 I think I hear this guy. It's like on the... We're on top of the PlayStation 1. Wait, the news is over and then the people are still going over their papers? Yeah. But we are not. People actually can listen to this. It's okay. Who are you? I don't know. Wait. I'm sorry. No, 5, 4, 3, 2, 1. You pretend that everything is live because we are live. Is you're live on the Blender Institute? No, Animation Studio, headquarters. Animation Studio, headquarters. In Amsterdam, we are live. Blender today number 80. I didn't plan it, but it's 80. That's my room number in the hotel here. And it's also kind of the version number of Blender, right? Everything is okay with the audio, with everything because we are streaming live today with a guest. And we're also streaming at a higher resolution than usual. At quite HD. Let's see how it goes. We have the technicians here and the sysadmins at the studio now so you can test how the streaming goes, how everything behaves. I know, they're fixing my computer now. They're fixing our computer. I have a secondary graphics card only for encoding these videos. Imagine how much effort we put in it. And if you move, we have some spooky there pumpkins because it's... No, it's... Just didn't plan it. That would be here. Sorry. Blender here. Pre-Blender conference. Not that you just came... Well, you came only for Blender today, but also because there's this thing happening on Thursday, starting on Thursday. But there will be people arriving even before. It's a Blender conference 2019 which takes place here in Amsterdam in the amazing location. And the amazing, amazing... I've never been there. Scared you. No, I've never been there. I would say that it's amazing because it looks amazing. So, there is already the full schedule. I think maybe a few minor events are missing from here such as the Susan Awards or those things that we know happen. But the talks should be there. And I don't know if you noticed, but if you log in, if you are logged in with your Blender ID, you don't need to make any account, you just use your Blender ID. You can favorite talks. And soon, I think tomorrow, we're going to add a filter here so you can filter your talks. So you can see only the ones that you are following or that you are favorite. So, I already have some favorites. I have Daniel Beistel on Friday. I have Andy Galalcik on Saturday. But actually, all of them are pretty awesome. This one from Lech also must be amazing. I still haven't... Oh, the glove. The glove one. I want to see that. The keynote, of course. Yeah, but that's it. You have to be there. Did you put the Yama Yobarev's talk in your favorite? Yes, of course. Yama. I have Daniel. I have Martínez Lara. Add on development panel. Oh, VR. I want to see that too. Oh, Francesco also has a talk. Well, at the end, I think I'm going to end up with everything Ian Yobart. The lazy tutorials, genius and director of... Tears of Steel. Tears of Steel. The famous film by the Blender Foundation. And it's also going to be here talking for 30 minutes about the world building in Blender in a lazy way. I bet it's going to be amazing. And yes, the list goes on. There is introduction to Cycles. There is a Blender, all Spanish community in Spanish is a meeting and gathering. But the Blender Today Live, the next episode is going to be live from the Blender conference. So it's going to be pretty interesting. The lightning talks are also amazing. The one from Ubisoft also going to see is like... It's going to be hard to do the live, the Blender Today Live, because not a lot of developers are doing a lot of development this week because of the Blender conference. Yeah, that's why I'm going to make it extra special. I'm going to talk about the new stuff in Blender. I'm going to talk about the future. Oh. Type 283. No, okay, 282. And so many more. So please go ahead, check. And you can also see the list of speakers over here. This is the first year that we do something like this. It's pretty nice to see all the faces of people hanging out and being here at the presentation. You can see their talks. You can read more about the talks and multiple speakers also. So pretty exciting. Santa words is still going? I think so. Wow. Yes. Go. Vote before it's too late. Right. Time to talk about what's new in Blender. This is from last week, actually. What happened with the next week? This week, developer? You know that's misleading when you see the light there in the top? Where? Here. The light fell into the top because you actually didn't do that thing. Yeah, it was Nathan because you always do it. We finished the weekly report and it created an empty one for the upcoming week. So if you look at the upcoming week in the meeting notes, actually this one shouldn't see it coming anymore, but that aside. And then whoever finished the last report is preparing the report for the upcoming week and then it's never the correct author. One day we fixed that. So I have no idea what's written there. That's why I'm trying to convey here. That's why we're here in Blender today live because I actually did my homework and I prepared this document where I have a bunch of fixes and not so much new stuff. But we're going to talk about another feature that is coming up maybe as an experimental feature is library override. So stay tuned for that. Sebastian is asking on the chat if this is live. Yes, this is very live. It's 5 p.m. although it's almost getting dark here in Amsterdam. But 5 p.m. is early. On October 20 something. 21st. 21st. Oh yeah, we need a newspaper. It was like in the films. All right. So this week there has been a lot of fixes in Blender 2.81, which is the upcoming release. We're also going to cover some features that are for 2.82. Not so big features, but still they are new ones. So they can't be part of the 2.81 release. Am I correct? You made the show? No, you're correct. And you can just go over it. As we keep talking, since we were here all ready for the conference, we're also talking to the developers here and then making a few changes in the upcoming plans. So I was talking to Bastian. One of the things they're going to cover with the library override is what's the future of it. We know it's going to replace proxy animation, but in the near future what are the deliverables? What's the MVP one, two, three? So things are going to... I expect this week and the next week to also help us to define some of those plans. Exactly. So we need test testing. Plenty of testing. Plenty of testing that includes you people at home or at work or whatever you're watching this. So there has been a bunch of fixes. There is one fix by one guy that I know. It's a fixed multi-object edit mode and local view collection. So what did you fix, Alain? You know, we are a few... For the end user, it means before this fix, if you had a few viewports, right? And each viewport, and you had more than one collection in your file. Okay. Or just a single collection is fine to show. And if you go in one viewport, we have a local view of only the monkey, for instance, only Suzanne. Okay. So in the end panel, collections, and I have my local collection and only have Suzanne here. So this is collection number two. Now if you go to the other viewport and you select everything. Oh, select everything. Yeah. And then go to edit mesh mode. There we go. Now if you go back to the other viewport... Yes. And now if you do, for instance, grab to move things around. Press G. Ah, like move things. Now it's working correctly. Before it would move even the other hidden objects. Ah, it would move the other ones. Yes. Is that a bug or a feature? A bug. A real bug because... Yeah, because you would be working here, selecting all bunch of stuff and then bam, all these things. And it's as small as, in a way, it's a corner case. But it happens for local collections and for local view. And Bacian, he wanted to do some changes in the blender code to refactor to get rid of viewport as a parameter to a lot of visibility functions. And I said, please do not do it because we have this bug between everybody to address because it's a real corner case. But if he would go, you know, if his changes and then it would be such a hassle to ever get his working as it is working now, pretty quickly, nicely, beautifully. No, it's working. It's working. It's working. A.J.P. is watching from China. It's 