http://poopinmymouth.com/process/character_tutorial/character_process.htm
If you're doing animation - put a tutorial in for rigging (segment 1) and then just keep expanding it with further segments. I assume that after having a model, rigging is first. Correct?Correct. Making a good armature can go a long way to make animation a lot easier. A while ago I redid a couple of animations for one of Dark Magic's units, and I had to mostly redo the armature because I could barely make sense of the other guy's work. I'll be sure to make this the first part of my tutorial.
http://www.animationforcreation.com/2008/09/lesson-one-basics-of-blender.htmltry it out - scroll down and view the flash videosIf you're doing animation - put a tutorial in for rigging (segment 1) and then just keep expanding it with further segments. I assume that after having a model, rigging is first. Correct?Correct. Making a good armature can go a long way to make animation a lot easier. A while ago I redid a couple of animations for one of Dark Magic's units, and I had to mostly redo the armature because I could barely make sense of the other guy's work. I'll be sure to make this the first part of my tutorial.
3 shows the circle in from another view (not sure what to call it)It's called side view :P
Umm.. u can just go into edit mode by pressing 'TAB'.It's pretty close to what's called "Three-quarters view" (3/4 view) that's used frequently in RPGs (like the original fallout, for instance). Nothing like a diagonal angle to fake the third dimension!
Yes, unless ur in edit mode the circle always faces the Z axis when u create it, if u go into any other view i.e. num 3 or num 1, it appears to be a line, that's because all its verts are on the same plane.
1 shows the circle in side (num3) view.
2 shows the circle from top view (num7).
3 shows the circle in from another view (not sure what to call it).
(http://img36.imageshack.us/img36/1928/tutjw.th.png) (http://img36.imageshack.us/i/tutjw.png/)
Sorry for the double post, but was the guy me :D, if so please correct my mistake, tell me what i did wrong. :)Yeah, actually it was. ;D
Ideally we should have an art or design subforum. Right now everything goes into the mods forum and either is out of place or gets pushed down as new mods and other posts show up.
did you mean Audacity?
This is a two pass coding you have to run both lines!:
mencoder.exe inputvideo.avi -ovc lavc -lavcopts vcodec=mpeg4:vhq:vbitrate=400:vpass=1 -oac mp3lame -lameopts cbr:br=56 -o outputvideo.avi
mencoder.exe inputvideo.avi -ovc lavc -lavcopts vcodec=mpeg4:vhq:vbitrate=400:vpass=2 -oac mp3lame -lameopts cbr:br=56 -o outputvideo.avi
Welcome to the Blender Help Center.
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MODELING SECTION
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[size=15pt][u][b]TEXTURING SECTION[/b][/u][/size]
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Hectate's video:
In this video:
Basic unwrapping functions (including keyboard shortcut buttons)
Basic UV manipulation
Exporting a UV to an image for manipulation
Programs required:
Blender3D (version 2.48a used)
Watching this in HD is recommended.
Youtube Link:
[url=http://www.youtube.com/watch?v=EEVFzyS4Xog]http://www.youtube.com/watch?v=EEVFzyS4Xog[/url]
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[color=red]--------------------------------------------------------------------------------------------------------------[/color]Well, I'm just going to ask someone who is very good at Blender to make this.How can you judge people wen you don't do them your self.
Candidates:
Omega
John.d.h
gAMeboy
Titi
Candidate Requirements:
Good at describing things.
Has the patience/concentration to create long/detailed posts.
Has good modeling, texturing, and animating abilities.
Puts forth good effort in work.
There are a lot of people who miss these requirements by just a tiny bit.
He is not judging in the sense that he is punishing or making a weighty decision, and I am sure if you can prove it he will change his list, being the good and well-informed citizen he is. ;)Well, I'm just going to ask someone who is very good at Blender to make this.How can you judge people wen you don't do them your self.
Candidates:
Omega
John.d.h
gAMeboy
Titi
Candidate Requirements:
Good at describing things.
