From 9ba1175e4c239709dc4230c140ae05712b84602c Mon Sep 17 00:00:00 2001 From: bennymeg Date: Sat, 22 Jun 2024 00:32:30 +0000 Subject: [PATCH] Updated tutorials index --- docs/blender/PL0BAFA2DA294B0900.json | 2 +- docs/blender/PL61B7B6547923C101.json | 2 +- docs/blender/PL83F5B6F78A5BA316.json | 2 +- docs/blender/PLE60B16E828FF5A87.json | 2 +- docs/blender/PLa1F2ddGya_-XN7pLYTvV2fLz9XA0ncUN.json | 2 +- docs/blender/PLa1F2ddGya_84ye1JAvIGh0Yp7utEKZI_.json | 2 +- docs/blender/PLa1F2ddGya_88c6AM7RSLk06c-_rkdUr-.json | 2 +- docs/blender/PLa1F2ddGya_8FBk61qbCdRu-otyPzFfDF.json | 2 +- docs/blender/PLa1F2ddGya_8I8QCMCKlQUOQpgOga2nZ-.json | 2 +- docs/blender/PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT.json | 2 +- docs/blender/PLa1F2ddGya_8Wzpajwu1EtiS8E1Exm82S.json | 2 +- docs/blender/PLa1F2ddGya_9XER0wnFS6Mgnp3T-hgSZO.json | 2 +- docs/blender/PLa1F2ddGya_9jNuboY4w2IUcgoFJxdkKH.json | 2 +- docs/blender/PLa1F2ddGya__2Ip2UB-xp6M54cQVvw1W-.json | 2 +- docs/blender/PLa1F2ddGya__fTBj6FlL39NEBPZLB50ey.json | 2 +- docs/blender/PLa1F2ddGya__l2Tk4zzq8c6CNGPCjQaS4.json | 2 +- docs/blender/PLa1F2ddGya__tVlgy0KNkF4ns8sNUF-2N.json | 2 +- docs/blender/toc.json | 2 +- 18 files changed, 18 insertions(+), 18 deletions(-) diff --git a/docs/blender/PL0BAFA2DA294B0900.json b/docs/blender/PL0BAFA2DA294B0900.json index a40ff98..fa277d3 100644 --- a/docs/blender/PL0BAFA2DA294B0900.json +++ b/docs/blender/PL0BAFA2DA294B0900.json @@ -1 +1 @@ -{"kind":"youtube#playlistItemListResponse","etag":"7k8Oxl5XAVL0YhT5W_vy4HR8sO8","items":[{"kind":"youtube#playlistItem","etag":"kNhtMgQrPXByizrjWjUp_xycJug","id":"UEwwQkFGQTJEQTI5NEIwOTAwLkFEMzkzNEE1NDE2RkI1QTI","snippet":{"publishedAt":"2012-01-06T15:11:56Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Simple physics test 101","description":"A couple of simple explosion and destruction tests made with Blender 2.6 by Kjartan Tysdal for Mango Open Movie. 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In this presentation, they will first provide an overview of their previous artistic projects, encompassing installation art, videos, 3D printed sculptures, and prints, which will establish the foundation for their artistic approaches and aesthetics.\n\nThe overview will include visual examples of our artwork showcased in gallery spaces and within the context of visual or digital arts. Starting from these previous works, they will delve into a specific research and creation project undertaken by the authors that revolves around the concept of culture and meaning embedded in technologies.\n\nThis project, entitled \"The Presbyopic Camera, The Myopic Object,\" artistically explores new viewpoints using Blender while revisiting the history of perspective and optics encoded within 3D software. This ongoing and future research-creation project at Université du Québec à Montréal (Canada) has received financial support from the \"Fonds de Recherche du Québec – Société et culture.\"\n\nPresenters: Philippe-Aubert Gauthier, Mathieu Latulippe and Tanya St-Pierre.\n\n\"The Presbyopic Camera, The Myopic Object: New Perspectives in Contemporary and Digital Arts\" by Philippe-Aubert Gauthier --\n\nLearn more about Blender Conference 2023 at https://conference.blender.org/2023/ \n\n#BCON23 #b3d","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/RtvGU3oNwmk/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/RtvGU3oNwmk/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/RtvGU3oNwmk/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/RtvGU3oNwmk/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/RtvGU3oNwmk/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_84ye1JAvIGh0Yp7utEKZI_","position":33,"resourceId":{"kind":"youtube#video","videoId":"RtvGU3oNwmk"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"RtvGU3oNwmk","videoPublishedAt":"2023-10-27T11:22:37Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"GggT7sIz5NMlxqQWnB5JT8SrBC4","id":"UExhMUYyZGRHeWFfODR5ZTFKQXZJR2gwWXA3dXRFS1pJXy5DNkMwRUI2MkI4QkI4NDFG","snippet":{"publishedAt":"2023-10-27T10:58:44Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Line Art and future Non-photorealistic rendering process discussion","description":"This presentation aims to discuss possible future approaches of line art / non-photorealistic rendering and composition pipeline structure aimed at achieving a more convenient NPR workflow. \n\nTopics mainly include ways to improve the performance and the quality of Grease Pencil Line Art, possible geometry-node implementation for simplifying filtering and other configuration options, and a design of a potentially more flexible render pipeline with customizable combination of image/geometry-space operations.\n\n\"Line Art and future Non-photorealistic rendering process discussion\" by Wu Yiming --\n\nLearn more about Blender Conference 2023 at https://conference.blender.org/2023/ \n\n#BCON23 #b3d","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/x6TE85yXdxw/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/x6TE85yXdxw/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/x6TE85yXdxw/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/x6TE85yXdxw/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/x6TE85yXdxw/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_84ye1JAvIGh0Yp7utEKZI_","position":34,"resourceId":{"kind":"youtube#video","videoId":"x6TE85yXdxw"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"x6TE85yXdxw","videoPublishedAt":"2023-10-27T11:27:57Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"TvzUtRyP--pYTeREERm90uUZ6yQ","id":"UExhMUYyZGRHeWFfODR5ZTFKQXZJR2gwWXA3dXRFS1pJXy41MzY4MzcwOUFFRUU3QzEx","snippet":{"publishedAt":"2023-10-27T11:11:34Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Flamenco v3.3 hands-on class","description":"A hands-on class, teaching how to install and use Blender's render farm software Flamenco. 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Created in 2017, the studio already produced three unique series in its very first year, achieving the platform's highest viewership.\n\nTraditionally, our productions involved hand-drawn work using Adobe Animate. However, a few years ago, we embarked on a remarkable project titled 'Captain Laserhawk: A Blood Dragon Remix,' a top-tier series produced in collaboration with Ubisoft's Film and Television. The series is set to debut in early October 2023 on Netflix (check out the trailer here: https://youtu.be/LgAUYJ_gglg).\n\nGiven the vast scale and high-quality demands of this show, especially for our small-scale studio, we made the strategic decision to integrate Blender into our workflow. By using Blender for vehicles and weapons, we enabled our 2D animators to focus on character animation instead of hard surface 2D elements.\n\nIn parallel to this major project, a dedicated team began working on a 2D/3D hybrid workflow, aiming to enhance the quality of future productions. This endeavor led to the establishment of our Research and Development (R&D) department, specializing in innovative hybrid techniques based on Blender for backgrounds and 2D character animations.\n\nOur presentation will focus on sharing the success of our seamless 2D to 3D transition, along with the exploration of techniques that effectively blend both animation worlds. We would like to\npresent behind-the-scenes glimpses of the making of Captain Laserhawk and illustrate how this project led to the development of a new production mindset, increased productivity, and the integration of Blender in our R&D department. We look forward to sharing our journey and contributing to the Blender community's collective knowledge.\n\n\"Bobbypills: An Adult Animation studios journey to CG\" by Yannick Castaing, Erika Grace Strada --\n\nLearn more about Blender Conference 2023 at https://conference.blender.org/2023/ \n\n#BCON23 #b3d","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/nnQNNxOdb48/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/nnQNNxOdb48/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/nnQNNxOdb48/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/nnQNNxOdb48/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/nnQNNxOdb48/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_84ye1JAvIGh0Yp7utEKZI_","position":37,"resourceId":{"kind":"youtube#video","videoId":"nnQNNxOdb48"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"nnQNNxOdb48","videoPublishedAt":"2023-10-27T12:10:53Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"4ILqOLxTs9dLWwBIzTcCZmE4Sfo","id":"UExhMUYyZGRHeWFfODR5ZTFKQXZJR2gwWXA3dXRFS1pJXy41RTNBREYwMkI5QzU3RkY2","snippet":{"publishedAt":"2023-10-27T12:03:30Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Handling Custom Data in glTF Files with Exporter/Importer Plugins","description":"Blender is arguably one of the best tools for developing a wide variety of assets, and glTF is often a good export format for real-time graphics applications given how much of it supports and how extensible it is. 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In this presentation, they will first provide an overview of their previous artistic projects, encompassing installation art, videos, 3D printed sculptures, and prints, which will establish the foundation for their artistic approaches and aesthetics.\n\nThe overview will include visual examples of our artwork showcased in gallery spaces and within the context of visual or digital arts. Starting from these previous works, they will delve into a specific research and creation project undertaken by the authors that revolves around the concept of culture and meaning embedded in technologies.\n\nThis project, entitled \"The Presbyopic Camera, The Myopic Object,\" artistically explores new viewpoints using Blender while revisiting the history of perspective and optics encoded within 3D software. This ongoing and future research-creation project at Université du Québec à Montréal (Canada) has received financial support from the \"Fonds de Recherche du Québec – Société et culture.\"\n\nPresenters: Philippe-Aubert Gauthier, Mathieu Latulippe and Tanya St-Pierre.\n\n\"The Presbyopic Camera, The Myopic Object: New Perspectives in Contemporary and Digital Arts\" by Philippe-Aubert Gauthier --\n\nLearn more about Blender Conference 2023 at https://conference.blender.org/2023/ \n\n#BCON23 #b3d","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/RtvGU3oNwmk/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/RtvGU3oNwmk/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/RtvGU3oNwmk/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/RtvGU3oNwmk/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/RtvGU3oNwmk/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_84ye1JAvIGh0Yp7utEKZI_","position":33,"resourceId":{"kind":"youtube#video","videoId":"RtvGU3oNwmk"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"RtvGU3oNwmk","videoPublishedAt":"2023-10-27T11:22:37Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"GggT7sIz5NMlxqQWnB5JT8SrBC4","id":"UExhMUYyZGRHeWFfODR5ZTFKQXZJR2gwWXA3dXRFS1pJXy5DNkMwRUI2MkI4QkI4NDFG","snippet":{"publishedAt":"2023-10-27T10:58:44Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Line Art and future Non-photorealistic rendering process discussion","description":"This presentation aims to discuss possible future approaches of line art / non-photorealistic rendering and composition pipeline structure aimed at achieving a more convenient NPR workflow. \n\nTopics mainly include ways to improve the performance and the quality of Grease Pencil Line Art, possible geometry-node implementation for simplifying filtering and other configuration options, and a design of a potentially more flexible render pipeline with customizable combination of image/geometry-space operations.\n\n\"Line Art and future Non-photorealistic rendering process discussion\" by Wu Yiming --\n\nLearn more about Blender Conference 2023 at https://conference.blender.org/2023/ \n\n#BCON23 #b3d","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/x6TE85yXdxw/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/x6TE85yXdxw/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/x6TE85yXdxw/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/x6TE85yXdxw/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/x6TE85yXdxw/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_84ye1JAvIGh0Yp7utEKZI_","position":34,"resourceId":{"kind":"youtube#video","videoId":"x6TE85yXdxw"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"x6TE85yXdxw","videoPublishedAt":"2023-10-27T11:27:57Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"TvzUtRyP--pYTeREERm90uUZ6yQ","id":"UExhMUYyZGRHeWFfODR5ZTFKQXZJR2gwWXA3dXRFS1pJXy41MzY4MzcwOUFFRUU3QzEx","snippet":{"publishedAt":"2023-10-27T11:11:34Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Flamenco v3.3 hands-on class","description":"A hands-on class, teaching how to install and use Blender's render farm software Flamenco. 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Created in 2017, the studio already produced three unique series in its very first year, achieving the platform's highest viewership.\n\nTraditionally, our productions involved hand-drawn work using Adobe Animate. However, a few years ago, we embarked on a remarkable project titled 'Captain Laserhawk: A Blood Dragon Remix,' a top-tier series produced in collaboration with Ubisoft's Film and Television. The series is set to debut in early October 2023 on Netflix (check out the trailer here: https://youtu.be/LgAUYJ_gglg).\n\nGiven the vast scale and high-quality demands of this show, especially for our small-scale studio, we made the strategic decision to integrate Blender into our workflow. By using Blender for vehicles and weapons, we enabled our 2D animators to focus on character animation instead of hard surface 2D elements.