You could create a creature's entire musculature with this. If you could animate the resulting geometry, create shape keys and skin the whole thing, you could realistically build all kinds of creatures. This could really help bring Blender into the workflow in Hollywood.
Wouldn't it be better to concentrate team efforts on something more useful?
I don't mind having new features, but the very basic mesh editing thingy in 2.5 barely works, you know... You know, that little thingy that is actually useful in real life, remember?
@zapman:
While the tool might definitely be useful, it doesn't beat the idea of having a WORKING poly editor. Blender then becomes actually USABLE and not the collection of fancy half-baked features...
So far it is getting 'fatter', but not 'smarter'...
...and I'm stuck with a crappy 3dsmax -- I hate that pile of $hit!!!
Incredibly powerfull. I hope this gets incorporated into the mainline codebase quickly.
This video also reminded me of something really useful for 2.5 Modelling: surface following, where operations are local to the viewable side of the mesh. I often select vertices or edges which are behind the face I'm working on.
the individual who created this is not really a coder, but an artist. He linked together a couple of blenders features (grease pencil, array modifier, curve deform modifier) with python scripting. He almost certainly could not have done work on any of Blenders core modeling tools.
As regards the tool , while very cool it would be great if someone with coding skills should look into implementing a real skinning algorithm, the method used now is to add metaballs for each item, then convert them to mesh, then decimate, then subdivide - which as can be seen, gives pretty poor topology.
Some of the best features in Blender started as a Python script. And some of the better coders Blender have today - came from Python.
These features usually get converted to C - when they're popular enough, and proven their usefulness to the community. Python is a GREAT place to start out.
And he's showing some REAL promise - which is more than I can say for those who just yell "give-me-feature-x-now".
@tom:
I should pay more attention...
(suffering a 3dsmax-induced brain damage, you see :)
...Still, waiting for 2.5 to mature into something REALLY useful.
Well. if its useful than let the community try your script.there is so much blender can do, is just that the blend foundation rather stick to their basic routine... "Teasing" is like a strip joint you don't pay -you don't see..!
@RNS dude I might be miss understanding you and what you are saying but if its the script you want there is a link to the blenderartists thread where all the files you need to play with this are you just have to download them and off you go.
@lm what do you mean mesh editiing barley works in 2.50 builds dude I have been modeling with it fine for months other parts of 2.50 are unstable but not mesh editing heck no. most mesh editing tools from 2.4x series are working.
I must have have missed something (as I usually do),
so any tips on the following would be greatly appreciated:
. where did they hide the thingy that was called 'Knife subdivide' in 2.49?
. assuming the 'Knife subdivide' exists, does it produce polygons with more than 4 sides like any other modeler on the market?
. where is the 'Bevel' thingy and assuming it does exist -- does it work like any other Bevel in any other modeler on the market or is it a 'poor man's Bevel' as it was in 2.49?
. and most importantly: why 'Drag immediately' option magically stopped working in 2.5?!?!?!?!
The lack of that feature alone makes everything else pretty useless.
If you trying to work effectively, that is.
I don't understand why people are making comments about the completeness of v2.5. This is 1) not applicable to this post, and 2) 2.5 is 'ALPHA 0' level software. It has never been intended for production use except perhaps on the Durian project. And it won't be considered 'production ready' software until v2.6 comes out.
And @Im 'ngons' are a work in progress right now (as is the rest of Blender 2.5). One more thing, if you are going to get all belligerent about the features in Blender, remember that "any other modeler" will cost you $$$ to acquire. Blender is free and open source. If you don't like the way the tools work or if you think that Ton has somehow wronged you by completely rewriting Blender from the ground up, you could always join in on the development side of things and show him how things are supposed to work.
lm: blender 2,5 is 2.5 ALPHA 0.
they are just trying to get a working interface and have people report issues.
on the next major release, they are hoping to have about 100% of the features 2.49 had in. thus a feature+functionality ALPHA version. these 2.5 ALPHA x versions are for the public to help test and report issues. the real deal is blender 2.6 which will be a while still.
(the above is what i think i know, i may not be 100% accurate)
Just to clarify: 2.5 is a fantastic piece of software. It really is.
And with some _minor_ fixes, I can be waiting for future improvements, while using Blender _right now_.