11.10 over there. Crazy. And Malcolm is testing on library overrides and reporting back. So thank you, Malcolm. Move on. Moving on. So shall we address some of the bugs, the bugs fixes first and then move to 2.80? Do your magic. I do my magic. Well, this is new for me. This is the first time that I have overlapping releases. Usually you just talk about one release and then the next one. Oh, right. And they had the non-live Blender today for past weeks as well. So I can try that together. I did it at home or in Madrid. It's different, yes. So let's see. This one is a fix that went into Blender 2.81. And it's background deepening, actually. It was introduced to solve binding issues and gradient backgrounds. And this patch disabled it for final rendering, vertex and texture pain modes. So it's an improvement on the viewport. I'm curious though if we should get the binding back because of that. You know, of course, you know what deterring is. But you might explain to me what deterring is, Pablo. The classic for the audience. Obrigado. So this thing. So the problem was banding. So basically in a gradient you had a band of color. You know, from gray to dark, you had big bands. So the thing what it does is it makes those into little dots overlapping. Not overlapping, but makes the gradient a bit more uniform. Uniform by making little dots with the same colors. So instead of having big bands, you have the little color, little dots. Do you like my artist? I like it a lot. But that's how I see it as well. And of course, apparently there was a bug when it had this for the viewport background. And now I no longer have this when you're vertex painting and texture painting and all this. So maybe the banding are back. We don't know. But at least deterring is no longer getting on the way. It should be fixed now. So I believe it. This is by Jeroen. I believe him. So Jeroen back as a developer. So all right, more. Auto keyframe wasn't working on. You skipped one. You're not going to do this one here? I'm trying to move because, okay, here's the deal. This was my fix as well. Which one? This one, do you remember ID filter? This one is yours. No, not this one. It was something else. I mean, if you want credit for that, we can give it to you. It was last week. I did something there. I can show you once you go there. Don't worry. I can promote myself when the time is right. Carry on. All right. So the auto keyframe is now working. It was a bug that it wouldn't work. It wouldn't work with mirror bones. So if you mirror the bones, auto keyframe wasn't working anymore. Now it is. So I think that fix was by Sebastian. Our own Sebastian over here. So thank you for that. Which of them? Parboric. Yeah, we have two now. That's true. Yeah. Parboric. Not the... Not Sebas. Sebas. Sebas. Yeah. Sebas. Cool. Optics. When optics, the new backend for... Well, I don't have an RTX in this computer, but the new backend for rendering with NVIDIA RTX graphics card, optics, was running out of memory. When running out of memory, it wasn't having the same treat as CUDA, which when runs out of memory, uses the system memory. Now it does. So go render everything you can on optics. I've been using it on my laptop. It is amazing. Oh, for personal projects and... Yeah. Yeah. For testing and just for using. It's a new thing, you know, so... It gotta be interesting. But actually I can see some improvement, some speeds up. So pretty neat. Then another fix that was done. To the visualization of the box size on smoke domains. So if I do, for example, a quick smoke, this little thingy over here, do you know what it is? It's... No, not really. It's a domain now. The domain is the whole thing. The whole thing is a domain. Right. This little square here is the size of the box. Oh. So you know this. Yeah. Now I got it. The size of the resolution of the domain. So if you change this resolution. You're saying... Interesting way of displaying it. What? Well, because we're displaying it like in the corner and not overlaid on top of the whole simulation. Yeah. If you really are about to debug, you might want both, I don't know. You may want... Okay, so... I think I would. So you can change the size and it now works properly with adaptive domain. It wouldn't work before with the adaptive domain. Yeah. Well, I think last time I played with smoking blender, there was no adaptive domain. So if you had to create the cube and that's a domain, please do not go outside of it. Yeah. Okay. That's ancient. Okay, grandpa. Ancient. Let's move. That's why I have my gray hair. All right. Moving on. How's everything in the chat? Everything is okay. What about OpenVDV files? Ah, OpenVDV is not there yet. The patch. That's Sebas promised, I think, over Twitter that we're going to have some of this as part of the Mantaflow support. Oh, OpenVDV. Yeah. He promised on Twitter. So it's true. Which is, yeah. I meant to have a conversation with the team about public channels and what we promise in their own... It's a personal channel. I don't care. But you should be very careful when promising fixes. Promising fixes and features. So you won't hear from me that we're going to have necessarily OpenVDV. But we will see. We're going to have definitely some Mantaflow in the upcoming blenders. 2.82. Yeah. I'll see. I said upcoming blenders. But hopefully 2.82. The problem is that Bacian was the one overseeing and reviewing the Mantaflow project and the patch. And he has the library overrides to take care of. Now he has the undo optimization that he's working on. And then Mantaflow could review. And then on top of that, we want him to do the asset manager for 2.82. I can guarantee that he won't be able to do all of these. So we need to offload at least. Either the Mantaflow or something else for someone else. All right. Next fix. It actually came... I'd like to highlight this one. It's the... When using nodes with importing materials, it would use the non-color profile for black and white texture inputs. There was some issue that was reported actually on Stack Overflow. Like a question. Like, am I doing something wrong? Or is this supposed to work this way? So after some discussion actually, this went into a bug report. And the bug report is now... It's not closed here, but actually I took it from the release log. So it should be fixed already. Maybe it was only partially fixed. And if that's the case, we would mention it in the report, but we will not close the task. Okay. So it's like partially fixed. All right. So it's partially awesome. Another fix. This one is actually pretty awesome. Because it's a bug that was reported time ago. It's something like Sounds Minor. It's like assigning shortcuts to editor properties gives an error. This was reported on June 1st, June. So even before 2.80, it was out. But it turned out it wasn't so simple. It was assigning shortcuts to some properties from the editors that were not available. Did Campbell fix that? After a lengthy, lengthy discussion. And here you can see that these are merged tasks. So there are other bug reports that are related to this one and they get merged into one. So you can see here that people having reporting the same issue for a while. And... Stop teasing. Continue. I was like to Campbell this week about that. Continue. And here Campbell fixed it. There we go. I only show fixed stuff. No, no. I know because this was assigned to Brecht. And Brecht's going to be on a leave for a few months. So I said, who can take care of that? And I was asking Campbell, but it was away for the previous days. Yes. And Campbell issues. And I'm glad he tackled it. Yes. Fantastic. Thank you. Campbell is actually this fixed. So those things I like it because you know it's community effort everybody. Contributing to this. Getting fixed. So I think we're pretty much there with the fixes. There is two big fixes in Gris pencil. One of them is the performance with onion skinning. There were some performance, some big performance issues. So if you're animating and you notice that for some reason, the latest blender was being slow. Now that is fixed. So go try it again. It's downloaded the new 281 beta and then try it out. The other fix was that onion skinning wasn't available when you have multiple windows. If you disable the overlays in one, it will disable it in the other one. Now it's fixed. So you can have one