companies that use blender - springer978-1-4302-3127-1/1.pdf · 390 appendix a • companies that...

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APPENDIX A ••• Companies That Use Blender This appendix provides a list of companies that current use Blender. The content of Table A-I is based largely on information found at www.blender.org/community/professionals. Note This appendix is licensed underthe Open Content License, a copyof which is contained in Appendix D. For more information, see http://opencontent.o rg/op l.shtml. TableA-l. Blender Users CompanylWeb Site Montage Studio www.montagestudio.org Realworks Studios India WI-M. rea lworks . in Cinesoft http://cinesoft .net Blender 3D Architect www.blender3darchitect.com See3D WI-M. see3d. co. uk Description This is a small studio that focuses on providing professional-level training for artists looking to learn Blender. It also provides services such as modeling, rendering, and some animation. This is an open source 3D visualization studio. Cinesoft provides open source/free software development and customization for the entertainment and media industry. This site focuses on using Blender 3D for architectural visualizations, with articles on subjects including external renders, CADdrawing with Blender, and precision modeling. This is a team based in a state -of-the-art facility at Aberystwyth University. It provides cutting-edge visualizations services to commercial customers and academics. 389

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Page 1: Companies That Use Blender - Springer978-1-4302-3127-1/1.pdf · 390 APPENDIX A • COMPANIES THAT USE BLENDER CompanylWeb Site J. Michael Saunders ~,.jmichaelsaunders.com MetaVH ~,.metavr.com

APPENDIX A

•••Companies That Use Blender

This appendix provides a list of companies that current use Blender. The content of Table A-I isbased largely on information found at www.blender.org/community/professionals.

• Note This appendix is licensed underthe OpenContent License, a copyofwhich is contained in Appendix D.

Formore information, see http://opencontent.org/opl.shtml.

TableA-l. Blender Users

CompanylWeb Site

Montage Studio

www.montagestudio.org

Realworks Studios India

WI-M. realworks . in

Cinesoft

http://cinesoft .net

Blender 3D Architect

www.blender3darchitect.com

See3D

WI-M. see3d. co. uk

Description

This is a small studio that focuses on providingprofessional-level training for artists looking to learnBlender. It also provides services such as modeling,rendering, and some animation.

This is an open source 3D visualization studio.

Cinesoft provides open source/free softwaredevelopment and customization for the entertainmentand media industry.

This site focuses on using Blender 3D for architecturalvisualizations, with articles on subjects including externalrenders, CADdrawing with Blender, and precisionmodeling.

This is a team based in a state-of-the-art facility atAberystwyth University. It provides cutting-edgevisualizations services to commercial customers andacademics.

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390

APPENDIX A • COMPANIES THAT USE BLENDER

CompanylWeb Site

J. Michael Saunders

~,.jmichaelsaunders.com

MetaVH

~,.metavr .com

ins tinct ive med iaw o rks

~,.instinctive.de

3D Verstas

~'.3dverstas.com

Damiles home page

~,.artresnet .com/david

IDst udio

~,.idstudio.it

Pixelarq

~,.pixelarq.com

Pikilipita

~.pikilipita.com

Science Mu seum of Min nesota

~.smm.org

IronCode So ftwa re

~,.ironcode.com

Description

This is th e blog and portfolio for Blender user J. MichaelSaunde rs; it inclu des professio na l work a nd per so nal art.

Me taVH pro vid es h igh-performance PC-based so lut ionsfor 3D visua l systems for simula tion a nd trainin g.MetaVH's so ftware pro ducts enable users to build high ­fide lity virt ua l world s with its WorldPerfect-terrainge neration app lication and re nder th e resultin g virt ua lworld wi th its rea l- time 3D visualiza tion applica tion.Virtu al Reality Scene Generator (VHSG).

instinct ive mediaworks performs graphics services for thedigital dom ain , p rin t me dia. we b design . so ftwaredevelo pment, and music production. Some ofits m oduleshave bee n co ntrib uted to the offic ial Blender tree.incl udi ng a udio int egrati on into th e an imation sys te m.mesh beve ling. an d DTP-like 3D text objec ts.

3D Verstas develops techn iques to incl ude 3D gra phicmaterial in productio ns, where th is type o f m at erial israrely used because of the expenses. In addition to 3Dpictures and animations, 3D Vers tas produces speciale ffec ts for m ark e ting and ot her typ es of videos .

This is th e blog of David Millan Escr lva, a develo per ofBlen de r nod es wh o is a lso involved in th e Plumiferosmovie. He is currently workin g o n a co m pute r visio napplica tion project.

IDStudio is a m ultimedia age ncy.

Pixclarq offers support in all kind of di gital projec tsrelated to a rchitecture and web design .

Pikili pita is a cartoon st udio and creates live videoperformances for han dheld video ga me consoles.

The Scie nce Museum of Min nesot a uses Blender to teac hadolescents and teena gers 3 D techniques; it also usesBlen der for p rofessio na l educational/science co ntent.

IronCode Soft ware is an independent game developer.

Page 3: Companies That Use Blender - Springer978-1-4302-3127-1/1.pdf · 390 APPENDIX A • COMPANIES THAT USE BLENDER CompanylWeb Site J. Michael Saunders ~,.jmichaelsaunders.com MetaVH ~,.metavr.com

CompanylWeb Site

Zgen.Net

www.2gen.net

mke3.net

www.mke3.net

MXDSoft Comp ute r Games

www.themagicseal.com

TrackTo

www.trackto.nl

Float l'ol nt Med ia

www.floatpoint.com

CSN Med ia

www.csnmedi a.nl

Studio ZOO

WWI'i.zoo.nl

imago viva

www.imago-viva.de

Hickert Digita l Design

www.rickert-digital.com

CyberEye Visioneering

www.cybereye-visioneering.com

3D Artworx

WWI'i.3d-artworx.de

APPENDIX A • COMPANIES THAT USE BLENDER

Description

ZGen.Net produces 3D visua liza tions, animations, an dengaging applica tions.

mke3.net is an on line visual comm un icat ion port folio ofBlender user and contributor Mall Ebb; it includes bothperson al and profession al wor k across various media.

MXDSoft Com puter Games creates "ga mes for smartpeopl e."

Trac kTo is a 3D anima tion s pro ductio n studio.

Ploat l'ol nt Media is involve d in ad vanced digital designand 3D anima tion .

CSN Media provid es courses , video, and anima tionprodu ctions.

Studio ZOO provides digital design and ed ucationprojects.

ima go viva cre ates inte rac tive 3d and animat ionproduction s.

Hickert Digita l Design works in the ar eas of 3D mediaconcepts and design.

CyberEye Visioneering provi des digital imaging for oiland gas explora tion.

3D Artworx creates audio , video , web , and 3D anima tio nproductions.

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APPENDIX B

•••Blender and GPL Terms of Use

This appendix is provided as a reference in question/ answer format, intended to give you quickanswers to frequently asked questions many people have about Blender. For furtherinformation, you can find the FAQonline at www.blender.org/education-help/faq/gpl-for­artists , and read the GPL in Appendix C.

Note This appendix is licensed underthe Open Content License, a copy ofwhich is contained inAppendix D.

Formore information, see http://opencontent.org/opl.shtml.

In afew sentences,what is the GPL?• You are free to use Blender, for any purpose.

• You are free to distribute Blender.

• You can study how Blender works and change it.

• You can distribute changed versions of Blender. In the last case you have the obligationto also publish the changed source code as GPL.

Can I sell my Blender creations?Anything you create with Blender-whether it's graphics, movies, scripts, exported 3D files, orthe . blend files themselves-is your sole property, and can be licensed or sold under anyconditions you prefer.

