 Welcome everyone to Blender Today Live! We are like... give me a thumbs up if everything is okay because there are so many people and the title is Catches of Blender 2.80 Release Date and that's what we're gonna talk about because finally we have a date more like a month. Of course that release is not like something you should say, hey here's the release. It has to be like a packed. It has to be tested so in a way there is a release date. It's during July this year. Gotta be specific. July this year. So yes, stay tuned for more on this today, on this episode. There is also news on the interface changes. Last week here in Amsterdam there was the home stretch project. Like a mini code quest but not about coding more about the 2.80 project itself. How to proceed, how to wrap up this project and how to continue forward because there is a lot of hype on 2.80, right? That we all know but there is also like this feeling like oh if this feature doesn't get in 2.80 or 2.8 it will never get done but actually 2.80 is just like the first 80. It's just the first of many releases to come. 2.80 it's been worked on for like years but after the first release the idea is that the release progress will go into the microphone is to be picked. Okay there let's see if this fixes it but the release is supposed to be every 3 months, every 4 months. So ideally you're gonna have 3 releases, 3 or 4 releases per year. So okay let me know if the audio is clipping now. I just fixed it but I think it should be okay now. I don't see any red red lines anymore. So let's get to business. There was no meeting notes last year, last week unfortunately but is it okay? Is the audio fine? But if the meetings last week like every Monday were suspended because most of the developers, most of the core developers were here in Amsterdam. They got together, there was like a full week of meetings and talking about it and just basically oh thank you for letting me know that everything is okay. So at the end of the week the plan was to have this, a release plan. So let me get more in frame here. So the release plan. Basically mid-May there will be like this is posted by ebay you can check on the code blog but in mid-May there was this should be like a feature freeze like okay everything that all the remaining features that should be done there must be done. Like there shouldn't be any new changes. So the API even though the API sort of stable now there are still a few changes here and there but there is a lot of work that to be done on the remaining projects. For example the top bar that is one big project that 2.8 is bringing there. Together with the top bar I think the other one is like the tool system and there has been a few changes in this regard that we're going to see now in like in actual blender because some of them were committed already. Then there is the first week of June where developers focus on updating the user manual. There is a full week where the developers are not going to be coding much but more like writing documentation for updating the manual. So everything everybody is up to still is up to up to date with what's going on. Then the mid-June fix all high priority bugs. So there's right now around 40-50 high priority bugs. What is a high priority bug is a feature that has remaining issues that are not even allowed to be in 2.8. It can go out with it. For example in the left click key map and by default you have to press right click to scrub on the timeline. That is not how it should be. That is one high priority bug that should be fixed before the release and there are a few others like that. So in order to have the best experience possible. And yeah July 2.80 the first release. Let's say July. Let's not put a first of July or the end of it. Let's just mark it as July. But yes this project cannot drag any longer. It's been so long and the project is being used in production. And also a release is more like a stamp that you put on a software because you have access to Blender every day. You can download it every day. And every day it's a bit more stable than it was the day before. So just like the release you're you're gonna get in August or in June. It's not gonna differ much from like July one. So anyway that is like the big thing. Let's see what's new in Blender. The main thing that has changed this week. I just compile all the way. I have here my compilation three two minutes before the beginning of the of the live stream. Just very very latest. And here you will notice if you're used to using the tool system. Let's make these windows slightly bigger so everybody including myself can see better. So one of the the things that changed recently and is going to change also in at the end of the like when this patch gets further completed is the tool system. So the last when was it last like the last few weeks after the spring open movie project finished the animators the animator teams got together and made a presentation to the to the team here to the internally about the things of 2.8 of after using one year of full 2.8 in production what were the things that were most annoying or that it could be improved to make the speed the workflow faster. One of them is the tool system. The tool system is really great if you're using like if you're used to other software maybe if you're just starting with Blender or if you're modeling then it's amazing but if you're animating it's not really that I mean you can have some features for example like the breakdowner when you're animating which is there is a great tool but you also have a shortcut for it so maybe you don't use the tool system that much. And one of the things of the of the tool system that was getting in the way was the transform or like the gizmos for transformation. This is something that has changed now and it's basically it's more like Blender 2.7. Basically now the when you're even like selecting an object you can have the gizmos for transformation regardless of the tool that you're in. So basically it behaves like 2.7. You can hear from the little dropdown that appears here in the top bar you can choose for example the object gizmo the rotation or the moving the rotation or the scale. This is pretty much the same that it used to be in 2.7 there used to be here. You could press on the little icon down here and you could choose which kind. So it's the same in 2.8. It's just shown here in the dropdown in the popover up here. There is also a shortcut to enable it is control tilde. You can toggle them on or off and this will toggle the gizmos per object for the active object. So you can see it's like a shortcut and that's pretty much it. It's basically bringing back the 2.7 functionality for that specific gizmo. I really love this change because I think the transform is something that you even if you're like doing annotations or you're doing any other tool it's always good to have. It shouldn't be part of a tool itself. It's something that will speed up workflow a lot more because in 2.7 that's one of the things that it makes it faster. So never go into Adobe. Of course not. Thank you everybody by the way for for all the comments. It was very nice. The chat is on fire. We have guests today by the way. So ask your questions on blender.today. There should be a thread now. Someone made that made it by the community. Blender today live here. Awesome. Here are all the questions. Interesting. People are already asking questions and maybe it should be one with the with the actual video linked to the live stream. But yes let's let's use this