Can blender compete in the animation industry


#41

I daresay that one reason why this thread seems so controversial is that the argument has not been properly “framed.” Competing points-of-view are being sallied forth as though those points of view were, in fact, “competing,” when they actually are not.

Any time that you are doing production data-processing on a massive scale, especially to the size that CG naturally does t but also, say, in the way that a major insurance-company or a telephone-company does it, you simply “do not” make major, disruptive changes. You’ve found a way to make it work, dependably and reliably, and you stick with it … because, at the end of the day, the most important thing is that “it works.” You’ve got a feature-length movie to deliver. You’ve got not only yourself but several contracting companies all working together on it. You have a provably workable system for doing that; a system that you’ve invested millions of dollars in and which works. When do you bring in a tom-swifty “new tool?” Never. Is there "a little out-of-the-way place on the side where we can slip it in? No.

Meanwhile . . .

As games grow more powerful, and unbelievably good graphics literally fit in your shirt pocket, and as projects are developed which will never be shown in a movie theater (they live their whole lives on HD video), we’ve got altogether new markets for 3D. And, guess what: Blender is becoming a, and may well become the, major tool-of-choice in that emerging market. It’s more than adequate for the job at hand, and the job at hand does not have many of the considerations of an epic motion-picture. Open-source development has proven how it can bring some very sophisticated software to market in a short time, and that there is indeed business value in cooperation. I see no point in debating that any further. You can, indeed, structure a successful, commercially viable work flow around this tool if you are starting anew.

So, if we attempt to frame our argument only in terms of “the motion-picture industry as it exists today,” I think we simply miss the point. We’re shoving a round peg into a square hole. We’re introducing a cat into a dog show.

There are two parallel 3D markets here, and neither one of them is marginal. And so, both of the “competing” threads are equally correct.


#42

I think we’re not on the same page here. Can Blender compete in the animation industry?

If you are talking about the need for professional grade tools and feature sets, then yes, it can compete.
If you are talking about penetration in the movie industry, I’ll say the chances are very slim to none (for the reasons mentioned by Leigh).
If you are talking about the middle tier or even lower tier of the industry, then I would say yes. There are numerous reports about Blender’s adaptation in those areas.

Now I have to hijack… or reverse the question… sort of…
Blender thrives on its user base. Now my question is: what can the ‘INDUSTRY’ meanfuly do for Blender that the userbase/ developers aren’t already doing?


#43

When I open Maya, it has loads of proprietary menus that pull up our internal asset handling system which allows me to gather in assets, publish assets, and everything else. These tools are expansive, deeply rooted in our 3D software and are continuing to be developed and improved in-house.

I don’t understand completely what you are saying here. It sounds like a database like feature or SVN or filemanager? Is that the definition of a pipeline? I’ve often heard that a pipeline is something like different apps communicating together.

When you say that these tools are deeply routed in your 3D software, does that mean that you have access to the Maya source? I’m just trying to understand what you are illustrating here, because almost every inner object of Blender is accessible through Python scripting. Is that the same situation with MEL?

Can you give us some examples of those tools so I can better understand where you are getting at?


#44

I often read comments like this from Blender users, and yet when asked for examples, the best they can do is produce is one or two links, usually of obscure places that hardly anyone has ever even heard of.

You are almost implying here that non-obscure studios uses Maya. And I like to believe that when I want to start a studio in the future, that I won’t be considered as ‘obscure’ , especially because for the reason of using open source apps:)

Even this very Blender discussion forum is not nearly as busy as some of the other software forums on this site - in fact, we’re considering archiving this forum altogether (which is actually why I happened to see this thread - because I’ve started having a look at this forum to monitor activity).

So the policy is:
a) An actively used app
b) Lot’s of activity in the forum or else!


#45

i’m hoping it doesn’t get archived either. Starting to look into blender for personal use and would be nice to have blender here at cgtalk for blender related info.

-George


#46

With regards this thread I believe Leigh is simply upset at the levels of disinformation and to put it bluntly blind leading the blind here.

