Blender 2.62 Released


It is official! Blender 2.62 has been released and is ready for download. :buttrock: :bounce: :applause:

What is new?
Taken from the blender release page

Cycles Render Engine

A number of new features were added, including render layers and passes, multi GPU rendering and selection of GPU device, improved sampling for complex environment maps, border rendering, BVH caching for faster rendering of camera fly-throughs, and new shading nodes for color correction and a checkerboard texture node.

UV Tools

Many new UV editing tools were added: an advanced interactive stitch tool, to align and join together UV islands. A subdivision surface aware UV unwrapping to reduce stretching. Seam marking in the UV editor, and a tool to compute seams for islands. Sculpting tools to grab UVs and relax or pinch unwraps.

Remesh modifier

The Remesh modifier is a tool for generating new mesh topology based on an input surface. The output follows the surface curvature of the input, but its topology is a uniform distribution of quads. It can generate smoothed output or tag sharp features to better capture corners.


A Second Life compatibility option was added for exporting armatures, along with a number of other fixes related to transformations and armatures. There is also a new development team that will try to improve the Collada integration further in following releases.

More features

Other new features include: improved bump map quality in the viewport, various new dynamic paint options, international text copy and paste and editing in the text editor, longer names and file paths, drag and drop parenting in the outliner, new theme’s preset system and many more changes.

Motion Tracking

Object tracking support has been added, so that not only camera animation can be reconstructed from footage, but also the animation or transformation of objects in the scene. This comes along with many improvements to the tracking user interface and tools.

“Carve” Booleans

The boolean modifier now uses the Carve library, which should give much improved results. This library is more stable and faster, resolving old well-known limitations of our previous library. The general workflow and options available in the user interface are unchanged, usually the modifier will simply run faster and produces a better output mesh. However there also some changes in behavior.

Game Engine

The game engine user interface was polished, editing text objects in the user interface and through the python API has been made easier, full screen and antialiased rendering has been improved, along with various other changes.

Python API

Matrices and vectors math classes were improved in various ways. Column-major access was changed to more standard row-major access and easier access for rows, columns, translation was added. Vectors now can have arbitrary size, and matrices are now pretty printed in the console.


Network render now has support for version control systems, render engines, point cache baking jobs, and a new web interface was added, along with a number of other improvements. There were also features added to After Effects export, X3D export, Atomic Blender PDB import, MHX import, UV layout export, and Screencast Keys.

Bug fixes

As usual, each release includes a long list of bug fixes. For Blender 2.62, we have fixed 205 bugs in existing features.


Looking great. It sure made me consider even more about focusing on Blender as a possible work tool. So at the moment with all the huge improvements since 2.4 what (if anything) is still missing to increase its use on production?



Thanks dudes, downloading now.


Of all the powers of Blender and Python, Blender still lacks basic functions, such as adding most commonly used tool on a toolbar of some sort in an effective, organized and practical way and the right-mouse click context menus in the 3d viewport because of the 3d cursor. The developer should work towards a less short key or hotkey approach, so that the non-hotkey appoach can be improved and become more practical.


you are welcome to ask for your money back.

oh … that’s right.



lol the first rule of the fight club, you don’t talk shit about fight club.

WTF kind of a reaction is that? There was an honest question and an honest answer and it's particularly relevant at the moment since the Blender Foundation is looking at re-constituting the UI team. I don't particularly agree with Rock, the hot-key centric UI's efficiency is worth the steeper learning curve in my opinion, but building support for menu/toolbar workflow's is at least worthy of consideration. 

It would simply be a continuation of the work done during the 2.5 series (which almost completely rebuilt the UI engine) to allow the UI to be fully customizable; something which has already benefited many Blender users (particularly lefties!).


Mr. Bean,

please don’t respond in such a manner, his comments were perfectly reasonable and it was a polite critique that he offered.


the biggest lack is that Blender still doesn’t integrate well with pipelines using other software - the Collada import/export are still buggy, no Alembic support, no support for partio, only partial support for openio. Has reasonable openexr support, and support for obj, etc. decent support for FBX export.

Also as the other poster mentioned it still lacks some customizabiity.



Are there up to date tutorials on using the game engine for this version of blender, such as making objects move around, like model vehicles?


you should make a separate thread about this, I would be interested to learn more about the game engine myself.


It’s interesting that you mention Python here as Python scripting is currently the only way to do what you describe.

and the right-mouse click context menus in the 3d viewport because of the 3d cursor. The developer should work towards a less short key or hotkey approach, so that the non-hotkey appoach can be improved and become more practical.

Purhaps currently there are two reasons for this; The first is that Blender is targetting itself squarely at artists and small studios doing production work on a small budget. The hotkey based approach once memorised allows you to get more work done per artist hour in my experience, I am yet to be convinced that having a non hotkey based workflow is a good idea. The second is that the team doesn’t currently have somebody who is skilled enough and passionate enough about user interface design to really put it front and center. I know there is currently work in progress to change the default user input map to make it more efficient and easier to learn. There is also some talk of context menus which were planned for 2.5 but didn’t materialise, The current plans are for radial menus rather than the regular right click context menus though.


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