Awesome tool, but this is why I gave up on my 3D modeling career as a child
Most people swear on Blender because that's what they started with, others like 3ds Max,or Maya, or Mudbox, and so on. Again it all comes down to how efficient the tool makes the whole process.
Blender also has options to set keybindings and layout to something more familiar for Maya or Max users. I'm sure it behaves like Vim bindings in most editors though, not really as useful as having full blown Vim.
Why can't you use it in personal projects?
I saw the suggestion as taking payment for a physical printing service (where there are actual costs to cover: materials, time, delivery) - not taking payment for core/basic features of the software.
As long as submitting to a local printer (which would be a core feature, if printing support is present), or exporting to a format that can be imported into something else for local printing, is not charged for, all would be well.
I guess I could have worded it better.
I don't think most artist in a studio would be happy with a tablet interface, except maybe if it's a Cintiq.
- add ability to subtract shapes.
- add ability to draw 2d shape and rotate it
- add ability to indent whatever shape is (imagine a box, i press something, new outline of smaller rectangle appears on side of a box, i click, new box appears except it lets you subtract from original box. so i can go from 3d cube to empty box. sketch used to do something like that.
Edit: Yeah, designed for mobile/tablets first. Pretty fun there.
i don't mind it, actually
The cool thing I noticed about Dilay when I checked it out was that it had a Zsphere-like mode as well.
I really like Dilay because it certainly gives me the closest Sculptris experience and that also on Linux/Mac which is an added bonus!
 - https://www.vrs.org.uk/images/novint-falcon.jpg
Unless you mean something with real haptic feedback that isn't just a rumble (meaning it actually pushes back if you hit something instead of going through it), then I dunno. The limitation there is probably hardware.
One limitation I see is the size of workspace but with right setup I think it could be an interesting concept to explore.
Highly recommend people giving it a go if you get a chance.
Disclaimer: I have no way to tell whether their product would work for sculpting or even at all.
When I inquired about certain things (like callbacks for buttons, or custom panels/windows) a core developer gave me the rather annoyed reply (paraphrasing): "Blender isn't an application framework and Python is meant to enhance functionality, not create it." Which is unfortunate, because Blender has become a de facto application framework, even if the developers don't want to admit it.
OTOH I'm afraid I don't know specifics either so I guess I'm the wrong person to ask as well.
Also there is no such thing as a button callback in Blender UI. The only thing you can do is insert a button which calls an "operator". You can define your own operators of course, but this only works as long as you don't want to generate the buttons dynamically. Then you'd have to generate operators dynamically, and things only go downhill from there...
Blender is one of those applications which is meant for people spending countless hours in it. Installation convenience just doesn't count.
We may be in a position right now where WebGL is new-ish but this is changing and 5-10 years from now the difference between a native and webapp likely won't be much. It seems silly to argue that users should go through an extra step / give large amounts of trust to an application if they don't need to.
If it's a webapp, then you have to trust that the application won't disappear overnight, or be changed it ways you don't like. If you have downloaded the software, you can continue to use it.
There are trade-offs in both directions.
WebGL is great, and can be used to great effect. Blender, at least since 2.8, is definitely exceeding whatever WebGL could provide.
Many web apps I find terrible and I'm sure it uses a bunch more resources than it would need to, but it runs on my FOSS operating system of choice and really works quite well.
yea I know not the same as blender in emscripten but the same as in a pro modeling package in the browser
I think the biggest hurdle tho is data. 3d editors generally need access to 100s of megs of data so you'll likely hit a wall pretty quick past a certain size. no idea how clara.io handles that
Blender can actually be quite efficient in terms of memory. I have been using it as a command line application at times, because it starts up really fast.