As for paying $$$ -- I wouldn't mind (bet everyone else would, though :)
Company I work for uses about 10+ 3dsmax workstation, ~3000$ per machine.
Problem is -- 3dsmax sucks.
Zbrush's equivalent requires you to go through the following pipeline:
Zbrush Zspheres (modeling)
External 3d package (unwrapping)
BACK into Zbrush (sculpting, baking, texturing)
BACK into your 3d package
This wasteful and unnecessary workflow is, sadly, like #46 on the list of why Zbrush is a terrible software package. I love the idea that you can stay in Blender for a lot more of your workflow before jumping into a sculpting program, thanks to these tools.
Also, showed off the beta script of this at Seabug this Saturday, it was a big hit!
Alpha releases (version 2.5 especially) generate numerous responses, some of which are openly hostile because many people forget that these release are not only incomplete softwares, but that development is not intended make productive each version or even operating as a whole.
You think the development of Blender as if it should take only one axis. I think that so far Blender has evolved as more coherent, it is a great success. The advantage of this feature depends not only you, otherwise we will miss a major advancement.
If you are looking to complete a project, use 2.49.
Otherwise, do like everyone else, be patient and try to have a constructive criticism. Not that of a consumer.
Some complained about making modeling functional first....
Just remember the shell system used for that is going to be gutted soon...
This feature is a HUGE (EXTREMELY HUGE) improvement over some of the other tools Blender provides. I swore to my friends when GreasePencil was first released, that we could soon draw out our models. =) I was doing something similar, but way too time consuming to be beneficial, using a combo of GreasePencil and Retopo patch modeling methods.
this absolutely amazing, must be from outerspace!
the "all quads meshing" conversion is awesome -looks like a very clean/good mesh topology.
baking uv normals from arraysketch to the "all quads mesh" would be great..
imo although a lot of old 2.49 functionality is not workin stable yet, its good to develop/try new tools at this stage of to 2.5 alpha, because the new 2.5 code get tested due to these new tools and there needs to be clean integrated in blenders future..
iam not a coder but maybe a lot of elimentary changes in blender 2.5 core might be easier to decide at the begining of the evaluation.
unbelievable! cant stop watchin!!
hm, maybe iam wrong its no conversion like alt-c make arraysketch to mesh!?
-the mesh was first and maybe just hidden and he is drawing on it the arraysketch
i mean the "fullface" at the end of the vid.
...
lets check it out.. link:)
@lm: Software is getting fatter but not smarter, must sound familar if you`re using Max in daily work, i know what u´re talking about :D
Enough Max bashing
@topic
Nice tool maybe it will make his way into Blender or propably Blender will make a fork in sculptingtool/polyediting an 3D-Suite, all without losing the connection between both parts.
yes!!!
if this could be done so that you don't have to have any reference point to start of (like instantiating the object through the 3d-cursor and isolating the current array object to work on) ,and if you could extrude selected sections ,delete sections with ought breaking the chain and grabbing individual sections - this could become a feature that professional studios choose over Zbrush current Zspheres -which i know aren't intuitive and sometimes behave unexpectedly
Z-Brush, look out, it seems as though you have a contender... and one that you cannot contend with. This tool will move blender from just the little freeware program (not really little, lots of people use blender) to being a big dog with Z-Brush and others!
Dude, what part of "alpha 0" are you not able to understand? You're using unstable, incomplete software. You should *not* be using 2.5 on mission-critical projects. If the functionality you want is in 2.49, use that, otherwise wait for Bmesh, and if you're in a big hurry, ask the main dev on that project how much it would cost for you to hire him full time. Everybody's got their price :)
On topic: cool video. Can't wait to try the scripts.
One thing to point out, is that if big firms or corporations want to actually use blender in their pipeline, they should move their investments from licenses to programmers; and in the end, this will usually be about the same. However, once you've hired a programmer, they'll be able to assist the creative crew on a better basis. If the 'big guys' have a fear of other people using the same tools they themselves use, we will FOREVER be stuck in a scenario where the power is in someone else's hands. In a world of 3D-ships sinking because of their bloatedness, I foresee a future where we're not using our full abilities to our potential. Blender is the answer.