\n\nIn parallel to this major project, a dedicated team began working on a 2D/3D hybrid workflow, aiming to enhance the quality of future productions. This endeavor led to the establishment of our Research and Development (R&D) department, specializing in innovative hybrid techniques based on Blender for backgrounds and 2D character animations.\n\nOur presentation will focus on sharing the success of our seamless 2D to 3D transition, along with the exploration of techniques that effectively blend both animation worlds. We would like to\npresent behind-the-scenes glimpses of the making of Captain Laserhawk and illustrate how this project led to the development of a new production mindset, increased productivity, and the integration of Blender in our R&D department. We look forward to sharing our journey and contributing to the Blender community's collective knowledge.\n\n\"Bobbypills: An Adult Animation studios journey to CG\" by Yannick Castaing, Erika Grace Strada --\n\nLearn more about Blender Conference 2023 at https://conference.blender.org/2023/ \n\n#BCON23 #b3d","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/nnQNNxOdb48/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/nnQNNxOdb48/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/nnQNNxOdb48/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/nnQNNxOdb48/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/nnQNNxOdb48/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_84ye1JAvIGh0Yp7utEKZI_","position":37,"resourceId":{"kind":"youtube#video","videoId":"nnQNNxOdb48"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"nnQNNxOdb48","videoPublishedAt":"2023-10-27T12:10:53Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"4ILqOLxTs9dLWwBIzTcCZmE4Sfo","id":"UExhMUYyZGRHeWFfODR5ZTFKQXZJR2gwWXA3dXRFS1pJXy41RTNBREYwMkI5QzU3RkY2","snippet":{"publishedAt":"2023-10-27T12:03:30Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Handling Custom Data in glTF Files with Exporter/Importer Plugins","description":"Blender is arguably one of the best tools for developing a wide variety of assets, and glTF is often a good export format for real-time graphics applications given how much of it supports and how extensible it is. 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Positive and negative aspects of the original ideas for the rig will be discussed.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/G4M3nMl7nwI/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/G4M3nMl7nwI/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/G4M3nMl7nwI/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/G4M3nMl7nwI/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/G4M3nMl7nwI/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":22,"resourceId":{"kind":"youtube#video","videoId":"G4M3nMl7nwI"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"G4M3nMl7nwI","videoPublishedAt":"2013-10-26T15:10:41Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"Rde5xBVP3CAKGdMUsxWPtQ0r6zA","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC45NzUwQkI1M0UxNThBMkU0","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Jorge Ribeiro - Switching from 2D animation to 3D using Blender","description":"As a 2D freelance animator, I always felt the necessity to evolve and to keep up with the market. 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How do the Blender tools help me to deliver the principles of animation in a different approach than when animating on paper.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/bxz2VVOtWds/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/bxz2VVOtWds/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/bxz2VVOtWds/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/bxz2VVOtWds/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/bxz2VVOtWds/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":23,"resourceId":{"kind":"youtube#video","videoId":"bxz2VVOtWds"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"bxz2VVOtWds","videoPublishedAt":"2013-10-26T14:03:20Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"UxHoZbA2AYLS59YiHDWhTXzJuQw","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5DNzE1RjZEMUZCMjA0RDBB","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Michał Mielczyński - RayPump: the online Cycles accelerator for Blender","description":"New and upcoming features in RayPump - such as handling the animations, in a way users are used to with RayPump (quick, easy, painless).","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/1LrxvX-4fq4/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/1LrxvX-4fq4/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/1LrxvX-4fq4/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/1LrxvX-4fq4/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/1LrxvX-4fq4/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":24,"resourceId":{"kind":"youtube#video","videoId":"1LrxvX-4fq4"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"1LrxvX-4fq4","videoPublishedAt":"2013-10-26T13:07:49Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"vvkFnypa6d0er12zgBt6jlx2ebo","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC43MTI1NDIwOTMwQjIxMzNG","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Christian Rantzow and Consuelo Pecchenino - Blender on stereoscopy","description":"With this presentation we want to illustrate our use of Blender to realize a VFX effect - starting from the mesh and going across dynamics, compositing and stereo3d. The explosion was used for a civil courage's spot currently going on German cinemas and TVs.\n\nThe director's request was a vfx scene in which the protagonist throws a man through a car window.\n\nThey needed a 3d-animated window, that crashed on the impact of the man being thrown through the car door. 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Indeed, needs for a fast, easy and versatile lighting setup are everywhere, from modeling to FX.\n\nThe QUIP OSL scripts (Quick In Panorama) are perfect example of how OSL can be use to provide a turn-key solution.\n\nThe accent will be on how fast environment integration can help validation process at any step of a production.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/1dqvUwXcMtU/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/1dqvUwXcMtU/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/1dqvUwXcMtU/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/1dqvUwXcMtU/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/1dqvUwXcMtU/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":27,"resourceId":{"kind":"youtube#video","videoId":"1dqvUwXcMtU"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"1dqvUwXcMtU","videoPublishedAt":"2013-10-26T09:37:19Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"gHmnB-WqnqaFTmIkVtcEpJrvcGc","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5DMkU4NTY1QUFGQTYwMDE3","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Private video","description":"This video is private.","thumbnails":{},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":28,"resourceId":{"kind":"youtube#video","videoId":"Seb9H6iFIWE"}},"contentDetails":{"videoId":"Seb9H6iFIWE"},"status":{"privacyStatus":"private"}},{"kind":"youtube#playlistItem","etag":"V7NV8fDJwhg67XzGRcCmNEibE_g","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC44Mjc5REFBRUE2MTdFRDU0","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Roman Volodin - Traffic Cam: How I made my first own animated short","description":"I want to talk about the creation of \"Traffic Cam\" - an animated short I am currently working on. More in detail, I will describe how I found the story, made an animatic, shot the referencing video, and how I organized whole process. I think there is a lot of interesting and useful information. The short itself should be finished by the beginning of October or so.\n\nAbout Roman Volodin\n\nRoman has a lot of experience in the CG industry. He worked several years as a cg-generalist in the postproduction for film and television. Later he studied 3D character animation, and currently he works as character animator.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/VUMRyXrWi9c/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/VUMRyXrWi9c/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/VUMRyXrWi9c/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/VUMRyXrWi9c/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/VUMRyXrWi9c/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":29,"resourceId":{"kind":"youtube#video","videoId":"VUMRyXrWi9c"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"VUMRyXrWi9c","videoPublishedAt":"2013-10-25T12:50:43Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"_nTFBN-cveaO_i2ujBgABzlfIwk","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC43NDhFRTgwOTRERTU4Rjg3","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Bassam Kurdali - Tube presentation","description":"THE TUBE OPEN MOVIE\nA 3D animated short film based in free/libre software, Tube is also a new experiment in distributed collaboration. It plays on the ancient Gilgamesh poem, in a variant of the hero's progress that becomes the animation's own frames.\n\nhttp://urchn.org/","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/sLr0urTGnl4/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/sLr0urTGnl4/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/sLr0urTGnl4/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/sLr0urTGnl4/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/sLr0urTGnl4/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":30,"resourceId":{"kind":"youtube#video","videoId":"sLr0urTGnl4"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"sLr0urTGnl4","videoPublishedAt":"2013-10-25T14:54:23Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"7Wr6XEY3TuuLN-3W0o___iGJQqA","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC41QUZGQTY5OTE4QTREQUU4","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Andy Davies - Normal mapping for games & realtime content","description":"I would like to give a presentation on how to bake normal maps correctly. Even though normal maps are a staple of current and next generation video games and films, many artists (even professionals) do not know how to bake them correctly and still use a poor workflow when creating content.\n\nI would like to give a detailed overview of a correct workflow and pose common problems, and solutions to those problems, in order to help educate to those who wish to learn more about normal maps and how to best use them in a modern pipeline.\nAbout Andy Davies\n\nMy name is Andy Davies and I am a professional freelance 3D artist working in the games industry. In addition to my freelance work I have been an admin/tutor for Eat3d.com the past 5 years and am also the CCO of Knald Technologies LLC.\n\nI have done 3D for a several years (professionally for the past 5 or 6) and have worked of various AAA games over that time. I first started using Blender around version 2.33/2.34, using Milkshape before that.\n\nMy field within the games industry is real-time environment & prop creation with a special focus/interest on normal mapping and texturing. During my day-to-day work I create high and low poly meshes which are then sculpted, UVd, baked and textured and brought into various game engines for assembly within the final product.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/OONQzKcWeMY/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/OONQzKcWeMY/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/OONQzKcWeMY/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/OONQzKcWeMY/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/OONQzKcWeMY/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":31,"resourceId":{"kind":"youtube#video","videoId":"OONQzKcWeMY"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"OONQzKcWeMY","videoPublishedAt":"2013-10-30T12:16:22Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"seQJ0gOBiduK5B-Vss1Xv2s6w3Y","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC4zRDBDOEZDOUM0MDY5NEEz","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Sybren A. Stüvel - Blender as research tool: from data to visualization","description":"For my research I created my own bit of Blender UI, interfacing with a database containing research data. Blender helped me a lot by visualizing and transforming this data. In this workshop I will talk about (and show) what these useful techniques have helped me to achieve. We'll focus on:\n\n Creating objects in Blender through Python API calls.\n This will simply start by selecting the Scripting layout, utilizing the auto-completion of the interactive console to explore the available operators, data, etc.\n Restructuring those calls into an operator.\n After showing the console, we'll move to the text editor and create an operator. This will make it easier to apply the same code in different situations.\n Extending the Blender UI to call your operators.\n A text file is nice, a proper Blender extension is better. Especially when it extends the Blender UI and things get easy to use.\n Loading data from a SQLite database to populate your UI.\n This gives us the ability to load & visualize data from outside Blender, turning Blender into a data visualization and exploration tool.\n\nThe workshop will be aimed at people with at least a basic understanding of object-oriented programming, preferably with Python.