 Hola, community! It's Paolo Asquez here, live from the Blender Institute Foundation Cloud Network. You name it. Animation Studio mainly. We should make animations too. We also make software, Blender. 2.80, the release candidate has been announced. It's a great, great moment because it means that it's actually, yeah, it has a date basically. Because the release candidate is set for 11th of July. That is in 10 days. I can't believe we are that close. So what does it mean? What is a release candidate? It's like a release, like the same, exact same as the final release, but of course with the state of the code until that point. Because people like releases. People like to have, you know, like something that would stamp. This is official. So this is the closest it can be to official that it will reach to much more people. It will be promoted more because it doesn't make sense to promote people to use Blender the beta right now because it's, yeah, it changes every day. And with the release candidate also, it's gonna be changing like the day after and the day of the release, the day you download Blender 2.80, which is hopefully gonna be one or two weeks after July 11th. So at the end of, yeah, in like three weeks or so. That's with open source. The day you download it, it's gonna be the exact same, pretty much the exact same Blender as the day before and the day after. So it's really, it's just a label, but people like it and it makes it more, you know, more official. So yes, everything is okay. Everything is audio is fine. I'm talking too loud. I'm a bit too excited because there are so many things to talk about today. Even though the Blender development itself is more focused towards fixing the crashes and making everything more stable, the overall fixing and final tweaks keep happening. Even in the interface, but there's just a few areas that are like the exception. So, alright, yeah, servers will run, but luckily the Blender release will happen in on Steam and the Windows Store. So the burden is gonna be removed a little bit from the Blender servers and we also have mirrors all over the world from Brazil to Russia to America. So there is many North America. So, yeah, everywhere. Alright, is everything okay? Are you having a good time? What are you using Blender for nowadays? Are you really using 2.8 like a daily? Let's select 2.80 as an official version of Blender. Let me open here the questions because we are live, right? It's a livestream this. So I will try and make it a bit nicer. I'm gonna put some music in the background. I hope it's not too annoying. And let's chill into the updates. The questions are in the thread here made by Bo Shi. Thank you for making it. It's on Blender.today. You can ask questions. I'm gonna be replying as soon as I finish with the news updates which are actually quite some. I have a few here that it's new stuff, some fixes and general things that are nice to show. So alright, go to Blender.today, ask your questions and I'm gonna try my best to answer them as soon as possible. So okay, let's start with some of the news. Not a new stuff in development but kind of related. So Tom wrote this today that the development fund, you know, you're familiar with it. It's the way to subscribe to Blender with a monthly amount to contribute directly to development. It is full on development, directly to the developers. So it means that now this thing is growing and there are also other potential new people joining to this. There's news coming very soon. There's new announcements when I come soon. But this is what it can be announced at the moment and it includes two people. One, Mano Wiehe, he's actually a Germano. He's been working on Blender fixes and like improvements and testing and in the back tracker and everywhere for a while now. And he's now gonna focus on the snapping tools and precision modeling. That's good news for all the cat lovers out there which are huge. It's a huge amount of people. I just like the music. I'm gonna do it this way. Does it bother you to have things around? Nathan Ledward is another name that has been around the community for ages. Not saying he's old, we're all old, but he's been around for the community since pretty much always. I remember he's been at the Blender conference even helping out and it's good to have him back for the development coordination because with so many people, so many people under contracts now, there is... You need someone to coordinate so this is gonna be amazing. What about Pablo Dovarro? We're waiting. It's coming. It's coming. It's coming. I can't say anything. What is coming? Expect news. Actually, if you go to the Development Fund, the grants page which is linked here in the Thread and BF Committers. So it says all the people that are coming that are already under the development. The new part-time grants for Nathan and Germano and then more to be announced soon. Also working on the first half of this year's report and roadmap for the second half of 2019 which includes 2.81. Mind you, because 2.81 is not even out yet, 2.80. But 2.81 is already underway. Music is too quiet. Okay, for me it's good to have it in the background. Isn't this exciting? There is new announcements coming up, but it's better to keep it humble for now until we get a bit more traction and more people involved. You know, contracts, it takes time. Some people are freelancers. They have to decide how much it's not like you just throw money at people and they just stop their lives and start working on Blender directly, right? They still have to have a life. So it's like if they have freelance projects, they have to stop them, move to something else or maybe work at the beginning 2 weeks and then part-time and then full-time. It takes time. It's not an easy thing to do. Life, you know? Life gets on the way of having fun. Also, like new developers, you can't just say, hey, we hired you full-time because you don't know how these people work and it usually goes fine, but you never know. You can't say like, yeah, one-year contract and then maybe six months into the project is not working out. So have to be careful with that. Let's move on to the actual updates. So this is Blender today. Just keep asking 27 questions already. All right, all right, let's get to it. First, there are actually new things in Blender 2.8 this week. It's including