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Developer Meeting Notes: December 1, 2013


blender_logo_shinyThe 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, #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.

About the Author

Avatar image for Bart Veldhuizen
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. 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!

  2. "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."


  3. 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.

  4. winnertakesteve on

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

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

  6. 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.

  7. "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

  8. masterxeon1001 on

    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.

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