\n\nAbout Sybren A. Stüvel\n\nSybren obtained a B.Sc. in Computer Science in Amsterdam and a M.Sc. Game & Media Technology in Utrecht. As final project he created a system for the generation of walking animations based on footstep positions. After mixing studying with working in the IT industry, he is now a full-time PhD student at the Universiteit Utrecht, specializing in the animation of large, dense crowds of virtual humans. In his research he uses Blender as an analysis tool, working with motion capture files (BVH) and generating content based on the output of his research software. He has used Blender for 10 years, and Python for 8 years, and now creates his own extensions to aid in his research.\n\nSybren is also drummer of the Amsterdam-based ska & reggae band The Soundabout, and edited and color graded their video clip Kort Dag (http://www.youtube.com/watch?v=bPXqv-I5bEs) in Blender.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/Wt8WdSvaRms/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/Wt8WdSvaRms/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/Wt8WdSvaRms/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/Wt8WdSvaRms/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/Wt8WdSvaRms/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":32,"resourceId":{"kind":"youtube#video","videoId":"Wt8WdSvaRms"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"Wt8WdSvaRms","videoPublishedAt":"2013-10-27T14:44:16Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"kS0lCWx9h-CUHMY9uHMd_zb32x0","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5CMEQ2Mjk5NTc3NDZFRUNB","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Graham Knott - Case Study Presentation: Analysing the brain with Blender","description":"We are researching the fine structure of neurons in the brain, and in particular how they change through the ageing process. Using electron microscopy and the latest image analysis algorithms we generate 3D models of the structures of interest. The shapes of these structures are then analyzed using the Blender software. We have written various scripts for Blender that allow us to make detailed measurements in 3D. These can also display the microscope images from which the models were derived.\n\nThe tools are applicable to many fields of research using the latest 3D imaging technologies and this is currently being written this up as a scientific paper.\n\nAbout Graham Knott\n\nI am a researcher and head of the Biological Electron Microscopy Facility at the EPFL in Lausanne, Switzerland, and for 20 years I have researched the fine structure of the brain using electron microscopy. My particular interest is 3D imaging techniques, and I have used Blender for a number of years in this field.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/R-Zq_JaQyy4/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/R-Zq_JaQyy4/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/R-Zq_JaQyy4/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/R-Zq_JaQyy4/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/R-Zq_JaQyy4/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":33,"resourceId":{"kind":"youtube#video","videoId":"R-Zq_JaQyy4"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"R-Zq_JaQyy4","videoPublishedAt":"2013-10-26T09:56:55Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"uUNivRlbCBKysyRC_u4E5VDOUCQ","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC42MTI4Njc2QjM1RjU1MjlG","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Tom Haines et al - Blender in education - roundtable discussion","description":"Blender in Education can be used as tool to understand the area of 3D modeling and animation, the chances and difficulties of this medium. This medium makes students ask questions about images, it can make them discussing aspects of automatization in the visualization context. \n\nBlender in Education can also be used as tool to make students create things the dreamt of or didn't even know about! In this case: Which are the really basic aspects they should understand, that even could become a starting point of an artistic investigation? They shouldn't be forced to model an already created creature step by step first. They should start to create their own scenes from scratch. What makes the creative aspects of work more important than the applicational skills?\n\nLet's discuss these questions. How to achieve these goals? In my introduction I will show you the way I experimented with high-school students. Let's talk about these and other ways. Bring questions, ideas or your own student's works.\nAbout Tom Haines\n\nTom is a Research Associate at UCL and runs together with Peter Kemp the 3Dami summer school.\nAbout Peter Kemp\n\nPete is a Computing Education Lecturer at the University of Roehampton. Together with Tom Haines, he runs the 3Dami summer school. 3Dami has just finished its second year, offering pre-university students the chance to work together running their own animation studios. Over the course of 7 working days two teams each created a ~2 minute animation from scratch, going through a complete development process. This included script development, storyboarding and developing the complete film in Blender. At the end of the week they premiered their film to an audience.\nAbout Nick Van den Broeck\n\nMy name is Nick Van den Broeck, and I'm a physics PhD from Belgium. I started working with Blender some 3 years ago.\nAbout Adriana Mikolaskova\n\nAdriana works with high school students (Art Education and Information Technology) and adults (Workshops, Presentations for Teachers), and conducts her own investigations dealing with different kinds of image generation. In these areas she has been using Blender for about four years.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/ptpE_idBQ6E/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/ptpE_idBQ6E/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/ptpE_idBQ6E/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/ptpE_idBQ6E/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/ptpE_idBQ6E/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":34,"resourceId":{"kind":"youtube#video","videoId":"ptpE_idBQ6E"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"ptpE_idBQ6E","videoPublishedAt":"2013-10-27T11:54:44Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"sUdRGmWiAK9xtmWXhaYJgzfC0qY","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC45RjNFMDhGQ0Q2RkFCQTc1","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Thomas Dinges - German speaking Community meeting","description":"A meeting for German speaking Blender heads. Thomas Dinges will briefly talk about the blend.polis forum and the annual BlenderDay, both part of the newly founded Blender e.V.\n\nAbout Thomas Dinges\n\nThomas Dinges was born in 1991 and currently studies Computer Science. He started using Blender and got into 3D at the age of 16. In 2009 he started working on Blender as a developer, helping create the new interface for the Blender 2.5x project. Today he is an all-round developer for Blender, working mainly on the Cycles render engine and the interface.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/4-5n3K0rio4/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/4-5n3K0rio4/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/4-5n3K0rio4/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/4-5n3K0rio4/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/4-5n3K0rio4/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":35,"resourceId":{"kind":"youtube#video","videoId":"4-5n3K0rio4"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"4-5n3K0rio4","videoPublishedAt":"2013-10-26T14:35:54Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"321SJkgCIyyIks6AD35h7T8BaRM","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC40QTA3NTU2RkM1QzlCMzYx","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Ton Roosendaal - Foundation feedback meeting","description":"Feedback and suggestions for the Blender Foundation can be informally discussed here!","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/Huh8Din7Exc/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/Huh8Din7Exc/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/Huh8Din7Exc/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/Huh8Din7Exc/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/Huh8Din7Exc/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":36,"resourceId":{"kind":"youtube#video","videoId":"Huh8Din7Exc"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"Huh8Din7Exc","videoPublishedAt":"2013-10-26T11:39:01Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"uIY4bkgp0xsXBbxuxeQrgmBTi_k","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5BRjJDODk5REM0NjkzMUIy","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Bartek Skorupa - Compositing Workshop: Cycles vs. VRay","description":"This workshop will explain what the render passes are, how we can use them to enhance the images, what passes we have available in Cycles and how to use them. I'd like to show what the Cycles passes have in common with passes that come from V-Ray and what are the differences.\n\nUnderstanding the general rules will allow users to work on the passes no matter where they come from. \n\nI'd like to familiarize the users with different terms that describe the same or similar things. This way working with Render Passes from some other engines will come a lot easier.\n\nAbout Bartek Skorupa\n\nCo-owner and vice-President of Lemon Film Studio www.lemonfilm.pl - production and post-production house located in Warsaw Poland. Chief of Post-Production Dept, self-taught editor, After Effects artist, 3d generalist, author of \"Blender to After Effects exporter\" Add-On for Blender, \"Nodes Efficiency Tools\" Add-On for Blender, \"BS-Compositing Bundle\" - plugins for After Effects ( http://aescripts.com/bs_compositingbundle ).","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/C92361yqB-M/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/C92361yqB-M/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/C92361yqB-M/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/C92361yqB-M/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/C92361yqB-M/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":37,"resourceId":{"kind":"youtube#video","videoId":"C92361yqB-M"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"C92361yqB-M","videoPublishedAt":"2013-10-26T10:09:08Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"KFMiXTkBoDnQod7Ya17NurO6FKo","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC4xOTEzQzhBQzU3MDNDNjcz","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Sebastian Ullrich - Heart Surgery Simulation with Blender and H3D","description":"Medical simulators allow a risk-free training or rehearsal of surgical procedures for medical students and experienced surgeons. These simulators often utilize virtual reality hardware, such as special haptic devices to provide feedback and 3D input, as well as stereoscopic rendering on various display systems. Obviously, the simulation and rendering has to rely on high quality 3D models. In this presentation we want to demonstrate how Blender can be used as a powerful tool in the development of medical simulators. In a case study, we provide insight into the development of a human heart surgery simulator and how Blender has been utilized in this process. The workflow from medical imaging CT and MRI datasets, the modeling steps in Blender, the export and the integration into the simulator will be described.\n\nAbout Sebastian Ullrich\n\nFounded in 2004 in Stockholm, SenseGraphics represents outstanding experience in medical virtual reality simulation based on its open source platform H3D API. Photo realistic anatomical 3D models created in Blender, impressive Visual Effects and an immersive Haptic Feedback take medical simulation to the next level. Successful products, research projects and implementations speak for themselves.\n\nThe presenter of this talk is a senior software engineer and expert in medical simulation at SenseGraphics. He received his M.Sc. (2005) and Ph.D. (2011) degrees in computer science from RWTH Aachen University. From 2007 to 2008 he worked as a visiting researcher at the National Institute of Informatics in Tokyo, Japan. His research interests are primarily virtual reality, medical simulation with a special focus on soft-body physics simulation and haptic rendering. Since 2008 he is a member of the Web3D consortium and part of the Medical working group.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/heW1ADla5JI/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/heW1ADla5JI/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/heW1ADla5JI/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/heW1ADla5JI/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/heW1ADla5JI/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":38,"resourceId":{"kind":"youtube#video","videoId":"heW1ADla5JI"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"heW1ADla5JI","videoPublishedAt":"2013-10-26T09:17:22Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"Co6ejevWGSRDN-MqH_pS1xWqriM","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5GNDg1Njc1QzZERjlFRjE5","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Thomas Dinges - Smart sampling - Tips for Cycles rendering","description":"Cycles has become a versatile and high quality rendering engine over the past years and allows artists to create stunning visuals.\nRendering time can become a problem though, especially for animation. In this workshop I will show tips and tricks on how to speed up Cycles rendering and demonstrate several techniques to reduce noise.