It absolutely is not. The first one made by a third party, maybe, but definitely not the first one overall. There's even a Blender demo reel from the 90s here on UA-cam.
@@QuotePilgrim No, the animation "Blender" was done in Traces, Blender's direct ancestor. "Did it Done it" was made in Blender, showcasing some of NeoGeo's work 1995-1996. ua-cam.com/video/WKAQNBaZ_I8/v-deo.html
I think my favorite thing about all these 1.0 videos is being able to see the foundation which all of blenders core features are based on, it's super cool to see how as much as it's evolved and changed as a program in alot of ways it's still the same
Shift+Backspace to clear a text entry (no need for control). In Blender terminology, the animation curves are Ipos (short for interpolation curves), the windows are Areas, the various options within them are Views. One of the clumsier details of the UI is the 3D View buttons; they configure the 3D View for the *same area*, so you have to switch that area to Buttons View and back for them to have an effect. Once you have a few screens and such, save the default (.B.blend) using Ctrl+U. The little car (automobile carriage - different languages kept different pieces of the description when shortening it) next to some naming buttons is autoname; it can name materials by their colour. V and H alter handle types in curves (V for vector makes sharp corners). One of the nice things in Blender is that these editing methods are consistent between various curves (2d, 3d, ipo..), meshes and objects. For instance, you can ctrl+leftclick to place new vertices. Alt+A animates the current view; Alt+Shift+A animates all of them together. Another useful thing is that animation can be stopped with Space to not return to whence you started (setting current frame). Incidentally, your ball is probably rather anisotropic because you edited the X size Ipo but not Y. By the way, remember that this generation of Blender fit on a single floppy! All 3D modeling software has clunky interfaces, but in this generation, I think only Amapi had one that was a little smoother. Things like SketchUp didn't exist; 3D Studio was the more well known. Maya, the closest relative to Blender's design, was released four years later. Blender 1 didn't have Armatures, but it does have the precursor, Ikas (short for Inverse Kinematics). Forward kinematics would be animated using object hierarchies, and softer deformations could be accomplished with lattices. Vertex parenting and tracking made some more complex interactions possible. Here's a guide on using Ika/Skeleton for rigging: download.blender.org/documentation/NaN_docs/Manual2.0/Ika.html
It's really cool to see the animation in Blender 1.0. I just wanted to mention a few details regarding physics. If we disregard air resistance, then for the ball to bounce to a lesser height, it needs to lose energy at impact, which means that it bounces with less speed, that is, the slope of the curve going to the ground should be steeper than the slope of the curve when it bounces. Also, since it reaches a lesser height, it will do so in less time, and that time is actually proportionate to the square root of the height. If we want to be really picky, then during the second bounce, the ball would be squished less. And finally, for the movement in the x direction, the ball shouldn't change speed, which means that the curve at 27:07 should be a straight line. Hope this helps, and can't wait for the next video. Cheers :)
If you want to be physics picky, the floor would have to be frictionless for the ball not to change speed. In reality it would convert horisontal movement into spin on the first bounce, and recover it (quite likely even go faster) on the second bounce. Which ends up nonintuitive in the animation simply because we don't see the spin on a featureless ball. Also, there would be some vertical slowdown during the squish, as it stores motion energy as deformation (some of which is converted to heat, which means you don't need air resistance to get a lower bounce).
@@0LoneTech I agree, and great point about the spin possibly accelerating the ball on the second bounce. I didn't want to go into too much detail. And for the vertical slowdown during the squash, that's what I meant when I said that it bounces with less speed. There are also other details if we want to be picky :). For instance, the shape of the ball won't be symmetrical during the squash, and the volume isn't really preserved. Just google ball bounce in slow motion.
Blender 1.0 was an in-house developed animation tool from the animation studio Neo Geo. It could do video editing too (which is the view Greg Blends used here just to get a clickable timeline). Its precursor Traces also did animation, but ran on Amiga machines, whereas Blender took advantage of acceleration in SGI workstations. It didn't form in a void, there was a use case, requirements, users, developers and prior work. Still a very impressive tool.
