Why make Sprite Fright, Blender's new Open Movie?
One answer: tell a story influenced by toy stores, Tales from the Crypt, and '80s Horror.
Another: become world-class storytellers by learning from world-class storytellers.
Another: you know, fun.
And yet another: stress-test Blender while refining the production pipeline.
A fresh example of the latter: shading artist Simon Thommes worked with rigger
Demeter Dzadik to make a simple, powerful plug-in. It allows different artists to work on various aspects of a character in their own files, then update their work to a shared final file when ready. Because the files aren't linked, any changes one artist makes won't influence somebody else's work. Which means that toes are less likely to be stepped upon (and asses kicked).
The addon's reasoning in chart form.
Is there more to it than that?
But of course.
Have a look at Simon's video for a thorough explanation. Or read his notes.
Character Pipeline Addon: The Movie. Everything you need to know, with Simon Thommes. [ View File ]
A couple of caveats: the addon remains a work-in-progress, it's very specific to Blender Studio's workflow, and requires some knowledge of Python. Having said all that, it's free to download (naturally), and you're free to customize the code to meet your needs. So with all that freedom, why not investigate further? Find the addon here.
Who knows? You might uncover new ways to avoid bruised toes.
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