 Mario! Welcome everybody to the community it's me Pablo and we are in Blender today live number 64 64 episodes every week getting here together closer to Blender 2.8 just following everything every change yeah PlayStation Zelda and now Mario 64 it's a special location right so give me a everything it's okay I'm going to start right away with them with them with the news with the updates because it turns out there is actually life after after the UI freeze in the last episode last week it was Monday and we announced yeah that the free the UI the user interface going to get locked so the documentation process can start and the the tutorials can be made and you can actually take a screenshot and Blender should look kind of similar until the until the release so with that in mind there were a few more changes that were done during Tuesday and Wednesday and during the week but now is for reals so there has been some updates in the user interface and some improvements and everything else is more about like actual backfixing so from no one actually the UI shouldn't change it shouldn't it's actually frozen if you go to the Blender developers blog here you will find to code the Blender order you will find a blog post by brecht about the user interface and API freeze which is also very important for people making your favorite add-ons with them with the UI freeze also means that sorry with the API phrase it also means that the whatever add-on is made like that works now it should work until the end until the release of 2.80 and so no more like breaking API changes it's everything okay yes everything is cool all right cool awesome thank you for all the thumbs up all the love amazing by the way we are live and the questions are going to be answered in a bit starting from here from Blender.today or Blender community you can go here and there is a this thread faster particle creation blended today live 64 you know how it is to come up with an actual name sometimes I take time to actually make the the event just because I'm trying to think of a of a name so yeah you can check out the the blog for a bit more information but that's basically there that the UI is frozen so you can now go and and make or watch tutorials or get people over to see to to to play with this new Blender everybody thank you thank you for all the nice comments no more changes to the API no so add-ons can also start to be ported to the new to the new API which I did already with I didn't do it but actually one of the the users here Kanseco he updated my own add-on Amaranth and I posted the fixes so that one should be working people seems to still be using it so okay let's let's get to it so my list is not so long today that's why I'm taking it a bit more slowly and more relaxed should put some jazz music in the background or just having a bit more chill first the last week I mentioned that the default shading type for the viewport so when you just open Blender like what you see here this cube was shaded with a matcap so that was that was something that it was done in order to improve the the look and the volume so you can actually have a better like before it was a bit too flat the way it will look and your your meshes and another improve another good aspect of having a matcap as a default is that it also it's a bit more performant it doesn't have to calculate a bunch of other things that the regular open GL lights so it's a little bit better for if you want to have a better performance to use a matcap but it had also it downsides for example what you see now here is not a matcap is looks like the matcap like the one introduced last week but it's actually an updated version of the studio lights hmm amaranth so people are actually using amaranth so studio lights what are they studio lights are like the in 2.7 remember in 2.7 the the viewport had like only one way of showing the colors here in the interface so the this specular for example and this is it is also just like a one studio light in 2.7 you would have these three little guys here that you can just move around and change the lighting but that was very limiting because you only had three lights and we only had like like a color for diffuse and specular it was very limiting in 2.8 this was solved by introducing custom studio lights so these are the ones that are built in there's just five they are supposed to cover like more cases they're more like a more contrasting out since last week there is also for example one that has more of a rim light so you can see you can quickly see what are the how your mesh will look in different environments plus the custom ones because if you want to have even more control in this you can go with the here with the cog icon and you can add your own studio lights which can be made from an image so you can install it and have a new one or you can edit the current one and you can for example go edit and then you can do exactly the same that you could do in 2.7 but in 2.8 and you have four lights more than three and you can save them as an independent yes independent light so that way you can have your own I think it has been around for a while that people not a lot of people were aware of it so when it was changed to matcap it some of the features got lost because the materials now the default materials in the viewport has two main changes besides the color that it didn't exist before in 2.7 which are the metallic so you can make it look metallic and their roughness so it's some kind of basic pvr-ish style shading that it wasn't possible before and when we were using matcaps of course the matcap takes over the entire shading of the of the material so these settings wouldn't work or we'll have the feeling that it don't they don't work so now they do and I think it's a it's a win-win and that's that's why we could change last last week there are four lights yes one more for extra extra extra extra next um next update is the wireframes this is a small one they said just just a default so um based on feedback from the community now this is how the wireframes look by default before they used to have the x-ray setting like somewhere um you know on a higher value so for example if you had a cube you will have this like dashed line because you would you wouldn't show it like completely um completely opaque so now it's in zero by default it's completely opaque it has a bit more information but at least it doesn't look like um like uh yeah like