Hi! This week we go through all sorts of topics, from Vector Blur, BVH, and Motion Capture, to SVN and pipeline. We also talk about the animation movie "Zootopia" (Zootropolis here in NL). If you haven't watched it don't worry, you can listen a good 49 minutes of the podcast without getting spoilers. At the 49:30 mark we make it very clear that we enter the spoilers zone, where we talk about the plot of the movie and what we liked the most.
In the podcast: Sergey, Hjalti, Andy, Francesco, Pablo.
That's it for this week, hope you enjoy this episode. Make sure to leave your questions for next week below!
The Blender Institute team
[Duplicated, wrong placement]
Hi there, guys. I guess this is a question for Hjalti again. What's the workflow when animating with quaternions?
When blocking, I use the bone's Normal orientation and posing the character is pretty straight forward. I know Nathan Vegdahl's explanation for animators about "mixing orientations", but I don't know how to face the polishing stage. How do you proceed with the animation curves when the X-axis curve is no longer corresponding with the bone's actual X-axis as it's mixed with the W-axis?
Hello !
Great podcast as usual, thanks for making these, it has become a weekly routine to listen to you! I have a question about color management : how do you guys handle your color pipeline? Do you stick to the regular sRGB colorspace for displaying color ?
@troy_s on twitter recently provided some custom colorspace and looks that react amazingly well under very bright and highlighted situationst and I was wondering if these settings could be useful for everyone. Thanks ! :)
Great podcast. Looking forward to seeing how you handle your workflow/sharing files. This is coming at the perfect time for me as I'm about to start work on a project with a couple other artists working remotely. Will Flamenco eventually turn into a tool for this, or is it going to be solely a render manager?
Hi there, guys. I guess this is a question for Hjalti again. What's the workflow when animating with quaternions?
When blocking, I use the bone's Normal orientation and posing the character is pretty straight forward. I know Nathan Vegdahl's explanation for animators about "mixing orientations", but I don't know how to face the polishing stage. How do you proceed with the animation curves when the X-axis curve is no longer corresponding with the bone's actual X-axis as it's mixed with the W-axis?
What is the schedule of Blender and the institute looking like for the rest of the year? Are there plans for more shorts? Has the Cloud been successful at maintaining or improving a consistent output and development cycle?
There seems to be more and more professional post houses and 3D imaging businesses using Blender and Cycles these days. Is there any way to encourage them to contribute more to the development of Blender? Are there any contributions (dev time or cash/resources etc.) that we don't hear about? Not that I expect anyone to tell tales, but does that sort of thing happen?
@3pointedit: I heard one of them had like three jobs, thats kick ass. I heard Youtubers survive by opening a "Patrion" account were people commit to like 1/5/10/$20 etc a month and w/ enough people they can do it full time. I have no idea how the Blender Institute gets funded but if there was like a patrion or kickstarter to feed the developers, I would contribute.
@3pointedit: I just looked it up, they already have something like this here: https://www.blender.org/foundation/development-fund/ and they posted who contributes what, I see alot of popular youtubers. Im sold
I loved the whole live studio feeling of the last project, I really hope that the team (in any form) can continue like this. The Cloud content has really quenched my thirst. I do wonder though, about motion capture (ready the pitch forks). Weta Digital has been very successful with their mocap characters, they have built entire systems for retargeting physiology from performer to rig. I know that the performances are enhanced by animation but it seems they go a long way in VFX using these tools?
Although there is a fascinating comment on this cartoonbrew page http://www.cartoonbrew.com/motion-capture/andy-serkis-does-everything-animators-do-nothing-says-andy-serkis-98868.html Then theres the fxguide expose on Apes https://www.fxguide.com/featured/ape-acting/ where there are terrific overlays that exemplify the addition of animation.
But both of these examples show a tendency towards automation, with more papers being published to this effect every year.
Perhaps what I'm really asking is, will animation tools in Blender get more user friendly? Will the Interface redesign assist in this with on screen bone interactions etc?
Hi, you guys are great. Last episode was fantastically edgy. Pitchforks came out and puppies almost died.
My new years resolution is to finish reading the Online Blender manual by 2017. Im well on my way there, but through my journey I notice some parts in the manual that can use some polishing (TODO missing content, grammar, etc)
I want to contribute w/o slowing you guys down by creating a task on the developer manifest for every misspelled word, etc.
I saw an option to "submit patches" by installing Tortois SVN, Python, and compiling an HTML version of the manual on my local machine, etc. But I have no idea how to edit the HTML files.
If only someone could make a video tutorial showing the basics of how to contribute to the manual. Doesnt have to be you, but if you mention it on the podcast, maybe someone who already is doing it, can share how its done.
Also, can we have a chapter in the manual dedicated to tutorials like we have on the wiki page for older versions of Blender?
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