CGTalk aims to be a useful resource and it’s hard or even impossible for that to happen when the SNR is so low (that doesn’t just go for the Blender forum), if real useful information is diluted with dross and too much uninformed opinion and guessing then it’s no service to anyone.

It’s not good if when people ask for directions to Tower Bridge they end up being directed to Milton Keynes, it wouldn’t happen in real life of course because if people don’t know the way they say so, unfortunately on the web people have a tendency to not do that and instead take the proverbial hick pipe out of their mouth and offer hokum advice. We’re all guilty of it eventually, but it’s one thing to be like that once in a while, quite another to be that way all the time, that’s what’s happening in this thread and others in this forum.

The other point is that threads like this, that basically are either started by fanboys or out to illicit fanboy responses don’t serve any real purpose here, the fans wont give the response they don’t want to hear, even if it’s the right one (just see Leighs post and the reactions to it), all you get are skewed opinions. So what’s the real value for the site? The answer is not a lot.


#47

If you can’t afford maya, then you can’t really afford xsi or max. The “other” industry standard animation tools. So then your next best option would be to spend a smaller amount of $$ on a lower end app like lightwave or messiah, but then again, they’re not industry standard animation tools either.

What do pixar animators use? Marionette. Dreamworks? EMO. Proprietary tools that you can’t really get your hands on.

My suggestion is to stay with blender. From what i’ve seen it’s got some great animation tools that will give you all you need to learn animation from fundamentals to advanced techniques. I don’t see blender having any limitations on the animation tools that won’t let you learn every thing you need to in terms of animation. Even paper and pencil give you that opportunity. You know what i mean?

You want to become an animator? Start learning animation. Gotta run. Post more when i get back.

-George


#48

HEHE you must check one of my W.I.P to see what i’m doing :wink:

http://forums.cgsociety.org/showthread.php?f=91&t=798533

Good luck


#49

Back.

Just wanted to mention that there is an advantage to learning “industry standard” tools if you have access to it when you’re starting out. I dabbled in other software in the beginning like Electric Image and animation:master before jumping on to maya. I did so because it’s what the majority of the industry was starting to use and still uses today. There is an advantage to knowing the software that the company you want to work for uses. At the time my animation skills were not good (still working on improve that after 7yrs. hehe) but because i knew the tools, i got an opportunity to jump in and be productive.

I would look at it like this. If you don’t have a lot of time to hone in your skills as an animator and need to find a way into the industry sooner than later, and you’re willing to do other non animation related, but still 3d related tasks that would require you to know maya(or other industry standard software) indepth, then do what you can to learn that software while trying to improve your animation skills. This is the route i had to take and now that i’m in the industry and know maya to an extent, i am looking to blender for personal work.

If you have extra time and not in a rush to get into the industry and have an eye for placement in higher end places like pixar, dreamworks, then the focus should be animation full time and a software like blender will be more than fine. It has the tools that allows you to make a transition to whatever software you eventually use at the studio you go to. The skills you will lean on will be your animation chops and not necessarily software skills.

I needed to lean on my maya knowledge to get in. There are other ppl though that have that visual eye though that can create amazing imagery with any software. they’re not limited by software. Brian Prince comes to mind who would use animation:master which was an animation specific software to create some awesome still environment renders.

Hope that helps. more to come.


#50

Just a remark about archiving/ shutting down the Blender thread: I think it would be a good thing for Blender. Indeed CGTalk is more aimed at ‘seriuous’/‘elite’/‘industry’ artists. I think it’s more like a place that someone eager to learn is being ignored or talked down. Just go to the topology forums. There are a few respectable artist’s there that are being everything but respectful. One can’t even bring a point across without being bashed for not sculpting first and retopo later. No one that like the art of 3D just as a hobby has the guts to submit a decent artwork out of fear to be beaten to death with devastating critique instead of constructive critique.
Places I like where one can be oneself is subdivisionmodeling.com and the Blenderartist forum.
One of the few forum leaders around here that have an aura of fairness is Robert Ortiz. I’ve seen one or two forum leaders spewing unwarranted vitriol at the efforts of the dev team and artist in the thread about the release of big buck bunny and the alpha release of 2.5.

