Blender Foundation to Create Open Movie, Open Game 100
Eloquence writes "The Blender Foundation, which maintains the open source 3D tool Blender, has announced two new projects, codenamed Peach and Apricot. Project Peach will be a new open source movie, following in the footsteps of last year's Elephants Dream project (which was initially codenamed Orange). Apricot, on the other hand, will use Blender in conjunction with open source 3D framework Crystal Space to create an open game, thereby showcasing both technologies."
Open Source Movie (Score:2, Funny)
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Nope the script and concept art are already close to completion.
LetterRip
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Unless they are python scripts commented in pythonesque style?
Also Essential Blender book (Score:4, Informative)
LetterRip
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Re:name ? (Score:4, Informative)
What's not open about that?
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It just passed to my head that because since it was done with open source tools it was a open source movie ... Yeah you are right about it's under creative commons.. :)
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when you give out the script, and all assets used to make the movie such as t he actors, models, sets, etc... I would definitely call that a open source movie.
Espically when you can take that source and create the movie at home. Or even tweak it so the movie is different in your way.
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It is open in that it will all be released under a open license (Creative Commons attribution i think?) including all blend files etc. Of course it is also being made with open tools.
LetterRip
should be good (Score:4, Interesting)
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There is a lot of art like this, and it's usually people's first attempts.
They start off with huge complex plots, profound world shaking ideas, and amazing vistas of imagination.
What they don't do is think 'hey, how about we animate a lamp on a desk?'. It takes seasoned professionals to attempt something as ambitious as that.
You get the same thing in cinema, drama, music. It's not till you have been doing it for ye
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Elephants Dream was a good opportunity to make a high quality, open source 3D short, which they did do, but they made one that did not make a lick of sense. IMHO, they would have been a lot better off maintaining the quality and complexity of the film, yet port
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This will be interesting (Score:3, Interesting)
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Re:This will be interesting (Score:4, Insightful)
Indie movies do not have a 1.4 million dollar budget like many of the ones listed for this years sundance festival.
Download and watch elephants dream. It is a technical example and not a well written story but it was designed to prove and in essence broadcast a loud STFU to all the maya and lighwave weenies that still proclaim that blender is not a professional tool capable of anything decent.
They produced a pixar quality animation with free stuff that YOU can have in your home. The next project is going to focus on a good storyline and probably get submitted to many festivals.
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I'll have to argue about the "Pixar quality animation" part, though.
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Where was the rush, did they have funding issues or perhaps some other reason for an externally-set deadline?
(Not trolling, mind you, merely curious.)
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As far as a tech demo, elephant's dream was a massive success. That clip generated an overwhelmingly positive response, increasing blender's profile and tri
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Re:This will be interesting (Score:5, Funny)
Not to mention, somehow I doubt a game can be crafted with an open-source development model. A game needs some very strong creative forces behind it to keep it cohesive - if a typical OSS app can't even keep their user interface cohesive [ever look at your typical gnome or kde app's config screen?], something tells me it will be difficult for them to keep their: storyline cohesive, user interface cohesive (like I said, most simple desktop apps have a problem with this), game mechanics cohesive and logical, art direction and style cohesive, etc etc etc. Unless it's just TuxRacer 2.0 (maybe make a version named TuxRaver as a DDR clone?)
Considering the typical absurd workflow logic that goes into most OSS apps I've used (beyond your bread-and-water openoffice, etc)...
You will start out as a penguin in the north pole, whereby you will get a letter from your family in new mexico telling you to come quick because your cousin has died during the construction of the great pyramids. You arrive in Sicily only to find that Siberia has been taken over by mutant cyborgs all named 'Bill Gates.' You must travel to antarctica and battle the chair-throwing monster Ballmer in order to gain the GPL of truth, increasing your hit points by 6.02x10^23 while slowing you to a barely managable crawl. Desperately you make your way to florida, where you successfully battle jack thompson in court and gain the Writ of Winnitude. You combine this with your GPL of Destiny (the one you found during the side quest back in new mexico involving the trout and the cliff wren - you did that, didn't you? it's not in any of the docs anywhere, but it's so obvious! - it's NOT the Gpl of Truth - that item is useless) and are magically transported to a land of rainbows and penguins and free software for everyone. Unfortunately, this paradise is shattered by an Ax of Servitude hewn from the yggsadril-apple. It's shiny, but it works good and is simple to use...
