This blog chronicles the efforts to code a new, fully-featured mesh modeler for the Blender project.  Blender is an open-source integrated 3D content creation suite, and it’s mesh modeling component has suffered from extreme limitations.  The goal of the BMesh project is to rewrite Blender’s modeler to be more maintainable, usable, support more modeling tools, support n-sided polygons, and be easier and more consistent to use.

This project is already quite advanced, and includes code contributions from Geoffry Bantle, Joseph Eagar, Levi Schooly, Wael Oraiby, and Fabian Fricke.  The active developers are currently Joseph Eagar, Wael Oraiby and Fabian Fricke.


24 Comments Add your own

  • 1. Agustin  |  May 28, 2009 at 10:47 pm

    Hi Joseph, i just was watching you page the proyect, and i think that you are amazing Joe! this preject is very complex and integration intensive!. but it is one of those blender projects that really make the diference.

    Modeling is a critical and always present job in a 3d production.

    Your contribution will be very important!!

    Thanks you very much and keept it up, as soon as i get my credit card ( in a couple of weeks) i’ll made some donations for you and severals blender independent projects, a little ones i am a poor guy!

    • 2. joeedh  |  May 29, 2009 at 12:27 am

      Thanks! Yeah I feel it’s important too, I don’t want this area of blender to lag way behind the rest.

      • 3. Martin Lindelöf  |  July 27, 2009 at 4:00 pm

        we thank you for that! Im gonna donate some money to you! i want that meter up to 100%! ^^

  • 4. Ink  |  September 13, 2009 at 4:12 pm

    Your BMESH work rocks!!! Thank you so much. Starting to feel like I may no longer need Silo or Wings. Thanks!!!

  • 5. Ucupumar  |  September 29, 2009 at 7:06 pm

    Great! Great! Great!
    Ngon is here!
    Autodesk should make a great price cut for maya and 3dsmax.

  • 6. RH2  |  November 14, 2009 at 10:16 pm


    get a better banner!

    • 7. joeedh  |  November 15, 2009 at 12:18 am


      • 8. RH2  |  November 15, 2009 at 10:29 pm

        No problem, glad to be of service. 🙂

  • 9. Allan Middleton  |  December 6, 2009 at 2:35 pm

    Hi Joe,
    I wonder if you could make a new blog entry. Trolling through the forums I get the impression that Blenderheads think you have stopped working because you are too sick. I think that if people understood that you need to eat and pay rent to write code then donations will go up.
    Let us know what’s going on so that wild speculation does not make so many ppl think negatively.


  • 10. xsinick  |  March 22, 2010 at 2:22 pm

    i still don’t understand why you are not funded by the blender foundation. Sentinel looked ok at first but now I don’t care about that project , I just want a kick ass blender.
    I think I speak for all in saying if the foundation put off that project and just focused on bemesh, meshtools and all other blender 2.6 goals we will be happier than waiting to buy an animated film project on DVD.

  • 11. Bigus  |  April 1, 2010 at 8:13 pm

    Like it or not Durian was for the best.

    That kind of stuff makes people excited and that may be more important than getting shit done.

    Besides once its finished I think it will help blender’s popularity as a strong viable alternative. Not to mention by the time the movie is done the rest of the program will catch up.

    Also the movie has, as i see it raised the amount of artistic input into blender’s development. Which was sorely needed.

    Programmers might make it. And I do respect them. But we have to use it :).

    And so I dont derail the discussion completely. Joe, youre doing great getting the meat of the features in seems like a better idea than getting hung up on single features that may give you big problems. Maybe after you get most of the stuff in some of the guys from the core team can help you out.

    At least i hope they would.


  • 12. ums  |  April 4, 2010 at 4:06 am

    I know bmesh is far more than just n-gons. It’s just that n-gons are what I’m most excited about. It really speeds up my modeling workflow, especially if functionality similar to maya’s split polygon tool or 3ds max’s cut tool finds it way into blender. Every time I work in Maya is a reminder of how much I anticipate bmesh being integrated into blender.

    Thank you so much!

