Development Update

December 7, 2009 at 2:04 pm 22 comments

I’ve decided not to stop working on bmesh.  I’ve done some more work on it; fixed a few bugs, merged recent changes from trunk into the branch, and I’m tackling edge slide (which is turning out to be quite hard to do correctly, but should work great when I’m done).

I’m planning to have bmesh in trunk by march of next year (or the third 2.5 release, whichever comes first).  This is a more then generous timeline, imho, and is achievable for me.  I’ve also had several new developers show interest in the project, and of course Wael has been very helpful.

I’m committed to finishing this project; I love modeling, and I can’t stand the old toolset (after using decent modeling tools in an ngon modeler, it’s hard to go back).  I don’t want to see this part of blender stuck in the 90s anymore.


Entry filed under: Uncategorized.

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22 Comments Add your own

  • 1. Camille Bissuel  |  December 7, 2009 at 2:45 pm

    Cheers, that’s great news ! Be sure of my support 😉

  • 2. xsinick  |  December 7, 2009 at 3:23 pm

    Dude that kinda news will get you more support .

    All people need is a time schedule on some things.

    I agree with you on the modeling things 110 %.

    Get some one to continue to post vids or put up screen shots and video on this site’s front page.


  • 3. Steren  |  December 7, 2009 at 3:37 pm

    You have my support too, I hope you will manage to acheive this work. Be sure that the whole Blender community already thanks you for what you did.

  • 4. Ed  |  December 7, 2009 at 5:09 pm

    I’m glad you are finishing it! I don’t think most people realize how great an addition this is to blender.

  • 5. Manga Gothic Media  |  December 7, 2009 at 6:10 pm

    Hi there, I can appreciate the frustration of what you’re going through, but I am so glad to see you’re continuing with the project. I’m in a bit of a financial rut myself, struggling with a project that needs b-mesh, of course financially it’s a bummer for me to. If I could send something your way I would in a moments beat. I want you to know that if anything else you have my support and I will add an article to the importance of your work on my War of the Worlds blog. I hope that helps you financially some

  • 6. Paweł Łyczkowski  |  December 7, 2009 at 7:11 pm

    I really hope I will be able to keep Blender as my main modeling tool, thanks to BMesh. Also, can we see some of your modeling work?

  • 7. Dux  |  December 7, 2009 at 7:37 pm

    Great to hear, Joe! But I never doubted your commitment=) I think it´s a good approach to go the slow way and make sure everything is done good. Btw, for those donating it would be nice to change the moneymeter every now and then. If it´s not moving it feels like climbing up a steep hill psychologically. Trust me – I´m a salesman (I know that sounds like an oxymoron;-) Cheers for your enthusiasm and to your health!=)

  • 8. n-pigeon  |  December 7, 2009 at 8:42 pm

    I have read your chat on blender coders Sunday meeting 🙂 You have appearance of being ambitious and a person who like making new awesome things 🙂 like, BMesh and your DSM. I hope you will feel better soon, and I wish you good time and fun. 🙂

  • 9. NRK  |  December 7, 2009 at 8:53 pm

    Thanks for the commitment. I support your decision to continue with enthusiasm! Thanks for all you do…. only real men finish what they start.

  • 10. Reyn  |  December 8, 2009 at 12:47 am

    Thank you so much for the effort. You have the whole Blender Community’s support. ^_^


  • 11. Tobias Sargeant  |  December 8, 2009 at 12:50 am


    I’m glad to hear that BMesh isn’t going to founder. I’m really interested in reimplementing the boolean ops module using Carve directly via BMesh. Ken Hughes has done a good job of an EditMesh based version, but especially if BMesh is slated to take over from EditMesh soon, I’m keen to see it done directly with BMesh.

    I’ve got your branch building on OSX (which is my main development platform). I’ll have a poke about to see if I can work out what I need to know to get started, but if there’s some documentation somewhere, that would be handy.

    Also, I don’t know if the triangulator issues are sorted out yet. If not, Carve has a good triangulator, which you could use.

    • 12. joeedh  |  December 8, 2009 at 5:19 am

      If you show up in irc (irc://, I can give you some help figuring things out, my nick is joeedh there. That’s awesome that your interested in integrating carve, and that is has a good triangulator (I’ll have to take a look at it).

  • 13. dd  |  December 8, 2009 at 4:23 am

    i love your hardwork … goodluck joe… ; )

  • 14. Max Puliero  |  December 8, 2009 at 4:29 am

    good news!

  • 15. jontole  |  December 8, 2009 at 6:04 am

    good dev progress = good donation too…

  • 16. jontole  |  December 8, 2009 at 6:12 am

    good dev progres… = good donation too…
    maybe you can change your title posting to more specific dev progress not only status update title

  • 17. Marcus  |  December 8, 2009 at 6:38 am

    oh wow, I checked about that carving thing, seems like a cool feature.

    Nice to hear that your enthusiasm is still up!

  • 18. spoo  |  December 8, 2009 at 10:19 am

    This is excellent news – thank you for your hard work!

  • 19. goathead  |  December 8, 2009 at 8:21 pm

    “joeedh | November 24, 2009 at 12:23 pm
    I’m working virtually on slave labor here…”

    This guy is busting his ass, meanwhile the Durian project gets new funding from the Netherlands Film Fund, and is planing to blow it on of all things “hardware and marketing” !!

    Why is the Blender Foundation wasting their time and money on making animations? We need them to fund developers. If they want to be a film studio, then they should change their name to the Blender Film Foundation.

    • 20. joeedh  |  December 9, 2009 at 1:57 pm

      I don’t entirely blame them. The short film projects do help a lot to make new features production-usable, and each one has a specific goal (e.g. nodes/renderer for ED, fur/instancing/hair for BBB, explosions/sculpt/4k/rendering/2.5 for durian, etc). There’s only so many resources, and at the moment to spend durian developer time on bmesh would mean taking away durian developer time for other things (especially given how tightly stretched people are with stabilizing and developing 2.5 while simultaneously working on the new feature goals for durian).

  • 21. Michael w  |  December 10, 2009 at 7:15 pm

    I think Goathead meant it would make sense for you to get durian development funds rather than diverting durian development time…

    Adding you as a paid durian developer and making bmesh into a durian target…

    I’d guess though that the moneyfrom the film fund would have to be accounted for as directly spent on the movie project though!

  • 22. michal  |  December 11, 2009 at 1:39 pm

    Joeedh you are amazing and a really good programmer.
    You make a lot of people happy with BMESH.

    Michal (from Holland)


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