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blender [2015/05/26 09:40]
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 ====== Blender ====== ====== Blender ======
  
 Blender is a powerful application that can be used for 3d modeling, graphics, motion graphics, compositing,​ special effects, game design, and quite a lot more. It is very actively developed, with new features arriving often. Blender is not just in use by movie studios, tv stations, and independent artists around the world, but by the Blender Foundation itself, which produces short films on a regular basis, adding features to the application based directly upon artist needs. Blender is by no means an academic exercise; it is a serious tool for serious production. Blender is a powerful application that can be used for 3d modeling, graphics, motion graphics, compositing,​ special effects, game design, and quite a lot more. It is very actively developed, with new features arriving often. Blender is not just in use by movie studios, tv stations, and independent artists around the world, but by the Blender Foundation itself, which produces short films on a regular basis, adding features to the application based directly upon artist needs. Blender is by no means an academic exercise; it is a serious tool for serious production.
- 
  
 <WRAP notice prewrap 50%> <WRAP notice prewrap 50%>
- 
 <WRAP rightalign>​ <WRAP rightalign>​
 ===== Strengths [Weaknesses] ===== ===== Strengths [Weaknesses] =====
Line 56: Line 49:
  
 </​WRAP>​ </​WRAP>​
 +
  
 ===== Install ===== ===== Install =====
Line 97: Line 91:
  
 <​code>​ <​code>​
-$ tar -xzf blender-2.*.tar.gz +$ tar -xzf blender-x.y.tar.gz 
-$ cd blender-2.*+$ cd blender-x.y
 </​code>​ </​code>​
  
Line 107: Line 101:
 </​code>​ </​code>​
  
- ​5. ​Invoke the build script, redirecting the output to the temporary build +Invoke the build script, redirecting the output to the temporary build location:
-    ​location:+
  
-      ​$ scons install destdir=/​tmp/​blender+<​code>​ 
 +$ scons install destdir=/​tmp/​blender 
 +</​code>​
  
- ​6. ​Create a Slackware package and install:+Create a Slackware package and install:
  
-      ​$ cd /​tmp/​blender +<​code>​ 
-      $ su -c '​makepkg -l y -c n /​tmp/​blender-2.xx-$(uname -m)-1_SMi.tgz'​ +$ cd /​tmp/​blender 
-      $ su -c '​installpkg /​tmp/​blender*1_SMi.tgz'​+$ su -c '​makepkg -l y -c n /​tmp/​blender-x.yy-`uname -m`-1_SMi.tgz'​ 
 +$ su -c '​installpkg /​tmp/​blender*1_SMi.tgz'​ 
 +</​code>​
  
-Unexpected errors are common enough to warrant a note about them. Blender is +Unexpected errors are common enough to warrant a note about them. Blender is frequently developed, and building it from source will sometimes render a puzzling error. Chances are, of course, that someone before you has experienced the same error, so simply do an internet search on the error in order to find a solution or work-around.
-frequently developed, and building it from source will sometimes render a +
-puzzling error. Chances are, of course, that someone before you has experienced +
-the same error, so simply do an internet search on the error in order to find a +
-solution or work-around.+
  
-For best results, search the internet for the exact error that you receive, +For best results, search the internet for the exact error that you receive, such as:
-such as:+
  
-  ​yasm: FATAL: unable to open include file `nasm.inc'​+<​code>​ 
 +yasm: FATAL: unable to open include file `nasm.inc'​ 
 +</​code>​
  
-Searching for very specific errors often return existing issues and their +Searching for very specific errors often return existing issues and their solutions. Whether it's a bug or simply something that you overlooked when preparing for the compile, the answers are often a simple matter of installing another dependency or commenting out a bad line of code. Errors do happen, but they needn'​t dissuade you from compiling important applications from source.
-solutions. Whether it's a bug or simply something that you overlooked when +
-preparing for the compile, the answers are often a simple matter of installing +
-another dependency or commenting out a bad line of code. Errors do happen, but +
-they needn'​t dissuade you from compiling important applications from source.+
  
