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I built vim3d for myself to use. I used to work for Side Effects Software as a 3D artist using Houdini (sidefx.com), which I then got deeper into programming, a
by pyramation 13y ago
I built vim3d for myself to use. I used to work for Side Effects Software as a 3D artist using Houdini (sidefx.com), which I then got deeper into programming, and vim was my text editor of choice.
I wanted to create something to enable me to build 3D content using a shell, but also having access to a graphical interface. When you use commands, you store the procedures or instructions for how to build something, so your work is more re-usable and stored as a scene file (plain text), vs. something like maya where you're graphically building and history gets deleted (in fact there is a delete history option in maya) and completely stored in binary or some very hard to read scene description language.
vim3d provides a simplified, very human-readable approach to its scene files that somewhat remind me of bash or assembly. And, as a programmer, you get the keyboard as your weapon of choice, with command history, undo/redo stack, and ability to save 3D scenes as programs that you can read back into the system to read or write later. Oh, here's another analogy: if vim3d is like vim, blender is like sublime text :)
Admittedly, much of vim3d's functionality (although not UI) was deeply inspired by sidefx.com's houdini if you are curious. Houdini is for the "engineers" of 3D designers in some perspective, whereas Maya is for the "non-technical" 3D designers.