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Dieser Beitrag wurde bereits 47 mal editiert, zuletzt von »DingTo« (12. Februar 2016, 12:31)
Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von »DingTo« (19. November 2008, 17:34)
Zitat
Blender 2.5 progress
Posted on December 24, 2008
And of course happy holidays and a great 2009 for everyone!
The Mythical Blender 2.5 project is finally getting momentum and great progress! Currently over 90k of the 300k lines that needed to be recoded are back. Not to say we're on one-third of the work though... the new system requires to wrap or recode every (!) tool in Blender. Luckily this kind of work now is getting well defined, and interesting smaller tasks are available for all developers interested to help porting now.
To summarize; here's the highlights what Blender 2.5x will bring you:
* New window-manager, allowing multi-window setups.
* New area-manager, allowing flexible division in sub-regions with each a distinctive task (like toolbars, button list views, channel views, etc).
* The new area-manager will allow much easier custom editors (via python or C api)
* New event system, based on 'handlers' with dynamic (= user definable) keymaps. Events will much better support other devices, or multi-touch even.
* The new event system will also allow Macros, basic construction history, and since events are hanled centrally (separated from drawing) the UI will remain fully responsive (updated) while editing.
* Generic "data api", giving uniform access to data properties for Blender's UI, for Python, but especially for animation curves or drivers. This will enable the "get everything animated" feature.
* Generic "tools api", which gives uniform access to every tool (option) Blender has. Together with the "data api" this will make scripting in Python much easier. Customizable UIs (toolbars, headers, menus, buttons) are simply possible this way
Currently, focus is on first bringing back a working Blender. Don't expect immediately a completely new interface design, especially how buttons or tools and toolbars will work is for later. It's also good for our team to get first more familiar with the new system before working on recoding the UI side. Needless to say, with the new 2.5 architecture such work is much more efficient.
However, what's going to be improved is at least Ipos and Actions. The first will become more generic (everything animatable), the latter will be converted to a more powerful Dopesheet. Work is also being done on improving the file-selecting window (integrated with image previews), and there's a new "data browser" to directly edit any property. I bet we'll find more fun goodies to improve while porting over old code!
For those interested to see our work, or to get involved:
wiki.blender.org/index.php/BlenderDev/Blender2.5
Help is always welcome!
But for now, enjoy the holidays and the last days of 2008. And thanks to everyone who has worked on 2.5 sofar (special kudos to Brecht, Nathan, Joshua, Campbell, Andrea, Diego for their significant contributions on 2.5)! Happy new year!
December 24, 2008
-Ton-
Dieser Beitrag wurde bereits 4 mal editiert, zuletzt von »DingTo« (23. Februar 2009, 16:36)
Bei dem neuen Interface bin ich skeptisch, habe gehört das auch lose Fenster in Erwägung gezogen wurden (Bitte nicht!!!)
Hat sich eigentlich irgendetwas bei der Beleuchtung getan? Vielleicht GI?
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »DingTo« (15. März 2009, 13:36)
Zitat
* Video Textures in Game Engine
* Logic API cleanup for Game Engine
* Texture node editing
* Etch-a-ton, armature sketching preview
* Dome rendering for Game Engine
* Projection texture painting
* Jpeg2000 support in sequencer
* New GE actuators
http://www.blendernation.com/2009/04/24/blender-249-release-candidate-1/
Zitat
"Entertainment Arts Research Using Blender Game Engine for Production
April 6, 2009- Atlanta, Georgia–Entertainment Arts Research Inc. and it’s subsidiary Twilight 22 Studio both based in Atlanta, Georgia USA are in pre production on an original third person action thriller IP called Fire Wire District 22 driven by artistic creativity and advanced technology.
Fire Wire District 22® is using the Blender Game Engine. EARI is using the Blender Game Engine by adding additional real time shaders, as well as for scène graph and culling. “Benoit Bolsee, one of our programmers, has been able to speed up the scenegraph and culling in the game engine 5 times in just the very first optimization that was done,” stated Nate Nesler. Nesler is the Artistic Technical Director for Fire Wire District 22®.
Twilight 22 has released screen space ambient occlusion, light scattering, improved depth of field, chromatic aberration, and cross shaped bloom to the community for the Blender Game Engine based on the work done by the artist Martinsh Upitis, Mike Pan, and Dalai Felinto for Twilight 22. Future releases to the community will also include subsurface scattering skin shaders, advanced water shaders and effects, level of detail with background loading, and multi-threading for multi-core systems with better over all acceleration of the Blender Game Engine.
Professor Joseph Saulter, CEO and Chairman of Entertainment Arts Research Inc., commented, “We look forward to forming strong partnerships with the Blender community.” Saulter continued, “We are also open to creating alliances with other gaming companies to create open source game development tools.” "
3D, Blender, compositing, Entwicklung, Render, SFX, Software, tracking, vfx