-Blender Plugins+==== Blender Plugins ​====
  
-No small part of Blender'​s power comes from the wealth of plugins available for +No small part of Blender'​s power comes from the wealth of plugins available for it, both for free and for sale. Sites like [[http://cgcookiemarkets.com/​blender]] and [[http://blendernpr.org/​store]] provide amazing tools at reasonable rates, and the site [[http://blenderaddonlist.blogspot.com]] tracks as many independent and free addons it possibly can.
-it, both for free and for sale. Sites like cgcookiemarkets.com/​blender and +
-blendernpr.org/​store provide amazing tools at reasonable rates, and the site +
-blenderaddonlist.blogspot.com tracks as many independent and free addons it +
-possibly can.+
  
-There are plugin sets that turn Blender into a nearly full-featured ​(and +There are plugin sets that turn Blender into a nearly full-featured video editor, adds Maya-style "pie menus",​ provides sculpting brushes, a quick-access asset library, and much more. You have only to identify your need and then search for a plugin that resolves it.
-certainly very capable) ​video editor, adds Maya-style "pie menus",​ provides +
-sculpting brushes, a quick-access asset library, and much more. You have only +
-to identify your need and then search for a plugin that resolves it.+
  
 Read a plugin'​s documentation to find out how to install it, but usually the Read a plugin'​s documentation to find out how to install it, but usually the
 steps are these: steps are these:
  
- ​1. ​Download the plugin and unzip or untar it.+  -Download the plugin and unzip or untar it
 +  -Read the plugin documentation for install and usage instructions. 
 +  -In Blender, navigate to the User Preferences panel. 
 +  -In the **User Preferences** window, click the **Addons** tab. 
 +  -Click the **Install From File...** button in the **User Preferences** panel. 
 +  -Once installed, search for the addon by name or category. 
 +  -Click to place a tick mark in the **Enable an addon** box on the far right of the plugin list entry
  
- 2. Read the plugin documentation for install and usage instructions. 
  
- 3. Unless otherwise instructed, place the plugin ​in /​home/​$USER/​.config/​ +The plugin ​is now active.
-    blender/x.xx/​scripts/​addons/​+
  
- 4. In Blendernavigate ​to the User Preferences panel.+Some plugins only appear in certain **Screen** layoutsand many of them are quite complex because they add so much functionality,​ so you may need to research how to use the plugin. Do some tutorials or read the docs, and then get to work.
  
- 5. In the User Preferences window, click the Addons tab. Search for the addon +==== Renderers ====
-    you have installed either by keyword or category.+
  
- 6Click to place a tick mark in the Enable an addon box. The plugin ​is no +Blender ships with two renderers: the aptly named ''​Blender Render''​ and the newer ''​Cycles''​Both of these render engines are production quality, but the exciting new features are going into ''​Cycles''​. The best way to get to know a renderer, from a user and artist perspective,​ is to spend time with it; render as often as you can, experimenting with settings, lighting, and time. Find out how the renderer works, what its strengths are, where it is slow or rough, and become fluent with it.
-    active.+
  
-Some plugins only appear in certain Screen layoutsand many of them are quite +Blenderever flexibleis not constrained ​to only its two bundled renderersThere are many more renderers out there, and as long as they are Linux-compatible and have a Blender plugin, they are trivial ​to install and use.
-complex because they add so much functionalityso you may need to research how +
-to use the pluginDo some tutorials or read the docs, and then get to work.+
  
-Renderers+At least four additional free 3d render engines are available along with Blender plugins to integrate them as seamlessly as Blender Render and Cycles, straight from [[http://​slackbuilds.org]]:​
  
-Blender ships with two renderersthe aptly named Blender ​Render and the newer  +  * [[luxrender]] 
-Cycles. Both of these render engines are production quality, but the exciting +  * [[yafaray]] 
-new features are going into CyclesThe best way to get to know a renderer, +  * [[http://​www.povray.org/​|povray]] (Blender ​already includes an exporter plugin for POVray, but it requires activation in the **User Preferences > Addons** panel
-from a user and artist perspective, ​is to spend time with it; render as often +  * [[mitsuba]] (the Blender plugin ​is located in the mitubsa-blender package)
-as you can,​experimenting with settings, lighting, and time. Find out how the +
-renderer works, what its strengths are, where it is slow or rough, and become +
-fluent with it.+
  
