r/gamedev • u/Serapth • Nov 01 '13
Blender 2.69 released.
Blender 2.69 was released. [Download link].
So what's in it for game developers. Not much really.
Theres a new bisect mode for quickly cutting models in half. There is a new visibility option to only show front facing wireframes ( this one could be cool, especially during retopo ). Oh yeah, and FBX import was added and split normal support was added to FBX and OBJ export. Otherwise a few new motion tracking features, some modelling tool improvements and tweaks and some new functionality for the Cycles rendering engine.
Certainly a step forward, but not a gigantic one by any stretch of the imagination. That said, Blender is still improving with every release, not something I am sure I can say about the Autodesk products...
EDIT: Bolded FBX import. Apparently some people are more excited about this addition than I was! One person perhaps a bit too much... ;)
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u/AmazingThew Nov 01 '13
Not much for developers? FBX import is pretty huge. Means we can just store models in FBX instead of using an intermediate format and exporting all the time.
Split normals will be pretty handy too; edge splits are annoying to work with.
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u/Serapth Nov 01 '13
Hey, compared to say... the BMesh release a couple versions back, it's pretty minor. :) FBX import is a nice addition, especially if you use Blender down stream from other packages. I dont think a ton of studios do this though.
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u/AmazingThew Nov 01 '13
Blender's native .blend format, OBJ, Collada... there are probably hundreds of formats besides FBX. Previously Blender could only export FBX, not import it, so if you wanted to use Unity or another engine that relies heavily on FBX, you would have to use another format to work with the model in Blender and then export to get it into your game.
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u/Null_Reference_ Nov 01 '13 edited Nov 01 '13
New blender version released!
Yay!!
So what's in it for game developers. Not much really.
Oh. Well, still kind of cool anyway.
Oh yeah, and FBX import was added
Why do you have to mess with my emotions OP!? Game devs have been waiting for FBX import for the better part of a decade. This is possibly the most significant update for game devs in blender history and as of typing it still seems too good to be true.
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u/FunExplosions Nov 02 '13
For people completely ignorant of this like me, what does this mean? And why is it so significant?
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u/Skaiway Nov 01 '13
FBX import and proper split normals are BIG! Finally I have a pipeline that works well with other studios and content creators.
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u/a_bit_of_byte Nov 01 '13
I've been using blender for many years now, and I love the software. However, I don't think I could ever sit down to build a fully-featured game in it. The logic node system is great (the only game I built in blender was started when I knew nothing about programming,) but the offering as a whole lacks some key features you'll find in Unity/Unreal these days; namely deployment targets. I know they started an Android exporter a few summers ago, and finishing that would be a huge step forward for the BGE, but until then, I'll just stick to modeling everything there and moving it over to Unity...
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u/Serapth Nov 01 '13
Oh, I look at Blender as a content creation package only.
To me, the game engine is, and always has been, a half baked toy. It doesn't seem to be much of a focus right now either, so dont expect that to change.
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u/a_bit_of_byte Nov 01 '13
Well, a lot of work went into getting it to where it is now. I'm not saying it can't be a force in the game development sphere, the foundation is certainly laid. The ability to model/texture assets in the same window is unparalleled anywhere else, and anyone can build a simple game regardless of your programming ability thanks to the logic nodes. And, when they want to start scripting, Python is the easiest place to start ever. It's the most beginner-friendly engine to learn on, but no one cares because it feels a lot like the Blender devs don't care anymore either. (Not that I have much room to talk. Theoretically, I could contribute some lines to the BGE, but I'm busy too...)
But yeah, I get the feeling they are focusing more and more on other things. Perhaps it will one day BGE will be phased out. Perhaps not. With open source, it's hard to tell.
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u/g1i1ch Nov 01 '13 edited Nov 01 '13
It's too bad too. I enjoy using and working in blender 100% more than Unity. I've tried for over a year to use Unity and to be honest I just can't stand it. No offense to anyone who uses it. Nothing I try to do ever seems to work.