dirty or something like that it's good in some cases especially if you're doing like architectural visualization it's actually pretty pretty useful but not always so better to have better default same um same behavior you can change it you can bring it back but yeah that together with the overlays being in one by default it's a much better much better value than having it halfway like it used to be it was actually meant to to um be a bit more compatible like at least look similar to how to point as seven was but it didn't work out in the end all right let's uh move on the this is a small one the transparency last week i mentioned that a transparency now is showing here in the viewport so when you have um when you enable transparency you would see it here in the viewport the thing is that it was active it was enabled in both the look dev and in the render and actually where you want it usually is when you want to see it is in the actual output how it's going to look so that's why it got removed from the look dev so now look dev it looks a bit more closer to the rest and then um uh to the workbench or where you you would work and in the um not in the render settings also because in look dev you can change the background so you can actually uh change the lighting make it visible rotate it and that way you would uh you would actually you don't want the transparency there can we get the blue color of the wireframe back oh yes the change the colors were changed for a few days we had the um the theme a theme that i was working on and it got removed because of lack of contrast but i think the light theme is not oh which one is which um i think the light theme also the light theme still has it still has the colors so uh you can go there for some uh nostalgia which is funny because it's a change that it was only available for like five four five days so um yeah it's nice that some people actually got used to it so quickly or they liked it so for 2.81 maybe we can do like a pass on all the um theme changes that we want to do but not do it and take a few days before the freeze but do it like at the beginning so people can provide feedback and test it with more different setups and we can tweak it until it becomes perfect all right the um other setting walk those as those are a bit uh technical like the panels now can have a zero height so when there's no content you can collapse them completely that's a very internal thing also the quick favorite now if you see that the quick favorite settings show a different name than they used to it's because now the these quick favorites are showing the um the actual label of the operator not the not the internal id name that's a very technical thing and that's just just the heads up if you if you see that your quick favorites have a different um a different name it's because it's using the proper one now then um some changes in the sequencer but i already mentioned last week it's mainly about organizing the menus the panels also got sorted out a bit better there is the um there is a default tab now open so when you add for example a a strip by default it's going to be open in the strip tab where it actually makes sense and um everything it's a bit more more tidy now the other fix actually um it was a fix slash improvement so should i go back to a regular theme so people are not confused when they're watching okay there the other improvement in the ui one of the last ones to to squeeze in in the in the changes before the freeze is the the x mirror and the auto merge those two options were a bit not hidden but um yeah hidden yeah hidden in a way so when you're in edit mode you could have the um in the options panel you won't have x mirror and then auto merge thing is these options are a bit um they're used a lot they're pretty often and x mirror if you have it on or for example if you're sculpting which is on by default when you're sculpting the x mirror it's always good to have them at hand right to see when they're active or not so in the top bar now you will see that when you're in edit mode for example if i have a little monkey here that there is the mirror icon and there is an x when you are in edit mode because at the moment only um x mirror is available for editing so now you know if you enable it it's there or disable it and you can also have it here on the sidebar but in case you're doing something else it's good to know if it's active or not especially the auto merge editing which it used to be in 2.7 used to be down here the auto merge this this little icon it's now in um in 2.8 everything okay yeah also i like the the light thing it reminds me of exercise softy yeah there is a soft image there there was a somebody made a theme uh about it in 2.7 if i'm not wrong so the auto merge is the icon next to it so it's auto merge editing it makes it so when you snap one um vertex to the other for example if you use snap um selection to active then it would um remove the overlapping vertices and it's gonna only keep one copy of them so another improvement in the ui the option is been there for a decade or or more full can susan oh what is that because of the ears yes i'm a bit slow today um next the compositor header changed a little bit that's another of the changes in the interface there has things have been shuffled a little bit more um just to make it a bit more consistent the pin icon doesn't have a button background anymore just to be consistent with the rest the backdrop um used to be on the one side and then the settings on the other side now everything is on one row so that's that's quite an improvement as well and it still looks a bit different from the shader editor that it keeps everything in the centers i'm not sure if the this pin maybe should be on the right but we shouldn't be changing ui at this point so should stay like this until um until the 2.81 where we can change things again but uh those small things what is allowed to be changed though is maybe the tool tips trying making the the explanation of a tool or or a setting or whatever a bit more clear so that way um we can improve we can maybe documentation written documented may translations are gonna be affected so it's not gonna be changing until the very last day ideally so translators can start working on it but um there there should be a bit more more room for more time to to improve these things we are almost june is crazy so wait we have one one month until two point eight no