
Dalai Felinto, Mike Pan, Martins Uphitis: Cosmic Sensation, Visualizing cosmic particles with an immersive dome and the Blender Game Engine.
Cosmic rays... what are they? Where do they come from? These are the big mysteries of these high energetic particles that bombard the Earth. The department of Experimental High-Energy Physics of the Radboud University Nijmegen discovered a way to demonstrate the existence of the cosmic rays and to study their origin. Although their research leaded to important publications, such as in the Science magazine, there was a huge interest in telling a much broader audience about their discoveries. Therefore they came up with the Cosmic Sensation project.
(Blender file download .zip 2 MB)
Blender for art and architecture, virtual worlds and augmented reality.
I would like to present our virtual sculptures made with Blender and exported to Opensim and Second Life and a moving sculpture we made and animated in Blender and we exported to an Augmented reality application.
The second topic is education with Blender: we are starting up Bubbles Factory which is an Association teaching and developing Open Source projects in Monza.
The aim of this paper is to present how the firm GSC, Asociados, S. C., is using Blender in the development of a comprehensive system that supports the teaching and learning of mathematics at secondary level in Mexico and Latin America called Open Mathematica.
Topology is arguably the single most important aspect to keep in mind while modeling. It largely determines how well your model will deform in animation, it determines the cleanliness and level of control of your model, and when used correctly can enable you to maintain better control of the details in your mesh.
This workshop is set to provide a overview of how topology applies to both organic and hard-surface modeling, why topology is important and how to create clean, structured topology that is animation-friendly.
Documentation roundtable discussion, for people active in wiki.blender.org and other documentation projects.
Open discussion about requirements by VFX artists for Blender, also related to a possible future open movie "Project Mango". The link above shows the notes made by Luca of the discussions.
I have founded my own software company, writing software for motion analysis for towing tanks, and use any chance to use Blender in assisting me in various aspects of running this company (logo design, animations, tutorials, manuals). During my presentation I want talk about these different aspects and at the same time I would like to establish contacts with experienced artists.
The new iPad opened a new wave of possibilities in 3D interfacing and application development. With a powerful OpenGL ES embedded in iPads, and a new screen size, an obvious objective would be: How do I make a business in the iPad 3D World?
This presentation will show the steps done in that process, from the simple idea, to huge technical burdens overcoming, until the creation of a full gesture-rich IK-Based character rigging scheme, able to deploy on an iPad App. From idea, to concept, sketch-up, model, texture, rigging, assembly, coding and testing, these are the steps followed in the creation of a state-of-the-art character for game development.
Miroslaw Brozovic, Bassam Kurdali, Sebastian Koenig.
We would like to briefly summarize the goals of the courses, topics covered, experience and knowledge gained and opinion on achievment from the trainers. Focus is on the second advanced course on witch the topics covered were 'advanced rigging and animation' and 'compositing' in Blender. Trainees attending the course had previous knowledge of Blender who wanted to learn more about the topics or people coming from other software wanting to transfer their work to Blender.
I work at a small studio called RGBprod and I give a presentation of our use of blender for 3 of our recent animation centered on robots. I will try to focus my presentation on how we worked in a small production environment, with freelancers (Pablo Vazquez and Francesco Siddi will present too).
This presentation discuss about the important role of Blender in the academic setting, using the University of Costa Rica as a case study. Three interdisciplinary scientific projects that use Blender as a central tool for research will be exhibited in order to highlight: a) the relevance and versatility of the software as a research support through different neurosciences disciplines, and b) the actual possibility to improve Blender in the course of reciprocal collaborations among academic communities and software developers.
Instead of a formal slide talk we will show a short video that we are producing in these days that will illustrate in a visually attractive way the process that lead a mixed group of students from the Catania Computer Science School and the Art Department to interact and cooperate toward a unified goal: the making of a short animated movie in a "pixar style" using Open Source resources.
We will document some of the lessons learned in this process. Moreover we will illustrate how Open Source and the access at the Blender community at large has been essential to the success of this educational project.
I wish to present some case studies where I've used Blender for recent commercial Flash projects, e.g. for big brands like McDonalds and the BBC. These case studies will show how the Blender Python API has allowed me to very naturally tailor Blender to be used in my Flash development workflow, not only for simple modelling, but also as a level editor, keyframing tool et c. These projects were made with 2.4x, but I will also touch upon how things have improved even further with the 2.5x Blender versions.
Practical demonstration of how Sintel's lighting, rendering and compositing was done. The artists will use several shots from the film and explain every detail. The fastest system from the Blender Institute will be available for them!
Informal meeting of German speaking Blender artists and developers, about BlenderDay, FMX, and other topics.
This is the list of confirmed speakers and presenters on the 2010 Blender Conference. If a title has a link, it provides a link to the paper, a download or website of speaker.
Here you can browse all speaker submissions.
