@natecull @jk add to that a userbase made up of reactionary diehards who LOVE that they're smart enough to remember the hell-interface and rage if you touch so much as a button, AND then you take away any kind of need to compete in the market or financial incentive because lol it's free and the next cheapest software is about $1000 so everyone's dependent on your software, and you've just got a perfect storm of horrible design decisions and no reason to touch anything at all
@fireh9lly this is interesting. I always have been intimidated by the Blender interface until I started learning it for gamedev. So I learned the shortcuts.
I feel they are scattered all over the place, but once learned I felt productive enough. And nowadays I'm using Godot, but it is a bit frustrating because everything is hidden under a lot of clicks.
I won't defend Blender's interface to the death, but it worked out for me, so I think this software _can_ still be relevant today.
Blender originates from the Amiga back in the 80's, and that's where the weird UI I'd coming from.
But, don't blame the Amiga for the bad UI. Lightwave also comes from that platform, and that application is really easy to use.
@natecull @fireh9lly @jk the Amiga was good, but the UI, as advanced as it was for the time (and still is, to some degree), it wasn't fantastic. Three were a bunch of really annoying features, like a window having to completely stay on the screen at all time. I'm sure this was because of platform limitations though.
There was an article written recently about the history of Blender. It's quite interesting. http://zgodzinski.com/blender-prehistory/
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