English subtitles for clip: File:Interview with Ton Roosendaal introducing Project Gooseberry.ogv

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I've been thinking over this a lot
and I thought it would be the best signal

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and also the most interesting project
if we don't focus this on the money side

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but I want to focus it on the community side
and the people side.

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Because it's actually not really hard to get
money for film

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but the more money you accept from investors
or from film studios

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they will start becoming the owners of the
film.

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So you will make a different film
it will be a more commercial film

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and they want to own it.
It will be difficult to make it open source

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and it will be difficult to share it.
So, do we want to have an open film

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do we want to have it open source?
Do we want to have a film which is actually

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an open production?
Then there is only one way to do it

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and that is to do it with you guys.
With everybody around there who says

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"Ok, I will support a little bit, and with
12-13USD per month, you can have it and by

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the end of this period I will have everything
to use myself".

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In the Gooseberry project the ownership is
with the makers, but the makers agree on releasing

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it as Creative Commons.
And the makers agree on having a specific

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period of three months in which we will try
to get some money out of it.

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In that period the film, the final film -everything
is in the cloud, but the final film is not

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available for the public- and somebody can
say "I want to buy that period, I want to

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have these three months and put the film in
cinemas, put it on Netflix -or put it wherever

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they want- and I will pay for that". That
money then goes to the makers. Not to me,

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not to a big production company the deal is
the makers get paid.

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I'm not going to help Hollywood to do their
business better, I mean, they know how to

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make film, no problem with that, but I think
that we, as makers, as community, as Blender

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community, we should try it ourselves.

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The main topic is make Blender a better product.
It's about hiring lots of Blender developers

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to work full-time on the software, but combine
them with artists. It's not good to only put

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money in development, you also have to put
money in making things, and by combining that,

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you actually make much stronger software.
And I think for open source it's the more

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natural way to do that than for closed software.
Open source resembles how for example in Pixar

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or Dreamworks they work on their in-house
software. They are not using software from

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the shelves, they use their own software,
developed with the artists and with the developers

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and make film out of it.

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In the Gooseberry project we do the same,
but then we will release the software for

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everybody to use and we also open up the film
for everybody to look at how we did it and

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to use for any purpose they like to.
We have a number of targets which we want

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to work on: cloth and hair simulation, we
want to unify physics and the animation system,

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we want to fix the particles in Blender, we'll
fix Cycles, we will work on Freestyle cartoon

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rendering, we want to have threaded animation.
And every unit will have at least one technical

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person on board. So usually when I talk about
80 artists, actually I mean 65 artists and

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15 developers. Something along those lines.
But there will be a nice grey area between

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the artists and the developer too. Many people
do technical scripting or they know how to

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make rigs and they can help with the coding.
So there's overlap but at least every studio

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should have somebody on board who knows how
to fix bugs and who can handle the code.

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The Blender cloud will give the subscribers
access to the same backend that is being in

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use by the makers and the developers so you
can follow our progress from storyboarding,

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from all the concept art, from the writers,
from the first shots and breakdowns and the

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modeling, the designs up to the final end
when the film is finished. We expect it will

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take 18 months so if you stay on board for
18 months you will be able to see how the

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project starts from 0 a final product.

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One of the key aspects of the cloud idea is
that it doesn't only give you access to seeing

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what people do but we also will add methods
for people to write about it, to share, to

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have forums about it, and to contribute back.
Somebody says I need a model for this specific

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shot but the community can also say I'm tackling
the modeling, you can post it and if it's

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a good model it might be picked up by one
of the teams and be in use for the film. People

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can also use it for asset browsing and perhaps
you can have standard sets of cool materials

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and rigs and models for people to inspect
and to load but also we give them their own

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space to upload data, to share data, to have
versioning of data or you can a small project

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space shared with others to do short film
or games or whatever together.

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That's a very interesting use of the cloud
system but because we're going to test making

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a film we'll have to render the film so we'll
need a good render farm or render services

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working in this cloud system again. Once that
is working we can also roll it out to all

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the cloud members so they can have access
to the same product, so you got rendering

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services. So all those aspects of what you
would get nowadays in the cloud from commercial

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companies, we are going to develop that as
well, good services but we keep our everything

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open.

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The Blender project needs ways to get a solid
and reliable income. We used to be able to

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do that mainly through our internet shop by
selling books and DVDs but people are not

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buying that many books anymore, they are not
buying that many DVDs anymore so what I say

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selling plastic and wood is not really a business
and because we are an open source organization

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we should not sell data, right? Our data has
to be free and you should be able to share

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it. So we need to find a way to have some
kind of a system where data and software and

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content continue to develop and that it's
interesting to pay for it. The Blender cloud's

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concept is to become a new revenue model for
Blender Foundation to support our project,

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for the developers who are active with Blender,
and also to create learning material and content

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for people to learn from. It is an experiment
but it's gonna be very very interesting to

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see where does it go.

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So yes, I think we started a bit slow and
of course you can always prepare better, on

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the other hand in my experience in doing open
source I've always learned that you should

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go open as quick as possible because it is
never finished anyway. It is new, nobody ever

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did this before, we have to find out how to
do it. So try this, try that, we listen to

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people talk about maybe this is a better way
and then it iterates and then after a moment

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you think ok, now we have a really good message,
we have a good campaign, we have a good system,

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now we can start for real. And the first 2
weeks, that they were a bit slow, who cares?

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We're looking at the next 3 weeks, how is
that going to work.

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Blender is really much bigger than 10,000
people too. And we need all of them, everyone

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can be helping us in all that we'd like to
do. Which is, tweet about it, put it up on

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Facebook, tell it to people, go to the website
and download our banners or the press kit,

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talk about it to magazines if you know people,
make a lot of noise! And for the next weeks,

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I really want the internet to start talking
about this unique moment in history.

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Of course, I wouldn't do this if it would
be easy, right? That's not fun, so you have

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to do something you think, 5000, aha, I think
we can do that. Let's do 10, right? That's

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more impossible, and if we make it, then we
really have something cool, because, that's

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the simple truth, with 2000 or even 5000,
we will not get enough money in to make the

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film. One and a half year, having 70 - 80
people to work full time on it, this is not

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a Disney film, we don't have two hundred million,
but we try to collect like 4 or 5, or maybe

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6 million euro to do this, which is extremely
low budget. Out of the 6 million, I would

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like the blender community or the cloud members
to contribute one third, 1.9 million. That's

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what we will get from the cloud if people
stay on board for the full 18 months. The

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other is already being taken care of. Normally, if you crowdfund a film, you pay,

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then wait, and all the interesting perks you get have nothing to do with making the film.

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You get a  card, or a poster with an autograph, you can visit the film set,

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you get many things, 
but you don't get the film.

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You might be happy if after 2 years you get
the film on a DVD but in between that whole

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period everybody is locked out. In our project
we think it's much better if you don't pay

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everything up front but you pay every month
a little bit, you can see the film progressing

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and that's something like a live performance.

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So, if you think we wont make it then I would
ask you to go to the Blender Cloud and subscribe

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because you will get your money back, or you
won't even have to pay, there is nothing to

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lose. If you really believe we won't make
it you should subscribe.