[Bf-marketing] Re: Blender Press Release
Ton Roosendaal
ton at blender.org
Mon Dec 5 11:56:56 CET 2005
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 <link>
>
> 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
>
>
------------------------------------------------------------------------
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Ton Roosendaal Blender Foundation ton at blender.org
http://www.blender.org
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