Filmakademie Baden-Württemberg Campus Magazin 23/24
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could easily update shot information from the edit, upload<br />
thumbnails, playblasts, and do many other things.<br />
Another great aspect of working at Blender was that,<br />
from time to time, we had to share our work with the<br />
community on the Blender Studio website. As a result,<br />
a lot of articles that I wrote on different topics are now<br />
on the Blender Blog (studio.blender.org/blog). This was<br />
a very instructive experience. On the one hand, I developed<br />
a good habit of actually documenting my work and<br />
reflecting on it at the same time. On the other hand, it<br />
also gave me the opportunity to engage with the community<br />
and have some vivid discussions in the comments.<br />
The additional benefit? It helped a great deal to<br />
connect with fellow Blender heads.<br />
The year in Amsterdam flew by in no-time and soon, I<br />
was heading back to Ludwigsburg to continue my studies.<br />
Shortly after my return, I was approached by Francesco<br />
Siddi (COO of Blender) and he asked me if I wanted<br />
to do a presentation with him at The Pipeline Conference.<br />
The presentation would be about the pipeline of<br />
the Blender Studio and the general advantages and challenges<br />
of relying on a Blender centric pipeline.<br />
Even though the presentation was online, it was still<br />
great to actually share what we had been working on<br />
that year. The presentation was received quite well and<br />
Francesco thought it would be a good idea to deliver it<br />
once more at the Blender Conference.<br />
HOW IT ENDED (SO FAR)<br />
Coming back to the beginning: I ended up on stage and<br />
had my first conference talk in person. I still remember<br />
how nervous I was but I‘m glad that I pulled through. I<br />
hope it will get easier in the future! The presentation itself<br />
was about the Blender Studio pipeline and showed<br />
some key tools and concepts I had developed together<br />
with the Blender team during my time in Amsterdam. It<br />
covered three main topics: First, how the Blender Studio<br />
used the Video Sequence Editor to manage and share editorial<br />
information across all stages of the pipeline. Second,<br />
what tools were developed to handle the review<br />
workflow. And third, the new iteration of the Asset Pipeline.<br />
RIGHT HERE, RIGHT NOW<br />
Meanwhile, I’ve started my diploma project at the Animationsinstitut<br />
on which I will be working for the remainder<br />
of my studies. It’s great to have another educational<br />
project to experiment and grow. This new project<br />
will also be developed as an IP and is a collaboration<br />
with the Interactive Media department. Similarly to the<br />
third year project, we will make a film and a game. This<br />
time, however, we will have twice as much time.<br />
I want to build a Universal Scene Description (USD)<br />
based pipeline. USD is a framework for the interchange<br />
of 3D computer graphics data. It was developed by Pixar<br />
Animation Studios and is open source. I‘m excited to<br />
find out how we can integrate it within the game effectively.<br />
The game will be realized in Unreal Engine 5. Lots<br />
of new things to learn, let’s see how it goes!<br />
TRANSIT IN ADDIS ABABA<br />
After his stay in Amsterdam, Paul received an invitation<br />
from the DW-Akademie of Deutsche Welle as a Blender<br />
expert. They booked him as an instructor for an animation<br />
workshop in Addis Ababa, the capital of Ethiopia.<br />
There, he taught beginners the fundamentals of 3D animation<br />
with a focus on Blender.<br />
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