I'm pretty handy with the API, but the C behind it all feels pretty byzantine. While it's fairly common in the industry to have templates/boilerplate "starters" for various things you want to do. What boilerplate are you talking about here? You have specific examples? It sounds to me you're assuming 3D creation is similar to software, somehow. > Right now that setup process is a lot of boilerplate-by-way-of-GUI that gets in the way of using any specific technique. What you're suggesting doesn't actually contribute anything to speeding up that workflow, as it stands right now. The UI is also highly customizable, basically everything is movable to anywhere, so if you have your own preference (or want to use others from online somewhere), that's trivial to achieve as well. Most 3D packages have something similar, but for Blender specifically, it asks you want area you want to work in when you create a new project, to tailor the UI for that specific task (splash screen screenshot. I'm not sure what level of experience you have with 3D software/animation/creative stuff in general, but that stuff is already there, without having to rely on any AI. There's plenty of preference files around on the web that you can plug them in and get going quite quickly One thing I found helpful when moving 3d modelling softwares was to setup all the keyboard shortcuts to your previous software's bindings, and then you can tackle figuring out the UI, the different object modes and the Blender Way To Do Things™. The UI changes going from 2.x to 3.x was pretty important in my decision to switch. Since I use 3D software for my video games business it's quite daunting to switch a significant part of your workflow over, because the muscle-memory of all the shortcuts is all there, and you've learnt the Way To Do Things™ in that particular piece of software.Īs much as I liked Modo, I was paying a monthly subscription, and now with Blender I don't and it's got this enormous open-source community that provides a lot of long-term confidence, which I wasn't quite getting with Modo. Taking a look at an Entagma video on GN would be much more helpful I'm sure (they also have a course).Įarly in the year I made the switch from Modo (by The Foundary) to Blender 3.x, and I've been enjoying it. In addition to default attributes like position, normal, rotation etc you can also capture, store and recall custom attributes, either anonymously or as named ones (always written on geometry in a particular domain-point, edge, face corner etc). Those would be called "input fields" in GN. I looked into what "variables" are, it says stuff like "position", "current animation frame" etc. There's no Python (like the add-ons), all nodes are C/C++. Scripting support is a common request, but devs usually respond with "it'll come but we need to nail the fundamentals first". Shape and color of the sockets tell you the data type (geometry, float, vector.). Everything is done visually, on the nodes themselves, there's no "properties" window for nodes where you do the actual work, everything's sockets and noodles. As I said I'm not a programmer and I'm only familiar with GN so take anything I say with a grain of salt but: Google/YouTube is telling me that VEX is an expression language.
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