Home Articles Blending in - CGenie interview Blender

cgenie_interview_blender

After Blender's great scores in our CG upgrades survey, we interviewed Ton Roosendaal, Chairman of the Blender Foundation, to get his views on the results.

Confidence

Overall scores for user satisfaction with software upgradesOverall results

CGenie: Blender received overall the highest mark from its user base in the survey, despite it having a smaller share of the market than many of the bigger contenders, it certainly evokes a lot of passion from its customers, as can be seen from the comments posted both on the article and the survey itself.

Firstly, congratulations on the excellent results that you've received - if you didn't know it already, it's pretty clear you have quite a vote of confidence from your users. Was this expected?

Ton: We are certainly well aware of the passion of our artists and developers for Blender, so that's not a surprise! What I'm very happy with is that this survey was executed independently of Blender channels or websites, so the results didn't get polluted by orchestrated internet community floods. It gives us confirmation of successes of our strategy over the past five years -just working hard on getting the program improved and staying loyal to the original concepts behind Blender and to its user base.

And even though there are perception issues - free and open source programs typically are ‘made for the average user' and ‘horribly designed' - the results clearly show an increasing awareness that Blender is being made for artists with a serious interest in using 3D on a professional level. Which, like any program you've surveyed, just requires time and energy investment to get most of out of it.

Being free

CGenie: The whole foundation behind Blender and the product that you have created seems to have really strong support from your users. The usual challenge you must face is ‘that's because it's free', do you think Blender would receive the same scores if it was a commercial product like the rest of your competition?

Ton: Honestly, not such high scores as these.

On the other hand, marketing practices also taught us that free products or gifts are typically evaluated with much more criticism than the product you've paid two months' worth of salary for, which - of course - must be a hundred times better than this crap free stuff! So let's average out this aspect to be only slightly relevant.

The key issue is not the "free" aspect but the fact that Blender is open source. This makes it entirely different, both in development and in feature set, but especially in defining ‘customer' satisfaction.

Also, Blender's "free" aspect doesn't mean people don't spend money on it. Blender.org runs a popular e-shop with support products, and organizes community-funded film and game projects. Blender Foundation's spin-off Blender Institute currently employs four employees, and during projects here we hire six to twelve more people. Another good example is from book publishers we work with, who happily conclude Blender books do as well as their other 3D titles. We're very proud to see the rise of professional trainers embracing Blender, colleges and universities teaching it, artists getting income as integration consultants, or developers being hired for servicing and support.

The key issue is not the "free" aspect but the fact that Blender is open source. This makes it entirely different, both in development and in feature set, but especially in defining ‘customer' satisfaction. You can't take that aspect away from Blender and still evaluate it - it would be an entirely different product then.

Lastly, if you were to look at the license fee income for commercial 3D applications and check the actual amount spent on 3D development, you'd be quite upset! Licensing is typically not the best income source for companies either - they make greater profits with servicing, support, bug fixing, special versions and training. This is, surprisingly, the typical open source business model as well!

Features

CGenie: One really strong area where you shone above the competition was around developing the features that the users need first. Can you share a little detail on how you find out these needs and how you decide the features to be focused on in each upgrade?

How users rated Blender on the statement
"The company focuses on developing the features I need first"features first

Ton: This is what I usually call the "open source dynamics". No matter how much influence I might have, I can't make the software move in any particular direction without a very solid and well covered consensus by its active volunteers. A good example is the period shortly after Blender became open source, in 2003. Instead of picking up all the beautiful visions I had for exploring real-time interactive 3D creation, the developers just worked on fixing and improving the modelling tools first. This kind of dynamics really comes from the users themselves. Blender has always attracted people who start using the software first, and only later get involved with the coding side of it, just to add what they need or to improve what they don't like.

Around 2005, when development really paced up well and the Foundation's income allowed us to hire people, I decided to not attempt to set up a software company again but instead organize a project to hire the best artists in the community to make a short animation with Blender. This concept of artist-centric development, jointly creating an open content film, has helped Blender incredibly well. The logical next step was founding a permanent studio in Amsterdam to do this on a regular basis. In 2007 and 2008 we worked on another short animation movie and an open game project. For this year a new short film is on the agenda -this time exploring epic and action-based content, and hopefully in 4k stereo digital cinema!

