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 Blender 2.49b Python 2.6.2 
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Post Blender 2.49b Python 2.6.2
Ok so you want to learn 3D stuffs and how to code and shit. :arnie

then j00 are in teh rite place. :awesome

the first thing you'll notice is that there are two components in the title of this thread:

Python 2.6.2: can be gotten on python.org under 'older versions' do not get a newer version (despite the warning that it has bugs and has been replaced) because blender 2.49b will not run correctly without it. get it, install it first.
https://www.python.org/ftp/python/2.6.2 ... -2.6.2.msi python for 32 bit windows computers.
https://www.python.org/ftp/python/2.6.2 ... .amd64.msi 64 bit windows
https://www.python.org/ftp/python/2.6.2 ... -04-16.dmg Mac
https://www.python.org/download/releases/2.6.2/ all downloads including source in case you need to build it yourself because j00 = linux.

Blender 2.49b: get this shit and install it after installing python and rebooting.
http://download.blender.org/release/Blender2.49b/ all OSes
http://download.blender.org/release/Ble ... indows.exe 32bit
http://download.blender.org/release/Ble ... thon26.zip 64bit

OS not listed? sorry, you'll have to get the source code from here and build it.

once installed properly, j00 can start learning.


the first thing you need to learn is objects:

there are multiple types of objects, most of which are renderable (meaning they show up in pictures or movies), however only mesh objects will show up in the game environment!.

you will also need a lamp, typically the default lamp is perfect for all situations, it just needs good positioning and the right distance and energy settings, but that's a topic for later. lamps may not be visible in the game but their light is mandatory to make other objects visible and have reflections etc!

Can I make a game without a camera?

oh yeah, absolutely yes, but it'll be kinda a shitty game. You wont be able to see anything in overlay scenes and wont be able to change the view-point for any reasons.

So yeah there is also a camera object, and you can make more than one for various purposes, for good taste using the default camera is a good trend.

If I didn't cover the type of object you are seeing, then you don't need to know about it yet.

Basic Shite:

ok so j00 know there are objects n'shit but what can j00 do with them?

that cube in the center of the screen is a mesh cube so it can become anything. but first you should know how to control it.

Translation: by default when you right click the object 3 colored arrows appear, if you left click the arrows you can move the cube, in fact this is the same for all objects in the game including veritices in a mesh, but we'll get to that later.

but what if I moved it and didn't want to?

theres always ctrl+z.

however when you are making something graphically or memory intensive (think a highly complex game or scene with alot of polygons or large image files) ctrl+z (undo) may crash blender and make you loose all of your work.

so.. then what the fuck? that sux.

yeah it sux so learn to not release the left click unless it's exactly the way you want it! and if you can;t seem to get it the exact way you want it because of the zoom or mouse sensitivity at a certain zoom, or because of the camera angle etc. then do one simple action:

Right-Click.

when dragging anything around or scaling or rotating, a right click resets the object to it's last known state before your action. so it's like an undo that's only valid for object which are in transition.

Control: now say you want to put something at an exact location more move an assortment of things a set distance, there are ways to do it, so relax.

Placing things at an exact location: merely press 'n' and a window will come up with all sorts of object location and or rotation and scale information! (this changes to mesh location in edit mode, and weight settings in weight painting mode, and color in paint mode, but we'll get into that as necessary.)


Moving things a set distance: press 'g' (for Grab) then hold ctrl. it will now only move in units of 1 blender unit per move in any direction.

too big of a movement? hold Shift as well, but be careful to press shift After ctrl. holding shift makes the increment of controlled movement smaller.

What happens if I hold shift before clicking?

great question, the answer is; whatever axis you clicked will be the only axis that doesn't move! (this is helpful for when you want to move something at 45 degree angle or when you want to scale something on 2 axes only, like when you want to make something thicker but not effect the height.

Additional information on 'g':

after hitting 'g' you may specify an axis to move scale or rotate on by typing the letter of that axis. this move only works for one axis, if you switch the axis it'll reset all motion.

Rotation and scale are also available.

Rotation can be controlled with the circle looking button next to the arrow button on the bar between the buttons window(default bottom) and the 3D view window (default top). Or simply press 'r'. you can follow 'r' with an axis 'x', 'y', 'z' and/or ctrl and shift. with ctrl it causes the object to only rotate by whole 10's of degrees, with shift it rotates by only whole single degrees.

Scale, scale can be controlled with the box looking thing on the bar next to the circle and arrow, or by pressing 's', again you can control how much you scale and the axis used with 'x' 'y' 'z' ctrl and shift.

so now you are a object mover and shaker, if you need to manipulate an object you now have the knowledge to do so.

Protip 1: an object's default 'forwards' in a video game is it's Local positive Y axis.

Local, World, Normal, View? what do these words mean?

World means the default movement axis of the whole program.

Local axis change when you rotate the object.

Normal (edit mode only) this means that the axis will follow the direction the portion of the mesh is facing.

View means the axis bend with the angle of the screen in proportion to the object.

Pro-tip 2: if you want to spin a graphic around so it's facing it's default forwards, or rotate the graphic of the object without effecting which direction it will move in game then you should not rotate the object in Object Mode! instead switch to Edit Mode!

Modes:

yeah, we are doing basic interface stuff here so listen up.

Object mode is the default mode objects are displayed in (you can change this in settings but I'm not going to cover that as you can easily google it.)

Object mode is cool for placing things in their real-game-world locations. but what if you for some reason NEED to move, rotate or scale, or change the shape or looks of an object without changing it's object mode location rotation or scale?

That's where Edit mode comes in. it's only a valid mode for Meshes, latices, curves, paths, empties and armatures (some of these objects you don't need to know about yet)

How can I switch to edit mode? well you can look at the top of the buttons window (default bottom window) for a drop down menu saying 'object mode' click it, and select Edit mode fromt he list. OR for your convenience edit mode is the default TAB key switch out mode for the listed objects! (this default only changes when you switch to a mode other than object or edit and can switch back by switching to object and or edit modes.)

so by default you can just press 'tab'.

while in edit mode 'tab' takes you back to object mode.

In edit mode a mesh object will have little points and lines and shapes, the points are called Verticies, the lines are called edges and the shapes are called faces. you will notice the bar above the buttons window changed now and you have some extra buttons, one is a dot, one is a line and one is a triangle, then one is a box.

when the dot is selected you can only select verticies, this is handy for when you only want to move certain points and stretch edges and faces.

when the line is selected you can only select edges and other edges and faces will stretch and bend when moved.

when the triangle is selected you can only select faces where other things stretch and bend while moved.

when the box is selected; your 'wire-frame-headache' (from staring at a massive 3D wireframe with points all over the place and trying to make sense of where they are in 3D space when points and edges and faces are overlapping) will disappear in a dramatic POOF! because only the faces edges and verticies facing the view/screen will be visible the rest disappear into thin air! this makes it easier to know what you're selecting.

Agian selecting objects is done with right-click and moving etc. is done with left-click.

but theres more! you can press 'b' once to make a + shaped cursor appear and when you left click you can highlight a custom sized and shaped rectangular region which when you release the left click will select all visible points or edges or faces in that vicinity! AND you can press 'b' AGAIN to make a lovely circle cursor appear! and you can select shit with that by left clicking as many times as you like! (you can also change the size of the circle with '+' and '-' keys.)

what if I want to deselect?

before left clicking, hold 'Alt'.


Pivots:
next to the bar with the arrow, circle, square and a hand, there is a small drop down box. for most uses the default setting is perfect. but from time to time; advanced mesh editing requires special settings other than 'the current selection's center' including 'object center', 'bounding box center', 'last point selected', 'median point' etc.


Bullseye looking drop-down menu:

On? Off? Connected? what is this?

that's proportional editing. if you have a mesh with lots of flat points and you want to select one or a group of points and drag them and have other nearby points slowly bend towards the direction you pulled rotated or scaled the selection to (such as for the ease of making those rounded bits we love) then this is the right thing to use, you'll want to use On for making the whole mesh bend and connected for only the closest connected edges to bend.

whats the drop down menu with the strange box with the pegs on all sides?

thats the shading view port.

huh?

by default it's 'solid', but you can switch it to wireframe, shaded or textured but what ever you switch it to it switches for the whole game/animation, not for the individual object!

whats the difference?

Wire frame mode shows nothing but edges and verticies, as if everything is a digital skeleton.

Solid mode has colored faces and edges and verticies, but that's all.

Shaded mode has shadows and reflections to go with all that.

Textured mode has everything including the support for images which is crucial for most games as it allows for all sorts of neat tricks.

most projects are best done in textured mode.

that's the basic introduction tutorial for blender's interface. theres more to learn but, that will be covered in other tutorials.

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Sun Dec 25, 2016 8:06 pm
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Post Re: Blender 2.49b Python 2.6.2
Tutorial 2:

Intermediate interface

so you know the basics now, but whats that you still can't make a game?

of course. because I've barely taught you anything.

Lets work on view point angle shall we?

right above the button's window, you will see a menu called 'view' you can use this to select from a bunch of preset views that are great for a variety of purposes.

top: because you want to be looking dead on center from the top.
side: because it's easier to select stuff from a sideview sometimes.
front: maybe you're working on something from an odd angle and want to set it back to default front to see what your edits have accomplished.