-Blender, ever flexibleis not constrained ​to only its two bundled ​renderers. +In each casewhether you had to install the Blender plugin separately or whether it was bundled, ​you must go to **User Preferences > Addons** ​and activate the renderer just as you would any other plugin.
-There are many more renderers out there, and as long as they are +
-Linux-compatible and have a Blender ​plugin, they are trivial to install and +
-use.+
  
-At least four 3drender engines are available, along with Blender plugins, 
-straight from slackbuilds.org:​ 
  
-  * luxrender+[{{ blender_engine.png | Add additional render engines. }}]
  
-  ​yafaray+Once installed and activated, change which render engine you are using from the **Render Engine** menu located in the Info panel.
  
-  * povray 
  
-    Blender includes an exporter plugin for POVray, but it requires activation +{{anchor:​crashcourseblender}} 
-    in the User Preferences > Addons panel.+===== Blender Crash Course =====
  
-  * mitsuba+3d graphics is a complex subject, and the applications that generate them can be intimidating. A full course on Blender is out of scope for this article, but sometimes the hardest part of getting started with a new application are the first few steps. This "crash course"​ demonstrates how to generate some CGI objects, texture them, and then render the shot (a still image or animation) to disk. 
  
-In each casewhether ​you had to install ​the Blender plugin separately or +<WRAP important>​ 
-whether it was bundled ​with Blender, you must go to User Preferences > Addons +Learning 3d applications is more than just learning the application;​ it's also learning the way that 3d on a 2d surface is implemented. ​In order to complete this quickstart, you should have some basic 3d experience. If you are completely new to the genre, start with something even more basic than this. The initial episodes of [[Blender ​for Motion Graphic Artists|http://​www.youtube.com/​watch?​v=7FBoegkgIho]] are particularly recommended. 
-and activate the rederer just as you would any other plugin.+</​WRAP> ​
  
-Once intalled ​and activatedchonge which render engine ​you are using from the  +When you launch Blender, you get one gray cube for free. It brings along with it some default texturing ​and material presetsso delete it for now just so you can start completely fresh.
-Render Engine menu located in the Info panel.+
  
-Blender as a Video Editor+To delete an object, **right-click** the object and press the **x** key on your keyboard.
  
-Blender ​as 3d modeling application ​and as an animation tool is+<WRAP alert> 
-unsurprisingly,​ commonplace, but there are those who use Blender primarily as a +In Blender, the location of your mouse cursor affects what happens when key is pressed. If your mouse cursor is hovering over the cube object ​and you press **x**, then the cube is deleted, but if your mouse is hovering over random menu or panel and you press **x**, probably nothing at all will happenAlways ​be aware of where your cursor is. 
-video editing toolThis use case appears to be more popular among Linux users, +</​WRAP>​
-and so it does not get the same amount ​of attention in either the user manual +
-or online in general, so it warrants some special attention here.+
  
-There are several reasons to turn to Blender for non-linear video editing:+==== Working with 3d Objects ====
  
-  * Blender is carefully-written stable application designed to handle +Add new cubeTo add an object, place your mouse cursor in the 3d viewport of Blender (the main window, where the first cube was located before you deleted ​it) and press the **spacebar** and type "Add Cube", or use the menu **Add > Mesh > Cube**
-    complex matrices and simulated physicsIt makes sense that it can handle +
-    video gracefully.+
  
-  * The Blender user interface is ultra-efficient,​ and if you know how to use +[{{ blender_addCube.png | Add basic cube}}]
-    it then you will find its trademark hybrid of keyboard and mouse +
-    interaction just as efficient for moving video around ​timeline as it is +
-    with 3d sculpting.+
  
-  * If you are working in mixed-platform environment,​ Blender'​s ability to +Also add plane for this exerciseTo add a planepress the **spacebar** and type "Add Plane",​ or use the menu **Add > Plane**
-    run on all of them could prove to be a major advantageIn terms of video +
-    editingit is one of the few cross-platform solutions available.+
  
