Tag Archives: blender

Blender’s Open Movie Project – Tears Of Steel

This isn’t exactly open source hardware. But Blender is open source…and robots are hardware…and it’s Saturday.

This is the fourth from the Blender Foundation. The movies are intended to push Blender’s open technology forwards.

For the entire creation pipeline in the studio, we will only use free/open source software. For 3D graphics, compositing and video editing we’ll obviously use Blender. The new ‘Cycles’ render engine will be used, which includes open source projects like OpenShading, OpenColor and OpenImage. For camera and motion tracking Blender uses Libmv. For imaging and drawing we expect to use GIMP, MyPaint, Krita and Inkscape a lot. Render output and footage will be using the OpenEXR format. Scripting will be done in Python. Studio database storage will most likely be in SVN. The workstations in the studio will be equipped with 64 bits Ubuntu Linux. We have our own render farm this time, running on Debian and Ubuntu.

Since we’ll work with external providers for music, sfx and mix, we can only recommend them to include free software in their pipeline, but won’t put stringent demands here.
Obviously we’re very interested to be in contact with free/open source projects of any kind, to check on what we can do together.
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3D Scan Cleanup by Tony Buser

3D scanners are great, but they create “dirty” meshes. Overlapping points and reversed normals don’t matter until you try to print the mesh on a 3D printer. Then the slicing engine will get confused because it can’t tell where the inside/outside of the model is. Correcting these “dirty” meshes involves a lot of tools, some expertise, and a little bit of luck.

Tony Buser has provided an excellent tutorial describing his process. He takes a 3D scan, massages it through several different programs, and the result is a perfectly printable 3D model.

Programs/sites used:


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