Among others the following features have been added since then:iImage painting, 3D texture painting, sculpting, various simulation tools, compositing, motion tracking (camera- and object), masking and thus rotoscoping. It seemed like the open source development model fit perfectly with a software that longed to be a swiss army knife for small studios. When Blender became open source in 2002, a feature-spree started. Integration of a game engine followed in the same year. In 1996 the animation program already had a video for video and animation sequences. Yet there is one example today that still follows that old design idea: Blender! What we know today as Blender began in 1995 as a re-write of the in-house software of the Dutch animation studio NeoGeo. By the beginning of the 90s the specialized tools had already taken over. This kind of software does not really exist anymore, and there is a good reason for it: Those programs could do everything but never really good at anything. When computer software was still in it's infancy, the usual business model of software vendors was to build one giant "jack of all trades application. ![]() RedShark contributor and Blender expert Gottfried Hoffmann reportsīut it hasn't always like this. ![]() For a VFX workflow you might use a tool for tracking, one for compositing, one for editing, various tools for simulations and specialized applications for modelling, sculpting, texturing and animation. An office suite consists of a program for writing text, one for spreadsheets, presentations, a database etc. ![]() Anyone working with digital tools today has a wide choice of applications for specialized tasks.
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