Blender

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Blender episodes

  • Production Lessons of Singularity - A Painterly Short by Blender Studio — BCON26

    "Production Lessons of Singularity - A Painterly Short by Blender Studio" by Andy Goralczyk, Demeter Dzadik, Vivien Lulkowski, Julien Kaspar, Simon Thommes, Rik Schutte at Blender Conference 2026

    The Blender Studio team shares what they learnt while making 'Singularity', the latest Open Movie production.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Connecting Blender and Unreal Engine: A Full Character Creation Workflow — BCON26

    "Connecting Blender and Unreal Engine: A Full Character Creation Workflow" by Stéphane Biava at Blender Conference 2026

    Explore a modern character creation workflow combining Blender’s flexibility with Unreal Engine’s powerful animation tools. This session covers the full process, from modeling, topology, UVs, and rigging in Blender to creating a fully animated character in Unreal Engine.

    Discover how Blender’s open and customizable ecosystem can accelerate character development, including scripting examples, efficient workflows, and rigging techniques. Then, see how the character is brought into Unreal Engine, using Control Rig, and animation tools to create a complete real-time character pipeline.
    A practical look at how Blender and Unreal Engine complement each other to empower artists and technical teams.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Co-Creating 3D Data Animations With Code — BCON26

    "Co-Creating 3D Data Animations With Code" by Neele Dijkstra, Torben Hanegraaf, Jop van Roosmalen at Blender Conference 2026

    In this talk, we (five data animation developers from Rijkswaterstaat) showcase how we used Blender to create our informative video "The Dutch Rivers" and the novel process we used in generating it. We used a fully code-based workflow that integrates with Git version control. This means that co-creating in Blender is easier, it is faster to go from water data to animation, and animations can readily be regenerated on the basis of new data. We'll show you how to adopt a code-based workflow that still takes advantage of Blender's strengths and combines keyframe animation with custom callback animations to improve efficiency.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Refactoring & Modernizing Code — BCON26

    "Refactoring & Modernizing Code" by Bastien Montagne at Blender Conference 2026

    This talk aims at raising awareness and knowledge over code refactoring, from a code and architecture quality perspective. It covers what should be part of a refactor's goals, and some of its common pitfalls.

    It also presents some well established principles which contribute to good quality of both the code itself, and the higher-level software architecture.

    To illustrate these principles with a real-life example, it does a short retrospective over a decade of ID management refactoring and improvements in Blender codebase.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Le Loup: Adapting a 2D Graphical Novel with a 3D Cinematic Storytelling in Blender — BCON26

    "Le Loup: Adapting a 2D Graphical Novel with a 3D Cinematic Storytelling in Blender" by Achille Biais at Blender Conference 2026

    Following the success of I Lost My Body, Xilam Studio continued its exploration of mature, cinematic storytelling with Le Loup, adapted from Jean-Marc Rochette’s graphic novel. To capture the emotional journey of Gaspard and the shifting moods of the wilderness around him, we felt we needed to combine a compelling 3D cinematography and acting with a radically 2D graphic aesthetic. We developed new tools and workflows to build on what Blender has to offer and allow artists to collaborate seamlessly in 2D and 3D, creating a painterly and emotionally powerful experience

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Layered Actions & Other Niceties — BCON26

    "Layered Actions & Other Niceties" by Sybren A. Stüvel, Christoph Lendenfeld, Nathan Vegdahl at Blender Conference 2026

    The Animation & Rigging Module shows the progress of the last year, and the plans for the next. This includes presenting the work on introducing animation layers to Actions.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Rigify - Future Proof Rigging Concepts — BCON26

    "Rigify - Future Proof Rigging Concepts" by Ivan Cappiello at Blender Conference 2026

    Current state and future development of one of the most used blender rigging tools.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • The Art of Real-Time Viewport Cheats — BCON26

    "The Art of Real-Time Viewport Cheats" by Bao-Thinh Dinh at Blender Conference 2026

    Viewports and Eevee are no longer just for quick previews; they are a powerful end-to-end production tool for modern artists. In this talk, Bao-Thinh Dinh breaks down a viewport-first approach for commercial visuals, moving seamlessly from practical production hacks to experimental interactive workflows.

    Discover node-based tricks across three core pillars: Shaders for instant visual hacks, the Viewport Compositor for real-time post-processing, and Geometry Nodes to push boundaries by building interactive product prototypes directly in the viewport.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Future of Flight: Building Aviation Worlds — BCON26

    "Future of Flight: Building Aviation Worlds" by Stefan Zorzor, Justin Uijldert at Blender Conference 2026

    INK is a London-based creative studio specialising in CGI, animation, design and creative technologies. For over a decade, we have worked at the intersection of art and technology, helping global brands including McLaren F1 Racing, Air Canada, adidas, Aston Martin and Disney bringing ideas to life through compelling storytelling.

    In this session, our CG team will explore how Blender powers INK's production pipeline, focusing on aircraft, cabin experiences and large-scale environments. Through real-world case studies, we'll share insights into CAD integration, pre-lighting, linked assets, scene optimisation and rendering workflows behind world-class aviation campaigns.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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  • Blendrooms | From YouTube to Hollywood - The VFX of A24's Backrooms — BCON26

    "Blendrooms | From YouTube to Hollywood - The VFX of A24's Backrooms" by Calvin Romeyn at Blender Conference 2026

    Presented by Calvin Romeyn, Associate Visual Effects Supervisor of A24's #1 box office hit BACKROOMS, get a peek behind the curtain of how Blender was an integral part of the film's VFX pipeline, building off of Backrooms creator Kane Parsons' original YouTube short film process, as well as how iconic looks and spaces were recreated for both our Found Footage sequences, and major cinematic set-pieces.

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    Learn more about Blender Conference 2026 at https://conference.blender.org/2026/

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