Fact-checked by Grok 2 weeks ago

Blender Foundation

The Blender Foundation is an independent Dutch non-profit organization founded in 2002 by to develop, promote, and sustain , a free and open-source software suite that enables modeling, , , rendering, , motion tracking, , and game creation. Established following the bankruptcy of (NaN), the commercial company where originally developed as an internal tool starting in 1994, the foundation emerged from a landmark effort that raised €100,000 to repurchase the proprietary source code from investors, allowing its release under the GNU General Public License on October 13, 2002. This pivotal move transformed into a community-driven project, now coordinated by the foundation and primarily funded through the Blender Development Fund, which relies on donations from individuals, corporations, and memberships to support core developers and infrastructure. The foundation's mission is to deliver the world's leading 3D creation technology as accessible, , with that "everyone should be free to create," fostering through global collaboration and ensuring remains perpetually free for any use. Its core activities encompass overseeing 's regular releases every few months—such as the stable 4.5 LTS in July 2025 and ongoing work toward 5.0 in November 2025—while advancing features like support, enhanced rendering, and Geometry Nodes for procedural workflows. Notable initiatives include the production of open projects that drive technological progress and provide public resources, such as the Blender Open Movies series: Elephants Dream (2006), the first open-source 3D animated short; Big Buck Bunny (2008), focusing on character animation; Sintel (2010), emphasizing storytelling and motion; Tears of Steel (2012), integrating live-action with CGI; and more recent entries like Charge (2022) and Wing It! (2023), all with freely downloadable assets, production files, and artwork to benefit the community. The foundation also established the Blender Institute in Amsterdam in 2007 as a hub for collaborative open projects and artist-developer training, and Blender Studio in 2014 to produce professional-grade content, tools, and cloud services while upholding open principles. In 2025, the foundation introduced Blender Lab, a program for experimental projects that innovate on 's capabilities and align with its mission, alongside participation in industry events like the Festival and ongoing efforts to expand corporate memberships for sustainable growth.

History

Founding and Early Years

In 1988, co-founded the Dutch animation studio NeoGeo, which rapidly grew to become the largest animation studio in the . As the studio's art director and software developer, Roosendaal initiated the development of around 1994-1995 as an in-house tool to support animation workflows, with the first source files dated January 2, 1994, marking its official start. The software's initial version, 1.00, was released internally in January 1995. To commercialize Blender beyond NeoGeo, Roosendaal established (NaN) in June 1998 as a , adopting a model where the software was to but supported by paid add-ons and services. NaN expanded internationally but faced financial difficulties amid the dot-com bubble's collapse, leading to its filing on March 14, 2002, which threatened Blender's future as proprietary code held by investors. In response, Roosendaal founded the as a in May 2002 to preserve and the software. The Foundation launched a campaign on July 18, 2002, seeking €100,000 to acquire the source code rights from NaN's investors, successfully raising the amount in just seven weeks through community donations. This enabled the release of version 2.25 as under the GNU General Public License on October 13, 2002. Roosendaal has served as the Foundation's chairman since its inception.

