While the core of Blender development takes place with the Blender Foundation/Studio, a substantial amount of development happens with coders who are either independent or affiliated with another organization or studio.
The amount of developer energy and interest in Blender is large and growing. Unfortunately, Blender's source code is enormous and Blender's development pipeline is not something that everyone is familiar with. This workshop is meant to demystify Blender's code base by walking participants through setting up their development environment, making a small change to Blender, and compiling their own build. In addition, participants will also learn how to submit a patch and navigate the patch review process on Gitea.
Jason van Gumster is a member of the "Blender Old Farts Club" and has been a Blender user since 1998. He's run a small animation studio, written Blender For Dummies (now in it’s 5th edition), co-authored GIMP Bible, and helped “fight bad guys with art” by designing anti-counterfeit technology for currency. Most recently, he's been helping studios and toolmakers integrate Blender into larger produ…
Speaker ProfileI 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 ProfileJason Schleifer has over 27 years experience in the Animation Industry as a Creative Director, Supervising Animator, Entrepreneur, character technical director, and pipeline enthusiast. Currently, Jason is at AWS as the Creative Director of an internal production studio named FuzzyPixel where he works with a small team to test and experiment with new ways of creating animated content using cloud …
Speaker ProfileCo-founder @RiggingDojo
Coffee seeking, digital mountain man
Brad is currently a Character Art and Technology Consultant actively working with several next generation rigging and animation software projects. He and training the next generation of character technical artists at Rigging Dojo. Brad is also a member of the Blender Animation Module working on NLA roadmap and the future of animation …