preferences, but this is not like... I mean, it kind of breaks, technically it breaks the UI freeze, but it's wrapping up part of what was done in the past. For example, did you know? Oh, I already changed it then because the user preferences are hidden by default, then it's not showing up. But the new user preference is in the... There's two sections. There is the interface section of the preferences where you can enable or disable any navigation controls. What does it do? It hides these little icons here, the zoom, the hand, the camera and the perspective ortho switch. So you can actually get rid of it. And it also affects the ones here in the 2D editors like the UV image editor or the sequencer as well. So it's a new setting, but it's part of the project of making things a bit more. Otherwise, you wouldn't be able to disable it. Together with this goes the new viewport option where you can change the viewport axis before it was only possible to change it from simple axis, like in 2.7, that little arrow that used to be at the bottom left, I think. Now it's also possible to change it with a full on Christmas tree balls looking widget. Or, which is great for if you're starting or if you're using a pen or if you're using a tablet, a trackpad is awesome. But maybe you just don't want it at all, so you can hide it now as well. So you can keep it very minimal and only to what you see. So too many options. This size thing would be also useful to have it for interactive, I think. Maybe it's a good thing to add in the future. Next is a, well, CentOS support. I'm going to just mention it briefly because I made already a video in another YouTube channel because we don't have enough YouTube channels in our lives. So in the Blender Developers YouTube channel, I know it's confusing. Blender, Blender Today, Blender. But this Blender Developers is a channel for like hardcore news. And in this video I explain, I show a little bit of what is CentOS and I don't show it, but I mention it and it's horrible to see myself twice. But basically I say the good news that Blender is now compatible with CentOS, which makes it compatible with Red Hat, which is the Linux distribution that many, many studios are using. So it means that, well, anybody can use it because CentOS is open source. You can install it in your computers, but it's very stable and it stays good forever. You can say like it works. Once it's running, it works. So many studios use it and it means that big studios or small studios, anybody can run now Blender out of the box. So it means more contributions, maybe more studios adopting Blender as part of the pipeline without doing so much trouble. So it's actually pretty, pretty nice. Next. There is an update on OpenSubdiv which fixes many things. I have to ask the developers, they didn't have time today to what it does really because it's an update on the OpenSubdiv library, which is what it's used now for calculating software, for example. So what it does, it fixes a bunch of crashes that were happening in Blender because of the library. And also it fixes some of the non-manifold, improves in the non-manifold measures. So I still have to ask, I'm going to ask the developers for next week to let me know exactly what's going on there and why it's it awesome to have it. All right. Let's move on. Is everything okay? Is my twin, my evil twin. Which one is the evil twin? Are you already subscribed? Yeah, subscribe to the Blender Developers YouTube channel. Maybe at some point one day we can unify them, but the developers channel is more like keeping things more hardcore development and here is more for communication and weekly updates and Blender Reels and cycles. There is a new feature that came back. So with the feedback from the community, many have found that the way cycles was treating the minimum bounces was always accurate. So in 2.7 you could control the, when you are using cycles, you could set in the light pass. You could set the minimum amount of bounces and that was made automatic in 2.8, but it was at 100% because sometimes you can make it think slower and sometimes can make things faster depending on how you tweak it. It was made automatic to improve it, but it wasn't completely perfect. So now it is automatic internally until you override it and you can change it to whatever value you have it. So that's back. It's going to make happy a lot of people. There were many bugs that maybe with like transparency or some glass shaders, it wouldn't work always fine. If you had issues with that, check it again, download the latest Blender beta and give it a try. Then there are a few changes in the interface, but it's mainly to bring back functionality that was lost in the process. I think I already mentioned this in the past, but when doing, for example, the effects that you are using the motion tracker a lot, the toolbar was lacking some attention and it was lacking with 2.7, the same amount of tools that had been planned because it was supposed to have a toolbar, like the rest of Blender, but because of lack of time, there was no way to add it in time for the release. So all the layout that was in 2.7 is now brought back to 2.8. So yeah, that changed. Then let's move on. Then there are a few renames also in the Gris Pencil. So now when you're drawing in Gris Pencil, it's not going to hide the cursor anymore because there will be a setting that is coming up that will allow you to always hide the cursor. So for the time being, that part is changed. Then the clamp layer setting in the Gris Pencil was renamed to Mask Layer, which is a bit more descriptive. But yeah, that's something. If you're using the clamp layer, which is clamping, but it's not really clamping. There is some confusion there. We're not all native English speakers. And sometimes when you think of a more technical way, yeah, it's clamping, but for the user, it looks more like a mask. So those things had to be changed. Then a button was moved out of flight. Well, the sequencer is another area that also is part of the exceptions to this UI phrase because there are many changes that couldn't be nice to ship 2.8 with the state of things. There are many changes of the user interface that were done months ago when it was still not in UI phrase. But weren't completely... Yeah, they were not following the rest of Blender. So they probably