User talk:Tehrasha: Difference between revisions
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Blender :: Animated Modelling for Source | Blender :: Animated Modelling for Source | ||
A Quick-n-Dirty Tutorial | A Quick-n-Dirty Tutorial | ||
Examples given in this tutorial were performed with Blender 2. | Examples given in this tutorial were performed with Blender 2.57, and the [[Blender SMD Tools]] add-on written by Tom Edwards and should be applicable to future releases of the Blender 2.5x series. Much of the basic modelling instruction also applies to older versions of Blender, but many of the menus and keyboard shortcuts have changed. | ||
Examples of model exporting and compiling in | Examples of model exporting and compiling in this tutorial use Team Fortress 2 as the platform, however, it should work with any Source based game. (CS:S, GMod, DoD, HL2, L4D, etc..) | ||
This tutorial will not include detailed instruction on basic modelling and assumes that the user has at least a very basic knowledge of Blender and 3D modelling in general. | This tutorial will not include detailed instruction on basic modelling and assumes that the user has at least a very basic knowledge of Blender and 3D modelling in general. | ||
Line 12: | Line 11: | ||
== Software Requirements == | == Software Requirements == | ||
[ | [[Blender]] :: Free, Open source 3D modelling program. | ||
[[Blender SMD Tools]] An | [[Blender SMD Tools]] :: An addon for Blender to import and export SMD files. | ||
[ | [[SDK_Installation]] :: Software Developers Kit for Valve's Source engine. | ||
[ | [[VTFEdit]] :: Handy editor/creator for Valve's VTM and VTF files. | ||
[http://www.contexteditor.org/ | [http://www.contexteditor.org/ ConText] :: An enhanced text editor for the editing and running QC files to compile models. | ||
=== Optional Software === | === Optional Software === | ||
[ | [[GIMP]] :: Open source image editor for texturing, not covered in this tutorial. | ||
Line 104: | Line 103: | ||
| Extrude and scale by 1.2 times. | | Extrude and scale by 1.2 times. | ||
|- | |- | ||
| [[Image:blender_tut_individual_origins.jpg|100px|thumb|Individual Origins]] | |||
| Select Individual Origins for center of scale/rotation | |||
|- | |- | ||
| align=right | {{key|S}}, {{key|.}}, {{key|5}}, {{key|ENTER}} | | align=right | {{key|S}}, {{key|.}}, {{key|5}}, {{key|ENTER}} | ||
| scale end faces | | scale end faces | ||
|- | |||
| [[Image:blender_tut_median_point.jpg|100px|thumb|Median Point]] | |||
| {{Warning|Do not forget to return the pivot point to Median Point.}} | |||
|- | |||
| align=right | {{key|A}}, {{key|G}}, {{key|Y}}, {{key|1}}, {{key|0}}, {{key|ENTER}} | |||
| select all, grab and move out of the way | |||
|} | |} | ||
Repeat steps above with an uncapped cylinder of 16 sides, size 2, depth 1 | Repeat steps above with an uncapped cylinder of 16 sides, size 2, depth 1 | ||
Line 137: | Line 132: | ||
== Unwrapping, UV Mapping, and Texturing == | == Unwrapping, UV Mapping, and Texturing == | ||
Unwrapping can be | [[Image:Blender_tut_cube_unwrap.jpg|thumb|300px|right| A typical unwrap of a simple cube.]] | ||
Unwrapping can be challenging. While you can select to have Blender automatically unwrap your model, the results are usually a confusing mess of individual faces with no organization. Try to imagine how you would unfold the object if it were made of paper such as this unfolded cube. | |||
{{clr}} | |||
Open a new windoid and set it to display the UVImage Editor so you can see the unwrapped results while you select edges to make seams. | |||
{{key|CTRL-TAB}}, {{key|E}} | {| {{standard-table}} | ||
|- | |||
| align=right | {{key|TAB}} | |||
| Select edit mode [[Image:blender_tut_edit_mode.jpg]] | |||
|- | |||
| align=right | {{key|CTRL-TAB}}, {{key|E}} | |||
| Select edge select mode | |||
|- | |||
| align=right | {{key|SHIFT-RMB}} | |||
| Select edges to be made into seams. | |||
|- | |||
| align=right | {{key|CTRL-E}}, {{key|A}} | |||
| Mark the selected edges as seams | |||
|- | |||
| align=right | {{key|A}}, {{key|U}}, {{key|U}} | |||