So go ahead and close the Blender section. Your doing Blender a favor because there will more traffic at the real home of Blender which is Blenderartist (where questions are answered very quickly) and your doing yourselves a favor by keeping the quality of CGTalk <Society of digital artist> at a very high standard. .


#51

What you are saying closed this Blender thread ??.

and going to our private world where nobody knows about us .


#52

Hehe, well since I work in pipeline developing these same asset management tools you mentioned (and I’m also desperately trying not to come across as a naive fanboy here! :)), I’m going to chime in and try to give a pipeline-person’s point of view. I won’t make any guarantees about the signal-noise ratio though!..

Almost everything you said here was correct - integrating a new application into a pipeline is normally a massive headache. There’s custom data formats/databases to support, tools to port, workflows to define, and all sorts of technological headaches. And whilst Blender’s new scripting capabilities are a step in the right direction, it’s not deep enough for us to be able to integrate it properly in the pipeline, even if we wanted to. No argument there. :slight_smile:

BUT, whilst the amount of work you need to do to support any new rigging/animating/effects/lighting package in the pipeline is pretty huge, the same is not true for modelling and UVing. As long as the artist in question can pull their model into Maya for publishing when they’re ready for others to use it, we don’t particularly care what app they used to build it. There are several apps used for modelling at work that we (pipeline) have literally never had to touch. This is the point I’m trying to make - if an artist wanted to use Blender for modelling or UVing at work, surely they could do so right now, just like they already do for other apps?


#53

leigh,

again thanks for your response,

I don’t want to be overly argumentative or sound condescending here, but posts like this really disregard the actual full meaning of the word “pipeline”. It really has to be the most frequently misused and clearly misunderstood word on this site. A pipeline does not equal workflow. It’s far, far more complex than that. You can’t just bring an app into a studio and start using it and have everything working perfectly. Just because Blender can, for example, export OBJs doesn’t mean a modeller can just use it if they want to and export OBJs for everyone. Studios build their entire asset handling systems around the software they use. When I open Maya, it has loads of proprietary menus that pull up our internal asset handling system which allows me to gather in assets, publish assets, and everything else. These tools are expansive, deeply rooted in our 3D software and are continuing to be developed and improved in-house. Every other application we use needs to communicate with these tools and needs to be supported by R&D and our tech support. You can’t just bring in a new app and expect to start using it - there’s no support for it, and it doesn’t work with our tools.

Yes and it depends significantly on how the pipeline is set up. Ie pipelines that are using Collada with conditioners (which is becoming more common) are a lot more flexible in what apps can be used.

For studios using pipelines based on collada with conditioners then adding software to the pipeline is less traumatic - that is part of the reason for the push for all DCCs to support Collada.

Of course an in house DAM solution could be extremely unflexible, as are some of the commercial DAMs.

I’ve worked in small and medium sized studios too, and they’re also very hesitant to change software, that’s really no different to large studios.

Most studios I’m aware of use a planned cycle for adoption/integration of software into their pipeline. While it wouldn’t be allowed to download Blender and dump it into a pipeline (well it can be in some instances - some pipelines will let you model and UV in whatever tool you want as long as you can get it in the proper format for doing a check in to the DAM), when the scheduled evaluation time for integration comes around it can be considered just like any other application.

They may use less proprietary code, but they stick with their toolsets for other reasons, one of them being that when you’re using an industry standard application, it’s easier to find professional artists who use it. No-one wants to hire artists and then have to train them to use a new package before they can start doing any work. This is a major plus factor in sticking with industry standards.

Availability of professionals skilled with a particular program is definitely a major consideration, which is known barrier to entry for adoption of Blender. (Both the ‘we don’t want to have to invest money to train someone on the software’ but also ‘if we are behind schedule how easy will it be to find bodys to throw at the project’).