Orthographic: things don't get smaller with distance, that includes object's verticies and faces, so two faces that are the exact same size will always be that size in comparison to eachother no matter how far away from the view they are (good for careful point selection).

Perspective: like a real world view point, things get smaller the further they are away from you (good for when you need to see between 2 objects or inside an object!)

and so on.

but lets figure out how to move around off the center shall we?

panning, moving the screen side to side and up and down can be accomplished with ctrl+alt and a right click anywhere.

where as alt alone allows for free mouse motion driven rotation.

shift and alt allows for zoom.

congrats now you know the tools to navigate the environment as a developer. these same tools work in ALL windows including the buttons window (but in alot of windows rotation doesn't work because they are 2d windows)

Windows. on the left most corner of the bar on top of a window there is a drop down menu, from this menu you can change which window you are using, some handy windows are the button's window, the 3D view window, the Action editor, the UV image editor, and the timeline (for animations), and the object and scene outliner! (so you can select objects by name!). obviously there are other windows and many will be used but it's important to know how to switch between them.


Object Controls LV 2:

Copy = shift+d
join meshes (two mesh objects become one!): ctrl+j

the add object menu: you can access this in edit or object mode, it allows you to add more objects, most of the time we will be using the cube or the plane, I rarely use anything else except for speed modeling. you may also access this menu by pressing 'space'.

Edit mode stuff:

the Extrude menu: (with points edges or faces selected) press 'e' it allows you to create new faces on an object that protrude away form it, typically we usually extend regions and edges most often, but on the odd occasion we may extrude verticies or individual faces for controlled modeling purposes.

delete: the global delete keys are 'x' and 'delete' and 'backspace'

the edit menu: 'w' will bring up a menu with all sorts of neat edit mode tools such as subdivision (creates new points on existing lines and faces), merging (merges selected points into 1 point, good for clean-up) and double removal (if there are 2 points or more that overlap exactly they will all be merged and connected)

SPLIT MESHES:

so you want to take a part of a neat model you made and make it a separate object for some reason? cool, just press 'p'. it'll make your selection into a new object.

the selection menu: in both object and edit mode you may select by inverse (the opposite of your current selection) and select and deselect all 'a'. these are key tools to use. there are more types of selection like by object type, or random point selection as well.


The main menus:

at the top of the 3D view are the main menus including file, game, render etc.

file: you can save your file from here, please do it often and especially before risky maneuvers you think may crash the program, before playing a game, and before rendering! pro-tip; save as a new name if you made some changes that you're not sure are better or the right way forwards and you need to test them out!

from this menu you can also import and export other vector graphics and 3D model file types.

game; we will most likely go here to switch to blender GLSL for the purpose of per pixel lighting and lots of other neat game stuff.

render; for when you want to render an image, bake a texture, or render an animation or video (you can also render the sequencer window instead of the 3D view great for video editing and such)



Splitting the windows!


from time to time you may need to split the 2 given windows and give yourself a 3rd or 4th or 5th window for a different purpose, to do this merely place your mouse in between two windows and right click and select split. you can also join two windows this way.



Scenes:

each scene is it's own world, think of them like parallel universes. they can be viewed simultaneously in a game such as using one as a menu screen and the other as a game-play screen and network messages and programming in python can reach between the visible active worlds to send and receive messages.



Layers:
you can send an object to a layer by selecting it and pressing 'm' then selecting the layer you wish to send it to. you can make multiple layers visible at one time, but in most cases you will have 1 visible layer and one invisible layer. (Objects such as enemies and items and windows must be spawned from an invisible layer!)

layers are selectable and changeable from the top of the buttons window.

Frames: frames are time-line segments, keep in mind something like 24 frames per second is the default so space out your animations accordingly.

you can navigate through frames with the following:

left and right arrow keys: move forwards or backwards in time by 1 frame.

up and down: go to the last or first known frame.

Shift+ left or right arrows: go forwards or backwards in time by 10 frames.

congrats, now you know the LV2 interface controls and can start basic modeling, for which there will be another tutorial soon.

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His name is not Robert Paulsen, His name is Gregory Matthew Bruni, he won so hard.

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Mon Dec 26, 2016 6:24 pm
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Post Re: Blender 2.49b Python 2.6.2
LV 1 materials:

I'm not going to send you into a modeling tutorial without knowing how to make some basic changes to the material of the object.

so lets start:

Materials contain everything from the object's color, shadow settings, transparency settings, and reflectivity controls. in addition to this materials contain a large amount of texture(image) settings.

when you select a mesh object the default button's window shows the material settings and material name. keep the material name's well documented and unique (it wont let you make 2 materials of the same name, but multiple objects can use the same material with the same name).

if a material has multiple users it will have a numbered button next to it's name. you can click this button to make a duplicate material with a different name for a single user.

the X button next to the name unsets the material from the object (if it's not on any object and you exit blender, the material will be deleted!)

to make a new material you can also click the arrows to the left of the material name to open a menu and select 'ADD NEW' from the list.

there are 2 buttons and another name field. the name field here is best left alone, you will only rarely need to change it, in fact I've never really had to change it. the OB and ME buttons, ME stands for the MatErial block this is the typical place we will add a material (it makes no difference really, you can add materials on the OB button if you want) the OB button is slightly different, the name next to OB: will change your object name (you can also change it in the 3D view window by pressing 'n' and typing over the object's current name).

1 Mat 1:

an object can have more than 1 material, in fact you can have a slew of them, it's separated out by face, each face of the object may only have 1 material. the <1 Mat 1> allows you to switch which material that is on the object that you are modifying.

Render Pipeline: leave it alone. that's for another tutorial, you don't need to know anything about it right now. most of it you can probably figure out from the name.

the preview window automatically updates with any changes you perform.

the buttons next to that are just for different preview types, such as flat, cube, MUNKAY etc. it's not necessary to change it and isn't a full reflection of what you'll see during render.

Pro tip, in object mode you can spawn a mini render preview window in the 3D view with Shift+p, be careful, if your scene is too complex it may crash blender. that and if you just press 'p' in object mode it starts it as a game which may also crash if things are too complex.

Hotkey pro-tip: stay away from 'q', in older versions of blender 'q' was a default hotkey for "quit without save" Oops. luckily for us in 249b it doesn't always work, but there have been a few instances where it has worked, so AVOID IT.

Materials!

ok the material tab, ignore the buttons at the top, you wont need them for simple stuff.

the sliders, they are color sliders RGBA or Hue Saturation and Value are selectable from the buttons below 'RGBA' and 'HSV'.

whats 'DYN'? ignore it, you do not need to know right now, it has nothing to do with color.

notice there are some buttons and a color box next to them? 'Col' 'Spe' and 'Mir'

Col controls the object's color.

Spe controls the object's reflective color.

Mir controls the object's Mirrored image tint (doesn't do anything in games)

there's 3 ways to change the colors, with the sliders, by number (keep in mind most graphics programs use a scale of 256, blender uses a scale of 1,000, so if you want to copy a color from an image you need to divide 1000 by 256 and multiply by the RGB value given to you by your image editor's color picker feature). OR lastly by clicking the colored box next to it all it will bring up a color palate for ease.

OK so I get R, G, and B, but whats A?
you don't need to know that yet. it will be covered in a more advanced materials and textures tutorial.

Ray Mirror and Ray Transp:
these are great for animations and movies, but they wont show up in a game. one controls how reflective an object is, the other controls how see through it is. if we need to do an animation I will give you some advanced tips on using it.

theres a grayed out tab called shaders; click it.

you rarely need to change from lambert (it's really just a mathematical system for inheriting color from the surrounding environment), Ref is also best left at default for most everything. leave all the buttons alone, that's a bit advanced and I don't feel like covering it now.

CookTorrent is also a mathematical system but for shadows and reflections, there are other selections but you probably wont need them.

Spec: the higher this is the more shiny the material is.
Hard: the higher the number the smaller area the shininess takes up, the lower the number the more area the shininess will cover.

ignore the group lighting. you will almost never need it.

most of the other sliders at the bottom will be completely unnecessary.

Emit is nice, it make an object appear to glow (though no other objects receive any light from it), it works in the game engine and animations, but cannot be animated while using glsl shading (so fuck it).

ignore SSS.

texture:
this is where you can select a texture/image thats on the model to work on. you can move them up and down in the stack like layers, the top layer is in front, the bottom layer is most backwards.

TE: is the texture name. feel free to change it. watch the number below it next to clear, keep in mind if it's anything but '1' you may be editing the texture settings on more than one material/object! if this is not cool for what you want to do, then click it and make a duplicate single user copy.

Textures? images? how can I set them?

only one type of texture works in the Game; Images.

before we go there let me tell you how to get back to the material settings;

select the sphere button from the buttons window menu bar. or press F5. then select the second red sphere button from the next line of buttons. this takes you to the material buttons.

right next to the red sphere is another button that looks like leopard spots, this is the texture buttons button, click it.

it looks redundant doesn't it? it has a preview window and a list of textures laid out from top to bottom, seems like the textures window in the material buttons, you can add new textures from here. but there's a new dropdown menu!

right now it says texture type: 'none'

ignore the nodes button, we rarely need that.

lets click that drop down menu.

there's lots of selections to chose from, but only 'image' will work in the game. the others are nice for making images to save to a file and load in as an image.

