 And we are live and we are live live on the internet in real time real time Hello everyone live from the Blender Institute. This is the first live stream we do here at the Blender developers channel and we happen to have a developer would you call yourself? So hi everyone I'm Tom Rosendahl the chairman of Blender Foundation, original developer of Blender. I'm running now the Blender Institute and the animation studio in order to skyrocket Blender into the future. What a great introduction yes skyrocket what does he have to do with rockets? I don't know rockets why it happened coincidentally I think. Yeah some guy in the studio made a design and then there was a little rocket in it and he was like oh that's cool rockets yeah everybody loves rockets but we wanted to wait for Elon to send his rocket up because if that thing would explode we would have picked a different theme I think. It's a good thing that he went fine. Thank you Elon. Thank you Elon. So we decided to make this live stream just to clear any questions that were left on the on the code quest this new campaign that is launched by Blender is the first time right after the first crowdfunding that happened 16 years ago to make Blender open source then since then there was no crowdfunding for actually making Blender like there were four open movies in 2010 eight years ago there was a Cintel which was an open movie to get 2.5 out of beta out of alpha even so now it's a good question I didn't realize that it's a very first time so that I never thought we would could do a campaign like 2002 again that was so massive I thought well you cannot do that every year that's too much and the open movie concept worked out fantastic because people really like to support those little projects and they're a little firm very tangible and it appeared clearly to help Blender forward but for this state several 2.8 we wanted to connect it to spring at the current open movie we are making here but also that is not working fast enough we have one or two developers in the studio we can work on it but 2.8 is massive yeah it's really big we already have online eight people working full-time on 8 people are working on Blender full time but in all different places and you can see online what they're discussing on things when they have an architectural discussions it's complicated it's really complicated and we had Dalai working here for one year and we spent so many hours on architecture and review where I'm making diagrams and looking at the structure to really figure out if we're doing the best that it's really going to work well but Dalai had to go back to Brazil social life you know yeah actual life yeah and then those things slow down like I miss the the focus and the speed of welcome what you can do if you put people together so yeah with everybody I thought if we move on with this speed 2.8 will take another year at least so it's best to do something to speed it up and what would be better than having everybody all the full-time developers coming to Amsterdam for not for a week or for the workshop but for a month because it will take a month to get over everything but for three months at least at least put them on a target to get 2.8 dawn this summer specifically I want it to be released at Seagraph in Vancouver in August what do you mean by released final final no something usable version something you can use no production maybe but it might not for production too because we will use it here in the studio yeah so the guys who are working on spring will suffer like no one ever before suffered and they already suffer right they know they call it the blender open movie experience you have to suffer but what they do is similar to what Oblander use to suffer too yeah they suffer about software and then we can better suffer first ourselves and fix all the stuff before you make everybody else suffer yeah because especially at the very beginning many of the things are so basic in a way that like why making everybody suffer so that way we did it I remember for Cintel 2.5 all the tools from 2.5 2.4 had to be ported over to everyone each of them one by one yes so you were missing like there's thousands of tools around them yeah then you had only like half of them yeah and which ones yeah the ones you probably need and then you need one more and one more so having Campbell especially Campbell and right here Campbell especially having here and right we had here yeah I was coding you were coding so it was three developers here every day it was it was amazing because I remember not even like unwrap was there so it's like Campbell can you add unwrap okay unwrap so it was really basic stuff so having people here so how is how how did it all start is this letter 2.8 called quest why is it a quest it is a quest an adventure yeah of course the first thing I always do if we start a project if we have to get a name without a good name I don't want to do a project yeah so we were looking at spring things spring but that was all too much complicated yeah and it's not a sprint that's point is two or three days or a week developers together it's more like a big thing and as usual we do things nobody else did before so we are going to call this a code quest not a sprint it's a quest to abduct all the core developers of an open source project put them in one place together give them a big task which is really big enough for them to work a couple of months so that's of course curious how far they will get but I know that the architecture is mostly finished there are some details a lot of details that are unclear often that's why we have to get them together but the core of 2.8 I think is there but as usual for every project the last 10% is 10 times more work than the first 90% so it's always the