Software divide

CGenie: Reading through the reader comments of the survey article, you get a real impression of a divide between Blender and the rest of the CG software. Some users seem to consider Blender as an ‘amateur' application and some are fiercely passionate about it. Why do you think this is? Is it more perception or is there some extra features needed before Blender can be considered ‘production-ready' for use in major studios?

Ton: Of course that's mostly perception. From people who know both Blender and commercial programs well you'll get a more balanced view on issues. Blender stands out as a good and fast subdivision surface modeller, has excellent tools for UV unwrapping, top quality fluid dynamics and cloth, a fully integrated render-compositing pipeline, and character animation support that's up to par with what you would expect in any of the top CG tools. There's even advanced options in Blender you wouldn't find in others until recently, like quaternion-based bone deformation and harmonic-coordinate mesh deformers.

I'd rather focus on delivering the best 3D tools possible for individuals, independent teams or small/medium sized studios. For them an open source program like Blender can work as their own in-house software, similar to what the major studios mostly use anyway.

Blender has plenty of weak points as well. Our rendering system (shading, lighting) has fallen behind a lot, our event/tool system got stuck in the nineties (no custom key maps, no history stack), and our Nurbs tools are only laughable! All these and other topics are just inspiring and fun development targets, which we'll work on and for which we welcome new developers.

Whether Blender is "production ready for major studios" is not really our interest though. We don't make Blender for Hollywood studios - those people can take care of themselves pretty well. I'd rather focus on delivering the best 3D tools possible for individuals, independent teams or small/medium sized studios. For them an open source program like Blender can work as their own in-house software, similar to what the major studios mostly use anyway.

I would also like to express that I humbly respect and admire each of the other tools in the survey. These programs all have great developers and designers working on it, features and tools that are excellently designed, innovative, and in many areas more powerful than what Blender offers now. I'd be the first to admit we're not among the top 5, but do consider us to have firmly entered the top 10 now, with flying colours!

User support

CGenie: A strong result for you was around support for users, where again you were some way ahead of many of your competitors. This is obviously a perceived downside of an open-source application, how do users get support for their problems/technical issues?

Ton: On the contrary, if open source projects do one thing well it's user support. Around Blender there's really hundreds of user websites world-wide. Everyone with a bit of technical background can help fixing bugs or provide improvements in areas. You don't have to purchase exclusive support contracts, nor have to hide in public forums that you're actually using the software illegally.

What we especially need to improve in further is professional-oriented artist/development support. These would be great business opportunities for everyone to grab, and by nature the most viable business model for open source programs.

Frequency of upgrades

CGenie: The frequency of upgrades was very popular with your users - it seems like you've pretty much got it spot on. How do you know what constitutes an upgrade? When do you say ‘this is a new release'.

How users rated Blender on the statement
"I feel the frequency of upgrades/new versions is about right"frequency_of_upgrades

Ton: This is actually getting a bigger problem nowadays, with more developers and projects running simultaneously. Ideally we should try to release every 3-4 months, but in practice releases come in 6-8 month intervals now. What I think users mostly appreciate is the fact we really release true value - packed with new features - and that we spend a lot of energy in tackling every bug report that comes in. There's an unwritten rule to only release when the bug tracker is below 50 open reports, which we managed to achieve many times.

The actual decision to make releases is another example of a dynamical process. Developers just want to get their work published officially, users start begging for it, and then sooner or later these signals are too strong to ignore really. In our weekly IRC (internet chat) meeting we then just freeze the functional targets for a release, kick everyone to finish those, add time to test it all well, freeze the code for a month to only do bug fixing, and then there's a release! I personally love to coordinate such efforts, deadline rushes make everyone inspired and add the adrenaline to move on to new projects.

Value

CGenie: A very interesting result was around value, unsurprisingly you came out top - but it wasn't quite as huge a margin as you might expect - Houdini ran you very close. Could you ever see yourselves offering optional commercial support in the future for customers who need it?

Ton: It's not the Blender Foundation's goal to conduct business; the projects we do are to coordinate online projects around Blender, stimulate development, and organize presentations and conferences.

The Foundation's strategy is to invite and help as many third parties as possible to set up businesses themselves. Most of this is still quite in its infancy, we still need to improve the way we communicate how potential clients can find reliable user or development support.

We have started an official certified trainer program on blender.org, and some websites offer commercial opportunities already, like the independent Blender news portal BlenderNation. For the rest, people can just email me and I'll forward them to the right person to contact (ton at blender.org).