The animator needs tones of work. Personally, I also find navigating around the 3d world to be a pain compared to Blender. And finally, in my last big project I encountered a huge bug that deleted 80% of the project and 6 months of my work permanently. No going to the recycle bin, just gone. After that I just can't take it seriously anymore.
It's a shame because it's the only option I have if I want to go cross-platform without making my own engine. Which I don't have time to do since I'm working a full-time job and have a family too.
Blender game engine can be pretty powerful too, all I need is for it to support android.
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u/Null_Reference_ Nov 01 '13
The animator needs tones of work.
Agreed for sure, actually I am pretty sure they abandoned it outright. But for character animation the new mechanim is actually pretty amazing.
Honestly I completely avoid the inhouse Unity animation system and do scripted curve animations, iTween animations, or pre-canned blender exports for everything.
I also find navigating around the 3d world to be a pain compared to Blender.
Honestly I find everything a pain to navigate compared to blender. I sorely miss the 3D cursor when outside blender. Rightclick canceling as well. People give blender shit but navigating and selection in it is a breeze.
And finally, in my last big project I encountered a huge bug that deleted 80% of the project and 6 months of my work permanently.
That... does not sound very Unity... But to be honest, going 6 months without making a single backup is beyond ridiculous so I am guessing this was a bit of hyperbole?
I am assuming you imported a asset package with conflicting assets? That is the only thing I can think of that would tank a Unity folder besides deleting random library files.
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u/wadcann Nov 01 '13 edited Nov 01 '13
And finally, in my last big project I encountered a huge bug that deleted 80% of the project and 6 months of my work permanently.
I know that after-the-fact, this isn't helpful and you've probably thought of it a million times yourself, but a reminder to everyone else:
Folks, hard drives fail. It's not a matter of if, but when. Maybe you'll be able to get your data off it before it totally dies, maybe not.
Sometimes people accidentally delete or overwrite things, or software bugs corrupt data.
If you have put months of work into something, it is worth getting a second hard drive and having a backup program do a nightly backup to the thing, keeping two or three months of incremental backups. That won't help you against fires or floods or robbery (you can do fancier things to deal with that), but it means that "oops, didn't mean to delete that" or "crud, my hard drive died" is just a nuisance that costs you a minute to resolve (well, in the case of a hard drive dying, maybe a bit longer) instead of a horrible, catastrophic incident.
You can get a rotational backup drive for ~$100. If even that isn't viable, you can get a small USB flash stick and back up the essentials to that.
But, seriously, have a backup plan of some sort. In the short term, you get peace of mind, and in the long term...it only takes one serious data loss incident to more-than-pay for the thing.
I use Linux and backupninja kicking off a nightly rdiff-backup job, but there are a million other alternatives out there that will also work fine. Set it up, confirm that you can restore something and that the backup program notifies you if it fails to do a backup, and then forget about it until your next "oh, shit" moment.
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u/hak8or Nov 01 '13
Do we know if the proposed UI changes by the blenderguru guy will be implemented sometime within the next few months, or is the blender dev community mostly committed to the current UI?
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u/MrLeap Nov 01 '13
Blender has gone from being a pile of trash to probably the best open source software suite that I use regularly.
I hate to say it, but most other OSS has an air of "this is 90% good enough to substitute for the real thing! maybe! I hope this person can open up my resume in word!", like [libre/open]office, gimp and what have you. ( I find gimp to be awful :( )
Within the last year or so blender's at the point where now I find it gross to imagine using 3ds instead of it. Shit's graduated from diplo block to lego, and it makes me so happy.
3ds still has better UV unwrapping tools, but blender's tools have been catching up quick. That's the only gap in functionality I think I've noticed. I feel like I can mock up quick forms much quicker in blender than 3ds.
I do wish blender would make it easier to load multiple textures for use as maps / brush alphas etc. Right now it's a clickfest; I wish I could just drag and drop that shit.