Open Sourcing and Expansion

Following the release of as on October 13, 2002, under the GNU General Public License, the project experienced rapid community growth, expanding from a pre-open-source community of approximately 250,000 users to a global user base in the millions. This surge was driven by volunteer contributions worldwide, with thousands of developers, artists, and users forming an active ecosystem that propelled ongoing improvements. By 2022, the Blender Foundation had grown its core team to 31 employees, reflecting sustained expansion in professional development efforts. Key milestones in the post-open-source era included the launch of the first open movie project, Elephants Dream, in 2006, which demonstrated 's production capabilities and galvanized community involvement. In response, the Blender Institute was established in summer 2007 as a dedicated facility to coordinate software and content development, fostering structured collaboration. The annual Blender Conference, which began in 2002, evolving into a major global event for sharing advancements and networking among contributors. Major software developments marked significant technical expansions, such as the 2.5 series released in 2010, which featured a comprehensive overhaul to improve and workflow efficiency. This was followed by the integration of the Cycles render engine in 2.61 in December 2011, enabling advanced path-tracing for photorealistic rendering and broadening professional adoption. Partnerships further accelerated growth, including a $1.2 million grant from Epic Games in 2019 to enhance real-time tools like EEVEE, alongside contributions from companies such as Nvidia. In recent years, the Foundation faced financial challenges, reporting a loss in 2024 despite a nearly 20% increase in donation income to approximately €968,000 (with total income rising 21% to €3.1 million), attributed to rising development costs and low reserves. Founder announced in September 2025 that he would step down as chairman and CEO effective January 1, 2026, transitioning leadership to ensure long-term sustainability. Positive developments included a €240,000 donation from in August 2025 to support tablet integration, and the launch of the annual community survey in October 2025 to gather insights from thousands of users on demographics, workflows, and priorities.

Organization

Structure and Leadership

The Blender Foundation operates as a Dutch nonprofit foundation, known as a stichting, established in 2002 to oversee the development and stewardship of the open-source Blender software. It is governed by a board of directors, with Ton Roosendaal serving as chairman since the organization's inception and as chief executive officer (CEO) until his announced transition on January 1, 2026. In September 2025, the Foundation revealed plans for a restructured board, appointing chief operating officer (COO) Francesco Siddi as the incoming CEO. The board will include Sergey Sharybin as Head of Development, Dalai Felinto as Head of Interactive, and Julian Eisel as Head of Interface, while expanding membership to include additional industry experts for enhanced strategic oversight. Ton Roosendaal will move to the newly established supervisory board in an advisory role. The Foundation maintains two key affiliated entities to support its operations. The Blender Institute, established in summer 2007, functions as the primary operational hub in , housing administrative offices, development teams, a , training facilities, and project coordination for Blender's core activities. Complementing this, Blender Studio serves as the dedicated creative unit, delivering professional production services, shared assets from open projects, and educational resources through a subscription-based model that funds further content creation and knowledge dissemination. As of 2022, the Foundation supported 31 full-time employees across development, operations, and creative roles, primarily based at the Amsterdam headquarters. This core team is augmented by thousands of global volunteers and contributors who collaborate via the Foundation's GitLab-based development platform, submitting code improvements, bug fixes, and feature enhancements to advance Blender's ecosystem. Governance emphasizes transparency and sustainability, with the Foundation issuing comprehensive annual reports that detail financials, project progress, and organizational updates. To bolster technical development, it allocates grants to key contributors; for instance, in 2025, funding supported advancements in user interface design (e.g., via Julian Eisel), animation tooling, and documentation efforts (e.g., via Aaron Carlisle).

Funding Model

The Blender Foundation primarily sustains its operations through the Blender Development Fund, which facilitates donations from individuals and corporate memberships to support core and related activities. In 2024, the fund generated €2,140,601 in income, marking a 21% increase from the previous year, driven by improved donation communication and campaigns such as the "30 years" initiative. Individual donations accounted for €612,402 (20% of total fund income), while corporate contributions provided €355,495 (11%), highlighting a growing but still modest reliance on smaller-scale supporters. Corporate patrons play a key role in providing stable funding, with tiers including Titanium, Platinum, and Patron levels that offer annual commitments starting from €30,000. Prominent sustaining partners include Epic Games, NVIDIA, AMD, Qualcomm, and Otoy, alongside others such as Microsoft, Intel, and Adobe. In 2025, new additions bolstered this support, including Wacom as a Corporate Patron with a €240,000 contribution focused on enhancing pen and touch input integration, as well as Bolt Graphics and PICO XR. Additional revenue streams diversify the foundation's income beyond donations. Subscriptions to Blender Studio, at €11.50 per month for individuals, provide access to production assets, training materials, and project logs, contributing to operational . Targeted grants also fund specific enhancements, such as the 2019 Epic Games MegaGrant of $1.2 million, which supported overall development efforts including improved with tools like . Despite these inflows, the foundation faces challenges from its heavy dependence on donations, which can fluctuate with economic conditions and user engagement. The 2024 revealed net losses due to rapid growth and increased hiring of developers, resulting in reserves below the targeted three-month buffer at -€73,853 projected for 2025. This financial strain underscores the need for broader corporate participation and sustained individual contributions to maintain long-term stability.