\n\nAbout Thomas Dinges\n\nThomas Dinges was born in 1991 and currently studies Computer Science. He started using Blender and got into 3D at the age of 16. In 2009 he started working on Blender as a developer, helping create the new interface for the Blender 2.5x project. Today he is an all-round developer for Blender, working mainly on the Cycles render engine and the interface.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/ENy9TAskxt8/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/ENy9TAskxt8/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/ENy9TAskxt8/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/ENy9TAskxt8/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/ENy9TAskxt8/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":39,"resourceId":{"kind":"youtube#video","videoId":"ENy9TAskxt8"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"ENy9TAskxt8","videoPublishedAt":"2013-10-26T09:09:51Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"2UY9ph7VrQWfdc_TPMlBsWvG3i4","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC4zQzFBN0RGNzNFREFCMjBE","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Tamir Lousky - Blending for feature films and commercials at PitchiPoy","description":"PitchiPoy Animation Productions is the oldest animation house in Israel. At the beginning of 2011, we completely migrated to Blender and now use it for all 3D production tasks (modeling, texturing, shading, lighting, rendering, compositing, tracking, simulations). This presentation will summarize the techniques, challenges and outcomes of two of our biggest projects in 2013: a feature animation film called \"Baldy Heights\" (which is still in development) and a high profile commercial for the Coca Cola company which included VFX and tracking. It will also discuss some of the scripts we developed for facilitating our animation tasks.\n\nAbout Tamir Lousky\n\nTamir Lousky is a technical artist at \"PitchiPoy Animation Productions\" and a freelance 3D generalist at his own \"BioLogic\" studio. Tamir is a former software developer and biologist who caught the bug of 3D animation and could never look back. He divides his time between 3D, scripting and teaching CG, programming and software.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/qlG5b3Cffu4/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/qlG5b3Cffu4/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/qlG5b3Cffu4/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/qlG5b3Cffu4/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/qlG5b3Cffu4/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":40,"resourceId":{"kind":"youtube#video","videoId":"qlG5b3Cffu4"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"qlG5b3Cffu4","videoPublishedAt":"2013-10-26T08:48:23Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"KuhkwKfAjqbwg34IwJWof2I07Lc","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC45NkVENTkxRDdCQUFBMDY4","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Christopher Webber - MediaGoblin, Blender, and Network Freedom in Graphics","description":"GNU MediaGoblin is a free software media hosting platform, comparative to a Flickr or YouTube/Vimeo that anyone can run. It also includes a 3D model type that uses Blender on the backend to render previews and thumbnails. What other ways might the MediaGoblin and Blender communities interact?\n\nDiscussion includes using MediaGoblin as a portfolio tool, and analyzing how MediaGoblin might be used as a production critique/feedback tool. Talk also goes into analysis of MediaGoblin and Blender both hitting intersection of free software and free culture communities, and possible implications for user freedom.\n\nAbout Christopher Webber\n\nChris Webber is lead developer of GNU MediaGoblin, a free software media publishing system for the web. Formerly technical lead at Creative Commons, now funded fulltime to work on MediaGoblin through a crowdfunding campaign with the Free Software Foundation, Chris Webber is a free software and free culture advocate with particular enthusiasm for Blender, Python web development, and federated network services.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/ZdtDY6xY7lM/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/ZdtDY6xY7lM/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/ZdtDY6xY7lM/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/ZdtDY6xY7lM/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/ZdtDY6xY7lM/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":41,"resourceId":{"kind":"youtube#video","videoId":"ZdtDY6xY7lM"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"ZdtDY6xY7lM","videoPublishedAt":"2013-10-25T16:01:48Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"OLV2zmenMaWAK6CLVsBCTZqgmYI","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5DNkMwRUI2MkI4QkI4NDFG","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Jonathan Williamson - James Kennedy - Marius Iatan - Panel about commercializing","description":"Summary\n\nPanel about commercial services around GPL licensed products.\n\nAbout James Kennedy\n\nJames Kennedy was a founding member of the Centre for Unified Computing in University College, Cork, where he obtained his PhD in Computer Science in 2004. During the course of his research he worked on distributed systems of various kinds, focusing on automating business processes on grid and distributed computing systems. He founded Rendicity in 2010 to address a gap in the 3D animation market. After over two years of customer engagement and product development, Rendicity officially launched their rendering solution, which allows studios to harness on-demand cloud render farms. Blender is supported both as a modeling tool and render engine.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/yHQd72xt454/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/yHQd72xt454/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/yHQd72xt454/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/yHQd72xt454/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/yHQd72xt454/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":42,"resourceId":{"kind":"youtube#video","videoId":"yHQd72xt454"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"yHQd72xt454","videoPublishedAt":"2013-10-25T17:07:09Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"bbafmejyDrf6htigwQhCDmK10bQ","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5DRUQwODMxQzUyRTlGRkY3","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Gottfried Hofmann - Permissive is ok -- Research results on license usage","description":"The move to Apache2 for the Cycles render engine has stirred quiet some controversity. Yet, recent research is indicating that permissive licenses are becoming more and more popular among Open Source projects. This presentation will show latest research on license popularity, how project growth in OSS is different from closed source software, how popular OSS projects cope with more and more contributions and how companies use the GPL to control instead of sharing. Keeping the core of Blender GPL is still a good strategy, though.\n\nAbout Gottfried Hofmann\n\nGottfried Hofmann is a PhD student at the Open Source Research Groupd at Friedrich-Alexander University of Erlangen-Nuremberg. His research topic is empirical analysis of open source software projects. In the Blender community he is known for his website www.BlenderDiplom.com which provides tutorials on advanced Blender topics.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/nA5Sm50H0rQ/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/nA5Sm50H0rQ/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/nA5Sm50H0rQ/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/nA5Sm50H0rQ/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/nA5Sm50H0rQ/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":43,"resourceId":{"kind":"youtube#video","videoId":"nA5Sm50H0rQ"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"nA5Sm50H0rQ","videoPublishedAt":"2013-10-25T16:13:45Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"H_ErZKgN_OX9KXgmpTaDS4JGFEs","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC41MzY4MzcwOUFFRUU3QzEx","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"James Yonan - Build your own low-cost yet highly scalable Blender render farm","description":"The cost and complexity of building a render farm has typically put it out of reach of all but the most well-funded productions.\n\nBut the advent of cloud computing has created a new marketplace where computers in massive data centers can be rented by the hour for a cost that fluctuates according to market demand.\n\nIn this workshop we will explore using Python scripting to construct a Blender render farm using Amazon Web Services (AWS).\n\nOur render farm will be designed with three goals in mind:\n\n Low-cost -- we will explicitly design the render farm to operate on low-cost AWS \"spot\" instances.\n Highly scalable -- we will leverage on AWS SQS (Simple Queue Service) and S3 (Simple Storage Service) to scale our render farm to hundreds or even thousands of nodes without the bottleneck introduced by a controlling server.\n Easy to understand and customize -- typical render farm software can be quite complex due to the networking and control aspects. 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At the moment Directing Luke's escape: a short film with an International Blender Team.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/eKYTL4g7R5E/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/eKYTL4g7R5E/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/eKYTL4g7R5E/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/eKYTL4g7R5E/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/eKYTL4g7R5E/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":13,"resourceId":{"kind":"youtube#video","videoId":"eKYTL4g7R5E"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"eKYTL4g7R5E","videoPublishedAt":"2013-10-27T10:20:24Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"UiCLlR7eQohck3Ft8f_3aptXm8I","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC41Mzk2QTAxMTkzNDk4MDhF","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Animation Workshop","description":"","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/AHBQXxUxmlg/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/AHBQXxUxmlg/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/AHBQXxUxmlg/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/AHBQXxUxmlg/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/AHBQXxUxmlg/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":14,"resourceId":{"kind":"youtube#video","videoId":"AHBQXxUxmlg"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"AHBQXxUxmlg","videoPublishedAt":"2013-10-27T10:33:40Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"Aiizw1YBnFOcG6QY-w3r1wKVI_8","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5EQUE1NTFDRjcwMDg0NEMz","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Private video","description":"This video is private.","thumbnails":{},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":15,"resourceId":{"kind":"youtube#video","videoId":"3dVEMBEOyN0"}},"contentDetails":{"videoId":"3dVEMBEOyN0"},"status":{"privacyStatus":"private"}},{"kind":"youtube#playlistItem","etag":"cN1yfkuUqIhnrbz_XxKR95hY4g0","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC41QTY1Q0UxMTVCODczNThE","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Blender Conference 2013 Open Stage","description":"5 minutes long talks!","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/XA_715Fd7so/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/XA_715Fd7so/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/XA_715Fd7so/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/XA_715Fd7so/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/XA_715Fd7so/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":16,"resourceId":{"kind":"youtube#video","videoId":"XA_715Fd7so"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"XA_715Fd7so","videoPublishedAt":"2013-10-26T18:53:29Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"NlMQFBQd2WH_iqOkAcozAFVJ-u0","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC4yMUQyQTQzMjRDNzMyQTMy","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Joey Ferwerda - 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We are very happy with our choice and we are eager to show our work, as well as sharing our experience and knowledge at the Blender Conference.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/ssd4ZNNpY-s/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/ssd4ZNNpY-s/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/ssd4ZNNpY-s/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/ssd4ZNNpY-s/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/ssd4ZNNpY-s/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":18,"resourceId":{"kind":"youtube#video","videoId":"ssd4ZNNpY-s"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"ssd4ZNNpY-s","videoPublishedAt":"2013-10-26T16:33:37Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"XHjU3jNmX_pM8r-XG4Ajq-k79eQ","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5ENDU4Q0M4RDExNzM1Mjcy","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Donatas Remeika and Justas Ingelevicius - Virtual prototyping system based on Blender","description":"Two years ago we have made a technical feasibility study about parametric computer aided design functionality integration into Blender 3D modeling platform and presented it in Blender conference 2011. 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To compare different algorithms, the computer vision community needs common benchmarks, i.e. datasets of images or videos with additional information, such as segmentations or per-pixel motion. Creating such datasets is hard and time consuming. Therefore, they are often small, simplistic (e.g. contain only static scenes), or, in case of synthetic datasets, lack visual realism.