should have gone through more reviews. So the sequencer actually changed. So if you're writing a documentation or if you are making tutorials about the sequencer, get the latest of this week. And it should be more towards what is going to be the end result. So one of the issues was like moving buttons around. Some of them were defining the new panels and some of them were like really having the thought process of, for example, if you have a text strip, now the settings of the text strip, now they match the text settings on the 3D objects in the 3D view. So that's great actually, you learn only one way of setting your text settings. But yeah, it wasn't matching, so now it is matching. So I think it's worth changing that, breaking a little bit of the UI freeze for that. Then also the refresh button was removed. In 2.7 it was a big refresh button to basically reload all the strips and make sure that you're seeing what you should be seeing. And in the 2.8 layout it was a tiny button on the corner, which was hard to click. It wasn't very functional and it was also breaking when you had the toolbar open. It wasn't really helping out much. So it's been removed to the view menu under refresh all. But more importantly, it's actually assigned a shortcut. So now you can press Ctrl R and it's going to refresh all the sequencer. Until we can get a proper sequencer, maybe move more love into the dependency graph so it could be more trustworthy. I mean, why would you need a button to refresh all, to force refresh? Maybe if you change some footage, maybe, but yeah, that should be something that should be built in, right? To just work out of the box. It's nice to hear that VSE is much improved. Yes, Andex, it's so nice to see it improved. And also there is a lot of work under the hood regarding the sequencer and sound. For example, 3D sound using scene strips and the sound from another scene that has been improved a lot. It's hard to show, but it basically works now. There are many things that internally, they weren't working perfectly. And some of them get removed or deprecated and then wait for a new version. But in this case, they were fixed. The one case where it wasn't fixed is the sticky option of the floor constrained. That is a setting that unfortunately had to be has to go away. Why? Because this setting, it was never really working properly. It was very depending on the frame rate of your playback, which is not something you want to trust. If you send things to the random farm or basically it wouldn't be something you can trust. So in the constraints, if you had a floor constraint, which basically gives the object a... So you see, if I set the floor constraint to be the plane, I can't get the mesh further than the object center here. So if I put the object center there, I move it to the bottom and it's going to stick to the floor. So that's been for ages, this constraint is there. But there was an option called sticky, which wasn't really very reliable. Especially if you were using audio sync or syncing the video on the audio or frame dropping for example. So it's better to get rid of it. And yeah, that's something I have to go. If it's not working, they should go away, I think. It's a good decision. Another big improvement, I think, is previews. Have you ever noticed that when you're changing values on EV until a few days ago, it was very... Sometimes it would get a bit too slow. So especially if you have multiple materials in the same... For example, in the same here, in the same object, so you have multiple showing up here. The issue was that the viewport, like the actual viewport and the previews, these little icons over here, they were updating at the same time. If you were moving any value over here, the whole UI and the viewport and those tiny previews, they would be rendered at the same time with the same GPU. So it means that it can blend or the GPU will struggle to do multiple things at the same time. So now it's actually this preview, which is the one you least want to wait for. No, the viewport is what you least want to. The other ones you can wait for because it's nice to have the icon, but it's not really completely necessary. I would even argue that it should be an option to get rid of them. I mean, if you have good names, maybe it should be an option. And if it would make it faster, I would totally go for it. So the way it works now is that you can tweak settings on your materials and it will update the interface and the viewport immediately and the previews will wait two seconds. So when you make a change, one, two, and it updates. So you see the difference? Again, one, two, and it changes. So that way the interface keeps being nice snappy and the viewport also, which is what you actually want to see and the previews will wait. So that is very nice. Release date is July. Man, I love Blender community. Yeah, it is July. Maybe on the third week, that's a good guess. Then remember at the end of this month is the Seagraph event in LA and part of the Blender team is going to go there to present Blender 2.8. So it must be ready before that. So there's not much room to play. All right, and last but not least regarding the new changes. This is a small one. If you ever found trouble by searching for the walk or fly mode, which is fly, it used to be just view navigation, the name of the operator. So now it was added the walk, fly, and the walk and fly words were added to the operator. So now you can search for it. The search needs so much love. I hope someone from the community at some point can spend time and make it nice. I already asked the developers to say it's not an easy job to do, but the search will really benefit from, for example, right click and adding a shortcut or right click add to quick favorites, for example, that would be awesome. Or even just showing the operator in Python like a tooltip. Right now it doesn't do any of those things and we've been asking for it for a while, but it's just there are other priorities at the moment. So if anybody is interested from the community, this is a nice project to improve the search. That would be awesome. And of course it would be nice if you would, instead of searching alambic, you could do albambic and then it would still search for it, but that's asking a bit too much. So many areas that it would be nice to fix in Blender