It's time for Blender Institute Podcast ep. 36! We talk about the latest and greatest Blender development news, Blender Conference, Google Summer of Code and much more. Sergey shares his love for patch review and gardening. Hjalti, Pablo and Andy discuss the latest work on the Agent 327 Barbershop fight scene. We also talk about the Feedback Sessions introduced earlier this week.
In this podcast: Pablo, Sergey, Hjalti and Andy
Music: Blabetté de Metz (Psy-Jazz Mix) - (cc-by-nc) keytronic
See you next week and don't forget to leave your questions for the next episode in the comments below.
The last podcast was AWESOME! #sergeyontwitter I was wondering about the storyboard or blocking that was mentioned. It was so great to see a whole blog post dedicated to GP2 for storyboarding. But I wondered about using the VSE for timing shots better.
Is there a way to ripple timing decisions from the VSE back to the shot’s scene? Like how long the shot is now, or perhaps in the edit it becomes obvious that an action should be delayed or moved up.
Could an annotation or marker (with useful labelling) be sent from the VSE over to the source scene? Thank you team! P.S. The intros are AMAZING, they really brighten my day ;-)
When I studied animation for the first time, like 6 years ago, I was told that a layout was -basically- the shots with the camera animation and the characters with a T pose.
I've heard that the layout artists are animating more and more nowadays and the Agent's layout confirm this tendency: so, why adding so many, detailed poses on the layout anyway? Are the animators involved going to take it as a starting point for their animations? Or is simply a matter of previsualization?
@Forgotten Fantasies: the person doing layout is the lead animator, so I'm guessing it serves as a first blocking pass.
@Luciano Muñoz: Oh, yeah, I know. My question was more about the industry than related to the Blender Institute workflow.
@Forgotten Fantasies: yeah that's how feature films go, but in these small productions you cant really have "teams of people" to do something, usually each one does something particular and many many times one person does more than one task, like andy "modeling, uv, texturing, lighting and shading", wich in a feature would be 5 different departments
@Luciano Muñoz: Really? I've heard about Layout Artist and even Layout Teams :-/
Hi guys! Just a simple question; have you heard about Appleseed? (open source PBS render engine). Think their working on a blender implementation addon thing. http://appleseedhq.net
Hi guys, great episode as always! For the visibility of the objects I've used this method a while ago: http://alex-saplacan.com/2015/07/rendering-trough-the-objects-without-losing-their-influence/
Serghey's suggestion is simpler anyway :) Cheers
2 things:
Great podcast like always. I have a question about Cloud assets. Where can I find the licensing information? Can I use them for commercial jobs or are they only for personal not for profit projects?
@Edward Baker: Yes you can, since most of the assets on Blender Cloud are CC-BY. Those that need special attribution (or need to be shared-alike) are marked as such. You can find license information next to the Download button in each asset.
Some assets like the Textures library, are CC-0, so no need to give attribution for them. If there's no license information provided (no icon), you can assume it's "CC-BY - Blender Foundation".
@Pablo Vazquez: Thanks Pablo!
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