...i have a problem with array sketching tool. it doesn't appear on my blender 2.5... if i run the script it give me an error and watching the grease pencil video tutorial i have a different grease pencil tool version because i don't have view, cursor, surface and stroke options...
please help me ... i want to try this toooooooooooool! :)
Ya, the skinning needs help as Letterip pointed out. I'd love to see something like this. However I do know that coding takes time and there are really only so many people with only so much free time.
Sorry I couldn't reply earlier. Thanks to Tim Formica for posting this here at Blendernation. It was a very nice surprise.
Is nice to see all the enthusiastic comments. I'm glad for the interest this script brought.
This script shows a bit of the power of the new capabilities of Blender 2.5.
Fancy features get a lot of attention, but keep in mind that is possible thanks to combination of already existent tools in Blender. So it's fair to give a lot of the credit to the people who for instance developed the grease pencil capabilities, which give that freedom to sketch, and capabilities like the surface following feature. And of course arrays, curves, etc.
This kind of sexy features would not be possible if other people wouldn't have dedicated their big efforts to do the hidden and unsexy work, like for instance developing an amazing Python API, and user interface tools that teach you the code, making things very quick and pleasant.
Anyone with Python knowledge is now able to bring nice things out of Blender with much more easiness.
You know, the fact that people get so upset about 2.5 not being perfect is actually a compliment to the developers. Blender 2.5, even in alpha 0, is still a very usable tool, surprisingly so for alpha-level software. It's so clearly a leap forward from 2.49 that all of us are chaffing, wanting it to be finished so we can use all the great new features.
Of course we can help. We can try out things and report issues. The more testing that's done, the easier it will be to stomp the bugs and the faster we'll have the Blender we are waiting for.
This is a pretty great community, everyone in it has something to be proud of.
Zspheres2 is Zbrush.
Look pretty simmilar.... Though i think you have more control over how you draw those zspheres in zbrush then i can see in this video.
@Eclectiel:
That's a really awesome script you've written there! I think the way you've combined the different tools within Blender is very innovative.
I work as a programmer, and people as innovative as you are few and far between!
67 Comments
Do my eyes deceive me or do we have a Z-Brush-esque tool now?
Dude, the potential is bigger than Z-brush.
You could create a creature's entire musculature with this. If you could animate the resulting geometry, create shape keys and skin the whole thing, you could realistically build all kinds of creatures. This could really help bring Blender into the workflow in Hollywood.
wow, nice :)
this is... awesome! really! ^^
Nice! ++
Hope it makes it way to Blender.
It must be awesome to make pipes, exoskeleton artificial muscles and Gigerian things.
And cornrows...
:)
PS : and cornrow hairs :D
Wouldn't it be better to concentrate team efforts on something more useful?
I don't mind having new features, but the very basic mesh editing thingy in 2.5 barely works, you know... You know, that little thingy that is actually useful in real life, remember?
wow, very nice tool! Thx Blend_Ideas!!!
@lm: let the devs decide what they want to spend their time on. And do not imply that this tool isn't useful, it surely is!!!
hudibaba!! awesome!!
The most amazing thing since sliced bread!
I'm totally baffled. It's like the custom shape paths in Illustrator... ONLY IN 3D!
@zapman:
While the tool might definitely be useful, it doesn't beat the idea of having a WORKING poly editor. Blender then becomes actually USABLE and not the collection of fancy half-baked features...
So far it is getting 'fatter', but not 'smarter'...
...and I'm stuck with a crappy 3dsmax -- I hate that pile of $hit!!!
Incredibly powerfull. I hope this gets incorporated into the mainline codebase quickly.
This video also reminded me of something really useful for 2.5 Modelling: surface following, where operations are local to the viewable side of the mesh. I often select vertices or edges which are behind the face I'm working on.
Wow! It seems that it could be useful sometimes. But more for sketching only (as the name implies), then for real muscle simulation or similar stuff.
@lm:
Lets hope, that BMesh integration will go smoothly. It should make you (and me and everyone) happy! See http://bmeshblender.wordpress.com
lm.
the individual who created this is not really a coder, but an artist. He linked together a couple of blenders features (grease pencil, array modifier, curve deform modifier) with python scripting. He almost certainly could not have done work on any of Blenders core modeling tools.