Image allows you to load an image or a series of images from file. you can do some basic image animation (pro note: blender doesn't support animated images! it supports .gif images as movies if you have quicktime installed, but fuck that shit. we have multiple methods to make good frame by frame animations).

but we aren't covering animated images right now.

when you select 'image' two new panels show up, you can load an image from file by clicking the light brownish 'load' button or click the arrows next to that bottom to select an image file you have already used in the game (please do this if you can to save memory!).

and thats pretty much it. for materials LV 1.

next one I do will be a modeling tutorial. Fuckheads will learn how to control a mesh to make basic shapes.

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His name is not Robert Paulsen, His name is Gregory Matthew Bruni, he won so hard.

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Post Re: Blender 2.49b Python 2.6.2
Modelling Lv1: Make Anything from a Cube.

yeah, you can make anything from a cube, prolly why they give it to you as the default object. it's also nice that it comes with a default material and such.

a cube can become anything from a mouse cursor or a button to a character or prop object or even scenery or an entire level. so for right now it's the perfect candidate for our little modeling training session LV 1.

Obviously the easiest thing to make from it is a cube. (sorry had to say that)

blocks, walls, buildings and other game related things are best made from a cube as well. in fact sometimes your building will be a cube, really just six faces with all equal sides and one or more textures (it can look really good if you know what you're doing but we wont get into that today).

Now lets introduce you to the Edit Buttons! we've been staring at the material buttons for the previous 2 tutorials, lets change that and learn something.

either Type 'F9' or click the button at the top of the buttons window that looks like a square with dots on the corners. now enter edit mode with 'Tab' and you'll see a bunch of new panels show up!

Link and materials, you can switch which material you are editing from here like before. we can also assign a named group to a group of selected verticies (while that's handy to know, we wont do it today because we don't need to). ignore everything in this panel.

Mesh: ignore everything here except the light brown/orange buttons called 'Center' 'Center New' and 'Center Cursor'

let me explain those, they are mainly used in object mode but you can use them as you like:

Center: center the edit mode mesh onto the object's exact center.

Center New: Center the Object Mode Object Center on the Mesh's exact center!

Center Cursor: Wait. I need to explain something, left-click somewhere in the 3D view, anywhere. see that red and white ring with the cross hairs? that's the 3D cursor. now I actually just told you to do something really bad with it (move it). Never move it unless you really don't need it. it's a pain in the ass to reset it to 0 sometimes and Undo doesn't work on it.

right so lesson learned don;t fuck with it (but if you do fuck with it by accident it's no the end of the world so don't worry (in fact I rarely if ever give two shits about it's location now days except when it goes beyond 10,000 blender units in all directions and bugs the shit out of my project :fireeye )), infact I told you to fuck with it for a reason so here goes.

the reason was to illustrate the difference, select your cube and hit Center Cursor to see what the fuck it does.

you will now see that the control arrows for the object are exactly where the cursor is, this means you have moved the object's center to the 3D cursor location and thats what that button does. this would be a terrible pain in the ass if you did some awesome modeling but your 3D cursor had accidentally gone to -20,000, -20,000, -20,000 because it's invisible past somewhere around 10,000 in any direction, now imagine if you accidentally tried to correct yourself with Center New... (I always mix those 2 up Center and Center New) now your model is also far far away and if you accidentally deselected it you'd have a fuck-all time trying to find it (not true you can select it from the Outliner and type 'n' to see it's location and change it back to 0's). but still that's more work than I like to do.

now lets actually make it into something else:

A plane/panel: why the fuck would j00 do that when you can just do 'space'>'add'>'mesh'>'plane' ? because I don't like to break my focus and a lot of times one of the faces of the cube is exactly the angle I want it to be where as I'd have to rotate the plane 90 degrees wouldn't I?

a plane is easy: select all faces but the one you want to keep, hit 'x' on the keyboard, select 'faces' from the menu/list. now you have only 1 face left.

Hit 'n' set the X axis location to 0.000, do the same for Y and Z, this centers the plane in the center of the object's space, that's important for a lot of things because then you don;t have to worry about compensating for the object's edge location when trying to make it exactly meet another object's edge in object mode, however some times you might want to keep an offset in edit mode if you want the object to always be at a distance from it's center.

A pyramid: from your cube, take all the top verticies and type 'w' select 'merge' from the list, select 'center' from the next list. congrats you have a pyramid exactly 1 blender unit tall and a base that's 1 blender unit wide and long.

Teh Ball: so joo don't know how to manipulate a Icosphere or UV sphere and keep it lookin smooth? don;t worry you're not alone, that takes massive hentai loads of work to do it right. So we're going to make a Cuphere a Cube-sphere

take the cube as it was at start, enter edit mode, you now have a choice, use the buttons, or use hotkeys (I use hotkeys when I can for speed) but lets show you the mesh tools; go the the buttons window panel called mesh tools. you will see a button called 'subdivide' hit it once. you will see that each face is split into 4 faces, good.

deselect everything with 'a'. now select only the center points of each edge of the cube and the center points of each face. you can type 'b' to bring up the area select tool and left click and drag the dotted lines to outline the verticies you want to select. don;t forget you can rotate around with Alt+left-click to get another view point and select side verticies.

2 ways to scale; I will teach you the traditional method because you need to learn it. Select the scale button (blue square) from the object control buttons (you currently have a white hand and a red triangle button clicked, it's right above the button's window at the bottom of the 3D view window)

ok so now your arrows turned into cubes, if you dragged any of those it'd stretch the cube in that direction, but we're going to grab them all at once; take a look close to the center of all the lines leading to the cubes, there's a thin white ring, left click that shit AND hold Ctrl and drag your mouse away from the cube. as you can see all those points are mow scaling from their combined selection center (keep in mind that not all scaling happens from object center, but a good modeler tries really hard to ONLY SCALE FROM OBJECT CENTER so it remains perfectly symmetrical!. scale by 4 'clicks' (you'll see what I mean if you move your mouse slowly) of scaling, it should be enough.

now deselect 'a' and select only the center points of each face (6 points total) easiest done with either 'b' 'b' circle selection or point the mouse and right click each.

now scale again by 4 'clicks'. you now have a rudimentary sphere. we could subdivide again and scale all the newly created points only by 1 to 2 'clicks' to make a nicer sphere or, we can use a cheat and make a subsurf.

lets use a subsurf to learn about them:

2 panels over from the mesh tools panel in the buttons window is one called 'modifiers', click the gray button that says 'Add Modifier' and select 'Subsurf'. you will immediately see it's effect on the model you should have a nice sphere.

to make it real, you'll have to hit the button that says 'apply'.

you can use this same skill to make round things like butts, heads, breasts, rings ETC.

ok well bye bye sphere, go into object mode and delete that shit. then 'space' add mesh cube center it if you need to by changing it's location to 0.

lets make a cylinder.

same thing except we're only going to make it 'round' on 1 axis lets make a standing cylinder;

go to top view, either from the View Menu at the bottom of the 3D view window, Or, use Alt+left-click to arrange yourself to as top-centerd as necessary. deselect all 'a', then we are gunna do something new. switch from verticie selection (the button at the bottom of the 3D view with 4 yellow dots) to the Edge selection button (the one with a single line / ) by this method select all the edges of the top and bottom faces, now subdivide them.


then select all the central points from the top. don't select the corner points or anything beneath them. JUST the center points of the edges from the top view and if you want the center points of the faces.

Now we are going to Scale on 2 axis, X and Y but NOT Z. to do this you need to be able to see the blue arrow(clube in scale mode) and be able to click it without your mouse being over any other arrow (the green or red cube/arrows)

don't just click it, stop. hold shift first, now left click the blue arrow, you are now scaling on X and Y only. now release Shift and hold Alt without releasing your click we are now scaling in semi-careful increments.

move your mouse till it scales by at least 3 to 4 'clicks', congrats. you have an 8 faced cylinder, the basis of most trees, arms, legs and poles (third legs, and other types of poles too, including squiggly tentacles) in typical game geometry.

this is also the same skill for making flat circles.

lets make it more round (16 faces)

ok we are going to use yet another tool the 4 point face triangulizer and maybe the trangle flopper (not thier real names I'm being silly).

Switch to face selection mode (the triangle next to the / line button) select all top and bottom faces of the cylinder, now for the magic: press Ctrl+t. now all your 4 corner faces are split into 2 triangles, if done right all the splitting lines should point towards the center of the top and bottom.

if not done right you'll need to select the offending faces 2 at a time and press Ctrl+Shift+F (to flip them in the right direction) this is a good clean-up trick to make sure all your lines are pointing in the best way to make things like realistic bending joints and folds, remember if you want something to bend on a line, you need to give it a line to bend on.

Also you'll find it's a good idea to keep you triangles in order when modeling if the internal edges weren;t pointing towards the center in this case and you subdivided the external edges again it'd be all strange and screwey, if you scaled some points again youd see very odd face bending where what are supposed to be internal edges of the face are bending past the external verticies of the shape making a sort of 'lip'. sometimes you want that, but most of the time you don't.

