|
Getting Started With Blender
Quick steps to becoming proficient with this
moddeling and animation program.
The "3D view" :
This is the main frame that displays a representation of what you are
working on. For now, press the "z" key and see if this shows
you the wireframe or "solid" mode. There are many possibe
ways to view the objects in the 3d view, some better for one thing than
others. After trying the z key a few times try the numpad 5 key. This
switches back and forth from ortho and perspective, perspective being
more realistic and probably more like the final result you will be trying
to get.
Each seperate mesh object is edited seperately. If there is an object
(by default there is) click it, usualy with the right not left mouse
button. It should seem highlighted. Now pressing tab should change the
display to show you the points at the end of each plane/face. Right
click them to start moving and left click them to accept the new position.
Hold control and click to make new points. Select points, hold shift
and right click several, and press "f " to try to connect
them with a plane.
New objects should be easy to add with the add menu. If you are in
the "edit" mode a new mesh object may appear in the current
one, basically merging the two.
Materials
One way to get colors and textures, as well as specularity and reflection
effects, is to assign a material to the object (or just part of the
object). The "material buttons" can be found by clicking the
grey ball icon, then the red ball icon. choose add new if it appears
blank. Click text face and vcolor paint if you are making game models.
This will make the game textures appear in a normal render, but is not
needed for anything else.
UV Face Select mode:
Seect the mesh object and make sure you are in object mode not edit
mode. Now click f, you should get lines around the faces of the object.
This is the mode used to assign textures. Also click below on the black
square with yellow corners. This is the editing buttons but it will
also show the face uv editing buttons when in face select mode.
Further Texturing
Next you will want to make another cell, currently the screen probably
has 2 and a third one collapsed on top where the menu is. Left click
around the window till it lets you split the area. Then you'l get a
new cell. Go to the cell menu on the left and select UV/Image from the
dropdown of icons. This is the screen that shows uv faces and the actual
texture. Use that frame's menu to load an image, which will be shown
as the object texxture if the object's faces are selected.
|
Blender is usefull for creating game models and levels for many engines
and game formats. It doesn't have them all built in but it's Python scripting
abilities are very extensive and there are pre made exporters available
for many things. For crystal space levels, save your level as a blend
file and get the blend2cs program from Blender.org. It's a seperate program
that converts the file.
Python
In Blender Python is written into the text section, which can be reached
by the icon menu on any cell, like the UV/Image Editor. Pythin code
is very dependant on whitespace and indentation. Here is a non functional
example:
def findx(x,array):
i=0
while array.length>i:
if array[i]==x:
return true
return false
|
To execute Python code instantly press "alt p". It can also
be assigned to an event. Iin the game engine it is assigned in the logic
bricks. Game engine functions and objects are quite different from Blender's
gui related features but both share most Python functions. You could
include Python modules from a standard Python installation if you wanted
more functionality.
Blender Images
Gallery
|