last bit and the last bit will be the difference between a theoretical design which could work and software you can actively use everyday yeah and that part had to make it really usable tested in production and give it to artists and make sure that people will be happy to use it everyday that's what the code quest will do yes because blender 2.9 development is already happening for over two years right yeah we started in 2016 so this is why it's important to bring everybody together and finish this once and for all yeah plus I also want to get more excitement for all the other aspects of 2.8 and we have EV which is mind-blowing everybody we have of course grease pencil a little bit less known but in the animation world I was at the conference two days in Brussels animation conference and festival and if you show them the grease pencil demos that everybody's like oh my god what is this I've never seen this and this will help our workflow so much if we can cut this 3d integrated to the original environment so those two things are important but there are many more things going on behind the scenes there's somebody coding the dependency graph and nobody knows what is it what is the dependency graph about why am I doing it the Russian you say every day why am I doing this sometimes you forget but it's basically the animation system and the dependency graph means you have a property that updates animation and you want the chances everything that's related to it to update correctly and as fast as possible that means mode to thread it sometimes you have to copy data and then apply it in a smart way because your viewport might show something else than the render yeah a good example is people who are using cycles with hair if you have hair on a higher detail level than in the viewport when you render things then hair disappears in the viewport or you cannot even have two viewports in blender with different settings like for a real-time playback one window and one window that shows in OpenCL how it would look like rendered or having a viewport with cycles updating it in a certain reasonable render quality which is different than what you want to have and final so all those render qualities to manage that is what dependency graph is doing but it would also solve the problem that you can have multiple characters to I don't know like duplicate it have a character the same rig but multiple actions for example that's a problem I think having forever I will be solved to get all the proxies for example and one super exciting feature will be that every window then if you have two monitors you can put two separate windows there we can give every window a complete different time yeah so you can have the same scene or two different scenes but in the same data a different display different times so you can have one window with the animation playing and then another one that shows the key frames and the still pose and you move the pose around you can do things and the animation will update magic so I haven't seen that because that's maybe it works in Disney and Pixar we'll see what we will get that work within weeks within weeks maybe it already works but he doesn't show it wow so we have we have evie we have we say we have evie response in so to the animation we have dependency graph so awesome animation stuff that asset management for years yes it's also very hidden not many people know about it I think he likes that a little bit less pressure making cold and I don't want people to breathe down their necks all the time but it's about time to start really bothering him because this asset system has to get used and it has to lead to really nice interfaces yeah one of the things people find blender a little bit difficult to use in is that we don't have a good way to present presets all the software cinema 4d or substance painter that kind of programs you start them up and you got this really nice previews with list of materials and textures and things you click on them you drag and drop you edit and it makes it pleasant to use not only for new users that I can quickly understand what goes on but for people have to work everyday on unwrapping and texturing or on shading or whatever modeling it's important to have your interface that way yeah we're making making a simple glass shader a simple tune shader have presets for that and making your own that's very important especially if you're working like a big production you have characters that are already set up or you even have a character with variations for example so that is very the same thing for both the post library is a good example of assets but you also have external files a lot as the asset manager has to make sure that external files are accessible yeah and that you can set up a project and say okay guys we're going to use these textures and these say this and these models and whatever so you make a number of standard look shaders assets or lighting lighting setups you can make everything an asset and then you can import them in your project without having to worry about all the linking of data that kind of things will be like having an unlimited custom set of primitives models say this everything node groups whatever it is so what's number four number four yeah the containers of course the whole view layers and collections and the render engine so the blender layer system has been kicked out and replaced by a modern system yeah people at first said yeah I want to give layers a name what why can't I give them a name that's that's how it started yeah you want to have a named layer okay but there are more things you want to do with layers and if you study how modern 3d tools that are working with layers it is more with a layer you group like how something is being displayed