Right, back to making the cylinder more smooth, select all 8 edges of the top and bottoms of the cylinder (but no central edges or faces!!) switch back to edge select mode / for this.

now lets show you another way to subdivide: press 'w' and select 'subdivide' it's quicker. now take the new verticles (select all 8 of each face (16) this is where you might want to use that Cube button next to the face select mode button so you don't accidentally mis-select something).

Now scale on X and Y again by 1 or 2 clicks until circular (1 click for me).

you now have a 16 face cylinder, great for stuff like circular plazas and other large circular things, you can even make a 32 face cylinder if you like (but save yourself the hassle and just do 'space'>'add'>'mesh'>'cylinder' then verticies 32, cap-ends as necessary) it's great for making flat circles too, just do the same trick but starting with a single face instead of a cube.

but now lets loose the flat face look, go back to object mode and with your cylinder selected and the edit buttons down below (should be open already) in the 'Links and Materials' panel click the button that says 'Set Smoot' (it's cut-off, it really says 'Set Smooth') that changes the way the rendering engine percieves the faces and edges, you'll see what I mean once you click it.

Q: can I make some faces smooth and other's Solid?
A: Yes you can! to do so select the faces you want smooth or solid in edit mode and click the corresponding button 'Set Smooth' or 'Set Solid' in the links and materials panel of the edit buttons.

today you learned circles, cylinders, spheres, and pyramids.

other basic geometry to learn includes teh Triforce, and teh Rupee, and teh pingas.

using these tools shown here I'm sure you can figure it out

teh triforce is a bit hard actually so I'll give a tutorial, you're going to want to make a cube and delete all faces except the bottom face (make a plane). now it gets tricky, we're going to have to copy the face and rotate by the exact number of degrees in any corner of an equilateral triangle (60 degrees).

to do this select your face and press Shift+D then right-click, now press 'r' to start rotating, press 'y' to rotate on the Y axis only. then rotate to 60 degrees don't forget to use CTRL!!!.

If done right you will need to rotate it again on the Y axis to 180 degrees!(you always want to keep what was an outside face of the object (the cube) as the outside face of the new object (triangle) otherwise it'll have bad normals (you'll see black lines around it in game-play or renders) or not show up in game-play at all!!

OK once you've rotated it 60 degrees then 180 degrees (you can see the angle you are rotating to in the bottom left of the 3D view Window)

Now we have to do some math.

deselect all and go to verticie select mode ::, select the bottom 2 verticies of the face. press 'n' to find out where they are on the Z axis. for me they were at -1.866 (setting this to -1.000 will make it in-line with our other face as cubes are at default 1x1x1, don't do this yet or you'll fuck up the face angle and length!), now we also need to find how far they are from the bottom corner of the triangle they correspond to on the X axis for me they are at -0.500 (the edge of the triangle is at -1.000 on X so a change of -0.5 will do)

Ok now lets make the change, first select your face that we are moving (the one we just rotated). In the Transform Properties window 'n' find out where it is centered at (should be 0, 0, -1) we know the X needs to change by -0.5 so go ahead and type that in for the X location. now the Z needs to change by +0.866, so subtract 0.866 from 1.0 = 0.134 this is the new location on Z for this face (-0.134)!

set it, but don't forget it!

ok now select none 'a', now select all 'a' now we need to connect these points! hit 'w' select 'remove doubles' and confirm (should say 'Removed 2 Verticies' click it to confirm)

Now for ease we are going to select only our rotated face (face select mode is quickest), do a Shift+D to Duplicate it. then do a simple scale operation 's' 'x' scale on the X axis. hold CTRL and scale to -1.000 (you can see the amount you are scaling it by in the bottom left of the 3D view window (are you seeing a similarity? yeah all changes that happen when you drag scale or rotate are shown in the bottom left))

now take the negative off that X location, -0.5 becomes 0.5

select none 'a', select all 'a', 'w'> remove doubles, click to confirm (should be 4 verticies now because you are joining 4 corners).

now we need faces, pick an edge of the triangle (edge select mode only right now! if you are in verticie select mode you'll select all 4 edges of a face instead of 2 edges!), any edge. get the same edge on the front and back, hit 'e' (this brings up the Extrusion menu in most cases, you'd select 'edges' to do what we are doing here, but today it doesn't ask us because we are in edge select mode and have no faces selected just edges.

so now you have these new faces attached to your mouse, what do?

simple pull them off somewhere and left click, if you right clicked do ctrl+z and 'e' again. now take the two points of ONE face at a time THEN select the opposite corner of that side of the triangle now hit 'w' > 'merge' > 'at last' and watch them all become one, then do the same for the other side of the triangle!

now you have 1 triforce. sorta. you need to scale it to the desired thickness on Y. you know how to do that. select all and 's' 'y' ctrl+left-click and drag till correct to your liking.

now we need to make a beleved front edge don't we?

get in face select mode and select your front face and press 'e', NOW right-click!!!! do not drag it and left-click! drag then right click (this puts it back where it originated from we want that this time!!)

now switch to scale mode again if you didn;t already and scale ONLY this face (already selected) on ALL axis (click the thin white ring) scale it smaller till it forms a nice distance between the edges.

now got to Arrow/movement/translation mode and click the GREEN arrow (to move on the Y axis) hold CTRL then Shift then drag it slightly forwards till a nice angled bevel shows up (for me it was 2 'clicks')

now you have a triforce, color, add some reflectivity, make 2 more copies and enjoy.

you now have the basic skills and means to model just about anything.

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Thu Dec 29, 2016 3:49 pm
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Post Re: Blender 2.49b Python 2.6.2
5: Basic Game Engine: LV 1 logic bricks
Content; character movement and jump in a first person game and a 3rd person game, Basic camera set-up, and LV1 logic bricks.

Today we are going to learn to make 2 types of games (I wouldn't really call them games actually, there's very little to do in them).

1: the first game, a first-person game (the easiest of all games to make) you don't typically need a character model except for cutscenes and the only thing you'll usually see is a hand arm or gun, but we aren't even going to do that much.

OK open blender (if not already open) and select your camera object by right clicking it.

set the rotation to 90 on X, what? you forgot how to do that? (no actually I've never taught you how)
ok press 'n' and you'll see the object's current rotation X should be 90 so the camera is parallel to the ground. set Y and Z rotation to 0.

now set the object's location to 0,0,0 to put it in the center of our cube.

now, you could make the camera itself your 'player object' but we're going to do it the right way because you'll need to know the right way later (because of physics, but we will barely touch on that today).

Simple parenting time, ok the Transform Properties window has your object name 'OB:Camera' and there's another box called 'Par:' right next to it. this is where the parent object's name will show up (you could add it in manually but don't do that with armatures or lattices! and as a manner of good taste don't do that except for in animations, NEVER GAMES!!)

instead hold Shift, now select the cube (right click), both the camera and the cube should be selected with the cube select last.

now release shift, and press Ctrl+P, you'll see a little confirm message show up that says "OK? Make Parent?" click it.

now before we go check up on the camera, first we need to see the camera. so lets mess with the cube.

now actually, this is where our tutorials merge, because the following will be exactly the same no matter if it's first-person or 3rd person.

go up to the top menu of the whole program. click 'game' now click 'Blender GLSL Materials'

Switch to the material buttons 'F5', (while this next step isn't actually necessary for the game itself I find it helpful for developers).

down in the render pipeline (under links and pipeline) click 'ZTransp' (short for Transparent), now on the Material tab there's a 4rth slider under the RGB sliders called A, set it to 0. Now go to the grayed out shaders tab and un-click the 'shadow' button and set Spec to 0. Now your object only has a shadow (if you have a character model and you want it's shadow instead, then unclick the 'Shadbuf' button under Render Pipeline (Links and pipeline panel, then it'll be completely invisible in game, for good taste lets unclick Radio and Tracable and select 'OnlyCast').

actually the button 'OnlyCast' would have done what we wanted to do (make just a shadow) but I like to Zero everything out so the game engine isn't using up processor power calculating shadow and reflective visuals and then dumping them before they are rendered to the frame (which is what happens if you don't zero out everything.)

now we're going to go into the Object buttons (never been there before have you?) 'F7' will take you there or click the button with the 3 black arrows.

go to the 'Draw' panel the draw type for this object is 'Shaded', set it to 'Wire' this makes us able to see through it in the 3D window while still giving us something to click.

now select the camera, and notice in the 'Par:' box of the Transform Properties window 'n' we have 'Cube', we did that earlier with Ctrl+P.

now back to the cube, select the cube by clicking one of it's edges in object mode.

Change it's name in the Transform Properties window 'n' from 'OB: Cube' to 'OB: Player'. this is your player object.

now we are going to jump forwards, Go To the Logic Buttons 'F4' or click the purple Pacman button on the top of the button's window.

you'll see lots of new things. on the left top corner theres a drop down menu it says static, we are going to change that, but not yet. theres another button that says Actor, we may click it later but not yet. the next button 'Ghost' is a button that we will not use for the player object because it makes the player object have no friction and just go through other objects (that would be bad). however our player object is not rendered (you can't see it) UNLESS you want it's shadow, if you want it's shadow you don't click the 'Invisible' button, if you DO NOT want even it's shadow you Press the Invisible button!

ok moving on, there are 3 green blue buttons that say 'player', one is under 'Sensors', one is under 'Controllers' and the other is under 'Actuators', the text 'Player' will change based on whatever you named the object. anyways, click these 3 buttons. and that did almost nothing. now click the Add buttons.