  • 13. Astap  |  July 26, 2010 at 7:18 am

    Hey dude,

    The beta shipped a couple of days ago. As I remember the modeling updates are somewhere close on the schedule so hopefully some of the core guys can give you some help finally…

    At any rate best of luck with your ventures. Hope you got something out of working on Sintel.

  • 14. Fabio  |  December 28, 2010 at 10:55 pm

    Man, we need EDGE BEVEL… to name one.

  • 15. Hoschi  |  January 15, 2011 at 6:42 am

    this is great work you are doing here. Why aren’t you
    using http://flattr.com/ to get more donations?

  • 16. adrix89  |  March 23, 2011 at 8:05 am

    Will BMesh save vertex normals?

  • 17. Nicholas Rishel  |  April 2, 2011 at 12:43 am

    Any chance that BMesh will feature offsets or offset extrusions?

  • 18. Rafael  |  June 28, 2011 at 2:48 am

    Good luck with your life, and thanks a lot for your work.
    Best wishes,

  • 19. Hawk  |  June 28, 2011 at 3:37 pm

    Please don’t do 2-edged faces, that is illogical and will probably be confusing, especially when tools and add-ons are less than intuitive to use (which is more likely if there is more than one type of vertex that the tool author can/has to deal with). I thought the mindset for Blender is to not “hide anything from the user”, and when there are multiple edges between two vertices you are of course hiding vertices since it is obviously impossible for there not to be any (you couldn’t properly display it in the 3D viewport because it doesn’t make sense in 3D).

    Anyway, thanks for doing all this work. It will be great when it’s finished.

  • 20. Allan Middleton  |  June 28, 2011 at 5:54 pm

    Hi Joseph,
    Just a little moral support. I know you are passionate and work with or in spite of health issues. You are an unsung Blender hero. Sorry no cash right now but I have you in mind. As a hint; the Blender community assumes you are dead or given up if they don’t see a post. I understand that you would rather work than post trivia but I think it would help you if you made a small monthly post. Post new features, current work in progress, down time, frustrations (f**n thing wont work but I’m working on it), etc. Post “life in general stuff too” …with careful edits so you have some privacy. Thanks for reading…end of brain dump 🙂


  • 21. Colin  |  October 31, 2011 at 1:57 pm

    I am not joking when I say this. I will donate five hundred dollars (to split however you like among other code contributors and yourself) if you can get BMesh into Blender 2.62.

  • 22. David A. Lewis  |  November 17, 2011 at 11:05 pm

    I’m a “newbie” on Blender, with only 5 months of use… My modelling “skills” are nearly non-existant, and I get all sorts of weird artifacts, and disjointed parts of “mesh” on anything I try to model–and it only gets worse when I try to “repair” things.. Usually have to delete all and start over from scratch, over and over and over…

    So, I’ve been told that “N-Gons” are much easier or “more forgiving” than the quads-only restrictions on Blender (just converted from 2.49, to 2.5,and now to an early “trunk” release of 2.60 for Mac…

    What is the current state of development of “N-Gons” in Blender? Is that a synonym for “B-Mesh”??? I’ve seen comments saying “Bmesh will provide modelling tools that just are not POSSIBLE in current versions of Blender…. What are the tasks, and what are these new tools…

    Has anybody put together a video presentation showing off this sort of modelling system, with a “blender friendly” narration of what it’s all about?? 🙂

    Hope so… Please post a reply to this, if you can! T.I.A.

    David A. Lewis

    • 23. Nicholas Rishel  |  December 1, 2011 at 5:46 pm


      Answering your questions in order as best I can:

      BMesh is an overhaul of how Blender keeps track of mesh information under the hood. N-gons are a part of BMesh, but BMesh is not exclusively n-gons. Other aspects of what BMesh is will allow for new and exciting tools to be created in Blender.

      BMesh will not be of importance to you as a beginner other than the tools you will have access to afterward, at least this is my impression. If you are seeing a lot of artifacts, it is probably because you are doing too much modeling with modifiers. You need to learn to do vertex level “edit mode” modeling first, then you can learn how to best use modifiers on top of this. I can provide some good examples if you would be interested? 🙂

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