Maybe some day you should do a full comparison of 1.0 to more recent versions of Blender? No doubt 2.8 was a BIG overhaul, but when I look back at older versions. I dabbled in high school with 2.3 and 2.4 so I became loosely familiar with the hotkeys so when I came back full time it was easier. When I came back, I was familiar enough, and then the things I WASN'T familiar with were either changed or removed by 2.8 so it worked out :) Point is, I look back at these old versions and am surprised about how much has endured over the years! But like, I know performance is lacking and other things are different and missing, but there's certain things I see about this interface that even hold true in 2.8 and are just distinctly Blender. So it'd be awesome to see your opinions on some of the different versions, maybe a full comparison video would be great at some point! Love this series though! I hope other big Blender UA-camrs jump on with this, or at least maybe try to use the oldest version they can to see if they can make something. Great series though either way!
i think i found out how to limit scale location or rotation to axis in 1.0 i dont know for sure it will work but i tried in 1.6 and it worked. if you left click and drag, a white line shows up and if you draw a circle like thing you can rotate on the axis that is nearest to our view its finicky but works if you draw a line you can move in the axis nearest to what you drew and a v like shape for scale i cant get 1.0 to work so if you can try this that would be great, im wondering if it will work PS: in 1.6 you cant do S and then X or something like that so i was trying to limit to axis and it worked
Apparently, an early version of the blender game engine could compile games to run on the original Playstation. I don't suppose you could look into getting that working? It sounds pretty interesting. You can find a video of some Blender demos running on a psx on UA-cam
I wouldn't mind if this turned into a blender _and_ retro Unix channel lol. More seriously, I haven't looked it up or anything, but I imagine that you could run irix in qemu and it would be a whole lot faster.
go for it! 🎉 3d modeling is actually extremely undemanding. Especially if you don't care about rendering 👋 At the least: Blender is free and all of the older versions are available when a newer one doesn't work I grew up using max7 in on a computer with only 380 megs of ram to make stuff for HaloPC(the official kit that lets you make objects, new characters, and even entire maps in 3dsmax) and it would run smoothly all the time. And that computer was also only 800mhz with slowww slooow windows XP taking up most of the CPU Remember that 3d modeling is nothing like running a game, and the older 3d modeling programs can very likely run on roadside trash because they're very undemanding tools
In the task bar settings, turn on small icons, and turn off combining items (set it to never). Also I have a bunch of items pinned on there I should remove, haha
We've tried. It's not clear why, but it crashes in this emulation. It works fine in the Linux 1.34 version, haven't tested Irix 1.29 (which is the only version in between I have found yet).
That would be cool. Unfortunately, the 1.0 version is SGI/Irix specific. However, the 1.6 version does contain code to run on 9x (and I think NT4) platforms, and that version is prebuilt on Blender's archive.
I think someone would have to rewrite/emulate all SGI specific libraries and hardware calls, at least it uses some kind of X11 window system so that part goes away. I don't know if the need for that particular software justifies it for someone to do it voluntarily. He'd be the king tho...
@@gregblendsmakes9348 ty, seriously tho, its fun seeing what working with the oldest version of blender wouldve been like, and seeing keyboard shortcuts that are still in the software today.
We gotta crowd-fund you an SGI machine...
Justin Nicolay I saw a purple one and a green one off in the distance at a recycling center once. Still kicking myself that I didn't offer to buy them
If he doesn't start a GoFundMe, we can't.
Now imagine doing a complete toy story style short on this thing
Have you watched documentaries on the early pixar movies? Their tools looked waaaay worse, haha. Though, they were probably also more powerful.
@@gregblendsmakes9348 Back than they were using SGI stations wish were mini super computers .
That's the thing...so much patience to animate something complex. I have more respect for computer animators of the 90s now.
that's how the first film was made
Blender 1.0 is also meant for the SGI Indy and indigo مقاطع مترجمة
the first 3d animation ever made in blender 1.0
It absolutely is not.
The first one made by a third party, maybe, but definitely not the first one overall. There's even a Blender demo reel from the 90s here on UA-cam.
Here, this was animated in Blender back in 1992: ua-cam.com/video/3CdA_NMw7lc/v-deo.html
@@QuotePilgrim great now I want to make a 90's style animation with modern blender just to see if it's possible to replicate that
@@QuotePilgrim No, the animation "Blender" was done in Traces, Blender's direct ancestor. "Did it Done it" was made in Blender, showcasing some of NeoGeo's work 1995-1996. ua-cam.com/video/WKAQNBaZ_I8/v-deo.html
@@ZUnknownFox I mean, I'd argue it's technically the same thing, but yeah, you're right.
I think my favorite thing about all these 1.0 videos is being able to see the foundation which all of blenders core features are based on, it's super cool to see how as much as it's evolved and changed as a program in alot of ways it's still the same
Shift+Backspace to clear a text entry (no need for control). In Blender terminology, the animation curves are Ipos (short for interpolation curves), the windows are Areas, the various options within them are Views. One of the clumsier details of the UI is the 3D View buttons; they configure the 3D View for the *same area*, so you have to switch that area to Buttons View and back for them to have an effect. Once you have a few screens and such, save the default (.B.blend) using Ctrl+U. The little car (automobile carriage - different languages kept different pieces of the description when shortening it) next to some naming buttons is autoname; it can name materials by their colour. V and H alter handle types in curves (V for vector makes sharp corners). One of the nice things in Blender is that these editing methods are consistent between various curves (2d, 3d, ipo..), meshes and objects. For instance, you can ctrl+leftclick to place new vertices. Alt+A animates the current view; Alt+Shift+A animates all of them together. Another useful thing is that animation can be stopped with Space to not return to whence you started (setting current frame). Incidentally, your ball is probably rather anisotropic because you edited the X size Ipo but not Y. By the way, remember that this generation of Blender fit on a single floppy!
