Thursday, September 23, 2010

Blender Game Engine: Basic Logic



Confused with the Blender game engine? Well let's get you started the fun way!

Adding forward motion:

1.) Press F4
2.) Select camera, Actor, and add & connect all columns
3.) Under the Sensors Tab click where you see "Always" and select Keyboard.
4.) Next to Key select the key you want to use, in this case, type the up arrow after clicking the rectangle next to Key
5.) Under the Actuators Tab change the z value in "loc" to "-0.1"
6.) Test it out with 0,P
7.) ESC to get back to the working screen

Adding backwards motion

1.) Press F4
2.) Select camera, Actor, and add & connect all columns
3.) Under the Sensors Tab click where you see "Always" and select Keyboard.
4.) Next to Key select the key you want to use, in this case, type the down arrow after clicking the rectangle next to Key
5.) Under the Actuators Tab change the z value in "loc" to "0.1"
6.) Test it out with 0,P
7.) ESC to get back to the working screen

Avoiding other objects:

1.) F4 (logic panel)
2.) Select Dynamic & make sure the default radius is still 1
6.) Test it out with 0,P

Note 1: The numbers listed in the Actuators tab are in x, y, z order.

Wednesday, September 22, 2010

Creating a Character in Blender



Creating basic characters
-----------------------------------------
This post follows the following video tutorial: here.

Note 1: Decide what your character is going to be used for(ex. film, tv, games, ect). Depending on that helps with how you will want to build your character. For example, if you are creating a character for a game, the lower number of polygons you can create a well designed character with, the better because the more complex the figure is, the longer it will take to process causing the game to be virtually unplayable on a normal computer if the characters are too complex/detailed.


Note 2: The default cube might need to be rotated(rz) in order to be easily viewed.

1.) Numpad 1(or View >> Front)
2.) edit mode
3.) select all vertices
4.) W(specials menu) >> Ok(accept default)
5.) z(wireframe view)
6.) deselect 3d tranform (the hand next to "Global"
7.) A(deselect all vertices)
8.) Press B and drag mouse to "box select" the lower right leg
9.) Press the E key >> region & drag mouse
10.) sz 0 <-- scale vertices
11.) e >> region & drag
12.) A(deselect vertices)
13.) B & drag over left side vertices
14.) X(delete) vertices (half the object should disappear)
15.) edit panel(four dots, F9) >> Modifiers tab >> Add modifer
>> Mirror (make sure x and "Do clipping" are enabled)
16.) B & drag over right side "arm" area >> E >> region
17.) B & drag near "head region" >> E >> region
18.) To apply the mirror: tab(to object mode)
>> Modifiers tab >> "Apply"