basic thing so layer is you have your view or that's a rendering or part of the compositor a layer is a view on your data set and you have a scene and you say oh my god layer and that layer is the representation of what I've seen what is in the scene yeah and it can be different types of representations so you can have multi layer we already had that in one for rendering multi-layer rendering so one scene can create multiple pictures and these you can composite similar we have now in Blender totally integrated all the few ports have layers you can have as many layers as you want and every layer is a way to look at your scene and that can be anything it can also be like I want to look at this scene as in wireframes or I want to look at it as an easy or what to look at it as for say I want to have collections as a new concept we have groups of objects it can be automatic groups like all the lamps or you can manually collect collections and say well in this layer I only want to have collections A, B and C and in other layer I want to have collections D, E or whatever it is it will help you organize and you will work that workflow related but it also helps you organizing rendering for example yeah anything awesome so I think we cover most of the the big things collections animation to the animation EV one more one more is the configuration and 101 101 the 101 projects so the last thing is that the workspace in Blender but also there is a concept of application manager is what Campbell is working on and the application manager means that you can define how you want Blender to start and that can be with template files you can define okay I want Blender to start but it configures itself completely how I want it to be yeah and it can also be with the whole UI layout but they can also be with their own key maps but you can even that's what we still have to work on to complete to hide 99.9% of the whole UI and simply start Blender only with two features which is interesting for people want to make their own level editors for example people want to optimize Blender for their own tasks and of course people who like to for 3D printing lots of people who like to get training yeah for teaching especially teaching very very beginners even like four year old six year old there they already know how to play with the phone so they could get Blender to with five buttons to make cubes and colors that I want to work with their trainers to make and design test for the simplest really interfaces you can think of that will make it fun for kids to play with so that they can learn the concept of looking around and navigating yeah for example it could be a simple ask that you have a little UI with pictures of little models and you drag them into the window a physics is on so they will drop on the floor and that's where they are that's it so just drop another second thing I said okay well maybe you can click on one and they will become active with a little manipulator thing on it and you can move them around but physics can keep playing that's it but next step maybe you can give them a color so you have a second UI that has colors and you drop colors on the models so you have physics you can move things around and you can color things that's it so I think that's already interesting for people to play with yeah and it's going to be educational because you have to navigate if you look around you can look maybe you can start making a stack but you drop it and you fall and then you can think of maybe physics or slider for gravity or that kind of thing so that's the thing I think people like to see in schools yeah the best thing is that we can do that with a full compatible blender version the official release that means that you don't have to worry about installing a special type of software you have one blender and they have multiple application managers every application manager will start in a way that you want it to be but it will still be the main blender so we 280 to 8182 but with your own application template or if you are a teacher if the students are really smart and do everything are superior you say this blender itself start going ahead because it will always be the same blender shop with a different template so you can always even if you have the blender for 3d printing you can always go and switch it to the full blender the one the classic the how are we gonna call it classic all legacy also and that's the this whole open source philosophy of making a software free available for everyone is that's why it's so important because no commercial vendor will ever make a like a stripped down Maya and give it to high schools and then allow them the option to expand it to have the whole Maya for and they can use it take it home they can download stuff on the internet this is awesome yeah so that's five yeah that's six we have cycles of course cycle was but it will always get better than i think we can already start with some of the questions that people have other questions yes there is the main one anyone listening the main one yeah okay is it is like when will blender 2.8 be released that's a question that's one of the questions yes so what is the release what is the release defined release so do people know that there is a website called builder dot blender dot org which is where we have our daily builds every day sometimes more times per day you can get the latest version yeah fresh from the lab and we have the computers here the building render continuously yeah of course it's risky because you get something that might not work or might work on the other hand i think a lot of people are using it and especially we here in the studio are using it so if there's anything wrong we can find out very quick yeah so 2.8 during the whole code