Under Sensors, you should see a thing with a drop down menu that says 'Always', the x button next to it will delete it (but don't do that, we need it), the text box next to 'always' says 'sensor' you can change this to any unique name, it's the name of this particular sensor block.

today we are going to change the drop down menu from 'Always' to 'Keyboard' (you should be able to know what that means) the sensor's panel now changed. you'll see some text called 'Key' and a blank button next to it this is where you tell it which key to look for (or not, leave it blank and click the 'All keys' button to do the all keys thang) but today we don;t want all keys just a few, so you're going to press the blank button next to 'Key' and press the up arrow on your keyboard (or 'w' if you wanna be old school). now every time you click that key on the keyboard it'll respond by doing something (great to use for debugging when nothings happening but it should be).

ok you should see some golden dots between the sensor panel and the controller panel 'AND' click one and drag a line to the other you have now connected your first 2 logic bricks, we call them 'bricks', not 'panels' so from now on I'll refer to them as such. Now connect the other side of the controller's AND brick to the actuator brick 'Motion' (remember always connect gold dot to gold dot, nothing else works).

Motion is exactly what it sounds like, when you change any number in the motion actuator then when the Sensor is positive (in this case when we press the uparrow) and connected through a controller it'll activate the motion and cause our player to move in some capacity.

in this case you will want to move the player forwards on the local Y axis, the numbers in the actuator are arranged by 'X', 'Y', 'Z', Today we are going to learn Simple Motions as it requires absolutely no physics knowledge at all.

Because our Object is a 'Static' object we only have 2 options in the motion actuator 'Loc' and 'Rot' (Location and Rotation), we are going to change the number in the second column of the 'Loc' row to '0.10' you can do this by typing it in or clicking the arrows on either side of the number. this will move the object forwards at a rate of 0.1 unit per second, Please do notice there is an 'L' button next to each row on the right. leave them clicked for most things, the make the object move LOCALLY, Local and world movements are different, Local Y is forwards in whatever direction the object is facing, BUT World Y is forwards on the real Y axis no matter what direction the object is facing! so today we want 'Local' movement so leave the 'L' button pressed

now we need to add in some turns, add another 2 sensors and change them both to keyboard, set one to Left Arrow (or 'a' for old school), and one to Right Arrow (or 'd' for old school), then make 2 more controllers 'AND' and connect one sensor to each controller.

Pro-tip if you can't see the other actuators on the screen you can either expand the buttons screen by left-clicking the line between it and the 3D view and dragging, OR you can zoom in or out in the buttons window with Ctrl+Alt+leftclick, OR, you can do Alt+leftclick to pan around in the buttons window (try it and see what I mean) OR you can just take a look at the logic bricks (such as the top sensor brick and see the button at the top right with the orange triangle pointing down, and click that button to minimize the sensor! this works on actuators and controllers too to save space.

Now make 2 new Actuators and connect the controllers to one actuator each.

we are going to rotate on Local Z, so we are going to change the number in the motion actuators under 'Rot' in the 3rd column. Make the motion actuator linked to the keyboard's 'Left Arrow' 0.1, make the other actuator linked to the Right arrow -0.1 in 'Rot'.

Now make one more sensor, another controller and another actuator, we are going to make a jump.

make the sensor a keyboard sensor, set it's Key to 'Space', link it to the new AND controller, and link that to the new Motion Actuator, now change the 'Loc' in the third column to 0.1 (up on Z)

now you can move in the game (we didn't do a backwards but you can do that by adding another sensor with the back arrow or 's' for oldschool, and attach it to an AND controller and attach that to a motion sensor with -0.1 on the 'Loc' 2nd column (Y)).

Now all your movements are programmed. if you started the game name you could move the player and camera around BUT, there's nothing to see! in fact you wont even be able to know if you are moving because the background is all the same color.

so lets add a Mesh Plane to the scene and scale it till it's a decent sized floor. then in the Transform Properties window 'n' move it to somewhere below the player cube (-1.000 on Z).

now you have a floor but you wont see if the camera is moving unless your view point is in the camera's perspective, BUT first we need to make the player a different type of object otherwise the player will fly.

select the player again and change it from 'Static' (the drop down menu on the top left of the buttons windows in the Logic Buttons.) to 'Dynamic'. Most player objects are going to be dynamic, rarely in odd cases we will use a 'Rigidbody', but not today.

Now change your view, at the bottom of the 3D view window click the word 'View' and change it to 'Camera'.

now SAVE THE FILE, then press 'p' to start the game and 'Esc' to quit once you are done testing it.

that was a very basic first person game (you'd need to use NON-simple motions (servo motions) to actually make your object NOT run through wall corners etc). but today you learned the basics.

Next we are learning a 3rd person game:

to exit camera view press alt and left click then drag the mouse lightly in any direction.

now move the Camera behind the cube, something like -7.000 on Y should do (set it in the transform properties window 'n').

now the camera is parented to the player but behind the player versus inside it.

Next we need to modify the player a bit, if you have an object you made you can import it to the game with 'Shift+F1' and select the file it's in then get the object you want to import., now take the object and make it above 'ground' and parent it to the player object with ctrl+p.

OR if that's too much work, you can do The Adventures of Mr. Cube! and just make our player object visible.

to do that, make sure the player Cube's 'Invisible' button is not pressed, then go to the materials buttons 'F5', UNCLICK 'only cast' and 'ZTransp', CLICK 'Radio', 'Tracable', and 'Shadbuf', set the A color to 1.000, then click the 'shadow' button under the 'shaders' tab and set the spec to whatever you like. then go into the object buttons 'F7' and under 'Draw' change it back to 'Shaded' instead of 'Wire.

re enter camera mode 'View'> 'Camera' and then save if you like (different file name because this is a different type of game) then hit 'p' to play the game!

you now know how to do the basic set-up for a first person and 3rd person game.

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Fri Dec 30, 2016 8:26 am
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Post Re: Blender 2.49b Python 2.6.2
Texturing LV1:
content: putting an image on it and making images

alright so open blender and we'll mess with the default cube.

in the Texture buttons 'F6' we's gonna change our default texture to something rather than nothing.

I shall give thee wood! select 'Wood' from the drop down menu instead of 'image' or 'none'.

a preview is now shown in the preview window, but it's just a bunch of diagonal lines... lets change that with it's settings! the Wood Panel (it changes the name based on what texture you are using, lets just call it the Texture Settings panel)

there's a few buttons 'bands' and 'rings', 'bandnoise' and 'ringnoise' click each to see what they do and you'll understand what they mean. Next we have Sin, Saw and Tri. Sin is kinda flat with slightly rounded edges to the lines, saw? well, it looks like you sawed through the wood. Tri? the lines are fully rounded.

Soft noise and hard noise, soft noise is blurry, hard noise is sharp and clear.

Noise Size: how much of the texture pattern is generated (shown)
Turbulence: How CRAZAY the outcome gets.

the goal is to try and make it look like a wood grain using these tools, can you do it? then do it and make a wood block.

make another cube (if you duplicated the current Cube with Shift+D make sure to make single user copies of the material and texture other wise you'll edit the material or texture for both objects!), this time we're going to do the same thing but 'clouds' instead of 'wood'

similar thing, just mess with the values and buttons to see what they do, there's a drop down menu that gives you different mathematical draw types for the texture, test a few out to see what they do Blender Original is pretty good.

now it's pretty much the same for all texture types, marble etc. with a few exceptions.

oh well, lets move on, now you know what kinda of repeating patterns you can make in blender. now go ahead and pick some really good hentai on your Hard drive cause we gunna load that shit onto the cube via 'Image' texture.

in 'image you'll notice theres two panels, we've looked at them before. this time load your image, now go to the middle panel.

the Mipmap button attempts to avoid pixelation of images by smoothing out the resident pixels into eachother, if you don;t want this effect un-click it! but usually it doesn't bother. the other top buttons will rarely be used but you can mess around with them to see what they do.

the middle buttons, try clicking the 'Normal Map' button and set the drop down menu to tangent.

the bottom buttons; Extend, Clip, ClipCube, Repeat, Checker

Extend (always extend the image to the UV face size (you'll understand that in a bit),
Clip (if the UV face extends past the image render it as blank/transparent past that point)
Clip Cube (same sort of thing but with a cube layout).
Repeat (when the UV face extends past the edge of the image repeat the image! helpful and the defualt.)
Checker (for use with offsets, where you have multiple images on one face at different locations and scale sizes).

just stick with repeat today.

now go back to the material buttons (you know where those are)
go to the texture panel of the material buttons.
click the Map input tab, thre are lots of different buttons here, Orco is kinda like the default, relfect follows the camera, and Object follows an object of your designation. UV is where you can design how the image sits on the faces. lets click UV
now go into the Map To tab, lets map to color and Nor so click Nor. it'll make the image pop out a bit.

not go to the top of the 3D view and select 'game' Blender GLSL, now go to the bottom of the 3D view and change the draw type from solid to textured (the button/menu with the cube with the pegs),


now lets make the texture appear on all sides of the object, on the object enter edit mode, select all then do 'u' select project from view (bounds) and see what you get. as you saw there were other unwrapping methods too and you can test them out as you see fit. don;t worry too much about it because you can unwrap the object single faces at a time and move them around and reshape and resize and rotate them on your image the same way as with working with a mesh.

