Though I agree with some of the other points, I think that your first point is a little off. "Blender uses a proprietary file format which may not be compatible with other tools" - This is technically true in practice but is not the reason Blender is not compatible in most scenarios including the ones like FBX and Alembic which are mentioned in the video. The story is actually the other way around. Blender is open source and in order to preserve this philosophy they require that it's tools and add-ons are licensed as GPL. Autodesk, Side Effects and others are not interested in making their tools GPL and open for everyone and so technically Blender has done everything they can to be compatible but the other tools aren't open to sharing. So it's a stale mate. Blender cannot implement those file formats because of it's open source nature.
Game Studio that uses Blender: 1. Embark 2. Bohemia Interactive 3. CD Project Red 4. Bungie 5. Valve 6. Ubisoft 7. Egosoft 8. EA 9. Paper Bunker 10. Gameloft 11. Wolfire 12. Wube Software 13. Infinity Ward 14. Cloud Imperial Games 15. Strikerz Inc. 16. Remedy Entertainment 17. Fast Travel Games 18. Pubg studios (Krafton) 19. Giants Software 20. Netease 21. Roblox 22. Beamng gmbh 23. Funday games 24. Fireproof games ETC. VFX Studios that use Blender: 1. Bottleship VFX 2. ILM 3. Barnstorm VFX 4. Real by Fake 5. Makuta VFX 6. M 74 7. Main Road Post 8. Blur Studio 9. Scanline VFX. ETC.
Very accurate! Thankfully they reversed their decision on ditching the VFX Reference Platform, but things like this and the unfinished USD integration really make it hard to integrate to other tools on a pipeline, which is essential in a production setting.
But it is open source and the amount of money studios pay for licenses can go towards developing the tools instead. The Blender developers have asked numerous times for exactly what people want from USD implementation and so I can only assume that with limited understanding of how people want USD in blender they can't really dedicate resources to it.
I've reallly never cared for whats industry standard and whats not, you use what you use to get the job done honestly. In the future there won't be anything called professional studios and industry standard especially seeing how well indie is doing right now.
you know that indie studios are still studios and still in the industry right... Solo indie is different but they usually progress into a studio once they acquire funding. And are still in the industry lmao
No C++ API to create extremely-performant plugins, the API is inconsistent in each major version and some of the workflows are inefficient/ bad, such as using Cursor for alignment, the Location values of parented objects are inconsistently displayed and the inconsistent Alt-clicking method to set the values of multiple objects
It's not that blender can't in most cases it's that blender is a unknown in many critical things when it comes to being adopted. That is fixed though the invators delema
Its not 3d standard because (especially in animation) maya is still miles ahead. Blender is only just getting anim layers... Rigs in maya are much easier to work with aswell and blender cant handle large amounts of keyframes easily.
Literally everyone is making why blender is not industry standards 😂😂 are they afraid of rapid growth of blender??? Well yes😂😂 ...in my opinions all these are just a tools, if you love Maya then stick with Maya or if you love blender then go with that, but if you're saying that blender is not better than maya then i will say that you're agent of Maya😂😂😂 you're next topic should be, why everyone's using Unreal engines instead of maya or 3ds max???😂😂
Maya is genuinely better in every way for animation. If you don't understand why then you shouldn't be commenting on this. Its okay to say you like blender more. But maya is by far the superior software
@@MyGenerativeEra Unreal engine is a game engine with animation tools. Not an animation software. They are slowly bringing more tools to help in vfx work (due to virtual production becoming more common) but most companies will use maya to animate and then bring the fbx into Unreal Engine. I know, because I work in unreal engine and maya professionally as an cinematic animator...
blender is the standart for youtube 3d content because its free and people can learn it for free.
Though I agree with some of the other points, I think that your first point is a little off.
"Blender uses a proprietary file format which may not be compatible with other tools" - This is technically true in practice but is not the reason Blender is not compatible in most scenarios including the ones like FBX and Alembic which are mentioned in the video.
The story is actually the other way around. Blender is open source and in order to preserve this philosophy they require that it's tools and add-ons are licensed as GPL.
