Blender

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[edit] Intro

Open Movie made with Blender "Elephants Drean":

http://www.stage6.com/Animation-newbies/video/1019918/Elephants-Dream---1080p-MP3-surround

[edit] Resources

[edit] Tutorials

http://www.garagegames.com/blogs/35183/13546

http://www.gametheory.ch/index.jsp?positionId=46506&displayOption=

http://www.lowpolycoop.com/forum/viewtopic.php?t=8&postdays=0&postorder=asc&start=0

Texturs with blender: http://www.lowpolycoop.com/forum/viewtopic.php?t=180

Blender_3D:_Noob_to_Pro: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

Course with video tutorials: http://ocw.tufts.edu/Content/28/learningunits/353029

List of video tutorials for the course: http://ocw.tufts.edu/Content/28/supplementarymaterial/366743

http://stage6.divx.com/videos/tag:elearning

http://psycho3d.de/index.php?page=tutorials

http://e2-productions.com/repository/modules/tutorials/

http://www.blender3dtutorials.com/

[edit] Getting Started

http://www.blender.org/tutorials-help/tutorials/tutorial-folder/blender-user-interface-tutorial/

[edit] Video Tutorials

http://www.blender.org/tutorials-help/video-tutorials/getting-started/

http://www.ibiblio.org/bvidtute/

[edit] People, Courses and Institutions

Courses for blender:

http://www.tweakingknobs.com/

[edit] Install Blender

[edit] Linux

Kubuntu 7.10 and some Nvdia card: see:

start with:

blender -w -p 0 0 1270 945

http://ubuntuforums.org/showthread.php?t=604749


[edit] Texureing and UV-Mapping

http://wiki.blender.org/index.php/Manual/Unwrapping_a_Mesh

http://biorust.com/index.php?page=tutorial_detail&tutid=85

http://membres.lycos.fr/bobois/Tuts/uvmapping/uvmapping01.html

http://www.parastudios.de/3d/tutuv1.html


By default, Unwrap uses the Angle-Based Formula, or ABF. If you want to use Least-Squares Conformal Method (LSCM) instead, change Angle-Based to Conformal. The reason why ABF is default is because it is generally better than LSCM. There may be some exceptions for that though, so if an unwrap just isn't clean to you, try conformal.


[edit] UV-Maps

The UV coordinates and image links are automatically saved with the mesh in the .blend file. There is nothing extra you need to do.


Saving an outline of your UV Layout

As a way of communicating to an artist who is painting your UV Texture for you, Blender offers a script called Save UV Face Layout (located in the UV/Image Editor Window, UVs menu) that saves an image in Targa format (.tga) for the object you have selected. The image is an outline of the UV face mapping.

[edit] DTS Exporter

[edit] Download

http://www.garagegames.com/mg/forums/result.thread.php?qt=69056


projects.blender.org/plugins/scmsvn/viewcvs.php/branches/?root=torqueexporter


http://www.garagegames.com/blogs/35183/13382


You can download the new release at the exporter project page: http://projects.blender.org/frs/?group_id=95


http://www.garagegames.com/mg/forums/result.thread.php?qt=63491

[edit] Documentation

http://jsgreenawalt.googlepages.com/HowToSetupTexturesAndMaterialsInBlenderForExportToTorqueDTSFormat.html


http://www.cs.du.edu/~leut/3821/blenderExportNotes.html


http://www.mindlube.com/tge-forum/howto/BlenderDTSExporterHOWTO.pdf


http://tdn.garagegames.com/wiki/DTS/Blender/Exporter_User_Interface_Overview


FAQ: http://tdn.garagegames.com/wiki/DTS/FAQ/Blender_FAQ


http://tdn.garagegames.com/wiki/DTS/Blender/Downloading_and_Installing_the_Exporter

[edit] Forum Threads, Blogs and talking..

Animation with Blender: http://www.garagegames.com/mg/forums/result.thread.php?qt=33688

http://www.lowpolycoop.com/forum/viewtopic.php?t=8&postdays=0&postorder=asc&start=0

www.garagegames.com/mg/forums/result.thread.php?qt=63491

http://www.garagegames.com/mg/forums/result.forum.php?qf=134

[edit] Tutorials for exporter

http://www.junkyardcat.net/blender/index.htm

http://www.junkyardcat.net/blender/gusplayer.htm

http://www.junkyardcat.net/blender/gusanim.htm

http://www.users.on.net/~symes/gamedev/videotuts/videotuts.html

[edit] Blender Models and Examples for DTS Exporter

Blender Orange Guy http://www.garagegames.com/blogs/35183/13546


[edit] Create Model and DTS-Export

  1. Empty-Objekt named "Shape" is parent of Empty-Object named "Detail32" that is parent of the object to export.
  2. Collision object (e.g. a Cube) is parented to an Empty object named "Collision" (once "Col0"), this Empty must have "Shape" object as parent.
  3. After UV-Map, check in the material list of the exporter for the Texture Image file. Refresh it.
  4. Enable Material->MapInput->UV.
  5. DTS Exporter Script View: Check filename in General->Output.
  6. DTS Exporter Script View: Use Export button on meterial tab.
- Shape
- - Collision (empty object)
- - - Cube (collision object)
- - - - Cube (collision mesh)
- - Detail32
- - - Monkey (object)
- - - - Monkey (mesh)
- - - - - Fur (material)
- - - - - - Fur (texture)

[edit] Tips, Tricks and Checks

  • In Linux: Change the Path for Textures to lokal ./ directory (there may be some DOS Pathname bug).
  • With the new exporter the name of the material must not have to match the texture image file name.
  • LSCD can be selected when you go in Face-Select Mode to the edition buttons->UV->Calculations

[edit] Bone Amimation

  • Armature is child of Detail32
  • Connect object to bone
    • In Object-Mode select Objekt
    • Change to Poser-Mode
    • Select Bone
    • Make Parent (CTRL-P) -> Bone
  • PoserMode, Select Bone, insert key-frames
  • Last frame and first are automatically blended in torque, thus they do not have to be the same
  • Render Buttons (F10)->Anim-Tab-> End set to e.g. (61)


[edit] MISC Blender Exporter

[edit] MAP files -> DIF

Blender2crystal : http://b2cs.delcorp.org/index.php/Blender2crystal


[edit] Game Engines using Blender

[edit] Bzoo

http://www.bzooworld.org/

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