window with onion skinning and one without. So thank you, Antonio, for fixing it. And thank you to the Gris pencil team for looking into those issues. Can you at some point show the 2.81 milestone tag in the developer.blender.org? So 2.81 this. Yep. And then you go to work board. Work board. Work board. And now look for undo. Undo. Oh, they won't find it there though. Favorite. And undo is making one. Yeah, but now if we can go to the 2.82. Because someone was asking what about the undo optimization? Yeah, yeah. And it's tagged as 2.82, I think. So it's also a really nice way for people to find out about those. Here. Oh, wow. So you go to be a blender, work board, and then you're going to add here. You can see the backlog, and then you can see here. If you look for undo there, you're probably going to see the task with undo. Let's see. Let's see. There's so many undo ones. There is a, yeah. A gazillion of undo. And undo. And undo. So maybe let's go only for 2.82. Work board. There's no work board there yet. It can create an empty one if you want to go. You can create it. Okay. Yeah, just do it. It's fine. Yeah, sure. I'm sure. I fought for it. I got the boss to tell me. And this should be there somewhere. Okay, so I'm going to put it there later. Okay, so it's not assigned yet, but it's a task. There's a pattern already. Just a first step towards fixing the problem. But so far, we only have in the 2.82 project, that's what I'm trying to convey here, the things that were supposed to be for the 2.81 and we didn't realize it was better to take the proper time to fix it and we moved to 2.82. But now, as I said, we're mixing Bitcoin 1, Bitcoin 3, like two developments of Blender with some overlap. We've seen it go over the tasks that we're planning to do for 2.82. Kind of doing those days, I believe, next week. Amazing. So yes, and though fixes are coming, it's just too risky to do such a big change at this moment in the release cycle. But if you're using master, then you wouldn't be an issue. It's just for if people are using stable. And I think that's pretty much it with all the fixes. There is a tiny improvement that I think you made it to 2.81 is that now F, that I didn't show last week, is that now in the file browser, you can press F2 to rename the selected object, sorry, file. And then there is this glitch on... I think Julian is aware of this one. If you escape, sometimes it disappears. Yeah, there. But it's just a glitch and a graphic glitch. So, okay, let's go to the new... to the... Juicy topic. So, okay, for grease pencilers, you have a new tool for you to play. I'm going to make use of my pen and my hand. There is a new tool. We should have a second camera here just to see that. Just to see how I move. It's nothing special. I'm not going to make anything special here. So, okay. I just want to show you that there is a new tool that doesn't have an icon yet, because it's super new, that's why. It's called poly build, poly lines. Sorry, poly lines. So, the poly line allows you, once you select it, it's like a model tool where you can click, and then click, and then... You could use a mouse for that. I don't need a tablet for this. I gotta use, I gotta show off. So, no, but actually, I've been using, I changed, this is actually an off topic, but I had the bigger intuos, and I now move to a smaller intuos that I found here in the studio, because I want to use it as a mouse. I want to replace my mouse by using the pen as much as possible, so the hand gets some weight. That is too big. It's not a good time for me to announce that I'm selling my A2 Wacom at home. What, Carol, next? In Brazil, so there will be a bit of shipping involved. So, what else? Actually, I didn't add your Instagram. I usually add... But Instagram is doing for more personal shenanigans. No filter live. More personal than shipping from Brazil. So, all right, cool. Heavy poly, there you go. He's the one, Vogan, you know him? Heavy poly? No, it's not. Oh, he's amazing. You're amazing, heavy poly. Yes, no, you probably know him on the blender stuff. He made this awesome... Oh, you like to paint. I like to paint. Oh, to draw? This awesome app, using Godot. You can use the open source game engine Godot to paint this. And the results are awesome. It's very painterly and it's very minimal. So, I really like... I enjoy it, I'm using it on the... Actually, on Linux, it's also available. That's so nice. Now that you have Linux again. I don't know yet. There's still work on it. Good, it's really cool. I talked a lot with two of their developers the past week, the past days. Yeah. And the Google Summer of Cold Summer. You're showing your gear. My gear. Oh, it's a zoom. So, that was the Google Summer of Cold Mentor Summit. So, it's a way for the open source organizations to connect, to get together and all that. And there are at least... Each organization can set up to two developers. So, there's some really nice people there from Godot. People using it professionally. All those people. We have... I mean, there are like 300 people in the whole event. Wow. People from Git, people from Linux, people from Python, from Blender, from Godot, from... It was really nice. Thank you, Google. Awesome. Thank you. So, Summer of Cold, yeah. And this year, seven projects made it from Blender into the Google Summer of Cold. One of them is already in, is the... Two of them are already in. The Outliner and the Bevel. No, no, no. The Outliner and the nodes... The extra nodes for Cycles and Navy. Yes. The more generic nodes. Awesome. And the Amazing Outliner. Super awesome. Super awesome. Right. So... We're worried. We're worried. We're worried. I was training your tools. We were worried. We were giving a shout out to Heavy Poly and now we are talking about the new staff in Blender and also to your... Thanks for following me, Pa. I do follow. Sometimes I show people that I don't follow, but it's embarrassing. But now in this case, I do follow you. Beautiful picture. I was camping and I was throwing mud at everyone in kind of an adventure race. And in the very end, they wanted me to take a goal and they just joined together and just made my day. This could be a meme. It's like jumping into 2.82 bucks. Like... All right. Cool. Let's move on. So, Gris Pencil, primitive tool. This is what I was showing, actually. That you can paint with... We got sidetracked with a pen. And then... So Gris Pencil, mainly this feature, there are more features coming. They are working on a branch. On a separate branch. So they are working and polishing the tools in a separate branch in order to move them to master later. Have you demoed the whole convert to curves from Gris Pencil? It's really handy. It was implemented last week or two weeks ago. Yeah. I did it, I think. You're telling me. So... Yeah, I think I did. Where you can select and then convert. Go to object mode. And then right... No, the context button. Come on. Let's be elegant. There is a convert button. No, no. The context menu. No one does F3. Come on. Nobody uses the context. Well, many people... Did you use the context menu? Give me a thumbs up. Context menu. And then you can convert whatever. I use shortcuts. So convert to... Bezier curves, whatever. Bezier curves. Beautiful. And have no fault timing data. Most timing options will be hidden. But that was a warning, not an error. Yes. So it's probably converted. Yeah, it's converted. Yeah, it's converted. So now I can actually do curve stuff. No, wait. Hmm. Yeah, curve stuff. No, it's not converted. It's not converted. It's not converted. You're seeing a Gris Pencil object. What is this line object? There you go. So this object. Ah, here is it. Ah, of course. But because it had many... Because it won't have the materials necessarily? It doesn't have the materials. It doesn't close it. So maybe the monkey is not the best example. But the monkey should be the best example, actually. So some things to fix. And maybe the normals should be smaller. Or maybe I have the scene size. No, I have the scene size properly. And we're just showing the other... There's just saying that for 2.81, the features for Gris Pencil were finished already a long time ago. Now they're just dressing those small bugs and already moving to the 2.82 agenda. Okay. Thank you for the news. Because I was talking to Antoni about that bug for converting. He