a bit more six weeks eight weeks until two point eight it comes out what should we do what should we do and like a special show right should get uh i can get ton to come say hi hmm that would be very that would be well it's two point eighty should it's kind of deserved by then it will be like a 70 episode or something like that so more of changes the key map i think i mentioned this one last week but it wasn't implemented yet the um one of the drawbacks of the the left click um select by default was that for scrubbing it was right click select by i did for a long time and then people got used to it and when the context buttons were like this concept of always having the context menus under right click so if you're in the viewport and you are in the any any editor basically have the context menu on the right click it meant that meant that yeah you can't scrub on right click because otherwise you wouldn't it would be inconsistent and you have to hold shift for the context or like every solution wasn't perfect so the to fix this you can scrub with three ways three ways of scrubbing on an animation editor the most common one is on the here on the on the buttons in the new scrubbing area you can just left click and drag that hasn't changed then the other one that was introduced before it was the same way you said the the 3d cursor in the viewport when shift right click you can do it here shift right click in the animation editors or you can also alt left click so if you're using a pen this should be actually the simplest way of of doing it so you can either either point to this little tiny area or just hold alt and left click which by default in the pen it's just just like the the the just just tapping on it so yeah scrubbing area Pablo you can scrub using the scrubbing area yeah but the scrubbing area is like 30 pixels and the editor is like half full hd so that's why it's useful to have a big area to scrub so um i know it's not it's not an industry standard to have a huge area to scrub but you know sometimes industry standards are not to be followed or they are but there should be alternatives that are superior otherwise you never innovate right more in the key map another change was and to replace what to to add a menu for editing the normals you know that in now in blender 2.8 the normals they have they're have way more tools they have the new custom normals a summit of code project in it so there are so many improvements that it deserves its own menu and now it's assigned to um alt n so in alt n it used to be for flipping the normals so in order to keep that fast workflow now the option for flipping is first but you still have the the regular um shift n and control shift n for flipping the normals back and forth so the um this normals menu now is um in alt n and another feature that is connected to the to them to the normals editing is that for example if you have for example like you have a normals and before when you had to um when you wanted to change the custom the normals of your mesh you will have to have autumn autosmooth enabled otherwise it doesn't work it's like a this is a requirement for changing the normals you have to have it enabled but um autosmooth is not enabled by default because it's not very um it's intensive on your on your um in cpu because he has to calculate the the angle of the normal so it's some people were saying that it should be an own by default but if it's gonna bring the the if it is potentially can bring the performance down then it shouldn't be enabled by default but for editing the custom normals you have to have it on and it's a it was a bit of uh if you will be playing with the normals and you wouldn't see any change because maybe you forgot to enable autosmooth so now it's automatic now the moment you um start editing your normals for example uh let's say i want to rotate the normals of this so i go alt n and then rotate and if i as soon as i um hit the rotate um operator this autosmooth enables automatically so you can disable it and then if you run it again it turns them on so that way you know it's gonna be you always gonna be working on that so yes all right let's actually i need a moderator in this uh in this chat now next question uh question no next improvements in the um the grace pencil has a new brush which is just a preset so there's not a it's not a huge news it's not like a new feature it's just a new brush called draw soft and it has a bunch of settings um so you can have this kind of nice um like a airbrush kind of style so it's pretty pretty pretty nice and it's a built-in so it's just a preset it's not like anything new but still worth mentioning also worth mentioning is that the um to the animation template the one that you can start doing grace pencil stuff right away also got updated to feature some of the improvements that were done through uh to the ui recently so it's um it's uh quite an improvement so you will find out that now we don't have two editors anymore now it's just the one so you have to change it like you don't have to access the material so often now because many of these say of these settings are actually down there are here so or they are on like right click so the ui has changed so this is an improvement i think it's done by the by the grace pencil team by the way all right let's let's move on brush tips cool yes what about the render timing what about it the improvements on the on the viewport on the ev there were some rewrites some big cleanups on ev so if fewer had like issues with your graphics cards in the past make sure you download the latest and just test it again because many of those changes are for fixing compatibility and improvements you know overall improvements in the workbench in the look dev and the ev ev look that is basically ev under the hood all right i think i covered everything there is some python um for more like the interface that the toggle setting for the checkbox now allows an extra setting which is called which is like taking the default but it also has like a toggle on off and that will make it a checkbox so if you want to have these more like fear making items if you want to have an example for example go to the visibility settings of an object and check out the code for this it has a toggle thingy setting and that is it let's move on with the this change i haven't mentioned last week and i'm gonna just bring it here so you can read it because it's um gets a bit technical