Goals and Initiatives

Core Mission

The Blender Foundation's core mission centers on providing worldwide access to advanced creation tools through , a pipeline that enables artists and creators to produce high-quality content without financial or technical barriers. This objective includes ensuring the long-term development of and fostering community resources to support ongoing innovation and accessibility. The Foundation's vision emphasizes that everyone should be free to create CG content using open technical and creative production means, with equitable access to markets for such work. Central to this mission are key principles of freedom in technology, rejecting proprietary barriers to promote , while actively supporting artists, educators, and industries in leveraging these tools. To advance these goals, the has hosted the annual Blender Conference in since 2006, serving as a hub for knowledge sharing and . Additionally, it maintains a consistent presence at , the leading conference on and interactive techniques, to showcase Blender's advancements and engage with the global professional community. By democratizing access to animation, modeling, and rendering, the Foundation has empowered a diverse range of creators to participate in production on an unprecedented scale. A recent focus of this mission is the enhancement of non-photorealistic rendering features, exemplified by the collaboration with DillonGoo Studios, which integrates specialized tools for stylized and anime-inspired workflows directly into Blender's core development. Metrics of success underscore this impact: Blender registered over 20 million downloads in 2023, reflecting its broad adoption. The software is utilized in professional films, visual effects, and games by major entities, including for series like and for animation pipelines in projects such as .

Community Engagement

The Blender Foundation supports its global user base through a variety of community-driven resources, including comprehensive documentation available via the official Blender Manual, which covers everything from beginner tutorials to advanced technical details. Additionally, dedicated forums such as the Blender Artists Community Forum provide spaces for discussions, troubleshooting, and sharing user experiences, while Blender Stack Exchange serves as a structured question-and-answer platform specifically for 3D graphics, animation, and game development queries related to Blender. To better understand and address user needs, the conducts annual feedback surveys, such as the edition, which gathered insights from over 7,000 participants on demographics—including age groups primarily 19-35, geographic distribution with a strong European presence—and common workflows to inform future development priorities. These efforts align with the 's to ensure accessible creation tools for all users. The 2025 survey was announced in October 2025 to continue this process. Community engagement extends to major events like the annual Blender Conference, held September 17-19, 2025, in , where artists, developers, and contributors gathered for presentations, workshops, and the Suzanne Awards to celebrate achievements in open-source projects. Complementing this, Blender Studio offers online training through subscription-based courses and workshops on topics such as asset creation, rigging, and geometry nodes, making professional-level production knowledge available to users worldwide. The Foundation further bolsters engagement by funding developer via the Blender Development Fund, which supports contributors in addressing bug fixes for stability and implementing new features to enhance Blender's reliability for professional use. For instance, have enabled targeted work on areas like IO support and rendering improvements, allowing volunteers to contribute effectively to the software's evolution. Outreach initiatives include collaborations with educators through the Blender Education Community, which shares free resources, best practices, and teaching methods to integrate Blender into curricula globally. The Foundation promotes Blender's adoption in key industries, such as —where it has influenced productions through open projects—and gaming, evidenced by partnerships like ' $1.2 million MegaGrant to advance development quality. In 2025, the Foundation advanced accessibility with initiatives focused on and graphics tablet expansion, including a redesigned for touch and input, culminating in a tech demo at SIGGRAPH 2025 and ongoing plans for an release to broaden mobile 3D creation. This reflects the community's international scale, with volunteers worldwide leveraging modules like the to develop extensions that customize and extend Blender's functionality for diverse applications. The Blender Foundation released its Annual Report 2024 on September 15, 2025, highlighting progress in these areas.