| Select all and unwrap to see the layout int he UV editor windoid. | |||
|} | |||
If your layout still looks like complete chaos, add/remove seams until the parts of the model can be easily identified. | |||
These gears, and most mechanical items with lots of flat planes, are not too difficult to unwrap. Organic items, such as heads or animals are considerably more difficult. | These gears, and most mechanical items with lots of flat planes, are not too difficult to unwrap. Organic items, such as heads or animals are considerably more difficult. | ||
Line 160: | Line 167: | ||
{{note | For purposes of this tutorial, the UV map we have just exported will be used as the texture. It is not very much to look at, but full texturing, Ambient Occlusion, Normal maps, etc.. are better handled in their own tutorials.}} | {{note | For purposes of this tutorial, the UV map we have just exported will be used as the texture. It is not very much to look at, but full texturing, Ambient Occlusion, Normal maps, etc.. are better handled in their own tutorials.}} | ||
add material | {| {{standard-table}} | ||
name the material tut_uv (no need for filename extension) | |- | ||
add texture | |add material | ||
Texture Type: Image of Movie | |- | ||
Open the tut_uv.png that we just exported | |name the material tut_uv (no need for filename extension) | ||
Mapping Coordinates: UV | |- | ||
center scene in camera and F12 to RENDER for a look | |add texture | ||
ESC to return 3D window | |- | ||
|Texture Type: Image of Movie | |||
|- | |||
|Open the tut_uv.png that we just exported | |||
|- | |||
|Mapping Coordinates: UV | |||
|- | |||
|center scene in camera and F12 to RENDER for a look | |||
|- | |||
|ESC to return 3D window | |||
|} | |||
'''SAVE FILE''' | '''SAVE FILE''' | ||
== Rigging the Model == | == Rigging the Model == | ||
{{key|TAB}} | {| {{standard-table}} | ||
|- | |||
| align=right | {{key|TAB}} | |||
{{key|NUM3}} | |Start in object mode [[Image:blender_tut_object_mode.jpg]] | ||
|- | |||
ADD Armature> Single Bone | | colspan=2 | Set cursor to the origin | ||
|- | |||
{{key|TAB}} | | align=right | {{key|NUM3}} | ||
|Select view '3' Y/Z, looking down the X axis. | |||
{{key|Z}} | |- | ||
|ADD > Armature > Single Bone | |||
{{key|RMB}} | |This will create 'Armature Bone' | ||
|- | |||
{{key|E}}, {{key|Z}}, {{key|1}}, {{key|ENTER}} | | align=right | {{key|TAB}} | ||
|Select edit mode [[Image:blender_tut_edit_mode.jpg]] | |||
Deselect the 'Connected' checkbox to disconnect from its parent | |- | ||
| align=right | {{key|Z}} | |||
{{key|G}}, {{key|Y}}, {{key|LMB}} | |Select wireframe visual mode (easier to position bones) | ||
|- | |||
{{key|G}}, {{key|Z}}, {{key|-}}, {{key|1}}, {{key|ENTER}} | | align=right | {{key|RMB}} | ||
|Right click on the top end of 'Armature Bone' to select it | |||
{{key|RMB}} | |- | ||
| align=right | {{key|E}}, {{key|Z}}, {{key|1}}, {{key|ENTER}} | |||
{{key|E}}, {{key|Z}}, {{key|1}}, {{key|ENTER}} | |This will extrude a new bone 'Armature Bone.000' | ||
|- | |||
Deselect the 'Connected' checkbox to disconnect from its parent | | colspan=2 | Deselect the 'Connected' checkbox to disconnect from its parent | ||
|- | |||
{{key|G}}, {{key|Y}}, {{key|LMB}} | | align=right | {{key|G}}, {{key|Y}}, {{key|LMB}} | ||
|Grab and center the bone over the big gear. This will its axis of rotation. Left-click to release the grab and accept its current location | |||
{{key|G}}, {{key|Z}}, {{key|-}}, {{key|1}}, {{key|ENTER}} | |- | ||
| align=right | {{key|G}}, {{key|Z}}, {{key|-}}, {{key|1}}, {{key|ENTER}} | |||
{{key|TAB}} | |This will embed the bone into the gear (not necessary but cleaner) | ||
|- | |||
{{key|RMB}} | | align=right | {{key|RMB}} | ||
|Right click on the original 'Armature Bone' to select it | |||
{{key|SHIFT-RMB}} | |- | ||
| align=right | {{key|E}}, {{key|Z}}, {{key|1}}, {{key|ENTER}} | |||
{{key|CTRL-P}} | |This will extrude new bone 'Armature Bone.001' | ||
|- | |||
{{key|TAB}} | | colspan=2 | Deselect the 'Connected' checkbox to disconnect from its parent | ||
|- | |||