one the blender today live 58. And let's ask the questions over there. I posted the link on the live stream. So let's move on. The that's like the big thing that changed and there is another thing that change that will change in the in the blender interface is the is bringing the top bar back to the like back not back actually because it was never implemented but basically no it's not done but basically it will mean that the top bar that now houses a bunch of features and bunch of settings about the active tool for example if you have the translation if you have many of these features especially it shines when you have when you're sculpting and when you're in grease pencil for example it is very handy to have it up here but sometimes when you are in object mode for example takes over all of the interface without actually being that much useful so in also the another issue that it has is that is global right so if you're even if you're not using a tool from this specific editor if you go to another editor then if you switch this editor to something else for example then the thing is still there so it can be a bit annoying if you go to the dope sheet for example it can get a bit annoying so now the 2.8 way of doing it not yet but it will be implemented for 2.80 is basically to move the top bar back to the editor so it will be part of this of this one editor and everything will be more like part of it the same with texture painting for example if you're doing it in the image editor you're going to have it right there the rest of the setting is going to be the same but basically we're going to give you like this much more space everywhere else in every other editor but of course not in the 3d view but you're going to be able to collapse it's just like you you can at the moment just same functionality but in one editor then more features more updates in the user interface this one it's nice but it's not a huge fan yet because I don't use it but it's the preview the preview option here in the material settings for either evy or cycles was kind of broken now in 2.7 and also it was lacking some of the like shining some of the features that evy had for example so now this has been fixed and also new types of previews having added so if you're previewing for example a plane a sphere or a cube you're not going to see much difference also for hair you're going to see much difference but then there is this new type the shader ball it's added now to it I think it's a it's a pretty common in other software too but basically it allows you to see in the preview of of your shaders of your whatever you're working on here in this little window which it's I mean you kind of have it in the viewport right you can just switch to render and then gonna see it the benefit of this is that it's a preview that can be used for example for when we have the asset manager then you can see all the materials rendered with that also it includes specific specific types for when you're making cloth for example gives you a nice very nice kind of preview and also liquid it has a tiny splash where you can test the for example the thickness of your material or how glossy it's gonna be or how metallic your it's like mercury your your liquid is gonna be so this is of course it's just a mesh so it's just to to simulate how it's gonna how it's gonna look unfortunately for this to work the monkey has to go away which I'm a bit sad because I would rather replace the blender logo with a monkey face here just just to not make blender too similar to the rest of the softwares right like that we have to keep the monkey around us but yeah that's the one thing everything else is should work as expected except for a few features that I noticed that for example the still working price but for example this assumes that the preview has subsurface scattering but if you're gonna see it in the viewport then you have to enable subsurface scattering in the render settings right so this for example now I enabled it in the render settings now I see it in the viewport but even if this is disabled here you're gonna see it available um enabled here in the uh in the render so yes a bit yeah now a sustain is not gonna go away it's uh yes f for respects for the monkey I hope we can bring it back maybe we can just change this blender logo here for the monkey it's just just come on blender having a blender logo instead of blender is like like self-hive fiving now we should have the monkey back give your love for the monkeys put some monkey emojis let's bring it back more features then um the grease pencil feature there is a new feature that makes possible to draw to have the like a gradient on the brush that you're painting on so for example by default it's not um it's not enabled it's not set to um to evaluate and also like for example if I make a drawing here let's make it a bit bigger um grease pencil draws with lines but per material you can change the type of the stroke to be line dots or boxes so boxes was already there basically makes little boxes and dots was also already there which is pretty nice if you know make dots so I look at them on the monkeys thank you just thank you just the love that is getting susanne then we should also bring you know like in 2.4 when you will add a monkey you will say who who who and uh yes maybe we shouldn't bring that one but look at the love it's getting the um sorry can't stop laughing what I was mentioning is the option per dot to have a sort of like um like a fading effect so you can enable it in the option settings border opacity and it will apply to the new strokes that you that you do so for example if you tweak it here in the options border opacity we have to make the this wider by the way because now I can really read it but maybe also should have another name maybe it should be somewhere else um but allows you to fade the border of your stroke which is um what why would you want that for example well what if you're simulating some sort of um like um watercolor effect that is this this allows you to have that especially if you have it like less strong and then you have a color that is not so ugly so for example there it allows you to have this effect of like watercolor ish then um you can it's just basically one slider and there is a new option too that allows you to draw for example if you have a texture on your um on your stroke it's gonna be a bit more obvious if you just choose texture as a type of stroke but it also works for solid so it's called follow drawing path and it will change the direction of your stroke followed according to where you move the mouse so basically it's going to just follow whatever you're drawing which is awesome if you disable it you're going to see the difference basically the every stroke is um has its own perfect line which if you're making like decals or if you're making texturing then maybe you want that but if you're actually drawing with a texture on your brush you want to have it enabled it's enabled by default too and it's a per material setting it's not pro layer I forgot I mixed that one up awesome well let's move on what a beautiful demo look at that can I be a demo artist now all right um more options reorder the yeah this is a small one it's a change in the interface is the um in the this property steps got reorder maybe you don't notice because the reorder is a bit subtle but basically it groups them in categories so there is the two settings on the top then there is a group for like scene settings like scene level settings for example