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Blender developer meeting minutes, June 20, 2010


The weekly update from the heart of the Blender Development community.

1) Current Projects

Lukas Tönne requested a branch for his physics work

Ton noted that for the Durian they would do a "post-mortem" with the artists, to clearly document the shortcomings they felt were blocking us, and particle issues will be among the areas discussed. jahka + Lukas could talk with the Durian artists while they are here to get better first hand knowldege of the issues.


Ton mentioned that he would like to see GSoC coders hanging around irc a bit more often - so for those of you GSoCers who are not regularly visiting the Blender channel, please consider doing so.

Also it was noted that meeting times are especially good for finding various members of the team if you have questions/need help.

Here are the weekly status reports from the students:

3) 2.5x

Tom reports that on the sculpting front - all tools are finally usable! and hopefully ready for review midweek If the install stuff is settled, we're ready for beta and then we can go with double energy back to bugs Plan is to check again next weekend and if all goes well then define beta build in that week

Tom noted that if at all possible he would like workflow for paint texturing fixed before release currently it takes about 30 steps to setup and begin texturing, with almost garunteed mistake. Which could be turned into a 2-4 step process with little chance of error. Ton asked that Tom make a document describing the current process and how he would recommend things be simplified.

4) Durian

Things still progress nicely, the coding work is winding to an end which will allow more attention to be turned to pure bug fixing.

About Author

Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.


  1. What about the B-mesh and its developer's involvement in Durian? Any chance we will see n-gons inside blender sooner than later?

  2. //What about the B-mesh and its developer’s involvement in Durian? Any chance we will see n-gons inside blender sooner than later?//

    i'll gladly second that :)

  3. There only seems to be the simple Bevel modifier, but I don't understand why that doesn't have a 'levels' control...

  4. Yeah, painting in blender (2.5) has an ultra lame workflow indeed. Looking forward to see that stuff simplified and making more sense.

    For example, if you paint in the 3d viewport, which no other viewports opened, you need to have an uv/image editor in order to undo or save the texture, which is lame.

    @tools: dude, don't ever say 'screw n-gons' because that's one of the most important features blender could get... and it's due for years already. Seems you don't really know what you're talking about, as others mentioned.

  5. Personally i am most worried about sugestion of marking render API unstable for 2.5. I hope this will not happen. IMO it would be a huge drawback not only for all the dev teams putting efforts in integration of external renderers but also for many users who are willing to use these renderers.

  6. I'm not so interested in n-gons, per se, but the tools that are coming with the bmesh framework look great --based on the demos I've seen. But I think I heard at some point that bmesh will be after 2.5. Not sure, though.

  7. When exactly ok, not EXACTLY.. More or less - when blender 2.5 will show up? Or at least its beta? Before siggraph? After? Nobody knows? ;)

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