and they will be fixed eventually. They will be improved eventually, but priorities, right? That it's all for the new things. Let's go to fixes. The major, major fix this week. It's also possible to see in the Blender developers YouTube channel because the awesome team, the Gris Pencil team has made this improvement that if you had this kind of artifacts when drawing with Gris Pencil, say no more because they have been fixed. You can now just paint and have an alpha that you would actually expect to look like that. So if you have low transparency now, it's actually working properly. There is no performance punishment for that. It's actually pretty out of the box. Magic by Antonio Asquez and Clement Foucault, the developer from EV. So very nice that these things get paid attention to. It's awesome. Thank you guys. If you're watching, that's the main thing. Then if any of you using the 2.7 keymap, so you know you can go full retro on the theme, at least not on the theme yet, but on the shortcuts. So if you still want to keep using Blender as 2.7, there has been a change that allows you to use, for example, in your sculpting or painting, you can use the numbers. One, two, three, the whole row, all the first 20. So if you do one, two, zero in your keyboard, and if you need to go to like 15, you do shift five. So if you have 15 brushes, you will go to it. And that has now been added to the 2.7 keymap. And it involved actually some code within, because now Blender has tools. So within Blender to make this work. And thanks to that, you can also add it to the 2.8, or any keymap if you're building your own keymap. You can also add that. That's a very nice addition. It's like a fix with some extra in it. Then let's see. Any chance to do anything on the sculpting branch? Well, to do anything, there is the sculpting branch here in graphical. You are getting the community to build it for you. There is a macOS build from yesterday. There is a Windows build from yesterday as well. So there is plenty of ways to keep up to date with the Blender sculpt mold branch. The developer Pablo Dovarro also has a Patreon, where he is posting more tutorials based on how to use the sculpt branch. But there is this thread, this blog post on the Blender developers blog, code.blender.org. And you can see all the goodies. And I actually last week on Blender Oi, which is my second, my older second, in the 15th YouTube channel, where I do this exact thing, but in Spanish. And I know, just don't hate me. I have done this, so I do these live streams again. Pablo, it's actually three Pablos on the screen now, because it is Pablo Dovarro. We talked about his branch in Spanish, sorry, but on the branch, on the work done in the sculpt branch. So it's pretty nice. Maybe subtitles work. Maybe we can get a community to do subtitles, but I will try to do maybe go over it and just play with the branch during the week so I can talk about it here at the Blender today. So what else? There is so many amazing Spanish speaking developers lately. Chris Pencil, Sculpt, and all right. So, Eevee, reflection plan. Yeah, there's another change in the way that the, sorry, in the way in the interface of breaking the, of Blender and breaking a little bit of the interface freeze. It's that now the show data option on reflection probes, for example, here you will have a, there's a show data. It used to be called show data, which is technically right. Show data, but it wasn't very descriptive. So what it does now is it's called, is that the same, but it's called show preview plane. So it's going to show you the preview plane. You can't really tell here, but it's there. So basically the same, just change the name, show data, show preview plane. If you're making tutorials about this, please keep it in mind. Got to learn Spanish. Yes, I know, right? Spanish show useful. You can have 200, I don't know. I think we are 600 million Spanish speaking people in the world. So many new friends you can make. All right. The next is the, well, that's a fix. Cycles, animated lights were having issues now that has been fixed. So if you were animating like intensity or any property of the lights in cycles, that has now been fixed. Then normal maps, when you are painting normal maps, it's also been fixed. It's been, there was some issue with the refreshing of the normal maps. So you have to paint and then you have to refresh for it to work fine. It has been fixed. Then also improvements. This I'm going to just mention them. But if you were using tools in different workspaces or in different windows, if you have one window with one tool and then another window with another tool, there were some issues there that also has been fixed. So even those things, you know, like when I ask you to report any issue you find, even if you think it's super small, do it. I mean, there really doesn't take that much time. You can provide more feedback about if the issue is working or not. Go to the developer portal and maybe you can search if it has been reported before. And then you can give feedback. Hey, this is also happening in Mac OS with, I don't know, you can provide feedback. So in that way, everything, every bit helps on reporting. Why not French? Yeah, French as well. French, you can also make many friends. Actually, when I was in London last week, there was somebody was suggesting to make a Blender French day or Blender Paris day, like Blender London, but Blender Paris. So for the English, for the French speaking, at least in France or neighbor countries. So that would be pretty nice. Let's... More information about that soon. Are you interested? Are you French speaking and you would like to have a Blender day there? I think that would really bring more attention. And we should also not try to do everything at Blender conference, but have small meetings around the globe. Like in Brazil, there is one in Spain. There is one every year. In Germany, there is Blender day. Could be Blender German day, Blender German. Yeah, no. Next. The node reroute, it wasn't working with right-click select. So now that has been changed in the compositor or in the node editor. The node reroute is this shift right-click and drag that has been around for a while. And now it's now fixed for right-click select. And it's sharing the same shortcut even if you're using right-click or left-click select. So