quest every day every hour whatever there will be a build available for people so they can monitor the progress we will make sure that there's good documentation so the answer is it will be can be released every day every hour but of course everybody wants to know what is the official official release and one we can actually use well i love uh deadlocks yes i love that user of course you first say this is the deadline and i think all the staff is getting nervous and i think seagraph is a great deadline seagraph is august 14 16 14 10 2 15 10 to 16 or something you can google it yes so mid august that is 10 august or something mid august let's say so we want to have a release or whatever we call the beta one 2.80 2.81 we have to make a number of versions yeah and that is going to be the first blender 2.8 release wow but maybe all the developers who are listening and are screaming and like oh my god don't you cannot say that because we might not be done and we'll never be good and i know but that's the challenge yeah and that's why everybody is buying little rockets because the developers will feel so guilty right oh my god the community is supporting our show fantastic we have to make 2.8 work yes that goes both ways this is at the moment there is a 527 people that will be disappointed but actually we that will be 2000 i bet this goes to 2000 yes actually one of the questions is related to that but more of the the success of the code quest so what is the minimum goal that you will consider is it like what is the minimum for the code quest to be successful 1000 no no but like what is the outcome of the code quest i mean how many rockets we want to sell i thought not but the question is what is the outcome of in technical what is the minimum goal that must be reached for the code quest to be successful not in terms of sales but if the code quests like i don't know maybe working software yes exactly yeah okay easy yes assets yes that's graph yes everything brief pencil nothing confess and workspace with the layers and everything yes that's all of that everything yeah of course that's a successful that's the minimum but of course you heard it it's saved it's recorded as recorded it's a minimum and of course you can discuss like okay but how much of that we want to have yes but there's the there's always things the details like the there's a we can recall the tool system to make it automatically use visible manipulators for example oh yeah and then with the whole top bar and ways to have redo and those are kind of designs are a little bit confusing still i don't think they are finished and they might add a lot of extra work so some of the smaller features they have a big impact on workflow but that's still relatively small might be postponed to a follow-up release but they are not blocking right this step forward on 2.8 is my chef and after that of course you got 8182, 8384 with all kinds of exciting new updates so but the core stays there we have to get this we have to get the work spaces layers everything we have to get a work bench engine it's also an unsolved issue and because we have easy you can work an easy but it's not always optimal for texturing and stuff and we have to clay engine which is only for the test and the work bench engine is what we are working on we still have to find somebody or assign somebody to it and that means basically everything we had already but they're better like the solid the old solid with wire overlay with wire selecting or with or without that already i think uh but also solely with some simple shadow it's like a solid but it's completely yeah so a lot of tools depend on a limited visualization to make the tool clear yeah and workbench also means workbench literally so you have fixed light and you set up an environment that you can really start modeling yeah so you have no distraction of how the actual environment will be like solid view now in blender 2.7 so this will basically would be like stripped down eb i guess under the hood it will be the new yeah because you can add some nice reflection on the floor shadow that kind of thing you can borrow some cool stuff but it should be meant but fully real time so you don't want to have any moment that you say uh please wait updating series sort of kind of story real time so you should be as fast as blender 2.7 solid mode and the other big challenge is hair and particles you said it uh there's a russian here in the back complaining and cursing and uh he's not watching the stream right i hope not he's working but he's complaining all the time of course that's why he's russian and uh well it does it tell them to complain it tells me right it's russians are more like depressed and they only see the bad side of things no they work work they like to suffer really bad but they're really good of course they're amazing that thanks to them but he's working on fixing hair things for andi and he's doing uh grooming for a girl for spring and of course this is going to be amazing and and he also likes to push the limit and really make something look like as if it's a pixar movie and they're not using pixar software but they are using blender so he's suffering better and everybody will benefit awesome so the goal is uh not to recall the whole hair system a particle those projects have been started years ago but they also end up in in the complexity and the scale a bit out of focus so we asked my lavel the famous coder of psychos um uh micro opens opens here uh micro this uh displacement displacement to work on getting the 2.7 particle on her system box it up with a ribbon yeah put it into the 2.8 code base in a way that is compatible and works and then we can set up a project to replace the whole particle on her system at in time and then you can