As regards the tool , while very cool it would be great if someone with coding skills should look into implementing a real skinning algorithm, the method used now is to add metaballs for each item, then convert them to mesh, then decimate, then subdivide - which as can be seen, gives pretty poor topology.
LetterRip
Tom,
Some of the best features in Blender started as a Python script. And some of the better coders Blender have today - came from Python.
These features usually get converted to C - when they're popular enough, and proven their usefulness to the community. Python is a GREAT place to start out.
And he's showing some REAL promise - which is more than I can say for those who just yell "give-me-feature-x-now".
Really, is a powerfull feature for Blender. :D
it is coming from outer space ? Blender is !
this feature is...how to say...unbelieveable !!!
every day is an adventure...
thank you...
When I learn Z-brush, I found this technique is quite difficult to understand and I gave up. Hope I can learn to use this in Blender.
@tom:
I should pay more attention...
(suffering a 3dsmax-induced brain damage, you see :)
...Still, waiting for 2.5 to mature into something REALLY useful.
Yeah, this is a really great script.
Innovative python coders like this should be encouraged.
It's so impressive that I cannot believe it's true !! Well, I can ... Youhou !
@ lm, you actually had a ridiculous reaction.
Dude.
Blenderrific!!!
Well. if its useful than let the community try your script.there is so much blender can do, is just that the blend foundation rather stick to their basic routine... "Teasing" is like a strip joint you don't pay -you don't see..!
@RNS dude I might be miss understanding you and what you are saying but if its the script you want there is a link to the blenderartists thread where all the files you need to play with this are you just have to download them and off you go.
@lm what do you mean mesh editiing barley works in 2.50 builds dude I have been modeling with it fine for months other parts of 2.50 are unstable but not mesh editing heck no. most mesh editing tools from 2.4x series are working.
Did you see the new Zspheres II feature video at the bottom of this page?
http://www.pixologic.com/zbrush/features/03_ZSpheres/
Can you layer the strings along a base armature and bend the whole thing?
Can you select parts to control the propoartions like in the video?
If yes, it would be nice to have a demo video of it.
This was fun to watch. I wish there had been more expaination either in sound or text. It looks like it has a lot of possibilities and usefulness.
@tyrant monkey:
I must have have missed something (as I usually do),
so any tips on the following would be greatly appreciated:
. where did they hide the thingy that was called 'Knife subdivide' in 2.49?
. assuming the 'Knife subdivide' exists, does it produce polygons with more than 4 sides like any other modeler on the market?
. where is the 'Bevel' thingy and assuming it does exist -- does it work like any other Bevel in any other modeler on the market or is it a 'poor man's Bevel' as it was in 2.49?
. and most importantly: why 'Drag immediately' option magically stopped working in 2.5?!?!?!?!
The lack of that feature alone makes everything else pretty useless.
If you trying to work effectively, that is.
I don't understand why people are making comments about the completeness of v2.5. This is 1) not applicable to this post, and 2) 2.5 is 'ALPHA 0' level software. It has never been intended for production use except perhaps on the Durian project. And it won't be considered 'production ready' software until v2.6 comes out.
Before you start complaining about v2.5 you should check out the roadmap:
http://www.blender.org/development/release-logs/blender-250/
And @Im 'ngons' are a work in progress right now (as is the rest of Blender 2.5). One more thing, if you are going to get all belligerent about the features in Blender, remember that "any other modeler" will cost you $$$ to acquire. Blender is free and open source. If you don't like the way the tools work or if you think that Ton has somehow wronged you by completely rewriting Blender from the ground up, you could always join in on the development side of things and show him how things are supposed to work.
lm: blender 2,5 is 2.5 ALPHA 0.
they are just trying to get a working interface and have people report issues.
on the next major release, they are hoping to have about 100% of the features 2.49 had in. thus a feature+functionality ALPHA version. these 2.5 ALPHA x versions are for the public to help test and report issues. the real deal is blender 2.6 which will be a while still.
(the above is what i think i know, i may not be 100% accurate)
edit: i'm a slow typer. read what pixelnate said.
@pixelnate:
Belligerent? Me?! That's new :)
Just to clarify: 2.5 is a fantastic piece of software. It really is.