was keeping the old object, but everything else in Blender would remove the object when converting. So that's just complete whatever Blender is doing. Yeah, that's a good point. It should be similar-ish. So, okay. More new features that I don't have exactly how to show them, but we can talk about them, is about the Rigify. So Rigify, I can actually maybe just make this bigger and show the text so people can read it along with us. So Rigify, improve the Layer Selection UI layout for Narrow Properties panel. So in the Rigify, in the Properties panel, it's more responsive now. It works better if you have smaller size. Then implement optional Custom Pivot controls. Wow. Add an optional Custom Pivot between torso and the rest of the spine. Add a Custom Pivot. Pivot. Pivot. Pivot. Pivot. Pivot. In friends, Ross, in one episode, he goes, Pivot, Pivot. Pivot Rig that can be used as a parent of the spine and add an optional Custom Pivot under LIMP-IK controls. Wow. Okay, this is pretty big for... For Monday, casual Monday on Blender. And then, oh my God, now I have this. Maybe I get excited about... No, for me, this sounds like a big thing. Custom Pivot between the torso and the rest of the spine, the parent of the spine, and the LIMP controls. Then Rigify also, store advanced options in Armature instead of the Window Manager. This is nice, because it means that you can use... Wow, that you can link. And you can link the... Yeah, and you can have multiple Rigify objects because the settings is in the Armature, so you duplicate the Armature, and the settings get duplicated instead of the Window Manager. And they're no longer global, yes. Yeah, so, well, actually, it's explained. Additionally, these options are stored in the Blender file and not lost when reloading, unlike before. Pretty nice support. That's what I meant about linking, because the Window Manager is more a hack when there aren't any global settings from the add-on from Python, and if it's actually in the Armature and it's ID data block, it's perfect. Add-on developers to not use or abuse the Window Manager. It's a case-by-case bit. I use it a lot. I use it even on BPY, which is the highest hack you can get there. Wow, wow, wow. Production hold, production hold. All right. Another feature of Rigify that was added this week is the support foot IK control bone pivoting around the ankle. Allow switching the foot IK control between pivoting around the base of the toe, as before, with the ankle or ankle with additional toe pivot. Also rewrite the foot roll mechanism to use correct euler orders that match the actual bone hierarchy. Isn't that nice? Is it warm? Ah, yes, it is. And we haven't opened the door yet. But the other one's closed, so no. Ah, yeah, there's no air flow. It gets hot here. It's Blender, it's hot, that's why. And the last improvement not related to Rigify itself but to the shrink wrap modifier, all these, by the way, all these improvements are by Alexander. Gavrilov. Gavrilov. Yes, he is the savior of the animation. The animation model is a big contributor. He's given his time out of his kindness. I guess he uses Blender, I would expect. Because this really good spot on fixes is not just random. Yeah, and the things are like Alexander Gavrilov, for me it appeared out of nowhere like a few years ago. And he fixed for once the NLA the non-linear editor in Blender 2.80 that was huge. Now you can actually blend actions and the result is what you expect. It was a huge one. Plus a number of animation fixes Rigify, rewrote Rigify. He's now adding all these features. He worked on many modifiers also for constraints and modifiers regarding animation. So it's like out of his own time. Yeah, we do less outreach than I think we should. Yes. Again, on the same table since so many communities really getting the contributors elsewhere. For whatever reason we still have those very reliable developers who come on board and just happen to find a home here and it can all work together. It's fantastic. It would be awesome if we could come and hang out here. But at some point we even try to hire those contributors and of course then we run out of contributors. But a lot of them they just have work another day work and have another passion that they want to do. Yeah, or like you have a family and you can't just like, hey I'm going to leave everything Amsterdam. And it's all fine. It's about open source, about this opportunity for people to collaborate together. Yeah. And well, the feature that I mentioned that it's related to the shrink wrap modifier is improve numerical stability of target normal project and a proper adjustment for scale in solar epsilon computation. So better more precision I guess. Right? The iteration of the solver even if the initial statement is the epsilon requirement. Okay, this is very technical. So I understand everything that I'm saying here. F's are better more stable. I like your Oh, but in the end that's what matters. That's what matters. Everything is better in the shrink wrap modifier. More stable, more faster, better performance much better. Alright, why Paolo Dalai, why is not working for Blender Foundation as a paid developer yet? I think it's Alexander. I don't know. I'm pretty sure we contacted him already. I'm pretty sure. We tried to contact Alex since the development fund. We tried to contact pretty much everyone regarding that and we managed to get some people. Paolo is working full time. Sebas Montaflo is working full time. You are full time. Yes. I'm full time. Four days a week, technically. Four days a week? I'm still wrapping up a VR project in Brazil. But you know some developers work four days a week and that's how it should be. I actually look forward to finish this VR project so I can work four days a week. No, no, no. So I can have one day to balance out the workload. I tried working four days a week and I ended up working anyway but more relaxed at home. I mean, we'll keep working on the same things. I'm going to keep working Blender stuff. You need clear hobbies but carry on. Hey, but my hobby could be fixing camera and stuff. Pretty good. I think that's it. I think that's it. We have 20 minutes. Let's try and demo the Oh boy. Let's do it quickly because we have the questions with which I bet someone made a I hope slash bet here. Actually 38. So all right, so let's get to it. Not yet. Let's quickly demo library overrides to see what to expect and what not to expect. So what are library overrides problem? What do they plan to replace in the future? In the future. Since many, many versions ago for you talk or you'll do the demo. No, I can talk then you do the demo for many years ago. There are some limitations of the proxy animation system in Blender. What is the proxy animation system in Blender? Whenever you have a rigged character in a file and you link to a different file in a different animation to play so you can have a separation between the actions and what's happening this scene for this character from the rig and the module mesh. We call it proxy because we link the rig with the mesh in Blender and you create a proxy. It's how it's called in Blender and just move and pose and animate this proxy not the original file. It's very standard. But there are limitations as you as you know. You work at Cintel. That's where I work. But if you look at the tutorials there is one that shows the classic work around. So for a scene in the Ziggurat you had those flying birds okay? Each of those flying birds they are exactly the same object with the same rig. But each one needed to have a different animation however for years until now Blender can only create one proxy per armature in a file. How did you fix in Cintel? We made multiple files for each character. And it also happened in Caminandes for the penguins. Actually I think I have Caminandes here. I don't know if this is the latest version. Ice. Yes I have them. So in live characters in Pinguino you have this is embarrassing. So in the scene in Caminandes the last one with the ice you have eight penguins and there were eight blend files that are exactly the same and they are even saved at the same time except one that was saved later for some reason. And yeah embarrassing. And that was officially for years to make that. So for 2.80 finally we are trying to create a more robust system that can not only take the