So I can make games without having to worry about the GPL, right?Games created in Blender (. blend files) are program output and therefore not covered by theGPL.You can consider them your property, and license or sell them freely.

With standalone games, however, any data that is included inside the actual standaloneexecutable is covered by the GPL.If this is a problem, then you should set up the standaloneplayer so it reads from external . blend files. A common practice is to include a "Please wait,loading . . ." scene in the standalone, and read level files externally.

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APPENDIX B • BLENDER AND GPL TERMS OF USE

The Blender standalone player or the game player can be sold commercially too, but youhave to make it available under the GPLconditions.

So I own the copyright to all output?In almost every circumstance for Blender, only the code and other GPL'd files themselves arecovered. Any output of such material is copyright the person who produced the output; in thiscase, the artist.

What about the splash screen and icons?The splash screen and icons are GPL'd material; therefore, when using them, the terms of theGPLmust be followed. Usage of the Blender logo is only GPLtoo when used within the contextof screenshots of the GUI, with or without splash screen.

The Blender logo is a trademark; usage guidelines are here:

http://\~.blender.org/blenderorg/blender-foundation/logo

The Blender Foundation logo is also a trademark, and is only used for official BlenderFoundation communications.

What if I take screenshots of the Blender interface?To enable documentation (like books) with author copyrights, screenshots of GNU GPLapplications are considered to be licensed as an author wishes . However, this only goes for thescreenshot as a "whole," as an illustration of how the software works . Individual items in ascreenshot (such as icons) are still GPL'd .

Copyright law in different countries actually differ in this area. Please consult legal advice ifyou're unsure.

How does the GPL and Blender benefit me?The GPLallows for developers to work on Blender without worry that their work couldbe copied into a closed application. They can keep their own copyright on the code,even reserving the rights to sen or license it as they wish to.

The GPLmakes it so that an contributors must make their code open; this means that ifsomeone distributes a version of Blender with a cool feature, everyone can have accessto it.

• The GPLensures that all future Blender versions will always be available as free software,providing the core freedom users and developers expect from it.

One of the main benefits of Blender is that it's truly "your own software". You or yourstudio can treat it as in-house software equally to the big powerhouses in the film industry.

Can I distribute the official Blender.org releases under my own brandingand name?Yes, you are free to name Blender whatever you like, and repackage and distribute it under yourown branding, provided you still deliver or publish it under the GPLconditions to your clients.

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APPENDIX B • BLENDER AND GPL TERMS OF USE

You cannot change Blender's copyright notices, nor make claims you wrote or created thatprogram.

Without explicit permission, you then also cannot change existing claims or credits thathave been published for Blender, such as feature or specification listings on Blender.org,galleries or movies, release notes, screenshots, press articles, reviews, and so on .

Ifyou wish to rename and/or rebrand Blender, you will have to create and use your owncredits and achievements as well.

Can I license .blend files myself?The output of Blender, in the form or . blend files, is considered program output, and the solecopyright of the user. The . blend file format only stores data definitions.

In case you embed the . blend file with Python scripts, and the scripts provide bindings toother libraries or facilities, the next topic applies.

What about my Python scripts?When a script uses calls that are part of the Blender Python Script Interpreter, the interpretedprogram, to Blender, is just data; you can run it any way you like, and there are no requirementsabout licensing that data to anyone.

The Blender Python Script Language is defined here:

www.blender.org/documentation/249PythonDoc/index.html

This only applies to the Blender Python API calls. Scripts still have to follow the licenses ofother code, bindings, or libraries that they might use.

If you link a Blender Python script to other libraries, plug -ins, or programs, the GPLlicensedefines they form a single program, and that the terms of the GPLmust be followed for allcomponents when this case gets distributed.

The bottom line is that we consider everything you can create in Blender as "data,"including Blender scripts. But when you extend Blender with "other facilities" you have tofollow the regulations of the GPL.

OKis:

Author publishes a Blender script mixed with own code, under own license.

Not OKis:

Author publishes a Blender script, calling a compiled C library with own code, bothunder own license.

OKis:

Author publishes a Blender script that calls other scripts with own code, under ownlicense.

Not OKis:

Author publishes a Blender binary with own scripts, bundled under own license.

The divider is, "If the script runs in the Blender Interpretor." When the script calls code notrunning in the Blender Interpretor you are making bindings to other facilities, and the regularGNU GPLrules apply.

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396

APPENDIX B • BLENDER AND GPL TERMS OF USE

Can I give Blender to my coworkers or employees?Of course, you may give any of the versions of Blender on Blender.org to other people, or shareit internally via a server. After 2.25, every version of blender can be freely distributed under theGPL.

Can I change Blender and give itto my coworkers or employees?Yes, but if you make modifications you must comply with the GPL,and if they request thesource code you have to distribute that to them as well. You can charge for the version ofBlender you give to your friends even, but it must be licensed under the GPL,and you may notcharge an unreasonable fee for the source code.

Can my organization use Blender internally without giving up ourvaluable changes to our competitors?The GNU GPLdoes allow your organization to use a modified version of Blender internallywithout offering the source code as long as you do not distribute it outside your company ororganization.

Can I sell my own version of Blender?Yes you can, but only if you provide this new version of Blender and the sources to your clientsunder the same GPLlicense. The client then benefits from all rights the GPLoffers; free to use it,or even distribute it when they wish.

This method provides an essential business model for contracting and support businesswith Blender. You can freely sell fixed or changed code in Blender, for as long you deliver this asGPLto clients. You don 't have the obligation to publish it for everyone .

Can I sell plug-ins for Blender?Yesyou can , but only ifyou provide the plug-in and the sources to your clients under the GNUGPLlicense. The client then benefits from all rights the GPLoffers; free to use it, or evendistribute it when the y wish.

Only if the plug-in doesn't work within Blender as "acting as a single program" (like usingfork or pipe; by only transferring data and not using each other's program code) , you have thefull freedom to license the plug-in as you wish .

• Disclaimer This document isnosubstitute forlegal advice and just represents a subset ofpossible

interpretations of the lawand the GPL. For a more complete FAQ, please refer to WloJW. gnu.org or

W\oJW.gnu.org/licenses/gpl-faq.html.

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APPENDIX C

•••GNU Public License

This appendix includes the complete GNU General Public License, available online athttp://download .blender.org/release/GPL-license.txt.

GNU General Public LicenseVersion 2, June 1991

Copyright (C) 1989, 1991 Free Software Foundation, Inc .59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Everyone is permitted to copy anddistribute verbatim copies of this license document, but changing it is not allowed.

PreambleThe licenses for most software are designed to take away your freedom to share and change it.Bycontrast, the GNU General Public License is intended to guarantee your freedom to shareand change free software--to make sure the software is free for all its users. This General PublicLicense applies to most of the Free Software Foundation's software and to any other programwhose authors commit to using it. (Some other Free Software Foundation software is coveredby the GNU Library General Public License instead.) You can apply it to your programs, too .

When we speak offree software, we are referring to freedom , not price. Our General PublicLicenses are designed to make sure that you have the freedom to distribute copies offreesoftware (and charge for this service if you wish), that you receive source code or can get it ifyou want it, that you can change the software or use pieces of it in new free programs; and thatyou know you can do these things.

To protect your rights, we need to make restrictions that forbid anyone to deny you theserights or to ask you to surrender the rights. These restrictions translate to certainresponsibilities for you if you distribute copies of the software, or ifyou modify it.

For example, if you distribute copies of such a program, whether gratis or for a fee, youmust give the recipients all the rights that you have. You must make sure that they, too, receiveor can get the source code. And you must show them these terms so they know their rights .

We protect your rights with two steps: (1) copyright the software, and (2) offer you thislicense which gives you legal permission to copy , distribute and/or modify the software.