shift, shift, shift. And this is the best way to do some nice node art. So for example, you can make nice, very useless art. People are getting very creative. I'm seeing like a tree made of node reroutes. And that's pretty much it. I think there is another big fix in the drawing of wires when you're painting. So if you're painting, for example, and you were using your weight painting and you were using masks. Sorry, masks. You were using the, yes, mask display. For example, you had some vertices selected and then you're using a mask. Now this has been fixed. So the display, the edges are not overlapping. So before you will display the white edges everywhere. And it was hard to see exactly what you were painting, especially if you were painting bright colors. It wouldn't always work. So now at least it shows properly. And this actually has been around forever. This issue is not new. So as you can see, every face used to have white around it. Now it's only on the sides. So this is a very nice fix. By your own backer and at mind. So thank you, your own for sharing it and for poking me about it because then I miss some of those amazing little fixes here and there. All right. Is everything okay here? I'm trilingual French English and Arabic. That's a good way to make friends. You can speak pretty much everything. You need Mandarin only and that you can reach more people. And before jumping into the into the questions, I saw this tweet. Amazing to it by Tint Wotin giving a the demo about the new. I don't know if you get to see it here, but about the new feature in the strips in the way form of the audio strips that shows the size of the audio wave. By it updates automatically when you change the volume of it. So even if you go a little bit over, you put the volume a bit too high. It will also show red there because it's clamping. So that's a nice, nice addition. I personally think that it shouldn't change the way maybe should be an option, but I would rather instead of having it change the whole shape. I would personally like to still see the whole way form and maybe overlay and like a line, like a curve where you can see where the volume goes. Maybe normalize from zero to one and then you can see both because yeah, it can be tricky. If the volume is very low, then you don't know if the actual sound is happening or not. So it should be an option. And that it's almost all. I have another tweet. This is from my list of tweet navigation stuff. If you are not following yet Yiming, the LAN PR, NPR branch, he is doing amazing stuff. You want to get a whole bunch of content, but sometimes there is like crisp pencil stuff as well. And it's very exciting. Okay, you're tweeting a lot. There is one tweet that I really like that has this one. It's the LAN PR, the Summit of Code branch with a crisp pencil support. And it also has like modifiers and you can rotate and animate and make things super cartoon and amazing. So yeah, it's super exciting. All right, let's move on. And that's pretty much it. I wanted to cover some of the Summit of Code stuff. I even compiled the Summit of Code branch of the Outliner, but we are already running out of time. Let's move on. And Blender today, Blender.today. All right. Keep the waveform and overlay a GraphCore. Yes, Paul. That's a good idea. Hey, Yiming, you are in here. You are in the livestream. Awesome. Keep it up. You're doing amazing work. Like people like you and all the developers, Pablo and Antonio. It's just such a nice. It's so nice to see developers working together. Like Antonio also mentioned in one of his fixes with the glitch overlay of the alpha in the crisp pencil. He also mentioned how nice it is to work with Clema on the EV side or the graphics side of it. So it's so nice to see, you know, developers getting along and talking about stuff and fixing stuff together. All right. Let's get to it. First question by Facundo de la Rosa. Hi, Pablo. Where is the button to sync the selection in the viewport and in the Outliner? That is the, that's part of the, um, of the Summit of Code, which I actually have compiled over here. So if you go, if you go to Graphic Code, you will also find it. And let's see it here. So if you go to Graphic All here inside of Blender Community in the GA logo, you will find the Outliner branch. In the Outliner branch, which is expected to be merged for 2.81, let's, uh, with our fingers crossed, will include a bunch of amazing features like shift clicking to select multiple objects. Isn't that amazing or multiple items, like a range? That is great. And also this icon up here, which is the sync selection, which means that whatever you select here is going to be connected to the viewport. So there's no more of this weird, um, selection mixing of the Outliner and the viewport. But it's part of a branch and it's being worked on at the moment. So it will be part of 2.81, hopefully. Since now Blender doesn't have an engine, couldn't it be great with natively Armory 3D? It is being developed in another branch of Blender. It's also open source and takes advantage of the node system to build a logic. It could benefit from everything nodes project. It will definitely benefit from it. And yes, I haven't tested it myself, but I heard great things about it. It's really coming together. I haven't tried it because I think for downloading, you need to make an account in Ichio or no, you can. I'm not sure, but I haven't tested it myself. I heard great things and I think these kind of projects are maybe need to move on a bit forward, and with more of the feedback from the community because it's a community project, right? And I think it will add a lot of value to Blender if it's added to it, but also will bring a whole new module to it that needs maintenance. Everything that it gets added to Blender, it has to work with the rest. So it has to be, there have to be new developers, like the existing developers and new developers committed to fix and basically work with the rest and make things work. Imagine if a grease pencil, the developer of a grease pencil made everything in a branch and then, I don't know, didn't, the code wasn't up to the level with the rest of Blender. So it's a bit tricky, but I think for a project like this it would be nice if the community could more contribute, fix, polish everything in the interface and just make it