Right about here, most people get bored developing the game and it slowly dies, forgotten in the depths of sourceforge. A few people stop by every couple of months and say, "hey.. there's this bug.. is anyone still working on this?" A few people wax nostalgic about the groundbreaking progress they made on the pixel shader they used to put a shine in the main penguin character's eye (but is not used anywhere else). The controls were odd (you used t to go forward, z to turn left, i to turn right, and clicking your mousebuttons realigned your characters eyes with the directions he was looking) and most people who downloaded it wished pain and suffering on the user interface developers, who decided to go with a "Leopard-meets-vista-meets-diabloII motif."
Note: I love open source software, but really.. I can't see it working in game development
Re:This will be interesting (Score:5, Informative)
As to Open Source not working. We are going to do this with a solid team that will remain for six months in Amsterdam (Blender studios). So while the end result will be Open Source the way to develop it is like any other commercial game (only with less money and a bit more time constraints).
Greetings,
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Greetings,
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(I have a jar I keep it in on my desk)
Re:This will be interesting (Score:4, Insightful)
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Suddenly, the dungeon collapses. (Score:2)
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Open source can draw from a potentially limitless pool of resources with no money or time restraints.
Lots of games never "grow up" even tho they have experienced, motivated people behind it, the major difference between closed and
open is with open source the assets are still there even if the game fails, added to the pool.
Movie project (Score:4, Interesting)
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it's not something that would require any trippy visuals, and has a strong story already. they can focus on details, as mentioned in other posts, to convey emotions to the viewer.
well, that'd be my suggestion.
Not the Blender game engine? (Score:5, Interesting)
It's too bad they're not using Blender's own game engine. Blender has an integrated 3D animation system and game engine.
The trouble with the Blender game engine is that it doesn't scale well. The Blender game engine can be used "without programming", but what that really means is that you have to draw connection diagrams with hundreds or thousands of connections. Then you get to debug the wiring. For a non-trivial game, it's painfully difficult to debug.
It's an occasional fantasy of programmers that wiring visually functional blocks together is easier than programming. Engineers who wire up real hardware know better. That's why we have VHDL.
Fortunately, you can extend the Blender game engine in Python. Unfortunately, it's CPython, which is 60x slower than C. This isn't a hit you can afford in most games.
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I was hoping that developing a large game in Blender might motivate the Blender game engine people to rethink the design so that it scaled better. The Blender "circuit diagram" approach might work if it had higher-level abstractions, like components made from other components, or "objects". LabView, which is also a "wiring" oriented programming system, has something like that, and it scales moderately well.
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See also: Hackers [imdb.com]
correction (Score:2)
Re:Not the Blender game engine? (Score:4, Informative)
Great! (Score:4, Informative)
blender advancement (Score:5, Informative)
CS Project Manager Perspective (Score:5, Informative)
I'm the project manager of Crystal Space. I'm of course very glad that Blender and us will do this project. It is an amazing opportunity to enhance both Blender and Crystal Space to actually make this possible. The plan is to make a really good looking game that can compete (graphics wise) with commercial games. Crystal Space can do a lot already but in some areas we still need some more work (more specifically things related to render2texture like HDR and others). Also for a game like this we need to work on a very good animation system. Having a project like this is of course the best motivation possible.
Another important goal of this project is documentation. As this game is fully open all sources (both code and art) will be made available. And we also plan to release a DVD with a full documentary on the entire creation process. Basically everything will be available (we would release the left-overs of the meals of the participants if we could
And of course the idea is to make a nice and playable game. Six months is not that long but it also doesn't have to stop there. The nice thing about an open game is that it can be extended for a long time to come. Also the game logic will serve as a nice starting point for a new game based on a different setting. So lots of possibilities here.