-Allowing for the fact that one editor'​s advantage is another editor'​s +[{{ blender_addPlane.png | Add a plane. }}]
-disadvantage,​ Blender does have some drawbacks as an NLE, as well:+
  
-  * Since Blender started life as 3d modeling applicationit is not quite as +Scale (resize) the plane and move the cube so that the cube sits on the plane with enough of "​ground"​ for reflections and fancy effects like that. To scale an objecthover your mouse cursor over the object and press the **s** key on your keyboardTo grab onto things ​and move thempress the **g** key on your keyboard
-    finely tuned toward video editing as a longtime video editor might desire +
-    Blender devs are adding native features ​and users are creating plugins to +
-    help create a more NLE-centric environment within Blenderso the situation +
-    is only improving.+
  
-  * It's not a carbon copy of any editing environment and probably never will +To release ​an object ​in Blender, ​left-click.
-    be. It's never a good idea to expect or even, arguably, request for an open +
-    source clone of a closed source application that you just so happen to be +
-    very good at, but it's common for people moving to open source to desire +
-    just that: familiarity. Blender is probably never going to be a traditional +
-    video editor, so adapting to it and the way it does edit video is a must, +
-    if you intend to edit video on it. For those editors who started editing on +
-    Blender before even understanding what "open source"​ was, and chose to edit +
-    ​in Blender ​because it was differentthis point is not a disadvantage but +
-    the raison d'etre.+
  
-  * The workflow tends to be marvelously efficient when an action has a direct +It often helps to move objects either ​by number ​or by axis:
-    analogy to a 3d process (moving clips, deleting clips), but when there are +
-    totally unique functions introduced ​by a plugin, they are frequently menu- +
-    ​or button-oriented,​ with no keyboard shortcuts. Compared to the rest of  +
-    Blender, this feels out of place and can bring your editing pace to an +
-    almost grinding halt.+
  
-    The features ​and plugins are all open sourcehowever, so you can add the +* To move by axis, press **g** and then **x** (or **y** or **z**depending on which axis you want to move along). Defining an axis immediately after a transform key (such as **g** for grab, **s** for scale, or **r** for rotate) constrains all motion along that axis). 
-    functionality yourself, or wait for someone else to add it; as more people +* To move objects by numbers, press **n** to birng up the properties panel. Use the **X****Y**, and **Z** fields to manipulate ​the location and size of the cube.
-    ​start ​to use Blender for everyday video editing, the more fluid it will +
-    become.+
  
-Some pertinent video editing addons are these:+[{{ blender_scale.png | Scaling an object. }}]
  
-  * Easy Logging creates a workspace that uses the File Browser window as a +==== The Camera Object ====
-    video bin, and adds buttons to allow editing of clips prior to importing +
-    them into the video sequence editor. This plugin, more or less, provides +
-    three-point editing.+
  
-  * Audition adds the ability to preview a clip from the File Browser before +When you are rendering something, you are transferring ​it from 3d space into 2d spaceSo you always render from the point-of-view of a camera.
-    importing ​it into your projectIt is intended as an extension ​of Easy +
-    Logging.+
  
-  * Jump to Cut enables the playhead to jump from a strip'​s in- or out- points, +By defaultyou have one camera ​in your viewportYou can grab it and move it around just as you can any other object. To actually see through its lens so you know what you will see in your final renderpress the **0** on your *number pad*. To get back to normal ("​perspective"​) view, press **5** on your number pad
-    and also adds in some convenience trimming functionsThis plugin provides, +
-    more or less, the most common and basic timeline features of an NLE.+
  
-  * VSE Quick Functions provides all the little convenience functions for +[{{ blender_camview.png | Through ​the lens}}]
-    timeline editing that any NLE would normally have (snapping, muting, +
-    locking, parenting or grouping, quick fades, quick titles) plus a few that +
-    others do not have (sorting by position in timeline or clip title or clip +
-    length).+
  
-  * Extra_Sequencer_Actions adds advanced trimming functions to the VSE, +==== Lighting ====
-    including ripple deletes, ripple cuts, insert edits, slides, and more.+
  