but it's a change it's a breaking change in um incompatibility it happened already last week so if you open your file and something changed regarding color management just make sure that you read this and write down the changes so the naming especially of the of the the look update the look update was the color management configurations it was um it was some of them were wrong or some of them were not really accurate so they were renamed the thing is that these these are basically files on your when you install blender so if you change the name it means that when other um older configurations older blend files are looking for those files with configuration they're not going to find it because they got renamed so it's um you will lose compatibility but you should be able to bring it back rather easily all right more the title of this um of this video it's about the particle optimization this is an improvement that it's crazy crazy good it wasn't even planned it just came out out of nowhere and this is one of the the the things that it's nice to to talk about when you talk about open source how how these changes that no one was expecting it's an improvement on the particle creation so when you create um when you create particle systems you um that the calculation of it it was a bit outdated it was it had a hard coded number for the maximum number of particles that each thread can um each of your computer threads can calculate so at the same time so I think it was 256 the amount of actually I have it down here it's um here so particle optimized yes so the the number was 256 and it was really out the outdated so basically each of the thread was wasn't doing enough of what it can do so the number got increased and now creating a ton of particles went for example in this example in this example on cpu four million particles created went from 30 seconds from like taking 30 seconds to taking four seconds so this is huge improvement and it's just some part of the code that was outdated and and the developers never got to um go there and change the value and test it and test it again so this is another example very very good example of what happens with open source right you have the source there available someone stumbles upon this change and it's like hey this hasn't changed since 2010 let's let's try and improve it so they um this was first proposed by juan ja rodríguez juan ja it's a bone studio actually it's um he's usually here in he has a youtube channel on on youtube and he makes videos in spanish and in english and i like the videos because they're a bit more technical for example they talk about mantaflow or um or about um more like hardcore stuff that is not usually covered in these videos and also animation notes at some point and it's pretty pretty nice um that working with the particles found this issue and now together with the feedback from other developers testing back and forth now it's here and everybody can actually benefit from it so let's move on um compositor file output okay this is an easy and to show basically the the file output node if you're not familiar with it it's a node that um lets you output files so you can save any moment of your of your chain you can just basically output it to a to a file and this was actually missing uh if you're doing a stereo you will uh you will not find the settings for the stereo settings so for the stereo left right eye for example so now if you have stereoscopy here you will find that the properties are um they're available for the stereo 3d stuff which were there before then the i'm almost done by the way i'm almost just starting and the transform tool is back that's another change um some people were missing it and based on feedback from the community that it's back for good or for bad it's back and the last one which actually can read more here in the here in the um upcoming changes of the UI meeting of the sorry the meeting of the developers meeting is the sequencer here sequencer smarter cache invalidation makes interactive moving of strips and tricking strip properties much smoother so the remember the improvements to the cache of the strips that i show a couple weeks ago well now the the invalidation so when you make um so basically just keeping the cache when it makes sense and removing it when it doesn't it um it got much more improved by richard antelik so thank you richard for giving some love to the blender sequencer then the um other improvements that were done they're in colada they're there's two the lights they're here i can actually read all the these changes some of them i already covered and some of them are better explained but yeah basically that's about it for this week let's move to the questions the transform tool is back yay all righty people are excited about it do you really use it do you use it you know you can also from the um these options here you can assign them to your quick favorites or even assigned a shortcut so you can do so for this if you miss it you can do it from here if you're using the compatible key map i think it's now assigned to the t key if you're using i'm not going to change it now because i'm going to mess my settings but i think it's to the t key all right questions time i should have like a music like a like a transition music to it let's see so there were nine messages when i just visited and now we have 27 wow you're behaving nice thank you all right let's uh let's let's get to it um i'm gonna have some water first and just have to make sure that everything is okay will there be improvements in physics simulation uh okay these are multiple questions but uh we have time now we still have 25 minutes so let's take it easy will there be improvements in the physics simulation not for 2.80 but it's it's it's planned for future of the 2.8 series so yeah not not for 2.80 that there are no improvements in there yet however this fix by Juan um by Juan Jea he he came out of nowhere and you could consider that a kind of a physics uh improvements is actually a particle improvement but um it's in the physics department ish and it's not planned but you know these kind of things happen of course as long as the feature is not going to break um compatibility but if the physics simulation is going to be improved uh soon enough with the month of law coming is there a workflow to do animations in tools like spider verse a workflow um there is well not really that i know besides like you