As a game designer I find Blender a really important tool for making prototypes, in this new era of freeware, I started working with videogames doing prototyping and using freeware.
I am going to talk about logic bricks, limits and creativity, I used logic bricks for making a whole prototype of one game called Trolechaun, at this game I didn't used any scripting and it is a finished work.
Arnd volunteered to build a render cluster for the Durian Open Movie project. Inspired by the geeky Helmer cluster, he decided to put it in a file cabinet, giving space to 16 i7 motherboards. In this presentation he will share his experience and show the building process.
We report on enabling Blender 2.5 for single‐ and multi-touch devices. For this, we extended the event management system and incorporated multi‐finger gestures, created interaction concepts for the bimanual control of the interface, and designed specific techniques for modelling and animation. This is a first exploration of the possibilities of multi-touch control for Blender, and is not yet ready to be ported to the Blender codebase.
David Revoy - Sintel art director - will give extensive tutorials on how to get into sketching and painting with free/open software such as Alchemy, MyPaint and GIMP.
Eduardo Damasceno, Daniel Pinheiro Lima and Filipe Dilly:
The Detail Library will be a virtual space of knowledge transit that allows the constant interconnection between elements that instigate narratives, promoting this way the collaborative creation of entertainment products. The project began to rise it's conceptual structure in 2007, having Blender Foundation open movie projects as a major inspiration. Presently, the Detail Library Committee counts with the support of Abuzza Filmes Productions and the NGO Contato.
This paper describes a robotics simulation system developed on top of Blender's Game Engine. This Modular Open Robots Simulation Engine (MORSE) makes use of Python scripts and the physics simulation to reproduce the behaviour of real world robotic sensors and actuators. The simulator is composed of a library of individual components, which can be mixed and combined to build custom robots.
One of the common things that many Blender users aspire to do is produce their own animations and video games. As evidenced by the many (many) threads on forums like BlenderArtists.org, quite a few want to produce these projects with a team assembled across the internet; a virtual studio that knows no geographical boundaries. Unfortunately, most of these projects fail. This presentation is an attempt to explain why those projects have not been successfully completed and presents solutions on how to rectify that problem.
This presentation demonstrates BURP, open source software that, by using the Berkeley Open Infrastructure for Network Computing (BOINC) framework, enables the distributed rendering of 3D graphics over the Internet using a network of volunteer computers. While covering the basics of the technology, the presenters will discuss the motivation and key topics in making the technology and why they believe in making the technology available to as many people as possible. Topics covered include findings on our Blender community centric model, how we’re pushing for Blender use in independent movie production (our affiliation with Wreckamovie.com) and how we are employing Creative Commons licensing and an entirely bottom-up, user-centric, job submission model in a volunteer computing project.
In this presentation, Mike and Monica will give a direct demonstration of BioBlender, a branch developed on the basis of Blender 2.5, to be used by biologists willing to work with the nanomachines of life in a more creative setting relative to classical molecular manipulation programs.
BioBlender can be used to import, move, calculate chemical features and render proteins with strictly rigorous scientific accuracy, using a visual code studied for immediate and intuitive representation of electric and lipophilic potentials. At the same time, biologists will have all the instruments of Blender to allow creative use of proteins and other molecules. This implies the use of several programs, all controlled directly via Blender, thanks to an easy and intuitive user interface.
I intend to present to the audience my PhD research investigation, which is taking place in the University of Porto, in Portugal. The aim of this research is to identify the largest number of facial animation restriction methods (constraints) used for different types of characters in CG.
Today, artists need to manually create and assign bones and constraints every time they create a new facial rig. I intend to develop a series of standards to speed up the facial rigging process and make it much more efficient. In this way, the artist will have a number of valid references to animate different facial styles. The question I’m asking is: what type of facial animation methods, techniques, configurations and interactions are more suitable for a specific region of a specific facial style, be it a cartoon face, photorealistic, machine, creature, abstract or other.
Blender is a professional open source 3D package that includes all the necessary to produce and sell commercial products. In this presentation I'll show you some of the commercial products that I've made with Blender like the Serious Game for physiotherapy made for the children of Zurich and how I'm using Blender in Vanija.CH to produce Augmented Reality.
A working example of how "Project Widow" is incorporating real world production methods, from modeling, animation and linking Renderman, to pipeline design and free hosting by Shotgun Software for management, all using a variety of open source tools to complete this long awaited short film. The purpose is to encourage more professional visual effects and animation house that with the right tools and people, Blender can work with Renderman just as well as commercial software. It also aims to encourage the Blender developers that the Render API is our key. This goal has been 5 years in the making and counting.
(Due to circumstances speaker couldn't attend the conference)
At the Blender Conference the short film Elephants Dream will get an official world-premiere as stereo 3d version. In this presentation Wolfgang reveals how it has been created.
