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Learning Blender


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#1 Chris Ollis

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Posted 20 July 2010 - 11:16 AM


A 13 part Blender walk through by Paolo Ciccone

Pt 1 - http://library.creat...eo-tutorial.php


Chris Ollis
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#2 wansmolbag

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Posted 20 July 2010 - 11:38 AM


You are just trying to get us to stop pestering you to make stuff aren't you ? laugh.gif

#3 kkffoo

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Posted 20 July 2010 - 11:54 AM

Thanks Chris, looks very useful.

#4 kkffoo

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Posted 21 July 2010 - 05:37 PM

Blender 3D: Noob to Pro
Free Wiki Book
http://en.wikibooks....3D:_Noob_to_Pro

#5 PapaG

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Posted 24 July 2010 - 01:08 AM

This is Great now where is that Form post Bongoman made for applying bones in blender as I am Halfway there

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#6 bongoman

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Posted 26 July 2010 - 08:41 PM

QUOTE (PapaG @ Jul 24 2010, 01:08 AM) <{POST_SNAPBACK}>
This is Great now where is that Form post Bongoman made for applying bones in blender as I am Halfway there

Deleted, evidently... huh.gif I just looked for it.

#7 Chris Ollis

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Posted 26 July 2010 - 08:55 PM

QUOTE (bongoman @ Jul 26 2010, 08:41 PM) <{POST_SNAPBACK}>
Deleted, evidently... huh.gif I just looked for it.


shouldn't be, we only delete threads that people complain about or that are clearly spam/offensive
Chris Ollis
Caretaker of www.moddingstorm.co.uk, the one stop shop for all your extra addon needs
Plus Minor Web Celebrity, Viral Guru, Advertising storyboarder, Toy designer, BBC and Channel4 comedy writer/animator :D

#8 Reacher

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Posted 27 July 2010 - 02:21 PM

Here are some notes I put together for Chris when he was looking at Blender, they include the bone/model connection step.

Create a bone rig
In Object mode:
Press Shift-C (to center the 3d cursor)
Press SPACE and select Add -> Armature
You will end up in edit mode of the armature.
Press the E key, followed by Z key, then 1 key. This will extrude a new bone 1 unit in the Z direction. (The exporter doesn't like armatures that don't have a bone hierarchy and I haven't bothered to figure out why, so always make at least a root plus a child)
You then have to link the mesh and the armature:
In object mode: make sure nothing is selected, then first select the mesh, then select the armature. Press Control-P. In 'Make Parent of' – choose Armature; in 'Create Vertex Groups' – choose Name Groups.

Skin the object (weight the vertices to the bones)
If you are doing a simple prop, this is not really needed – the SketchUp importer just creates a skeleton but doesn't weight any vertices to it.
> How to apply the vertex weight/skin the model to that bone.
In edit mode of the model, select all (A key)
F9 key to bring up editing panels
In the Link and Materials panel you should see a Vertex Groups area, the groups are named for the bones you created. Select the bone you want to weight to and click the Assign button. (Weight is 1.0 by default)

Apply a new material
First you need to unwrap the UV.
Add a second window and set it to UV Image Editor type.
In edit mode for your object, select the faces you want to unwrap (or just the A key to select all)
U key, then choose Unwrap to unwrap your faces to a UV texture map.
Advanced, select edges and use Control-E key, then choose Mark Seam to enforce particular unwrap constraints. You can also hand tweak the unwraps (scale, rotation, location) – useful if you want to have multiple areas share the same texture space.
Still in edit mode select the texture file to apply:
Select Shading Panels (F5 key) and make sure you are in Materials groups (keep pressing F5 key until you see a 'Links and Pipeline' panel. (the red sphere in the second group of icons)
Under Link to Object, click Add New – Many new panels appear.
On the 'Texture' panel, click Add New – two new tabs appear on this panel.
Click on the Map Input tab – Click the UV button (this material will be a UV mapped texture)
Press the F5 key to move to Texture panels (the chetah print in the second group of icons)
Your material (Tex by default) from the previous panel will be selected; under Texture Type – select Image – you will get new panels
On the 'Image' panel click the Load button and locate your diffuse texture file. Images can be of many types including DDS, but Blender can't internally edit and export DDS images.
Now go back to your UV Image Editor window, make sure all your faces are showing, if not go back to the 3D view window and select all (A key).
In the UV Image Editor window, next to the UVs menu item is an up/down arrow button – click it and select the image you loaded above. You should see the image behind the unwrap.
In the 3D window, set the Draw Type to Textured (it is just right of Mode selection).
Advanced – you can edit the texture, both on the UV map, and directly on the 3D model.

Export
If you use my scripts, pick the option that fits your usage:
Plain prop (with skeleton)
Body part (weighted to vertex groups, does not need or export skeleton)
Animated prop (with skeleton and animations)

Handy keys to know:
Numpad 1 - front view (Control-Numpad 1 - back view)
Numpad 3 - side view (Control-Numpad 3 - other side)
Numpad 7 - top view (Control-Numpad 7 - bottom view)
Numpad 2,4,6,8 - rotate view.
S key - Scale
G key - move (Grab)
R key - Rotate
follow the above with X,Y,Z key to constrain the action to an axis.
Tab key - toggle between current mode and edit mode.
Right mouse button selects, Shift Right mouse button to multi-select.
A key - if anything selected, clear selection; if nothing selected, select all.
B key - rectangular selection; left click drag for rectangle.
B key twice - circular selection mode, left mouse adds to selection, middle removes, right ends mode.



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