Projects and Productions

Open Movies

The Blender Foundation's Open Movies initiative commenced with Elephants Dream in 2006, the first fully open-source animated produced using to rigorously test and demonstrate emerging software features such as fluid simulation and advanced rendering. This project marked the beginning of a series dedicated to pushing 's technical boundaries while creating compelling narratives, with all subsequent films following a model of complete open-sourcing of production assets, including models, textures, rigs, and source files, to empower the global community in education and further development. By 2023, the program had yielded over a dozen films, each released under licenses to foster collaboration and innovation in 3D animation. Notable entries highlight specific technical emphases: (2008) pioneered realistic fur and hair dynamics, featuring a comedic tale of forest animals to showcase particle systems and deformation tools; (2010) advanced through its intricate dragon design and integration, exploring themes of revenge in a mythical world; (2012) innovated with a hybrid live-action and workflow, blending practical effects and digital in a sci-fi about human-android relations; (2021) delved into for , using sprite-based characters to test nodes and real-time rendering in a horror-comedy setting; and the ongoing project, announced in 2025 and still in production as of November 2025 with a teaser released in August 2025, features a sci-fi involving an ominous cosmic event that swallows the icy home of a small space critter, who must find refuge among luminous creatures, utilizing cutting-edge simulation techniques. These productions are orchestrated by the Blender Institute in , involving compact teams of 10-20 artists, including animators, modelers, and developers, over intensive 6-12 month cycles that align with 's release roadmap. The dual objectives—real-world validation of software tools through practical challenges and artistic proof-of-concept—have driven innovations like improved sculpting, , and physics engines, with assets distributed via Blender Studio for broader access. The Open Movies have profoundly shaped the industry by offering , high-fidelity resources that lower barriers to professional-grade work, inspiring independent creators and studios alike; collectively, the films span over 1 hour of runtime, with individual titles amassing millions of downloads and views across platforms. In 2025, the foundation introduced Blender Lab, a program for experimental projects that innovate on 's capabilities and align with its mission.

Interactive Media

The Blender Foundation's primary venture into interactive media is the Yo Frankie! project, launched in 2008 as part of the Apricot Open Game Project by the Blender Institute. This features a protagonist navigating whimsical environments, built using the to demonstrate a complete game creation pipeline. Released as a free downloadable title in November 2008, with version 1.1 following in July 2009, Yo Frankie! incorporated community-contributed levels and assets under a , achieving improved performance such as 80 frames per second on compatible hardware. The project emphasized validating open-source tools for game development, including modeling, , and real-time rendering within . Beyond Yo Frankie!, the Foundation has supported through the release of game-ready asset packs derived from its open movie productions, such as character models and environments available for community reuse in games. These assets, often shared via Blender Studio, overlap briefly with elements but are optimized for interactive applications, fostering broader adoption among game developers. Post-2008, full-scale productions have been limited, as the Foundation shifted emphasis toward animated films, resulting in fewer dedicated titles. Contributions to open game engines include enhanced integration with , exemplified by the 2025 DOGWALK project—a bite-sized game developed by Blender Studio to test a unified -Godot pipeline for asset import and real-time workflows. This effort highlights ongoing support for community game development without producing major new games. In recent years, the Foundation has bolstered 's role in industry tools, such as through ' official addons released in 2020 for streamlined exports to , enabling efficient transfer of meshes, materials, and animations for real-time game rendering. Overall, these initiatives prioritize providing open assets and interoperability for game developers, with Yo Frankie! remaining the flagship example of direct production.

