The recent updates in Blender 2.80 have been widely accepted as a huge step in the right direction, especially for the artists. But how have these changes impacted add-on developers? Have some of the previous areas of friction gone away? Have some been introduced? Let's talk about how add-on developers use Blender in unique ways, where could add-on development in general can be polished, and what would make add-on development easier?
I am an associate professor and department co-chair of the Computer Science and Engineering Department at Taylor University and a tool developer at CG Cookie and Orange Turbine. Some of the courses I teach at Taylor include computer graphics, HCI, computer vision, data structures and algorithms, programming languages, web design, and game engine architecture. At CG Cookie and Orange Turbine, I …
Speaker ProfileSybren works as software developer at Blender HQ. His roles there are project lead of the Layered Animation project, and module coordinator of the Animation & Rigging module. He also works on the render farm management software Flamenco.
Creator of The Grove, the 3D tree growing addon for Blender. For the past 5 years, I’ve been trying to solve the puzzle of tree growth – through relentless trial and error I’ve implemented a great number of hypotheses of scientific papers, books, and many of my own observations. It’s been quite a ride so far - slowly unraveling the mysteries of tree growth, and relentlessly catching up with 200 m…
Speaker ProfileAddon developer, animator, and VFX artist. Advanced Software Development Engineer at Crane Currency. Founder of Bricks Brought to Life with credit in The LEGO Ninjago Movie; developer of Bricker addon for Blender; founder and CEO of Bricker Builds.
Contributed significant code towards the development of Retopoflow, D3Tool, and many other Blender addons.