render output view layer all three are together then you have the scene settings and the world because the world is one per scene right but then you have the settings for uh object level which are all grouped as well do you have the object itself then underneath you have the modifiers the modifiers used to be more on the bottom now they're up here because it modifiers are per object then uh you have particles then physics because they're also like some sort like when when you enable physics it's basically adding a for example when you add a soft body physics then it's basically adding a modifier so it's also object level so it makes sense that it's all tied up then you also have the object constraints and you have more like the mesh data or like the object data if you select a camera for example stays in the camera and then um the if you have a mesh the same if you have a lamp the same and this is going to be at the bottom except for meshes where you have materials but then um for objects that have do don't have materials they're going to be at the bottom so it's also easier to spot before they used to be here next right next to the object it was object and object data but i think it it being at the bottom makes it easier to always look for it at the bottom of this uh list and then there is a separator and then there is textures textures you could argue that they make sense next to material but there is a separator because textures usually are something more um disconnected from all from whatever you have selected because you have for example for brushes or for um a constraint uh not a constraint but a modifier for example like a displace can have a texture so it's connected but it's not it's connected to everything basically so yeah that is it with the news and i think i covered most of the news so far i hope that my my guests are coming soon um i think every i covered everything we can start going into the questions i like the reordering of the tabs thank you that's pretty nice also by the way the one of them speaking of the tabs it's still hard to find them without colors and developers are aware of that so one of the high priority bugs like it's actually called a bug because blender doesn't function really well with it without it is the um the color for the tabs so the icons are going to have the color of the type of data they are um they're working on they're working with so this will probably stage just as white then there is shading then there is um modifiers which are um blue then there is meshes for example mesh data or object data is usually green and then you have again the materials which is a type of shading which is usually red so yeah there is that why are so serious am i serious serious sorry i didn't mean to let's let's read some of the comments i always love reading comments by the way thank you everyone for the nice comments here on the thread everybody's super excited about it i think everybody's waiting 2.8 just as much there will be a blog post by the way coming up i have here some videos from last week so this is not edited this is completely raw so um don't don't mind the editing i was just trying to follow people around so you can see a little bit of what was going on last week here in the homestretch so basically the having the artists in this case for example healti as an animator together with william who is working on the user interface and then there is jack look animation nodes also working next to it again this is uh it's moving a lot because i'm gonna edit this i'm gonna make it stable i'm gonna do a bunch of things to it just to make it well look great and then i was trying some rt takes down there and also sneaking into the developers meeting here just trying to not be noticed by a lot of people but this is how developers uh looked like here unfortunately the lie was um i had to leave already he's back in Brazil but he's working at work um also full-time for for blender starting like you know in not not too long from now then um there was also discussions about hiring more people because the development fund is doing well but it could do better so consider joining um then also reorganization about the team as we're gonna take care of which part so it's pretty um exciting in the future that there is a head for blender blender 2.8 there was also discussions about the patches about how to implement them and how like how to proceed and which ones could be part of 2.81 2.82 and also about in which order to um to present them because sometimes you can have the um you can have great patches but if they're not ready for the release or they're like here this is a weekly meeting by the way um if they're not ready or if they're not like back free for the the release then they shouldn't be put in the master because the idea is to get 2.8 in are stable as possible as soon as possible so here I was just recording everybody having um at the end of the week we got together and we see what each developer or each artist did during the week in this case it was a developer special so it's um it's pretty fun to see everyone everyone together it's like a like a big family that we can hopefully increase and make bigger soonish all right let's go to the questions blender.today have some water here here sponsored by a cold quest let's see blender today oh nice it's already on fire yay gonna upload it all right so thank you to the the the audience for making the thread here the first question is uh by thinking polygon is i just want to know when the scout mode will be back we'll have back the brush panel that displays all the brushes available at the same time the way it is now is very difficult to manage find or switch brushes especially if you have several custom brushes spread under different tools people are starting to think this is a bug there and there was a change what what i'm thinking polygons is talking about here is that there was a change uh recently some weeks ago about um unifying the brush system how it looks when you're in different painting modes the issue though is that the brush system is also shared for um the sculpt mode so it looks consistent between um between like vertex paint texture paint and everything paint but also looks consistent with sculpting which is not always what you um like the workflow for one or the other is are different so the sculpt mode has to be treated separately differently and we need your feedback on that there is a thread already i think on developer.blender.org if i'm not wrong i could look for it but um the like i don't remember exact number but you should check it out i will try to find it and maybe answer this because if the more people can chip in and um talk about it then the better we should try and make it more efficient for sculpting so yeah let's find a brush system i don't remember unify here no this is a different uh i think it is a different one but basically we should try to uh tackle this issue for 2.80 as soon as possible maybe like redefining reunifying the whole brush system is a different um step for the future that there is no time to do it right now but at least the interface shouldn't be confusing and should be as efficient as possible another question said pkgo asks my only request is about the knife tool i think it should be turned into a powerful modeling tool that can do more than one thing at a time right now it can cut through many objects only selected one and if you make a mistake you have to start all over yeah that's the issue with uh with model um tools but i think it