I use Blender for rigging and animation, currently as the animator for STRAFE®. It's for the same reasons Pior mentions, it allows me to be so much more efficient with anything I do in it (modelling, rigging, weight painting, animation). Also I'm a sucker for open source projects and it's hard to say no to 0€ monthly…
Lights and cameras might be a little bit wonky but I've never had problems with the newer FBX exporter and skeletal meshes and animations, besides it being kind of slow because it's in Python.
Jason Schleifer does. (Head of Character Animation @ Dreamworks) He has this side project called the Nimble Collective, which he shares with a few other industry leaders. On Vimeo, he's been adding a video series documenting his progress as he navigates his way through blender. It's worth a look at the collection of videos…
"Of course we all know that each modeling package is simply a tool, a means to an end." Damn right it is "I'm just interested to see what people have created with it that are in the gaming industry." Shit... erm.. Unfortunately I don't know anyone who fits that bill, I know some that work in the movie industry I know great…
At work I got bored and don't have Max installed so I was fooling around with Blender and it looks like it's come a long way from where it was just a few years ago. It used to be that only people thinking about getting into 3d tried out blender before moving onto max/maya/modo (or at least it seemed that way). Any good…
Wouldn't say i'm good but it's the only tool i've used in the past decade. The only thing to fear about Blender is like every other suite - the possible regressions that could affect workflow and pipelines. like 2.67's busting of texture painting that kept me on 2.66a for the longest time, and 2.5's launch of the new UI…
@myclay, yes I guess that's what I had in mind, I don't know why I associated it to Funcom... Edit: now I remember why... @Steppenwolf, cool video. It's especially interesting to see examples from pro artists not focusing on character art, it seems more common. Would love to see more enviro stuff.
I switched to Blender years ago (loved Silo but development in that stopped so I tried to make Blender function like it) and have used it at the studios I've worked at too. Maya was the main tool used in the studios, but using Blender up until the point of having the characters skinned wasn't a problem. There were actually…
It was a rant, that's all. The guy wanted to point out the Autodesk policy about this format. Actually FBX support in Blender is pretty good and the support for this format is still there.