The user interface

CGenie: If there is one area that users commented negatively around it was the user interface of Blender being quite different to other applications and users have found it difficult to pick up - is this something you're looking to improve?

Ton: Blender's much disputed UI hasn't been an unlucky accident coded by programmers but was developed almost fifteen years ago in-house by artists and designers to serve as their daily production tool. This explains why it's non-standard, using concepts based on advanced control over data (integrated linkable database) and the fastest workflow possible (subdivision based UI layouts, non-blocking and non-modal workflow).

Blender uses concepts similar to one of the world's leading UI designers Jef Raskin. When I read his book "Humane Interface" five years ago, it felt like coming home. His son Aza Raskin has continued his work with great results. He's now lead UI design at Mozilla and heads up his own startup. If you check on his work on humanized.com you can see concepts we're much aligned with.

Making good user interfaces is not easy, and people don't always have time to work on that.

To be clear, it's not that "Blender has been based on Raskin's ideas" but that these concepts are quite obvious from a UI designer perspective, more people have developed similar concepts and use it with a lot of success. If you look at the evolution of other CG tools you can see similar concepts being adopted as well, cleaning up the cluttered desktop with a subdivision system, and presenting a parallel and non-modal workflow.

What Blender especially failed in was mostly a result of evolutionary dilution, coming from some laziness and a pragmatic ‘feature over functionality' approach. Making good user interfaces is not easy, and people don't always have time to work on that. Moreover, because of our fast development, it's not always clear to new users whether they are trying to use something that's brilliant or is still half working, or simply broken by design! For me this mostly explains the tough initial learning curve for Blender, or why people just give up on it.

The fact that Blender's core was written so long ago was also a reason why it wasn't easy to be redesigned or replaced. Over two years ago we started working on this: collecting design proposals, evaluating the good and the bad, and setting up a good target for a new UI system that can bring us into the next decade. This is the Blender 2.5 project - development for it started up again last year in October and is expected to show tangible and usable results this summer. For further reading on this please check our 2.5 wiki.

Blender 2.5

CGenie: Blender 2.5. Your users seem to be hyping it quite a lot! It's also being watched with interest from users of other software - so what's the latest news on it? Can you share some of the major improvements users will notice?

Ton: Yeah lots of excitement here. The 2.5 project even gets abused a bit to tackle any criticism ("wait for 2.5 and your problem gets solved!"). Although this project promises radical improvements, I prefer to keep everyone focused a bit on the simple basics we should achieve first. It should still be a project with a short-term deliverable too. I would really love to show the first working version on Siggraph this year!

The results will make it much easier for new users to become expert users and configure Blender to match their own preferred workflow and creation targets

In short, the project first solves our arcane event/tools system - which internally was still based on the original 1995 IrisGL conventions. We now have centralized dynamic event handlers which can be registered and fully customized. All tools have a uniform API to enable repeat, redo, macros, history stacks and scripting access.

In addition to that we added a uniform method to approach and extend all internal data, not only to assist the above but to allow semi-automatic UI generation (Python scripted) and provide all-over access for the animation system and scripting API.

These technical targets will then enable designers to solve a lot of communication issues in the UI as well. We spent a great week together on this in a workshop in Amsterdam in early March. The results will make it much easier for new users to become expert users and configure Blender to match their own preferred workflow and creation targets as well.

For the full picture I'd like to forward the readers to the Blender 2.5 web page.

The future

CGenie: We'll be running the same survey next year, what change would you like to see?

Ton: With similar good results I'd be more than happy!

CGenie: Thanks very much for your time Ton, and keep up the great work!

Related interviews

 