has in it's like a completely different approach to the the tool itself so i'm not sure i'm gonna fit into 2.80 but i agree with uh with the changes you suggest another thing that i forgot to mention that happened last week which will probably make happy a lot of uh users that are switching from like um like maya to blender or like different softwares to blender they um will be happy to know that there is now a new key map that is being developed that is called the industry standard key map industry compatible key map basically so what it does it changes the most basic features inside of blender to match the what the industry is using basically so the idea is to take the most basic functions like okay moving in the viewport um maya does it this way then max does it this way cinema 4d and just put the the the industry tools there and then which one wins and in this case it was done for example you can change it by the way from the splash screen if you're just starting blender or you can also go to the key map in your user pref and then choose industry compatible and you will if you're familiar with other softwares you're gonna do amazing things but if you're not familiar like i am you're gonna find out that for example for for panning you can do alt left click and drag alt middle click for panning and then alt right click for zooming which will make life easier for so many people except when they look at tutorials because they're gonna have the the tutorials are probably gonna be following the blender default so keep that in mind if you're gonna try and use this this this key map the idea is to have the industry compatible key map have the least amount of changes possible so that way you can continue using blender just as normal but the but yeah the functionality the navigation at least should match other ones other settings so here are my guests hey oh my gosh hey hey all right come over here behold blender actual blender developers so here every week every week i i um get uh here talking about blender development but i'm an actual developer here you have camel barton clap clap clap clap and basian montan monta ideas one for two and monta 29 in uh in the in the chat or in the community so how are you guys fine so good so good well um um so if you have any questions okay people are already saying welcome but we have a list of questions where i usually go and uh and talk about in the in blender today so do you guys follow the the these live streams by the way no sometimes yeah it's okay to say sometimes but yeah not always the time to check well you kind of follow the development already so it doesn't make much sense but um audio could be louder okay or maybe we could be louder i also i'm gonna okay so i hope we can get closer to the microphone just just just i don't do this often by the way it's so many people but um here's the microphone let's try to do our best so the way the show works basically i spent the first half showing actual blender everybody's waving um actual blender changes i for example this week there was a change with the tool system right like the the changes that you did come down right to uh make it more like 2.7 so i was explaining that in the first half then the some changes in grease pencil and then in the second half i ask questions to the community so they can ask clap clap clap everything is very exciting yes it can be distracting but yeah so um last week we were all together here to talk about that to wrap up basically the 2.80 uh project we um i already mentioned these two people online so they're aware of it but how was it for you because you come from far away how was it for you to to be together with the developers is it really something that you see we should do more often it's something that it was could 2.8 happen without it for example we were that meeting like maybe not the the cost quests were really useful and one is nice mostly because like speaking face-to-face with everybody's much more efficient way to have discussions especially on somewhat complicated topics yeah especially 2.80 it's a huge project so there are many topics that is hard to talk in in like right online or how to like test new things if you want to sit next to an artist or just try something new and then i think that's my three like the big thing right so all of this is thanks to the to the blender fan by the way so keep keep it keep it going down there let's see if uh okay people are people are okay let's come to the questions because then i will um make good use of your time then uh there is a request about the knife tool about being being more powerful for example being able to do more things more than one thing at a time my reply was but basically that the knife tool right now is model right you enter knife and then you start cutting so that's why it feels a bit limiting also um they um mentioned about the undo so if you undo one step you undo the whole thing but that's part of the undo system that you worked on right and you plan do you plan to keep working on it yeah so yeah i mean some of the improvements that they're mentioning like we can add more undo steps like so gizmo adjustments or knife tool operations can add more undo steps like a lot of this stuff we're not thinking about at the moment because we just have to get 2.8 out and we've already got lots of stuff to do but um yeah i mean that's potentially can be added yeah awesome why are these uh like the the top five things that it needs to be fixed for example or 2.8 that are on like either your blade on your blade for example um i mean the tool system for UV editing and just generally like the gizmo some of them are a bit uh like big glitchy or whatever so just like making those really good um the undo system has some bugs particularly with texture painting i don't need to spend time on um some of the ui stuff to do with redo and the top bar need time spent on them they're the main ones i can probably think of more but maybe you have some less in what are why are you like top things to fix for 2.8 like we were just talking about fixing the test because you know we have a set of tests and currently they are totally broken so this has to be taken care of so it's a test it's like an automated way to try if something works yeah we some at least some parts of the program are easily tested that way so we need to resume it because we had it for 2.7 uh area and during 2.8 we just completely broke them and didn't care about fixing them so this has to be done yeah that was a bad this yeah like we shouldn't have done that we know we shouldn't have done that so bad process yes yeah okay but this will lead to having a more stable blender in a way because you know that the tool will keep working as long as it tests yes that's the idea the test and we are probably going to try to enable them on the billboards so that uh every day they are run every night and the builders make they are run and we can immediate nearly immediately know if we are breaking something wow every day they will be a check on every tool now not every tool but on every tool that has a test to see if it works or not isn't that amazing awesome and that that's like the main and that yeah i mean i also have probably a lot of fixes in the blender ipi in the id management all that kind of stuff but it's kind of random day to day yeah a lot of bug fixing is left to do you say so bug fixing so report your backs if you want to have them fixed okay for example this question are there any plans for hybrid rendering in blender do you know like