If your position is to make all developments free of charge, even if it means waiting until it is financially possible, then it is your responsibility to assume your choices by clearly opposing the business model made available to addon developers by the blendermarket, and to do without their (small) contribution.
Im not certain here, but i would imagine that a developer or developer team could easily change how they make their addons. Make it on platforms like kikstarter and indiegogo where people can fund your team if they like your add on for blender. And then when its developed they charge for each download meaning there are less direct losses from people downloading it once and reselling the download or spreading it for free
Do you really think that forcing the GPL liscence on addons is really a good idea ? It look more of shooting ourself in the foot to me. No offence, but screaming everywhere on twitter that every plugin ever made for blender should be free at the first place and could be stolen and shared witouth any consequences look like a stupid decision. Tons of great addons could see the light of day. We need to preserve as much as possible their purchasable status, this whole GPL condition for addons need to stay discrete as much as possible.
One thing thought I would not like to see the blender add-ons going down is the yearly licensing fee. I think that model is not good. Thankfully, I have not seen that (maybe there are a few exception). Another thing I love about blendermarket and the add-ons they sell there is once you buy it you get upgrades for free. This encourages me to further support devs as they push out more content.
Let me give a concrete example (3 actually)
1. I was the maintainer of the RenderMan for blender add-on. The way this worked is you had to download the python add-on, which was gpl compliant. And download RenderMan seperately. Then prman was launched as a separate process that the addon talked to through text files and pipes. By any reading I can find of the gpl this is fine. Because there was clear separation and runtimes. But it was limiting in both performance and user friendly installation
Keeping everything about using blender free makes it completely accessable to everyone and offers a level playing field no matter if you are a AAA company making games or just some solo person trying to get started.
The recipe is basically the same; the blender version just uses more liquid to get the blades moving, but somehow it comes out as thick as the food processor version. And the best part: if you want, you can use whole sesame seeds instead of tahini. The blender grinds them as it makes the hummus.
Addon version is deprecated and there's no plans for further development. Native version currently is not planned to be support past blender 3.1 version due to code refractor that broke compatibility and having a official implementation being in development by Blender developers.
Refund policy: If you chose to support it and want a refund for any reason, send the email used while making the purchase either to the email attached to the Gumroad receipt or to a0004...@gmail.com. Sending a direct message on blenderartists.org to account "0451" with the purchase email cited is also an option.
It definitely could be the egg size, or that you need a stronger blender. I use standard (usually labeled large) eggs. Also you can try to add the coconut flour at the very last minute to help things move a little better.
I just made the blender bread to make the strata (pictured above) for Easter. Since we had a good amount of leftovers, I cut some of the bread into cubes, toasted them in a pan on the stove, and used them as croutons in my cobb salad. It was a great discovery for an additional use of this blender bread!
First time making blender bread. Nearly burned out a vita mix and wolf blender motors. Added water-no change. Took all batter out and mixed small amounts at a time. Barely changed and added more almond milk. Baked and cooled the bread and texture was too wet. Put in refrigerator and later in day was like a damp brick threw it out.
You might want to compile an older Bforartists version where the newest precompiled libs do not work. Here you can find the precompiled libs for all previous Blender versions:
svn.blender.org/svnroot/bf-blender/tags/
CAD Sketcher is a free and open-source project looking to enhance the precision workflows in blender by bringing CAD like tools, features and usability to blender. It's still very early days and we have a bright future ahead. Below is a list of ways in which you can help:
Hi Cicero, I would like to start working with the Orthogonblender. I plan to buy a computer for this purpose. Can you please tell me what are the minimal system requirements for this software, and maybe recommend a strong computer?
Thanks,
Liat
Hello Cicero,
Such an amazing work!
I'm trying to get in to use it but after the instalation I open the OrtOnBlender_291 icon in the desktop and then it open a regular blender 2.91 with no extra label in the N panel.
The terminal shows:
C:\OrtogOnBlender\Blender291>cmd /k c:/OrtogOnBlender/Blender291/blender.exe
Read prefs: C:\Users\MA-CellaMS\AppData\Roaming\Blender Foundation\Blender\2.91\config\userpref.blend
found bundled python: c:\OrtogOnBlender\Blender291\2.91\python
Hi can someone help me i did all the steps of the tutorial but didn't get the add ons in my blender. I really want to use this tool to make a guide for mandibula recontstruction with fibula free flap.
Hello
I completed installing OrtogonBlender 2.91 on window 11, and I ran blender.exe in the Blender291 folder, but I couldn't see the OrtogonBlender tool bar, and the normal blender ran.
What should I do to make the OrtogonBlender tool bar visible??
Also, is it possible to load the 3shape dcm file through OrtogonBlender?