Also, for each author's protection and ours, we want to make certain that everyoneunderstands that there is no warranty for this free software. If the software is modified bysomeone else and passed on, we want its recipients to know that what they have is not the

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398

APPENDIX C • GNU PUBLIC LICENSE

original, so that any problems introduced by others will not reflect on the original authors'reputations.

Finally, any free program is threatened constantly by software patents. We wish to avoidthe danger that redistributors of a free program will individually obtain patent licenses, in effectmaking the program proprietary. To prevent this, we have made it clear that any patent must belicensed for everyone's free use or not licensed at all.

The precise terms and conditions for copying, distribution and modification follow.

GNU General Public License

Terms and Conditions for Copying, Distribution and Modification1. This License applies to any program or other work which contains a notice placed by the

copyright holder saying it may be distributed under the terms of this General PublicLicense . The "Program", below, refers to an y such program or work, and a "work basedon the Program" means either the Program or any derivative work under copyright law:that is to say, a work containing the Program or a portion of it, either verbatim or withmodifications and/or translated into another language. (Hereinafter, translation isincluded without limitation in the term "modification".) Each licensee is addressed as"you".

Activities other than copying, distribution and modification are not covered by thisLicense; they are outside its scope. The act of running the Program is not restricted, andthe output from the Program is covered only if its contents constitute a work based onthe Program (independent of having been made by running the Program) . Whether thatis true depends on what the Program does .

2. You may copy and distribute verbatim copies of the Program 's source code as youreceive it, in any medium, provided that you conspicuously and appropriately publishon each copy an appropriate copyright notice and disclaimer of warranty; keep intact allthe notices that refer to this License and to the absence of any warranty; and give anyother recipients of the Program a copy of this License along with the Program.

You may charge a fee for the physical act of transferring a copy, and you may at youroption offer warranty protection in exchange for a fee.

3. You may modify your copy or copies of the Program or any portion of it, thus forming awork based on the Program, and copy and distribute such modifications or work underthe terms of Section 1 above, provided that you also meet all of these conditions:

a. You must cause the modified files to carry prominent notices stating that youchanged the files and the date of any change.

b. You must cause any work that you distribute or publish, that in whole or in partcontains or is derived from the Program or any part thereof, to be licensed as awhole at no charge to all third parties under the terms of this License .

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APPENDIX C • GNU PUBLIC LICENSE

c. If the modified program normally reads commands interactively when run, youmust cause it, when started running for such interactive use in the most ordinaryway, to print or display an announcement including an appropriate copyrightnotice and a notice that there is no warranty (or else, saying that you provide awarranty) and that users may redistribute the program under these conditions,and telling the user how to view a copy of this License. (Exception: if the Programitself is interactive but does not normally print such an announcement, your workbased on the Program is not required to print an announcement.)

These requirements apply to the modified work as a whole. If identifiable sections ofthat work are not derived from the Program, and can be reasonably consideredindependent and separate works in themselves, then this License, and its terms, do notapply to those sections when you distribute them as separate works. But when youdistribute the same sections as part of a whole which is a work based on the Program,the distribution of the whole must be on the terms of this License , whose permissionsfor other licensees extend to the entire whole, and thus to each and every part regardlessof who wrote it.

Thus , it is not the intent of this section to claim rights or contest your rights to workwritten entirely by you; rather, the intent is to exercise the right to control thedistribution of derivative or collective works based on the Program.

In addition, mere aggregation of another work not based on the Program with theProgram (or with a work based on the Program) on a volume of a storage or distributionmedium does not bring the other work under the scope of this License .

4. You may copy and distribute the Program (or a work based on it, under Section 2) inobject code or executable form under the terms of Sections I and 2 abo ve provided thatyou also do one of the following:

a. Accompany it with the complete corresponding machine-readable source code,which must be distributed under the terms of Sections I and 2 abo ve on a mediumcustomarily used for software interchange; or,

b. Accompany it with a written offer, valid for at least three years, to give any thirdparty, for a charge no more than your cost of physically performing sourcedistribution, a complete machine-readable copy of the corresponding sourcecode, to be distributed under the terms of Sections 1 and 2 abo ve on a mediumcustomarily used for software interchange; or,

c. Accompany it with the information you received as to the offer to distributecorresponding source code. (This alternative is allowed only for noncommercialdistribution and only if you received the program in object code or executableform with such an offer , in accord with Subsection b above .)

The source code for a work means the preferred form of the work for makingmodifications to it. For an executable work, complete source code means all the sourcecode for all modules it contains, plus any associated interface definition files, plus thescripts used to control compilation and installation of the executable. However, as aspecial exception, the source code distributed need not include anything that isnormally distributed (in either source or binary form) with the major components(compiler, kernel, and so on) of the operating system on which the executable runs,unless that component itself accompanies the executable.

Ifdistribution of executable or object code is made by offering access to copy from adesignated place, then offering equivalent access to copy the source code from the sameplace counts as distribution of the source code, even though third parties are notcompelled to copy the source along with the object code.

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APPENDIX C • GNU PUBLIC LICENSE

5. You may not copy, modify, sublicense, or distribute the Program except as expresslyprovided under this License . Any attempt otherwise to copy, modify , sublicense ordistribute the Program is void, and will automaticalIy terminate your rights under thisLicense . However, parties who have received copies, or rights , from you under thisLicense will not have their licenses terminated so long as such parties remain in fulIcompliance.

6. You are not required to accept this License, since you have not signed it. However,nothing else grants you permission to modify or distribute the Program or its derivati veworks. These actions are prohibited by law if you do not accept this License. Therefore,by modifying or distributing the Program (or any work based on the Program), youindicate your acceptance of this License to do so, and alI its terms and conditions forcopying, distributing or modifying the Program or works based on it.

7. Each time you redistribute the Program (or any work based on the Program), therecipient automaticalIy receives a license from the original licensor to copy, distribute ormodify the Program subject to these terms and conditions. You may not impose anyfurther restrictions on the recipients ' exercise of the rights granted herein. You are notresponsible for enforcing compliance by third parties to this License .

H. If, as a consequence of a court judgment or alIegation of patent infringement or for anyother reason (not limited to patent issues), conditions are imposed on you (whether bycourt order, agreement or otherwise) that contradict the conditions of this License , theydo not excuse you from the conditions of this License . If you cannot distribute so as tosatisfy simultaneously your obligations under this License and any other pertinentobligations, then as a consequence you may not distribute the Program at alI. Forexample, if a patent license would not permit royalty-free redistribution of the Programby alI those who receive copies directly or indirectly through you, then the only way youcould satisfy both it and this License would be to refrain entirely from distribution of theProgram.

If any portion of this section is held invalid or unenforceable under any particularcircumstance, the balance of the section is intended to apply and the section as a wholeis intended to apply in other circumstances.

It is not the purpose of this section to induce you to infringe any patents or otherproperty right claims or to contest validity of any such claims; this section has the solepurpose of protecting the integrity of the free software distribution system, which isimplemented by public license practices. Many people have made generouscontributions to the wide range of software distributed through that system in relianceon consistent application of that system ; it is up to the author/donor to decide if he orshe is willing to distribute software through any other system and a licensee cannotimpose that choice.

This section is intended to make thoroughly clear what is believed to be a consequenceof the rest of this License.

~l. If the distribution and/or use of the Program is restricted in certain countries either bypatents or by copyrighted interfaces, the original copyright holder who places theProgram under this License may add an explicit geographical distribution limitationexcluding those countries, so that distribution is permitted only in or among countriesnot thus excluded. In such case, this License incorporates the limitation as if written inthe body of this License .

IO, The Free Software Foundation may publish revised and/or new versions of the GeneralPublic License from time to time . Such new versions will be similar in spirit to thepresent version, but may differ in detail to address new problems or concerns.