having cycles rendering only one certain spec aspects and the rest in evie well i mean it probably can already do it like maybe not that easy but not automatic not automatic they probably want to like really integrate it into the workflow and the answer is i guess no but you're asking the wrong people because that's rendering engine development so but from from the blender development kind of view is also like i wouldn't say you should add like for example you shouldn't reply if there will be a full feature film of the agent uh there will be eventually but yes it's on the plans and there will be news actually not too long from now you should like within a month you should get some news about it what are your thoughts on vr animation in blender oh it's a really exciting project and we are planning to work on vr and blender awesome so yeah i mean it's on the roadmap it's not like for the first few releases uh there might even be a g-stock on it like maybe yeah oh and summer of cold even yeah and there's a recently there's been a like api released like you know how there's open gl for um graphics or directx or whatever there's a similar standard that's been recently released for virtual reality so it means that we don't have to like have support for every individual headset which is ridiculous when you think about it oh like more unified yeah like so you just say hey we write to the this api and then different headsets can plug into it yeah it's like writing on a and like a drawing for every graphics card that was really a weird processor and it has to have printer drivers for every model of printer it's really silly so and this is very recent i think the last few months or something so yeah awesome okay a question about volume rendering if it has been enhanced um not sure actually the principal volume shader was broken for um for evie until i think today was there was a fix so if you're using it try uh compiling or get the newer version of blender and if hasn't been enhanced it has been fixed in many ways for spring because we use it for the open movie spring which is already out so maybe that's what you mean let's try and get more questions out um really excited for 2.80 i want to point little things one is we could get keyframe jump to just cycle just an option in the input editor will do and like like keyframe jump to cycle to go back to the previous yeah that could be yeah i feel bad saying yeah we could do that because we don't always get around to these things but that seems like the sort of thing if you were looking into the source code of blender and you wanted to get into development that's like a nice quick hack that you go like a toggle and then the keymap person like the person editing the keymap can enable it that kind of thing it's it is that something you could you off the top of your head you think it could be them just by the keymap like the other keymap or no the option would have to be added to the operator so you don't need to get into the source code but it's this kind of thing you could probably do even if you ever experienced awesome great is there a documentation for this kind of thing no just like look at the code just look at the code and search the code and yeah i think i'm not a developer but i what i would do is would first check out the operator name and then just look at the RNA of it and just see our the other options are added and just copy paste just try to do something like that just search for the tool tip usually tool tip yeah that's a good one good one really excited to see an industry standard keymap implemented along with our standard blender keymap will it be sufficiently set up as a working option and who might be maintaining this keymap so i mean it's in blender right now so if you download blender it's like in the preferences you can access it and william ranish is maintaining it and he's being really responsive and he's been replying to reports of issues so oh interesting okay yeah so i was testing it yeah and now like and now the i can't go i had the same thing you enable it and i just can't use blender at all yeah now use use preference maybe the preferences should always be the same because then you change it once and then you have to like because i was using f4 for the preferences you know oh i can't but then the next time you use preference you have to use a different but yeah but yeah all right so next question um is there a way to convert annotation layers to grease pencil objects no not at the moment then um Luciano great congrats everyone on the spring team i would like to know where the animation requests from the team are and if there is planning for them to implement that there are many requests than having yeah um so what we've agreed on is each module owner because we've sort of reinstated like some of the core modules in blender so like animations modeling sculpting vfx these will be like top level modules and each module owner will have a task and if anyone's seen the ui paper cuts we'll have something a little bit like this probably not quite as chaotic hopefully but a place where module owners can manage like lists of to-dos like approved agreed on design tasks and to-dos that will be implemented and so we just need to sort of on i think we're planning to do it today but so maybe we could link to it um anyway so we just have a top level like these are the things to do there's child tasks and each of them will have many many child tasks each area so animation will be one of those and like Zebra and already started working on the feature requested requests from the animation studio here for the animation guides yeah he already did a few experiments and fix awesome yeah because our cloud developer Zebra is a secretly a blender developer as well so whenever he has the time he well he's been working on alambic for a while but um he's also um helping out the the animation team to get those features out especially the ones that are low-hanging fruit that they just is you need to have the artist next to you next question is there any way to import an object from another plan file as an instance uh yeah right yeah i mean not directly i think what the question is um he's asking for like you know you edit the object or original object in your library file and then it immediately shows an update on the the files you are working on linked but you need to have like uh you need to reload currently you need to reload the the file which is linking the libraries data i mean i wouldn't do it inside of blender itself you can could also do it pretty easily with asset management or even another asset management yeah excited about that that could work as an asset management i mean this is the liberal you just have to add some extra level of communication between the different awesome where my axis mall in blender they are in preferences in um viewport 3d viewport axis you can have the simple axis that's the one i think that's the one you mean right it's uh it's there it's still there um next question right um material override for evie is not there um no it's only for cycles at the time being when you are using cycles you can set in view layer and override for um here for the materials but not not not yet for for evie it's not a feature yet there it's not high priority i think i also at the for the time being shading outline width would be useful shading outline width like for this one this outline i thought it was possible no no not anymore in 2.8 because it's a bit more tricky than the way it does in 2.8 post library