And with some _minor_ fixes, I can be waiting for future improvements, while using Blender _right now_.
As for paying $$$ -- I wouldn't mind (bet everyone else would, though :)
Company I work for uses about 10+ 3dsmax workstation, ~3000$ per machine.
Problem is -- 3dsmax sucks.
This looks very promising :D
Zbrush's equivalent requires you to go through the following pipeline:
Zbrush Zspheres (modeling)
External 3d package (unwrapping)
BACK into Zbrush (sculpting, baking, texturing)
BACK into your 3d package
This wasteful and unnecessary workflow is, sadly, like #46 on the list of why Zbrush is a terrible software package. I love the idea that you can stay in Blender for a lot more of your workflow before jumping into a sculpting program, thanks to these tools.
Also, showed off the beta script of this at Seabug this Saturday, it was a big hit!
Good on ye, devs!
@ lm
Alpha releases (version 2.5 especially) generate numerous responses, some of which are openly hostile because many people forget that these release are not only incomplete softwares, but that development is not intended make productive each version or even operating as a whole.
You think the development of Blender as if it should take only one axis. I think that so far Blender has evolved as more coherent, it is a great success. The advantage of this feature depends not only you, otherwise we will miss a major advancement.
If you are looking to complete a project, use 2.49.
Otherwise, do like everyone else, be patient and try to have a constructive criticism. Not that of a consumer.
Not a number: P
ps Google translator was heated.
I am laughing like a demon oh yeah! so its finally coming i wanted to see something like this to be incorporated in blender.
Thanks Blend_Ideas and keep it up and move ahead to make it better
This feature is so incredible nice!!! I'm sure it will be very useful
Awesome!
Some complained about making modeling functional first....
Just remember the shell system used for that is going to be gutted soon...
This feature is a HUGE (EXTREMELY HUGE) improvement over some of the other tools Blender provides. I swore to my friends when GreasePencil was first released, that we could soon draw out our models. =) I was doing something similar, but way too time consuming to be beneficial, using a combo of GreasePencil and Retopo patch modeling methods.
Hell yeah! This is going to be huge! Blender born big and keep getting bigger every day
Awesome feature... this, in conjunction with sculpting will make blender able to do all that can be done in zbrush!!!
@ Oscar Baechler Feb 10th, 2010 at 6:11 pm
"Zbrush’s equivalent requires you to go through the following pipeline:
Zbrush Zspheres (modeling)
External 3d package (unwrapping)
BACK into Zbrush (sculpting, baking, texturing)
BACK into your 3d package
This wasteful and unnecessary workflow is, sadly, like #46 on the list of why Zbrush is a terrible software package. "
No offense, but that is a foolish comment.
In regards to the actual post, this feature would be a lovely addition to Blender.
this absolutely amazing, must be from outerspace!
the "all quads meshing" conversion is awesome -looks like a very clean/good mesh topology.
baking uv normals from arraysketch to the "all quads mesh" would be great..
imo although a lot of old 2.49 functionality is not workin stable yet, its good to develop/try new tools at this stage of to 2.5 alpha, because the new 2.5 code get tested due to these new tools and there needs to be clean integrated in blenders future..
iam not a coder but maybe a lot of elimentary changes in blender 2.5 core might be easier to decide at the begining of the evaluation.
great tool!!!
thx a lot and
keep on!
unbelievable! cant stop watchin!!
hm, maybe iam wrong its no conversion like alt-c make arraysketch to mesh!?
-the mesh was first and maybe just hidden and he is drawing on it the arraysketch
i mean the "fullface" at the end of the vid.
...
lets check it out.. link:)
Is it a joke? Too cool to be true.
Oh my
I my have to improve my martians with this
This is great, i love how new people take blender and surprise us with new features.