-  ​* VSE Transform Tools adds basic motion graphic capabilities to the VSE. +The fact that you can see anything at all in your Blender workspace is only because there'​s an imaginary worklight on, but that worklight will not render. It's just a worklight, it's not on your virtual set.  
-    ​Using this tool set, you are able to grab onto the video display itself and + 
-    ​resize and re-position it within the frame. With it, you can achieve common +To add a lamp, press the **spacebar** and type "add lamp", or use the menu **Add > Lamp > Area**. 
-    ​effects such as picture-in-picture,​ split screen, and basic tween-based + 
-    ​animation.+[{{ blender_lamp.png | Summon your inner gaffer.}}] 
 + 
 +Like 3d objects and cameras, you can grab and move a lamp, but you might notice that it is difficult to light a shot when there is no indication what affect a lamp has on your scene. To see a preview of what your scene looks like under different lighting situations, switch your Blender viewport into **Texture shading**: click the **Display** pop-up menu at the bottom of your viewport pane.  
 + 
 +[{{ blender_texturedview.png | Switch to Textured View.}}] 
 + 
 +Now if you move your light around your workspace, you should be able to see a better indication of what effect it will have upon your scene. 
 + 
 +[{{ blender_adjustlamp.png | Adjust the position of your lamp to suit.}}] 
 + 
 +To see what you have so far, do a single-frame render. Press **F12**, or use the menu **Render > Render Image** in the top menu bar of the Blender window.  
 + 
 +Press **Escape** to exit the render view. 
 + 
 +[{{ blender_renderframe1.png | A basic render of a basic scene.}}] 
 + 
 + 
 +==== Textures, Materials, and Maps ==== 
 + 
 +Texturing works differently,​ in Blender, for polygonal objects and vector shapes, so the process will be different on the cube and the plane. 
 + 
 +All objects in Blender, however, need a *material*. Without having a defined material, an object is *immaterial*;​ there isn't really an equivalent in the real world, but you might imagine that everything you create in Blender is made of old, dull clay until you give it a material. 
 + 
 +<WRAP tip> 
 +Remember: you cannot texture an object that has no material. You cannot UV map an object that has no material. Think of any object in Blender that has no material as *immaterial*,​ like the lamps and the camera; they have no material and likewise cannot be textured by you. 
 +</​WRAP>​ 
 + 
 +=== Material === 
 + 
 +First add a material to the plane object. 
 + 
 +**Right-click** on the plane to select it, and then click on the **Material** tab of the **Properties** panel.  
 + 
 +[{{ blender_newmaterial.png | Add a material in the Properties panel. }}] 
 + 
 +Click the **New** button to create a new material and assign it to your plane. 
 + 
 +Once your plane is "​made"​ of something, or else has a "​tangible"​ shell around it (if you prefer), make it reflective, like a mirror. ​ Activate the **Mirror** attribute in the **Material** tab and raise the reflectivity to **0.8** or so. 
 + 
 +[{{ blender_mirror.png | Create a reflective material. }}] 
 + 
 +Perform a test render and notice that the plane is now reflecting the cube. 
 + 
 +[{{ blender_mirrorrender.png | A rendered mirror effect. }}] 
 + 
 +Press **Escape** to exit the render screen. 
 + 
 +Apply a basic texture to your cube before continuing. Don't make it reflective or anything fancy, since you are going to use it as a target for a UV map. 
 + 
 +=== Texture === 
 + 
 +A *texture* is a pattern or algorithmically generated image that is "​painted"​ onto a material. In this example, we will use the generic textures that come bundled with Blender. 
 + 
 +To create a new texture for your cube, click the **Texture** tab in the **Properties** panel. 
 + 
 +[{{ blender_cubetexture.png | Texture tab in Properties panel. }}] 
 + 
 +By default, the texture applied to your cube will be a cloud pattern. Feel free to try out other patterns found in the **Type** pop-up menu.  
 + 
 +[{{ blender_cubemarble.png | Generated Texture. }}] 
 + 
 +Perform a test render and notice that the texture is not only applied to the cube, but is accurately reflected in the plane.  
 + 
 +[{{ blender_cuberender.png | A simple render with texture. }}] 
 + 
 +=== UV Map === 
 + 
 +UV Mapping is a common trick in texture departments and is often used in video games because it's fast to render. They are also fairly fast to create since a UV map contains no 3d data itself; it's actually a 2d image "​projected"​ onto a 3d object. This is why, if you play any 3d games, you might notice that while an old well-worn wooden cabin door looks very realistic when it is far away, if you get too close to it, it starts to look very pixelated and 2 dimensional. 
 + 
 +UV mapping can get very detailed, because you can project 2d images onto very complex 3d surfaces, and you can even use colour information within the projected image to provide pseudo-3d depth. 
 + 
 +To perform simple UV mapping, make sure you are still in the **Texture** tab on the **Properties** panel. 
 + 
 +In the Texture tab, deactivate the texture that is currently on your cube, and then click the **New** button to create an empty texture slot. 
 + 
 +To assign an image to the texture, click on the **Type** pop-up menu and select **Image or Movie**. 
 + 
 +[{{ blender_uvimage.png | Create an image texture. }}] 
 + 
