curve and twist giving natural > feeling spines > - Pushing the Envelope - Envelope based skin weighting, and new > armature and constraint visualization capabilities > - Take it in Stride - new stride bone system let you create > walkcycles in a simple and fast way > - Get into the action - Non linear action editor was fully revised > > Particle System and Simulation : > - You're all wet - you can now easily create realistic water and > other fluid simulations. > > - Now your stylin - with new particle hair and particle guide tools > you can create realistic hair. > > Other improvements: > - Modify this! - new Modifier stack lets you experiment with > decimation, booleans without long term commitment. > - Watch the knife - subdivide tools have been greatly expanded, new > mesh tools > - Make a Difference - we now have high quality boolean based editing > - Bouncy Balls - softbody objects can now can collide with other > objects. > - Bullet time - the new physic library let you bake game engine > results to your animation > - Looking Sharp - new oversampling options means higher quality > rendering results > - Get Unwrapped - LSCM unwrapping now has interactive updating > > Oh, we didn't change the name, it is still blender ! > > so, follow the monkey > > The inverse kinematic improvements, fluid dynamics, and the high > quality booleans work was done with the sponsorship of the Google > Summer of Code program. We greatly appreciate their support, and the > wonderful results achieved by the hard work of Brecht, Niels, and > Marc. You can look forward to other great Summer of Code projects > being released with the next version of Blender such as a greatly > improved NURBS code base, and real time collaboration. > _______________________________________________ > Bf-marketing mailing list > Bf-marketing at blender.org > http://projects.blender.org/mailman/listinfo/bf-marketing > > ------------------------------------------------------------------------ -- Ton Roosendaal Blender Foundation ton at blender.org http://www.blender.org From letterrip at gmail.com Mon Dec 5 19:44:01 2005 From: letterrip at gmail.com (Tom M) Date: Mon, 5 Dec 2005 08:44:01 -1000 Subject: [Bf-marketing] Re: Blender Press Release In-Reply-To: <4fd8fb41786c5fc1f7481e2f3a91e0cd@blender.org> References: <584fe5640510041042j1b61658cj4fa6cca0b53d7981@mail.gmail.com> <584fe5640511301324o52e7a022rcffa104c5c38b29c@mail.gmail.com> <4fd8fb41786c5fc1f7481e2f3a91e0cd@blender.org> Message-ID: <584fe5640512051044i110cc3adodc2b0c2fa760891e@mail.gmail.com> Hi Ton, this actually isn't a 'press release'. We will probably have a real press release also. (The standard 'For immediate release' Blender Foundation Netherlands... blah blah) Instead this is something to be posted at the various artist community websites in the forums. > - Define clearly who the target audience and goal for such releases is. > I would suggest to "artists who work professionally with 3d tools", and > goal "invite them to try Blender as a serious alternative or as > addition to the artist's toolset". A large number of existing artists have been 'invited' in the past to use Blender especially large user communitys such as CGTalk, the problem is that past experience and reaction to Blender was so negative, that for the past three or so releases the artists have just completely skipped looking at any thread that has Blender in the title. (Ie if you look through the threads at CGTalk, you will see on average 1 or 2 non current Blender users posting.) > - Don't try to make press releases 'funny'. This usually only works > against you, gives a very hobbyist image too. Sorry for the confusion of using press release. This is closer to an ad, > - Don't be an underdog, but write with the coolness and relaxed > attitude of a winner. I didn't get the impression of 'underdogness' from the article. > - Make statements that provide recognition and 'customer satisfaction' > for current (professional) users as well. Nothing is worse than a press > release that embarasses current power uses. It helps to imagine you > write this to - for example - Anthony Zierhut (Spiderman3) or to the > brothers Ume (who did in Belgium amazing Blender movie work). Again not actually a press release, but if you look at past postings when Blender is released, they have generally been over the top implications that Blender is the best thing since sliced bread. Personally I woulnd't have thought that it would embarrass current power users. Also I'm positive I saw a similar style for one of the major packages this past year. > - A good press release has a well defined core message. Limit the > amount of information in a text, too much info usually gets ignored. > Solve it by for example providing a 2nd