اخبار شماره 3 :
peach دومین انیمیشن ازاد

کم کم حال و هوای رسیدن دومین انیمیشن ازاد بگوش می رسد . شاید برای شما انیمیشن ازاد واژه ای جدید یا عجیب باشد . انیمیشن ازاد هم تا حدودی معنی همان نرم افزار ازاد را می دهد یعنی انیمیشنی که سورس ها ان در دسترس باشند این سورس ها می توانند تکه فیلم ها یا عکس ها و تکسچر ها و صداهای بکار رفته در فیلم باشند . اولین انیمیشن ازاد با نام elephant dreams نیز همینگونه منتشر شد این انیمیشن ها بیشتر از اینکه شما را سرگم کنند برای شما یک کلاس اموزشی درست می کنند . گروهی از بهترین طراحان و انیمیشن سازان از طریق موسسه بلندر در حال ساخت دومین انیمیشن هستند که در حال حاضر می توانید در فروشگاه بلندر انرا خریداری کنید .
http://www.blender3d.org/e-shop/product_info.php?products_id=97
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نکته جالب درباره این انیمیشن این است که از قبل پیش فروش شده است.

و این هم تیم ساخت این فیلم .
Sacha “Sago” Goedegebure (Netherlands)
Director
- Concept, story, screenplay
- Character design and direction
Andy Goralczyk (Germany)
Art director
- Shading, lighting, compositing
- Graphics design (web, dvd)
Enrico “EnV” Valenza (Italy)
Lead Artist
- Lead Textures and Environment design
- Modeling
Nathan “Cessen” Vegdahl (USA)
Lead Artist
- Character rigging and deformation setups
William Reynish (Denmark)
Lead Artist
- Animation, … (t.b.a.)
Brecht van Lommel (Belgium)
Technical Director
- 3D tools and rendering development
- Bug fixes
Campbell “Ideasman42″ Barton (Australia)
Technical Director
- Studio Pipeline & support
- Scripting, tools, bug fixes
Ton Roosendaal (Netherlands)
Producer
- Project realization, finances, planning
- Software development, scheduling
و این هم کارهایی که برای ماه اگوست 2007 باید انجام می شد
SVN Branches
* We will make a Peach Branch, which not only has our own development, but it will actively sync with the other cool branches and kept compatible with trunk.
Modeling
* Current BMesh project could be valuable, but is not a requirement or bottleneck for Peach. If we want to use it, it would mean having the full modifier stack features working…
* Model tool needed: the inverse of “rip”, a quick method to merge/snap vertices.
* Crazy Space editing… probably not possible for lattices.
Landscape, Plants, Trees...
* Sculpting (multires) might be used here, especially for closups of trees. We could use better modifier stack integration for it. Luckily the characters are not going to be sculpted!
* Convert curve -> mesh, with proper UV coords
User Interface, general features
* 3D widget could allow custom alignment; an option that stores and keeps a previously indicated alignment (like to a face or normal or edge)
* The big interface recode project (tools/event refactor) is not required for Peach. If the work happens during the project, it can be in trunk even, and we keep our branch running fine.
* More image editing tools in Blender would be nice… like 3d view corrected painting
* Simple but fun and useful idea: use a ColorBand for defining weightpaint ranges
Sequencer
* Sound: fix scrub and sequence editing
* Mirror: flipping images or movies on x and y axis.
* Update: updates selected images or movies.
Animation
* Mesh deformation (with harmonics) would be nice… feasible?
* Shape key editor issues… better control, using strips for it?
* NLA editor overhaul, with shape key editing?
* Have multiple Objects draw in 1 IpoWindow
* The “everything should be animatable” axiom…
* Armature Proxy needs review and some fixes, especially for linked groups with proxies.
Particle system
* Hair combing and grooming tools. Currently being worked on by Janne Karhu (Jahka). Brecht will help reviewing.
Render & Material
* Fur rendering… should allow nearly unlimited hairs, and should be much faster (1 shade per hair-vertex?)
* Rendering of complex environments (fur, leaves, forest, …), might imply using bucketing, or disk caches for geometry.
* The famous HDR anti-alising problem (extreme ranges can alias badly)… we might need to test rendering 4k images without OSA, then do the composite pipeline, and then clip color, and then filter down to 2k.
* Images for textures: use mipmaps cache (disk), tile based cache?
* Explore volumetric lighting; like for moist or dusty outdoor forest scenery.
* Sunlight with shadowbuffers?
* Soft shadow!
* If needed, allow to split renders over multiple systems (sharing disk caches).
* Get compositor 4k friendly… tile based?