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APPENDIX C • GNU PUBLIC LICENSE

Each version is given a distinguishing version number. If the Program specifies a versionnumber of this License which applies to it and "any later version" , you have the optionof following the terms and conditions either of th at version or of an y later versionpublished by the Free Software Foundation. If the Program does not specify a versionnumber of this License, you may choose an y ve rsion ever publish ed by the FreeSoftware Foundation.

11. Ifyou wish to incorporate parts of the Program into other free programs whosedistribution conditions ar e different, write to the author to ask for permission. Forsoftware which is copyrighted by the Free Software Foundation , wr ite to the FreeSoftware Foundation; we sometimes make exceptions for this. Our decision will beguided by the two goals of preserving the free status of all derivatives of our free softwareand of promoting the sharing and reuse of software generally.

No Warranty12. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY

FOR THE PROGRAM, TO THE EXTENT PERMITTED BYAPPLICABLE LAW. EXCEPTWHEN OTH ERWISE STATED IN WRITING THE COPYRIGHT HOLD ERSAND/OROTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANYKIND, EITHER EXPRESSED OR IMPLIED, INCLUDI NG, BUT NOT LIMITED TO, THEIMPLIED WARRANTIES OF MERCHANTABILITYAND FITNESS FOR A PARTICULARPURPOSE . THE ENTIRE RISKAS TO THE QUALITYAND PERFORMANCE OF THEPROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUMETHE COST OF ALLNECESSARYSERVICING, REPAIR OR CORRECTION.

13. IN NO EVENT UNLESS REQUIRED BYAPPLICABLE LAW OR AGREED TO IN WRITINGWILL ANYCOPYRIGHT HOLD ER, OR ANYOTHER PARTY WHO MAYMODI FYAND /ORREDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FORDAMAGES, INCLUDI NG ANYGENERAL, SPECIAL, INCID ENTAL OR CONSEQUENTIALDAMAGESARISING OUT OF THE USE OR INABILITYTO USE THE PROGRAM(INCLUDI NG BUT NOT LIMITED TO LOSS OF DATA OR DATABEING RENDEREDINACCURATE OR LOSSES SUSTAINED BYYOU OR THIRD PARTIES ORA FAILURE OFTHE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCHHOLD ER OR OTHER PARTYHAS BEEN ADVISED OF THE POSSIBILITY OF SUCHDAMAGES.

END OF TERMS AND CONDITIONS

How to Apply These Terms to Your New ProgramsIf you develop a new program, and you want it to be of the greatest possible use to the public,the best way to achieve this is to make it free software which everyone can redistribute andchange under these terms.

To do so, attach the following notices to the program. It is safest to attach them to the startof each source file to most effectively convey the exclusion of warranty; and each file shouldhave at lea st the "copyright" line and a po inter to where the full notice is found.

<one line to give the program's name and a brief idea of what it does.>

Copyright (C) <year> <name of author>

This program is free software; you can redistribute it andl or modify it under the termsof the GNU General Public License as published by the Free Software Foundation;either version 2 of the License, or (at your option) any later version.

401

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402

APPENDIX C • GNU PUBLIC LICENSE

This program is distributed in the hope that it will be useful, but WITHOUT ANYWARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESSFORA PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with thisprogram; if not, write to the Free Software Foundation, Inc ., 59 Temple Place, Suite330, Boston, MA 02II 1-1307 USA

Also add information on how to contact you by electronic and paper mail.If the program is interactive, make it output a short notice like this when it starts in an

interactive mode:

Gnomovision version 69, Copyright (C)year name of author

Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type 'showw'.

This is free software, and you are welcome to redistribute it under certain conditions;type 'show c' for details.

The hypothetical commands 'show w' and 'show c' should show the appropriate parts ofthe General Public License . Of course, the commands you use may be called something otherthan 'show w' and 'show c'; they could even be mouse-clicks or menu items--whatever suitsyour program.

You should also get your employer (ifyou work as a programmer) or your school, if any, tosign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names:

Yoyodyne, Inc., hereby disclaims all copyright interest in the program

'Gnomovision' (which makes passes at compilers) written by James Hacker.

<signature ofTy Coon >, 1 April 1989

Ty Coon, President of Vice

This General Public License does not permit incorporating your program into proprietaryprograms. If your program is a subroutine library, you may consider it more useful to permitlinking proprietary applications with the library. If this is what you want to do, use the GNULibrary General Public License instead of this License .

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APPENDIX D

•••OpenContent License

This appendix includes the complete OpenContent License, available online athttp://opencontent.org/opl. shtml. This license applies to Appendix Aand Appendix B of thisbook.

OpenContent License (OPL)Version 1.0, July 14, 1998.

This document outlines the principles underlying the OpenContent (OC) movement and maybe redistributed provided it remains unaltered. For legal purposes, this document is the licenseunder which Open Content is made available for use .

The original version of this document may be found at http:/ /opencontent.org/ opl.shtml

LICENSE

Terms and Conditions forCopying, Distributing, and ModifyingItems other than copying, distributing, and modifying the Content with which this license wasdistributed (such as using, etc.) are outside the scope ofthis license.

I. You may copy and distribute exact replicas of the OpenContent (OC) as you receive it, inany medium, provided that you conspicuously and appropriately publish on each copyan appropriate copyright notice and disclaimer of warranty; keep intact all the noticesthat refer to this License and to the absence of any warranty; and give any otherrecipients of the OC a copy of this License along with the oc. You may at your optioncharge a fee for the media and/ or handling involved in creating a unique copy of the OCfor use offline, you may at your option offer instructional support for the OC in exchangefor a fee, or you may at your option offer warranty in exchange for a fee. You may notcharge a fee for the OC itself. You may not charge a fee for the sole service of providingaccess to and/or use of the OC via a network (e.g. the Internet), whether it be via theworld wide web, FTP, or any other method.

403

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404

APPENDIX D • OPENCONTENT LICENSE

2. You may modify your copy or copies of the OpenContent or any portion of it, thusforming works based on the Content, and distribute such modifications or work underthe terms of Section 1 above, provided that you also meet all of these conditions:

a. You must cause the modified content to carry prominent notices stating that youchanged it, the exact nature and content of the changes, and the date of anychange.

b. You must cause any work that you distribute or publish, that in whole or in partcontains or is derived from the OC or any part thereof, to be licensed as a whole atno charge to all third parties under the terms of this License, unless otherwisepermitted under applicable Fair Use law.

These requirements apply to the modified work as a whole. If identifiable sections of that workare not derived from the OC, and can be reasonably considered independent and separateworks in themselves, then this License, and its terms, do not apply to those sections when youdistribute them as separate works. But when you distribute the same sections as part of a wholewhich is a work based on the OC, the distribution of the whole must be on the terms of thisLicense, whose permissions for other licensees extend to the entire whole, and thus to each andevery part regardless of who wrote it. Exceptions are made to this requirement to releasemodified works free of charge under this license only in compliance with Fair Use law whereapplicable.

3. You are not required to accept this License, since you have not signed it. However,nothing else grants you permission to copy, distribute or modify the OC. These actionsare prohibited by law if you do not accept this License. Therefore, by distributing ortranslating the OC, or by deriving works herefrorn, you indicate your acceptance of thisLicense to do so, and all its terms and conditions for copying, distributing or translatingthe oc.

NO WARRANTY4. BECAUSETHE OPENCONTENT (OC) IS LICENSED FREE OF CHARGE, THERE IS NO

WARRANTY FOR THE OC, TO THE EXTENT PERMITTED BYAPPLICABLE LAW. EXCEPTWHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OROTHER PARTIESPROVIDE THE OC "ASIS" WITHOUT WARRANTY OF ANYKIND,EITHER EXPRESSEDOR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIEDWARRANTIES OF MERCHANTABILITYAND FITNESS FOR A PARTICULARPURPOSE.THE ENTIRE RISKOF USE OF THE OC IS WITH YOU. SHOULD THE OC PROVEFAULTY, INACCURATE, OR OTHERWISE UNACCEPTABLEYOU ASSUME THE COSTOF ALLNECESSARY REPAIR OR CORRECTION.