Development and Training Arms

The Blender Institute, established in the summer of 2007 in , , serves as the operational arm of the Blender Foundation, focusing on (R&D) as well as internal production for open projects. Located at Buikslotermeerplein 161, the facility houses a team of developers, engineers, project managers, and designers who conduct feature testing and innovation, such as early development and refinement of the Cycles render engine, which has undergone upgrades including support for Ray Portal BSDF and physically accurate . The Institute also offers training courses and certifications to build skills in Blender's 3D pipeline, emphasizing practical application in modeling, , and rendering workflows. Complementing the Institute, the Blender Studio, launched in 2014 as Blender Cloud and rebranded in 2021, operates as a subscription-based platform providing external access to production assets, tutorials, and specialized tools derived from open projects. For a monthly fee of approximately USD 17 or EUR 11.50, subscribers gain unlimited access to training videos, demo files, production logs, and add-ons like the Kitsu integration, which streamlines animation workflows by managing shots, assets, tasks, and reviews directly within . This platform supports professional visual effects (VFX) services by offering pipeline tools that enforce production conventions and facilitate collaboration, while its revenue model directly funds the Foundation's ongoing development efforts. The synergies between and Studio enhance 's : the Institute drives internal R&D and training to prototype features, such as expanded sculpting tools and production enhancements in Blender 4.4 (released March 18, 2025), including improved brush performance, new stroke customization, and smoother modeling workflows, while the Studio democratizes these outputs through shared assets and educational resources. This division ensures focused innovation internally and broad accessibility externally, with subscription memberships generating sustainable funding to support R&D and open project outputs like demo files and logs.