original file and have multiple instances with different animations in the same file so in this example for the penguins you have only one penguin and then they all each one can have its own animation but also for something else. What if you want to replace and that's also as one of their tutorials I think for this scene to have a different material for this object how do you do it? If it's a linked object I use python. You use python. I use python and there is even a tutorial on the cloud that I did. It's fine because if you have a workaround then at least you have a workaround and you're going to have a python script a very simple one with two three lines with the registered option so it runs every time you open this file and that's the worst if you want something that to be if you want this to go with the character that was even worse you need to create a logic brick python controller and that was a big hack using the game engine so proactive that I would change my splash and I would I made this tutorial back in forever ago in 2012 Oh it's part of Venom Labs I've told it a few times I love the Venom Lab Venom Lab Mini is a mini series that I started online only and I would basically just use python lines to change the subset modifier in a linked object this hack is no longer needed am I right? you're correct for subset of features in blender so why don't we demo what the... let's demo so I have this a scene it's an empty scene and I have a and I have the character in a separate I need to link it why don't we link it and create a modifier in this scene so instead of holding your horses link the collection though not the character alright so I am going to link I'm going to link the susan library and the collection and I have the character so I can link instance it yep and I have this character that is actually anyone to save of course now if you go to the object menu over there and go to the relations relations you can go to make library override and you can choose and you're going to change the property of the or the object let's say the object the object okay so I'm going to bring the object okay now if you go to the modifier panel you can go you can see that there is there was a modifier to start with because the armature is a modifier but you can also go to add a modifier I can add a modifier and let's say the cast are subsurf so I can even add subsurf but cast becomes a sphere it's kind of cute okay so let's go for cute alright so I can also be not cute and you can save and reopen the file and this is going to be there so if I save this and let's start blah blah blah let's open my file and there you are and you can do that for for instance the mesh that's assigned to this object seems a bit specific but it's a way to make variations so if you have a torus if I have a torus mesh yeah just leave it and now if you go back to the monkey I can hide it hide the object like I never had it in my life and now I can go to the mesh data and you can pick the other mesh the torus and just you couldn't do any of this because before if you're linking an object in a collection the only thing you could change was the armature pose ah yeah it was really really really limited super nice so this allows to of course replace a monkey with a torus but allows you for instance to do a level of detail so you can have variations of the same character with different levels of surf or anything you can have an object with a hat and maybe the which hat to use is built as a way to make a variation there and it's going to use the same what happens if I now use the if I make a proxy of something else what would it work? save before and I thought we were going to play safe in this demo alright oh no this empty can be just deleted you don't need it ah the empty can be deleted ok so now I have this character that it's oh look at this icon now this is an override right yes it means a library override because the chain means a library and then it can actually actually it already made a let's show something cool why don't you create another instance of the same collection? ok we are playing with fire here guys I tried it and you see a bug and it's important to tell that we are trying to iron out those bugs because now we cannot even tell which of the collections you want to instance and you want to instance the first I think ok so that's the original one again and this is the original one it's still linked the one you actually changed override and make sure the cast is more noticeable oh and this one it's affecting both because because I added the wrong one I think you added the wrong one so now add the second one oh there we go holy crowd and you cannot delete a modifier that was regionally in the object but you can disable it in the viewport and in the render so that's effectively the same one so you can disable the armature in this one either in the other one in this one won't do any effect because there's nothing but here for example I can add another pose oh definitely yeah let's get armature and yeah because the pose is there but now and there we go no longer the days of the the old hacks still linked let's open the library and I'm going to change the color here make a van Gogh out of this monkey a van Gogh chopping the ear haha haha is that because you're in Holland that you do this kind of jokes or you're also that funny I've been developing a very cute sense of humor oh poor van Gogh what happens if I add another modifier here no problems yeah yeah okay so now I want to save now I'm just going experimental guys so don't worry oh nice and let's say for this one you no longer want the wireframe yeah so we go to the thing and you won't be able to change try to change to change try to disable it oh it's already linked all right you create an override did you create an override or was it magic no no so wow so we have the same character I didn't change the color in fact but I'm going to do it like here let's make it red fire because this feature is on fire and let's say you want to change the viewport display for this monkey oh but wait this one is also missing the ear oh yeah because it changed I know feels bad you know poor that's fine well not fine that's not making jokes on that somehow just want to that not every single setting is exposed in the override so let's say if you want to change the viewport display color for this one yeah where was it was on the it's in the mesh I guess the mesh also shows here it says shift click to create library override what does it mean it's a diff is another way to do the same thing it means for this mesh that you cannot change anything if you create a library override then you can just change there so let's see because materials are attached to the library to the to the mesh so if I do shift click I have an override and maybe I can edit this thing yes and do it again I can do another override of this okay this works I'm gonna yep there we go oh my and not everything is working for you have even an icon here to something to yeah if you click on it if you click on the on the icon there icon yeah it's I think it's supposed to be very interesting I should need to save and see if it still works because I can't believe my but just a small disclaimer it didn't save it we are yeah that's I was going to say for material to work you need to assign this for the object not to mesh okay so I need to do the object and then I can make a new material if I want yeah and I'll try to save and open again that should be fine yeah it should open again because and it's not it's not so again the material pipeline yeah that's it's it's still very fragile so I think for 2.81 what I would like to for us to support quite well yeah is the idea of the variations so for an object to have different meshes the idea for mode fires that works for bones as well the same as we had of the old proxy system so if they can bone you can have a bone constraint and one mode fire working and not and to some extent a material but you're gonna have to map out the some small use cases make sure they work well because for instance I was telling you to use the object menu to create the override remember try to there go it's gonna say it's if you try to create to do it from the outliner also and my crash if you try to make an override for the object and not the collection at the moment is known