Now go to the edge inbetween the 3D view and the buttons window and right-click, select 'split' and split the 3D view into 2 windows. now in the bottom left corner of the right window change it to 'UV Face Editor' and you should be able to see your object's outline. over an image grid.

at the bottom you'll see a button with up and down arrows, click it and select your image not you can see the way the image is being laid on the faces of the object. you can change it at your will and you should be able to see the image on your object in the 3D view, renders and Game.

even with the default settings for 'nor:' you should see some sort of ability for the texture to reflect light based on it's colors, in fact unselect 'col' to see this effect on the face itself (you may need to turn 'nor' up over the 0.5 it's set to by default to see any effect.

this is how to do basic Image layouts.

Edit:

in the UV image editor you have tools to help you, go to the menu called 'UV' > 'snap to pixels' is a great one! it makes the verticies of your faces only able to move between the pixels of the image. another good one from the same menu thats handy is 'layout clipped to image size' which doesn't allow the verticies to leave the image.

with these tools you should be alright.

there's also alpha textures (transparent background textures) to use them in the game you need to set the material's alpha to 0 AND click the ZTransparent button and click the alpha button in the Map To tab then you'll have a nice cut-out. most of the rest of it you don't have to bother with.

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Fri Dec 30, 2016 12:57 pm
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Post Re: Blender 2.49b Python 2.6.2
I'm too lazy to give these shitty text only basic introduction tutorials anymore.

so here, use this for some intermediate/advanced stuff
http://www.tutorialsforblender3d.com/Ga ... index.html

There is higher level stuff to learn but this should cap you off for now. once you are done learning this, I can give advice on more advanced stuff you may have questions about.

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Mon Feb 27, 2017 10:39 pm
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Post Re: Blender 2.49b Python 2.6.2
Intermediate Animation Tutorial
what you will learn: new objects, weight painting, key frames, shape keys.

new objects:
Armature: This is your basic animation utility object, the armature is composed of bones, each bone can control our model's verticies, more than one bone can effect each verticie (for realistic bends and such). don't worry too much about the shape of the bone, you can actually make each bone into custom shapes like they do in 3D movies n'shit, but if you know enough about technical animation and animation you don't need such training wheels. Armatures should be used to control bending joints and body regions, they can also be used to control mechanical style rotations and translations(moving). They are invisible in games and animations.

Lattice: this object can be handy in animation, it deforms the object it's applied to without changing how that object behaves. so for example you could take a sphere, squish it into some mangled form with a lattice and as you rotate the sphere the faces of the sphere will deform to fit inside the lattice though it rotates as a sphere. lattices are great for things like toon eyeballs, softbody physics controls, and various jiggly, deformy things. They are invisible in games and animations.

Shapekeys: shape keys aren't objects, they are mesh animations that can be applied to a mesh object. these are great for pre-baked water ripples, facial expressions and eye-blinking, muscle deformation, or any sort of custom controlled deformation. Multiple shape keys can effect any given region of a mesh for a mix of both keys.

Weight painting: weight painting is necessary for armatures and lattices as it defines the region or vertex group which each bone or lattice controls only mesh objects have a Weight Painting Mode which you can find in the drop down menu with Object Mode and Edit Mode. In weight painting mode a paint brush (circle) is used to apply numeric weight (shown as colors from blue (0.000) to red (1.000)) to the verticies of a mesh object. You can also make custom groups this way to apply to lattices.

Animation baking: This is used for generating geometry changes from soft-bodies and fluids, it takes a lot of work for your computer to calculate each frame. It's useful to copy the geometry into shape keys for games etc.

key frames: key frames are set in the Action Editor to record shapes, rotations, scale and location of armature bones, latices and meshes. This is how you tell blender what to play on what frame.

Soft bodies: to make breasts you really need to set the soft body rather stiff in it's physics settings, otherwise you'll end up with a cloth like effect and too much sagging from gravity, also it'll ripple in the wind like water so yeah they are good for making water textures.

Rigid body: consider this a brick in a wall that when you bash a static, dynamic or other rigid body object into it, it'll fly out and roll around. And collide with stuff like a flying brick or stone till it finds a happy place.

Firstly, before we go on we need to differentiate between Games and Animation.

Game objects cannot use 'REAL' armatures and lattices. They still use the armature and lattice objects and can be effected by them the same as if the armature were 'real' but can only be effected by 1 object; a lattice OR an armature. Secondly the armature or lattice must be the parent of the mesh object, and must be parented by selecting the mesh, then the armature or lattice and typing Ctrl+p and selecting parent to armature/lattice. For most cases I suggest selecting 'don't create groups' from the list that will follow as it can be a headache later trying to find out what bone is linked to a verticie and is causing it to deform strangely when animated. By using the Ctrl+p method to add the armature or lattice to the mesh it will show up in the Editing Buttons (F9) under the Modifiers panel as a Virtual Armature with a button that says “make real” if you were to click that button it's make a panel with details and controls for the armature but it will no longer work in the game engine and cannot be remade into a Virtual Armature.

Animation: You /CAN/ use the same method as above(suggested to get the hardest/full rig done this way first, then save it as the game model then convert and save it as the animation model, unless it's a very easy rig). You can also add in other methods, there is no limit to the amount of armatures or lattices effecting one mesh in animations. To add other real armatures and or lattices, go to the Editing Buttons (F9) under modifiers and add a new modifier of type “armature” or “lattice”. The button called envelopes should be deselected most of the time, with a good rig it wont matter if envelopes is on though.

Layers: Just like in other programs there are layers, however there are not infinite layers, there are at max 20 layers, the layer buttons (on the menu bar of the 3D window to the right of the loc,rot,scale buttons but before the “lock” button) allow you to make layers visible and invisible, the content of layers can have different lighting than other layers and objects in different layers cannot touch or interact with each other. There is no overlay layer system, so whatever object is the closest to the camera is the object that will be in front of others in the view. Typically layers don't get used much in animation, unless you want to separate objects into different layers (a trick to avoid render farms on high content frames, render each object group separately with an alpha background and compile them all into one image as layers in gimp. However if you are dealing with 100 frames that could take a while). Typically layers are used for object spawning in games, the spawn layer will contain things like enemies and items and pickups and that layer should be invisible.

Slow Parenting: this is useful for not having to animate object which follow other objects and having the other objects have some time lag between their movement and the parent like for a chain. To use it merely put in a time in frames other than 0 in the Time Offset field in the animation panel on the Object Buttons window (F7) and select the SlowPa button.

So now you've decided what you're going to do, game or video/animation and you have a basic introduction to what we will be using, lets move forward then.

Making an Armature Rig:
Armatures have an edit mode as well, and we need to use that mode to make our rig. So enter edit mode of the armature.
bones have 3 selection points, 1: the whole bone (select from the center geometry), 2: the head (the ball at the fat side), 3: the tail (the ball at the pointed side).

To make a bone which is controlled by that bone extrude from the tail in the same way we extrude in mesh editing (“e”) if you want to extrude two bones from one point that are mirrors of eachother, then goto the editing buttons (F9) and select “x-axis mirror” this is handy for arms and legs and other stuff that will be the same on both sides so you can control the exact length of each and keep the rig symmetrical.

The final step is when in this mode and you are on a central bone that is neither left nor right (0.00 X) press Shift+e this tells it you are extruding 2 mirror bones opposite from each other on the X-axis and parented to the tail of the original bone. Now select the tail of one of those bones and drag it and watch the other side move exactly the same but on the opposite side.

Using these tricks you should be able to build a basic armature for most purposes. If you ever need something stranger like you want to switch which bone a bone is parented to but keep it's tail end in place, then you can do that in the armature bone editing panel in the Editing Buttons (F9). At the top of this panel you will see the bone name (you can and should change it to be unique like “foot_L” or “Lfoot” etc so you know whats what by name when you click it) next is child of followed by a drop down menu showing the name of which bone is this bone's parent. You can clear the parent entirely if you want it to move independently or select another bone to switch it to. Next to this is a button “Off” if it's clicked then this bone will have it's head connected to the tail of the listed parent bone, WARNING, that means it's head will automatically move to this place if you switch parent bones!. If you want to switch parent bones but make it not connected then un-click “Off” first.

You can choose what information is passed on to children through the Editing Buttons (F9) in the Armature Bones tab. Hinge: don't change based on the parent's scale or rotation (still changes based on location!), S: don't change based on the parent's scale.

MAIN/TAIL bone: always have a main bone to which all other bones in the whole thing are children, typically for human characters this bone is placed between the legs/hips and the bottom back bone it is the parent of the bottom back bone and the hips/legs so all parts of the body are children of that bone. Typically this bone is your starting bone and has absolutely no weight on any part of the model, it's only use is to move the entire armature and thereby the entire mesh. It's necessary.

Branch off from the tail and make bones where you think they are needed, unlike the human body, we don't add things like rib bones, and hips may be two bones extruding to the sides from the tail followed by the thigh bones. Where as if you are not controlling the tongue, lips and eyelids with shape keys you may need to place bones where there aren't usually any bones in the human body.

