Re: [GD-General] Blender
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From: <ga...@nl...> - 2002-12-23 20:56:08
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On Sun, Dec 22, 2002 at 06:59:18PM -0600, brian hook wrote: > Anyone use Blender as a modeling tool and have any comments on it, e.g. > comparing it to LW, Max, Maya, etc.? It is definitely the most powerful GPL modeler currently available, as it used to be a commercial product. It's UI is cryptic, but fast once you learn it (like vi). Probably fine for most of us professionals who focus on a fast day-in day-out workflow and are willing to invest time up-front in learning the tool, instead of needing an extensive self-guiding point-and-click menu system. Good animation features, though animation data is not (yet) directly exportable (bones, weights, etc), but since it is GPL you could hack this in yourself. Workable, but not perfect or exhaustive, palette of modeling tools, including lattice deformation, extrusion, beveling, booleans. Also contains other useful editing features - hierarchical parenting, temporarily hiding geometry, layers, linking meshes or materials between objects, default uv mappings (cube, sphere, from window, etc), flexible and saveable window layout, etc. It has somewhat limited export formats, though VRML and DXF are supported. Limited Python scripting for extensibility, which is somewhat unstable right now since the product just became GPL. There is no undo feature. It has a built-in real-time game engine, not a workhorse, but good for rapidly prototyping ideas or making small productions. My executive summary is that for games, it has enough to get the job done. I use it (with a host of custom back-end scripts) as the geometry and level editor for our upcoming coin-op production. Blender is not without its quirks, but for making games, it has enough features that you can always get the job done. And it's GPL with source code, so you can hack on it all you want. But expect to spend some time learning the GUI, and writing external scripts to get the data from Blender into your engine. Norman Lin nl...@nl... |