5. IN NO EVENT UNLESS REQUIRED BYAPPLICABLE LAWOR AGREED TO IN WRITINGWILLANYCOPYRIGHT HOLDER, OR ANYOTHER PARTYWHO MAYMIRROR AND/ORREDISTRIBUTE THE OC AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,INCLUDING ANYGENERAL,SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGESARISING OUT OF THE USE OR INABILITYTO USE THE OC, EVEN IF SUCH HOLDEROR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITYOF SUCH DAMAGES.

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Index•

actuator logic brick, 324, 330-334add brush, 296Add menu, 371Alchemy (art program), 376align curve handle, 131"All Nightmare Long", 8alpha channel, 256alpha transparency, 238, 239 , 256, See also

greenscreeningmaterial blending for hair, 289, 291-93troubleshooting, 368

AlphaOver node, 256, See alsogreenscreening

ambient color and occlusion, 88amount setting for particles, 279Animation button, 236animations

constraining, 166-68editing, 156-162exploding rocket exercise, 281-85formats, 236keyframing, 156-58lip syncing, 225-34movie strips, 269-73pivot point, 162-64restricting movement, 164-68scrubbing, 158settings, 237shape keys, 218-25transform locks, 164-66

video sequence editor, 269-73walk cycles, 215-18weight painting, 178, 188, 355

appending files, 362-65area lamp, 77arms

rigs, 182, 191-96walking cycles and, 215-18

array modifier, 253art programs, 376Artkalev, 214artwork examples, 2-3, 7-8Audacity (sound editing program) , 375audio files

Audacity editor, 375format support for, 238lip syncing to, 231-33syncing, 272

Audio Scrubbing option, 233, 272auto curve handle, 131autosave, 362AV-sync option, 233

background imagesadding, 46greenscreen setup, 263-64node editor, 244rendering movies with, 274

background sky color , 87backup files, 361

405

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406

• INDEX

bakingcloth, 316fluid simulations, 301normal maps, 119-120smoke, 308, 311soft body ph ysics, 315

banding, 86base color of materials, 91basis shape key, 218, 226B-Bones, 189, 190beveling on curves, 135, 139Bezier curves and circles. See also curves

controller, 130, 131defined, 129editing, 130, 133vector drawing program, 377

Big Buck Bunny, 3Blend Sky, 88Blender

artwork samples, 2-3, 7-8community sites, 380-85development roadmap, 5features, 1history, 3-5logo, 394manual,378release information, 379resources, 373-87software for, 373-77tutorial resources, 377, 382, 383, 384,

385versions, 5, 11,371,373, 374,378web site, 378

Blender Cookie, 385Blender Foundation, 3Blender Guru, 384Blender Institute, 3Blender Materials, 386Blender Model Repository, 386Blender Swap , 214BlenderArt, 377BlenderArtists, 2, 381BlenderNation, 380BlenderNewbies, 383blenderplayer, 370

blob brush, 59block select, 50blurring

shadows from lamps, 81, 266textures, 104weight painting, 188

bonesadding, 170applying, 174B-Bones, 189, 190constraints, 193-96custom bone shapes, 196Deform option, 186en velopes, 177, 187hiding, 210layers, 210naming, 192pose mode and, 176rolling of, 203root, 170, 184,212tip , 170weight painting, 178, 188

bottom lip shape key, 231boundaries , game, 332box-modeling, 53Brekis, Ugis, 142brightness

and color, 248-52and lighting, 86node setting, 246

brusheschanging size/strength, 61hair, 296selecting with, 354types, 59-65, 104weight painting, 179

buffer shadows, 266bullets, 349-52, 373bump maps 114BURP (Big and Ugly Rendering Project),

374buttons

missing, 355nodes, 245

BW color setting, 238, 239

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cachesdefin ed, 316fluid dynamics, 301particle, 284smoke, 307- 9, 312soft bod y, 315

camerachase, 335depth of field , 252-55in games, 335, 346positioning, 359sce ne, 72-77,252-55tracking, 74-75

in game s, 346programs, 377to an empty target, 359

troubleshooting, 359view, 358

caps, curve, 135, 139Chain Length value, 194chase cam fun ction, 335Chroma Key node, 256circles, 132, See also curvesclay brush, 59Clear and Keep Transformation (Clear

Track) option, 75Clear Roll, 203Clear Track option, 75clipping, 51cloning with Spin, 146cloth dynamics, 315Colbert, Stephen, 235The Colbert Report, 235Collision options, 283, 323Color Key node, 256colorband gradient, 293-94colors

black and white setting, 238, 239color management, disabling, 236, 242compositing nodes and, 236, 242, 248-

52fill lights, 85greenscreening and, 256

• INDEX

hair, 293-94Hue Saturation Value, 246inver ting, 239-42key light , 84, 85light, 266material base colo r, 91mixin g with nodes, 248-52mo vie settings, 238nodesand,242,248-52RGB/RGBAsett ings, 238, 239sky and environme nt, 87tolerance, 259tool for selecting hues, 256transparency support, 239

comb brush, 296community Blender sites, 380- 85compositing, 235-74

colo r effects, 236, 242, 248-52Composite node, 241defined, 235depth of field, 252-55greenscreening, 256-60,262-68lighting effects , 246-48node editor, 239-45nodes, 240video sequence ed itor, 269-73

connecting nodes, 241Constant Extrapolation, 162constraint s

animation, 166-168bone, 193-96gam e, 331

contact position, 215contrast brush, 61contrast node setting, 246, 248-52control po ints of curves

Bezier, 129, 131handle types, 131modifying, 130NURBS, 129, 149

controller logic brick, 324, 330-34controls. See interfacecoordinates, global versus local, 28, 29, 35,

155game engine and, 321, 326

407

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408

• INDEX

copyright, 8, 393, 397crashes, 273, 362crease brush, 61cross-fadeover effect, 270, 271cursor,23,163,354curves, 128-43

20 us.3D, 133, 138adding, 128

points to, 130, 131Bezier, 129, 130, 131, 133circles, 132controller handle types, 131custom from other objects, 140exercise, 142graph editor, 161hooks, 142modifying, 130, 131NURBS, 129, 148-53parameters, 137path modeling, 133-37, 138paths, 130pipes, 139settings, 137spin (animation), 162Spin tool, 144-48tapering, 141

custom bone shapes, 196cut brush, 298cutting movie strips, 272

dampening values, 337Debug Properties, 342debugging movements in games, 334deepen brush, 59deflate brush, 61Defocus node, 254Deform option, 186Degrees option for Spin, 145deleting

edges and edgeloops, 45faces, 45, 49objects, 24, 35, 354vertices, 45, 49

Density value, 311depth of field, 252-55Depth parameter for curves, 138depth values and transparency, 368deselecting objects, 35destination file for groups, 364destroying objects, 24Difference Key node, 256, 259diffuse color of materials, 91diffuse setting for particles, 277dimensions, movie, 237direct mesh editing, 37, 39-53directional lamp, 77disabling color management, 236disconnecting nodes, 241Display value for hairs, 296distortions, shape key, 218Dixon, VVayne, 212domain objects, 299, 306, Seealso fluid

dynamics; smokedopesheet, 159, 160, 161double vertices, 365, 367doubles, removing, 367dragging

nodes, 241with mouse, 17,26windows, 372

draw brush, 59, 104droid exercise, 320-35Dupli option

for particles, 277for Spin, 145

duplicatingobjects, 24, 35particles, 277Spin tool, 144-48

dupliverting, 144-48Durian (project) . SeeSintel

edge ring, 44edge select mode, 41edge slide, 44edgeflow, 47

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edgeloops, 43-45, 47edges, 38, 41, 44, 45editing. See also Logic editor

custom bone shapes, 197curves, 130hair, 296-99keyframes, 159-162mesh objects, 37, 39- 53, 124, 128multiple items, 354paths, 130video sequence editor, 269-73

elbows, rigging, 182-86, 192-96Elephants Dream, 3, 212emission settings for particles, 279emitter objects. See also particles

bullets, 350creating, 275defined, 275hair, 288smoke, 306

empty targetseyeball tracking, 169tracking camera to, 75, 359tracking lights to, 84

