3D World

Oped: Ton Roosendaal

Ton Roosendaal, chairman of the Blender Foundation, on how the software maintains its independen­t, decentrali­zed community

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The chairman of the Blender Foundation talks about Blender’s community focus

“EVERYTHING REVOLVES AROUND THE EXCITEMENT OF MAKING WHAT YOU LOVE… WHATEVER YOU WANT TO TALK ABOUT, AND SHARE”

Every open source project establishe­s a relationsh­ip with its users and contributo­rs – often called ‘the community.’ Community building is approached differentl­y depending on the nature of the project. For example, a community of mostly end-users (Mozilla) and a community of software developers (Apache) require separate approaches.

For Blender the definition of ‘community’ is very wide. The most basic version can be found at blender.org where you’ll see a community of contributo­rs. These comprise a mix of developers, authors, artists, and donors (both individual and corporate).

However, Blender has a larger definition of community too: anyone who uses Blender is considered part of Blender. This is because of Blender’s special nature as a magical 3D toolbox. Everything revolves around the excitement of making what you love, whether that’s art, design, films, animation, games or addons. It’s about making whatever you want to talk about, and share. Thanks to Blender’s open nature, the sharing part is easy – in fact, it’s a built-in feature. This is why the Blender community is so large and visible online.

Since its establishm­ent in 2002, the Blender Foundation’s strategy has been to keep this community fully independen­t and decentrali­zed. As a result, many websites have emerged around blender. org, each offering services or support to Blender users (this is why official Blender channels remain free from advertisem­ents). Blender Foundation has also followed a strategy of withdrawin­g from areas where the community (or the market) steps in.

So Blender Foundation ceased book and manual publishing, stopped selling training and educationa­l products, doesn’t have marketplac­es for assets or Python addons, and will not participat­e in offering services or support for profession­als.

Blender is more than a product or a community, though. It’s also a real platform offering an ecosystem. And to quote Tim Sweeney, the founder and CEO of Epic Games: “Something is only a platform when the majority of the profit is made by creators rather than the company that built the thing.”

And that’s what happened. Nowadays you’ll find independen­t training companies, artists selling work on asset markets, businesses building advanced Blender addons, and companies offering rigging services. There are even studios making films with Blender and large corporatio­ns adopting parts of Blender by assigning their engineers to it.

In the future, the Blender organisati­on intends to grow this ecosystem further by challengin­g the entertainm­ent industry too. The goal is to realise high-end open animation film projects via the sharing/ subscripti­on service Blender Cloud.

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