just simply throw the box away nice so it's like a transition like a transition between systems that's amazing yeah so the old hair system is now and we already tried like developers tried during gooseberry so it's cool it reminds me in blender 2.5 we uh brecht tried to make the blender internal have like bounces and irradiance cash it was fantastic but that failed and then cycles came out of it so we tried to fix the hair for gooseberry that failed and now a new one is coming so i have fate i have uh fate this uh i don't know people know but it's uh a very well known and sad fact in software development but every time you want to move on one generation with software the amount of time and efforts have to put in a coast like exponential and actually the the first particle system in blender i can joke about it but really true i added that in a few days in a few days a few days a couple of days you add a particle system the blender was simple it was all my software huh particles velocity points drawing you type type type code code when you have a particle system the second part what that's not very a very good one that's the second particle system is added by yonagh and that's the one we still use but it was done for big but bunny the second so your particle system that you made in a few days it was used in elephants yeah it was used in elephants for 10 years so yonagh added the second yeah and he thanks to that we had fur on the bunny and we had grass and leaves and things so uh boys all kinds of things that particle system are coming to all what he did and that last already 12 years right yeah you already have that for 12 years 12 years so the it's really over the time what it's convoluted and people people have been trying to fix things and make it work and the code is is is impossible impossible so everybody thinks okay time to make the third generation right and then suddenly the third generation is not one person working on it for like a year or so so now you have to get like four years of one person or four people working on it for one year to make a particle system that's better than the previous one yeah otherwise you don't you can make a crappy one okay but you want to make a better one in a better design it takes like four times more and that's a bit of a problem with software yeah next question so the the goal is to get a thousand rockets sold i'm doing something yeah yeah okay it's power yes that was the uh the power yes it's fine so the first goal is to get a thousand rocket sold what happens if you reach more what what happens what is the next goal yeah so the we are still talking to a number of big sponsors we send it to our big friends in america and everywhere in studios they're all thinking about it i'm not going to announce anything yet so their help is essential we have to we need that so as a good backup i would say let's get that target move up to two thousand yeah it will make us much more independent i mean the foundation has a backup we have donations the foundation i think come from the steam workshop for example and some other bigger sponsors so in the worst case we can spend all our backup funding on getting everybody to Amsterdam after this the code quest but i would rather not invest all our reserves only in this and that's why we are launching this campaign and asking sponsors so what will happen if we go past one thousand well mostly it will be more relaxing for everyone i don't have to stress or budget that much uh but i also think we we can much easier than decide to get in more people as well i would love to invite a couple of other developers to give them a plane ticket to come to Amsterdam and the room to work with the team for one or two weeks with us on our more specific topics and there's of course the game engine and there is a render game engine that's a hot topic but there is a a pot a budget that's a pot of money and from donations i'm saving it up for getting a developer pay to work on uh upgrading or bringing back a new game engine preferably new logic have it notes new logic modern logic using easy using the this using the depth graph just nicely integrated but as a game engine so you can use it for for prototyping as you can do now you can do all kinds of fun stuff yeah plus we should work on getting very efficient export to webgl webgl so to put it online i don't know how gltf or working with the webgl consortium or getting our own web player i don't know there can be a first sketch swap and there is uh blends for web and there's a couple of other solutions but interactively the is uh stays very important yeah awesome so that's great news that uh there there's light at the end of the tunnel for the game engine and of course uh if you have all those developers here what do you think of maybe we can keep them a little bit longer yes yeah they're here yeah because the deadline is 10 august and the gold quest will be april made soon and that's july what everybody's going to do in july right so we can also keep them one month yes and then make 2.8 even more awesome even awesome mirror awesome so please keep supporting us supporting the money will be spent well awesome there is a question regarding that so there is a how much feedback how much feedback will the community of users be able to give during this period it sounds like lots of important aspects of blender is going to get worked out so how much feedback is it going to be so the most important is that we get a users to come over uh designers and we have users in the studio and all those people are very popular they have social media they look around and they are not going to be uh deciding stupid things yeah uh second we are working on adding a uh dev talk dot blunder dot org website i think it's already there