All 3D modeling software has clunky interfaces, but in this generation, I think only Amapi had one that was a little smoother. Things like SketchUp didn't exist; 3D Studio was the more well known. Maya, the closest relative to Blender's design, was released four years later.
Blender 1 didn't have Armatures, but it does have the precursor, Ikas (short for Inverse Kinematics). Forward kinematics would be animated using object hierarchies, and softer deformations could be accomplished with lattices. Vertex parenting and tracking made some more complex interactions possible. Here's a guide on using Ika/Skeleton for rigging: download.blender.org/documentation/NaN_docs/Manual2.0/Ika.html
This guy can use Blender 1.0 in a slow emulator. Think of what this guy is capable of. Hire him.
Lmao a couple days ago I commented how you had 2k subs and now you’re almost at 4K. Don’t worry I’ll keep making this comment all the way to the top
appreciated
It's really cool to see the animation in Blender 1.0. I just wanted to mention a few details regarding physics. If we disregard air resistance, then for the ball to bounce to a lesser height, it needs to lose energy at impact, which means that it bounces with less speed, that is, the slope of the curve going to the ground should be steeper than the slope of the curve when it bounces. Also, since it reaches a lesser height, it will do so in less time, and that time is actually proportionate to the square root of the height. If we want to be really picky, then during the second bounce, the ball would be squished less. And finally, for the movement in the x direction, the ball shouldn't change speed, which means that the curve at 27:07 should be a straight line.
Hope this helps, and can't wait for the next video. Cheers :)
all great points, thanks!
If you want to be physics picky, the floor would have to be frictionless for the ball not to change speed. In reality it would convert horisontal movement into spin on the first bounce, and recover it (quite likely even go faster) on the second bounce. Which ends up nonintuitive in the animation simply because we don't see the spin on a featureless ball. Also, there would be some vertical slowdown during the squish, as it stores motion energy as deformation (some of which is converted to heat, which means you don't need air resistance to get a lower bounce).
@@0LoneTech I agree, and great point about the spin possibly accelerating the ball on the second bounce. I didn't want to go into too much detail. And for the vertical slowdown during the squash, that's what I meant when I said that it bounces with less speed.
There are also other details if we want to be picky :). For instance, the shape of the ball won't be symmetrical during the squash, and the volume isn't really preserved. Just google ball bounce in slow motion.
@@secretagent3712 Physics is fun! ua-cam.com/video/BDHcQ0PUyMo/v-deo.html
It's amazing how similar everything is. I first used blender somewhere around 2.4x, but from 1.0 to 2.4 to 2.9 things just moved around a bit.
Dude, why not making Suzanne in Blender Dev???
in MAME you can overclock the CPU up to 400% by pressing ~ then press up until you get to overclock, that might help in this case.
The fact that you can do animation with it is impressive if you consider its blender 1.0
Blender 1.0 was an in-house developed animation tool from the animation studio Neo Geo. It could do video editing too (which is the view Greg Blends used here just to get a clickable timeline). Its precursor Traces also did animation, but ran on Amiga machines, whereas Blender took advantage of acceleration in SGI workstations. It didn't form in a void, there was a use case, requirements, users, developers and prior work. Still a very impressive tool.
Cant wait for you to be hitting 1 million subs and be able to say that I was there at 2k👍
Maybe some day you should do a full comparison of 1.0 to more recent versions of Blender?
No doubt 2.8 was a BIG overhaul, but when I look back at older versions. I dabbled in high school with 2.3 and 2.4 so I became loosely familiar with the hotkeys so when I came back full time it was easier. When I came back, I was familiar enough, and then the things I WASN'T familiar with were either changed or removed by 2.8 so it worked out :) Point is, I look back at these old versions and am surprised about how much has endured over the years!
But like, I know performance is lacking and other things are different and missing, but there's certain things I see about this interface that even hold true in 2.8 and are just distinctly Blender.
So it'd be awesome to see your opinions on some of the different versions, maybe a full comparison video would be great at some point!
Love this series though! I hope other big Blender UA-camrs jump on with this, or at least maybe try to use the oldest version they can to see if they can make something.
Great series though either way!
YES I'VE BEEN WAITING FOR THIS! YES!!!