That barrier is dropping pretty quickly as more students are being trained on Blender and as more professionals add it as a tool. I’d even be willing to bet that within 2 years the majority of 3D artists will know blender well enough to do sculpting, painting, retopology, and a render in it.

Using lots of packages for different tasks is a huge pain in the arse that most studios attempt to avoid as much as possible. It causes disruptions, can cause inconsistencies, and generally complicates what is already a relatively complicated process.

Agreed.

In the professional world, it is a fringe app. I am sorry but I honestly don’t see how you can argue with that.

Do you consider Lightwave and Houdini ‘fringe’ applications? There are far more people who make their living with Blender than there are Lightwave and Houdini professionals. Most users of Blender who use it professionally are using it for Arch Viz, Illustration, Industrial Viz., music videos, game content, and related fields. The number of folks using it for FX work, tv advertising, television, and film are fairly small though growing. This is primarily due to Blender having historically having had relatively poor animation tools and a weak renderer until Big Buck Bunny.

I often read comments like this from Blender users, and yet when asked for examples, the best they can do is produce is one or two links, usually of obscure places that hardly anyone has ever even heard of. Even this very Blender discussion forum is not nearly as busy as some of the other software forums on this site - in fact, we’re considering archiving this forum altogether (which is actually why I happened to see this thread - because I’ve started having a look at this forum to monitor activity).

Yes I noticed that you archived Modo and then reversed it. CGTalk app specific forums aren’t related to the applications popularity (see the traffic for the Photoshop forum which dwarfs the user base of all the 3D applications combined, yet it is hardly used at all), but rather the availability of good application dedicated forums elsewhere. Maya and 3DS Max have historically had poor application specific forums elsewhere thus you have a good number of those users who visit this forum regularly. ZBrush, Modo, and Blender all have their own rather large forums - ZBrush has about double the traffic of CGTalk for instance. I think Modos traffic is about half that of CGTalk (they don’t list traffic like other forums so it is a guess based on thread activity). There are a large number (30+?) of forums that are dedicated to Blender with just one of them, blenderartists.org, having about half the traffic of cgtalk.

I think there are other variables that are important as well, but that is the most significant regarding app specific forum traffic.

That said, I think you will see traffic in this forum pick up once 2.5 is released, since the changed UI, and presets for Maya bindings will make it a lot more inviting for users of other packages to play and explore Blender.


#54

I’m gonna have a shot at answering this, but obviously can’t get too specific for what I hope are obvious reasons! No, we don’t have Maya’s source code, but then, we don’t need it - we can do everything with plugins and scripting. If you decided one day that Maya’s hair system simply wasn’t good enough for your needs, you could write your own using the Maya API without having to touch the Maya source code at all. The same goes for fluids, shading, lighting, animation/rigging tools… basically anything. If we see something in Maya that we don’t like or that doesn’t do exactly what we need, we can make our own (and indeed we often do!). Blender’s new scripting features are cool and all (and definitely a massive step in the right direction), but hopefully you can see it’s not really on that kind of level yet? :slight_smile:

Tool-wise, here are some simple asset management problems that a pipeline is there to solve:

  • If I’m an animator, I’ll need tools that can search for and link/import all the rigs, cameras and sets that my shot requires into my current scene.

  • I’ll need to be able to see what versions I’m using of each rig/camera/set asset, and have a way to check if any updates or fixes have been published for any of them since I built my scene.

  • If a new version of an asset has been published, I’ll need to be notified of this, and have a way to “update” my assets in my scene to the new versions, but without losing the hard work I’ve already done.

  • If my scene gets heavy, I’ll need a way to unload rigs that I’m not using right now, but still be able to bring them back later if I need them (and again, without losing any work I’ve done on them).

  • I’ll also need a way to be able to switch between fast-but-low-res rigs and slow-but-high-res rigs for fine detail work.

  • And of course, when my work is done, I’ll need a way to be able to auto-generate a high-quality movie of my work to show the director.