it's uh yeah it's been tested yeah so we're adding our own these school forums for users and developers to chat talk together it's just the school forum system but it's more friendly than normal forum systems yeah because we really want to reach out in a more modern and accessible way to uh people who want to be involved mostly for developers to get more developers on board but a lot of technical users are just who understand how software design works or how to improve tools yeah all welcome to come over to hang out there yeah it's it's not like what is the difference between developer dot blender dot org and this and this new dev talk for people but we we still have the mailing list yeah and i can only recommend everybody go to wiki or blender dot org there is a developers thing where you can click on contact developers it says on the front page click you got uh seven or eight mailing lists and there's a mailing list for interface for animation for grease pencil for modeling for everything all the the ship topics have lists those lists are managed by the developers who are working on it and users and developers are meant to work together here on questions for usability and for what we're doing yeah i still think that a forum will bring more people apparently young people don't use email and more Jesus Christ but that's the that's why this school might work better for this we're going to test this we're going to test this and i hope people understand that the focus should be on helping the developers to do their work and it's not so much a feature request circus right it's not like oh i got a great idea can you code it for me uh that's not time for that i think but what if what if a thousand people are backing up this idea but what what is an idea we didn't think of yet a thousand people might scream about then we will do it of course like right click right click select now right clicks you like that that website is fun yeah yeah okay i mean the the goal is not so much to listen to the users i'm sorry users but the goal is to make the best software for the users and uh you have to give there's a two-sided thing you have to give a developer and the people who make the software a little bit of room and space to develop what they think might be the best way yeah and the most important thing and we can do that in open source with the users who are involved and see what happens and test the software and then give feedback and then you get uh development cycles then things move forward that works better than somebody saying hey i have an idea please code it and then it's like yeah but it doesn't fit in the architecture or it's not in the planning or this is complicated but if you go with the flow i like to say okay it's all about assets as i said it's easy it's shader design it's no systems it's all those things we have to solve those that's where we need help with yeah especially on good new i design good mockups of how to make the best layout for usable presentation of all the new totally welcome that kind of thing awesome huh yes uh it's a rocket 3d printed and uh the rocket is actually made of pvc and we would like to announce that um in the in the page actually when you were on the page it says eight gigs but it actually is gonna be 16 16 16 yeah what are you going to put on it 16 16 you know how big blender is blender fits in a floppy none yeah 120 megabytes 120 megabytes so yeah you can put a thousand blend other no no worry there is eight movies we can put in there is 100 blender versions on it that's not a lot no you need 16 gigs yeah you can have all the blender versions from day one yes and all the open movies yes so all the open anything like we can also put i don't know training there is a little fundamental some people were suggesting we put blender 2.8 there but the thing is that it will be too early and it will be a bit confusing it's also not working fast on a mac yet you can't wait but uh my idea was to uh to stop with the campaign in a couple of weeks and give the job to the printer to start making the rocket yeah next month and then in april we ship everybody the rocket yeah so during the gold quest you can have your little rocket on the table to show your support yes and to uh watch what the result is of this this is cooler because why would you want to have 2.8 on a sticky like five weeks after that we release it because we were not going to wait with releasing blender by putting it first on little rockets right no that's not fair so we release blender online and everybody will download it yes immediate and you already have a rocket yes so you can have the rocket with the open movies you put it on your tv and you watch them all back to back all nine of them actually but a lot of them so we previously showed the blender demo stick demo the usb stick and it was also very popular to take it anywhere because especially on windows and mac you put plug in the usb or little linux too plug in the usb you you can have everything on pactel and you can click on blender and it runs from the usb without without actually installing it and you can freak out everybody with that because this is not very normal application no that's the installation every all the apps usually need to be installed but this way you can have as many versions as you want so so but i expect most people will keep the rocket and put it on the desk that's it i watch it every day yes ah they were so cool watch it every day you can pay and you can put a name to it i want to have two at least at least yeah you should have one on each side yeah on each side of your uh your screen did you order yours no i have to order them still i will order them awesome the um the next question actually is related to what we talked before it's uh it's