can animate in no there's not really like one that i know i in my addon actually so for example if you you can just basically move every two various every two frames and in um my addon i had a setting for animation to change the um how many frames you would move with when you jump animation frames but i think this didn't get ported to the new version i think um if it's still even working yeah frame jump it's every 10 but now the yeah the i i need to have them the um shortcut which got removed the shift up and down i know it's there now huh yeah so it's still working shift up and down with this addon enabled called amaranth goes every 10 frames and if you make it two then you can have it to go every two frames so you can have for example a you can start the keyframe and then shift up and then it will add every other two frames huh so it actually works interesting good use for it but no there's no like a um like animators usually it's just animating too but a workflow per se it's by hand i would love to see onion skinning for non-responsive objects yeah that would actually be pretty nice pretty pretty nice and having i've seen it being used in animvr and quill i don't i don't see how it wouldn't be useful no no of course everything i don't think anybody disagrees with that all right um fred asks hi cool blender foundation bring back all the shortcuts from 279 and right click to 2.8 yes there is already a key map when you start blender i think um for the first time you can choose the key map but you can go to the input key map sorry input a key map and choose blender 2.7 once you enable it you have the google 2.7 way of working so that's already there just for people who are more inside blender over the years more than people coming from other software i'm playing with 2.8 and the industry standard key map is absolutely slow yeah if you're using blender for many years the industry standard key map is gonna slow you down just if you're using blender for years just use blender 2.7 the key map from 2.7 the one you can choose here from the settings and that should be fine but if you want to be future proof i would say just use the default blender and add your own like add your own changes you can even export it and keep it on your own even if you are using the the blender cloud addon you can save your settings in on the web so that way you can keep it around but um yeah if you want to keep the speed just make your own based on because i bet even though you use 2.789 shortcuts and you love them i bet you didn't use all of them and some of them will get on the way when you are not really using it um i i know because i had that issue hi paolo it's from italy hey the ciao to channel will blender ever get very in this indices weight tables alongside with cleaner control over them it's kind of technical but i feel it's important to have access to those without relying on python scripts i'm not sure what what is what that is though plus the smash sort elements menu still present though we can display verdict verdict indices in the mesh analysis panel anymore hey how can how come not that should be available isn't it verdicts oh wait wait i think that's a developer setting so if i enable developer extras in the interface then we should see the mesh analysis or there developer indices so you can actually see the index of every um of every you guys get to see it of every vertex yeah it is there it's enabled it's just not uh too obvious because who i mean you unless you do development for addons or seeing the index number is not so like trying to simplify it for regular users then um what else the verdicts indices and tables so you mean like the weight paint so if i apply um weight paint to this area for example i paint here and then you mean having the vertex weights list for the active vertices or i don't know if this is what you mean sorry i'm not familiar with the concept in other um in other softwares but i hope that's it what you were mentioning referring to pkgo hi paulo and the graph editor when auto king is enabled a new key that transform values in the properties or sidebar the key curves get deselected unlike when you do it in the 3d view it's annoying at heck the graph gets some attention when you auto king is enabled a new key to transform the curves get deselected that sounds like a perfect cut did you know that now in the dev talk forums we have a new paper cut section which um in the past in the the paper cuts were only or mainly focused on ui like interface stuff so there is a blender interface paper cuts thread and in um now recently we made a section where you can actually mention other kind of paper cuts that you have and it's i think it's better because you can have a bit more of the discussion going you can get people involved and you can describe these issues much better so please um describe it there because it sounds like a paper cut sounds like an annoying thing that it should be fixed maybe even for 2.8 2.8 it still fits i mean the this kind of behavior if they don't break anything it should be allowed to be in no guns dual the y'all have any plans to keep the option to color object layers in the collections window collections window i guess you mean the outliner to color object layers now how you can color layers in photoshop and substance painter if not please for me this has always been an invaluable feature in other programs to help me stay organized thank for your time long live blender yes these as being proposed already on on the um the right click select forums here in the community and i think it's uh it's great yeah it should be it should be down i think it's on right click select.com it's must be like layers or like color it's um in the dope sheet and yeah somebody proposed this the other day to have the colors of the keyframes um it it was somewhere here i think it it's a very good addition and it should be should be done but um it doesn't fit in 2.80 but in 2.81 hopefully i think now that with the 2.8 with 2.80 and blender getting so much tension and so much love we've already seen in this development process that many new faces are coming are showing up to give to lend a hand and help with 2.80 forward and making patches and if this trend continues which i think it will because 2.8 is going to bring a lot of more people in it's uh and more funding to blender so this could grow i think we're going to see a lot of these um paper cuts being being fixed if you