\n\nIn contrast, the Sintel production data contains large amounts of 3D data that is more complex and visually more realistic than existing synthetic datasets. However, the structure of this data is determined by the artists, and does not necessarily correspond to the representations used by computer vision research to reconstruct the structure of a 3D scene. For example, \"objects\" in Blender scenes often do not correspond to real objects.\n\nThis talk shows how we modified Blender and Sintel to extract data and convert it to appropriate representations, making it usable for computer vision benchmarks. We present three scenarios: optical flow (per-pixel motion estimation), segmentation, and depth estimation, all of which are of great interest to the computer vision community.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/ZNy6baU9tAI/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/ZNy6baU9tAI/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/ZNy6baU9tAI/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/ZNy6baU9tAI/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/ZNy6baU9tAI/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":21,"resourceId":{"kind":"youtube#video","videoId":"ZNy6baU9tAI"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"ZNy6baU9tAI","videoPublishedAt":"2013-10-26T15:06:52Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"wK5G6LIP4UFd_Hjtj_FhQGNhvng","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC4zRjM0MkVCRTg0MkYyQTM0","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"José Maria Rebello de Andrade - Ptolmus: fast and expressive animation","description":"A man and an unknown creature talk in a cave. That is the setup of the animated film Ptolmus, entirely done with Open Source software (Blender, Gimp, LMMS and Audacity), that served as proof of concept of Josemaria RRA's master's degree dissertation called \"Optimization of facial rigs for low budget production animated series\".\n\nThe main goal of this research was to study and propose new facial rigging techniques that could permit organic and expressive movements with little work, in order to create good animation as fast as possible. The necessity to give the rig limitations and cut down the number of controllers and animation channels became clear. It was important to carry a bibliographic review about facial anatomy and expressions (e.g., Ekman, P. & Friesen, W.V., 2003), and to analyze other rigs and animated films. An exploratory study of the face expressions (involving direct observation of real persons) and a consultancy session with Nathan Vegdahl were other sources of knowledge.\n\nThis presentation will also show the rig used to create facial expressions, focusing mainly on the author's original ideas for the designed rig. Positive and negative aspects of the original ideas for the rig will be discussed.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/G4M3nMl7nwI/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/G4M3nMl7nwI/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/G4M3nMl7nwI/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/G4M3nMl7nwI/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/G4M3nMl7nwI/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":22,"resourceId":{"kind":"youtube#video","videoId":"G4M3nMl7nwI"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"G4M3nMl7nwI","videoPublishedAt":"2013-10-26T15:10:41Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"GIyh2x41qg6fm8_lokqMnaTwWyM","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC45NzUwQkI1M0UxNThBMkU0","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Jorge Ribeiro - Switching from 2D animation to 3D using Blender","description":"As a 2D freelance animator, I always felt the necessity to evolve and to keep up with the market. From traditional animation drawn on paper, the trends made me switch to (but not only) flash animation, stop motion, Photoshop animation drawn on Cintiq, After Effects and inevitably to 3D.\n\nFinding Blender as the right tool and how I used it in my freelance work. Now as a director, working on a TV series, how does the pipeline for a TV show work in this small studio. How does the thought process changes when animating in 2D and 3D. How do the Blender tools help me to deliver the principles of animation in a different approach than when animating on paper.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/bxz2VVOtWds/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/bxz2VVOtWds/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/bxz2VVOtWds/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/bxz2VVOtWds/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/bxz2VVOtWds/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":23,"resourceId":{"kind":"youtube#video","videoId":"bxz2VVOtWds"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"bxz2VVOtWds","videoPublishedAt":"2013-10-26T14:03:20Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"UxHoZbA2AYLS59YiHDWhTXzJuQw","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5DNzE1RjZEMUZCMjA0RDBB","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Michał Mielczyński - RayPump: the online Cycles accelerator for Blender","description":"New and upcoming features in RayPump - such as handling the animations, in a way users are used to with RayPump (quick, easy, painless).","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/1LrxvX-4fq4/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/1LrxvX-4fq4/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/1LrxvX-4fq4/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/1LrxvX-4fq4/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/1LrxvX-4fq4/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":24,"resourceId":{"kind":"youtube#video","videoId":"1LrxvX-4fq4"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"1LrxvX-4fq4","videoPublishedAt":"2013-10-26T13:07:49Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"vvkFnypa6d0er12zgBt6jlx2ebo","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC43MTI1NDIwOTMwQjIxMzNG","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Christian Rantzow and Consuelo Pecchenino - Blender on stereoscopy","description":"With this presentation we want to illustrate our use of Blender to realize a VFX effect - starting from the mesh and going across dynamics, compositing and stereo3d. The explosion was used for a civil courage's spot currently going on German cinemas and TVs.\n\nThe director's request was a vfx scene in which the protagonist throws a man through a car window.\n\nThey needed a 3d-animated window, that crashed on the impact of the man being thrown through the car door. The animation should include the explosion of the window with particles flying around, be made in stereo for 3d-cinema, everything had to be placed on the right spots in the filmed shots, colors and reflections had to be matched.\n\nThe work itself was a challenge: two people, a desktop computer and a laptop, one-month deadline, first experience in the stereo3d and a medium knowledge of the program Blender.\n\nWe want to expose the difficulties encountered, the unorthodox methods used to reach our goal and how we have structured our workflow.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/l_6TXggemOc/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/l_6TXggemOc/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/l_6TXggemOc/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/l_6TXggemOc/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/l_6TXggemOc/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":25,"resourceId":{"kind":"youtube#video","videoId":"l_6TXggemOc"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"l_6TXggemOc","videoPublishedAt":"2013-10-26T12:29:37Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"QQ7vSzQcoYRDLcimxSjLeSqSgtQ","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5DQ0MyQ0Y4Mzg0M0VGOEYw","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Sean Kennedy - Using Blender for VFX in Hollywood","description":"","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/XOWzn64bOU8/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/XOWzn64bOU8/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/XOWzn64bOU8/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/XOWzn64bOU8/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/XOWzn64bOU8/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":26,"resourceId":{"kind":"youtube#video","videoId":"XOWzn64bOU8"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"XOWzn64bOU8","videoPublishedAt":"2013-10-26T10:59:00Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"Xvj0By7GoHsRvBac68ikhb3f6Gk","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC4yQUE2Q0JEMTk4NTM3RTZC","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"François Gastaldo - QUIPCam: a fast HDR setup using OSL","description":"Originally QUIP was originally made as a setup to test OSL shaders. 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More in detail, I will describe how I found the story, made an animatic, shot the referencing video, and how I organized whole process. I think there is a lot of interesting and useful information. The short itself should be finished by the beginning of October or so.\n\nAbout Roman Volodin\n\nRoman has a lot of experience in the CG industry. He worked several years as a cg-generalist in the postproduction for film and television. Later he studied 3D character animation, and currently he works as character animator.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/VUMRyXrWi9c/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/VUMRyXrWi9c/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/VUMRyXrWi9c/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/VUMRyXrWi9c/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/VUMRyXrWi9c/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":29,"resourceId":{"kind":"youtube#video","videoId":"VUMRyXrWi9c"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"VUMRyXrWi9c","videoPublishedAt":"2013-10-25T12:50:43Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"_nTFBN-cveaO_i2ujBgABzlfIwk","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC43NDhFRTgwOTRERTU4Rjg3","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Bassam Kurdali - Tube presentation","description":"THE TUBE OPEN MOVIE\nA 3D animated short film based in free/libre software, Tube is also a new experiment in distributed collaboration. It plays on the ancient Gilgamesh poem, in a variant of the hero's progress that becomes the animation's own frames.\n\nhttp://urchn.org/","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/sLr0urTGnl4/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/sLr0urTGnl4/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/sLr0urTGnl4/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/sLr0urTGnl4/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/sLr0urTGnl4/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":30,"resourceId":{"kind":"youtube#video","videoId":"sLr0urTGnl4"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"sLr0urTGnl4","videoPublishedAt":"2013-10-25T14:54:23Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"7Wr6XEY3TuuLN-3W0o___iGJQqA","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC41QUZGQTY5OTE4QTREQUU4","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Andy Davies - Normal mapping for games & realtime content","description":"I would like to give a presentation on how to bake normal maps correctly. Even though normal maps are a staple of current and next generation video games and films, many artists (even professionals) do not know how to bake them correctly and still use a poor workflow when creating content.\n\nI would like to give a detailed overview of a correct workflow and pose common problems, and solutions to those problems, in order to help educate to those who wish to learn more about normal maps and how to best use them in a modern pipeline.\nAbout Andy Davies\n\nMy name is Andy Davies and I am a professional freelance 3D artist working in the games industry. In addition to my freelance work I have been an admin/tutor for Eat3d.com the past 5 years and am also the CCO of Knald Technologies LLC.\n\nI have done 3D for a several years (professionally for the past 5 or 6) and have worked of various AAA games over that time. I first started using Blender around version 2.33/2.34, using Milkshape before that.\n\nMy field within the games industry is real-time environment & prop creation with a special focus/interest on normal mapping and texturing. During my day-to-day work I create high and low poly meshes which are then sculpted, UVd, baked and textured and brought into various game engines for assembly within the final product.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/OONQzKcWeMY/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/OONQzKcWeMY/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/OONQzKcWeMY/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/OONQzKcWeMY/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/OONQzKcWeMY/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":31,"resourceId":{"kind":"youtube#video","videoId":"OONQzKcWeMY"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"OONQzKcWeMY","videoPublishedAt":"2013-10-30T12:16:22Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"IauoXfO-G4x1kTTIZJPW4AgnogM","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC4zRDBDOEZDOUM0MDY5NEEz","snippet":{"publishedAt":"2013-11-05T23:01:51Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Sybren A. Stüvel - Blender as research tool: from data to visualization","description":"For my research I created my own bit of Blender UI, interfacing with a database containing research data. Blender helped me a lot by visualizing and transforming this data. In this workshop I will talk about (and show) what these useful techniques have helped me to achieve. We'll focus on:\n\n Creating objects in Blender through Python API calls.