Author Topic: Learning Blender Help  (Read 10987 times)

modmaker

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« Reply #25 on: 13 April 2008, 23:03:21 »
Well I was going to go with a round shield, but I couldn't edit the shield object without deselecting the guy himself, and that made him do that funky little mash-up thing.  So I just didn't get around to the shield.
I'll try this again, but if it doesn't work this time, then so help me...
« Last Edit: 1 January 1970, 00:00:00 by modmaker »

ZaggyDad

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« Reply #26 on: 14 April 2008, 01:34:44 »
Ok, I'll make my own version of it, just in case it doesn't work again.

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

modmaker

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« Reply #27 on: 15 April 2008, 21:17:23 »
Okay, I have a new problem.  I can't get blender to import anything now.  I think I'm following all the steps right, but it won't work.  Any ideas?
« Last Edit: 1 January 1970, 00:00:00 by modmaker »

ZaggyDad

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« Reply #28 on: 15 April 2008, 21:20:51 »
What exactly do you do?

And does the script give off an error?

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

modmaker

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« Reply #29 on: 15 April 2008, 21:21:53 »
I go to scripts, import wizard, and then it does nothing.
« Last Edit: 1 January 1970, 00:00:00 by modmaker »

ZaggyDad

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« Reply #30 on: 15 April 2008, 21:48:23 »
Does the panel turn black? If so, you need to make the panel bigger. Otherwise, you might want to reinstall it. And you should check the blender console thing. (it comes up with blender)

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

modmaker

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« Reply #31 on: 16 April 2008, 03:59:31 »
Okay, I just restarted Blender and now everything is happy.  No cause for alarm.
« Last Edit: 1 January 1970, 00:00:00 by modmaker »

modmaker

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« Reply #32 on: 24 April 2008, 03:13:47 »
Okay, I have a question.  How do you make changes in edit mode carry over to object mode?
I just spent hours in edit mode fixing and correcting and changing, then when I put it in object mode to see if it jacks up like it was doing, it just snaps back to the original figure and all of my editing is lost.  What gives?
« Last Edit: 1 January 1970, 00:00:00 by modmaker »

weedkiller

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« Reply #33 on: 24 April 2008, 12:24:18 »
hm. only thing i can guess is you still have shapekeys in that model.

Shell i make a serie of pictures to show all steps neccessary to edit a imported g3d (ok, all steps i think which are important..) ?
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

modmaker

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« Reply #34 on: 24 April 2008, 14:19:51 »
Sure!  That would be fantastic!  I'm dying here.
« Last Edit: 1 January 1970, 00:00:00 by modmaker »

weedkiller

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« Reply #35 on: 24 April 2008, 17:46:02 »
Ok, i made it..
Its a animated gif, that was the easiest way to get all that images to one bundle.
To have a close look at the several images open it wick GIMP or perhaps you have a gif-player which can "pause" the play, i think windows mediaplayer could do that.

blender_import
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

modmaker

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« Reply #36 on: 25 April 2008, 02:36:02 »
Oh, now it makes sense!  At least the part I was having trouble with does.  I haven't taken the leap to UV/texture mapping yet, but I'm sure that this will come in handy when I do.  You should post this somewhere more prominent as a tutorial.
« Last Edit: 1 January 1970, 00:00:00 by modmaker »

wciow

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« Reply #37 on: 25 April 2008, 09:39:33 »
Nice tutorial for newbies Weedkiller. Explains the basics of importing and editing a model very well  :D
« Last Edit: 1 January 1970, 00:00:00 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

weedkiller

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« Reply #38 on: 25 April 2008, 10:20:15 »
Thanks  ;)
only problem for me is: I know much stuff on how using blender, but my creations are sometimes so bad (from state of art), thats cruel  :-[
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

ZaggyDad

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« Reply #39 on: 25 April 2008, 16:42:43 »
Well, your animations have been a lot better lately. I especially like the crossbow's (or ballista's) animations. And the axe thrower is really good, too. And they both have good textures.

I think if you make another mod, you could have Baida and Titi make the models, and you and I could make the animations, and you could do texturing (and maybe Titi, too...), and I could do the icons.

Btw, do you think you're going to make a new mod?

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

weedkiller

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« Reply #40 on: 25 April 2008, 17:19:09 »
hehe, thanks for the flowers, but the crossbow is completely titi's work  8)
I think theres some work from me at axethrower...

Yes new mod mabye cool. But thistime units must really be individual and only a techtree big as the original one.
I am also not sure about the theme. Do you have an idea?

//EDIT:
we should really have a set of concept-paintings before we start modelling..
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

ZaggyDad

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« Reply #41 on: 25 April 2008, 19:22:25 »
A Greeks faction. A Persians faction. A Romans faction. A Britain faction. I especially like the ancient ones, but we could do tons of Medieval factions, too.

Btw, I think you should rename the crossbow a ballista.

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »

modmaker

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« Reply #42 on: 28 April 2008, 22:54:21 »
Hey guys, as much as I appreciate the tutorial above, (REALLY helpful, btw), I am having trouble figuring out UV mapping.  I've figured out basically how the whole "move the triangles on the picture to apply that texture to that triangle" concept, but I guess I need to know how to export the default picture (with the triangles) from an imported model, edit it, and then import it again.  Also, it would be nice to know how to fix all of the triangles' placement on the texture image without doing it all manually (all of the new triangles seem to radiate from the top right corner, instead of being sensibly connected).  Sorry if I'm a slow learner.  Thanks for all the help!
« Last Edit: 1 January 1970, 00:00:00 by modmaker »