It looks like you're using an ad blocker! I really need the income to keep this site running.
If you enjoy BlenderNation and you think it’s a valuable resource to the Blender community, please take a moment to read how you can support BlenderNation.

Developer Meeting Notes: December 1, 2013

12

Developer Meeting Notes: December 1, 2013 blender development The new UI team kicks off with new keymap definitions, Brecht is exploring volumetrics for Cycles and Ton shares some more information on the use of the 2014 budget.

Ton Roosendaal writes:

Here are the notes from today's meeting in irc.freenode.net, #blendercoders.

1) 2.70 targets and planning

  • Updated the wiki planning page.
  • Brecht van Lommel: will check on Cycles volume render work, probably as 'experimental feature' in next release though
  • Stuart Broadfoot: will work on ambient occlusion value node, and help on volumetrics.
  • Jonathan Williamson & Brecht: work on new keymap default is moving on, not sure how complete the new default for release would be for release... the idea is to make it as minimal as possible, so it can be efficiently customized.
  • Jonathan is still looking for a maintainer for default Maya and Max keymaps, contact him to volunteer!
  • Antonis Riakiotakis works on C code support for pie menus, the basic architecture to manage and draw them (in UI style, Themes, DPI, etc control).

2) Other projects

  • Alembic testing by Lukas Toenne.
  • Ton Roosendaal: as announced at the Blender Conference, we are going to get a very nice EU Media subsidy in 2014. This will support the existing developers better, and allow us to add two new people in the paid support team.
  • Media budget is mainly meant to support film production environments, like asset management, and physics+animation systems (hair, cloth included). Full report (with names) will be online in a week.
Share.
  • Ty Leisher

    PIe Menu? Awesome. Plus Media Budget. 2014 is gonna be a good year for Blender :)

  • http://utopia3d.wordpress.com/ Utopia780

    uuuuhhhhhh.. Volume is arriving! Smokin..

  • PhysicsGuy

    I'm really interested to see how the asset management will be tackled in the future. Can't wait for Gooseberry! Working with a large team on a single open project will really be a testing ground for asset management. If the framework for that
    is made flexible enough, one could even implement rights management at a later stage. Apparently, it is a big thing for studios that people can only access the assets they are supposed to be working.

    And ofcourse, volumetrics in cycles is very exciting!

  • http://dwayneportfolio.weebly.com/ Dwayne Schnell

    What about furthering the development of SPH particles/Fluids - at least to use smaller 'balls' or metaballs??

  • Russ

    "Media budget is mainly meant to support film production environments,
    like asset management, and physics+animation systems (hair, cloth
    included). Full report (with names) will be online in a week."

    amazing

    • http://www.hypnosis.lv Karlis Stigis

      YES!

  • Ammusionist

    It would be great to see progress videos from Brecht as he plays around with volumetric cycles.
    This feature will generate a huge amount of interest as we finally can get smoke in cycles as well as atmospheric lighting!
    Looking forward to it.

  • winnertakesteve

    physics and animation system funding? cycles volumetrics? blender meeting notes always make my mondays a little brighter :)

  • Josemaria RRA

    Can we have more info about the new default keymap? Any first ideas? Will most classic shortcuts remain the same? Any big change?

  • http://reign-studios.net/philipwitte/ Philip Witte

    From the wiki: "Custom mesh normals"

    Awesome! Can't wait for this. Probably the only down-side to modelling in Blender vs Maya/Max right now is the lack of mesh-normals control.

  • http://MacroManJr.blogspot.com/ Brian Lockett

    "FPS viewport navigation" on the planning wiki, via "Walk mode"?

    Aaaaand suddenly, I can stop my building this feature for myself! I was working on something similar to this, except I was creating it with parenting a camera to a cube that had Blender Game Engine controls assign to it, as a way to test my Blender-build environments before sending them to Unity. This Walk Mode seems like not only a fuller development, but simpler to setup as well! :D

  • masterxeon1001

    please dont change the hotkeys too much. Id like how most shortcuts involve the letter of what i want. P - parent B - Bevel G - grab... so on.

Share.
7ads6x98y