@lm: Software is getting fatter but not smarter, must sound familar if you`re using Max in daily work, i know what u´re talking about :D
Enough Max bashing
@topic
Nice tool maybe it will make his way into Blender or propably Blender will make a fork in sculptingtool/polyediting an 3D-Suite, all without losing the connection between both parts.
how he do this???what use to do this
yes!!!
if this could be done so that you don't have to have any reference point to start of (like instantiating the object through the 3d-cursor and isolating the current array object to work on) ,and if you could extrude selected sections ,delete sections with ought breaking the chain and grabbing individual sections - this could become a feature that professional studios choose over Zbrush current Zspheres -which i know aren't intuitive and sometimes behave unexpectedly
Z-Brush, look out, it seems as though you have a contender... and one that you cannot contend with. This tool will move blender from just the little freeware program (not really little, lots of people use blender) to being a big dog with Z-Brush and others!
@lm
Dude, what part of "alpha 0" are you not able to understand? You're using unstable, incomplete software. You should *not* be using 2.5 on mission-critical projects. If the functionality you want is in 2.49, use that, otherwise wait for Bmesh, and if you're in a big hurry, ask the main dev on that project how much it would cost for you to hire him full time. Everybody's got their price :)
On topic: cool video. Can't wait to try the scripts.
One thing to point out, is that if big firms or corporations want to actually use blender in their pipeline, they should move their investments from licenses to programmers; and in the end, this will usually be about the same. However, once you've hired a programmer, they'll be able to assist the creative crew on a better basis. If the 'big guys' have a fear of other people using the same tools they themselves use, we will FOREVER be stuck in a scenario where the power is in someone else's hands. In a world of 3D-ships sinking because of their bloatedness, I foresee a future where we're not using our full abilities to our potential. Blender is the answer.
...i have a problem with array sketching tool. it doesn't appear on my blender 2.5... if i run the script it give me an error and watching the grease pencil video tutorial i have a different grease pencil tool version because i don't have view, cursor, surface and stroke options...
please help me ... i want to try this toooooooooooool! :)
Wow... you can tell when I haven't gotten that much sleep... that didn't come out quite right. :P
Ya, the skinning needs help as Letterip pointed out. I'd love to see something like this. However I do know that coding takes time and there are really only so many people with only so much free time.
Sorry I couldn't reply earlier. Thanks to Tim Formica for posting this here at Blendernation. It was a very nice surprise.
Is nice to see all the enthusiastic comments. I'm glad for the interest this script brought.
This script shows a bit of the power of the new capabilities of Blender 2.5.
Fancy features get a lot of attention, but keep in mind that is possible thanks to combination of already existent tools in Blender. So it's fair to give a lot of the credit to the people who for instance developed the grease pencil capabilities, which give that freedom to sketch, and capabilities like the surface following feature. And of course arrays, curves, etc.
This kind of sexy features would not be possible if other people wouldn't have dedicated their big efforts to do the hidden and unsexy work, like for instance developing an amazing Python API, and user interface tools that teach you the code, making things very quick and pleasant.
Anyone with Python knowledge is now able to bring nice things out of Blender with much more easiness.
where i can find zbrush???
It looks nice, but very slow compared to zb. I hardly see any use of this, blender should take 3d-coatish approach and just go voxel! : )
awesome!
we need a script right here and now that we can use with blender 2.49!
You know, the fact that people get so upset about 2.5 not being perfect is actually a compliment to the developers. Blender 2.5, even in alpha 0, is still a very usable tool, surprisingly so for alpha-level software. It's so clearly a leap forward from 2.49 that all of us are chaffing, wanting it to be finished so we can use all the great new features.
Of course we can help. We can try out things and report issues. The more testing that's done, the easier it will be to stomp the bugs and the faster we'll have the Blender we are waiting for.
This is a pretty great community, everyone in it has something to be proud of.
and I just bought a license for Z brush...
Could not you release that a week earlier?
Would is the geek anyway?
Tim formica?
never heard of you before...
but I believe that I will hear from you again...
From now I need more show me more...
In the words of Strongbad - this is crazy-go-nuts.
Great work guys!
Kory
Good work!
Look at this Video here:
http://www.designinterface.jp/en/projects/2D3Dmodeling/
maybe we can use the Grease Pencil in the near Future to make something like this you see in this Video!
Zspheres2 is Zbrush.
Look pretty simmilar.... Though i think you have more control over how you draw those zspheres in zbrush then i can see in this video.
@Eclectiel:
That's a really awesome script you've written there! I think the way you've combined the different tools within Blender is very innovative.
I work as a programmer, and people as innovative as you are few and far between!
Great work! :)