Needless to say I'm very excited about this project. I think it will be a great thing. Both for us (Crystal Space) as for the Open Source community. If we succeed we will have a commercial quality game but 100% free and open!
Greetings,
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Sweet! where can I sign up. Seriously I'm anxiously awaiting the release.
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We actually have support for physics using the ODE physics engine.
Greetings,
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Art license (Score:2)
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Not that I want to see you swamped with a million ideas, but I am sure there are plenty of people out there that have workable ideas for a game... just saying, not that I have one or anything... ok I do,.. but just saying.
Open Source Movie? (Score:3, Interesting)
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No, that's more like a GNU movie. With the blender Orange project (aka Elephant's Dream), it came with a script and blueprints for a set, and you're free to make modifications to them and make your own movie and distribute it, but you don't have to make your script and blueprints available
Machinima? (Score:2)
Jonah HEX
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The huge difference though is it doesn't include all the models and textures you would find in a game. You can find a lot on the net, but you are not going to get the cohesive art design of a commercial game without a lot more work.
This is one of the goals of their 'Open source' films and games, building
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Far more suited, yes. But also far more difficult.
When you use a 3d animation package you can make much better animations than machinima, but not as easily.
You would essentially be forced to learn animation
applications other than software (Score:1)
Whats the plot? (Score:3, Interesting)
I don't remember any Elephants... (Score:2)
I actually liked Elephant's Dream... but it was a bit high brow. A few car crashes/pirate ships would have broadened the appeal of the movie and gained a wider audience, which is the point of a tech demo, no?
It wasn't just a tech demo - part of the idea, as I understand it, was to use the project as a shake-down for Blender. People don't do major projects with programs like Blender every day, so there's not the kind of in-depth feedback on advanced topics that there should be. By applying Blender to such a task in Orange Project, they were able to see for themselves what went well and what didn't. As a result they identified some things to improve and (more importantly) how to improve them in order to make
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The voice acting was annoying, and some details that could've made the plot
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Why not Ogre instead of Crystal Space? (Score:4, Interesting)
Ogre3D [orge3d.org]
It looks like Ogre is at least as fully featured, and has some commercial games being developed on it right now.
By the way, this is a legitimate question -- I'm not a developer using either suite so I'm kind of curious if people out there have used both or if there was some rationale for the choice of one or the other.
C
Re:Why not Ogre instead of Crystal Space? (Score:5, Informative)
Greetings,
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Thanks for the reply -- I didn't go through your site in much detail before, but after about 2 clicks on the second visit I came to the "Ogre vs. CS" comparison page.
I guess you guys get this question a lot ;)
C
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Thanks. The fingers go too fast today.
Maybe Lara Croft will star in it? (Score:4, Funny)
Funding? (Score:1)
Last time i checked, most (low-key) open source projects were dirt poor. How come this is different with Blender?
Nonetheless, still very cool that they actually have got the funds to open an office in Amsterdam (where housing is the most expensive of the whole of the Netherlands)
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Pardon me for asking, but where exactly does th Blender foundation get the funds from to just be able to say 'we'll make a movie and a game this year'? Last time i checked, most (low-key) open source projects were dirt poor. How come this is different with Blender?
The Blender Foundation sells printed high quality versions of its documentation (and commissions new and up to date documentation - ie see the link to Essential Blender earlier); it presells DVD versions of the movie projects; and enough users use it commercially that they can afford and are willing to 'give back' to the foundation. Also the Blender Foundation has support from both commercial and government entities. All of those are possible through both the efforts of Ton (the project lead and chairm
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Pardon me for asking, but where exactly does th Blender foundation get the funds from to just be able to say 'we'll make a movie and a game this year'? Last time i checked, most (low-key) open source projects were dirt poor. How come this is different with Blender?
the question how they fund all this is already answered, but an interesting thing i want to add: did you know that blender is only open source because the community raised EUR 100,000 in 2002 to buy the source from NaN, a dutch company formerly owning the blender code?
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Greetings,
Direct Ripoff of Digg's Post (Score:1, Offtopic)