look back one year ago there were not as many contributors um like community contributors as there is now so pretty nice all right next question chris had new amen d gpu's a new cpu announced um announced yesterday so hopefully blender will take advantage of the of the thing that was announced yesterday i mean yes i hope so and um in the past amd entails or like um they they sponsor development to improve those uh those areas in blender so we can't say anything because as you said it was announced yesterday actually i didn't even know i didn't check the online stuff yesterday in europe there is selection time it was elections time so what things were a bit uh on other areas the focus was in other areas the dragon why is the way why is the lock object modes and lock in interface on by default i did believe it was a bug and reporter that i will not select any objects in post-mode did you do that get more bug reports no of course i don't think anybody's looking for bug reports but um yeah it should be maybe we can discuss it and maybe it should be turned off lock object mode is a setting that he's referring to which locks the mode you're in to like prevent you from going away from your active mode so if you're in post-mode and you accidentally click on an object that it's in the background by default is not gonna do anything it's like ignore those uh objects around because it's not gonna change the mode but if you had another armature in the back that also was in post-mode then you could switch back and forth so it means that you have two armatures and you can switch back and forth in um in post-mode which is great it's very nice and it can get annoying if you have an object in the back and you click on it and then you go in edit mode it's super annoying so this is what it's trying to prevent however it's a change in the workflow so a lot of people don't like this change especially because they don't know about it and and it's new so the this setting was added and um should it be default or not let me know in the comments please good to hear your feedback but try to be objective try to be try to put yourself in the mind of a new user that doesn't know about this feature and that it's trying to select the bones and then the object in the background gets keeping being selected or like I don't know let's try to be objective um we uh or advanced users can take a blender to the liking but the new ones should get a little bit more help you know walk by the hand for at least for the first week all right next question frost crack studio why can I use the left and right arrow keys on the save menu and will the render image and render animation button return to the render panel um the render image and the render animations buttons are not going to return at least for 2.80 because we are in UI freeze mode where the interface shouldn't change so for now um f12 and control f12 will do the the work the first question why can I use the left and right arrow keys on the save menu like save menu you can do left and right I think this is this is what you mean or in the on the browser you mean then um the the columns you mean no then it it's just a missing feature like that that's funny like like why can I do that it has been implemented yet but those things if they're really expected and that's how it works in every other file browser then those are very good candidates for paper cuts and they're not even that hard to to be fixed and the community could even contribute to it so that would be pretty nice hey Antonio is Antonio yeah blend it's in the chat and he's a he's a developer of grease pencil so uh bugging with the render grease pencil questions right next question Kyle Aquile Moreto hola Pablo there are any plans to replace the bones layers inside the armatures with the collections um no plans but like it eventually will happen right we we seen the improvements in collections so what he means is that the objects when you are seeing an armature the armature internally has layers bone layers and it had the same for 2.7 but now in 2.8 the object system was upgraded to use collections but the bones inside haven't so I um this is something that will happen and I think it will take place together with the animation the the animation 2020 project that don't really wants to push which is going to bring the character pipeline and animation tools in blender to the next level but it's 2020 yes it's a while from now so but we survived so long with it so we can keep pushing a little bit more they made uh they animated next gen the netflix movie with it so we can survive a little bit more a few more months um it was a bit too much like to do it in 2.8 it was a bit too much work together with them with the already in traditional collection for objects and that was a that took so many months changes until the last few weeks uh improvements in the outliner imagine for for amateurs so um even better they're like the question also continues saying are there is there any plan to bring back the old oops or an outliner with nodes um maybe the everything outliner with nodes uh yeah the oops window in 2.4 blender 2.4 used to be it was amazing actually um blender oops and it was basically like a node view of the relation of your objects in the scene it was awesome so the way you could see um I used it a lot I remember back in the days this is from blender 2.4 so it's when blender used to look like this so it's for all parts it could get messy really messy but you could see the connection like in a very visual way between the objects if you had an an image that you didn't like you don't know if it's being used by something or like like just to debug your scene it was amazing you could see it here so now the that this editor died in the 2.5 moving when 2.5 but it was super nice and I think maybe with the everything nodes at least or like it's more like a visualization right you can't time will tell I think but um it's a it's a very nice concept maybe we can be done with uh with an add-on right like uh just with a new devs graph go through everything built with an add-on maybe like a new node system because you couldn't edit stuff here either so it wasn't very it wasn't the most useful it was more need for mainly for seeing things all right next question jing is pablo could you please inform us about the work on fixing performance regressions in 2.8 and opens up the modifier performance as well it it's way slower than it