fact sheet with the description > of release highlights. I really feel guilty for misusing the word Press Release - which has caused confusion - yes i knew better, but couldn't think of a more correct term off the top of my head (It still eludes me....) :). > - Biggest question; are we going to comply the world wide 'template' > standard for press releases? In my corporate days we did quite some, > and sometimes it was embarassing too. :) Actual press releases are targeted for newswire agencies, they are not really meant for 'human consumption' (not to say they are never published, they are if page filler is needed but no time or interest to write an actual article - of course that is why you have a nice prewritten article they can use also, with screen shots taken already in high enough resolution for print provided both in full color and in black and white, sound bytes premade with contact information for the sound byte provider for easy confirmation, and other stuff for very lazy reporters....) We can do a press release also if you would like us to contact the newswires. I think what we are doing is more accurately called a teaser article. LetterRip Do you want the below for an actual press release or for an article. Here is a press release based on the below. FOR IMMEDIATE RELEASE Ton Roosendaal, President Blender Foundation foundation at blender.org (Phone number required 99.9% of press people will want to contact via phone...) Blender Foundation releases the animation package Blender 2.40 Six months of open source development lead to a new release with greatly improved animation tools. Netherlands, December DATE, 2005. Blender has quickly become an 'open source' success story. Blender is the leading open source animation and digital content creation tool. It has been adopted by international professional media studios such as 'STUDIO NAME' and professional and freelance artists for its fast workflow and full featured set of digital content creation tools. According to QUOTE_SOURCE - 'FLATTERING DESCRIPTION OF BLENDER WITH MENTION OF HOW AMAZING NEW TOOLS ARE'. This newest release of Blender brings industry standard features such as LIST OF FEATURES, but also high end tools such as a powerful and easy to use fluid dynamics simulation. Blender is currently being utilized in Project Orange, a cooperative project between ART_FOUNDATION and the Blender Foundation to demonstrate open source tools suitability for creation of movies and other high end animation. Blender has also been used for the special effects in MOVIE by STUDIO, some of the previsualization work for MOVIE, and is the primary tool in the full length animated film MOVIE by STUDIO. The Blender Foundation was founded in DATE by Ton Roosendaal to provide free and open source digital tools for artists and other content creators. To learn more about Blender visit www.blender.org > - A short note about future development > Then provide links to downloads (images, movies) Neither are appropriate for a press release, but can be linked at a 'Press' section on Blender. LetterRip From p.lucauclair at heliosmulti.com Fri Dec 16 17:11:43 2005 From: p.lucauclair at heliosmulti.com (Pierre-Luc Auclair) Date: Fri, 16 Dec 2005 11:11:43 -0500 Subject: [Bf-marketing] Corporate Identity Message-ID: <43A2E73F.2060005@heliosmulti.com> An HTML attachment was scrubbed... URL: From chocolade at extrapuur.nl Tue Dec 20 19:16:31 2005 From: chocolade at extrapuur.nl (Ewout Fernhout) Date: Tue, 20 Dec 2005 19:16:31 +0100 Subject: [Bf-marketing] Corporate Identity Message-ID: <6dca447b0512201016i4a085bddubb5080a805a1fa9c@mail.gmail.com> Hello Pierre-Luc, I suggest you contact Samo Korosec (his first name at froodee.net) and me privately, we have been working on this and exchanging thoughts for a while now, It'd be nice if you team up with us! Hope to hear from you soon, I'm curious about your ideas! Ewout I would like to volunteer to build and maintain, on a long term basis, a CI > (Corporate Identity) for Blender. I believe Blender is at a point at which > it needs more consistency to provide more "professionalism". > > Basically, I am talking about a good, solid, although flexible and easy to > use corporate design. I am also thinking about official corporate > communications and everything else. > > I have already started some basic work on color, although I haven't > started to setup any guidelines as of yet in the usage of these. > > Pierre-Luc Auclair > -------------- next part -------------- An HTML attachment was scrubbed... URL: From chocolade at extrapuur.nl Tue Dec 20 19:44:13 2005 From: chocolade at extrapuur.nl (Ewout Fernhout) Date: Tue, 20 Dec 2005 19:44:13 +0100 Subject: [Bf-marketing] Corporate Identity In-Reply-To: <6dca447b0512201016i4a085bddubb5080a805a1fa9c@mail.gmail.com> References: <6dca447b0512201016i4a085bddubb5080a805a1fa9c@mail.gmail.com> Message-ID: <6dca447b0512201044r30581cffm4bdd735e9a3eefa6@mail.gmail.com> Hrm, Before people on this list feel passed: We/I have in no way the intention to make decisions without any input, but I believe that in the early stage of collecting data/design, it is important not to mix too many opinions. Once we have good material to present, we will do that on this list. I have been in contact with Ton about this before, so It's not coming from nothing :o) Samo is the guy who did the design of the 2.3 manual and I believe he did blender.org aswell. Samo and I both have packed schedules until the end of the year, but we hope to be able to have something to talk about early january. Meanwhile, I welcome everybody to give their visions on Blender's identity! Ewout On 12/20/05, Ewout Fernhout wrote: > > Hello Pierre-Luc, > I suggest you contact Samo Korosec (his first name at froodee.net) and me > privately, we have been working on this and exchanging thoughts for a while > now, It'd be nice if you team up with us! > > Hope to hear from you soon, I'm curious about your ideas! > > Ewout > > I would like to volunteer to build and maintain, on a long term basis, a > > CI (Corporate Identity) for Blender. I believe Blender is at a point at > > which it needs more consistency to provide more "professionalism". > > > > Basically, I am talking about a good, solid, although flexible and easy > > to use corporate design. I am also thinking about official corporate > > communications and everything else. > > > > I have already started some basic work on color, although I haven't > > started to setup any guidelines as of yet in the usage of these. > > > > Pierre-Luc Auclair > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From ton at blender.org Wed Dec 21 16:08:43 2005 From: ton at blender.org (Ton Roosendaal) Date: Wed, 21 Dec 2005 16:08:43 +0100 Subject: [Bf-marketing] Corporate Identity In-Reply-To: <43A2E73F.2060005@heliosmulti.com> References: <43A2E73F.2060005@heliosmulti.com> Message-ID: <8f0314bb202e1e33a63ff5d2416b4aef@blender.org> Hi, I've had reactions from Samo Korosec and Ewout Fernhout ("inktvlek") about this too. They said they wanted to present a proposal for corporate identity one of these months... My suggestion would be to put examples of your ideas online (or mail to me) asap, so we at least know what you think of, and you get feedback if this is worth pursuing. :) Thanks, -Ton- On 16 Dec, 2005, at 17:11, Pierre-Luc Auclair wrote: > I would like to volunteer to build and maintain, on a long term basis, > a CI (Corporate Identity) for Blender. I believe Blender is at a point > at which it needs more consistency to provide more "professionalism". > > Basically, I am talking about a good, solid, although flexible and > easy to use corporate design. I am also thinking about official > corporate communications and everything else. > > I have already started some basic work on color, although I haven't > started to setup any guidelines as of yet in the usage of these. > > Pierre-Luc Auclair > _______________________________________________ > Bf-marketing mailing list > Bf-marketing at blender.org > http://projects.blender.org/mailman/listinfo/bf-marketing > ------------------------------------------------------------------------ -- Ton Roosendaal Blender Foundation ton at blender.org http://www.blender.org From p.lucauclair at heliosmulti.com Wed Dec 21 16:25:38 2005 From: p.lucauclair at heliosmulti.com (Pierre-Luc Auclair) Date: Wed, 21 Dec 2005 10:25:38 -0500 Subject: [Bf-marketing] Corporate Identity In-Reply-To: <8f0314bb202e1e33a63ff5d2416b4aef@blender.org> References: <43A2E73F.2060005@heliosmulti.com> <8f0314bb202e1e33a63ff5d2416b4aef@blender.org> Message-ID: <43A973F2.1010707@heliosmulti.com> I will take time this afternoon to do that. Right now I'm busy with the QuickStart Guide. Thing is, I am not too sure as of yet what direction to take on this. I have wee-bits of ideas that would have to be developped further. I will also have to contact Samo and Ewout. Have a merry release and a happy new Blend, :-P -Pierre-Luc Auclair Ton Roosendaal wrote: > Hi, > > I've had reactions from Samo Korosec and Ewout Fernhout ("inktvlek") > about this too. They said they wanted to present a proposal for > corporate identity one of these months... > > My suggestion would be to put examples of your ideas online (or mail > to me) asap, so we at least know what you think of, and you get > feedback if this is worth pursuing. :) > > Thanks, > > -Ton- > > On 16 Dec, 2005, at 17:11, Pierre-Luc Auclair wrote: > >> I would like to volunteer to build and maintain, on a long term >> basis, a