super nice and then it could be coupled in. But it's not up to me for deciding the code stuff, unfortunately. Well, better because I don't have any way to judge code. Let's see, hi Paolo, this handy feature is used in architectures and game industries in general. Can we get it for 2.81? What is this handy feature? Perserve UVs. Like when you're moving things around and the UVs stay, I think. We have that, I think, right? Just needs to the adaptation, what about this? Okay, so people are already discussing this. Let's give it a heart to the ones I already answered. Lapis C, hello. I'm wondering what happened to GLSL Compute Subdiv or Hardware Accelerated Subdiv in general. There's something that is coming back. Note that I know because it should be tackled by the new, the whole new 2.8 system. Should be built in, basically, and should just work, TM. Momotron, hi Paolo. After 2.8 release, if after Blender 2.8 release is before the next release. So my question is about the Animation 2020 project rigging an animation pipeline. Where is the best place to collect feedback before the most relevant stuff is filtered for a roadmap? Right click select or dev talk? I think right click select is a good first step to get feedback from the community and just try to tackle things a bit, like the big picture at least. And then move into the dev talk forums where you can actually, maybe just poke developers directly, but it's better to have a filter and right click select, I think. Frostcrack Studio, why can't we see inverted faces and invert as inverted faces like we can in 2.7? It's not possible at the moment. It's only possible via the overlay that shows the face orientation. So if your face is inverted like an alt shift n, it's gonna show red and blue. So that is the only way it can be seen at the moment. Then PK go, hi Paolo, how are you doing? Doing good, how are you? I love that what you guys are doing in general, but I'm hoping in the next Blender updates, the focus will be more on character pipeline animation tools. Yes, actually that is what's coming as part of, at least of the Blender Animation Studio part, not the Institute of the Foundation. Blender Animation Studio wants to focus on the character pipeline and being like the whole from the rigging part to the Polish animation tools and bring Blender to the next level as an animation software. Because it's doing really well now in the EV or in the grease pencil. It's doing great in other areas, but animation itself, like the editors can have a bit more love, some more tweaking and also being able to have multiple characters, overrides, library overrides and all of that. So it is actually coming. So you are in luck. Everybody's in luck because everybody will benefit from a good animation editor. Not only like character stuff, because if you're animating blocks or doing motion graphics, the animation fixes also work for you and pretty much everything can be animated. So everybody benefits. That dragon will Blender 2.81 get a render image as render animation button back. Maybe if there are people are, if there is feedback from the community about it, but remember the one of the not rules, but like principles is to not have operators here, at least in the render settings. There are some exceptions to the rules. There is the baking that actually has buttons over there. So that has to be thought through. For example, bake has a bake button here with a kind of weird icon. But yes, it should be talked about. You can still find it in the render dropdown menu or just pressing F12, but maybe it can be rethought through. Did you see the bug that crashed Blender on saving? I haven't seen it, but I bet there will be their developers on it. If it's a crash, it takes the highest attention possible. So let's see. Can we get a Spiral Mesh? Here's a download to the GIF. Kind of find a way to add it to this web page. This website is using markdown or you can just like, you can, well, you can basically just drag and drop an image and it should work in the, here in the comments. Hi Paolo, will the performance, oh, can we get a Spiral Mesh? There are add-ons for that. Yeah, there are add-ons for that. It's not at the moment, but even building with Blender should work. Hi Paolo, will the performance issues on big scenes will be resolved soon? Also, how do I change our username? You can change it from here in the settings in my profile. Oops, in the settings. Should be able to change it, the username from here in the settings. And also, at some point, we're going to link it with the Blender ID. And by the way, I don't know if you know, but in Blender ID, you can also change your avatars and that will be reflected soon in Blender Community. There is some updates coming for Blender Community this week. This week we're trying to deploy, we already added some of the suggestions by the community by fixing the search for loading more posts that has been fixed and then report a bug and some markdown help and all of that. We already worked on it and we have to deploy the new version, but we're working on Blender Community as well. Work never stops. Alright, can we get Sticky Key to scrap Timeline, but in the 3D view? Should be possible with the current code. Not completely familiar. I went through all of the questions that had votes, so based on user feedback, I will go to the bottom, which are the questions that were asked first, so to be fair. Never mind, maybe a paper cut for it. Hey Paolo, when selecting a custom sculpt brush. Okay, so never mind, you already made a paper cut. Next. Hi Paolo and the rest of the Blender team. Did the default startup of the blend also affected by the UI lock? Lock. Of the load UI, you mean? I think there is some room for small improvements. I made some proposals like activating textures for shading in the UV editor workspace or having a normal map node attached by default, which I didn't get much attention for now. I don't fully understand exactly the startup of the blend. I need to read more into it, but the startup... Ah, UI lock, UI freeze, you mean? Like the actual development? No, startup of the blend, it mainly should be locked because it means that everybody that opens Blender gets the same Blender, but if it's something urgent, then it could be improved or it could be moved to 2.81. But thank you, I will keep this tab open here. Hi