{{key|RMB}}, {{key|CTRL-NUM+}}..etc.. | | align=right | {{key|G}}, {{key|Y}}, {{key|LMB}} | ||
|Grab and center the bone over the smaller gear. | |||
Under Object Data, set the vetex group as Bone.000 and click Assign | |- | ||
| align=right | {{key|G}}, {{key|Z}}, {{key|-}}, {{key|1}}, {{key|ENTER}} | |||
{{key|RMB}}, {{key|CTRL-NUM+}} | |Embed the bone into the gear (not necessary but ...) | ||
|- | |||
Set vetex group as Bone.001 and click Assign | | align=right | {{key|TAB}} | ||
|Switch back to object mode [[Image:blender_tut_object_mode.jpg]] | |||
|- | |||
| align=right | {{key|RMB}} | |||
|Right-click the mesh to select it | |||
|- | |||
| align=right | {{key|SHIFT-RMB}} | |||
|Shift-right-click the armature | |||
|- | |||
| align=right | {{key|CTRL-P}} | |||
|Parent the mesh to the armature with empty groups | |||
|- | |||
| align=right | {{key|TAB}} | |||
|Return to edit mode [[Image:blender_tut_edit_mode.jpg]] | |||
|- | |||
| align=right | {{key|RMB}}, {{key|CTRL-NUM+}}..etc.. | |||
|Right click one face or edge in the large gear, and press {{key|CTRL-NUM+}} repeatedly until all of the large gear is selected. | |||
|- | |||
| colspan=2 | Under Object Data, set the vetex group as Bone.000 and click Assign | |||
|- | |||
| align=right | {{key|RMB}}, {{key|CTRL-NUM+}}..etc.. | |||
|Right click one face or edge in the small gear, and press {{key|CTRL-NUM+}} repeatedly until all of the small gear is selected. | |||
|- | |||
| colspan=2 |Set vetex group as Bone.001 and click Assign | |||
|} | |||
'''SAVE FILE''' | '''SAVE FILE''' | ||
Lets check out our work... | Lets check out our work... | ||
{{key|RMB}} | {| {{standard-table}} | ||
|- | |||
{{key|R}}, {{key|Z}}, move mouse | | align=right | {{key|TAB}} | ||
|Select object mode [[Image:blender_tut_object_mode.jpg]] | |||
{{key|RMB}} | |- | ||
| align=right | {{key|RMB}} | |||
{{key|R}}, {{key|Z}}, move mouse | |Select '''bone.000''' at the center of the large gear. | ||
|- | |||
| colspan=2 | Blender should automatically switch to Pose Mode [[Image:blender_tut_object_mode.jpg]] when the bone is selected. | |||
|- | |||
| align=right | {{key|R}}, {{key|Z}}, move mouse, {{key|RMB}} | |||
|Only the large gear should spin in the z-axis, right-clicking {{key|RMB}} ignores changes | |||
|- | |||
| align=right | {{key|RMB}} | |||
|Select '''bone.001''' at the center of the small gear. | |||
|- | |||
| align=right | {{key|R}}, {{key|Z}}, move mouse, {{key|RMB}} | |||
|Only the large gear should spin in the z-axis, right-clicking {{key|RMB}} ignores changes | |||
|} | |||
'''Excellent!''' | '''Excellent!''' | ||
== Animating the Model == | == Animating the Model == | ||
The large gear is going to spin in the opposite direction and at 1/2 the speed of the smaller gear. For sake of ease and sanity with rotating objects, set the animation stop at frame 360. | The large gear is going to spin in the opposite direction and at 1/2 the speed of the smaller gear. For sake of ease and sanity with rotating objects, set the animation stop at frame 360. | ||
Change screen layout from Default to Animation. | {| {{standard-table}} | ||
|- | |||
{{key|RMB}} | |[[Image:blender_tut_animation_layout.jpg|thumb|100px|Animation Layout]] | ||
|Change screen layout from Default to Animation. | |||
{{key|TAB}} | |- | ||
| align=right | {{key|RMB}} | |||
Set Active Keying to 'Rotation' | |Right click on the Armature to select it. | ||
|- | |||
| align=right | {{key|TAB}} | |||
|To get to Pose mode if not already there. [[Image:blender_tut_pose_mode.jpg]] | |||
|- | |||
|[[Image:blender_tut_keyframe_rotation.jpg|thumb|100px|Active Keying]] | |||
|Set Active Keying to 'Rotation' | |||
|} | |||
=== Large Gear Clockwise === | === Large Gear Clockwise === | ||
Set frame counter to Frame 1 | {| {{standard-table}} | ||
|- | |||
{{key|RMB}} Select '''bone.000''' | | | ||
| Set frame counter to Frame 1 | |||
[[Image:blender_tut_set_keyframe.jpg]] Set a keyframe | |- | ||
| align=right | {{key|RMB}} | |||
Set Framecounter to Frame 91 (90 degrees +1) | |Select '''bone.000''' | ||
|- | |||
