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Blender 2.46
Posted: Tue May 20, 2008 9:42 am
by AndreD
Hi,
blender 2.46 is out with a bunch of new features..
Just waiting for the MW-support!
http://www.blender.org/development/rele ... ender-246/

Posted: Tue May 20, 2008 10:14 am
by tom
Groundbreaking new features/improvements as usual, big respect to Ton!
Posted: Tue May 20, 2008 12:50 pm
by Maximus3D
This new version looks great, time to update and play around with it
/ Max
Posted: Tue May 20, 2008 12:51 pm
by Tim Ellis
Great news as always!! Nice one Ton.
Blend the planet.
Tim.
Posted: Tue May 20, 2008 1:18 pm
by jurX
Yes...very cool new features/improvements!
Posted: Tue May 20, 2008 2:39 pm
by glebe digital
Well I love the 'idea' of Blender..........but to use it instead of my current pipeline? no way.
I even have a separate box set-up with the latest Ubuntu, to test purely as a 'blender gfx workstation'.......if I could do all aspects of my job with free software, I'd be really happy.........However Blender's interface is still anathema to me, I can't see how I'll ever get 'up to speed' in the way that I'd have to if I were ever to use Blender in a real workflow.
So it remains a curiosity for me.........not production ready, not intuitive enough for me to 'run with' within deliverable project timescales.
Posted: Tue May 20, 2008 4:24 pm
by Tim Ellis
glebe digital wrote:Well I love the 'idea' of Blender..........but to use it instead of my current pipeline? no way.
I even have a separate box set-up with the latest Ubuntu, to test purely as a 'blender gfx workstation'.......if I could do all aspects of my job with free software, I'd be really happy.........However Blender's interface is still anathema to me, I can't see how I'll ever get 'up to speed' in the way that I'd have to if I were ever to use Blender in a real workflow.
So it remains a curiosity for me.........not production ready, not intuitive enough for me to 'run with' within deliverable project timescales.
I've been using Blender since 2002 and in production since Jan 2007. All my modeling and model preparation for use with Maxwell, is done with Blender.
I have to agree though, the UI is not the best neither is it the most intuitive, but for complete tool sets and features, it's one of the best 3d apps there is. (Especially for the money it costs.)
Tim.
Posted: Tue May 20, 2008 6:21 pm
by -Adrian
Tim, do you know if there are any plans to overhaul the UI, or if the developers are determined to have it this way (like Gimp)? I remember that there was an announcement to modularize and open the UI to allow for more customization, but this either never happened, or nobody made use of it to release different presets.
Posted: Tue May 20, 2008 6:25 pm
by Tim Ellis
-Adrian wrote:Tim, do you know if there are any plans to overhaul the UI, or if the developers are determined to have it this way (like Gimp)? I remember that there was an announcement to modularize and open the UI to allow for more customization, but this either never happened, or nobody made use of it to release different presets.
UI is customizeable straight out of the box. In fact MXST is very similar, if you split out Blender's windows in a similar manner.
The old 2.45 thread had 3DSMax & Maya UI themes for Blender, which will still work with this release.
I'll find the details now.
Tim.
Posted: Tue May 20, 2008 6:27 pm
by Tim Ellis
Here you go, they were for 2.43 but should deffinitley work with 2.46.

3DSMax and Maya layout and icons!:-
http://www.blendernation.com/2007/04/16 ... ith-icons/

Maya to Blender hotkey translator:-
http://www.blendernation.com/2006/10/03 ... ranslator/

Lightwave to Blender hotkey translator:-
http://blendernewbies.blogspot.com/2006 ... troke.html

Blender hotkey list:-
http://allhotkeys.com/blender-3d-hotkeys.html

User interface standard proposal for Blender, with documentation regarding why Blender looks and works as it does:-
http://wiki.blender.org/index.php/UserI ... dsProposal
Tim.