used to be also is there going to be any rework on the current undo system yes there is a uh there is one of the main topics to continue improvement from here to the end which is performance and bringing blender add to at least as fast as 2.7 and faster in many other areas so yeah it is it is planned and that that's the target for now until the the release of 2.8 80 and uh further releases is to make it stable and fast john do you guys know do you guys have any statistics or charts on blender popularity over time has development fund donations increased over the years downloads how much of an effect has 2.8 has 2.8 it hasn't even been released yet and it in and like the the builder the builder builds are being super like i mean increased so much but people also download downloaded many times even a day in the same day so it's not a good a good way of counting the downloads but actually on the blender website we every now and then we'd run some stats in the about section website you will see here the credits and then at the end you will find the statistics so you will see that the last time we did this blender in 2017 so imagine two years ago when the popularity was i mean blender was popular but not i think it's much more now and back then it was uh six point more than 6.5 million downloads per year so in the whole year 6.5 millions and you can go a little bit back and you will find that it was also downloaded a few um a few million times a year in 2009 10 years ago blender was 3.4 million times per year um in 2009 10 years ago already 3.4 million times now uh 2017 6.5 and i think it's going to go even more so maybe we can update this uh with 2.8 2.8 comes out this year at the end of the year we should update this value yes remind me so me a reminder like hey paulo update the stats and i will i will run a um an update on this because it's super fun to see and i think 2.8 is going to be huge about the development fund it's um this last year has been going up because we are promoting it even more often but you'll see i don't speak about it too often in the live streams with which i should because this is what actually it's literally paying the salary of the developers which is giving me what to talk about here in the live stream so uh recently intel joined for the as a corporate um um sponsor so together with these people are amazing and also the bronze the ones that contribute five they're not listed here but they are in our hearts so thank you very much everything helps um j80 i know the ui is on lockdown but for the future can we get a widget or brush for working with normals it would be more intuitive yes the tool system needs to be improved the 2.8 is like the foundations for a tool system so some of them are implemented not all of them like the way we want it maybe but it's a good foundation to keep improving on that so yes next question according to blender preference key maps says still the action should do navigate or gizmos but for me it goes to fly mode uh fly mode is navigate it's uh it's the same it's a navigation then tolls wise next question there's something small that always confuses me the options in the menu option convert to make me think that this menu should be very called convert from that sounds like a paper cut so let's uh please add it here you can even tag it add an attack called user interface and that way we can we can see it but that sounds like one yeah and uh this one about the tilde um maybe you can report it as a bug if it doesn't work as expected next question hey paulo love the show hey any info about data smith supports for blender is there unreal engine workflow to import 3d models and stuff currently supports 3d max revit sketchup and even supports vray materials from 3ds max a simple no is uh is fine so any info no actually i'm not familiar with it but maybe it's would be good if uh people instead of asking blender to make an uh to make support for it is to ask the companies behind it to support it so that would be that would be a bit more that will show them interest because if they already support all of these ones 3ds max a sketch up and the rest they if they see people actually using blender then that would be um the best way to show support for blender and for their format alone then hello paulo first of all you're doing an amazing job thank you very much that's very nice will the timeline dope sheet nla i always have issues saying that word nla editors have one interface with different modes or will have to keep switching between them all the time so um unifying basically well the the dope sheet and the timeline maybe they could be they could be one thing because they are especially now in 2.80 they are very similar but the nla is completely different thing is like the nla is closer to the video sequencer than it is to an animation editor i think um i think they still are two different things but the timeline and dope sheet i i agree any chance we'll see a built-in modular rigging tools they're um easy to use like 3ds max um cat consider really five super complex and doesn't have procedural animation editor included i'm a wider of auto rig pro adam but it's not built in adam no it's not a built-in and have no procedural animation interface this could be part of the um stay connected with the updates on the animation 2020 project because it's kind of feedback is super super nice so please keep talking about it when the animation 2020 project goes further daniela palmes keep this one paulo you answer my question before the question section okay i already hate it um thank you for your question though set corp asks hi paulo first say huge thanks to gamble um for making great work in 2.80 now we have another key we can use i'm happy to mark clear seems much faster than the menu my question is shouldn't the review panel move to the cyber and the transform info move to its place this will make flicker ui less prominent and more clean uh yeah actually there was a task on it but it shows there was no time but there is a task in the fabricator about um it's in developer and then it's something about tab make the redo panel also appear here so it's a it's a task from last year from november by willem about basically doing that and it's uh yeah there is no no time basically but there is a thread already going on here where you can um contribute to the to the discussion next comment on the new intel bag zombie load shutting hyper threading kill