Has the patience/concentration to create long/detailed posts.
Has good modeling, texturing, and animating abilities.
Puts forth good effort in work.
There are a lot of people who miss these requirements by just a tiny bit.
https://docs.megaglest.org/Video_tutorials
Blender is a very interesting subject, so could someone (arch?) give me a few ideas (preferably a short list, to give me a few choices) of possible video topics? Thanks.
If somebody would put together a good tutorial on UV unwrapping, I'd greatly appreciate it. I know how to do it but currently I suck, so I could really use some pointers on how to make it look good.^ That, please. :)
are you sure that you followed the tutorial to the period? you may have missed something...
Could I see the .blend?
So......Could I see the .blend?
I don't think normals mater in glest.
Quote from: -Archmage- on Today at 07:53:26
So......
Quote from: -Archmage- on April 20, 2010, 15:30:32
Could I see the .blend?
I pm-ed you w/ a link to the file.
Yah the texture is on the inside of the model, I flipped some normals and stuff, but the model simply needs to be re-unwrapped, and maybe re-textured.
Seanachaidh, if you're going to re-unwrap the model, please let me fix it up some more.
Yah the texture is on the inside of the model, I flipped some normals and stuff, but the model simply needs to be re-unwrapped, and maybe re-textured.If all the faces are facing inwards you can just select everything in Edit mode and do Ctrl+F and 1 to flip them all at once... Works even better than Ctrl+N! ;D
Seanachaidh, if you're going to re-unwrap the model, please let me fix it up some more.
Yah, It dosen't mater in glest I am 100% sure.Yep, I just confirmed that myself. :)
But the key to good animations really is good armatures, so learn them well. Wink
True. But you'll develop it much better with a good rig (for which doings will require developping skill too ;D ). :)QuoteBut the key to good animations really is good armatures, so learn them well. Wink
No that's about half the key, the other half is developing skill.
Where I learned most of what I know about Blender is right here:
http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation (http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation)
Check the wikia. There's a "simple animation tutorial" video in there. ;)
But the key to good animations really is good armatures, so learn them well. ;)
Check the wikia. There's a "simple animation tutorial" video in there. ;)
But the key to good animations really is good armatures, so learn them well. ;)
O, sorry you are trying to keep this a secret?
And ok Ill PM you the blends.
Check the wikia. There's a "simple animation tutorial" video in there. ;)
But the key to good animations really is good armatures, so learn them well. ;)
Does anyone have this video in something other than AVI? I'm unable to view and AVI at the moment, I'm havin a hell of a hard time finding the correct codecs.
Could you rephrase it? I'm not sure what you meant.
I was wondering if there was a way to transfer anims to the blend w/ the finished texture, instead of transfering the texture over to the one w/ the anims.Open the blend with the texture, File > Append or Link > navigate to the file with the animations > append/link the armature > repeat for each action you want to import > ??? > Profit!
Open the blend with the texture, File > Append or Link > navigate to the file with the animations > append/link the armature > repeat for each action you want to import > ??? > Profit!
because the bones are connected, I can't resize individual parts of the UV Map.Uh... what? :confused: That shouldn't be even remotely true.
you can modify the vertices although they are connected to bones. But maybe you loaded an existing g3d and see this effect?
sometimes its shown white, sometimes black. If ou are shur you have transparency in the tgas, just ignore what blender displays in this case.Yah, its always wacky for me.
But if someone knows a trick how blender properly displays transparency ( at least in object mode ) it would be great.
Does it only look wrong in Blender, or does it also look wrong in the G3D viewer and/or in Glest? If it only looks wrong in Blender, you can safely ignore it.Yes, definitely.
you could PM it to me and I could look at it.
Maybe the white is on a layer underneath the alpha in the targa?
P.S. I'm starting work on the Command Center right now, so if anyone wants to help out on that, please let either me or Zoy know.
