The following links are just the most recent notes and thoughts. For a further list check out the ArchiveSummer Day in Middle Ages
Sometime when I've some spare time I would like to make some motion of this environment. This scene was intended to be the one used in a short movie codenamed "mushroom" made in Blender, but finally we paused the project. I've got lot of stuff already though but I don't have enough time to complete it actually.
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I've recently received at home a copy of the book -Blender Game Engine: Beginner's Guide- written by Victor Kuller Bacone and published by Packt Publishing that I was pleased to review. It's an awesome approach to creating 3D games using the latest version of Blender with no need of coding or high programming levels. In other words, a very interesting read for those loving Blender's versatility.
And that's a real true sentence when it comes from a developer. As developer I am used to deal with different kind of projects and mostly with lot of files of code. Some are well structured and some never will be because they require a whole rewrite. But in both cases there is a developer task that is needed by every kind of project -documenting the software.
When applications comes with no further details about areas sucha as, what it does, how it works or how has it been built, means an awesome fail in the horizon. Well structured applications, clean code and effective processes should always be completed with well structured, clean and effective documentation. In the documentation art you may fall in very different errors.
In the three cases there is an unavoidable fail and implicit committment if you want to get a success. So, is the documentation as hard as the coding itself? Probably more in my honest opinion. For "good developers" coding is as important as documentation could be and spend lot of time making the code understandable for users and other developers, because a good application together good documentation makes it easier for the developer to update, debug, implement or review his/her own code.
So, probably the best way to get a success in the software development should be making your code at the same time you're documenting it, making it bit a bit avoiding full re-coding and full documenting because in this case you could be in front of a huge task and you could miss important bits of code requiring documenting. For that purpose you have lot of different ways of documenting like wiki, plain documentation developed by yourself using html, php or mysql or anything you could keep up to date making your software friendly and accessible for yourself and others.
And that's true when you get in rush for developing software. In GPVWC we took the decision of getting 2012 as a stabilization season, completing missing features, fixing bugs and making code looks clean and accessible for debugging with the less impact on the user online experience.
I had planning to introduce a whole new kernel in GPVWC for next year but 2012 is coming soon and there is no much time to introduce all in this time frame window, so instead of getting in a rush with no real reasons, we will use the current code that worked really fine and make it better. It's true that this is not the perfect solution I was after but sometimes you need to decide the best solution to make the project viable. I have to say that this solution is not bad, of course. As I mentioned before, current code is the result of evolution along the years.
We've got a lot of things that make our code really interesting such as a built in XML reader that makes all the dirty work updating results, standings or finances automatically... but there is always a but. It's not using the OOP method I wanted to introduce in the 12.01 version. But, I will do it for 13.01 with no doubts.
So, the speed could play havoc in performace and sometimes to delay a release of very new -and untested- features is a step forward in the whole project development. Sometimes you need to get away the picture to understand the whole idea and getting back to the initial idea is not a step backward but to understand the questions why, where and who to understand how and when.
Just a madness I have performed in a couple of Blender sessions. I was wondering about how the great Johannes Vermeer' studio could look like and this was what arrived to my mind. Result is Modernizing Vermeer' studio render.
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Just worked a couple of days in a really interesting project I had never tried -Interior Design- using Blender. Result is The Finn Winter render.
Now I am thinking about to spend little bit more of my time making renders and stills instead animation projects -that is really tedious for a single man BUT I won't park them anyway!-
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Managed to set up again the Online Blender Support for those looking for help in Blender. System works as it did in the past using the famous three -3- steps, namely:
The support ticket is for one hour (1h) chat session and cost is 45 euro per hour and topics cover from Blender basics interface or modeling to rigging or animation.
Students are free to choose the date, time and topic by just sending a mail to info(at)lighthouseanimation.es and as soon as I could confirm, the date should be booked via paypal and then wait for the session day to connect online and learn Blender!, easy... isn't it?
Hope to talk to you about Blender tips and secrets.
I finally ended up with an introspective visual poem project. Target was just test the animating of nodes through drivers. More than animation itself this project intends to research about how animatable are the Blender nodes.
Video: Haiku Poem on Vimeo
Probably three lines are not enough to inspire a new project but if you combine those three lines with an awesome culture like the chinese one, then you got something to work with.
This is the basis of the new project codename "haiku" and titled "Haiku poem" I am working on. The target for this project is to invest time exploring the Blender node editor and sequencer.
There is some interesting points to solve in this project, more technical than in animation terms and that's exactly why I am working on this. Can't wait to see it working and check the real possibilities of using the Node compositor and sequencer making the dramatic shots I have got in mind just using Blender as main 3D suite.
At the moment i just can show you those three lines of a haiku poem I wrote for this purpose:
Sometimes I feel alone,
Old oak dying, autumn in my heart,
Scream with muted voice
For those that still don't know what's Packt Publishing (packtpub.com) they are a plublishing company producing books and e-books. In fact they have published interesting Blender and IT books.
I am proud to say they published my article "Introduction to the Editing Operators in Blender" and its sequel. Read the full article on the packt publishing website.
In this article I cover the basics for editing mesh and differences between Edit and Object Mode. It also gives you some interesting information about modifiers such as Subdivision Surface, Mirror and those helping on the very first moment in the modeling stage.
I finally provide a resume with the most important shortcuts for the first steps in modeling such as Selection and Mesh/Object manipulation, View, Operators and more.
Link: Read Introduction to the Editing Operators in Blender on Packt Publishing website