mauidude opened this issue on Oct 18, 2006 · 19 posts
mauidude posted Wed, 18 October 2006 at 5:53 PM
Hello,
I am a newbie to modeling and am trying to figure out how to use Blender to perform the steps mentioned in these tutorials:
http://poserpros.daz3d.com/forums/viewtopic.php?t=31079
http://poserpros.daz3d.com/forums/viewtopic.php?p=364588
http://poserpros.daz3d.com/forums/viewtopic.php?t=1841
Would anyone know how to do this or point me in the right direction?
Thanks,
Joe
oodmb posted Wed, 18 October 2006 at 6:15 PM
generaly, i would be willing to help, but in this case i seem unable to because it will not let me view the tutorials as i do not posses a password or username. however, if it is a poser tutorial, you will probably have little luck translating it to blender. the way poser works as a 3d graphics program is incredibly different from blender's 3d graphics. however, if you know anything about maya, you might have more luck
haloedrain posted Wed, 18 October 2006 at 6:21 PM
I don't have a poser pros account either. What is it that you are trying to do?
mauidude posted Wed, 18 October 2006 at 6:37 PM
Thank you both for you willingness to help.
Hopefully I'm explaining this correctly.
I'm trying to create clothing and shoes for a figure based on the model of the figure that I have. For example to make a shoe the tutorial they create a plane and "fit" to to the bottom of the posed foot so that it conforms to the shape of the foot.
And when making clothes it shows overlaying the figure with a mesh, conforming it to the reference figure and then cutting the mesh to be the shape of the clothes you want. Almost like using a dress makers dummy to make clothes.
The tutorials mentioned use 3DS Max but I don't have a copy of that, so I wasn't sure where to start.
oodmb posted Wed, 18 October 2006 at 6:52 PM
i might not be the correct person to be responding to this, but blender 3d has soft body abilities. what i would reccomend is (for bodily clothing) to make a couple of reference circiles (mesh) (where elastic would be) and extrude them about the length and shape you want, then to apply the soft body deformation physics simulation on them. as for the shoes, the only moddels i have ever used dont actualy have feet, but legs extending into the shoes. i would assume this is the easeist way.
haloedrain posted Wed, 18 October 2006 at 6:58 PM
The tutorial is just fitting a mesh to the figure, something like the image attached?
oodmb posted Wed, 18 October 2006 at 6:59 PM
well, as a soft body, no. however, once the modifier is applied. possibly. i have not experimented to much with them as i have no bodies yet to fit
haloedrain posted Wed, 18 October 2006 at 7:05 PM
yeah, once it is applied is what I meant. I haven't experimented much with them myself either (for much the same reasons) but it would be a great way to get good cloth-y poser clothing morphs (I guess, I haven't done much with poser either ;)
mauidude posted Wed, 18 October 2006 at 7:29 PM
Here's another similar tutorial at DAZ.
haloedrain posted Wed, 18 October 2006 at 7:59 PM
Those instructions translate pretty well, I think. I'd suggest looking at some tutorials on the blender3d website to figure out how things basically work (the blender interface can be kinda funky). Once you get the basics of the program down you should be able to follow, I think, but do ask specific questions if you get stuck!
Some important tips:
To create an object, press the spacebar and go to Mesh-->(object name). When it is created you will be in edit mode, tab can take you in and out of edit mode. Edit mode will let you move the points around. You can select vertices by right clicking. In edit mode, you can change selection mode with the buttons at the bottom of the 3d window towards the right that show 4 dots (vertex selection), a line (edge selection), and a triangle (face selection). In edge select mode, Alt+right click selects an edge loop, Ctrl+Alt+right click selects an edge ring. "W" key brings up a menu with important tools like subdivide, "K" lets you cut (kut?) things. To delete vertices, select them and press delete or the X key. "E" lets you extrude edges/faces/vertices
Try to work with as few vertices as possible--you don't have to subdivide right away, as suggested there, you can use the "subsurf" modifier, located in the modifiers tab in the edit buttons. There is also a "mirror" modifier to create symmetrical objects, as in the DAZ tutorial. The strings should be created with paths with a bevel object. All of these need to be converted to real geometry before you export.
oodmb posted Wed, 18 October 2006 at 8:01 PM
beleive it or not, the k - kut thing i have never heard of before. after almost a year of using blender i am still learning new features
mauidude posted Wed, 18 October 2006 at 8:15 PM
Thank you for the both for the info.
I wanted to see if what I wanted to do was possible with the program before I spent the time learning the UI only to find out the program didn't support what I wanted to do.
Thanks again!
haloedrain posted Wed, 18 October 2006 at 8:16 PM
Wow, what have you been using instead? Subdivide?
@mauidude
I see you posted in the wings3d forum too, you can do it with primitives or as pakled suggests with both programs. Wings is a very strong program, it's very good at what it does and it's pretty intuitive. Blender does a lot of other stuff too, but it takes longer to learn. It also allows things like meshes with holes and lets you have subsurf while modeling on a simple mesh, both of which can simplify modeling quite a lot.
oodmb posted Wed, 18 October 2006 at 8:19 PM
loop cut (just learned this one about a week ago), subdivide, extrude, various other things. i am still getting the hang of blender's modeler. my previous package was animation master and its modeler was quite different, based on a concept of "spline" (beizer curve surface) modeling in which you never realy use anything more than extrude and attach (fill)
mylemonblue posted Thu, 19 October 2006 at 8:58 PM
haloedrain That's great info. I've never seen all those key combos in one place like that before.Thank you for sharing it. ^_^
My brain is just a toy box filled with weird things
haloedrain posted Thu, 19 October 2006 at 9:20 PM
No problem :) There are hotkey lists out there, but it can be hard to find what you want sometimes. Those are the ones I use most often.
ysvry posted Wed, 25 October 2006 at 11:17 AM
kut = slang for vagina in dutch , so prob an insider joke. ;)
haloedrain posted Wed, 25 October 2006 at 11:28 AM
Heh. Actually, the k might really be for "knife" now that I think about it.... I always think "kut" though ;)
Gog posted Thu, 26 October 2006 at 3:51 AM
I read in another thread that Blender relies on one hand on keyboard and one on mouse, as I'm learning more that's proving to be so true!
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