

But that is not essential in 3D creation. That is not the perfect ergonomic solution to create 3D stuff. It does not matter how people use VR to play games, watch videos or chat. It is a joy to be immersed in your creation.īut that does not mean that all kind of 3D artists will spend 8/10/12 hours a day working with a VR headset on their head. If I’m totally wrong and you are investing huge energy and funds to VR/XR development, just ignore my letter or tell me so. That Blender has no VR (ok, it has scene inspection, which is close to nothing) and in the same time quality VR project is stagnating due to underpayment. With 106+ thousand euros of Blender funds, 47 corporate supporters and 5000+ individual supporters it is really a shame, Instead of incorporating their knowledge into Blender they got only threats about copyright infringement and absolutely no help from Blender foundation.Ĭurrently they have no funds to proceed with BlenderXR project. They also started BLENDER XR project, which is opensource like Blender. There is a, small team who made excellent Maya VR plugin, so they have a quality product and huge VR knowledge.

It’s immersive experience and NOBODY would ever go back to mouse and screen.

Please ask any modeler / sculptor / animator how they feel after they use a quality VR product. This could be the reason for artists to stop using Blender and use production ready VR/XR products. Now, when it finally gained attraction of many artists and studios, there is a threat that it will start stagnating with VR/XR age.ĭocuments like VR/XR: Big Picture Kickoff and current state of VR development give no clear ETA or plan for development. Blender was many years exotic and underestimated in 3D community due to weird UI and opposition to all standards (sorry right click school).
