14.09.2023 Aufrufe

Filmakademie Baden-Württemberg Campus Magazin 23/24

Erfolgreiche ePaper selbst erstellen

Machen Sie aus Ihren PDF Publikationen ein blätterbares Flipbook mit unserer einzigartigen Google optimierten e-Paper Software.

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 />

41

Hurra! Ihre Datei wurde hochgeladen und ist bereit für die Veröffentlichung.

Erfolgreich gespeichert!

Leider ist etwas schief gelaufen!