

Thanks goes to everyone who contributed to the Code Quest, the massively successful 3 month workshop in Blender Institute during spring 2018.Īnd we thank everyone who joined the Development Fund in 2nd half of 20. This enabled us to work on the viewport, Eevee, collections/layers, UI and tools redesign. Special thanks goes to Tangent Animation and Aleph Objects, who funded 4 additional developers to work full-time on Blender 2.8 during the crucial 2017 period. The people who work for the Foundation and Institute did a tremendous job to bring Blender is where is it nowadays.

If you are a longtime Illustrator user, the implementation of bezier curves in Blender may drive you batty.The Blender developer community is being supported by the organizational powers of Blender Foundation and its spin-off Blender Institute. Getting human body models from MakeHuman don't work well for several reasons. That makes getting models made in other applications a problem, because a number of those use triangles. It really needs some rudimentary human models & clothing such as Poser or some of the other modelers use & would be useful to people immediately, then.īlender models are oriented toward quad meshes. In fact, it resembles a decade old 3d CAD program in its complex & slightly convoluted panels.ģd modelers all use their own keyboard shortcuts to whirl & twirl & zoom vs pan & rotate. The 2.5x version is moving to a different paradigm from the 2.49 stable version, but doesn't feel Mac-like in the least. Violates everything you'd be used to doing, which makes for a long learning curve if you've used any other 3d application!ĭon't expect to be proficient in a week or month. Stable versions didn't play well with up-to-date Illustrator files. They have not finished the import-export options in the 2.56a beta version, so it could be a problem moving to & from solid modelers. View older Blender updatesįor free, this is very good as a surface modeler & it has it own animation built in. Adding F-Curve modifiers to multiple channels at once is now easier to access.įull changelog available here.In other modes ("All Keys", "Selected Keys", "Scene Frame Range") the start/end frame are still editable, but greyed out. Motion paths have a new frame range option "Manual Range" to ensure the frame range is never changed on update (rBd72c7eefd1c5).Take subframes into account when jumping to next/previous keyframes.Added "Select Linked Vertices" to weight paint mode.Added the pin icon to the Dope Sheet to pin channels.

Old tutorials explaining the usage of the Multi-Modifier option will need updating.
