Blender

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Blender episodes

  • 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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  • 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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  • Adventures in Space and Time: How to Make Exciting Planetarium Films — BCON26

    "Adventures in Space and Time: How to Make Exciting Planetarium Films" by Tommy Howell at Blender Conference 2026

    Learn how to create films for planetariums and immersive spaces, a small but rapidly expanding world of filmmaking! In this session we will explore how to meet the challenges of rendering at massive sizes, and how to manage large scale animation projects while working solo. We will also share some tips and tricks on how to get the most out of Blender’s panoramic cameras, and how you can make your own accurate space assets!

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

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  • Beautiful Parts — BCON26

    "Beautiful Parts" by Vilém Duha at Blender Conference 2026

    How to leave the eternal boredom of cad-like hard surface and fly into the wide open space of organic parts, that are printable, useful, durable, and beautiful at the same time. A dive into the world of an alternative between CAD and pure subdivision surface modeling.

    And what are mesh constraints?

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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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  • 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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  • Motion Sculpting: A New Animation Paradigm — BCON26

    "Motion Sculpting: A New Animation Paradigm" by Nacho de Andrés at Blender Conference 2026

    Rigging has always been a tax you pay before animation can begin: build the controllers, wire the constraints, then hope the setup survives the next revision. What if the rig were disposable? This talk introduces a stateless, motion-path-driven approach where lightweight rigging is generated on the fly driving a dense animation FK rig. The result is a near-realtime workflow that collapses the boundary between setting things up and actually moving them. I'll cover where the idea came from, how it works, and what it changes about how we animate.

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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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  • 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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  • Blender Codes: A Treasure Hunt Inside .blend File — BCON26

    "Blender Codes: A Treasure Hunt Inside .blend File" by Olivier Amrein at Blender Conference 2026

    Come to participate in this geeky social treasure hunt inside of blender files and around blender community that will allow to connect people at the conference.

    Search the meshes, faces, collections, materials, animations, script, etc... of a .blend file and get the code to reach the next level.
    The .blend files are made by artists/devs from the community.

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

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Official PeerTube channel for Blender, the Free and Open Source 3D Creation Suite. The Freedom to Create