\n This will simply start by selecting the Scripting layout, utilizing the auto-completion of the interactive console to explore the available operators, data, etc.\n Restructuring those calls into an operator.\n After showing the console, we'll move to the text editor and create an operator. This will make it easier to apply the same code in different situations.\n Extending the Blender UI to call your operators.\n A text file is nice, a proper Blender extension is better. Especially when it extends the Blender UI and things get easy to use.\n Loading data from a SQLite database to populate your UI.\n This gives us the ability to load & visualize data from outside Blender, turning Blender into a data visualization and exploration tool.\n\nThe workshop will be aimed at people with at least a basic understanding of object-oriented programming, preferably with Python.\n\nAbout Sybren A. Stüvel\n\nSybren obtained a B.Sc. in Computer Science in Amsterdam and a M.Sc. Game & Media Technology in Utrecht. As final project he created a system for the generation of walking animations based on footstep positions. After mixing studying with working in the IT industry, he is now a full-time PhD student at the Universiteit Utrecht, specializing in the animation of large, dense crowds of virtual humans. In his research he uses Blender as an analysis tool, working with motion capture files (BVH) and generating content based on the output of his research software. He has used Blender for 10 years, and Python for 8 years, and now creates his own extensions to aid in his research.\n\nSybren is also drummer of the Amsterdam-based ska & reggae band The Soundabout, and edited and color graded their video clip Kort Dag (http://www.youtube.com/watch?v=bPXqv-I5bEs) in Blender.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/Wt8WdSvaRms/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/Wt8WdSvaRms/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/Wt8WdSvaRms/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/Wt8WdSvaRms/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/Wt8WdSvaRms/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":32,"resourceId":{"kind":"youtube#video","videoId":"Wt8WdSvaRms"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"Wt8WdSvaRms","videoPublishedAt":"2013-10-27T14:44:16Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"Cfnccfx2GHLMYAc8DBQNrm7zM60","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5CMEQ2Mjk5NTc3NDZFRUNB","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Graham Knott - Case Study Presentation: Analysing the brain with Blender","description":"We are researching the fine structure of neurons in the brain, and in particular how they change through the ageing process. Using electron microscopy and the latest image analysis algorithms we generate 3D models of the structures of interest. The shapes of these structures are then analyzed using the Blender software. We have written various scripts for Blender that allow us to make detailed measurements in 3D. These can also display the microscope images from which the models were derived.\n\nThe tools are applicable to many fields of research using the latest 3D imaging technologies and this is currently being written this up as a scientific paper.\n\nAbout Graham Knott\n\nI am a researcher and head of the Biological Electron Microscopy Facility at the EPFL in Lausanne, Switzerland, and for 20 years I have researched the fine structure of the brain using electron microscopy. My particular interest is 3D imaging techniques, and I have used Blender for a number of years in this field.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/R-Zq_JaQyy4/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/R-Zq_JaQyy4/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/R-Zq_JaQyy4/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/R-Zq_JaQyy4/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/R-Zq_JaQyy4/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":33,"resourceId":{"kind":"youtube#video","videoId":"R-Zq_JaQyy4"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"R-Zq_JaQyy4","videoPublishedAt":"2013-10-26T09:56:55Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"uUNivRlbCBKysyRC_u4E5VDOUCQ","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC42MTI4Njc2QjM1RjU1MjlG","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Tom Haines et al - Blender in education - roundtable discussion","description":"Blender in Education can be used as tool to understand the area of 3D modeling and animation, the chances and difficulties of this medium. This medium makes students ask questions about images, it can make them discussing aspects of automatization in the visualization context. \n\nBlender in Education can also be used as tool to make students create things the dreamt of or didn't even know about! In this case: Which are the really basic aspects they should understand, that even could become a starting point of an artistic investigation? They shouldn't be forced to model an already created creature step by step first. They should start to create their own scenes from scratch. What makes the creative aspects of work more important than the applicational skills?\n\nLet's discuss these questions. How to achieve these goals? In my introduction I will show you the way I experimented with high-school students. Let's talk about these and other ways. Bring questions, ideas or your own student's works.\nAbout Tom Haines\n\nTom is a Research Associate at UCL and runs together with Peter Kemp the 3Dami summer school.\nAbout Peter Kemp\n\nPete is a Computing Education Lecturer at the University of Roehampton. Together with Tom Haines, he runs the 3Dami summer school. 3Dami has just finished its second year, offering pre-university students the chance to work together running their own animation studios. Over the course of 7 working days two teams each created a ~2 minute animation from scratch, going through a complete development process. This included script development, storyboarding and developing the complete film in Blender. At the end of the week they premiered their film to an audience.\nAbout Nick Van den Broeck\n\nMy name is Nick Van den Broeck, and I'm a physics PhD from Belgium. I started working with Blender some 3 years ago.\nAbout Adriana Mikolaskova\n\nAdriana works with high school students (Art Education and Information Technology) and adults (Workshops, Presentations for Teachers), and conducts her own investigations dealing with different kinds of image generation. In these areas she has been using Blender for about four years.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/ptpE_idBQ6E/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/ptpE_idBQ6E/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/ptpE_idBQ6E/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/ptpE_idBQ6E/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/ptpE_idBQ6E/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":34,"resourceId":{"kind":"youtube#video","videoId":"ptpE_idBQ6E"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"ptpE_idBQ6E","videoPublishedAt":"2013-10-27T11:54:44Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"sUdRGmWiAK9xtmWXhaYJgzfC0qY","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC45RjNFMDhGQ0Q2RkFCQTc1","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Thomas Dinges - German speaking Community meeting","description":"A meeting for German speaking Blender heads. Thomas Dinges will briefly talk about the blend.polis forum and the annual BlenderDay, both part of the newly founded Blender e.V.\n\nAbout Thomas Dinges\n\nThomas Dinges was born in 1991 and currently studies Computer Science. He started using Blender and got into 3D at the age of 16. In 2009 he started working on Blender as a developer, helping create the new interface for the Blender 2.5x project. Today he is an all-round developer for Blender, working mainly on the Cycles render engine and the interface.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/4-5n3K0rio4/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/4-5n3K0rio4/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/4-5n3K0rio4/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/4-5n3K0rio4/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/4-5n3K0rio4/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":35,"resourceId":{"kind":"youtube#video","videoId":"4-5n3K0rio4"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"4-5n3K0rio4","videoPublishedAt":"2013-10-26T14:35:54Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"321SJkgCIyyIks6AD35h7T8BaRM","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC40QTA3NTU2RkM1QzlCMzYx","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Ton Roosendaal - Foundation feedback meeting","description":"Feedback and suggestions for the Blender Foundation can be informally discussed here!","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/Huh8Din7Exc/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/Huh8Din7Exc/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/Huh8Din7Exc/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/Huh8Din7Exc/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/Huh8Din7Exc/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":36,"resourceId":{"kind":"youtube#video","videoId":"Huh8Din7Exc"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"Huh8Din7Exc","videoPublishedAt":"2013-10-26T11:39:01Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"2VEvC1SwQRADbNf6iTwy_v6EF2M","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5BRjJDODk5REM0NjkzMUIy","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Bartek Skorupa - Compositing Workshop: Cycles vs. VRay","description":"This workshop will explain what the render passes are, how we can use them to enhance the images, what passes we have available in Cycles and how to use them. I'd like to show what the Cycles passes have in common with passes that come from V-Ray and what are the differences.\n\nUnderstanding the general rules will allow users to work on the passes no matter where they come from. \n\nI'd like to familiarize the users with different terms that describe the same or similar things. This way working with Render Passes from some other engines will come a lot easier.\n\nAbout Bartek Skorupa\n\nCo-owner and vice-President of Lemon Film Studio www.lemonfilm.pl - production and post-production house located in Warsaw Poland. Chief of Post-Production Dept, self-taught editor, After Effects artist, 3d generalist, author of \"Blender to After Effects exporter\" Add-On for Blender, \"Nodes Efficiency Tools\" Add-On for Blender, \"BS-Compositing Bundle\" - plugins for After Effects ( http://aescripts.com/bs_compositingbundle ).","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/C92361yqB-M/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/C92361yqB-M/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/C92361yqB-M/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/C92361yqB-M/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/C92361yqB-M/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":37,"resourceId":{"kind":"youtube#video","videoId":"C92361yqB-M"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"C92361yqB-M","videoPublishedAt":"2013-10-26T10:09:08Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"KFMiXTkBoDnQod7Ya17NurO6FKo","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC4xOTEzQzhBQzU3MDNDNjcz","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Sebastian Ullrich - Heart Surgery Simulation with Blender and H3D","description":"Medical simulators allow a risk-free training or rehearsal of surgical procedures for medical students and experienced surgeons. These simulators often utilize virtual reality hardware, such as special haptic devices to provide feedback and 3D input, as well as stereoscopic rendering on various display systems. Obviously, the simulation and rendering has to rely on high quality 3D models. In this presentation we want to demonstrate how Blender can be used as a powerful tool in the development of medical simulators. In a case study, we provide insight into the development of a human heart surgery simulator and how Blender has been utilized in this process. The workflow from medical imaging CT and MRI datasets, the modeling steps in Blender, the export and the integration into the simulator will be described.\n\nAbout Sebastian Ullrich\n\nFounded in 2004 in Stockholm, SenseGraphics represents outstanding experience in medical virtual reality simulation based on its open source platform H3D API. Photo realistic anatomical 3D models created in Blender, impressive Visual Effects and an immersive Haptic Feedback take medical simulation to the next level. Successful products, research projects and implementations speak for themselves.\n\nThe presenter of this talk is a senior software engineer and expert in medical simulation at SenseGraphics. He received his M.Sc. (2005) and Ph.D. (2011) degrees in computer science from RWTH Aachen University. From 2007 to 2008 he worked as a visiting researcher at the National Institute of Informatics in Tokyo, Japan. His research interests are primarily virtual reality, medical simulation with a special focus on soft-body physics simulation and haptic rendering. Since 2008 he is a member of the Web3D consortium and part of the Medical working group.