 +Scroll down as needed to the **Image** section of the **Properties** panel and click the **Open** button. 
 + 
 +[{{ blender_uv.png | Assign an image to the texture slot. }}] 
 + 
 +Upon clicking **Open**, the main panel of Blender becomes a file browser. Find an image and select it. There are many sites online that feature free textures, so you may find some nice images that way, but for now any image will do. 
 + 
 +You can adjust the mapping of your image in the Mapping section of **Properties** but for now, do a render and notice how the image has been stretched around the cube.  
 + 
 +[{{ blender_uvrender.png | Simple render of a textured object. }}] 
 + 
 +There are far more detailed methods of doing a UV Map, whereby a 3d object is split at the "​seam"​ and the image is designed to wrap gracefully around the object. But for now, let's leave this as is and continue with the crash course.  
 + 
 + 
 +==== Rendering Multiple Frames ==== 
 + 
 +So far, we have only rendered a single frame. You may be a single-frame artist but frequently when working in Blender it's to do animation. Let's do a simple animation and then render out the array of rendered images. 
 + 
 +First, make sure you are on frame 1 (by default, you are). You can enter a frame manually in the number field at the bottom of the screen (just to the right of the **End** field), or drag the playhead to frame 1. 
 + 
 +[{{ blender_frame1.png | Move to frame 1 in the Blender timeline. }}] 
 + 
 +**Right-click** on the cube object and then press the **i** button on your keyboard to insert a keyframe. Choose the **Rotation** keyframe from the contextual menu that appears.  
 + 
 +[{{ blender_framerotation.png | Insert a rotation keyframe. }}] 
 + 
 +Using the **Timeline** panel, advance 99 frames ahead.  
 + 
 +[{{ blender_frame1.png | Move to frame 1 in the Blender timeline. }}] 
 + 
 +Using the Timeline panel, advance 99 frames ahead.  
 + 
 +Rotate the cube as close to 360 degrees as convenient. To rotate an object, right-click the object to select it, and then press **r** and then **z** (remember, the **z** constrains the rotation to the z-axis). 
 + 
 +Press **i** again to insert a second rotation keyframe. 
 + 
 +[{{ blender_framerotation.png | Insert a second rotation keyframe. }}] 
 + 
 +After you have rotated the cube, change the **End** value in the **Timeline** panel to 99. This will make it so that you are only rendering the 99 frames you actually need for your complete animation, rather than the default 250. 
 + 
 +[{{ blender_frameEnd.png | Set the end of the animation to 99. }}] 
 + 
 +If you were to press **F12** at this point, you would only get a single frame rendered. Rendering an animation is, essentially,​ doing *that* 99 times; the end result is 99 still images. That is the default method of animation and VFX; still images are rendered to disk, and then imported into a video editor (which usually see image sequences as makeshift movie files). 
 + 
 +The default location for rendered frames is **/tmp** which is fine for temporary work but it's better to change the destination location to a directory in an actual working directory.  
 + 
 +To set your render attributes, click the **Render** tab in the **Properties** panel. 
 + 
 +[{{ blender_frameOutput.png | Setting render attributes. }}] 
 + 
 +Scroll down to the **Output** section of the **Render** tab and click the **folder** icon to define a location for your rendered frames. 
 + 
 +Navigate to the **Render** menu in the top menu of the Blender window and select **Render Animation**. 
 + 
 +Once the animation has rendered, find the rendered images in the directory you defined as the target destination for your animated sequence. You might use [[ffmpeg]] to string these together or play them back, but Blender has an inbuilt animation player. 
 + 
 +Click the **Render** menu at the top of the Blender window and select **Play Rendered Animation** or just press **Control+F11** on your keyboard. 
 + 
 + 
 +That's the basics of a mere subset of the features in Blender. While everything covered has been very basic, this workflow is close, in a very simplified form, to the usual 3d workflow; model, texture, animate, render. Practise those steps and develop each one as you learn more and become more skilled, and you will be making great 3d animations and rigs in no time.  
 + 
 + 
 +{{anchor:​edit}} 
 +===== Blender as a Video Editor ===== 
 + 
 +<WRAP info> 
 +**TL;DR** \\ 
 +Blender is not [yet] the pro video editor you're looking for. 
 +</​WRAP>​ 
 + 
 +Blender as a 3d modeling application and as an animation tool is, unsurprisingly,​ commonplace,​ but there are those who use Blender primarily as a video editing tool. This use case appears to be more popular among Linux users, so it warrants some special attention here. 
 + 
 +[{{ blender_vse.png?​700 | Blender is perfect. It's just not a perfect video editor yet. }}] 
 + 
 +There are several reasons to turn to Blender for non-linear video editing: 
 + 
 +  * Blender is a carefully-written stable application designed to handle complex matrices and simulated physics. It makes sense that it can handle video gracefully. 
 +  * The Blender user interface is ultra-efficient,​ and if you know how to use it then you will find its trademark hybrid of keyboard and mouse interaction just as efficient for moving video around a timeline as it is with 3d sculpting. 