End value for particles, 279, 307, 369Energy lamp setting, 80engines, changing, 318Environment Lighting option, 88errors

game engine physics, 319self-running applications, 370

Euler rotation, 162exercises

curve bugs, 142droid, 320- 35exploding rocket, 281-85flying monkey, 158gree nscreening, 262-68marble slide, 319mirror cube, 48-51monkey scu lpt, 64mud monster, 126painting a boxlike model, 113pouring liquid from a cup, 304robot making, 33, 169

• INDEX

rubber monkey, 313-15shooting spaceship, 352soccer game, 335-47ten-cube cha llenge, 34textures, applying, 96tsunami sim ulation, 302

exploding rocket exercise, 281-85expressions, facial. See facia l expressionsexternal forces for particles, 279extrude command, 42

bones, 171curves, 134, 137

eyes, eyeball tracking, 169

Fac values, 252face select mode, 41faces, object

black surfaces, 365-67creating with fill command, 42defined,38deleting, 45, 49extruding, 42inverted normals, 365-67particles and, 279, 296-99selecting, 41

facial expressions, 221-31fading hair, 291-93Falloff Distance lamp setting, 80, 81falls in game engine, 329-35feedback, render, 243-45feet

peeling, 217rigging, 198-203walking cycles and, 215-18

field weights, 280, 295file filter, 232file manager, 33files

appending, 362-65combining, 362-65extensions, 361linking, 362-65movies, 237

409

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410

• INDEX

recovering, 361saving, 360-62troubleshooting, 360-65

fill brush, 59fill command, 42fill lights, 266finger rigs, 183,204-11flatten brush, 61flipping shape keys, 223-25fluid dynamics, 299-305fluid objects, 299fly mode, 74flying monkey exercise, 158foot rigs, 198-203For Transform option, 168force fields, 279Force value, 335formats, rendering, 236forward kinematics (FK), 170-89

arms, 182B-Bones, 189, 190defined, 191elbows, 182fingers, 183legs, 184pose mode and, 176rules, 180shoulders, 181simple walkthrough, 179-191walk cycles and, 215weight painting, 178, 188

Frame Dropping option, 233frame rates settings, 237, 269Free Bake button, 309free Blender resources, 386free curve handle, 131FreeBSD installation, 11frown shape key, 227fStop settings, 255

galleries, BlenderArtists, 3, 381game engine, 317-52. See also logic bricks

copyright and, 9, 393

falls in, 329-35Logic editor, 324Logic Layout setup, 324movement in, 334physics, 317-20Python scripting, 320, 332-34scene changes, 347shooting things, 349-52soccer game, 335- 47

gamma node, 246-48general public license. See GNU GPL

(General Public License)Ghost option, 349GIMP, 375global coordinates, 28, 35, 155

game engine and, 321, 326globaillocal view, 356GLSLmode

game engine errors in, 319procedural painting and, 110

GNU GPL (General Public License) , 8, 393,397

grab brush, 59graph editor, 161-62GraphicAll web site , 379Gravity setting for hair, 295grayscale setting, 238, 239greenscreening, 256-68grimace shape key, 230ground plane, 70, 265groups, 364guns, 349-52

hair, 285-99children, 296-99colors, 293-94editing freehand, 296-99length,295materials, 286, 290-99Root setting, 290shaping, 295-99strands, 285, 287, 288, 289texturing, 289-99

halo shader type, 276

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handle types for curves, 131hands, rigging, 183hard cuts, 273hardness, particle, 277hardware requirements, 10header strip

missing, 355placement, 20

hemi lamp, 77hiding

bones, 210file types, 232layers, 31meta objects, 128objects, 31, 32, 356panels, 18with occlusion button, 41

high-poly mesh, defined, 115Home key, 356hooks, 142horizon color, 88Hue Saturation Value, 246

Image button, 236images, saving, 360inbetweening, 156inflate brush, 61Inkscape, 377installing Blender, 10interface, 15-36

cursor,23,163,354layers, 31, 32layouts, 21-23manipulator controls, 25, 27-29,35, 155mouse

button abbreviations, 15manipulating objects with, 17view navigation, 358

moving objects, 25-26, 29, 32, 35number pad shortcuts, 17,21,31,33shortcuts table, 35troubleshooting, 354-55view, 17-23,358

• INDEX

windows, 19-23inverse kinematics OK), 191-96

arms, 191-96constraints, 193-96defined, 191elbows, 192-96finger control, single-bone, 204-11foot, reverse, 198-203knees, 198legs, 197targets, 194-96

pole, 194-96, 198walk cycles and, 215

invert node, 239-42inverted normals, 30,135, 151,365-67inverting colors, 239-42

jaw movement in lip syncing, 234joining

mesh objects, 45meta objects, 125pivot points and, 354screens, 19windows, 372

key light, 82, 84, 85keyboard shortcuts table, 35keyframing

automatic, 158editing, 159-162manual, 156-58walk cycles, 215-18

KillParticles option, 283kinematics, inverse. See inverse kinematics

(IK)

KM rig, 214knees, 198Kurdali, Bassam, 212

411

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412

• INDEX

lam ps, 77-83. Seealso light ing techniqueslasso select, 354layer bru sh , 59layers

bone, 210hiding/unhiding, 31, 356mo ving objects between , 32UV, 105, 108

layouts, UVmap. See UV-ma pped textureslayouts, window, 21-23, 372legs, 184, 197len gth bru sh, 296licensing. SeeGNU GPL (General Public

License)lifetime sett ing for particles, 279, 369Light Color lamp sett ing, 80lighting techniques, 77-89

adjus ting with nodes, 246-48brightness, 86color, 266color management and, 236key light s, 82, 84, 85lamp types and sett ings, 77-83tracking to a target , 83World options , 87-89

light s, Seealsolampscolor, 266fill, 266key, 82, 84, 85

limit selection to visible option, 41, 50, 357Linear setting, 162linear velocity, 334, 349lines setting for particles, 277linking files, 362- 65Linux installation, 11lip syncing, 225- 34liquids, 299-305Load UI option, 372local coordinates, 28, 29, 35, 155, 321, 326local/ global view, 356location

const raining, 166- 68keyfram ing, 157

locking , 164- 66resetting, 32

lockingmo vem ents, 164-66posit ion , 33

locks, tran sform , 164-66LocRot , keyframing, 157LocRotScale, keyframing, 157logic bricks. Seealso game engine

compo ne nts, 324connectin g, 327defined , 320falls, handling with , 330-34Python scr ipting for gam es, 320, 332- 34safety net, 330-3 2, 334scene changes with, 348shoo ting th ings, 349- 52socce r game, 339-47types, 324

