@sybren I’m very sorry for distracting you from work, it’s just better to get an official response, isn’t it? What’s in store for us in the coming years in animation tools, do you have plans to bring in more professionals or other animators to make blender one of the coolest programs for animators and animation of any complexity and level? What awaits us In the future with animation for blender? Will there be any interesting projects more realistic than cartoons, what to expect from animation tools in the next 5 years. Please make blender one of the best animation programs in the near future.
I asked animators what they would like to see in the future for animation:
Quote #1:
Maya has better rigging system, more premade high quality rigs, and better export/import support especially for Autodesk formats including FBX.
Quote #2:
I was taught Maya in school because it’s what a very large portion of the games/tv/film industry uses
Quote #3:
Pretty sure he said that he uses Maya because it has been industry standard thought Blender might be taking that soon or in a few years if it keeps evolving. I am pretty sure there’s a damn ton of resources on many specific things for Maya and there’s some really neat scripts that you can make to do things in Maya if you are used to it.
Quote #4: maya More and more convenient tools for creating any animation, yes, blender is also a good solution for creating animation, but so far few people do something big, I am sure that in the future blender will also do animations of different levels, the main thing is convenient tools, more animators, and aspirations.
Quote #5:
Same here. One of the reasons many industries use Maya is because they’re able to write their own proprietary tools and add-ons for it, and it is easy to move data in and out of it (like exporting and importing models and animations for example). Blender only recently started adding barebones functionality for importing and exporting various kinds of data, and for the most part it tries to make you do everything in Blender rather than let people make workflows that use other more specialized programs to do certain tasks better.
Quote #6: why don’t you concentrate on fixing the technical debt and redesigning the animation system? I’ve been looking at your rigging roadmap. I will not reinvent the wheel, and I will repeat the meaning of the reaction to this map of one rigger who works in a blender: if there are no animators who will use a blender, then there will be no sense from professional rigging tools. and they don’t go because the animation tools are bad. and at the same time, this is not only a response from professionals (at least in the Russian blender community, I quite often saw people express themselves vividly, covering everything with a three-story mat, due to the fact that it is difficult for them to animate in a blender due to the lack of many features), I saw a beginner who, having started studying animation, preferred Maya crack to blender. And no, I’m not trying to expose the blender as a bad program, I’m tending to the fact that we really need to make a breakthrough, and deal with the problems you have voiced, and finally start improving the animation toolset. I don’t understand why you didn’t put it in the first place. you understand everything perfectly, quite possibly even better than me