cycles render times is awful i haven't heard of this one but um i haven't i actually haven't heard of that one is it the the the the series bag about the uh i'm not sure i'm not familiar with it link please next time any chance for real-time denoising in cycles viewport uh i think yes it should should be actually there are addons already making that so it should be possible in the future next quite oh wow we are actually one minute past the last um the last one sorry uh it's the last question so let's do five more and then let's call it a day hello pablo have you seen some plan to implement textures for light sources in evie no plans uh i heard of plans of it for it especially when unifying cycles and evie but it's not for 2.80 but for the future um for the future for the future are there any plans to add more cat-like features like a more advanced snapping more tools for accurate modeling i know that blender is not and will not be a full cat software but there are hey why not it could be if the community makes it and there's no reason not to include those fixes it's not just for cat everybody wants a better snapping tool i bet if you tell an animator like hey i want to improve the snapping there's no gonna say no i think it's probably a huge huge improvement it shows that there is not enough um developers interested in that area or like even companies to hire those developers and improve that area so if there was support for it like more support from the community i bet these things would absolutely be part of blender they don't conflict with anything else so i think should be part of it if there is support by the community all right that was five four number three hi paulo why does the wireframe node in the node editor always shows the meshes triangulated yeah that's a limitation sorry which is now improved in the future versions of blender also when is adaptive sampling coming into cycles 2.80 2.81 when is adaptive sampling yeah no 2.80 no that's for sure in the future maybe but um especially now there is a uh um improvement actually there's a task already in the discussion for a while that's patch but not for 2.80 for sure because it it's all about fixes now um i've been using it in another branch from theory studios yeah ah yeah actually it is there but it's not 2.80 um by the way this theory studios you can find it in the graphical you can find the builds there is usually builds and somewhere here all right next um mesham asks selection highlighting before clicking there is an all popular yes i think there is a there is a thread about it already discussion people are asking for it for a while next question is a is it possible to come back collective to the top bar collective to the top bar i'm not sure what you mean um but it yeah i'm sorry i'm i don't i don't know exactly what you mean by that maybe uh maybe the panel the collection view this one i think you mean not sure uh that dragon will the merge vertices be added to the special menu when you're working in edge face select to special menu to the context menu you mean um maybe that that uh that sounds like a visible paper cut so please drop it here maybe some we get some feedback from other people because the thing is that the those menus are huge already so let's um let's see if there is room for another uh entry in there and the last question so i think it's a bit more than i was supposed to but it starts with a nice high power fantastic show so i'm a bit biased then uh he asks or she asks any plans for new animation tools in 2.8 2.71 had bone ghosting i said it it's gone in 2.8 also are there better motion pads motion pads yes and editable hopefully but the better motion plans but pads it's one of the main main features and topic to cover in the animation 2020 project and related to the any plans for new animation tools yes this is this there is a big thing i think this is the next big thing together with the sculpt improvements in the asset management too i think animation is going to be the next hot topic for the next at least full year or more because it's um yeah this project is basically to bring blender to main to bigger more mainstream studios they need a animation pipeline so basically bring it to the top level of the industry without the atoms because the industry tools are good if you just put a bunch of plugins in it but uh blender should work well out of the box all right out of voice i'm running out now so let's uh let's let's call it a day thank you for tuning in sorry i haven't been paying a lot of attention to the to the chat here i i was completely sucked in by the by the questions but i hope everything it's okay i see you guys are helping each other that's a spirit that's good to to see and i will uh go now because actually in a bit in the i'm going to start another live stream if you speak spanish i speak spanish there is blender oil channel and i do this exact same um live stream but in um in spanish so check out the blender oil channel if you haven't already um i do it in a separate language and this to encourage other people to do this kind of thing why is it not anybody i'm doing 64 times these these live streams and the other ones in spanish i'm already 76 so why is no one doing it in other languages why isn't there a blender uh odd g there is the community but uh you know in italy and in uh french in portuguese all the communities they should be doing it please take this as an invitation to take the blender oil brand and do a blender today and do it you know on language so more people can learn about all these exciting changes happening and maybe it's less exciting every other week so we have to find ways on how to make it um more uh you know more uh inviting people over or see get it get it a bit more action maybe i can just actually use blender for once when i'm doing a live stream maybe that will help or interviews to the people from the community that could also be fun anyway i well i'm way over time i'm gonna leave with the exact same uh way i always say goodbye and uh yes that i fell into that was a hint to you to start making videos in uh in portuguese about blender updates you're as a developer you should be uh even more close to the what's changing in blender so let's go if you're wearing headphones watch out because in five four three i think i was a bit too fast sorry about that thank you everyone i will see you again next week same place same time for blender today is 65 yes ciao