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/heW1ADla5JI/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/heW1ADla5JI/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/heW1ADla5JI/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/heW1ADla5JI/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/heW1ADla5JI/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":38,"resourceId":{"kind":"youtube#video","videoId":"heW1ADla5JI"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"heW1ADla5JI","videoPublishedAt":"2013-10-26T09:17:22Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"VepBDGGd_Nc1f8TF2pdt7oFb2DY","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5GNDg1Njc1QzZERjlFRjE5","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Thomas Dinges - Smart sampling - Tips for Cycles rendering","description":"Cycles has become a versatile and high quality rendering engine over the past years and allows artists to create stunning visuals.\nRendering time can become a problem though, especially for animation. In this workshop I will show tips and tricks on how to speed up Cycles rendering and demonstrate several techniques to reduce noise.\n\nAbout Thomas Dinges\n\nThomas Dinges was born in 1991 and currently studies Computer Science. He started using Blender and got into 3D at the age of 16. In 2009 he started working on Blender as a developer, helping create the new interface for the Blender 2.5x project. Today he is an all-round developer for Blender, working mainly on the Cycles render engine and the interface.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/ENy9TAskxt8/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/ENy9TAskxt8/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/ENy9TAskxt8/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/ENy9TAskxt8/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/ENy9TAskxt8/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":39,"resourceId":{"kind":"youtube#video","videoId":"ENy9TAskxt8"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"ENy9TAskxt8","videoPublishedAt":"2013-10-26T09:09:51Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"2UY9ph7VrQWfdc_TPMlBsWvG3i4","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC4zQzFBN0RGNzNFREFCMjBE","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Tamir Lousky - Blending for feature films and commercials at PitchiPoy","description":"PitchiPoy Animation Productions is the oldest animation house in Israel. At the beginning of 2011, we completely migrated to Blender and now use it for all 3D production tasks (modeling, texturing, shading, lighting, rendering, compositing, tracking, simulations). This presentation will summarize the techniques, challenges and outcomes of two of our biggest projects in 2013: a feature animation film called \"Baldy Heights\" (which is still in development) and a high profile commercial for the Coca Cola company which included VFX and tracking. It will also discuss some of the scripts we developed for facilitating our animation tasks.\n\nAbout Tamir Lousky\n\nTamir Lousky is a technical artist at \"PitchiPoy Animation Productions\" and a freelance 3D generalist at his own \"BioLogic\" studio. Tamir is a former software developer and biologist who caught the bug of 3D animation and could never look back. He divides his time between 3D, scripting and teaching CG, programming and software.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/qlG5b3Cffu4/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/qlG5b3Cffu4/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/qlG5b3Cffu4/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/qlG5b3Cffu4/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/qlG5b3Cffu4/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":40,"resourceId":{"kind":"youtube#video","videoId":"qlG5b3Cffu4"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"qlG5b3Cffu4","videoPublishedAt":"2013-10-26T08:48:23Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"qJzh9p-kUiGJOS7nMWvN6dJYL7M","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC45NkVENTkxRDdCQUFBMDY4","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Christopher Webber - MediaGoblin, Blender, and Network Freedom in Graphics","description":"GNU MediaGoblin is a free software media hosting platform, comparative to a Flickr or YouTube/Vimeo that anyone can run. It also includes a 3D model type that uses Blender on the backend to render previews and thumbnails. What other ways might the MediaGoblin and Blender communities interact?\n\nDiscussion includes using MediaGoblin as a portfolio tool, and analyzing how MediaGoblin might be used as a production critique/feedback tool. Talk also goes into analysis of MediaGoblin and Blender both hitting intersection of free software and free culture communities, and possible implications for user freedom.\n\nAbout Christopher Webber\n\nChris Webber is lead developer of GNU MediaGoblin, a free software media publishing system for the web. Formerly technical lead at Creative Commons, now funded fulltime to work on MediaGoblin through a crowdfunding campaign with the Free Software Foundation, Chris Webber is a free software and free culture advocate with particular enthusiasm for Blender, Python web development, and federated network services.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/ZdtDY6xY7lM/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/ZdtDY6xY7lM/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/ZdtDY6xY7lM/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/ZdtDY6xY7lM/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/ZdtDY6xY7lM/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":41,"resourceId":{"kind":"youtube#video","videoId":"ZdtDY6xY7lM"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"ZdtDY6xY7lM","videoPublishedAt":"2013-10-25T16:01:48Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"OLV2zmenMaWAK6CLVsBCTZqgmYI","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5DNkMwRUI2MkI4QkI4NDFG","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Jonathan Williamson - James Kennedy - Marius Iatan - Panel about commercializing","description":"Summary\n\nPanel about commercial services around GPL licensed products.\n\nAbout James Kennedy\n\nJames Kennedy was a founding member of the Centre for Unified Computing in University College, Cork, where he obtained his PhD in Computer Science in 2004. During the course of his research he worked on distributed systems of various kinds, focusing on automating business processes on grid and distributed computing systems. He founded Rendicity in 2010 to address a gap in the 3D animation market. After over two years of customer engagement and product development, Rendicity officially launched their rendering solution, which allows studios to harness on-demand cloud render farms. Blender is supported both as a modeling tool and render engine.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/yHQd72xt454/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/yHQd72xt454/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/yHQd72xt454/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/yHQd72xt454/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/yHQd72xt454/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":42,"resourceId":{"kind":"youtube#video","videoId":"yHQd72xt454"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"yHQd72xt454","videoPublishedAt":"2013-10-25T17:07:09Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"bbafmejyDrf6htigwQhCDmK10bQ","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5DRUQwODMxQzUyRTlGRkY3","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Gottfried Hofmann - Permissive is ok -- Research results on license usage","description":"The move to Apache2 for the Cycles render engine has stirred quiet some controversity. Yet, recent research is indicating that permissive licenses are becoming more and more popular among Open Source projects. This presentation will show latest research on license popularity, how project growth in OSS is different from closed source software, how popular OSS projects cope with more and more contributions and how companies use the GPL to control instead of sharing. Keeping the core of Blender GPL is still a good strategy, though.\n\nAbout Gottfried Hofmann\n\nGottfried Hofmann is a PhD student at the Open Source Research Groupd at Friedrich-Alexander University of Erlangen-Nuremberg. His research topic is empirical analysis of open source software projects. In the Blender community he is known for his website www.BlenderDiplom.com which provides tutorials on advanced Blender topics.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/nA5Sm50H0rQ/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/nA5Sm50H0rQ/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/nA5Sm50H0rQ/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/nA5Sm50H0rQ/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/nA5Sm50H0rQ/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":43,"resourceId":{"kind":"youtube#video","videoId":"nA5Sm50H0rQ"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"nA5Sm50H0rQ","videoPublishedAt":"2013-10-25T16:13:45Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"akP2TvOFIrlftfGOI5QiImCLj6w","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC41MzY4MzcwOUFFRUU3QzEx","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"James Yonan - Build your own low-cost yet highly scalable Blender render farm","description":"The cost and complexity of building a render farm has typically put it out of reach of all but the most well-funded productions.\n\nBut the advent of cloud computing has created a new marketplace where computers in massive data centers can be rented by the hour for a cost that fluctuates according to market demand.\n\nIn this workshop we will explore using Python scripting to construct a Blender render farm using Amazon Web Services (AWS).\n\nOur render farm will be designed with three goals in mind:\n\n Low-cost -- we will explicitly design the render farm to operate on low-cost AWS \"spot\" instances.\n Highly scalable -- we will leverage on AWS SQS (Simple Queue Service) and S3 (Simple Storage Service) to scale our render farm to hundreds or even thousands of nodes without the bottleneck introduced by a controlling server.\n Easy to understand and customize -- typical render farm software can be quite complex due to the networking and control aspects. By leveraging on AWS and the Boto library, we can implement the render farm software in high-level Python code that largely steers clear of lower-level networking complexity.\n\nAbout James Yonan\n\nJames Yonan is best known as the founder and original creator of OpenVPN and his work in this area has exposed him to cloud computing and other technologies relevant to the problem of distributed rendering.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/_Oqo383uviw/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/_Oqo383uviw/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/_Oqo383uviw/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/_Oqo383uviw/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/_Oqo383uviw/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":44,"resourceId":{"kind":"youtube#video","videoId":"_Oqo383uviw"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"_Oqo383uviw","videoPublishedAt":"2013-10-26T08:21:38Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"5qR3hzfKk0PLGzSWuU5jvmPWhbI","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC4yQjZFRkExQjFGODk3RUFD","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Matthias Segui Serera - Generic Generation with Hooked Connectors","description":"Our proposal is to propose a system to create a multitude number of graphic objects composed of a multitude of fragments to allow faster creation of level design, human character, monster, etc.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/qTXHzTyF4Hw/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/qTXHzTyF4Hw/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/qTXHzTyF4Hw/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/qTXHzTyF4Hw/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/qTXHzTyF4Hw/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":45,"resourceId":{"kind":"youtube#video","videoId":"qTXHzTyF4Hw"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"qTXHzTyF4Hw","videoPublishedAt":"2013-10-25T14:33:26Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"O_inGUkYGgyTf_2BcwdfSuMbbnc","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC4yQUJFNUVCMzVDNjcxRTlF","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Fabrizio Nunnari - Alexis Heloir - Fast prototyping of UI interaction with Blender","description":"We are aiming at developing an online collaborative framework that would allow deaf individuals to author intelligible signs using a dedicated authoring interface controlling the animation of a 3D avatar. This tool would enable deaf individuals from different linguistic communities to create their own animations in order to illustrate new concepts, invent new signs and populate dictionaries. Eventually, it might be an alternative to video recording, unlocking anonymous expression for deaf individuals on the Internet using their primary language. Such a tool would also put sign language studies back into the hands of the deaf by allowing them to populate large corpus of animation data -- potentially a very valuable research material for the advancement of Sign Language linguistics.