Logic editor, 324, Seealsogam e engineLoki Render , 374loose part s, splitt ing into , 45low-poly mesh , no rmal mapping, 115-22Ludwig rig, 213

magnify brush, 61Mancandy rig, 212Manipulate obj ect centers onl y button, 355manipulator controls, 25, 27-29, 35, 155manual for Blender , 378maps, bump, 114maps, no rm al, 114-122maps, UV. SeeUV-mapped texturesmarb le slide exercise, 319Mark Seam s command, 99masking , 256, Seealsogreenscreeningmaterials

ass igning slots, 94crea ting, 91free, 386hair , 286, 290-99mul tiple in on e object, 94nodes, 240

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particle, 276-78smoke, 309, 311textures

procedural, 89-96UV-mapped,97-122

menusmissing, 355spacebar, 371

mergingmeta objects, 125vertices, 45windows, 372

mesh editing, direct, 37, 39-53, See alsoretopology

mes h modifiers. See modifiers, meshmesh objects. See also objects; particles

components, 37-38defined,24editing tools, 39-53high-poly, 115joining, 45low-poly, 115-22, 115normal mapping, 115-22normals, recalculating, 365-67retopology, 65-67sculpting, 55-67splitting, 45topology, 47troubleshooting textures, 365-69

meta objects, 123-28Metallica, 8Meta-Rig command, 192metastrips, 273migration problems, 371mirror cube, 48-51mirror modifier, 48-51, 223mirror options for shape keys, 224Mix node, 248-52Molder, Kalev, 214model repository, 386modeling, 37-67

box-modeling, 53curves, 128-43direct mesh editing, 39-53edgetlow topology, 47

• INDEX

facial expressions, 222-25meta objects, 123-28NURBS, 148-53path, 130, 133-37, 138pipe, 139retopology, 65-67sculpting, 55-67Spin, 144-48

modifiers, meshabout, 52mirror, 48-51multiresolution, 53, 56, 57order of, 52subsurface, 53

monkey sculpt exercise, 64mouse

button abbreviations, 15manipulating objects with, 17view navigation, 358

mouths. See facial expressionsmovement, debugging in games, 334movement, restricting

constraints, 166-68transform locks, 164-66

movie strips, 269-73moving

objects, 25-26,29,32,35vertices, 40

mud monster exercise, 126multiple items, 24, 354, 355multiple-view setup, 21-22multiresolution modifier, 53, 56, 57mu ltitexture mode, 110MyPaint, 376

namingbones, 192movie strips, 273objects when appending or linking, 363

NaN (Not a Number) , 3negative meta objects, 128NeoGeo,3No Shadow option, 85

413

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414

• INDEX

No Sync option, 233node editor, 239-45, Seealsonodes

background images, 244color effects, 248-52greenscreening, 256-60managing clutter, 245parts, 240viewing effects in, 243-45

nodes. Seealso node editorAlphaOver node, 256buttons, 245depth of focus , 252-55gamma, 246-48greenscreening, 256importing sequences to, 264invert, 239-42lighting effects, 246-48managing clutter, 245manipulating, 241Render Layers, 241rendering speeds and, 259types, 240viewer, 244viewing effects of, 243-45

nonuniform rational basis spline. SeeNURBS

Noob to Pro web site, 382normal mapping, 114-22normals, recalculating, 365-67, Seealso

inverted normalsnudge brush, 59NURBS, 129, 148-53

Object Constraints, 75object mode, 176objects. Seealsomesh objects

adding, 23, 35aligning multiple, 355appended,362-65components, 37- 38constraining, 166-68coordinates, 28, 29, 35, 155deleti ng, 24, 35deselecting, 35

des troying, 24disappearing, 356domain, 299, 306, Seealso fluid

dynamics; smokedragging, 17,26duplicating, 24, 35fluid, 299, Seealso fluid dynamicshiding, 32

with layers, 31linked, 362-65material textures, 89-96meta objects, 123-28movi ng, 25-26,29,32,35properties, 30proxy, 364resetting, 32rotating, 27-29,35scaling, 29, 35selecting, 35tracking

camera to, 74-75lights to, 83

occlusion button, 41, 50, 356occlusion, ambient, 88opacity/transparency option, 41, 50Open Movie, 3open source, 3, 8operating systems, 11origin point, 37orthographic view, 46,71,358Outliner window panel, 20,116Output settings, 237

padlock buttons, 164-66painting

programs, 375textures, 100, 102-13

projection painting, 105-13weight, 178, 188,355

panels,default, 20hiding, 18

panning, 17,358

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Paper Sky, 88parenting

bullets and guns, 350hair, 296-99inverse kinematics (IK) and, 192pivot point and, 162root bone, 184transformations and, 354

particle mode, 298particles, 275-301

aiming down, 283appearance, 276-78behavior, 278-81brushes, 296dampening factor, 283defined, 275duration of, 369editing, 298emissions settings, 279emitters, creating, 275exploding rocket exercise, 281-85external forces, 279hair, 285-99render farms and, 373settings, 276-81, 295smoke, 307troubleshooting, 369velocity of, 279

Passepartout option, 76passing poses, 216path edit mode, 298path modeling, 130, 133-37, 138Peach (project) . SeeBig Buck Bunny

peaks brush, 59peeling feet, 217perspective view, 46, 71, 358physics, 299-316

cloth dynamics, 315fluid dynamics, 299-305game engine, 317-20particles, 275-301, 369smoke, 306-13soft body, 312-16troubleshooting, 369

Pierce, Jason, 213

• INDEX

pinch brush, 61pipe modeling, 139pivot mode settings, 25pivot point, 162-64,354pixels, 239plug-ins, 396point lamp, 77point select mode, 298Pole Angle, 196pole targets, 194-96 , 198polish brush, 61pose mode, 176poses, passing, 216position, locking, 33post process, 239pouring liquid from a cup exercise, 304Price, Andrew, 384primitives, 23procedural material textures, 89-96, 97, 386Project from View, 108projection painting, 105-12Properties panel, 18,20,21,30proxy objects, 364pucker shape key, 228puff brush, 296puff shape key, 228Python, 11,320,332-34,395

quaternion rotation, 162

ramp, coloring with, 293-94random setting for particles, 279ray shadows, 266raytracing, 266, 288, 368RealSky,88recentering items into view, 356recovering files, 361redoing, 32release information, 379render farms, 373Render property, 53

415

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416

• INDEX

Render value for hairs, 296rendering

farms, 373formats, 236hair,285-99nodal changes, 243-45nodes and, 241particles, 284settings, 237shortcuts, 236strands, 288window, 243

rendering speedshair and, 288lamp shadows and, 81liquid objects and, 302, 304meta objects and, 127movies and, 273nodesand,243-45,259normal mapping and, 116NURBSsurfaces and, 153smoke and, 311textures and, 116

repository, model, 386resetting

3D cursor, 354bones to rest position, 176location and rotation, 32normals, 120, 365-67, Seealso inverted

normalsplayer in game engine, 329-35pose to rest position, 176

resolution settingscurves, 138liquid,305meta objects, 127movies, 237smoke, 311

resources, Blender, 373-87community sites, 380-85free, 386release information, 379software, 373-77tutorials, 377, 382, 383, 384, 385

restarting games, 330

rested position, locking, 33restricting movement

constraints, 166-68transform locks, 164-66

retopology, 65-67reverse foot rig, 198-203reversed normals. Seeinverted normalsRGBcolor setting, 238RGBA color setting, 238, 239, Seealsoalpha

transparencyrigging

arms, 182, 191-96B-Bones, 189, 190elbows, 182-86, 192-96envelope bones, 177, 187feet, 198-203fingers, 183,204-11forward kinematics (FK), 170-89, 191inverse kinematics (lK), 191-214knees, 198legs, 184, 197premade, 192,211-14reverse foot, 198-203rules, 180selec tion criteria, 211shoulders, 181simple walkthrough, 179-191single-bone finger control, 204-11weight painting, 178, 188