  • My work will also need to be published and versioned so that the next person working on my shot can start using my animation. If there’s a problem with version 5, the next person down the pipeline can tell me about it so I can make a fix and publish version 6, ready for them to pick up.

  • If the next job down the pipeline involves using Houdini instead of Maya, then I need tools to convert my work into a form that Houdini can understand and use.

This is barely scratching the surface (this is just the animation department!). As you said, it is “like a database or SVN or filemanager”, but at the same time it’s a lot more than that. It’s a suite of tools and programs that mean no matter how many people are working on a film or how big the film is, everyone can work together with minimum trouble and confusion. I don’t doubt that at the current rate of development we’ll be able to do this sort of stuff with Blender at some point, but we can’t yet, and even if we could it’s a lot of work/time/money to invest - we’d need to have a very good reason for doing so to make it worthwhile.

Does that clear things up?
Karl


#55

So your implying that we are somebody if we are part of CGTalk??
And I’m guessing that 99.99% of Blender users learned of its existence through other means other than CGTalk.
Besides: “our private world” is an oxymoron. Privacy is an individual thing. When you have a user base of ten thousands (if not hundred of thousands), one can hardly classify that as ‘private’.


#56

toontje,

Alekzsander is a non-native speaker of english so please take that into account when responding to him, unfortunately his statements are often quite difficult to understand (he has been trying to give feedback in the sculpt tools discussion and sometimes it is a bit perplexing what he is trying to convey).

I disagree with you on a number of points. I think it is valuable to have a Blender specific forum at CGTalk. CGTalk really isn’t a forum for 3D neophytes. It is a forum that in my opinion caters to professional cg artists especially those in film and effects.

I don’t think this forum is really a place where an inexperienced artist who has no experience with any 3D package is really appropriate to post. (Not that they are unwelcome per say, but they aren’t the core audience). Ie if you are doing ‘cube with interesting lighting’ then I’d wait to post art and request feedback at CGTalk until quite a few art projects are under ones belt.


#57

Karl,

thanks for your response. We are aware that the 2.5x API is incomplete for such usage. Unfortunately the migration to the new internal API structure and abstraction that has made 2.5x possible was more challenging than expected, and Durian has gobbled up more of the core developer time than expected . Thus completion of the new API has been somewhat delayed.

If you are of mind I’d be interested in your feedback on what you’d like the API to look line to best meet your needs.

LetterRip


#58

toontje,

no disrespect intended, but I feel that your responses, especially to Leigh, are being rather impolite.

Could you please give some consideration of whether your response might be considered rude or curt before responding?

thanks,

LetterRip


#59

It’s sad to see people fighting over a status of their favored package. 3d modeling softwares are just tools, like a hammer, or 2d drawing software.

I agree the last comments about the pipeline issue, if you or your team wants to use Blender, I would suggest building such pipeline your self. And I sure meant this in positive way.

Just like most other modeling softwares, Blender has a great status already and is being respected by a lot of people who don’t even use it. I recently (few months ago) changed to Blender completely after using other less known 3d package for years. I just found Blender best solution at this time since my “pipeline” consider me and myself only.

So in short. If you ask me, there are no real ranks between softwares. It’s just a matter of how and for what you need a 3d modeling package for, and who you work or wish to work with.


#60

If I understood correctly, you are saying that the topic “Can Blender compete in the animation Industry” is a debate, and as such, people will try to defend their preferences (at the expense of space needed to communicate solutions/tips to technical issues regarding the application & it usage). Hence, there is little or no CG content – mainly references. That makes sense.

From a similar perspective: The problem is with this thread and not the Forum.
However, I have also observed a commendable level of objectivity in 90-95% of the posts therein (viz. pipeline talks and all what not), which is illuminating (at least to me). So, valuable information is being passed … somewhat. They came through as unbiased, so "Skewed" is rather hard.

Oookaayy, SO, short and simple: Lets try to avoid a debate here … and discuss blender. Right?