it's um are you planning to revamp the animation system yes yeah yes revamp yes is that a is a true revamp the animation system but what what does it mean is the quest was the quest who has that question an animator or a rigor or a coder or a somebody said that we should tell you the magic words animation 2020 2020 yes of course 2020 what is that that's what i i always start with the name what the animation 2020 that's just a cool name for a project and that means making animation tools that will survive 10 years for a whole decade in the 20s in the 20s that's why i'm blowing but what does it mean so that we already know how to now you have a cool name so what what does it actually mean i i thought i also wrote that we first got 2.8 setup right we have to get the 2.8 project running and when that feels like we're on track i will start looking at 2020 and the idea is to talk to a couple of very experienced character rigors from big studios we've been i've been talking to uh to nimble collective for example already but we'll talk to more the people who come from the industry and who have taken part in or who are very close to designing the top animation tools as being used now in Pixar and Dreamworks and other big studios so the best of everything it's like Presto and Primo they're called uh you can get some videos on youtube especially from Primo i think they post those nice videos Presto is a bit more secret Presto is the one from Pixar Primo and we have Prug we can call it Prug yeah Presto Primo and Prug yeah or Pasta or Pasta Presto no but they're both italian was Presto and Primo right yeah oh you can call it Presto Primo is first and Presto is ready quick quick yes we have an italian in the house here the dog thinks they pick up the phone say Presto oh no they say Prego pronto ah that's what we call it pronto pronto yes ah that's a good idea pronto and spanish means soon yeah pronto so yes animation 2020 so animation 2020 so the what i think is uh warding and blender is uh the complexity of making characters it's really hard and it's a little bit too difficult we have to review the the way how our materials are built and how we work with bones and constraints and drivers and all the kind of things that also actions and the animation curves how these work and the analysis system yeah so we have a number of advanced tools but not all of them really work like an ally disappeared a little bit and the way of why people how people think of how animation tools should work and how animators like to work has evolved in the past 20 years and i think most of the the design of the blender character rig system is from the 90s wow and i think that's getting a little bit ancient there are blended users who were born in the 2000s right so it's about time to to think of a better way to do this yeah awesome but also that will be all done in public too yeah the animation system mailing list and soon also on the discourse forums and people can start talking about hey i'm available or if i can help or maybe somebody who's working for dreamworks or press pick pick settings i'm going to quit my job yes and i come over to amsterdam to help you guys yes you're welcome and even better even better we can maybe we can get softy nice developer oh of course they're hiding somewhere so hey hey uh softy nice coders if you see this uh you've been doing the best job on the most popular most well-designed 3d software out there autodesk killed it which is the same so come back blender will make it possible to lift up the quality of blender beyond what's up to my heart yes and we call that the animation 2020 yes not ice but nice yes yeah there you go awesome and yeah regarding animations is the animation tools we can also get uh daniel martinez latter he was working on easy rigging and add on to make uh rigging easy actually so he should his army scopes is awesome amazing yeah yeah so we should definitely he will be like a big part of it so yes next question when will the 2.8 tracker be open for the user for people to report or should they use this course instead i have no idea the tracker so the the bug tracker is currently closed or closed but we cannot we don't have time to handle bugs 2 point the blender 2.8 bugs yeah so the i think this is something uh when the code quest starts uh we put that on the discussion weekly meeting whatever of the developers to find that moment as quick as possible and we have to make a couple of decisions i think the main moment when we should start accepting bugs is when we wrap up the current master yeah at a 2.79 thing and call that a branch and then turn 2.8 into master wow right that's a big moment and that will happen i think after the code quest starts right somewhere everybody's here there will be a moment after a month a week i don't know when the uh of 2.8 will become official master and then we have to accept it seems like a plan yes yes i remember when that happened but still if there is like a very i don't know critical fixes in 2.79 there might be at some point a well actually 2.79 a is coming out this week but this week or in these coming days but then like happening to 49 b it's it's also possible we make a 79 b yeah if there's like critical bugs and for people that are still using 2.79 in production on their own projects and they are not ready to move to 2.8 there will be support extended support for 270 but i hope not i think uh the goal would be that we make an a only has this week yeah that's it because the code quest will make 2.8 and it takes time from the developers to make uh takes too much time cool we have a last question the last question it's all wrong it's an hour yeah we want to keep it in the in one hour time if there is more questions we can uh see how we answer them so then