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Blender episodes

  • Yuify Your Mesh to Say Who Made It: Micromarking and Self-Sovereign Identity — BCON26

    "Yuify Your Mesh to Say Who Made It: Micromarking and Self-Sovereign Identity" by Lars Lenz, Joss Giffard-Burley at Blender Conference 2026

    Digital work is easy to copy and hard to attribute. Wacom's Creative Rights Initiative exists to do something about the second half of that. The mission is to give creators a practical way to establish that a piece is theirs, and to demonstrate it later if it's ever in question. Yuify was the first result. Invisible Micromarks bind 2D image to a decentralized identifier and a signed authorship record, shipping today.

    With 3D Micromarking Wacom is extending its Yuify service capabilities to 3D, where nothing sits still, with no canonical vertex ordering, no fixed sampling positions, and pipelines entitled to rewrite everything on export. Different data, different signals, different failure modes brought us a whole lot of interesting new problems.

    In this session, you will learn what Yuify and 3D Micromarking is and how Wacom is trying to make authorship evidence survive a 3D pipeline.

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

    0 min
  • Build Your Node Trees With Code — BCON26

    "Build Your Node Trees With Code" by Brady Johnston at Blender Conference 2026

    In this talk Brady Johnston will present nodebpy, a new Python package for authoring, versioning and comparing node trees. Visual programming with nodes is excellent for iteration and artist-friendly workflows, but creating and tracking node trees in code has stayed verbose and difficult. Withnodebpy, human-writeable code becomes nicely arranged node trees, and GUI-authored trees become human-readable .py files, making collaboration and review far easier. Shorter, more logical scripts also let LLMs read and write node trees more reliably and with less token usage. Brady will cover the issues it solves, the design process behind the package, how it's currently used in several add-ons, and how you could start using it in pipelines and to version-control node trees.

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

    50 min
  • Neuromechanical Modeling and Simulation of Animals and Robots — BCON26

    "Neuromechanical Modeling and Simulation of Animals and Robots" by Shravan Tata Ramalingasetty at Blender Conference 2026

    Animal movement emerges from the interplay of neural circuits, musculoskeletal biomechanics, and the environment. We build detailed neuromechanical models of diverse species from fruit flies to mice to salamanders as well as robots, reconstructing their bodies from CT/MRI scans, rigging joints and muscles, and simulating locomotion in varied terrains. A dedicated Blender add-on serves as our primary modeling and visualization interface, and the entire pipeline is open-source through our framework FARMS (Framework for Animal Robot Modeling and Simulation).

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

    0 min
  • AutoTrack: Smart, Easy and Automated Camera Tracking — BCON26

    "AutoTrack: Smart, Easy and Automated Camera Tracking" by Siemen Lens at Blender Conference 2026

    Motion tracking is a crucial yet often tedious part of the VFX pipeline. That's why I made AutoTrack, a custom add-on designed to fully automate and optimize the camera tracking process natively within Blender. In this presentation, we will explore how AutoTrack's intelligent algorithms (such as dual-pass filtering, iterative camera solving, and automated substep tracking) drastically reduce manual labor. Attendees will learn how the tool works, how they can maximize the use of the tool and how they can utilize it in their workflows.

    https://extensions.blender.org/add-ons/siemen-lens-blender-autotrack/

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

    0 min
  • Fully Procedural Climbing Gyms and Route Setting — BCON26

    "Fully Procedural Climbing Gyms and Route Setting" by Atlas Hasırcı at Blender Conference 2026

    In this talk, Atlas Hasırcı demonstrates a fully procedural climbing wall and route-setting system built entirely with Blender Geometry Nodes. The session covers generating manufacturable climbing holds, procedural route placement and designing dynamic climbing walls that meet IFSC safety standards. Pushing Geometry Nodes to its full potential, Atlas showcases how to generate diverse wall designs and assemble complete, custom climbing gyms on any building layout.

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

    0 min
  • Grandma Z: Clay Pencil Animation, an Official Blender Lab Project — BCON26

    "Grandma Z: Clay Pencil Animation, an Official Blender Lab Project" by Daniel Martinez Lara at Blender Conference 2026

    Clay Pencil allows you to convert 2D animations don with Grease Pencil into 3D geometry, thus simplifying the 3D animation workflow.

    This is a project included within blender.org/lab/ to evaluate the viability of including the Clay Pencil tool in Blender.

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

    23 min
  • An Automated Pipeline for Construction 4D Reporting — BCON26

    "An Automated Pipeline for Construction 4D Reporting" by Huang Hing Pang, David Felix at Blender Conference 2026

    With increasing number of engineers using blender and bonsai doing their daily model inspection and making construction sequences, we show our journey in learning blender and to make 4D reporting more flexible and scalable.

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

    23 min
  • Grooming Seth Rogen: Restoring a Hairline for a High-Stakes Commercial — BCON26

    "Grooming Seth Rogen: Restoring a Hairline for a High-Stakes Commercial" by Christopher Strommer at Blender Conference 2026

    This session explores the unique technical design challenges of restoring the hairline for the famed actor and director. We will break down the process of tracking his face, designing a photorealistic curly 3D groom, and integrating this digital assets with live-action footage. Learn how to handle the pressure of high-stakes commercial deadlines with Blender's geo nodes.

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

    23 min
  • BBC’s 'Crongton' - From design to realization — BCON26

    "BBC’s 'Crongton' - From design to realization" by Ricardo David at Blender Conference 2026

    A behind the scenes look at BBC’s 'Crongton' with Ricardo David - Animation Director, who will showcase the journey from early visual development to final on-screen realization. The session will break down the creative and technical pipeline, how Blender and supporting tools were used to achieve the series distinctive comic-book aesthetic. We'll talk about the challenges we faced and workflow innovations that helped realise it.

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

    28 min
  • Building KIDDO : Merging Polygonal Modeling, CAD, and Electronics — BCON26

    "Building KIDDO : Merging Polygonal Modeling, CAD, and Electronics" by Obride Deki at Blender Conference 2026

    How do you turn a concept into an interactive action figure with 150+ parts, embedded electronics, custom voice lines, and LED effects?

    Obride has the answers!
    This case study follows the full product lifecycle: from the creative phase in Blender (design, shape exploration, blockout), to the handoff to SolidWorks for precise engineering and integration of embedded electronics, and finally back to Blender to build a digital twin ready to be rendered and animated.

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

    25 min

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