References

  1. [1]
    Blender Foundation
    The Blender Foundation (2002) is an independent public benefit organization with the purpose to provide a complete, free and open source 3D creation pipeline.
  2. [2]
    Blender's History
    In May of 2002, he started a non-profit, the Blender Foundation, with the intention of making Blender open-source. His hope was to create a public monument ...
  3. [3]
    About - Blender
    Blender · Blender Studio · Blender Institute
  4. [4]
    Get Involved - Blender
    The Blender Foundation is an independent public-benefit corporation, to facilitate the open source Blender projects. Individuals or companies interested in ...
  5. [5]
    News - Blender
    The 2024 Blender Foundation report is now publicly available. Blender at Annecy 2025 · Blender attends the Annecy Festival 2025 and organizes a community meetup ...
  6. [6]
    Download — Blender
    Major improvements include full support for Vulkan, faster startup and EEVEE shader compilation, a more flexible compositor (now with a new Grease Pencil pass!)Daily Builds · Requirements · Previous Versions · Demo Files
  7. [7]
    Projects to Look Forward to in 2025 - Blender
    Jan 13, 2025 · The planned releases for 2025 and their initial dates are: Blender 4.4 (March) will be focused on stability and polishing.
  8. [8]
    Blender Institute
    History. In 2007 Blender Foundation chairman Ton Roosendaal established the “Blender Institute” following the overwhelming success of “Elephants Dream”, the ...
  9. [9]
    Films - Blender Studio
    The iconic Blender Open Movies. Featuring all the production files, assets, artwork, and never-seen-before content.Wing It! 2023 · Singularity In Development · Charge 2022 · Project Storm
  10. [10]
    Blender Studio
    History. Started by Ton Roosendaal in 2014 as Blender Cloud, the studio has continued the successful tradition of the open movie projects, by releasing award ...
  11. [11]
  12. [12]
    Blender's History - Blender 4.5 LTS Manual
    In May of 2002, he started a non-profit, the Blender Foundation, with the intention of making Blender open-source. His hope was to create a public monument ...
  13. [13]
    Blender: Riches to rags to recovery - Linux.com
    Jul 24, 2002 · Not a Number, or NaN, worked on commercial addons to the product, introducing the C-Key in early 1999. The Blender site puts it like this ...Missing: commercialization | Show results with:commercialization
  14. [14]
    Top 30 committers 2023 - Blender
    Dec 29, 2023 · Out of these 30 developers, 25 contributed while being employed by Blender Institute (BI), or being supported with a Blender Foundation (BF) Development Fund ...
  15. [15]
    [PDF] Blender Foundation Annual Report 2022
    Foundation (hiring employees, offices). The Three Entities. THE ORGANIZATION. Page 11. COMMUNITY BASED BLENDER FOUNDATION ANNUAL REPORT 2022. PAGE 11. As ...
  16. [16]
    Elephants Dream - Blender
    Elephants Dream is the world's first open movie, made entirely with open source graphics software such as Blender, and with all production files freely ...
  17. [17]
    Blender Conference 2025 — September 17-19, 2025 – Felix Meritis ...
    The Blender Conference 2025 is September 17-19 in Amsterdam, with food and drinks included. Doors open at 9:00 daily, program starts at 11:00 on Wednesday and ...Blender Conference 2024 · Blender Conference 2023 · Blender Conference 2022
  18. [18]
    Epic Games supports Blender Foundation with $1.2 million Epic ...
    Jul 15, 2019 · Epic Games, as part of the company's $100 million Epic MegaGrants program, is awarding the Blender Foundation $1.2 million in cash to further the success of ...
  19. [19]
    [PDF] Blender Foundation Annual Report 2024
    2024 had three major releases and 17 Long Term Support (LTS) updates. Blender 4.1, released on March 26, 2024, was built on the foundation of version 4.0 by ...<|control11|><|separator|>
  20. [20]
    Blender Foundation announces new board and executive director
    Sep 17, 2025 · Ton Roosendaal announced to step down as chairman and Blender CEO per January 1st 2026, passing on his roles to Blender COO Francesco Siddi.Missing: financial losses Wacom employees 2022 contributors Epic Games grant Cycles render 2011 2.5 2010
  21. [21]
    Wacom joins the Blender Development Fund as Corporate Patron
    Wacom, the pioneer of digital pen and tablet technology, is joining the Blender Development Fund as Corporate Patron.
  22. [22]
    Blender Survey 2025
    Oct 17, 2025 · Blender Foundation announces its annual user survey, with the goal to learn and understand: The user community demographics: age group, ...
  23. [23]
    Blender Studio
    Subscribe to access invaluable production knowledge from Blender Studio, while securing Blender's future. Join. Access to all training, assets and films for € ...Blender Studio for Teams · Kitsu add-on for Blender · Join · CharactersMissing: unit | Show results with:unit
  24. [24]
    Blender Foundation Annual Report 2024
    Sep 15, 2025 · The 2024 Blender Foundation report is now publicly available. Download it at Annual report 2024 (pdf). Blender Fondation Annual Report 20224.Missing: staff employees
  25. [25]
    Grants - Blender Development Fund
    Part time grant for Aaron Carlisle (docs). Full time grant for Pablo Dobarro (sculpting), Sebastián Barschkis (physics). Four month grant for Julian Eisel (UI).
