As BlenderNation reported yesterday, a new milestone in Blender history has been reached, with the release of Blender 2.5, with plenty of changes here and there, following a rewrite of its interface system and improvements to present features. Now, if I understand correctly, this Alpha 0 release is the first in a series that will lead up to a stable Blender 2.6 sometime next year, so 2.5 may not be ready for production use until then.
It’s amazing, really. Looking at the screenshots and everything that’s changed, there is little in Blender that resembles what I saw in version 1.8, all the way back in 2000. To be fair, there was a graphics card compatibility issue that lasted until version 2.22, I think, so my first reaction to Blender’s interface was something along the lines of “What the hell is this?!”. The buttons would appear and disappear whenever the mouse cursor was moved over or away from them, and there was some distortion here and there, with random background colors thrown in for good measure. Most I managed to do was add a Donut (or Torus) object, after which I quickly got rid of that weird application and went on to try a series of freeware ones in my attempt to become a master of animation. What high hopes I had!
But that was nearly ten years ago and I feel old a long time ago, a whole year before I found Blender’s then-homepage, Blender.nl, or became a part of its small community (all thanks to the defunct InsideCG, which happened to have a Blender forum). At that point, Blender was already at version 2.12, a community of diverse individuals and a Community Journal, or CJ –usually written or co-written by BlenderNation’s Bart Veldhuizen, who hosted the Blender Knowledge Base at that time–, that I would always look forward to, just to see a selection of only the best works created with that little freeware program that was mostly overlooked by the world of animation.
I recall joining a feature-length movie project at the beginning of the following year (2002). It was going to be called Countdown to Extinction (CTE, for short), and was helmed by now-photographer James Hayden, aided by young animator Jacob Kafka and a whole bunch of blenderheads from around the world, who have now moved on to bigger, better things. I joined in as a texture artist. To be honest, I couldn’t make textures to save my life, but I wanted to be part of something and I was hoping to learn along the way.
Unfortunately, the project came at what was then considered a bad time in Blender’s history. The developer company, Not a Number, tried as best it could to stay afloat, even making commercial releases of Blender –to which some objected–, but ultimately declared itself bankrupt. So, most of the movie crew jumped ship and only a few of us still had an interest. As not even the first scene was completed, the project and its homepage were put to rest, as Blender’s future seemed uncertain and there was an air of negativity around the community sites.
Then, things took a turn for the better when the surviving Blender community managed to raise a hundred thousand euros, to give to the Not a Number investment companies –which shared the rights to Blender– and allow for the release of Blender’s source under an open source license, thanks to an agreement conceived by NaN founder Ton Roosendaal, who now leads the Blender Foundation (and Blender’s development). There’s a list of all those who donated, somewhere on Blender’s homepage. Sadly, I’m not in it, as I had little money and could only encourage others to donate (not to mention that I was a kid and my parents wouldn’t have let me).
Anyway, the rest is history in the making. Things did turn out for the better, with all the development, the constant increase in Blender users and it becoming more popular as an application suitable for commercial use.
Coming back to the present, I think I’ll wait a while to try this new version. I don’t use Blender as much as I’d like, and the release log says that a few things are missing, many bugs need to be fixed and stability is probably not quite there yet.
In the meantime, I guess I’ll play a bit with Inkscape. The new version. 0.47, was also released on the same day, after more than a year of me waiting development, with some long release notes that I couldn’t bother to read in their entirety and a few pretty screenshots to complement them. I hope this program’s development can pick up the pace, so I won’t ever be forced to use Illustrator or FreeHand other programs, if I decide to do commercial vector work. Inkscape’s interface quickly won me over when I first used it for college more than three years ago, and I’ve already seen it used at some printing places I’ve been to. I want to see that more often.
So, those are the news. Now … if you’ll excuse me, reader(s), Inkscape awaits.





















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