How Blender started, twenty years ago
code.blender.org
code.blender.org
I started using Blender in 1998 or 1999 back when it was still closed source (around version 1.6, I think). Back then I also used to use 3D Studio Max and it was a far superior software. Then, NaN went bankrupt and managed to raise enough awareness to collect the required money so that the investors could be paid out and Blender could be released into the public as open source. In the following years, Blender has continously grown in feature-size oftentimes coming quite close to what professional packages offer.
From a professional perspective, one can get a very solid 3D Rendering and Modelling solution for free that offers enough features to get a deep understanding of the whole subject. This makes it easy to learn enough to be competitive when it comes down to searching for a job.
From a educational perspective, Blender is a great teaching tool. The animations that Blender can generate (with particles and hair and bones) look good enough to amaze young kids. Based on this amazement, one can explain the math behind it, or the code behind it, to make computer science and math look more practical.
From a tinkering perspective, Blender is fantastic. The core is written in C/C++ but a huge part of the application is scripted in Python. This makes it very easy to have a look into the source, extend the app, and gain a better understanding of the ideas behind 3D Rendering and modelling. Case in Point: When working on an iPad game recently, a friend and I decided that we did not want to build our own level editor. Since one requirement of each level was the ability to edit nurbs curves, we decided to simply script a lightweight Blender Plugin so that we could use Blender 3D as the level editor. After some initial problems it went fluidly, and we quickly had a great working level editor with an extensible interface, all scripted in Python. If I were to work on another game and if there weren't already a good level editor for the kind of levels I'd need, I'd go with Blender again as it is really easy to extend and already has functionality for lots and lots of use cases.
All in all, Blender is - in my eyes - one of the big success stories of open source software. Especially because there's no big corporation behind it. Open Office has/had Sun, Linux has IBM, RedHat, and many many others, but Blender is really being build by a community of seperate entities and few corporations.
Congrats Ton and all!
However for beginners and casual users, the UI is a disaster: stupidly opaque and pointlessly obtuse. It is obtuse in ways which aren't necessary to support the power-user workflow, but seem to exist for no other reason than to maximise the "WTF?!?" factor for new users.
For example: object-selection is done via a right-click, requiring the user to break their muscle-memory from literally every other GUI program they've ever used. WTF? And where are the contextual menus? And why are the all-important keyboard-shortcut tooltips scattered so haphazardly through the UI?
Making things worse, the defaults and documentation assume a three-button mouse and a full keyboard with a numeric keypad etc., and the most basic navigation functions -- panning, zooming, dollying, orbiting -- all rely on inputs from these devices. Working on my 13" Macbook Pro, it took me about 15 hours of banging my head against the software until I found a combination of settings which allowed me to pan and zoom etc. using only my trackpad. (I had asked the Blender forums for help, and the advice I received was to buy another computer). Now it's working quite well for me, but only because I was willing to endure a few days of pain to get there.
3D software doesn't need to be this difficult. In my day, I've been highly proficient at 3D Studio, Lightwave, Cinema4D, Form•Z, and various other platforms, and none of them embody UX anti-conventions the way that Blender does. Heck, even basic things like its click-drag mechanics are just wrong (click-drag to initiate a drag, at which point the object or control point becomes "sticky" to the cursor, even after it's released; a second click is required to end the drag), requiring the user to comprehensively retrain their muscle memory in order to use the software. WTF?!?
The Blender community, unfortunately, seems to largely be a self-selected cabal of people who have survived this pointless hazing ritual and are determined to make sure that everyone who follows in their footsteps does the same. Although a small minority of the community "gets it" and is making earnest and well-thought-through proposals about how to fix the situation (see: https://docs.google.com/document/d/1ScPMbHv8WRCU2znB7IU2l-W9...), they don't seem to have much traction, and are continually derided / ignored by the rest of the community. Thus even the very simplest lowest-hanging fruit -- such as enabling "select with left mouse button" by default (it's already an existing setting, buried deep in the preferences where no noob will ever find it) -- aren't implemented.
It's a sad situation, because with a bit more polish on the UI/UX, Blender could be a genuine player in the 3D industry, rather than an intriguingly powerful assemblage of missed opportunities.
I bet more people ask for feature requests of big complex commercial software and don't gain traction either. People get used to the UI and come out of the woodwork when noobs want to change it.
Another comparison, without having owned it but just through seeing and hearing demos, Maya is barely usable for projects without 3rd party plugins (my understanding anyway). How is that a good setup for a new user?