 
Discuss (22 posts)
Riyaz Gomes
Blending in: CGenie interview Blender
Mar 20 2009 13:58:51
"As a previous user of Max, Maya and Softimage...I'd tell all artists to give Blender a try....Its the best tool...free or not."
#430
Bugsbane
Blending in: CGenie interview Blender
Mar 20 2009 14:33:40
"I originally trained on 3dstudio (before it was Max), then Max, then Maya for a few years and then found Blender. It's an amazing tool, although going through one of the many basic interface tutorials when you start is a must. After that though, it flies! It's very fast and the UV unwrapper is a dream. I can't tell you how many things that took me hours in Maya's UV tools, I accomplished in minutes with Blender. The renderer does need some work, but the new photton mapping / volumetric projects are extremely promising as is the current integration work with Luxrender (which looks beautiful). Personally I can't wait to see what looks like an extremely powerful new addition to the 3d app world with the massive refactoring that seems to be going on with Blender 2.5. Great work Ton and the Blender community!"
#431
Soter
Blending in: CGenie interview Blender
Mar 20 2009 15:21:11
"I'm not sure I'd say it's the ""best"" tool. It's good for Subdivision modeling, animation, and great UV unwrapping. Good node system. I too am looking forward to see how the new core design will enable the developers to continue progress. It would be pretty tough to get ahead of the top 3d packages, in an overall sense. The way things have been going development wise, Blender could pull up even in a couple years. I've been using Blender since '05."
#432
Enochsdream
Blending in: CGenie interview Blender
Mar 20 2009 15:46:38
I've only ever used blender and I am really glad that it's getting well deserved recognition.
#433
RH2
Blending in: CGenie interview Blender
Mar 20 2009 17:40:43
"can't wait for version 2.5 and beyond! come on, If it wasn't open source, it would be well worth $700-1200 per license."
#434
TweakingKnobs
Blending in: CGenie interview Blender
Mar 20 2009 17:41:17
Ton Rocks !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ;D;D;D;D;D;D;D;D;D;D;D;D;D;D;D;D
#435
Lich
Blending in: CGenie interview Blender
Mar 20 2009 23:50:12
"I not agree with the interface issue, im a professional max user knowmaya too and a little of cinema4d and blender interface, is one of the best I tried. its a little bit dificult get used to use it, but once you get involve with, it became an exelent tool thanks to blender fundation and all the one who is helping to develop this tool"
#436
Dread Knight
Blending in: CGenie interview Blender
Mar 21 2009 08:50:59
Blender is the best creation tool EVER. And it will only get better and better in short amount of time.
#437
jah
Blending in: CGenie interview Blender
Mar 21 2009 10:17:26
No complaints on the user interface. It's great to be able to modify it to your working style.
#438
ysvry
Blending in: CGenie interview Blender
Mar 21 2009 23:00:38
"ui is good as is, but being able to record macros is wanted. with regards to changing the ui , remember the saying dont fix whats not broke "
#439
Michael Crawford
Blending in: CGenie interview Blender
Mar 22 2009 04:16:42
"I don't see why so many people don't like the blender interface. As a former Maya user, I personally love the blender interface. Once you get used to it, it' fantastic. I hope 2.5 allows the best of ""both worlds"" so those who actually like the current interface aren't forced to change to something less flexible."
#440
RNS
Blending in: CGenie interview Blender
Mar 22 2009 08:30:05
"WELL,if Ton want unveil 2.50 at the Siggraph this year! so,give us 2.49 to bite on while 2.5 is being developed. I want to party! ------ pizza,and beer! that the day we go to WAR! with Mayans empire. ;D"
#441
rafita
Blending in: CGenie interview Blender
Mar 22 2009 10:07:36
"Sin duda, blender ye lo m?s. Ah? queda eso !!"
#442
NRK
Blending in: CGenie interview Blender
Mar 22 2009 12:34:34
I am a working professional engineer and have dabbled in 3d since college. I was a 3ds user and then learned lightwave. Not being a full time user I couldn't keep up with paying for the licenses. I found Blender a few months ago and LOVE the user interface. I can model 3X faster in blender than I ever have and have been animating my own movies with cloth simulation and full rigged characters with hair. AMAZING! I am hooked. I have followed closely the development of blender and each feature addition has people testing beta code and commenting directly with the developers on improvements. Even if I'm a year behind the mainstream tools this community ROCKS!
#443
Jahmaica
Blending in: CGenie interview Blender
Mar 22 2009 14:13:23
"I can tell you that blender, is my number one 3d application since '05! Sometimes I think to myself, how is that possible? Being free to use... Incredible!"
#444
CGEX
Blending in: CGenie interview Blender
Mar 22 2009 19:00:23