 +  * If you are working in a mixed-platform environment,​ Blender'​s ability to run on all of them could prove to be a major advantage. In terms of video editing, it is one of the few cross-platform solutions available. 
 + 
 + 
 +Allowing for the fact that one editor'​s advantage is another editor'​s disadvantage,​ Blender does have some <wrap em>​significant</​wrap>​ drawbacks as an NLE, as well: 
 + 
 +  * Blender cannot mix frame rates. If you have some clips at 25 fps and some clips at 50 fps, you must convert them on your own, outside of Blender. 
 +  * Blender lacks conveniences,​ such as copying attributes of filters applied to video clips, that makes colour grading so easy on other video editors. 
 +  *Blender has no concept of track-types,​ and no way of muting or hiding entire tracks. 
 +  *Blender'​s video export options are limited and can be unreliable (for example, losing frame rate settings, incorrect video-to-video compositing when filters are involved) in extremely long-form edits. If you are editing more than 20 minutes of footage, you should break your project into multiple smaller Blender files and then concatenate the edits together outside of Blender. 
 +  *There is no multi-threaded rendering of //video exports// (other types of exports have it, but not when the source is video), so exporting video can take far longer than exporting from ''​Kdenlive''​ or similar, by //orders of magnitude// (an hour of heavily edited and graded footace can take days). 
 + 
 +Those are technical concerns, but additionally there are pragmatic concerns that an experienced video editor may have: 
 + 
 +  * Since Blender started life as a 3d modeling application,​ it is not as finely tuned toward video editing as a longtime video editor might desire. Blender devs are adding native features and users are creating plugins to help create a more NLE-centric environment within Blender, so the situation is only improving. 
 +  * It's not a carbon copy of any editing environment and probably never will be. It's never a good idea to expect or even, arguably, request for an open source clone of a closed source application that you just so happen to be very good at, but it's common for people moving to open source to desire just that: familiarity. Blender is probably never going to be a traditional video editor, so adapting to it and the way it does edit video is a must, if you intend to edit video on it. 
 +  * The workflow tends to be marvelously efficient when an action has a direct analogy to a 3d process (moving clips, deleting clips), but when there are totally unique functions introduced by a plugin, they are frequently menu- or button- oriented, with no keyboard shortcuts. Compared to the rest of Blender, this feels out of place and can bring your editing pace to an almost grinding halt. 
 + 
 +The good news is that Blender itself, and most of its features and plugins, are all open source, so you can add functionality yourself, or wait for someone else to add it; as more people start to use Blender for everyday video editing, the more fluid it will become. 
 + 
 +Some pertinent video editing addons are these: 
 + 
 +  * [[http://​easy-logging.net|Easy Logging]] creates a workspace that uses the File Browser window as a video bin, and adds buttons to allow editing of clips prior to importing them into the video sequence editor. This plugin, more or less, provides three-point editing. 
 +  *Audition adds the ability to preview a clip from the File Browser before importing it into your project. It is intended as an extension of Easy Logging. 
 +  * [[http://​blenderaddonlist.blogspot.co.nz/​2014/​06/​addon-jump-to-cut.html|Jump to Cut]] enables the playhead to jump from a strip'​s in- or out- points, and also adds in some convenience trimming functions. This plugin provides, more or less, the most common and basic timeline features of an NLE. 
 +  * [[http://​blenderaddonlist.blogspot.co.nz/​2014/​06/​addon-vse-quick-functions.html|VSE Quick Functions]] provides all the little convenience functions for timeline editing that any NLE would normally have (snapping, muting, locking, parenting or grouping, quick fades, quick titles) plus a few that others do not have (sorting by position in timeline or clip title or clip length). 
 +  * [[http://​wiki.blender.org/​index.php/​Extensions:​2.6/​Py/​Scripts/​Sequencer/​Extra_Sequencer_Actions|Extra_Sequencer_Actions]] adds advanced trimming functions to the VSE, including ripple deletes, ripple cuts, insert edits, slides, and more. 
 +  * [[http://​blenderaddonlist.blogspot.co.nz/​2013/​10/​addon-vse-transform-tool_28.html|VSE Transform Tools]] adds basic motion graphic capabilities to the VSE. Using this tool set, you are able to grab onto the video display itself and resize and re-position it within the frame. With it, you can achieve common effects such as picture-in-picture,​ split screen, and basic tween-based animation. 
 + 
 +Install these plugins, and any other that appeals to your needs, and you will have a fairly robust and flexible, albeit somewhat un-even in backend and convenience features, video editing environment for short form video. 
 + 
 +<WRAP important>​ 
 +To be clear: Blender is not yet suited as a general-purpose,​ production editor. Its situation has improved over the past 6 years but it has serious limitations. If you are seeking a dedicated and professional video editor with all the features you expect from a professional video editing suite, [[kdenlive|Kdenlive]] or [[lightworks|Lightworks]] are the answers. 
 +</​WRAP>​
  