Normally I never watch blender videos but this is fun to watch. Also congrats on 3k.
Edit: Nvm it's almost 4k now
I love the flashing buttons at the bottom of the screen xP
Blender 1.0 is always in party-mode! 🍾
That's quite likely an emulator glitch, coming from partial redraws in an incompletely emulated graphics card capable of double buffers.
i'm now officialy waiting for htat app4soft theme
i think i found out how to limit scale location or rotation to axis in 1.0 i dont know for sure it will work but i tried in 1.6 and it worked.
if you left click and drag, a white line shows up and if you draw a circle like thing you can rotate on the axis that is nearest to our view its finicky but works if you draw a line you can move in the axis nearest to what you drew and a v like shape for scale i cant get 1.0 to work so if you can try this that would be great, im wondering if it will work
PS: in 1.6 you cant do S and then X or something like that so i was trying to limit to axis and it worked
Awesome!
this is super cool
Awesome vid
Apparently, an early version of the blender game engine could compile games to run on the original Playstation. I don't suppose you could look into getting that working? It sounds pretty interesting. You can find a video of some Blender demos running on a psx on UA-cam
I wouldn't mind if this turned into a blender _and_ retro Unix channel lol. More seriously, I haven't looked it up or anything, but I imagine that you could run irix in qemu and it would be a whole lot faster.
I think you can make it less laggy if you go to the mame settings and speed up the cpu
SGI, great company, bad CEOs...
Luv ur vids i wanna 3d model but my computer is so slow its like a potato lol
Save up and buy an older computer and user blender 2.79, probably can blender on a budget if you're willing to use the older version!
Linux is the key
go for it! 🎉
3d modeling is actually extremely undemanding. Especially if you don't care about rendering 👋
At the least: Blender is free and all of the older versions are available when a newer one doesn't work
I grew up using max7 in on a computer with only 380 megs of ram to make stuff for HaloPC(the official kit that lets you make objects, new characters, and even entire maps in 3dsmax) and it would run smoothly all the time. And that computer was also only 800mhz with slowww slooow windows XP taking up most of the CPU
Remember that 3d modeling is nothing like running a game, and the older 3d modeling programs can very likely run on roadside trash because they're very undemanding tools
I think that you can use blender 1.60 because it has the same functionality but there are no bugs with rendering and it runs perfectly on windows xp
Hi and Good morning to you too , all best wishes from Libya 👍
Thanks!
God I love this
im waiting for you to work with armatures in blender 1.0..
good vid
hey man how do you get your taskbar to look like that because it seems pretty cool
In the task bar settings, turn on small icons, and turn off combining items (set it to never). Also I have a bunch of items pinned on there I should remove, haha
@@gregblendsmakes9348 ok thanks man
Slightly OT: zgodzinski.com/blender-prehistory/ - might be of initerest to you and anyone watching the blender 1.0 stuff.
I figured it out! I made Blender 1.0 render in the MAME Emulator!!! I found the underlying issue! 🙂
How did you do it?!
@@theanalogzone5724 Stay tuned to find out! On my channel! ;-)
try rendering with blender 1.0
We've tried. It's not clear why, but it crashes in this emulation. It works fine in the Linux 1.34 version, haven't tested Irix 1.29 (which is the only version in between I have found yet).
What if you could compile blender 1.0 to windows to run it natively? I would love to see the results with the old render engine.
That would be cool. Unfortunately, the 1.0 version is SGI/Irix specific. However, the 1.6 version does contain code to run on 9x (and I think NT4) platforms, and that version is prebuilt on Blender's archive.
Bummer! At least it isn't as complex as sm64, so there's that.
I think someone would have to rewrite/emulate all SGI specific libraries and hardware calls, at least it uses some kind of X11 window system so that part goes away. I don't know if the need for that particular software justifies it for someone to do it voluntarily. He'd be the king tho...
Yeaaaaah second
bro we need to get you a real sgi machine. like ASAP.
you need something way better than a buggy 30% speed arcade machine emulator.
"fIrSt" cool video dude
You were first! Here's your prize: 🏆
@@gregblendsmakes9348 ty, seriously tho, its fun seeing what working with the oldest version of blender wouldve been like, and seeing keyboard shortcuts that are still in the software today.
7:28 yes someone else who agrees that it should start on frame 0, starting on frame 1 is super annoying.
to milk a series
sometimes milking can just bring more good milk (content)
@@t4ky0n first dislike
@@chlorhexidine2506 why do you have to be such a cynic
You're right @Wusbe, I should make more Blender 1.0 videos. Good idea!
@@gregblendsmakes9348next video: making porn using Blender 1.0
7:28 yes someone else who agrees that it should start on frame 0, starting on frame 1 is super annoying.