Paolo, thank you for the livestream, my question. Is there a way to mute a camera markers like in keyframes? Many times you don't need cameras to jump around while working on a scene or checking an unbind camera. No, actually that's a very valid point. There is no way to disable that other than removing the marker. Yeah, it's like a paper cut actually. Maybe worth writing about it in the DevTalk user feedback forum. Gustavo Rosa asks, I know that 2.8 is supposed to be frozen, but is the texture paint opacity default value really going to be 100%? I just think it's a bit strange because 2.79 was not like that. Texture paint opacity overlay. Texture paint opacity or like default value are really going to be. I'm not sure if you can provide an image. I'm not sure I follow, but if you're texture painting, you want actually everything to be 100% I think, because you want to see the actual texture that you're painting. But please provide in the user feedback forum, maybe post a picture about it. Hi, Pablo Blender. 2.8 is awesome. Yes, I guess best things in life are for free. If you want, you can also pay for it. I do have a question. In Action Editor, the dialogue box is little narrow. Can you make it a little wider? In Action Editor, the dialogue box. What is the dialogue box? Screenshots, please. Dialogue, maybe it is the sidebar. Maybe that could be made wider, yes. Screenshots, please. The next question by Snail Mail Games. Hey, Pablo, I would like to raise awareness of a Blender plugin that makes exporting from Blender to Unreal 4 much easier. After the show, can you give this plugin a shout out? All right, if that's the case, and it's open source and available for everyone, I would love to give it a shout out. It's already 37,000 views, but I can tweet about it. Give it a shout out. Thank you. By the way, in the Blender today, there's also an add-on that was added for rendering motion blur with Eevee. Is that real? There is an Eevee motion blur add-on version. It's a bit hacky, but it gets you out of the way of rendering the currently not possible object motion blur in the formation motion blur in Eevee. So seems promising. So check it out. It's on GitHub, and you can just try it. It's on Blender today. Next question, Penguin Burger. Oh, Penguin Burger. Why? I have penguins near my hometown in Patagonia. So you know. No, sorry. Do you know of any way to view vertex face normals or modified normals? I use the face-weighted normal system a lot. Sometimes with an edit normals modifier on top of that, but not being able to see the unapplied modifier normals, it's hard to fine-tune them. It sounds like it's already there. I'm not familiar with this yet, so I wouldn't answer without knowing. If there is somebody that can reply here on the live stream or in the thread, even better, to Penguin Burger, I will appreciate it because I'm not completely familiar with this new normals workflow, sorry. Julian asks, Hi Pablo, any plans on improving the UV packing algorithm in 2.81? Also, is there a way to add a custom Python script to the Quick Favorites menu? You can add any operator to the Quick Favorites menus. You should need to register it on load. And the best way to register your own custom operators is by using an add-on. I recommend to just go to Blender, go to, for example, in the scripting workspace, you can access the templates. The templates, they have been updated recently, so if you had issues in the past weeks, now most of them should be working. And there is one even for an add-on. So it's a very simple add-on that basically gives you all the basics like the information and the name and is an add-on for adding an object. So it's very simple, but you get the idea where to look at. And then you can have your own add-on and it's very easy to maintain. You get your own tools and it's a very nice, doesn't take a lot of learning Python stuff, but it's a very nice addition to your pipeline. I think everybody, every artist, also should learn some little amount of Python. It's really not that hard. It's one of the easiest languages to read. You can just read it and it's fairly descriptive. Moving on. Oh yeah, improving the UV packing algorithm. I don't know of any ongoing project on this, but I bet there will be improvements because the UV packing, there is already many add-ons that make it better, so it's just a matter of time until they get added to Blender itself. I didn't drink anything in one hour today. Maybe that's why my voice is going, falling apart. But all right, it's six o'clock. It's already 1.601 and I'm one minute over time. So let's do five more questions and we'll call it a day. So all right, Bob and Bowden Love. Love. Would you host a nostalgic event dedicated to the release? You know how to when it started and what it has become, what will happen next and with a nostalgic and dramatic teardropping from time. I think it really deserves it. It's going to be tough because it will be at the end of the of this month together with the going to Seagraph and it's a lot of things going on, but it will be awesome. There is plenty of material. There is the Blender developers, which I already mentioned, the Blender developers YouTube channel. I in the past, I met the Cold Quest Logs, which were like a very nice working progress videos about Blender 2.8 and I was with long hair and all hippie and looking at Eek. Remember this ugly squared cube? Yeah, it's so, so cool to see back to look back at this and wireframes were added. Remember we didn't have wireframes and it's... Yeah, we had wireframes basically back. Such things like that, or when the 3D Corsair was changed or when the Blender internal was removed or the Blender... I like these ones though, the... go away ugly. Go, go, go, go. When the... Blender internal or Blender game engine were removed. So... Such nostalgic times. Maybe I should do it, maybe. Thank you. All right, let's see. Well, next question. Number 4, Puffington says, Hey Pablo, while modeling, I consistently have to focus on a face or mesh to reset the pan and zoom for the viewport. The issue is that they become incredibly slow or sluggish. I can't figure out if you have something to do with the focal length, clip start, clip start, and I'm modeling meters if that helps. I have to focus on a mesh to reset the pan and zoom for the viewport. So, yeah, so when