CI (Corporate Identity) for Blender. I believe Blender is >> at a point at which it needs more consistency to provide more >> "professionalism". >> >> Basically, I am talking about a good, solid, although flexible and >> easy to use corporate design. I am also thinking about official >> corporate communications and everything else. >> >> I have already started some basic work on color, although I haven't >> started to setup any guidelines as of yet in the usage of these. >> >> Pierre-Luc Auclair >> _______________________________________________ >> Bf-marketing mailing list >> Bf-marketing at blender.org >> http://projects.blender.org/mailman/listinfo/bf-marketing >> > ------------------------------------------------------------------------ > -- > Ton Roosendaal Blender Foundation ton at blender.org > http://www.blender.org > > _______________________________________________ > Bf-marketing mailing list > Bf-marketing at blender.org > http://projects.blender.org/mailman/listinfo/bf-marketing > > > > From ton at blender.org Wed Dec 21 17:30:03 2005 From: ton at blender.org (Ton Roosendaal) Date: Wed, 21 Dec 2005 17:30:03 +0100 Subject: [Bf-marketing] Softpedia Message-ID: <564a14a54c77cc9f97c22afc3f534035@blender.org> Hi, FYI: No idea about his... might be just the marketing trick to get linked on our site. -Ton- ------------------------------------------------------------------------ -- Ton Roosendaal Blender Foundation ton at blender.org http://www.blender.org Begin forwarded message: > From: Softpedia Editorial Team > Date: 21 December, 2005 9:31:36 GMT+01:00 > To: foundation at blender.org > Subject: Blender 2.40a1 - Softpedia Pick Award > > Hello, > > Your product Blender 2.40a1 has been awarded by us with 5 stars and > SoftPedia Pick Award ! > > You can check the following page to see the various graphical formats > of the award: > http://www.softpedia.com/awards/ > > Your product review page is located at: > http://mac.softpedia.com/get/Graphics/Blender.shtml > > Please feel free to link to us using the URL above. > Don't hesitate to contact us for more information. > > Sincerely, > The Softpedia Team > > > ----------------------------------------------------------------------- > ---------------- > Softpedia is a library of over 70,000 free and free-to-try software > programs for Windows and Unix/Linux, games, Mac software, Windows > drivers, > mobile devices and IT-related articles. > We review and categorize these products in order to allow the > visitor/user > to find the exact product they and their system needs. > We strive to deliver only the best products to the visitor/user > together with self-made evaluation and review notes. > ----------------------------------------------------------------------- > ---------------- > Softpedia - the encyclopedia of free software downloads > http://www.softpedia.com/ > Begin forwarded message: > From: Softpedia Editorial Team > Date: 21 December, 2005 9:31:36 GMT+01:00 > To: foundation at blender.org > Subject: Blender 2.40a1 - Softpedia 100% CLEAN Award > > Hello, > > Your product "Blender 2.40a1" has been tested by the Softpedia labs > and found to be > completely clean of adware/spyware components. > > We are impressed with the quality of your product and encourage you to > keep > this high standards in the future. > > To assure our visitors that "Blender 2.40a1" is clean, we have granted > it with the > "100% CLEAN" Softpedia award. Moreover, to let your users know about > this > certification, you may display this award on your website, on software > boxes > or inside your product. > > More information about your product's certification and the award is > available > on this page: > http://mac.softpedia.com/progClean/Blender-Clean-3812.html > > Your product review page is located at: > http://mac.softpedia.com/get/Graphics/Blender.shtml > > Please feel free to link to us using the URL above. > If you choose to link to the award page for your product, you may use > the > award graphic or a text link such as: "100% CLEAN award granted by > Softpedia" > > Don't hesitate to contact us for more information. > > Sincerely, > The Softpedia Team > > > ----------------------------------------------------------------------- > ---------------- > Softpedia is a library of over 70,000 free and free-to-try software > programs for Windows and Unix/Linux, games, Mac software, Windows > drivers, > mobile devices and IT-related articles. > We review and categorize these products in order to allow the > visitor/user > to find the exact product they and their system needs. > We strive to deliver only the best products to the visitor/user > together with self-made evaluation and review notes. > ----------------------------------------------------------------------- > ---------------- > Softpedia - the encyclopedia of free software downloads > http://www.softpedia.com/ > From p.lucauclair at heliosmulti.com Wed Dec 21 17:56:07 2005 From: p.lucauclair at heliosmulti.com (Pierre-Luc Auclair) Date: Wed, 21 Dec 2005 11:56:07 -0500 Subject: [Bf-marketing] Softpedia In-Reply-To: <564a14a54c77cc9f97c22afc3f534035@blender.org> References: <564a14a54c77cc9f97c22afc3f534035@blender.org> Message-ID: <43A98927.4050103@heliosmulti.com> It would be nice if they could at least show screenshots that aren't either broken or outdated. :-\ From chocolade at extrapuur.nl Wed Dec 21 18:12:40 2005 From: chocolade at extrapuur.nl (Ewout Fernhout) Date: Wed, 21 Dec 2005 18:12:40 +0100 Subject: [Bf-marketing] Softpedia In-Reply-To: <43A98927.4050103@heliosmulti.com> References: <564a14a54c77cc9f97c22afc3f534035@blender.org> <43A98927.4050103@heliosmulti.com> Message-ID: <6dca447b0512210912m7d317267s1be1832448128948@mail.gmail.com> I suggest we send in our own review + screenshots... they have antique screenshots from 2.20 (2001)! The only thing related to the version number they give is the version number :o) Ewout On 12/21/05, Pierre-Luc Auclair wrote: > It would be nice if they could at least show screenshots that aren't > either broken or outdated. > > :-\ From ton at blender.org Fri Dec 30 13:50:40 2005 From: ton at blender.org (Ton Roosendaal) Date: Fri, 30 Dec 2005 13:50:40 +0100 Subject: [Bf-marketing] Re: Media request In-Reply-To: <431E8146-A1B7-4F53-B6FE-0F1C1C9AED56@channelle.co.uk> References: <431E8146-A1B7-4F53-B6FE-0F1C1C9AED56@channelle.co.uk> Message-ID: Hi guys, Let's see if it works when I forward press inquiries to this list... saves me a lot of time! I would suggest that - if you want to reply - you just notify this list, and (later on) cc the list with the reply as sent. When nobody does, I might do it on january 3rd anyway! Best wishes for 2006! -Ton- On 29 Dec, 2005, at 12:50, Andy Channelle wrote: > Hi > > I'm putting together a news report on the release of Blender 2.40 for > Linux Format in the UK. Would you be able to answer a couple of > questions for me? My deadline is January 3rd. > > 1. How has the open sourcing of Blender changed the rate and/or method > of development? > > 2. What are the key advances in the latest version of the software? > > Thanks > > Andy Channelle > > ------------------------------------------------------------------------ -- Ton Roosendaal Blender Foundation ton at blender.org http://www.blender.org From letterrip at gmail.com Fri Dec 30 15:00:45 2005 From: letterrip at gmail.com (Tom M) Date: Fri, 30 Dec 2005 05:00:45 -0900 Subject: [Bf-marketing] Re: Media request In-Reply-To: References: <431E8146-A1B7-4F53-B6FE-0F1C1C9AED56@channelle.co.uk> Message-ID: <584fe5640512300600l4abc81d9l46290d74db1ffe8c@mail.gmail.com> Hi Ton, that sounds like a good plan - we might want to forward our possible reply to the list for feedback first though, instead of someone responding directly - also the individual is almost certainly expecting a @blender.org address so might get overlooked if we email it from our personal accounts. > On 29 Dec, 2005, at 12:50, Andy Channelle wrote: > > > Hi > > > > I'm putting together a news report on the release of Blender 2.40 for > > Linux Format in the UK. Would you be able to answer a couple of > > questions for me? My deadline is January 3rd. Andy, thank you for your enquiry, I'd be happy to answer any questions that you might have. > > > > 1. How has the open sourcing of Blender changed the rate and/or method > > of development? (Note Ton may have to answer this - I'm basing this response on statements he has made elsewhere) There have been a number of significant changes to both the rate of development under open source, as well as the methodolgy. Some notable changes are that development choices are much less influenced by marketing decisions. In a closed source application there is a great deal of pressure to focus development on what marketing tells you is most important. With open source there isn't a marketing department that gets to 'tell you what to do' - instead what is important to do is determined by direct communication with artists and other users; but also by patches and proposals provided by developers. If an individual has a strong enough desire for a feature that they are motivated to code it themselves - then clearly it is something that is needed or desired - and generally such patches will meet the needs of the broader user base as well. A recent example of this would be the particle guides patch by Janne Karhu, which became a significant tool for the styling of hair. Another significant difference is that large features can be quickly added from the pool of existing