Rigid Body setting, 319ring setting for particles, 277robot exercises, 33, 169rolling, 17

bones, 203Roosendaal, Ton, 3Root setting, 290root, bone, 170, 184,212rotating

3D cursor rotation, 163curves, 130defined,25disabled , 355objects, 27-29, 31pivot point, 163,354resetting, 32

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shortcuts, 31, 35vertices, 40view, 359

rotation (in animations)constraining, 166-68Euler, 162game engine and, 321keyframing, 157locking, 164-66quaternion, 162

royalties, 9rubber monkey exercise, 313-15runtime, saving as, 370-71

safety net, logic brick, 330-32, 334sample artwork, 2-3, 7-8Samples value for shadows, 81, 266saving, 33

as runtime, 370-71autosave, 362images, 360movies, 360renderings, 237troubleshooting, 360-62UV-mapped textures, 105

scalingconstraining, 166-68curves, 130defined,25disabled, 355keyframing, 157locking, 164-66objects, 29resetting, 32shortcuts, 31, 35smoke, 312vertices, 40

Scattering value, 311scenes

changing in game engine, 347disappearing, 356

Schober, Robert, 8scrape brush, 59

• INDEX

screens, 19 See also windowsscrolling, 17scrubbing

audio option, 233, 272defined, 158particles and, 284

sculpt brush, 59sculpt modeling, 37, 55-67, 222 See also

retopologyseams, UV mapping, 98, 99selecting

block select, 50brushes, 59edges, 41faces, 41multiple items, 24, 35, 354objects, 35vertices, 40

selection circle, 124selection paint mode, 354Self Collision, 316self-running applications, 370-71sensor logic brick, 324, 330-34shader types, 276shadows

configuring, 265disabling in fill lights, 85transparency and, 369

shape keysasymmetrical, 223-25lip syncing with, 225-34symmetrical,218-23talking, 225-31

shooting in game engine, 349-52shortcuts

circle making, 132dragging, 26file naming, 33globaillocal view, 356layers, 31rendering, 236rotating, 28, 31scaling, 31subsurface modifier, 71tab le of keyboard shortcuts, 35, 358

417

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418

• INDEX

views, 17,21,71, 358shoulder actions, 181shrugging, 181simulation

cache, 301cloth, 315tsunami exercise, 302

single-bone finger control, 204-11Sintel, 3, 376size

meta objects, 128movie, 237particle, 277

Skeleton option, 210skin , NURBS, 151sky options, 88sliding edges, 44smear brush, 104smile shape key, 227smoke, 306-13smooth brush, 61, 296smoothing, 53, 118, 127snake hook brush, 59snapping

pivot points, 164screens to full size, 19

sneer shape key, 229soccer game, 335-47soft body physics, 312-16soft cuts, 273Soft Size value for shadows, 81, 266soften brush, 104solid mode, 357sound files

Audacity editor, 375format support for, 238lip syncing to, 231-33syncing, 272

Sound Strip, 232spacebar menu, 371spaceship exercise, 352special effects. Seenode editorspecular highlights, 92speed. Seerendering speedsSphere lamp setting, 80, 81

spin angle, 146spin curve in graphic editor, 162Spin tool, 144-48splitting

mesh objects, 45screens, 19windows, 372

spot lamp, 77, 79Start value for particles, 277, 279, 307, 369Static setting, 319Steps option for Spin, 145stiffness value, 124, 128Strand Render option, 288, Seealsohairsubdividing 56, 171subsurface modifier, 53suck shape key, 228sun lamp, 77, 266surface shader type, 276surface snapping. Seeretopologysurface textures. Seetexturessymmetry options

bone making with, 171, 172, 173facial expressions and, 222-23

sync options, 232syncing, sound to movies, 272syncing, lip, 225-34system requirements, 10

talking (lip syncing), 225-34tapering curves, 141target tracking

camera in games, 346eyeballs, 169

targets, constraint, 194targets, pole, 194-96 , 198temporary directory, 360temporary files, autosave, 362ten-cube challenge, 34textured view mode, 110textures

hair, 289-99nodes, 240normal mapping, 114-22

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painting, 100, 102-13projection painting, 105-12

procedural, 89-96Ramp, 293-94smo ke, 310troub leshooting, 365-69UV-mapped, 97-122, 368

Thres hold (meta objects), 127thumb brush, 59thumbs rigging, 184timeline

keyframing with, 156-58particle settings and, 369video sequence editor, 270

tip select mode, 298tip, bone, 170Toggle Cyclic, 132Toggle Quad view, 359toggling

between modes, 39, 41opacity and transparency, 41orthographic and perspective views, 46,

71,359while select ing items, 24

Tool Shelf panel, 18, 24 , 58top lip shape key, 230topology, 47Track To constraint, 75, 83trackball of main view, 358trackball rotation, 27tracking

camera to a target, 74-75, 359, 377eyeballs, 169lights to a target, 83

transform locks, 164-66transparency

alpha, 238, 239material blending for hair, 289, 291­

93troubleshooting, 356, 368

opacity/t ransparency option, 41, 50Triangle Mesh bounds setting, 323troubleshooting, 353-76

alpha transparency, 368camera position, 359crash recovery, 362

• INDEX

file management, 360-65gam e engine physics, 3 19interface, 354-55migration problems, 371missing items, 355, 356mouse functions, 358particles, 369performance, 57recovered files, 361rotating, 355saving work, 360-62scaling, 355selecting items, 354self-running applications, 370-71textures, 365-69transparency, 356, 368UV-mapped textures, 368viewport, 356-63

tsunami simulation exercise, 302tutorial reso urces

Blender Cookie, 385Blender Guru, 384BlenderArt, 377BlenderNewbies, 383Noob to Pro, 382

twist brush, 59

UI option, 372undoing, 32unhiding, 356un painting, 188un parenting, 192unwrapping in projection painting, 108UVlayers, 105, 108UV-mapped textures, 97-122

applying, 101compared to procedural, 97conflicts, 103creating, 98-101map layouts, 98-101 ,105,108,118normal mapping, 114-22painting, 102-13

projection, 105- 12

419

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420

• INDEX

saving, 105troubleshooting, 368trVlayers, 105, 108

values, constraint, 168values, particle, 279vector curve handle, 131vector drawing, 377velocity

hair, 295linear, 334, 349of particles, 279

versions, 5, 11,371,373,374, 378vertex select mode, 40, 45vertices

defined,38deleting, 45, 49deselecting, 40doubled, 365, 367merging, 45selecting, 40, 50, 100shape keys and, 220, 221, 223

video sequence editor, 269-73View field smoothing, 53viewer node, 244Viewport shading mode, 356, 357views

camera, 73changing, 17-18global/local, 356layers , 31manipulator arrows, 25menu, 17-23mouse navigation, 358multiple-view setup, 21-22navigation, 358-62recentering items, 356shortcuts, 17,21 ,71,358troubleshooting, 356-63window types, 20

viscosity settings and liquids, 305visual manipulator. See manipulator

controls

voids, 128volume shader type, 276voodoo blender, 377

walk cycles, 215-18weight brush, 298weight painting, 178, 188, 355WeirdHat, 235, 261wide shape key, 228Width parameter, 135, 137wigs, 285, 288. See also hairWind,280Window Type button, 20windows

conventions, 20headers, 355layouts, 21-23,372maximizing, 19Outliner panel, 20Properties panel, 20, 21splitting and joining, 19, 372types menu, 20

Windows installation, 12wire shader type, 276wireframe, 38World options lighting techniques, 87-89

. X, YX-AxisMirror option, 171, 172, 173YoFrankie!, 3

Z transparency, 368Z-buffer, 255z-depth, 252, See also depth of fieldzenith color, 88zooming, 17

nodes, 241view, 358