Keep in mind to keep it as simple as possible, if your character is always wearing boots then there is no reason to make individual toe bones, 1 bone for the whole toe region would suffice. Shoulders may be tricky depending on what you want to do, typically 3 bones are necessary for each shoulder. Don't forget to rig the eyeballs, and if you want to make the player's pupils animated then you'll need bones which are children of the eyebones that just control the pupils and should only ever be scaled not rotated.

Now you have a model, and you have an armature to fit to it. That means we need weight to tell the bones what they are deforming and how.

Weight Painting:
this really should have been a tutorial on it's own, but here goes. I'll keep it short.

So once you model is as finished as you think it should be (don't /APPLY/ any subsurfs yet, you can /ADD/ them so long as they don't effect the edit mode poly count), it should be as low poly as possible (using the smallest possible number of faces) while forming the desired shape.

Your model should ideally be standing with it's legs straight down and it's arms out to their respective sides. If you are trying to rig someone else's model that you ripped from something, this may not be the case and you'll have a harder time rigging it.

For best skin bending effects your model should be one solid object with no breaks or separated pieces, but if you need the object to slice apart then you'll have to maintain the same rigging on each piece (it's suggested to have each non-connected piece as it's own object).

If your model is already a bunch of separate pieces and there is really no reason for it, then remove internal faces and merge the objects and verticies together. If you encounter bad normals (black shadow lines on the model at the merge points) you will need to select the newly merged faces and type Ctrl+Shift+f> flip normals otherwise it will render badly, or not at all.

If your model is already in separate pieces and it's pieces are not meant to link up, then leave it as is.

Next, don't add any weight to groups until the following are true (if you did don't worry about it, you'll just have to draw over it) :
1: Your armature or lattice is the parent for the object you want to animate with it or the object has an armature/lattice modifier with the correct armature object's name in the name field of the modifier panel.
2: your armature is built or your lattice is subdivided the way you want.
3: if it's an armature, your armature is in pose mode and you have selected the bone that you want to control part of the mesh (one bone at a time).

Now you may select the mesh and enter edit mode (or select the lattice and enter it's edit mode if you are using a lattice)

with a lattice, making your edit is as simple as modifying the shape of the lattice till the object inside of it looks right then making a shape key with 'I'> mesh.

For armatures, we are now in pose mode, the bones are blue and bright blue when selected. Select one bone (it doesn't really matter you are adding weight for the last bone you clicked and or it's mirror ONLY, and only it's mirror if the model itself is perfectly symmetrical)

select the mesh object, go ahead, don;t be shy, click on it, you will be taken into that mesh's object mode, switch it to Weight Paint mode and you'll notice blender didn't forget that the armature is in pose mode or which bone you selected, you can even change which bone is selected from weight paint mode as the two modes are compatible.

Open the “n” window. Make sure X axis mirror is selected before you start painting it cuts your work in half.

Lots of options here:
Weight: float based number field (1.000), slider bar and orange buttons, for your convenience. They all control the same value, the max is 1.000 and the minimum is 0.000, ½ is 0.500 etc. Weight is exactly how much weight you are adding to the verticie per click.

Where the fuck are the verticies? Click “Wire” that should halp!
Opacity this is actually an additional divider of Weight, if for example weight is 0.500 and Opacity is 0.500 then the weight being applied is 0.250 consider it a method for extra precise weight attribution by just the orange buttons.

Size: this controls the brush size on screen, any verticies on your side of the model that are in that circle will be painted with that weight.

Clicking; If you click and drag the brush over a verticie it will change color, this color is invisible in all other modes and renders and is just a representation of the weight on that verticie for this bone. You may drag the bursh around to put the same weight on as many verticies as you need be careful though, this process has a temperamental Undo button that doesn't like to remember a lot and may only remember 10 clicks ago and not 1 click to 9 clicks ago or may not remember anything at all and revert any weight you applied since entering weight paint mode /this time/ to what you applied last time you were in weight paint mode (FUCK!). On a complicated rig it may even crash blender to do Ctrl+z at this point (use at your own risk, save first). Do remember weight painting can be undone and redone manually.

Buttons:
Mix: mix the weight you are applying with the weight that's already there. (DON'T USE THIS)
Add: only add weight to whats already there(USE THIS!)
Sub: only Subtract from the weight that's already there by the amount specified (USE THIS)

fuck the other buttons, they are fucking useless. Except “Clear” but it's only useful if you want to start over or your armature bugged the fuck out and added 0.001 weight from the right toe bone to your left pinky finger and you are having a fuck all moment because you don't know which other of the 30 bones has weight on it. (best to clear all the bones weight and start over. It only happens if you accidentally selected “Create heat from bones” when parenting or anything other than “Do not create heat”)

Animating the object itself:
you will come to the point where the object itself needs to move around, in animations this can be handled 2 ways, by moving the main parent bone of the armature controlling the object in pose mode, or by exiting pose mode and moving the Parent Object. Either one will require the 'I' button. Except you will end up splitting your animation's key frames into 2 windows then, 1: the Action Editor for bone keyframes, 2: the IPO Curve editor for Object animation keys. that set-up is actually preferred as it will allow your precious slow parent to work and allow you to merely copy animation frames in entirety to reproduce the same actions again at a different location rather that worrying about animating the armature's world location again.

Making keyframes: you have to use the “I” button to insert a keyframe in the Action Editor or IPO curve editor (these are other windows which can and probably should be added to your view for animating, just split your view by right clicking on a median and change the window's corner drop down menu icon to the desired window, the type of key you want to add can always be edited later so don't worry but do have a rough thought of the changes you have made to the object and what sort of key would be best.

Keys:
Loc (only records location)
Rot (only records rotation)
Scale (only records scale)
LocRot (records location and rotation)
and so on.
Mesh (adds a shape key, we'll get into that later, it's only for mesh objects)

Make sure to keep the frame in mind when you are making keys, the frame number can be found at the top of the button's window, you can move through frames by pressing the left and right arrows on your keyboard for 1 frame and the up and down arrows on the keyboard for 10 frames.

We will also need to edit the animation's end frame, the default is 250 to find this open the timeline window and at the top of said window there will be 2 fields called Start: and End: change end to the end frame of the desired animation you can always edit it again later if it gets longer than that. By doing this the animation will render all frames later when we tell it to by doing Render> Render Animation, Or simply pressing Ctrl+F12. Sometimes certain frames might have too much going on for your computer to process and the frame will be skipped during rendering, this means you'll have to render it alone by Render>Render Current Frame, or F12. Sometimes it may bee too much for your computer even then, meaning you will need a more powerful computer or will need to get that frame rendered by a renderfarm (which can cost you). So always render what you can render first, then go to render farms for the other frames. Keep in mind a 5 minute animation might take about 3 or 4 days on an average computer depending on complexity and it's suggested to leave the computer alone when rendering to avoid page conflicts in memory and potential BSoDs. You can also use the start and end frame to render the animation in small amounts of frames.

For final rendering I suggest individual images as the output as that can provide better picture quality, then you can add those to the blender sequence editor (it should automatically sort them if they appear to be in a numbered sequence and you are adding them all at once) add sound and render to a video file from the sequence editor with FFMpeg.


Animating with Armatures:

there are 2 basic animation methods; Auto IK, and no IK,

In the auto IK method we create links between bones so that if say, a finger bone is selected and pulled (translated ) to point at an object the rest of the arm up to the end of the link (should be the shoulder in this case) will automatically bend in a real fluid smooth unscripted way. Of course we still need to log the rotation key frames of each bone that was effected. This trick will only work for real human style movements if the bones are connected, otherwise you'll get rubber arm stretching like with Monkey D. Luffy on one piece or the Dhalsim (the indian guy) from street fighter. However as a rule; do what you need to do if that's what you need to do.

No IK, this mode allows you to edit the pose manually, the rotation of each bone is entirely up to you and provides a lot more control over the exact angles of rotation etc.

THE ACTION EDITOR:
rotate the bones to how you want them on the frame, select those bones and hit 'I' to log their rotation,scale etc. as you want this makes your key.

every time you make a key for a bone a yellow diamond will show up on that frame in the action editor, to navigate the action editor, use the same navigation keys as elsewhere, CTRL+Alt and mouse motion = zoom. Alt and drag = scroll, C = set the scroll to the current frame. Select and deselect work the same as in edit mode for verticies, G = grab the selected keys, Shift+S = snap to frame menu. Current frame is whatever frame the green line is on, nearest frame is the nearest solid frame to the key.

On the menu on the left you will see the bone name, there is an arrow to the left, click it. Select the arrow next to IPO Curves, more sub keys show up, for me it's LocX, Loc,Y, LocZ, if you had scale or rotation it would also log those, you can delete any sub keys that you need to.

Shape Key animations:

In edit mode of your mesh (you wont be able to add or remove verticies after this point so make sure it's the finished product.

The Basis Key: select the verticies you want to fuck with. Fuck with them how you want them to be at DEFAULT, press “I”> Mesh now you have a basis this is what all the other shapes you make will base their changes on. Exit edit mode to lock it in.