open source code. An example of this would be Nils Thuerey who had done fluid simulation research which he was then able to integrate with Blender for the Google Summer of Code project. An open source methodology also brings some challenges. For instance if some particular development work or adminstrative work needs to be done there is no garuntee that you will have someone available who is willing and able to take up the task during the time frame that you would like it done. > > 2. What are the key advances in the latest version of the software? All aspects of the animation system were completely refactored greatly improving the power , flexibility, and ease of use of the entire animation process including rigging, constraints, weight painting, morph targets, and animation cycles. The addition of a fluid dynamics was tremendously well recieved by the animation community, with dedicated users of more traditional animation packages such as Lightwave and Cinema4D adding Blender to their workflow and pipeline. Another area of keen interest has been the particle based hair system which has allowed users to create realistic fur and hair. There has also been the addition of a modifier stack, which greatly improves the power of the modeling system. Additionally the bullet physics library has been better exposed so that physics simulations can be easily baked to animation curves, for usage in the animation system. There have been a number of other significant improvements including improvements in the mesh editing tools such as improved loop and subdivide tools, and 'organic extrusion'. 'Live LSCM unwrapping' which greatly improves the ease of use and speed of unwrapping a mesh. Greatly improved text editing and creation tools, a number of interface improvements, as well as a large improvements in the Python API such as the addition of the fast Mesh module. For complete details you are encouraged to see the release notes http://www.blender3d.org/cms/Blender_2_40.598.0.html and the wiki release logs http://mediawiki.blender.org/index.php/Release_Notes We have additional images that might be of interest to you that were not included in the release logs. Thank you for your interest, and please let me know if there is anything else that I can do to be of assistance to you. Tom Musgrove (any suggestions/recommended changes?) From ton at blender.org Fri Dec 30 16:49:26 2005 From: ton at blender.org (Ton Roosendaal) Date: Fri, 30 Dec 2005 16:49:26 +0100 Subject: [Bf-marketing] Fwd: PR Interview 3d-test Message-ID: <1d018ef33b823f778e0d48f064f061bb@blender.org> Hi, Here's another one! Who? :) -Ton- Begin forwarded message: > From: "3d-test [Benoit Vandangeon]" > Date: 30 December, 2005 16:05:41 GMT+01:00 > To: "Ton Roosendaal" > Subject: Re: PR Interview 3d-test > > Thank You, > Here are my questions. > The deadline is 10 january. > Kind Regards, > /Benoit > 1 or 2 illustrations would be fine > > =======INTERVIEW 3D-TEST========= > > Q1. Version 2.4 is now available, what are the main new features? > Q2. Is Blender easy to learn? > Q3. A quick look to Blender's gallery show that Blender is capable to > produce very nice images. Is Blender as productive as other > competitive commercial products? > Q4. Is Blender capable of managing big scenes with millions of > polygons? > Q5. Blender seems to be a great tool for realtime 3d, what are the > export formats supplied by blender? > Q6. Do you plan to add a backing texture command? > Q7. In the field of animation, Blender introduces key features in the > 2.4 release. Is it possible to export in realtime animations like > bones, fluids, physics? > Q8. Is it possible to customize UI (shortcuts, toolbars, layout...)? > Q9. What is the status of Blender plugin for realtime 3D? > Q10. Blender is free and open. How is it possible to keep a software > free and maintain it's developpement? > > > ----- Original Message ----- From: "Ton Roosendaal" > To: "3d-test [Benoit Vandangeon]" > Sent: Friday, December 30, 2005 3:10 PM > Subject: Re: PR Interview 3d-test > > > Hi Benoit, > > Sorry for the late reply, I've locked myself away from the internet for > a week! :) > If you forward me a list of questions, I can make sure people with time > to reply get it! > > All the best for 2006, > > -Ton- > > On 23 Dec, 2005, at 10:00, 3d-test [Benoit Vandangeon] wrote: > >> Hi Ton, >> I would like to interview a representative of Blender, to >> present the new features of the V.2.4. >> May I send you a list of questions? >> I would like to publish the interview on 3d-test (beg. january 2006). >> Thank You, >> /Benoit >> >> Merry Christmas ! http://westimages.com/3d/2006/2006.html >> >> Benoit Vandangeon >> www.3d-test.com >> Realtime & Interactive Media, Web3D Specialist >> ___________________________________________________________ >> 3d-test / Westimages >> 13 Av du Mar?chal Juin >> 81600 GAILLAC >> FRANCE >> tel +33 5 63 81 48 83 >> mob. 06 22 77 92 28 >> skype "benoit_3d" >> www.3d-test.com is edited by Westimages >> >> AVERTISSEMENT : >> Ce message et toutes les pi?ces jointes sont confidentiels et ?tablis >> ? l'intention exclusive de ses destinataires. >> Toute utilisation ou diffusion non autoris?e est interdite. Tout >> message ?lectronique est susceptible d'alt?ration. >> Westimages d?cline toute responsabilit? au titre de ce message s'il a >> ?t? alt?r?, d?form? ou falsifi?. >> > ----------------------------------------------------------------------- > - -- > Ton Roosendaal Blender Foundation ton at blender.org > http://www.blender.org > > ------------------------------------------------------------------------ -- Ton Roosendaal Blender Foundation ton at blender.org http://www.blender.org From letterrip at gmail.com Fri Dec 30 19:13:51 2005 From: letterrip at gmail.com (Tom M) Date: Fri, 30 Dec 2005 09:13:51 -0900 Subject: [Bf-marketing] Fwd: PR Interview 3d-test In-Reply-To: <1d018ef33b823f778e0d48f064f061bb@blender.org> References: <1d018ef33b823f778e0d48f064f061bb@blender.org> Message-ID: <584fe5640512301013g4409a4a1l52b0a2e8096833e3@mail.gmail.com> Not complete and as you will see - I'm not sure how to answer some questions (my comments are in parentheses). I'm up way past my bedtime :) So either someone else can finish - or I can when I wake up. Are these print or web based publications? We can send the composite and individual images that lukep, myself and inktvlek put together. > > =======INTERVIEW 3D-TEST========= > > > > Q1. Version 2.4 is now available, what are the main new features? All aspects of the animation system were completely refactored greatly improving the power , flexibility, and ease of use of the entire animation process including rigging, constraints, weight painting, morph targets, and animation cycles. The addition of a fluid dynamics was tremendously well recieved by the animation community, with dedicated users of more traditional animation packages such as Lightwave and Cinema4D adding Blender to their workflow and pipeline. Another area of keen interest has been the particle based hair system which has allowed users to create realistic fur and hair. There has also been the addition of a modifier stack, which greatly improves the power of the modeling system. Additionally the bullet physics library has been better exposed so that physics simulations can be easily baked to animation curves, for usage in the animation system. There have been a number of other significant improvements including improvements in the mesh editing tools such as improved loop and subdivide tools, and 'organic extrusion'. 'Live LSCM unwrapping' which greatly improves the ease of use and speed of unwrapping a mesh. Greatly improved text editing and creation tools, a number of interface improvements, as well as a large improvements in the Python API such as the addition of the fast Mesh module. For complete details you are encouraged to see the release notes http://www.blender3d.org/cms/Blender_2_40.598.0.html > > Q2. Is Blender easy to learn? Blender has historically had a steep learning curve - even more so than other 3D applications. With the addition of a quick start guide to help new users get over the 'first five minutes' and standard features such as a 3d manipulator, the Blender learning curve is much easier to climb. By reading the quick start guide, and then following a few tutorials and reading through the manual a user should be able to learn Blender at a comparable rate to other full featured 3D software. Users of other 3D software should be able to learn Blender fairly quickly provided they read the quickstart guide first. > Q3. A quick look to Blender's gallery show that Blender is capable to produce very nice > images. Is Blender as productive as other competitive commercial products? Blender has an extremely fast work flow 'one hand on the keyboard, one hand on the mouse' and makes extensive use of keybindings. However users used to programs such as 3ds Max which have a rich modeling toolset will find some things they are missing in Blender. A user who can adapt themselves to the Blender workflow can likely be as productive or moreso than they can in other 3d applications. > > Q4. Is Blender capable of managing big scenes with millions of > > polygons? The renderer can handle millions of polygons. For managing large scenes you can use bounding box display if you are on a machine with limited ram. (my 2 million polygon test using render parts was fairly contrived - can someone confirm with a decent test scene?) > Q5. Blender seems to