there is no replace update in post one has to click and then select update the post library is one of the features that the animation team is uh wants wants to polish and there is an item that we're using and that is published by the way it's in the git lab from the lender institute but it's not doesn't come with blender the version that we're using so that's one of the features that it should be part of blender or also as an asset manager part of the asset manager next question will the remove doubles be moved to the delete menu there's many people are asking for the remove doubles to be here it used to be more easily accessible i think it was in w menu or yeah the specials um it is but only when you're in oh yeah you have to have like this for all the same huge fun of this but uh this is basically uh it's still there but it's not in the x it kind of makes sense right because you're deleting is like a merge yeah i mean you could also put in the merge menu the merge and then you have merge old oh yeah because it's remove doubles is basically a merge yeah with zero distance yeah i'm not gonna give a definitive answer to that one because we need to think about it but it's a it's a good point yes will the old gizmo to return it is back check it out on the top bar i think i know what they mean though oh so they said a new one is well no i mean so the old gizmo well the new gizmo is accessible like it was in 2.7 so you don't have to use a transform tool you can just enable the gizmo and just leave it yeah even if you're in a friend tool and and if a tool has a gizmo it will override it otherwise it'll stay there i think you said you mentioned that um but i think what they mean is um the new one being slower is a bug on some graphics cards and i can't redo it but if someone can redo it let us know let us i mean like we'll we'll look into this because it's it affects enough people and it needs to be fixed for 2.8 so it's one of the bugs we'll have to look into cool if you have um if you could compile blender yourselves for example and have this issue then it's even more important that you can report the bug because then we can maybe like contribute like give you a patch and then you test it and then back and forth with the developers because yeah developers don't have access to every graphics card out there yeah um can you stop changing hotkeys it makes it impossible to learn 2.80 the rest thing will be to bring back the 2.7 hotkeys back uh the 2.7 keymap is back and there hasn't been many changes actually in for a while i think we haven't tried the keymap now i think f2 was the last one yeah f2 and f4 yeah but that before that for months there hasn't been any change actually some of the features the the hotkeys were brought back but no actual changes like two or three like very few yeah like a center and yeah we'll bake texture we added to the workbench and evie uh not that i know for the time being is not like a high priority at the moment but it could be interesting there the thing is actually i asked uh um clamon about this and he said it would be possible if but only on newer graphics cards and that is like a big yeah it's a showstopper at the moment because it would be a feature that is only available if your graphics card allows it um so we're to draw the line right in those things or we wait for a wolf can which was another topic that was covered last week but let's talk in one year about it the so yeah basically what would you think about having features that only work in some hardware i mean i think it's okay yeah yeah i also think it's okay it's like like it's a bit like an extension an extension package then we ensure the basics are working on all our supported hardware and then yeah maybe if there are some very nice to have features that we can make them work on all the low level hardware yeah i mean baking's also one of those things where if you open a file that was baked on someone else's computer you can still see it it's not like animation playback won't work because you haven't got the newest graphics card or something yes that's right so yeah i mean nice to avoid but i think it's okay i mean it's a bit like rendering you wouldn't expect to render a huge prediction scene on a basic low level computer because you wouldn't have enough memory or CPU power so it's like depending on what you need to do you need the correct hardware to do it yeah can you add a cert function or a group function to the shape keys and the vertex groups actually there is a search yeah um every widget that you have that has like this look for example like the groups or the shape keys the if you press this very obvious expand icon uh you can search so yeah everything that has this look for example materials they all have this search widget where you can search and filter even sort change the sorting and uh yeah next question please add to blender native font management yeah that would be awesome that would be pretty nice but yeah that's also maybe for another developer to to tackle like these kind of very isolated yeah um features could evie support the videos ray traced ira iranians fields they presented a gdc 2019 well like blender is supposed to the 2.8 supposed to um run on 10 year slash eight year old hardware so something that was added a couple months ago is probably could be implemented but it's uh yeah it's it needs to be standardized as well right what a wonderful program thank you any brush updates for grease pencil um like adding paint brushes and presets loader no not not that i know so far is there any new the top bar editing options like normals and options drop down in edit mode and the symmetry in sculpt mode can be moved closer to the working area well well i mean they should mention that yes yeah there is a patch that's been worked on but it's gonna it's planned to be ready for 2.8 that will move the top bar into the editor so one year for example in edit mode these two panels are gonna be at the edge of the 3d view and the same for other editors that have the top bar next question is the export addon for after effects going to be updated it depends on the also of the addon i guess of the addon the you can ask the author of the addon or ask adobe to do it again when people ask for the hey is this thing for all unity or after effects are they well you can also ask them i mean i think sort of a general statement that applies to all addons is addons that people depend on and that are fairly popular will probably end up getting updated we're just focusing on blender but once blender is released or maybe soon before it's released we'll go over the high priority addons that people use and probably update them ourselves if no one else does it was not a huge task yeah if it's just basic stuff i don't see why not yeah maybe there is also because some of some of the changes in the api shows like the way it's written maybe it's just running an update five-minute task for someone who's familiar with the api awesome the will there be a 2020 cold quest for 2.81 would you would you come for a 2.20 cold quest yeah sure if it was shorter not three months like we are supposed to release 2.81 in this autumn oh okay they're hoping a bomb here much later yeah so not for 2.81 but maybe for like i don't know 2.80 would be 83 probably 83 84 but like it has to be i think everybody here could be either for wrapping up a project or maybe kick starting other projects or bigger projects like the everything notes that has been actually worked on and the idea is that the first first deliverable