as reported as a bug so I'm gonna try to have those very simple cases really working for 2.81 and for 2.82 we make sure that material is more supported that's more setting supported we need to warm these two people right mm-hmm okay so let's get to the questions because we have no other of time but let's try to address them hey Paolo can you tell more about BAM BAT do you use it on animation production or is it just theoretical development it's not theoretical we actually used it on pretty much everything you know if flamenco uses it it's under hood flamenco is using it the render farm system that we use on Blender cloud it's using it the project spring used it in the past also the agent 327 used the previous version but for example here you will see the production files and the shot file selection these shots are actually built with BAT with this new system so what it does you give it a pack command and it will go to the blend file find all the dependencies and put them all together into one zip file so you can search BAM no BAT Blender developer we have 37 questions right yes sorry but I just want to see it here we need a replacement that is a task where people can find out more okay next I was oh I'm not logged in I'm gonna log in so I can I know which one you answered already yeah so I heard them also as a thanks it's good everybody gets a heart so okay let's let's see here so why don't you don't answer youtube chat questions Pablo I am answering but sometimes people answer themselves it's even nicer thank you I was wondering about what exactly overrides do what if it's possible to have an example of an old group tree that is contained inside a linked material no that is not that's part of the part that is part two or three of the already project yeah with many skull branches features added now what's the plan for the news called mesh data what's the outcome Pablo of coming to Blender foundation will you guys work on his proposal of revamping or that's not an option I still are you considering that because some mesh data representation might be fast or for sculpting or for displaying so that's a that's on the work so he being here helps so much definitely stop framing or void alright thank you Joseph ask will we see similar will be seeing similar revisions to the UV editor tools workflow as we saw in the 3d view modeling site is one of the biggest complaints for people coming from other software remember back in the days Blender used to have the best UV editor in I remember there was an UV edit mode yes there's edit mode and the UV mode for the object but the editor I don't know who is the maintainer of that area I think there's no well there is a you don't want to work a little bit on that and that was as part of the workflow for texture painting not a UV necessarily but the relation between images and the painting process and workflow so hopefully Pablo together with the painting tool system we will work on it but of course it's part of it's a big part you can't do CG without those tools so they're gonna get improved Penguin asks still no sign about adding functionality of baking conclusion to vertex color data back that became a big thing now again because of the a lot of the work that Pablo is doing on the vertex painting pipeline and all of a sudden I want this back you're probably gonna get it you know it's on baking right? but the problem is we do now we only have baking for cycles and this is the kind of thing that seems a bit overkill to use cycles for that so we need to like short to cut it short I think we can do it, we're probably gonna do it all right next one of the most important features of any professional 3D package consists in a way to access the operations applied to the object during this contraction Blender supply with the modifiers there are some big limitations in particular of that which the geometric output is not available so it's a long question they want CCG and this should be part of the precision not the precision modeling sorry the procedural modeling with everything notes project so yes it's being worked on not currently because everything notes is pretty big and it's focusing on particles and animation first right now it's particles but I mean that project touches all kinds of notes and the most generic notes are gonna be used for that so yeah it's coming any update on animation 2020 I tried the face map add-ons and of course still a prototype but that's the right direction there is no docs or info on how to set it up though well it's a bit of a hidden feature in Blender but we now have a rigor it's in the mesh data next to vertex color we have a rigor working full-time from the Blender animation studio Dimitri and we're counting on him to help us on the really nailing this pipeline but there was some talk with Embo in the past weeks so and there is the it keeps being talked on the 2020 even though we are two months away from 2020 but we are 14 months away from the 2021 now but yeah character animation is the top of the the priority can we get the options to change the face orientation color this being asked every week I don't know if you watch this but it's probably trivial it is trivial it didn't know it was something people wanted yeah plenty I love this feature though the face orientation I think it's amazing it allows you to see everything more I didn't implement it but I told you you're a great developer can you do it this way yeah so we could black shading for back faces like in 2.79 with without face orientation overlaying honestly I really like you want really high contrast colors because you don't want to do it all the time just every time every now and then you are expecting files when you're bringing FBX or whatever from the different from the pipeline and then you really want that to be in your face yes by the way now that you said FBX I forgot to mention one fix with Alembic I've been using Alembic a lot in the last month when I was in Madrid we were receiving Alembic from Maya and they had some issues with Normals so we fixed it together with we won, we won heavy poly we worked together there oh that's why we were now we've been best buddies for one month at working this project so the workaround that he found was to have a weighted Normals modifier on it on the mesh and that has been fixed now apparently because Out of Moos now works on Alembic meshes without Normals all right next the dragon hi Paolo, I love the show thank you how to flip the name from the bottom to the top in the file save explorer it's not a fix an option it's not an option yet there are proposals though for that to get to improve Damian, we need Chen hi Paolo I was pleased last time you said the idea was brilliant switch no thank you thank you some of the thoughts around through the source code looking for some things that could be improved with very little change my investigation brought me to the conclusion that mirror modifier contains all the necessary code to turn it into a bisect fire you only need to throw away the necessary mirroring stuff and register as a new modifier I could send my changes for code review although I'm not a developer or programmer very confused what I don't consider myself a developer but I change things in Blender so I think this is in the right direction that's how you become a developer by I'm confused about the proposal itself oh it's a bisect modifier yes I got it but how what's the relation between these and the mirror modifier beside the icon that's very similar seems like have a line cut you need a starting point you need like a middle point and then you have a you're another developer copy paste another node that does similar thing you're already halfway there so I think it's the right direction make a patch make it nice polished and make a patch removal the unnecessary things and yes patch is welcome 14 Arya Noorin say hi to the lie people are complaining that they keep roasting you and calling you out but just making fun of your friends like to make fun, yeah all the time are you calling your host cause I was saying that probably we don't have much time or we don't now that's it's we know each other for a long time and we're both Latinos you know in Brazil, Argentina so it makes it more more of this roasting thing alright so I wanted to ask is the shader to RGB feature coming to cycles or is