-Install these plugins, and any other that appeals to your needs, and you will 
-have a surprisingly robust and flexible video editing environment for short form video. 
  
 <WRAP tip> <WRAP tip>
 **See Also** \\ **See Also** \\
 MakeHuman \\ MakeHuman \\
-K3d \\ +[[kdenlive|Kdenlive]] ​\\ 
-Kdenlive ​\\ +[[lightworks|Lightworks]] ​\\ 
-Natron \\ +[[notran|Natron]] \\ 
-Synfig Studio \\ +[[synfig|Synfig Studio]] \\ 
-Mitsuba \\ +[[Mitsuba|misuba]] ​\\ 
-Luxrender \\ +[[Luxrender|luxrender]] ​\\ 
-Yafaray ​\\ +[[yafaray|Yafaray]]
-povray+
 </​WRAP>​ </​WRAP>​
  
-[[{arrown.png|border:​0;​background:​none;​width:​0;​display:​inline-block;​float:​right;​}darktable|]][[{arrowp.png|border:​0;​background:​none;​width:​0;​float:​right;​}audacity|]]+For more information,​ read the section on [[render|Render Farming]]. 
 + 
 +<WRAP centeralign>​ 
 +<wrap fa>​[[filters|R]]</​wrap>​ <wrap fa>[[start|S]]</​wrap>​ <wrap fa>​[[bombono|Q]]</​wrap>​ 
 +</​WRAP>​