it should be in 2.81 right the idea for yeah that's not a film plan slash 82 slash 83 but it's like it's like a progressive release of these everything notes so it's almost everything notes almost everything notes in three or four years maybe oh maybe not that long maybe not that long yes you never know interesting okay um when is adaptive sampling coming adaptive sampling actually there is a development there is one developer stefan yeah there's been updates on that patch today no development in that direction there's no development there is development there is development you should need to look in the right places or watch blender today or because there is actually development and they're on twitter even if you are on twitter and the developer is working on it stefan he's actually posting pictures and like how it looks so it's it's coming eventually Johan asks will the 3d mouse users ever get some love i know that blender officially has support on it but it feels like it was added just to have it the space mouse yeah i've got one at home um i guess you guys have one here too but i test blender with it and i fix bugs when they're reported um so short answer is no near-term plans to like do big changes but if there's like obvious improvements or ways that it could work differently um i'm not i'm sort of happy to look into that cool so if it's not working for you or like issues then you can report back it would be good to know if there's like design issues or areas where like everyone pretty much agrees that it should work differently with these things often people have their own personal preference too so yeah anyway we'll have to see okay grease pencil but the onion skin buttons i know the buttons are in the layer tab but do you think guys could also have them in dope sheet summary um could be actually the the grease pencil for the the grease pencil settings for the dope sheet needs some some attention will i be able to move 2.79 files into 2.8 without losing anything well you're i mean if you're used to blender internal um you might lose a few things or the game engine or um well your your layers are gonna be transferred converted into collections so but actually mesh data should be okay maybe particles mesh data animations shakey all those kinds that should most of it should be okay i think the main issue will be with material if you are using uh old old material from internal yeah i don't think we there wasn't plan to have a script that like updated did no one want to do that okay it might be good to have yeah might be good yeah because we already have a like a basic wrapper or not so you could use it to generate but it wouldn't be a one-to-one mapping anyway yeah just lose some basics would be nice we talked about this we're aware it's a problem but yeah okay i don't think anyone actually did it yet no we have to look into and um yeah but also uh once you go to 1a you can go back just keep it in mind so make a backup before moving just just say well you can still link back some object data from 2.8 into yeah append back into you can append you can also like control c and control v to copy objects but it's not really recommended so if you go 2.8 just just keep that in mind um now i'll ask is the zebra strip matcap going to be updated for the release yes the matcaps there is an updated matcap um for this particular use the one that has like this zebra one there is a the current one is a bit low resolution as you can see and there is an updated one but the um um yeah it's something that can be done anytime but it's better if also wait a little bit with these things because if there are like more matcaps that need to be updated then we can do them all at once and instead of doing like yeah once now and the same with other like um other community contributor content yeah go asks please comment and right click select this is a proposal about acs oh color space we don't ask us that no color space is not our um or at least it's developers there's still work going on on that topic it's it's known it's a known to-do topic but it's like there's no film plans currently no two and it's not areas of work okay is there any female developers in the developers team yes there are um 2.8 for the win i'm just reading some comments from the last stream um hands love this show keep me up all the recent development thank you all for all those that would love to see you deem support please visit and right click select and comment and vote this app actually you deem is planned for 281 there is a patch for a while already but there were a few things that didn't were not completed in time for getting in 2.80 because the idea is a 2.8 feature freeze um so yeah 2.81 that drago i love the show i would oh this already was asked um and already was asked and implicit skinning is there any plans no no need templates no so i will uh real uh i will like a real dynamic hair system in blender with condition yeah that's part of the long term like midterm plans to rewrite the whole particles has have separated type of objects for particles and for hairs and all that kind of stuff but it's awesome it is it is planned but it's for the midterm and also with everything now it's maybe it can be tackled in that direction that would be part of the everything of the everything now it's awesome for new selected objects outline is visible through other objects how to disable it that's intentional yeah that's uh it's kind of useful it's a feature yeah so you can see through even though there's an object in front of it so you can see what you have selected um and the last but not least i have a question meaning asked here for three weeks okay and with this one we can close uh so question number one from blender guru video on micro polygon displacement i haven't seen it but it appears to be render based through micro poly displacement working according to our view in the viewport i haven't seen the video have you guys seen it no um yeah you know these are asking if his camera is moving if the camera is moving what if my camera is moving a micro polygon displacement happens near the camera as it will well it there is a threshold right so it would like kind of flicker in a way it would adapt it's adaptive i mean so it should be subdividing finely enough that you don't notice the different subdivisions each update yeah i think there is a threshold that you can change in the right if i'm wrong um there is a threshold that you can say what is the minimum size um in pixels so if it's smaller than that then he's gonna change but if you make it like small enough you're not gonna see the flickering and i mean the if he's like using the cycles rendering inside of his viewport and the viewport is not in the camera view and i think it's expected that the micro displacement would happen based on the viewport view and not on the camera one okay it's the the active rendering which you're doing the trick okay good point question two is there it seems that i can keyframe the camera icon render hide on or off for an object um i know that's obvious that only what is in the camera view gets rendered but suppose i have a scene where three remains in focus for a few frames then the camera goes past it would hiding that tree in the subsequent frame same as some render time i think not much not much yeah it could save a little bit but i think like it's like already clipping things out there is isn't there an option in cycles so there is yeah basically do what you're saying but without having to manually do it yeah there is