you reach a point in the zoom, it becomes slow because it can't go any further. That might have something to do with the new changes, but maybe you should report it because it should work. Try disabling the setting for the... the viewport for... Rotate that on selection and blanking now on this setting. Navigation here. So, already that on selection or the auto-depth option. Try to play with these settings. If it works, if it helps, and if it does, maybe you can report it back and mention that, hey, this helps or not. So, thank you. Next. When Blender... Oh, there is a new video, actually. When I give it a like, it actually updated the comment. Stag asks, when Blender 2.8 will be on Steam, hopefully the same day. We're gonna do our best to have it simultaneously everywhere, but fingers crossed, maybe... No, it should be the same day. It just takes a bit more... It's not like uploading an XA or ZIP file. It actually involves running some scripts and running some weird stuff for making it happen. But we will do our best to make it happen. Silla... Hi, great work. On the developer fund the tangent animation logo has no link to the website. It's unintended to be and will be the decision for method to implement scout things. Paolo recommends to build up a totally new system for the data. Yes. The decision for the new method to implement the scout things, it's a 2.81 focus. Maybe for 2.81 the focus can be on the first small things that can be ported without the need of a new system. But that will be when Paolo starts working for the Blender Foundation as a Blender employee. Rather soon, I hope. Alright, the development fund site, the tangent animation logo has no link. That is intended to be. Yes, as far as I know every, if you for example if you're part of the Blender development fund you will see if you have a subscription you are you can change your name and your links and basically depending on the level that you have you can choose your link and you can choose it anytime so it's something they have to do. It's not something on our side. And so it's intended to be. That was three of two. Let's do two more. Hi Paolo, when can we expect to see some builds of 2.81 after the 2.80 release? Technically the day after 2.80 is out there will be 2.81 stuff. However, for not making things too weird or too hard to keep track of there will be like maybe a few days of still keeping master as the master branch of Blender as in like okay this is for now what we're gonna use and what it's gonna be 2.80 and for the urgent changes maybe a branch will be made for a stable release and then just all the fixes be ported over while the master branch keeps getting the new 2.81 fixes. So yeah, it's open source so it probably will be like the day or a few days after of the release. Hi, will Screenscast be put back in 2.80? And is the asset manager being 2.8? Yes, yes and yes, well no the Screenscast is not gonna be part of 2.8 I already explained this multiple times about why the Screenscast wasn't very ideal. There are many Screenscast tools out there that are free and that work there is OBS for example there is I use OBS now every day. There is also if you're on Linux there is simple screen recorder which works pretty great and it works and you can do pretty much anything the Blender one was very limited it was a hack mainly and it was very limiting. It would use the output settings for example of your anime, of your blend file you will have to change it back and forth if you wanted to export and then change the path and then if you're doing an animation you will lose your settings and it wasn't very ideal so it got removed and it wasn't working fully all the time it didn't support audio for example it was only video so yeah it wasn't ideal. There are many tools for that and that's and the asset manager, the asset manager that's planned to be in 2. Hopefully 2.81 but the project is so big that maybe there will be a smaller version and then improved over time for only 2.8 series but that's on the top top top top list of requirements here at the studio and other studios and everybody really that is using Blender is like how did you made so many movies without an asset manager? Well with pain. With pain and with the Blender cloud because the cloud has a built in SVN system that they were testing that we tested during spring open movie and it's actually working pretty well so hopefully we can roll it out to everybody rather soon alright I'm sorry I didn't get to answer all the questions but it's been actually too many things to talk about and also at the same time too much amazing questions coming in thank you for tuning in and staying until the end I didn't pay much attention to the chat I was trying to follow at the same time I was a dude next to the projector oh at the Blender London hey Paolo watching this from my sister with my sister in London yes oh say hi and so nice to see people from London here and from everywhere just make more Blender hangouts more meetups and if you make more meetups add them to the events there's an event section of Blender community where you can already Nuremberg Blender user group in Germany nice awesome oh I already voted that there so yes nice keep it coming keep more events coming like spread the word and remember this is the almost the last 10 days left for the release candidate report as many bugs as you can but first make sure that you look if they are repeated or if they are already posted you can give feedback you can there's so many ways to contribute to making Blender more awesome let's try to avoid having a 2.80a b and c because that slows down everyone not only servers developers everybody so even this show is going to be oh yeah there is a 2.80a and b because somebody didn't report the bug on f12 something like that I hope that doesn't happen so that being said I very happy to see you all hanging out here until the end I'm getting ready and you should get ready and your headphones should get ready to say goodbye with style so gracias for staying until the end it's been a pleasure I will see you again in the next week which is going to be the last livestream before the release candidate isn't that exciting yes I'm excited you should be excited everybody should be excited and let's go see you next week same place same time music in 5 4 3 ciao gracias until next week bye