Key 1: advance to a frame or 10 or 20 away (however many frames you want) enter edit made, fuck with the object however you please, “I”> Mesh

you now have key 1. Stop, if you exit edit mode or render only the basis will show. That's because the basis's weight slider is at 1 and it overrides the new shape, don't worry though it still knows what the new shape is, so you don't need to remake it.

Go back to the first frame you started the shape basis on, go to the Editing Buttons (F9) over on the Modifier's panel select the “Shapes” tab. The Relative button means that the shapes are calculated based on the basis, if it's unclicked they just calculate based on themselves. The difference is if it's relative then you can mix shape keys (play them at the same time), if it's not relative then only one key can play at any time.

Use the orange arrow buttons to select your other keys, drag their sliders to 0.0.
you have now recorded your shape as 100% of the basis on this frame. Go to the second frame you want the new shape to be at (it automatically tweens so don't worry about it, that's the same with the action editor too.) if you want to see these keys as dots like in the action editor, they will show up in the IPO editor window. That way you can know what frame they are on. Anyways on the frame you want key 1 to be `100% drag it's slider to 1.0, key set! Do the same anywhere on the time line that you want to use key 1 etc.

Controlling your World: go to the shading buttons (F5) then click the World Buttons button it's like a blue ball with white lines crossing. In these buttons you will see the world's background color, the Ambient lighting's color, and the color of the zenith of the horizon. You can also add in mist or stars from here and apply a texture to the background (it's preferred to make a skybox though) also it makes things look softer if you activate Ambient Occ before rendering.

remember to select the output format and size and quality of your animation: go to the Scene buttons (F10) here you will see the /tmp/ where renders are output to by default (you may change it), you will see a button called “Edge” this will enable “toon edge” which will draw a line of your desired Edge Settings around any object's edges (so if you have the eye lashes as a separate object they will be outlined too).

There is a big orange RENDER button, this will render the current frame. Sky, Premul, Key sky renders the scene with the sky. key only renders the stuff in the camera's view and makes everything behind it Alpha transparent. Premul is also an alpha rendering option but it works differently, try it to see what I mean. BUT FIRST, you need to output to an image format that supports alpha transparency or the background will just be black.

Go to the Format tab, here you can set the output pixel size of the rendered images below which, change jpeg to Targa or png for alpha, and FFMpeg for final videos. Make sure to select the RGBA button below!!!

FPS is frames per second, kinda a nice thing to know, default is 25 FPS you can change it to what you like.

Q is quality, change to 100 for best quality.


The other big ANIM button will render the whole animation. There are 2 buttons below, Do Sequence and Do Composite, “Do Sequence” will render the sequencer window instead of the 3D window. I ahv never used Do Composite so it may be useful/useless. You may also change the start and end frame for the animation here too just in case you forgot. The play button allows you to play back the rendered animation before saving it.


Now you know how to animate at a moderate level.

Softbodies, rigid bodies and baking geometry will be the next tutorial

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Tue Mar 21, 2017 7:52 pm
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Post Re: Blender 2.49b Python 2.6.2
New Tutorial: GLSL Materials and color changing in game. (2 part tutorial)

Part 1: Changing to set colors.

So you may have noticed that it's hard to animate a color change in game, and seems impossible when using GLSL materials (that nice shading mode that makes all your textures and game stuff look professional).

So, before this tutorial you've been using ME materials, well today we're going to learn the significance of OB Materials.

to make it short, ME materials work under GLSL for most purposes, except changing the object's color or alpha transparency. there may be additional reasons for it but for today I'm using this as an excuse to teach you more about IPO animation.

Today we'll use the default cube for ease.

go up to the GAME menu at the top of the 3D view and select "Blender GLSL"

under the materials buttons, delete the material.
click the OB button and add a new material.

change the color of the object to what you want the starting color to be (just for your own ease)

split the 3D view into 2 windows, make the new window the IPO curve editor (covered in the Animation Tut)

now we're set-up to begin, but here's where it gets Fucky Sucky. unlike with other animation you can't just hit 'i' and record a keyframe, even if you put your mouse over the materials window and hit 'i' and selected 'RGB' that would record the RGB values to the fucking material IPO channel and that shit only works in Blender Multi-texture mode NOT GLSL!

So.. we're going to have to manually make keys and set their values.

First look at the bottom of the IPO window, you'll see a bunch of numbers on a ruler like thing, this is the frame number. Scale it with Ctrl+Alt until the numbers are in sequences of 1, then Alt and drag until you are seeing the first 6 frames (1 - 6)

by default you should be in Object IPO mode, this is where you need to be.

on the right side of this window you'll see all the things you can add object IPOs for in GLSL (ALL OF THEM WORK IN GLSL). first thing is Click the ColR text on the right side, when selected go into your IPO window and hold Ctrl and left click somewhere as close to the first frame as possible.

make another one on the second frame

now you have to as yourself how many color swaps you want to have. I did 3, one solid Red, one solid Green, and one solid Blue, but you can do what ever you like. however for each one you will have to add 2 keyframes (one starting frame for the color, and an ending frame for the color) so for 3 color changes you should add 6 keyframes.

Technically if ColR wont change between frame 3 and 6 you could just put in a 4 keyframes at (frames: 1,2,3 and 6) this would mean the red color is the strongest at frames 1 and 2, and is 0.000 at 3 through 6.

OK so you've decided how many keyframes you'll need and made them, now we need to control them to match the object's color on frame 1.

right click the frames, then hit Tab, they should turn yellow and have 2 extra dots on each side for controlling the curve's angle. just click the center dot of the first keyframe.

hit 'n' to bring up the control window, you should see a bunch of numbers, ignore most, the 2 numbers on the bottom are what you need, the left most button is the frame number make sure for the first frame that shit is fucking 1.000! the next number is the intensity (from 0.000 to 1.000. this is where our color we made earlier comes in handy, in the material buttons window observe the decimal value for Red, enter this number exactly as is into the bottom right number field in the control window in the IPO curve editor for the first keyframe.

now the second dot should be identical, except it should be on frame 2.000 and an intensity of whatever your Red value is.

now the third frame should be on frame 3.000 and so on.

Now on the right side click only ColG, repeat the steps for ColR but instead make the points on the keyframes show the Green Intensities for each color change.

Now on the right side click only ColB, repeat the steps but for the Blue intensities.

IF your material is set to Transparent and you have used the Alpha slider to control transparency, then you'll need to make keys accordingly for the ColA option. IF NOT you have to add in the Alpha keys Anyways! (do remember to set your object's alpha slider to 1.000 or the alpha slider's value will be added to the Alpha IPO modifier!!! (if the Alpha slider is 0.5 and the Alpha IPO is 0.5 the outcome will be an object that is at Alpha 0.25!))

now make your materials second color in the material buttons window and repeat the process starting on frame 3 and 4.

now make the 3rd color and repeat the process on frames 5 and 6. etc.

now back in your material buttons there's a button called ObCol, click it, it's vital for this operation without it the color wont change because it will be reading the material color instead of the object color.. (again this will not work for ME materials!)

now in the Logic Buttons (F4) make as many sensors as you made colors and make each a Keyboard sensor (just for ease), (I used 3 sensors, one for Key R, one for G and one for B) connect each to it's own 'and' controller, then connect each and controller to it's own actuator, change the actuator to an IPO actuator.

Change the start frame and end frame to match the start and end frame for the colors you've chosen. (for example for me, solid Red was frame 1 and 2 so for the R Key on the keyboard I put in start frame 1 and end frame 2 in the IPO actuator, then for G key frames 3 and 4, and for B key frames 5 and 6 etc.)

put your mouse in the 3D view window and hit 'p' now tap your keys which you set the change the color. the color now changes in game.

Edit: Also do note you can switch to textured mode and this shit still works.

Edit 2: one very important thing here; do keep in mind because this is an OB material and we clicked the 'ObCol' button, that means all texture colors will have this color added to them AND the object's original color will be added to the changed color! so it's best to set the object's color to pure white initially that way all the colors we've made are modifying White instead of something else and will retain their desired color instead of red+green = diarrhea brown (for example)!

Stencils: this also means that any textures you actually put on the object will also be changed to add this color, so a white texture will become the same color as the object. if you don't want this there are several things you can do,

1: make a separate object/copy (a copy will copy the animation rig, that could be important!) for different colored textures (with alpha settings to show the original underneath it) and parent it to the original. you will have to make the original a slight bit smaller though otherwise they will overlap.

2: in edit mode make a copy of the object (this should copy animation rigging too), select only the new faces (move them off the original in edit mode space for ease) add a new material (it can be ME or OB), under the edit mode buttons (F9) and under the Links and Materials panel switch the material to the new material. under the texture buttons make a 'single user' copy of the texture by clicking the numbered button next to the texture name. you may now delete that texture while selecting these faces and or replace it with a new texture. to finish up select the original faces and scale them a bit smaller, then put the new faces back on center over the original faces). you may also change all the material and texture settings on the new faces including un-clicking the 'ObCol' button to make it uneffected by the object color. in this way you keep everything as one object but with 2 materials. keep in mind you can even make a new UV layout for the new faces as UV's are based on individual faces (the original faces will be uneffected).

#1 is good if you want both materials to be able to change colors based on RGBA IPOs.

#2 is good if you just need the second texture to retain it's original color.

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