This October has been a fantastic month. It started with the Cosmic Sensation project. I’ve been talking about this project very briefly, here and there. Yet is not the time to cover it into details. But making long short in the last month the project finally got to its end, and it was amazing. It involved working with the Blender Game Engine, a 30 meters immersive dome and cosmic rays sensors. The reason why now is not the time to exhaust the topic is because in a few days I’m going to present it in the Blender Conference o/. It’s always a joy to attend this annual Blender international meeting and having something interesting to show there is even more rewarding.

Cosmic Sensation

I remember when I started with Blender some years ago that there were not so many professional showcases of what Blender could do, what people were doing with it. Nowadays it’s easier to find (really) nice projects made with Blender, however the Blender Game Engine still lacks some show and tell in my opinion. So whenever I have the chance (and thanks God it has been a few in the past months) to talk about the BGE I feel like giving myself a gift. It’s a bit like this blog. In the end I’m the target audience here ūüôā It’s as if I’m trying to please another Dalai that may be out there reading it and cheering together. Anyhow the presentation is going to be in the first day in one of the first hours (right after the key note actually). If you want to hear more about science, dome and some possibilities with realtime technology you are more than welcomed to watch the online stream (11:30am Amsterdam time – keep an eye on for the link of the streams). Also sharing the stage will be my friend and Blender artist Mike Pan. Together with Martins Upitis they were the art production/creation team in the final phase of the project. So stay tuned !

View Conference

Also in the same month, in the same continent: since I’m taking the time to cross the ocean, I may as well make the best out of it. Riccardo Covino – a friend, a great artist and someone I have been working with in a BGE project – is on charge of Blender workshops to be hosted during the VIEW Conference in Turin, Italy. The VIEW Conference (for my surprise) is a huge event, full of big names in the animation industry and a really condensed schedule (one of those that make you second guess whether you should bother taking time to eat). Being in Italy of course to eat is one of the priorities. And on top of that – to make my attendance in Pixar’s talks even more complicated – I will be given one workshop on the Blender Game Engine. I felt quite honorated with this opportunity and I will do my best to gather more users to our beloved engine. Get your buzzword dictionary ready, for this is the abstract of the workshop:

Production Pipeline with the Blender Game Engine

This workshop will introduce the audience to one of the most famous open source game engines. Starting with basic examples, such as pre-made assets for a simple logic game. After covering the basis we go over more complex files exploring (and modifying) them while understanding their design. The ultimate goal is to provide to all the participants of the workshop a real taste of how Blender Game Engine has being used for professionals in the industry.

It’s nice to see the Blender Game Engine figuring side-by-side with other Blender functionality showoff (there will be workshops on Fluids, Smoke, Post processing, …). I will see if write about it once it’s done and put the sample files online. The Cosmic Sensation project will also be spotted again here once the talk at the Blender Conference is done.

Break a leg, shall we? ūüėČ

Take care,

Este ano a BlenderPRO alcan√ßou um patamar impressionante. Com tr√™s dias de evento o espa√ßo de conv√≠vio, trocas, aprendizado e divers√£o est√° em suas devidas dimens√Ķes. Infelizmente por motivos geogr√°ficos e patrocin√°ficos eu n√£o pude comparecer. Ainda assim conseguimos organizar uma oficina online sobre desenvolvimento da Blender Game Engine.

Luis Retondaro e Erick Henrique - parabens por todo o trabalho

Foto da direita pra esquerda: Luis Retondaro e Erick Henrique : meus mais sinceros parabéns por toda a disposição, trabalho e generosidade em tocar este sonho coletivo chamado BlenderPRO

O meu principal objetivo com esta oficina, era o de naturalizar a figura do desenvolvedor do software livre.¬† Mostrar um pouco como qualquer pessoa pode se envolver e o proesso n√£o tem grandes mist√©rios. O p√ļblico-alvo variou desde pessoas experientes em programa√ß√£o a usu√°rios da BGE √°vidos por entender um pouco mais do que acontece em seus bastidores.

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[English: this is a small devianation after attending Sintel’s Premiere in Utretch.¬†Portuguese only, sorry]¬†

Ontem foi uma daquelas noites m√°gicas que fazem a gente uma vez mais entender porque estamos nesta jornada. Acho que o dia que o Blender for o melhor programa do mercado eu paro de us√°-lo. Eu n√£o quero um programa 3D. Eu quero lidar com pessoas e suas imperfei√ß√Ķes. Ambi√ß√Ķes, frustra√ß√Ķes e sonhos. Um programa perfeito √© um programa ap√°tico, uma maquina de Coca-Cola ¬ģ. Um programa vivo precisa de voc√™, ele depende do fator humano¬†pra funcionar.

Sintel Credits - photo by Mike Pan

Eu estive pensando esses dias, na tentativa v√£ de entender porque eu gosto de bugs (te juro). Acho que um bug √© uma forma do programa de te dizer que ele est√° ali, vivo, querendo saber mais de voc√™. √Č uma forma de tentar te acordar da “Matrix” do mundo de consumo das galinhas que nascem nuggets e das vacas que nascem hamburgeres. Eu confesso que nunca fui a um matadouro. Mas j√° tive meus momentos de matar galinha (o que me rendeu valiosas li√ß√Ķes de vida e hist√≥rias pra contar) e j√° olhei as entranhas de nosso querido programa de perto. De t√£o perto que assusta. E essa √© a sua verdadeira natureza. E √© ela que revela o qu√£o viva √© sua estrutura, estrutura essa da qual cada um de n√≥s faz parte.

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