Tutorial blender quick workflow testpage: Difference between revisions

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basic info for a tutorial .DAE for springrts
 
m add some info
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=each step for make a model in blender and export in .dae format to blender and make a texture for it=
=each step for make a model in blender and export in .dae format to blender and make a texture for it=
::required :
::<big>required :</big>
::blender2.65
::blender2.65
::paint.net or gimp
::paint.net or gimp
Line 6: Line 6:


==blender basic usage :==
==blender basic usage :==
*views
:3dview edit windows
:tabs : edit object modes (face edge vertice when edit), magnet to grid , wireframe color textured
:propreties seting windows
:uvmap uvamp window
:info add mesh save load files  infolog windows


*blender default keys:
===blender default keys:===
:wheel mouse zoom
:wheel mouse zoom
:midle mouse rotate view
:midle mouse rotate view
Line 25: Line 19:
:B box select
:B box select
:C circle select (wheel for scale the circle)
:C circle select (wheel for scale the circle)
:shift S snap
:shift S snap
:P separate
:P separate
Line 35: Line 27:
:S scale
:S scale
:E extrud
:E extrud
:use local axe (piece axes) :double key the axe (G+z+z) or mode local than global
::scaling all else an axee :shift axe ( S+shift+z)
*===the Windows in blender :===
*views
:3dview edit windows
:tabs : edit object modes (face edge vertice when edit), magnet to grid , wireframe color textured
:propreties seting windows
:uvmap uvamp window
:info add mesh save load files  infolog windows
*"3D View" windows
: z switch to wireframe or material mode show
: TAB switch to edit mode or object mode
*"info" windows
: open save file
: export import /colladata(only selected to switch)
: add mesh plane cube circle UVsphere (F6 for edit the number of ring and segment and size)
: <small>optionnaly :add lamp and camera for make render</small>
*"properties" windows
:tabs are:
::add material alow making uvmap colored (else use the same material dfor all pieces)
::add texture new, type:image or movie , coordinates:uv
::render for make picture or movies of the model
::object data : camera light edit
*"UVimage editor" windows
:select an object in 3Dview TAB to edit mode select all A key
:in UV image editor open image select a image exponant of 2(1024),A key select all ,UVs / export uv layout with diferent name for each objects
:view/draw other objects
:in 3Dview windows back to object mode keep the previous piece selected and tab edit mode for the new (highlighted
:in UVimage editor you see in dark the other selected piece and must use scale move for all the piece can not colide on the same image
::this will only erxport the material color on the picture and the shapes of the faces




:use local axe (piece axes) :double key the axe (G+z+z) or mode local than global
::scaling all else an axee :shift axe ( S+shift+z)


::export model to  springrts : export/colladata dae format (selection only)
::export model to  springrts : export/colladata dae format (selection only)
:for springrts the model must have a main piece object where all other must be parented  depending of the anim you want make in animDef lua later
:take care of the center of evry object because springrts will only considere them during anims


== texture uvmap :==
== texture uvmap :==
*each piece must have a texture who will be merged in 2d editor
*each piece must have a texture who will be merged in 2d editor
::3dview ,edit mode , select all faces ,mesh/smart uv project , uvmap layer editor windows , UVs/export uv layer , open in gimp or paint.net , select transparent background , invert selection , copy , paste to main uvmap picture , select a the part to colorise , invert selection , copy ,paste on the color picture (same size) ,select all of the colored picture , paste on the main uvmap picture , redo for each diferent part to color
::3dview ,edit mode , select all faces ,mesh/smart uv project , uvmap layer editor windows , UVs/export uv layer , open in gimp or paint.net , select transparent background , invert selection , copy , paste to main uvmap picture , select a the part to colorise , invert selection , copy ,paste on the color picture (same size) ,select all of the colored picture , paste on the main uvmap picture , redo for each diferent part to color

Revision as of 13:43, 19 March 2013

each step for make a model in blender and export in .dae format to blender and make a texture for it

required :
blender2.65
paint.net or gimp
springrts 0.91 or more

blender basic usage :

blender default keys:

wheel mouse zoom
midle mouse rotate view
shift midle mouse move view
keypad 0 camera
keypad 1 3 7 orthogonal views
keypad 5 perspective onn off
left mouse click select
right mouse click move cursor
midle mouse click unselect when B or C key
B box select
C circle select (wheel for scale the circle)
shift S snap
P separate
ctrl J join
ctrl P parent
alt P unparent
G move
S scale
E extrud
use local axe (piece axes) :double key the axe (G+z+z) or mode local than global
scaling all else an axee :shift axe ( S+shift+z)
  • ===the Windows in blender :===
  • views
3dview edit windows
tabs : edit object modes (face edge vertice when edit), magnet to grid , wireframe color textured
propreties seting windows
uvmap uvamp window
info add mesh save load files infolog windows


  • "3D View" windows
z switch to wireframe or material mode show
TAB switch to edit mode or object mode
  • "info" windows
open save file
export import /colladata(only selected to switch)
add mesh plane cube circle UVsphere (F6 for edit the number of ring and segment and size)
optionnaly :add lamp and camera for make render
  • "properties" windows
tabs are:
add material alow making uvmap colored (else use the same material dfor all pieces)
add texture new, type:image or movie , coordinates:uv
render for make picture or movies of the model
object data : camera light edit
  • "UVimage editor" windows
select an object in 3Dview TAB to edit mode select all A key
in UV image editor open image select a image exponant of 2(1024),A key select all ,UVs / export uv layout with diferent name for each objects
view/draw other objects
in 3Dview windows back to object mode keep the previous piece selected and tab edit mode for the new (highlighted
in UVimage editor you see in dark the other selected piece and must use scale move for all the piece can not colide on the same image
this will only erxport the material color on the picture and the shapes of the faces


export model to springrts : export/colladata dae format (selection only)
for springrts the model must have a main piece object where all other must be parented depending of the anim you want make in animDef lua later
take care of the center of evry object because springrts will only considere them during anims


texture uvmap :

  • each piece must have a texture who will be merged in 2d editor
3dview ,edit mode , select all faces ,mesh/smart uv project , uvmap layer editor windows , UVs/export uv layer , open in gimp or paint.net , select transparent background , invert selection , copy , paste to main uvmap picture , select a the part to colorise , invert selection , copy ,paste on the color picture (same size) ,select all of the colored picture , paste on the main uvmap picture , redo for each diferent part to color