be a great tool for realtime 3d, what are the export formats supplied by blender? Blender has exporters for Collada, 3DS, OBJ, LWO, x3d, md2, vrml, Cal3d, and XSI bundled. Potential users are encouraged to check the website to ensure that the format they are interested in using supports all of the features they need. there are also external exporters for Ogre 3D and a number of other formats (Should explicit mention that none of the animation exports work yet - and users that need such should likely either use 2.37a or wait for 2.41 in a couple of months?) > > Q6. Do you plan to add a backing texture command? Is that a typo - and you meant texture baking? (Someone else will need to field this one - I believe that there are scripts that do texture baking, but I don't know the result quality....) > > Q7. In the field of animation, Blender introduces key features in the 2.4 release. Is it possible to export in realtime animations like bones, fluids, physics? I'm not quite sure what you mean by 'export in realtime' fluids and physics animation can be 'baked' and then imported to a different package and rendered - for instance lightwave and Cinema4d users have exported fluid dynamics per to render in their prefered environment. (again regarding animation - currently we don't have functioning animation export... - by the time they go to press we could though) > > Q8. Is it possible to customize UI (shortcuts, toolbars, layout...)? The layout of the viewports is highly customizable - shortcuts and toolbars are currently only customizable via the sourcecode - which for the average user means 'not customizable'. A refactor of the code to allow fully customized keybindings, menus, toolbars, panels, etc. is planned for after the Orange project finishes. > > Q9. What is the status of Blender plugin for realtime 3D? The plugins are currently not maintained, although there have been some mentions of individuals working on the code, nothing has yet been made public. > > Q10. Blender is free and open. How is it possible to keep a software > > free and maintain it's developpement? The Blender Foundation is supported by donations as well as income via the 'Blender Store' which sells Blender manuals, game engine kits, and some merchandise. Ton keeps the overhead extremely low.with himself as the only full time employee. Ton is the only individual funded by the Foundation to code on Blender. Other coders are usually pure volunteers who have a love of 3D and programming, or individuals who make use of Blender in a production environment and contribute back changes that they make that were needed or useful for their own work. > > > > > > ----- Original Message ----- From: "Ton Roosendaal" > > To: "3d-test [Benoit Vandangeon]" > > Sent: Friday, December 30, 2005 3:10 PM > > Subject: Re: PR Interview 3d-test > > > > > > Hi Benoit, > > > > Sorry for the late reply, I've locked myself away from the internet for > > a week! :) > > If you forward me a list of questions, I can make sure people with time > > to reply get it! > > > > All the best for 2006, > > > > -Ton- > > > > On 23 Dec, 2005, at 10:00, 3d-test [Benoit Vandangeon] wrote: > > > >> Hi Ton, > >> I would like to interview a representative of Blender, to > >> present the new features of the V.2.4. > >> May I send you a list of questions? > >> I would like to publish the interview on 3d-test (beg. january 2006). > >> Thank You, > >> /Benoit > >> > >> Merry Christmas ! http://westimages.com/3d/2006/2006.html > >> > >> Benoit Vandangeon > >> www.3d-test.com > >> Realtime & Interactive Media, Web3D Specialist > >> ___________________________________________________________ > >> 3d-test / Westimages > >> 13 Av du Mar?chal Juin > >> 81600 GAILLAC > >> FRANCE > >> tel +33 5 63 81 48 83 > >> mob. 06 22 77 92 28 > >> skype "benoit_3d" > >> www.3d-test.com is edited by Westimages > >> > >> AVERTISSEMENT : > >> Ce message et toutes les pi?ces jointes sont confidentiels et ?tablis > >> ? l'intention exclusive de ses destinataires. > >> Toute utilisation ou diffusion non autoris?e est interdite. Tout > >> message ?lectronique est susceptible d'alt?ration. > >> Westimages d?cline toute responsabilit? au titre de ce message s'il a > >> ?t? alt?r?, d?form? ou falsifi?. > >> > > ----------------------------------------------------------------------- > > - -- > > Ton Roosendaal Blender Foundation ton at blender.org > > http://www.blender.org > > > > > ------------------------------------------------------------------------ > -- > Ton Roosendaal Blender Foundation ton at blender.org > http://www.blender.org > > _______________________________________________ > Bf-marketing mailing list > Bf-marketing at blender.org > http://projects.blender.org/mailman/listinfo/bf-marketing >