it just for EV not everyone has a GPU and can use EV so it would be nice if it could be added to this didn't we add that to cycles as well no it's not unfortunately not you have other features it's part of the NPR discussion we had in the past because it kind of breaks the NPR realism the PBR yeah so but you know what Clemence is working in a blog post in coldallblender.org about NPR rendering to try to invite the community to yeah I'm saying that because I asked him two weeks ago and Clemence you gotta do see a call out from everyone and asking is he coming to the company? yeah he's coming of course he's coming it's in Paris next door alright do you know if the Voxel remesh modifier is coming to 2.82 no idea I was having fun reading the comments he's been working with Michael I think sorry I need to stop reading the chat I also read it it's fun to they should improve hi it says they should improve a lot the way we work with external assets he was probably talking about the library of irite so we caught up with it would be really nice to see it in action if it works but if you have a title you will show it would it be fully integrated in 2.82 we already answered that it's a work in progress and it will be added progressively I'm giving a heart before even answering ok can material overrides be used on library overrides now in 2.81 but no no but yeah that's the idea that's why we tried it so 2.81 note but 2.82 more likely it's going to take a few months how will that affect blender development it's a business as usual it's going to be like 3 months he's been working so much for the 2.80 release so he's taking some time off and then we're just going to take things from his desk that's really how it is it's good to have a refresh it's a holiday basically will there be any events at the blender conference for non-attendees like the open house day I believe this year the open house days for attendees only it's what it says in the website the thing is that the blender conference there is over 500 tickets sold 500 in this studio right now we are like what 20 and it feels like a lot of people once we had 100 people here and if we we get half of the conference coming that would already be 250 people or more imagine it will no I think it's only for attendees unfortunately so pkgo asks hey Paolo I reported a bug about performance it's a different from other ones but go close so I suggest you to try this if you have 2.80 alpha all versions I don't maybe can I say in this case sometimes you have to close on what you call false positives because there's so many bugs so maybe just you can reply to the bug report to he the issue is still there we can go over and explain just that as a general rule sometimes you have to close more than we should because the alternative is also not to lose the hang of the bug tracker sorry about that basically it says that the creature demo works faster in alpha 2.80 alpha but alpha is so long ago that maybe it works fast because the clay engine remember the clay engine now maybe not the clay but the other yeah the clay wasn't in 2.80 alpha it was oh no the alpha is real you mean the real official alpha because now we're calling alpha 2.82 is alpha but alpha was after the cold quest or was last year this year so anyway the please report just poke again in that bug report saying hey the issue is still there but the only real comparison is from 2.7 to 2.80 or 2.81 I think it's a 2.7 won't open this file because it has collections I can just recreate it alright so hey I wanted to ask something regarding voxel remesher collapsing at small voxel size when using meshes with holes it's a bug, got some answers but we'll have to know if the solution could be in sight well it depends by collapsing meaning a crash or just I think it gives an unpredictable result he was expecting something else but if you have a hole in your mesh I think the algorithm to paulo dovarro so he had a revision already a patch so maybe it was right now like 6.01 so yeah it was actually 4 minutes ago so well maybe he's watching us he went to the questions before it was time for this moment are you watching paulo? are you watching us? he's coming for the blender conference by the way I don't know I don't know if you're new but he is not only coming to the conference but also talking at it giving a workshop yes a workshop on the new sculpting workflow in blender by the man himself paulo dovarro so that's something I have in my extra favorites so yes we are 6 minutes past the deadline so let's do how are you? 5 more questions just to to be nice to all these nice people that has been around and maybe I can even manage to here find and where is it? where is the question? well where do I stop here? but I didn't give a heart to these things ok they will leave alright so hey I wanted to ask oh ok this one already hello paulo and the live from brasil hey bodies with son yes so this is I was wondering what the heck is animation 2020? recently I heard about it is animation 2020 but searched found nothing effectively, no videos there's one link in the community blah blah blah it means implementing papers from Disney I'm so confused, help me so is there any plans to make a project to improve the animation system or something like that? this is it it's animation 2020 ton likes to give names to projects as soon as they think about it because that's how you start a project you can't just talk about it so I gave it a name animation 2020 and also a deadline so it happens and basically so far has been about gathering feedback from people from studios from with experience in the industry from people upstairs, from people all around just talking basically not a big call yet because still the targets need to be defined but it's improving everything regarding from library over rights so you can have multiple characters better, faster back of rigs improvements in the animation editors, timeline, dog sheet I would say even asset manager part of it basically is the whole workflow of working with linked the linked characters like groups, when? just keep coming back, I think we have a patch for that? yes, have you played with it? no, how not? it's amazing it's in graphical it's on windows only, I think I only seen that one but luckily I was on windows when I was testing it and it's amazing so I can't, you should search for it we have some of those actually that's something I did not brought that I'm still working a few tackles things in the upcoming month it's awesome, if you haven't tried it already and you are on windows, you can try here the build which is awesome you basically have in the render layer view layer can we go on the render layer again? there is a list where you can set a new like a pass with a name and assign the collection that is going to have the lamps to light that pass, why don't you like the view layer name, Pablo? because I keep calling them render layer and when you add one in the compositor it's called render layer but when you're controlling what you see in your viewport for your work, there are view layers but when you come from on the software, they call it render layers but they don't do the kind of viewport control we do in render, they might it's a good point we can talk about it and then we can change to render layer if you change it back to material mode to look that mode yeah it wasn't my idea I kind of like the look that works hi, Pablo, right now so this is question 3 hi, Pablo, right now when a mesh has no linear modifiers other than armatures the sculpting tool won't work properly the user has to create a duplicate for editing, do the sculpting and add a corrective pose shape I love how there is it works around but bravo for that to extract the corrective and plan it back into the shape keys since with the new armature modifiers the sculpting works just fine I was wondering if you guys are planning to make it work with the other modifiers cheers and thank you for being awesome I guess, yes because there was a lot of development for 2.81 for sculpting we couldn't get everything in there so we even moved to res and sculpting is still being tackled it was about to finish fixing it and what we had before the so called crazy space where basically you could do whatever with all the modifiers in the edit mode and things would be converted back is one of the highlights of