an option in cycles for like a simplify so in the render settings simplify there is like um calling right is that that's uh yeah yeah so camera calling so if you enable it you can see you can cut whatever is or also distance whatever is outside of the camera but remember that if there are objects casting shadows they're actually like or mirrors or mirrors yeah or anything yeah actually if you have reflective objects then it's not a good idea because then they will flicker they will change they just increase the margin yeah maybe it works better right but if you are not there yeah it's gonna actually make use less memory because they don't they are not part of the the render itself um um my suppose my camera will go past this tree and then it will turn around the come the tree will be visible again yes as that's correct um and then not important question what are the plans for the blender game engine after 2.8 is released um but there won't be a blender game engine the plan is sort of to try to have an interactive mode inside of blender so to have basically to decouple um playback from physics and computation and yeah to be able to navigate inside of the main viewport a bit like you would inside of a game but that and have some maybe some logic nodes for example to handle some basic interaction but that's pretty much it and for now it's like a mid-term plan we don't have any film yeah about the schedule for that and there's no developers yet you really put the hand up to do it either which is you know it may get done but it's not like it on anyone's to-do list at the moment okay but generally improving physics is and so the interactive mode needs to have better physics yes so that's right yeah so better fix it i'm sorry one time real time real time physics is also part of everything nodes in a way i guess because they the interaction mode is going to use like a sort of logic yeah and it would be not null based so yeah expect a bunch of nodes in the future right now it's just general ideas we don't have any real design for it so yeah like everyone has a lot on their plates basically for 2.8 so all these interesting projects that we have like talked about or whatever we we're not going to say yeah we'll do that you know in the next year or whatever because there's just so much going on already yeah so we are actually seven minutes past the time actually we are late but i just wanted to keep them hanging around here for a bit longer because they're gonna leave like this week next week this week okay so okay but i can convince other developers to to to come and be part of it that's actually pretty nice to have your guys over here the home stretch was about wrapping up the the the topics that you have to work on for finishing for wrapping up for for the releasing 2.8 but there's also 2.81 projects that are to to look forward to what are your favorite projects that you're gonna work on in the future in the in one year from now or like from here like within one year like is there anything that you're looking forward to like i want to work i want to get over these 2.80 thing and i want to work on the one feature i want to finish what i've been working on for years already so the study well not statistical rights no it's called library of rights and of course the whole asset management system ecosystem that has to be like it's nearly down but it has to be a little bit polished and define which steps we want to implement first and have a schedule to get this working awesome so static well library over rights and asset management yes awesome and probably for me i mean it's not so much in a year but the tool system there's lots of interesting tools that we could add like previously our modeling tools was limited by the number of keys on the keyboard so there's lots of like nice tools that you could have but that'd be nested away in some menu so we could have more interesting tools mainly for modeling but also animation and other things um and what else yeah maybe that's something that you're really yeah yeah like enjoy and make sure addons can do their own tools too um yeah aside from that probably just um just mesh editing and stuff like that modifiers the modifier nodes i could oh jack with that what about parametric modeling if something people are asking yeah just it's also part of i guess from everything notes again in a way it's part of it's mostly part of the modifier nodes the modifier stack side of the project because once we have that as node it's kind of easy to have the parametric modeling inside of the node well i can't can't really imagine what's going to be like the life after 2.80 right with so many new developers making patches and i get people here asking about the uh yeah about how to contribute how to be part of the effect have you noticed already for 2.80 the an increase in developers trying to help like providing patches and in the last year i think so it's been difficult because i haven't had as much time to review patches as i should so if i've ignored your patch i'm sorry um but i think we have had this has been the problem for all of us developers we have been so much fixed on bug fixing that like we have a huge amount of patches that need to be checked and reviewed and taken care of and everything yeah the issue is if the patch is doing something which isn't really important or it isn't like an obvious fixer improvement we tend to just like postpone it postpone it for like the next release or like whenever there is time for it or really cycle that we want to start again because we haven't released 2.80 in like a long time we have there's quite a lot of patches to go over like a backlog of patches to go through awesome well so with that now the people keep asking when is the release date well we hope it's gonna be july that's a target and it's been extended for many like already many times but this is this is it it's like has to has to be there is already a plan for it uh there is a release plan on the code block code that blender adored but there will be also a new blog post this week maybe with a little video where we're gonna be answering some of the questions about what happened here this week in the homestretch so with that being said thank you guys for dropping by it's been a pleasure yeah likewise yeah i hope i hope you had fun it's uh always super fun to have people over mix my life so much easier and uh i'm a bit lost with the with the chat but everybody seems to be pretty pretty positive with it so thank you everybody for for the love here and i think it's time to wrap it up i hope you had fun and download blender remember a release is just a stamp really like you can download blender every day just a release there will be no difference between the day of the release and the blender the day before the release other than the splash screen probably or something right so anything you want to sell the community report bags don't report bags yeah report bags and thanks for your support so of course because yeah we couldn't work without you so exactly actually yes yes they are um they're full-time developers for many years now and this mainly thanks to the blender development fund so thank you to all the supporters and if you're not there yet you can join in fund the dot blender dot org and there's my advertisement for the day and click a subscribe and join and uh do hit that subscribe button and then okay that is all for for me thank you for uh watching thank you guys for being here and i will see you again next week same place same time ciao