  26. [26]
    [PDF] Blender Annual Report — 2023
    Industry relations. 90. 91. Industry contributions to Blender. Members of the Blender Development Fund are actively involved in ...
  27. [27]
    Blender Conference 2006 Announced - BlenderNation
    Jun 29, 2006 · The fourth Blender Conference will be held from october 20-22 in the Waag, Amsterdam. The Blender Conference is THE yearly event where ...
  28. [28]
    Blender at SIGGRAPH 2024
    Jul 27, 2024 · SIGGRAPH (the premier conference & exhibition on computer graphics and interactive techniques) will take place in Denver (CO) at the Denver Convention Center.
  29. [29]
    NPR Project - Blender Developers Blog
    May 23, 2025 · In July 2024 the NPR (Non-Photorealistic Rendering) project officially started, with a workshop with Dillon Goo Studio and Blender developers.Missing: partnership | Show results with:partnership
  30. [30]
    DillonGoo Studios To Develop Official Blender NPR Prototype
    Dec 19, 2024 · DillonGoo Studios, known for its Goo Engine, a specialized version of Blender with extensive modifications for NPR and anime-style rendering, has announced ...Missing: partnership | Show results with:partnership
  31. [31]
    Blender's impact in film
    Aug 3, 2023 · Nevertheless, Blender continues to be used on high-profile projects like Netflix's Love, Death & Robots and Amazon Prime Video's Undone ...
  32. [32]
    Ubisoft Joins Blender Development Fund to Support Open Source ...
    Jul 22, 2019 · Open-source animation tool will be officially adopted by Ubisoft Animation Studio in Paris to create series inspired by Ubisoft worlds.
  33. [33]
    Support — Blender
    The Blender community offers a wealth of excellent websites with support forums. Blender Stack Exchange · Blender Artists Forum · User Communities. Report a Bug.FAQ · Community · Canonical Offering Blender...
  34. [34]
    Blender Stack Exchange
    Q&A for people who use Blender to create 3D graphics, animations, or games.Newest Questions · Geometry-nodes · Questions tagged [rigging] · Modeling
  35. [35]
    Training - Blender Studio
    Blender Studio offers courses, workshops, and production lessons, including topics like asset creation, stylized rendering, and geometry nodes.Blender Studio Rigging Tools · Geometry Nodes from Scratch · Color Scripting
  36. [36]
    Blender Development Fund
    Donate to Blender. Developers and contributors can work on bug fixes and new features only thanks to your support. Every donation counts. Thank you!Activity · About · Corporate Memberships · Grants
  37. [37]
    Blender Education Documentation
    The Blender Education Community shares resources, best practices, and teaching methods, fostering mutual support among educators.Missing: collaborations | Show results with:collaborations
  38. [38]
    Beyond Mouse & Keyboard - Blender Developers Blog
    Jul 24, 2025 · The goal is to implement new core features in Blender while designing a custom application template tailored for devices like the iPad.Design Overview · Mockups · DevelopmentMissing: expansion | Show results with:expansion
  39. [39]
    Blender Python API - Blender Documentation
    The Blender Python API documentation includes a quickstart, API overview, reference usage, best practices, and modules like context, data, and operators.Blender as a Python Module · API Overview · Extensions Operators · QuickstartMissing: international volunteers
  40. [40]
    Sintel, the Durian Open Movie Project - Blender
    This blog post is not about the movie itself, is about a new little person... Welcome to the world, Xareni Sintel Ordonez!About · Download · Concept-art · Development
  41. [41]
    Tutorials - Blender
    For professional training, real production knowledge and assets, check out Blender Studio. By subscribing to Blender Studio you are also contributing to ...
  42. [42]
    The New 2018 Blender HQ! - YouTube
    Mar 30, 2018 · Ton Roosendaal does a high-paced tour through the new office housing the Blender Foundation, Blender Institute, and Blender Studio.Missing: launched | Show results with:launched
  43. [43]
    Choose your subscription. - Blender Studio
    Monthly plan · USD 17.00/month · Full access to production assets · Follow the projects' production logs · Unlimited access to trainings · Comment and engage with ...Missing: unit services
  44. [44]
    Blender Kitsu
    May 13, 2025 · blender-kitsu is an add-on to interact with Kitsu from within Blender. It also has features that are not directly related to Kitsu but support certain aspects ...How to get started · Features · Shot Builder · Render Review
  45. [45]
    Terms and Conditions - Blender Studio
    Blender Studio is an activity of Blender Institute B.V. - Buikslotermeerplein 161 - 1025 ET Amsterdam - the Netherlands, contact: institute@blender.org. Blender ...
  46. [46]
    4.4 — Blender
    Mar 18, 2025 · Improved animation workflow, better modeling, new sculpt brush, and smoother video editing, plus over 700 issues fixed.4.3 · Bug Fixes · Animation & Rigging
  47. [47]
    Blender 4.4 Release Notes - Blender Developer Documentation
    Blender 4.4 was released on March 18, 2025, with changes in Cycles, Alembic, USD, and Python API. See full notes on blender.org.Animation & Rigging · Bug Fixes · Corrective Releases · User Interface