Blender actually that's one of the reasons you have to switch it to Blender because you needed to rig the Jurassic Park main dinosaur the first one and you just couldn't do that this kind of thing in Maya because you can and the spirit of this pipeline so for sculpting you should be able to see the final modified modifier soon well animation 2020 we talked about in depth of the Blender conference we don't know there is no talk but we can by the way there is an ask me anything session in the ask you anything ask you as developers it's not here yet but I have it somewhere here actually I can show this it's the thing that is going to be printed with all the all the talks you know the papers so at some point we have the ask anything it's actually here in this one I made this with Inkscape what is this image in the background it's made by by you now that's Blender made by you by Sam here upstairs and Andy so Sam did the modeling and the shading and stuff so ask me anything it's at 5 o'clock on Saturday on the last day so pretty pretty neat is there anything else happening at the same time as this talk and no I think so no no it's the last one so it's the last day so 5 o'clock everybody to the other before there is a Ubisoft and then a whole bunch of nice there are a few that overlap that I'm you see like for example I have the Blender Oi and at the same time there is a speed sculpting by Julian Gasper is it going to be recorded though at least hopefully maybe yeah yeah they're going to be recorded but only the main one is going to be streamed because we can't it's just too much we can't afford the bandwidth everything no no bandwidth but like you have to have a person that that's all the thing in the editing and push it and bring it online and stuff next 5th? 4th? 2nd because we are already 3rd oh ok 4th we go up hey Paolo I am smiled out regarding multi-view sculpting I noticed edit mode has live update and sculpt mode doesn't will live update stroke be possible or is that too performance heavy what do you mean by multi-view well you have two views and you edit in one edit mode it updates automatically but in sculpt mode you have to wait for the stroke to finish for it to update I think that's performance like we used to have the same problem with this pencil yeah I think it's a performance thing because if during the stroke you also have to update the views and then manage it's just too intensive another question there Paolo one cell fracture it works with Blender 2.8 full performance and when fixed the dynamic paint works in 2.8 dynamic paint is a thing that is missing it's an overlay that is missing that we have an idea of how to implement it we talked with Brecht and with Jeroen but it will take time it's not for 2.8.1 basically the idea is to have a way to have any kind of dynamic overlay on top so not only for the dynamic paint but for anything generic data you just choose what to show and so fracture I guess the old fracture mode fire the old fracture no my fire the fracture I don't think the branch even I don't yeah even I'm not actually familiar with it when it is I don't know I have no idea because it was never a simple task to bring the old patch with the latest Blender all right I think we answer all the ones do you have any yudim just asking because the open XR1 is a good one to ask well the initial open XR is there any news on the future VR oh by the way there is a talk that's the answer so if you want to know more about VR I recommend you checking the spotlight talk on Friday by Julian I saw one of the developers there so you can find out more in the here in this in this comment so maybe I can even do this oh it's so nice and yudim support you know anything because this question comes up every week the thing about yudim is that it's not so hard to support it and we have ongoing patch supported for rendering or maybe the material node 3 but if you want to really integrate this in the whole texture painting pipeline then we kind of have to prioritize the one first to support nice brush engine let's put it differently let's say we now have yudim and I know Pablo the buyer was bringing that up like why are you going to have yudim if you don't even have a really robust brush engine or nice clear drawing and really performance efficient drawing and sculpting texture painting pipeline we have our site on yudim maybe it should just accept that we're going to support first for materials but not for painting but the more things we add in blender it's going to get harder to really get for texture painting nice and then build yudim on top of that so that's kind of our stand it might happen for cycles before but not for the whole thing not for workbench it's a different problem same as for open vdb now we might have a new volumetric type but it's a bigger way to tackle the problem or just as a hack for the rendering in cycles only so it's how to draw the line or to draw the line I think we are hey how come I'm not looking at the chat today so maybe I am I'm looking at you I just miss a few things and a few questions so I'm actually looking at the chat and I'm also trying to you know try to interact it's a special day it's a special day it's a blender conference 2019 pre blender today livestream oh yes I still have to to prepare my talk for blender today live like for real live and it's weird because here I don't but if you're doing it live are you still going to do the Monday blender today I will have to it's my job why don't you wait now what is Monday because I'm actually going to Animago and I want I will actually will skip maybe we can just put the video you know to play of whatever we recorded in the blender conference yeah because actually there won't be anything new to talk about the next Monday and maybe I can work unless you do a whole blender conference report today yes are you going to be here yes on Monday is at 5 o'clock yeah pretty much okay so would you take over for one day yes I could talk about that and I go to the beach no that would be fun could try it let's see if it works let's not bad idea no but actually on oh the animago website I was clicking on the celebration icon but yeah I know the thing I wanted to actually to mention is that this week the coming week we can do that but the week after on the fourth I'm going to be at the animago conference in Munich so I'm not going to be able to to make this video to provide this high quality service that I call blender today so yeah if there's anybody around in Munich and at animago I will be hanging out there I'm going to be talking about blender blender 2.8 yeah blender 2.8 basically so I think I'm not in the program yet or I am in the program somewhere here blender track how to ask is here there you go so I am in the program and is here so it's at 12 p.m. it's a 45 minute which is going to make a half an hour talk and then Q&A it's on Tuesday 5th of November and I call it the 2.8 revolution that's nice cause also EV is evolution is pretty cool oh wow wow wow that yes so I know I actually did it because it's an evolution of 2.8 I'm going to talk about 2.8, 21 and 22 and beyond and it's a revolution for the industry but now evolution has so many meanings now I have an image to use alright so yes but this is in two weeks so no need to talk about it now we need to wrap it up wrap it up yes it's been a pleasure to have you all here and to what? the player's mine I didn't let you talk sorry no no it's okay at a great time actually it went a bit longer it's 1 hour 20 I think we're recording this thing sorry about that people that you're watching this at home or at work or I will make it call it a day last week I ran out of I didn't have sound so I had to home the epic music but this week I think I have it so in 5, 4, 3 this is like my warning so people can get there grab the headphones if they're not using them or take them off it lower the volume in case you're not using them because in 3, 2, 1 do they still use it? yeah they can hear us but lower so I usually lower this when I have the message to say thank you everybody it's been a fantastic week thank you Odelei thank you Fabo for the invitation follow Odelei at the Felinto yeah it's part of my work stuff it's mostly on Twitter so awesome and I'll see you again next on Thursday this week sometime someplace check out conference.blender.org ciao