Why not send us your blend model?Sorry for my late answer... and Thank you for this list. I'll try now converting the triangles and then i will you post the result. I have Python 3.1. At the moment i haven't much time, so i try it in a hour or two. I work also by SuperTuxKart. And (here is it a bit of a problem, i tihnk :| ) i use Mac os x (i have installed win xp too).
Common problems:
-Not converting faces to triangles (select all in edit mode and hit ctrl+t)
-Not selecting the objects in object mode when exporting (only selected objects are exported)
-I've heard rumours that the exporter needs a certain version of python? I'm not sure... To my knowledge, the 2.6x series of python is backwards compatible (but NOT the 3.x series, which is used for blender 2.5). Possibly try installing python 2.5
-Descriptions?
Hey guys,Sometimes this is the result of an overlap. For example, if your object rotates 360 degrees in 13 frames (i.e. 0 on frame 1, 30 on frame 2 ... 360 on frame 13) and you included all 13 in the export, then it would play frame 13 as 0/360 degrees and then loop back to the beginning and play frame one as 0 degrees as well, so it appears as a momentary "hiccup" in the animation. That could be what you're experiencing. If so, the solution is to export all except the last frame (in this example, 1-12, but not 13).
I finished the command center, but I'm having some trouble with the animations. I posted about it in the official thread:
https://forum.megaglest.org/index.php?topic=5622.msg56552#msg56552 (https://forum.megaglest.org/index.php?topic=5622.msg56552#msg56552)
I mean, it looks fine, but it's still a little jerky, it will be fine for the beta.
but I had some trouble with the rotating animation for the ring. after the animation is finished, the ring slows down and sometimes stops momentarily before beginning the animatioin again. I'm pretty sure I've seen continuous rotating animations on Glest before, so I was wondering what the best way to do a smooth continuous rotating animation. Any ideas?
Thanks in advance! :)
John D. H.: what do you mean by hiccup, cause what i'm getting is more of a smooth "stop," if that makes any sense
Omega: I put it in moderately small increments, and the rotation itself looks fine, but I'll check and see if the last key needs to be deleted, like John said, thanks guys.
Sometimes this is the result of an overlap. For example, if your object rotates 360 degrees in 13 frames (i.e. 0 on frame 1, 30 on frame 2 ... 360 on frame 13) and you included all 13 in the export, then it would play frame 13 as 0/360 degrees and then loop back to the beginning and play frame one as 0 degrees as well, so it appears as a momentary "hiccup" in the animation. That could be what you're experiencing. If so, the solution is to export all except the last frame (in this example, 1-12, but not 13).
Sometimes this is the result of an overlap. For example, if your object rotates 360 degrees in 13 frames (i.e. 0 on frame 1, 30 on frame 2 ... 360 on frame 13) and you included all 13 in the export, then it would play frame 13 as 0/360 degrees and then loop back to the beginning and play frame one as 0 degrees as well, so it appears as a momentary "hiccup" in the animation. That could be what you're experiencing. If so, the solution is to export all except the last frame (in this example, 1-12, but not 13).
Seana, isnt this what i said? ;)
hey guys, it's been a while since I posted on here, anyways, I know the models for glest need to be low poly, I'm finishing up work on the anti-air unit for the Crincillin faction, and was a little worried because I have used a little more polys that usual, anyone know a good amount of polys that one should shoot for, and if so, ow would I check the number of polys on my model, thanks in advance.The polygon count is shown in Blender here:
Hope If you need clarification just say so. :)
Blend1 files work perfectly fine. They are backups, and are simply the full file with a different name (.blend*, where * is the backup number. By default, only one is created. I disabled these because of the clutter they caused). Just rename it to be blend for it to work.Thanks man, really appreciated. At least I know that the problem is my install of scripts not the model itself.
EDIT: Works fine to me. G3D and image are below. As I mentioned before, setting solid colors won't work, so there's no texture.
