digital janitor - 2009-11-03 10:33:00
I've been following a discussion on the blender developer mailinglist. And one thing that I don't understand is why developers in general have a problem of implementing naming conventions that are
accepted by the general population. Right now they are talking about shape keys, which in my world (and I would think 90% of the 3d artist world) is "shapes that has keys."
Even though I am at heart a "Softimage 3D Artist" I refer to shapes as "blendshapes", as it's a common concept in the industry. In blender they are called RVK's (?).
Anyhow, the interesting about this conversation is that no one seems to just accept what everyone is calling it. And in the open-source world it's even worse as it feels like they don't want to "do as the commercial applications" do. It's just a name... and I would think that if the blender community would like to have some more users from the commercial domain of users, they need to step down from their high horses of OpenSource pride, and just DO IT!
It's nothing wrong to call it what the general population is calling it. If you take a peek in
ANY magazine about vfx, it's generally called 'blendshapes' regardless of which software that is being used.
As much as I love how blender is being developed (and I bow my head to all the people who are doing this for free... it's just awesome!) I don't like the attitude of how it's looked upon other softwares or workflows.
I started a discussion there once which was based on that blender should have Application Environment Variables (and it's user preferences). This would make blender easier to fit into a existing pipeline. And this is how Softimage, Maya and Houdini has it. But this discussion led nowhere and ended up in "how the unix standard is".
And if they want to compare Blender with xmms or OpenOffice, fine, but it's NOT!
I wish though that I had the money to pay for a developer to code for Blender full time, but I don't have that. So until then I can only try and pitch in and rant about things :)
My list of a few common names to their functions
blendshapes = shapes for ex. a face
renderpasses = Beauty, Occlusion, ID, motion vector
renderbuffers = outputs that are made from 1 render, buffers that the
render engine spits out.
layer = visibility
partition = objects that belongs to a partition should be rendererd
(or not, depending on what the status of the partition is)
FCurve = FunctionCurve aka Animation Curve
etc.
That was a long rant... damn.... :)
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