"I've used 3ds, later 3D Studio MAX for a number of years. I remember, I started Blender first time and thought - what a hell this is ? Closed it. Uninstalled it. Bye, bye forever. However I rediscovered Blender again after a year or two. This time I was not so lazy to spend a few hours to read blender-wiki and watch some beginner's tutorials. Till now - 3ds max interface looks so uncomfortable for me, that I can't imagine I worked with so a long time. Blenders interface is really great, intuitive and comfortable. Thank you Ton for a great project. Always happy to support you guys."
#445
Gustavo Pabon
Blending in: CGenie interview Blender
Mar 22 2009 21:05:25
"As a novice 3d person, when I first launched blender, I though, ""oh my god, where do I start?"" I was so overwhelmed and intimidated that I shut down the program and gave up. The I discovered www.cartoonsmart.com. I purchased the Blender video tutorials and I hit the ground running. Blender is great! Can't wait to see 2.5. Keep up the great work guys."
#446
Reyn
Blending in: CGenie interview Blender
Mar 23 2009 02:14:45
"I've never had the chance (or did not intend to) to use other 3D apps continuously and seriously before aside from Blender, and since then I got hooked and for the love of it, I never even wished of switching away from it. For starters, I really highly suggest you take your time studying and learning the interface and shortcuts (keyboard and non-) before you dive in on heavy designs. That's one of Blender's strengths, having a time-pressured project and all that requires a rapid reaction, and Blender just does a good job on that (once you learn its Ui very well). I've never seen any feature that I might use that Blender doesn't have EXCEPT for true volumetrics (i.e. fire, smoke, etc.), which I believe is currently under development by one man. Blender is like a dream come true! Way to go, Blenderheads, the Blender Foundation, all the user support and community, and of course to Ton for making all these possible! ^_^"
#447
Joey X
Blending in: CGenie interview Blender
Mar 25 2009 18:31:43
"Look lets be honest here, the only reason blender has not really tackled the biggest problem in terms of market penetration against the non-open products...is the user interface. I know they bleet on about x & y & z, but if they made it like other apps, many many more people would use it. And in some ways its quite arrogent as much as the big boys say you get this and thats that. They (blender) dont take into account the vast majority who wont touch blender until the UI gets more like Maya or Max or Houdini (who recently redesigned to the common standard) and XSI and Lightwave and Cinema4D and need i go on. The only way blender can be a sucess (not only for itself but its users) and really shine is to get more people involved, what's holding them back is themselves. Imagine what tools and possibilities if ILM, Digital domain, the Mill, PLF, all used and contributed to blender, well thats NOT going to happen unless they change the UI. And know that they mor than likely would be open-source too, just like OpenEXR. If blender does not, then its doomed to be a learning tool for people with less money, and thats a fundamental problem. Why? Because when they go to look for a job, it wont be using blender. If they change the UI, it could well be that it would be using blender. I have to ask why dont they help people, really help.. by changing the UI to the industry standard, many more people would have the possibility of employment, and what a noble goal that would be. So I see great possibilities for blender...its only blender thats stopping blender being the best possibility out there. And a last thought that's got to make companies like Autodesk etc very very happy..."
#448
akula
Blending in: CGenie interview Blender
Mar 28 2009 02:00:26
"Is Blender an amazing program? Yes. Can you do top-notch design and animation with it? Definitely. But does it have a good interface? No. I am really hoping to see if 2.5's redesign will address this. I've tried Maya, Max, Houdini, Sketchup, Cinema 4D, and others. I've never had a problem learning or using these other apps. But learning Blender, even with the tutorials, is an exercise in frustration. I WANT to love Blender, and I've tried coming back to Blender repeatedly over numerous versions, but have been turned off by the UI. This isn't about making Blender more ""like"" the other 3D apps. As someone with a UI design background, there are serious workflow and contextual grouping issues that would help both noobs and pros if they're addressed. Powerful and flexible does not have to equal difficult."
#449
S.B. Zaki
Blending in: CGenie interview Blender
Mar 29 2009 23:39:08
The software has a very personal feel to it...and it really allows you to focus on your project rather than on fancy techniques and tools. In other words....it's simply a great tool for any artist.
#450
Honeybiscuit
Blending in - CGenie interview Blender
Jan 06 2010 19:29:20
I have been using Blender for anout 2yrs. I just got the 2.5 (outstanding). I do nothing but "nif" related issues and running Vista I have found it pretty challaging. I understand that the problems for us Vista users are to be eliminated. Seeing that the CG is pretty much going into the'nif' standard 9about time).Just was wondering if there was a date in which this problem would be fixed,lol. Please no more PYFFI,lol.
#557

Quick Post

Enter code here  

Discuss this item on the forums. (22 posts)