(http://img146.imageshack.us/img146/1451/imagejwj.jpg)
Download G3D (http://www.mediafire.com/?5loijy8o6ed6ndi)
Nothing wrong with the blend that I could see, though I did merge the model into one object, out of personal preference.
EDIT2: This should explain how to set up the exporter well enough: http://glestguide.co.cc/blender_tutorial4.php
Thanks I really appreciate the help :)First thing I noticed when downloading your file was that it was 3 megabytes... For a building... Remember to set the start and end frames to one!
I'm not sure what you mean by the whole output. :-[ It does output an XML now that i looked for that. I uploaded the XML here.
http://www.mediafire.com/?46y6midwgqrs3v9
Is there a way to convert the xml to g3d now that it's outside Blender?
For reference, the model (I'm hoping) looks like this:
(http://i53.tinypic.com/2nqd63r.jpg)
I'm not sure what you mean by the whole output. :-[ It does output an XML now that i looked for that. I uploaded the XML here.
Hi,war.Thanks!
Your building models looks elegant.glad to see another potential glest modder friend.
btw What kind of mod are you planning to create? historical?fantasy,sci-fi?or something completely new? :|
What color do you use on TGAs to show as team color?Alpha/transparency. In case you don't know how to do that, just add an alpha channel and erase the area you want to make into alpha. Partial transparency also works, making things partial team color -- useful for making it darker or adding detail to it.
What color do you use on TGAs to show as team color?Alpha/transparency. In case you don't know how to do that, just add an alpha channel and erase the area you want to make into alpha. Partial transparency also works, making things partial team color -- useful for making it darker or adding detail to it.
Here is a simple video about making a hut in blender, amde by Eliminator.
Ha! Skimming the last few pages of this thread reminds me how much help I've received getting to where I am now. I'm sure threads like this took months off my first mod.
I'm going to try to add bumb maps to some units, anyone know how to do that it blender in such a way that it works in MG and GAE?
I'm going to try to add bumb maps to some units, anyone know how to do that it blender in such a way that it works in MG and GAE?
I'm not sure that grayscale bump maps work in GAE :look:How did you get them to show in game? And can you share some of the actual bump map images? Thanks man
Using coloured bump maps looks like this:
(http://img151.imageshack.us/img151/3538/normalcomparison.jpg) (http://img151.imageshack.us/i/normalcomparison.jpg/)
The bump maps are actually pretty bad since the automatic normal map generator is very poor compared to properly generated normal maps :( It only works acceptably for solid areas of colour.
For my first question, I'd like to know how to figure out how to choose the number of vertices of a mesh when I add it, in the previous version, it asked you to input the # of vertices by default, but now when i add and object, it doesn't ask me that, and I get stuck with the default number of vertices for i.e a circle (32 btw), and I can't figure out how I could make a circle with 16 vertices. I'm guessing this is a fairly simple question, but I can' figure it out.I'm afraid I'm still using 2.49, so I haven't a clue.
For my second question, I was wondering if there is a way to push multiple objects outwards from a point while still keeping their proportions and sizes intact? for example, I want to push the tops of for cubes away from the center on the z axis, and still maintain the same size and proportions of them. you can do this with single vertices, because the don't have any proportions or sizes to be altered.Extrude? Again, no clue how it's done on 2.5x, though it was hotkey "e" on 2.4x...
Extrude? Again, no clue how it's done on 2.5x, though it was hotkey "e" on 2.4x...I think I may have not been clear on my second question, I don't want to add faces, I just want to move multiple unconnected meshes away from a center point without extruding, or changing the size, kind of like how you can take 2 points that are on the opposite sides of a mesh and scale them so that they're farther apart. Does that make a little more sense? I'm not entirely sure how to put it, it is a rather specific action, but hopefully not too specific. If it's unclear, I'll try using a picture.... :/
Either it's not rendering because it's too high poly, and my computer can't take it, or I pressed something I shouldn't have and made it invisible.