the next question is we're go to learn about the upcoming or wanted features for example you deem in blender 2.8 it's a it's a patch already it's waiting for review some some tweaks and stuff and uh the the person who submitted it is too busy at the moment he's also a student yeah and he's helping a couple of studios already he's been hired by two studios actually two studios yeah okay no idea how we combine it up with the study but you deem is definitely on the list to add to 2.8 cool so where do we go to learn about these cool stuff how do how do people find out that you deem is being worked on developer at blender.org slash 2.8 right yes main page where you can see the the overview uh the day to day but we have the code block where you can read more about the uh the architecture and the design if you have twitter you can have a weekly uh tweet to with a link to the development meeting log yes the meeting log is uh important for yes the daily decisions there's even a week in blender twitter yes which is actually in the developers blog i don't know if that thing is also on facebook it's uh no it's in the blender developers in the blog okay you can find it it's there yeah it's it's we can do facebook stuff or not we are doing facebook yeah there is a there is a facebook uh on blender.org at the bottom you can find all the the links to youtube facebook and the only thing i learned from a 14-year-old intern is that we all have to move to instagram right we have to move to instagram yeah we have to like i'm on instagram already i have got an account on instagram we guys have got an instagram account but i don't know what to do with it what am i what am i going to do with instagram you take pictures of food you put pictures and you put it on yeah maybe you can have an instagram with uh the daily 2.8 screenshots or something wow will people follow that huh yeah maybe the screenshots with arrows to say here there's no footage of the arrows i don't know but maybe daily vlogs here in the channel the blender developers channel may this will be the main place where we are gonna discuss all the uh but it's a good point uh we have to make sure that our logs and our presentation of what we are working on for 2.8 is clear yeah so if we get all those developers in amsterdam we can also assign one person to do active logging and blogging and articles writing yeah i'll go with the camera and bother bother the developers there absolutely yeah i i know a person i know a person yeah maybe so we are going to be very very visible yes and the the quote quest is going to be something you will enjoy watching online i'm sure yeah we like a telenovela you know follow what happens tune in next week yeah people can vote one developer out every week leave the house this is nominate now okay and the very very final question actually how does blender connect with other uh projects just like uh godot engine or krita or how does or abg how does blender connect with them yeah so the uh one of the things for the game managing project what we were looking at as well was to uh to make sure that we uh export really well and align very well with the current game engines out there like godot and uh but also platform web or sketch swap or online game engines a godot is doing fantastic i hear a good stuff of it but also uh there is uh the one from uh engine the whether game engine no the game engine from uh crystal space the boss oh yeah um i cannot think of the name anymore yes well that one uh uh something i think i'm in a few seconds yeah so uh this is all part of your workflow but i hope to get the attention and feedback and uh help from those projects as well right but i think things are working quite good i don't know yeah export to godot it goes via coladas house yeah and there's a script apparently that was found yeah actually the main developer of godot he he he made the script and he was asking for helping the community on twitter so that's uh that's doing good yeah so i don't know what what what's further the person want to know because krita and blender there's no problem between that is it no but like in open source project do you talk to each other you hang out yeah the main krita developer is from holland and he's welcome to visit here he's been here a couple of times yeah so maybe one day when we have a big office we can all live together so we talk about our new office oh is that a spoiler no spoiler no but we are working on uh of course for the cold quest we need to get a lot of people extra here yeah the blender institute here is too small and they are growing a little bit so we are looking at a bigger place here in the city yeah also to celebrate how awesome the cold quest is to have a nice fresh place with daylight windows fresh air the only thing we cannot fix is the dutch weather that's weather we can wait it's all right we can live with that so i think we can we can wrap this up it's been one hour i hope all the questions that you had were answered yeah it was fun yeah you're like this when i do it next week we can do that again when the cold quest is over when it's over or when it's halfway every week during the cold quest you can do a little update i will i can i can i can feature every developer you should have one of these with shaggy and one with cambo and one with uh of course yeah we'll be picked from yeah and then we have eight developers here and then there's two months right yeah and um we have we can do all yeah so there will be time enough to do all of it yes so uh subscribe to this channel the blender developers channel if you want to follow what's happening in blender 2.8 give it a like subscribe thank you ton for taking the time for answering everything yeah we go back to work come back to work i'll see you and uh