If you built the worlds best roller coaster but placed it in the middle of a forest, would anyone ride it? Without proper exposure even the best portfolio can go unnoticed. With thousands of unemployed artists now looking for work, simply being good just isn't enough. Learn the essential steps to increase your exposure and get noticed by the people who matter.
In this presentation you will discover:
How many people are using Blender for commercial purposes? How likely are users to switch to commercial software?
In an exclusive survey conducted at BlenderGuru.com, 2,800 blender users revealed what they use Blender for and how the software can be improved. This presentation will reveal the surprising statistics for the first time ever, and what they mean for the future of Blender.
In this presentation you will discover:
Several of the Durian animators will present shots they did for the open movie Sintel, how to use rigs, how to block out the rough motion, make finals, and do facial animations.
The camera is one of the most important aspects of CG, as it is in the real world, being the virtual eye we tell our story through. Unfortunately the Blender camera is not as flexible when used with live action footage, or in a mixed software pipeline, making it difficult to use in a VFX production. With relative small additions, the Blender camera can resemble a real camera, resolving these problems. From there we can think of what can push the camera even further, to help us in areas such as camera projection, matching and tracking. The subject of Stereoscopy is included.
- "Frankie on the Moon": Adapting the Yo Frankie! game into a 3D stereoscopic scientific presentation. We will give a demo (without the stereoscopic 3D).
- Interactive Molecular Dynamics with the Blender Game Engine:
- HTML-Server in Blender Game Engine
- Showcase: "High Quality Scientific Animations with Blender"
In this workshop id like to take the viewers through all the necessary steps to sculpt a nice and well proportioned head in blender. Once you know how to do this you can give it your own personal style and finish as you see fit.
It is my opinion that everyone can sculpt a good looking head if they know how to approach it with some basic knowledge about proportions and anatomy. This will be the focus of the workshop; to enable people so they cant start sculpting their own heads/characters.
- Why anyone can sculpt a head (yes that means you)
- Setting up the sculpting environment
- Anatomy as your cheat sheet
- Important shapes and proportions
- Simplifying the facial features
- Bringing it all together and making certain it works
The Verse protocol allows several graphical applications to share data over network in real-time. The original Verse protocol has many lacks in own specification and implementation. The specification of new Verse protocol was simplified and it tries to overcome old mistakes. Implementation of Verse server and Verse library is near to be finished. This paper will introduce own design of new Verse protocol as well
benefits of new Verse API for developers.
As Blender is a platform for learning 3d animation and game development to a wide range of programmers, it is also undergoing continuous modifications through new ideas implemented in the open source domain. In line with this thought, the application of adding wireless micro-controllers to the software to simplify the process of applying ideas to the interface and to eliminate the complexity of game control will open larger avenues to both the platform as well as the audience.
We would like to announce the winner of the Raygun competition at the Blender conference. We have asked Greg Broadmore the creator of Dr Grordborts to make a short video commenting of the great effort by all that entered.
I can show in a short presentation what I have done the past year with Blender as a CAD tool. I have an example of plexiglas shelves that I designed in Blender. I used the 3D design files to make 2D machine file (export them as DXF files) to cut the shelves with a laser cutter and mill slots in the shelves stands with CNC milling tool.
I also made a design of a mould for a casting with Blender. The 3D file was exported in STL format and used on a CNC milling machine to make the mould. The examples of the mould and the cast results can be shown.
I have used machines (Laser cutter and CNC milling machine) from Fablab Amsterdam (De Waag society) and Utrecht (Protospace).
Presentation for users, how to use Blenderstorm, and report to the bug tracker.
The paper presents a Ph.D. research project that intends to portrait the Blender learning ecosystem, describing the strategies and resources that people are using to learn Blender. Based on blenderheads personal perspective of their own trajectories of participation and learning and the researcher’s own experience, we aim to trace a Blender socio-technical learning landscape, identifying key entities or components and relevant patterns or interactions.
It’s our strong belief that studying the actors and the networks of Blender’s open participatory learning ecosystem will allows us to develop a better understanding of what learning is and might be in the 21st century, with a special focus on informal and non-formal learning.
The goal of this presentation is to show an overview of the techniques used to model and UV-Unwrap 3D-things, generate and bake textures, and other cool techniques and processes discovered during almost a year of work, using Blender or other free software tools, although Blender was actually the workhorse for the whole art section of
the game, since even the video edit of the trailer was done in this app.
RealXtend is an open virtual worlds platform, using an extended Second Life (tm) protocol and OpenSim servers. The client uses the Ogre graphics engine, and its mesh, material, animation formats. It features hosting worlds on-line for multiuser usage, and APIs for application functionality -- be it meetings, education, gaming, architecture visualization or simulation.
The b2rex tool streamlines using Blender for authoring RealXtend worlds. It builds on the Ogre dotscene exporter, adding material previews and direct upload of the scene to a server on the net. Work is continuing to support collaborative authoring by making blender2rex talk interactively with the world and asset servers.