\n\nWe elected Blender as development platform for fast prototyping and evaluation of innovative User Interfaces and Interaction Paradigms. In this paper, we present the results that we have achieved so far. They mainly focus on the design of a User Interface assisted by novel input devices. In particular, we show how the Leap Motion and Kinect-like devices can be used together for capturing respectively hand trajectories (position and orientation) and facial animation. Also, we show how we used the Blender GUI and API to quickly develop our software.\n\nAbout Fabrizio Nunnari\n\nFabrizio Nunnari received a master degree in Computer Science in 2001 and a Ph.D. in 2005. During his professional activity he extensively used real-time 3D technologies for both academic research and commercial productions. Since January 2013 he his post-doc researcher at the Sign Language Synthesis and Interaction group in the German Research Center for Artificial Intelligence (DFKI), where his research focuses on the design, development and evaluation of innovative interfaces for 3D animation authoring.\nAbout Alexis Heloir\n\nAlexis Heloir obtained his PhD degree from University of Bretagne Sud in 2008 on the subject of analysis-synthesis of plausible human motion. Since November 2012, he has been head of the Junior Research Group Sign Language Synthesis and Interaction. His current research interests are the control and the animation of embodied conversational agents as well as the generation of intelligible sign language utterances using avatars.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/dMeuFaFWXhg/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/dMeuFaFWXhg/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/dMeuFaFWXhg/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/dMeuFaFWXhg/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/dMeuFaFWXhg/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":46,"resourceId":{"kind":"youtube#video","videoId":"dMeuFaFWXhg"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"dMeuFaFWXhg","videoPublishedAt":"2013-10-25T15:24:08Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"RZyrC21DBNE0dp6kTKSoSAjP1Xo","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC40QzRDOEU0QUYwNUIxN0M1","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Private video","description":"This video is private.","thumbnails":{},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":47,"resourceId":{"kind":"youtube#video","videoId":"2uB2ZezzPOM"}},"contentDetails":{"videoId":"2uB2ZezzPOM"},"status":{"privacyStatus":"private"}},{"kind":"youtube#playlistItem","etag":"EsjB20kXuaaPsEO11_BCCDJsIYo","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC41RTNBREYwMkI5QzU3RkY2","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Janne Karhu - Julius Tuomisto - Kinetic Bunny, meet the Virtual Bunny","description":"Following on the 2012 presentation of using Delicode NI mate with the Blender Game Engine, this talk covers the March 2013 release of the upgraded \"NI mate tools\" plugin for Blender (adding the ability to receive joint orientation as well as live feed textures), as well as it's inbuilt support for receiving head rotation data from the Oculus Rift VR headset through NI mate. As well as a giving a talk, the presenters will demonstrate the new functionalities on stage.\n\nAbout Janne Karhu\n\nJanne \"jahka\" Karhu received his Master of Science in Physics from the University of Turku, Finland, with additional studies in mathematics and computer sciences in 2010. His main computing related interests are 3D graphics programming and algorithm development. Since 2005 Janne has contributed substantial amounts of code to Blender. Janne joined Delicode as partner and principal developer in 2011.\n\nAbout Julius Tuomisto\n\nJulius \"prodigal\" Tuomisto worked at Laurea University of Applied Sciences between 2005-2013 as a researcher, project manager and assistant lecturer. In 2008 Julius founded Delicode Ltd, which develops, among other things, NI mate - a popular software that brings real-time motion capture functionality to Blender. Julius is Chairman of the Board for 3D animation co-op Studio Lumikuu (http://www.lumikuu.com) and continues to manage the volunteer computing based rendering platform \nRenderfarm.fi, a service he founded in 2008.","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/knchwRro3T0/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/knchwRro3T0/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/knchwRro3T0/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/knchwRro3T0/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/knchwRro3T0/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_8MnhVxPL9Z6B2AL2XTeigT","position":48,"resourceId":{"kind":"youtube#video","videoId":"knchwRro3T0"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"knchwRro3T0","videoPublishedAt":"2013-10-25T13:09:54Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"7uF21LXfr4MTEUvpZG976QGh9ao","id":"UExhMUYyZGRHeWFfOE1uaFZ4UEw5WjZCMkFMMlhUZWlnVC5ENjI1QUI0MDI5NEQzODFE","snippet":{"publishedAt":"2013-11-05T23:02:14Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"Brecht van Lommel - 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https://www.youtube.com/BlenderCommunity\n\n--\n\nPablo Vazquez Links: \n* Instagram - https://instagram.com/pablovazquez.art\n* Twitter - https://twitter.com/pablovazquez_\n* YouTube - https://www.youtube.com/PabloVazquez\n* ArtStation - https://artstation.com/pablovazquez\n\nBackground music by Thaehan https://www.youtube.com/channel/UC5HYJTpconGuwC8g-l1QXLg\n\n#BlenderToday #b3d","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/CndFz_dmq4A/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/CndFz_dmq4A/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/CndFz_dmq4A/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/CndFz_dmq4A/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/CndFz_dmq4A/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_9jNuboY4w2IUcgoFJxdkKH","position":18,"resourceId":{"kind":"youtube#video","videoId":"CndFz_dmq4A"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"CndFz_dmq4A","videoPublishedAt":"2020-06-17T19:07:01Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"RCVa6akFp0WWbNFpv_6KIiyAW4o","id":"UExhMUYyZGRHeWFfOWpOdWJvWTR3MklVY2dvRkp4ZGtLSC45NDk1REZENzhEMzU5MDQz","snippet":{"publishedAt":"2020-06-17T18:59:12Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"BLENDER 2.90 RECAP EARLY JUNE 🚀 Blender Today","description":"These changes are possible thanks to the Blender Development Fund.\nHelp Blender development by joining for only $6 per month: https://fund.blender.org\n\nBlender.Today LIVE is a show hosted by Pablo Vazquez highlighting the latest news on Blender, the community, and answering all your questions.\n\nWatch more RECAPs: https://www.youtube.com/playlist?list=PLa1F2ddGya_9jNuboY4w2IUcgoFJxdkKH\n\nChanges:\n* Add Primitive Tool:\n* Drag & Drop Modifiers\n* Improved Area Border Selection and Dragging\n* UI: Pan 2D Region When Dragging to Boundary\n* Curves: Implement Handles for selected points only (Overlay)\n* Curves: Disable Curve Normals by default\n* Preferences: Customize default empty size for collection instances\n* UI: undo/redo support for text fields\n* UI: Curve Edit Stroke Panel Layout\n* UI: Windows Shell Links & Improved Mac Aliases\n* UI: rename Cycles point light Size to Radius, for consistency and clarity\n* VSE UI: Add buttons for swap Effect strip inputs\n* VSE UI: Rename Scene Strip panel and move View panel on top\n* VSE UI: Group Show Elements in View Menu, Use Consistent Naming\n* VSE: Add warnings for failed proxy encoding\n* VSE: Add select under playhead, and shortcuts for left, right, under.\n* VSE: Remove delete confirmation pop-up\n* VSE: Use color picker for color strip.\n* VSE UI: Add a proxy menu to Preview/View menu\n* VSE UI: Text panel adjustments\n* Eyedropper: Support get samples from other windows\n* Gizmo Library: New Snap Gizmo\n* Sculpt: Cloth Filter\n* Sculpt: Pose Brush Scale/Transform deform mode\n* Sculpt: Pose Brush Face Sets FK mode\n* Sculpt: Improve twist axis in Pose FK mode\n* LibOverride: Make constraints fully overrideable.\n* LibOverride: Make camera data-block properties overrideable.\n* LibOverride: Make all modifiers properties overridable.\n* Modifiers: Add normalize weights option to vertex weight modifiers\n* EEVEE: Refactor of eevee_material.c\n* Fluid: Foundation for new OpenVDB file IO\n* Annotations: Add Stabilization for draw tool\n* GPencil: New Percentage parameter in Build modifier\n* UV: use selection for 'Seams from Islands'\n* Armature: increase maximum delectable bones from 4096 to 8192\n* Cycles: Enable OptiX on all Maxwell+ GPUs\n* Cycles: Added shadow terminator offset parameter.\n* Cycles: change perspective depth pass to be more standard\n* OpenSubdiv Refactor\n* BVHCache: Performance\n* DrawManager: Graph Task Scheduling\n* Mesh: skip conversion from edit-mesh to mesh in edit-mode\n* FBX: Make importing heavy animations twice more quicker.\n* New Release Versioning\n\n--\n\nBlenderToday Links:\n* Chat: https://blender.chat/channel/today\n* Community: http://blender.today\n* Twitter: https://twitter.com/BlenderToday\n* YouTube - 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https://www.youtube.com/BlenderCommunity\n\n--\n\nPablo Vazquez Links: \n* Instagram - https://instagram.com/pablovazquez.art\n* Twitter - https://twitter.com/pablovazquez_\n* YouTube - https://www.youtube.com/PabloVazquez\n* ArtStation - https://artstation.com/pablovazquez\n\nBackground music by Thaehan https://www.youtube.com/channel/UC5HYJTpconGuwC8g-l1QXLg\n\n#BlenderToday #b3d","thumbnails":{"default":{"url":"https://i.ytimg.com/vi/CndFz_dmq4A/default.jpg","width":120,"height":90},"medium":{"url":"https://i.ytimg.com/vi/CndFz_dmq4A/mqdefault.jpg","width":320,"height":180},"high":{"url":"https://i.ytimg.com/vi/CndFz_dmq4A/hqdefault.jpg","width":480,"height":360},"standard":{"url":"https://i.ytimg.com/vi/CndFz_dmq4A/sddefault.jpg","width":640,"height":480},"maxres":{"url":"https://i.ytimg.com/vi/CndFz_dmq4A/maxresdefault.jpg","width":1280,"height":720}},"channelTitle":"Blender","playlistId":"PLa1F2ddGya_9jNuboY4w2IUcgoFJxdkKH","position":18,"resourceId":{"kind":"youtube#video","videoId":"CndFz_dmq4A"},"videoOwnerChannelTitle":"Blender","videoOwnerChannelId":"UCSMOQeBJ2RAnuFungnQOxLg"},"contentDetails":{"videoId":"CndFz_dmq4A","videoPublishedAt":"2020-06-17T19:07:01Z"},"status":{"privacyStatus":"public"}},{"kind":"youtube#playlistItem","etag":"RCVa6akFp0WWbNFpv_6KIiyAW4o","id":"UExhMUYyZGRHeWFfOWpOdWJvWTR3MklVY2dvRkp4ZGtLSC45NDk1REZENzhEMzU5MDQz","snippet":{"publishedAt":"2020-06-17T18:59:12Z","channelId":"UCSMOQeBJ2RAnuFungnQOxLg","title":"BLENDER 2.90 RECAP EARLY JUNE 🚀 Blender Today","description":"These changes are possible thanks to the Blender Development Fund.\nHelp Blender development by joining for only $6 per month: https://fund.blender.org\n\nBlender.Today LIVE is a show hosted by Pablo Vazquez highlighting the latest news on Blender, the community, and answering all your questions.\n\nWatch more RECAPs: https://www.youtube.com/playlist?list=PLa1F2ddGya_9jNuboY4w2IUcgoFJxdkKH\n\nChanges:\n* Add Primitive Tool:\n* Drag & Drop Modifiers\n* Improved Area Border Selection and Dragging\n* UI: Pan 2D Region When Dragging to Boundary\n* Curves: Implement Handles for selected points only (Overlay)\n* Curves: Disable Curve Normals by default\n* Preferences: Customize default empty size for collection instances\n* UI: undo/redo support for text fields\n* UI: Curve Edit Stroke Panel Layout\n* UI: Windows Shell Links & Improved Mac Aliases\n* UI: rename Cycles point light Size to Radius, for consistency and clarity\n* VSE UI: Add buttons for swap Effect strip inputs\n* VSE UI: Rename Scene Strip panel and move View panel on top\n* VSE UI: Group Show Elements in View Menu, Use Consistent Naming\n* VSE: Add warnings for failed proxy encoding\n* VSE: Add select under playhead, and shortcuts for left, right, under.\n* VSE: Remove delete confirmation pop-up\n* VSE: Use color picker for color strip.\n* VSE UI: Add a proxy menu to Preview/View menu\n* VSE UI: Text panel adjustments\n* Eyedropper: Support get samples from other windows\n* Gizmo Library: New Snap Gizmo\n* Sculpt: Cloth Filter\n* Sculpt: Pose Brush Scale/Transform deform mode\n* Sculpt: Pose Brush Face Sets FK mode\n* Sculpt: Improve twist axis in Pose FK mode\n* LibOverride: Make constraints fully overrideable.\n* LibOverride: Make camera data-block properties overrideable.\n* LibOverride: Make all modifiers properties overridable.\n* Modifiers: Add normalize weights option to vertex weight modifiers\n* EEVEE: Refactor of eevee_material.c\n* Fluid: Foundation for new OpenVDB file IO\n* Annotations: Add Stabilization for draw tool\n* GPencil: New Percentage parameter in Build modifier\n* UV: use selection for 'Seams from Islands'\n* Armature: increase maximum delectable bones from 4096 to 8192\n* Cycles: Enable OptiX on all Maxwell+ GPUs\n* Cycles: Added shadow terminator offset parameter.\n* Cycles: change perspective depth pass to be more standard\n* OpenSubdiv Refactor\n* BVHCache: Performance\n* DrawManager: Graph Task Scheduling\n* Mesh: skip conversion from edit-mesh to mesh in edit-mode\n* FBX: Make importing heavy animations twice more quicker.\n* New Release Versioning\n\n--\n\nBlenderToday Links:\n* Chat: https://blender.chat/channel/today\n* Community: http://blender.today\n* Twitter: https://twitter.com/BlenderToday\n* YouTube - 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