The tragedy of Blender is that the community is highly responsive to feature requests from established users, and has developed some superlative advanced capabilities as a result -- but is blind to the needs of beginning users. If Blender were a commercial product (maintained by people who think not only in terms of features, but in terms of market penetration) then these kind of simple issues would have been addressed a decade ago, and the good efforts of the Blender developers would now be reaching a much much wider audience.
They just didn't listen to market, imho.
Admittedly, some licenses should've been changed for that to be true.
If you want BGE to get better, join the team and make it better.
Blender is the only program i know of that is open enough and powerful enough to spend a long time learning, but for noobs in 3d printing, it's absurdly disheartening. I'd hope we could develop a version easy as solidworks, even if it were uglier. If i'm totally out of the loop on open cad software, do please tell me what i'm missing.
I realize it would be redundant, that's not the point. I'm hoping for 3d modeling software that is free, and easy to start with. Maybe blender isn't the solution to that problem, but i've spent well over two years using blender, and i honestly have no idea what half of it does.
There are some helpful "blender for beginners" video tutorials, but not many, and i've looked.
In trying to advance open 3d printing, this is a huge barrier. Modeling software is the future, and if we want any independence from stratasys we'll need a powerful, easy to learn, modeling program. Otherwise we'll be overwelmed by proprietary software that only works with proprietary printers, e.g. makerware slicing program.
The reason i'm not good at using blender is that when i hit a wall... it's a pretty insurmountable wall. It's much easier to just switch programs. If i need precision, openSCAD, if not, sketchup, both of which are obviously inferior.
The stack exchange post seems very useful, i'll look into that, thanks.
There was a discussion recently about making Blender's UI "more friendly", which seemed to revolve mainly about coming up with a pretty icon for each operation and making left-click the select button. Pretty superficial stuff really.
I agree Blender has an intimidating UI (most 3D apps do). There's been a recent campaign to improve the Blender UI that has (not surprisingly) met with mixed views from the Blender community.
In my view, Blender has the same problems with UX as many open source projects: you can't design by committee, but everyone feels they should have a say in the UX. As soon as you create a dedicated team to shape the UX, it creates so much resentment. (Ubuntu is another example of this).
Here is a Youtube video of a presentation at this years Blender Conference (Oct 2013) on improving the Blender UI. The Q&A at the end of the session is a bit depressing: the audience seem resistant to change and feel that making Blender easier to use would mean "dumbing down" the app.
I shouldn't have left all my Blender books on the bottom shelf of the bookcase where my old cat could pee on them. I need to pick it back up again. Good thing there are so many more resources these days.
http://www.blenderguru.com/introducing-the-new-blender-guru-...
In early episodes he tried to rally people to fix the UI and make it more intuitive. He got so much crap (why should we change!?) that I think he's given up on that for the moment.
Listening to his podcasts made be think the about the way Apple does it with constant UI refinement, and why many open source projects are really lacking.
I've never seen "index.php" in the middle of a URL like that. Very quirky.
Essentially, the request is equivalent to index.php?Article=2013%2F12%2Fhow-blender-started or perhaps index.php?Year=2013&Month=12&Article=how-blender-started.
RewriteRule ^index\.php$ - [L]
RewriteRule . /index.php [L]
PHP automagically (or is this expected behaviour?) gets the string appended to /index.php for you! Check out the example at http://private.woutervdb.com/examples/url-query/index.php/We...!
I've made no changes to my webserver configuration. Works on Lighttpd on my laptop and webserver, not sure if Apache and IIS do this as well.
It is a pity that you can't tap into design tools unless you have a Mac.
SceneKit [1] alone, makes it unbelievable easy to create animated 2D/3D interfaces that combine various media types.
Due to this, it is probably easier to create a sophisticated design application for the Mac platform than for any other platform [2] [1] https://developer.apple.com/library/mac/documentation/3DDraw... [2] Based on some reading it seems that Qt is starting to offer similar functionality, especially with regards to Filters/Pixels/Vectors, but I'm not really sure about that.
I think it was a well designed piece of software by itself - and the node based programming model lended itself well to interface design.
Right now, it is more a case of adoption. For example, Facebook is investing a lot of resources in creating stuff like Origami for Quartz Composer. I'd be willing to bet that if Facebook puts even a small part of that resources into supporting something like Blender, then the fundamental differences at the OS level should'nt matter.