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Subject: Help Links Needed!!!


SEspider ( ) posted Sun, 11 March 2007 at 5:49 AM · edited Fri, 15 November 2024 at 3:29 PM

I REALLY hate to ask this of you guys and gals, but I've just not got the time to search for the tuts and such. So if ANYONE at all has the links, please list them here.
 I need to learn the following:

1-How to Export and Import Models WITH Armature. Re rigging Blender models just to use them in other Blender files is a huge pain and waste of time.  I also need to know how to export the Model AND Armature to 3D Studio Max7 & Maya. Two of my characters are to be cameos in Video Game created by PsYcHoDaN.

2-How to create a flat Wireframe image of a model so textures can be properly made to fit. I have a Very ill father. I'll like to be able to model and texture him in Blender before he passes. If I wait till he's passed, I'll be too heart broken to finish the model.

3-How to add armature to a face so expressions can be made.

4-How to give objects (models) solid structures so other models don't pass through them. I'm working on an animated short and this'll save a LOT of fustration.

5-What the heck is a  "NOBE?"

6- What is the "UV" section (in editing) for? And how do I use it.

7-Lighting techniques

 I relaize I'm asking or a LOT of help. I appologize that that. But as I've said above, I currently haven't the time to search for the tuts myself. I'm just asking for links to the (non-vid) tuts. Please don't link me to books. I can't afford them (I'm litterally flat broke).
 Thank You MUCH in advance to those that help. ^_^ I really appreciated it.

-Richard


haloedrain ( ) posted Sun, 11 March 2007 at 11:20 AM

Attached Link: http://bgdm.katorlegaz.com/lscm_tute/lscm_tute.htm

The answer to 2 and 6 is UV mapping.  That lets you take your 3d coordinates and translate them into a 2d plane so you can paint on it.  The link is a pretty good tutorial on the subject.  The uv mapper has changed a bit since then (I think it's just "Unwrap" now, not LSCM, for instance), but the ideas are the same.

For number 5--do you mean a node?  I think oodmb is the one to ask on that one, he's been doing lots with them, so I'll let him answer :)

If you go to the "Links" link up in the header there are a few very general tutorials on lighting--they've got lighting theory and aren't specific to any application.


oodmb ( ) posted Sun, 11 March 2007 at 12:05 PM

1.  either append object or append object and armature should work.  to export them to another ap i recomend .obj.  its used by virtualy every app.

2.  uv maping  i have a mini tutorial up on it here.  go to the blender wiki to find more

3.  apply the object as a parent to the armature (or the other way around?)  or, apply an armature modifier to the mesh.  doing facial expressions gets alot more complicating and confusing.  once again go to the blender wiki to find more.  

  1. the way to do this is physics simulations with rigid bodies.  it finicky and doesnt always work properly and takes along time to work, so your better off just handling your frustration.  not only that, but it takes a long time to bake, its sort of like  baking fluids but harder.

5.  a nobe is either somebody is spelling noob odly , or a node. in the case of a node, i can help.  Nodes are these completely awesome creations which help you link up certain properties of color and power to other.  they are used in material creation and compositing.  in the case of material creation they actualy save alot of time.  Creating UV maps and textures is not always the best solution, sometimes its nice to have a material that works on all models regardless of textures. to do this you can use a combination of material nodes and procedural textures.  nodes are realy usefull for creating more complicated materials like skin and oil  and assorted organic whatnot.  i actualy have the beginings of a skin tutorial on this forum that explains the extreem basics of the node system, and some more complicated things.  Compositing nodes however are a bit more complicated.  they can generaly be used to change the mood of a scene or combine different layers in different ways after the render and proceduraly throught the animation.  

  1. the uv section in editing is a way of defining the how the mesh unwraps in UV mode. when you click edges and then click add seam you are defining the non connected point in the uv map.  generaly, make your seems in places that they wont be noticable.

7.  lighting techniquesd-  no tutorial can realy teach you that. its something that you learn with practice.  there are tutorials to show you stuff about how to work each light and turn on ao and stuff, but to get good results is a whole seperate feild.  lighting in the 3d world is alot like lighting in fashon photography.  nothing works like how you'd think it works.

-hope this helped
blender wiki


oldskoolPunk ( ) posted Sun, 11 March 2007 at 4:44 PM

The append function only works if you are appending from native .blend files. Sadly, .obj doesnt import or export armature information. I use the .x format for exporting armature data to my game, but im not sure if Blender will recreate the actual bone structure for you or not when importing. I will test this :)

I have finished parts 1 and 2 of a tutorial for using Blender to unwrap a full character model, touching on a few more basics than just projecting a plane. I am hoping it will be approved soon.

Shape keys are generally used for facial animation.


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