Autodesk, Side Effects and others are not interested in making their tools GPL and open for everyone and so technically Blender has done everything they can to be compatible but the other tools aren't open to sharing. So it's a stale mate. Blender cannot implement those file formats because of it's open source nature.
Game Studio that uses Blender:
1. Embark
2. Bohemia Interactive
3. CD Project Red
4. Bungie
5. Valve
6. Ubisoft
7. Egosoft
8. EA
9. Paper Bunker
10. Gameloft
11. Wolfire
12. Wube Software
13. Infinity Ward
14. Cloud Imperial Games
15. Strikerz Inc.
16. Remedy Entertainment
17. Fast Travel Games
18. Pubg studios (Krafton)
19. Giants Software
20. Netease
21. Roblox
22. Beamng gmbh
23. Funday games
24. Fireproof games
ETC.
VFX Studios that use Blender:
1. Bottleship VFX
2. ILM
3. Barnstorm VFX
4. Real by Fake
5. Makuta VFX
6. M 74
7. Main Road Post
8. Blur Studio
9. Scanline VFX.
ETC.
Very accurate! Thankfully they reversed their decision on ditching the VFX Reference Platform, but things like this and the unfinished USD integration really make it hard to integrate to other tools on a pipeline, which is essential in a production setting.
But it is open source and the amount of money studios pay for licenses can go towards developing the tools instead.
The Blender developers have asked numerous times for exactly what people want from USD implementation and so I can only assume that with limited understanding of how people want USD in blender they can't really dedicate resources to it.
I've reallly never cared for whats industry standard and whats not, you use what you use to get the job done honestly. In the future there won't be anything called professional studios and industry standard especially seeing how well indie is doing right now.
you know that indie studios are still studios and still in the industry right...
Solo indie is different but they usually progress into a studio once they acquire funding. And are still in the industry lmao
big banks still use COBOL till today
Support. Thats the only and realy the only reason. What ever you told here ist wining in a very high standard.
No C++ API to create extremely-performant plugins, the API is inconsistent in each major version and some of the workflows are inefficient/ bad, such as using Cursor for alignment, the Location values of parented objects are inconsistently displayed and the inconsistent Alt-clicking method to set the values of multiple objects
It's not that blender can't in most cases it's that blender is a unknown in many critical things when it comes to being adopted.
That is fixed though the invators delema
The tool used is the least of their concern. Why should I care for blender in the first place?
Arcane was animated in blender.
no it wasnt. It was animated in maya. You can even see it in the behind the scenes "Arcane: Bridging the Rift | Part 1"
Please dont lie
@@FlameExpertOfficial Correct
Its not 3d standard because (especially in animation) maya is still miles ahead. Blender is only just getting anim layers... Rigs in maya are much easier to work with aswell and blender cant handle large amounts of keyframes easily.
It can actually
@@ShohSlaought-hh6qe No. it cant. Hence why we don't use it in industry for mocap cleanup lmao
@@RenTheDeveloper they don't use maya for mocap cleaning either, they use motion bluilder.
@@rano12321 I dont think you fully understand the difference between those two softwares. We use both...
Literally everyone is making why blender is not industry standards 😂😂 are they afraid of rapid growth of blender??? Well yes😂😂 ...in my opinions all these are just a tools, if you love Maya then stick with Maya or if you love blender then go with that, but if you're saying that blender is not better than maya then i will say that you're agent of Maya😂😂😂 you're next topic should be, why everyone's using Unreal engines instead of maya or 3ds max???😂😂
Lol I like blender than maya🤣🤣. Why are we saying it's not industry standard because is it not that's it 🤣🤣🤣
Maya is genuinely better in every way for animation. If you don't understand why then you shouldn't be commenting on this. Its okay to say you like blender more. But maya is by far the superior software
@@FlameExpertOfficial you didin't understand my comments very well anyways.
@@FlameExpertOfficial i wanna know what will you say about unreal engine???
@@MyGenerativeEra Unreal engine is a game engine with animation tools. Not an animation software. They are slowly bringing more tools to help in vfx work (due to virtual production becoming more common) but most companies will use maya to animate and then bring the fbx into Unreal Engine. I know, because I work in unreal engine and maya professionally as an cinematic animator...
Robot voice.