{{key|R}}, {{key|Z}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | |[[Image:blender_tut_set_keyframe.jpg|right]] | ||
|Set a keyframe | |||
Set Framecounter to Frame 181 (180 degrees +1) | |- | ||
| | |||
{{key|R}}, {{key|Z}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | | Set Framecounter to Frame 91 (90 degrees +1) | ||
|- | |||
Set Framecounter to Frame 271 (270 degrees +1) | | align=right | {{key|R}}, {{key|Z}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | ||
|Rotate +90 degrees on the Z-axis and set a ROT keyframe. | |||
{{key|R}}, {{key|Z}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | |- | ||
| | |||
Set Framecounter to Frame 361 (360 degrees +1) | | Set Framecounter to Frame 181 (180 degrees +1) | ||
|- | |||
{{key|R}}, {{key|Z}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | | align=right | {{key|R}}, {{key|Z}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | ||
|Rotate +90 degrees on the Z-axis and set a ROT keyframe. | |||
|- | |||
| | |||
| Set Framecounter to Frame 271 (270 degrees +1) | |||
|- | |||
| align=right | {{key|R}}, {{key|Z}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | |||
|Rotate +90 degrees on the Z-axis and set a ROT keyframe. | |||
|- | |||
| | |||
| Set Framecounter to Frame 361 (360 degrees +1) | |||
|- | |||
| align=right | {{key|R}}, {{key|Z}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | |||
|Rotate +90 degrees on the Z-axis and set a ROT keyframe. | |||
|} | |||
=== Small Gear Counterclockwise === | === Small Gear Counterclockwise === | ||
Set frame counter to Frame 1 | {| {{standard-table}} | ||
|- | |||
{{key|RMB}} Select '''bone.001''' | | | ||
| Set frame counter to Frame 1 | |||
[[Image:blender_tut_set_keyframe.jpg]] Set a keyframe | |- | ||
| align=right | {{key|RMB}} | |||
Set Framecounter to Frame 91 (90 degrees +1) | |Select '''bone.001''' | ||
|- | |||
{{key|R}}, {{key|Z}}, {{key|-}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | |[[Image:blender_tut_set_keyframe.jpg|right]] | ||
| Set a keyframe | |||
Set Framecounter to Frame 181 (180 degrees +1) | |- | ||
| | |||
{{key|R}}, {{key|Z}}, {{key|-}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | | Set Framecounter to Frame 91 (90 degrees +1) | ||
|- | |||
Set Framecounter to Frame 271 (270 degrees +1) | | align=right | {{key|R}}, {{key|Z}}, {{key|-}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | ||
|Rotate -90 degrees on the Z-axis and set a ROT keyframe. | |||
{{key|R}}, {{key|Z}}, {{key|-}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | |- | ||
| | |||
Set Framecounter to Frame 361 (360 degrees +1) | | Set Framecounter to Frame 181 (180 degrees +1) | ||
|- | |||
{{key|R}}, {{key|Z}}, {{key|-}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | | align=right | {{key|R}}, {{key|Z}}, {{key|-}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | ||
|Rotate -90 degrees on the Z-axis and set a ROT keyframe. | |||
|- | |||
| | |||
| Set Framecounter to Frame 271 (270 degrees +1) | |||
|- | |||
| align=right | {{key|R}}, {{key|Z}}, {{key|-}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | |||
|Rotate -90 degrees on the Z-axis and set a ROT keyframe. | |||
|- | |||
| | |||
| Set Framecounter to Frame 361 (360 degrees +1) | |||
|- | |||
| align=right | {{key|R}}, {{key|Z}}, {{key|-}}, {{key|9}}, {{key|0}}, [[Image:blender_tut_set_keyframe.jpg]] | |||
|Rotate -90 degrees on the Z-axis and set a ROT keyframe. | |||
|} | |||
'''SAVE FILE''' | '''SAVE FILE''' | ||
But wait! The smaller gear should spin twice as fast! | But wait! The smaller gear should spin twice as fast! [[Image:Blender_tut_animated_render.gif|thumb|right|Click to see animated results.]] | ||
Uncheck all of the keyframes for Bone.001 | Uncheck all of the keyframes for Bone.001 | ||
Select Bone.002 | {| {{standard-table}} | ||
{{key|RMB}} | |- | ||
| | |||
{{key|A}}, {{key|CTRL-C}} | |Select Bone.002 | ||
|- | |||
Move framecounter to 362 | |{{key|RMB}} | ||
|Right-click to select one of its f-curves | |||
{{key|CTRL-V}} | |- | ||
|{{key|A}}, {{key|CTRL-C}} | |||
{{key|A}}, {{key|S}}, {{key|X}}, {{key|.}}, {{key|5}}, {{key|ENTER}} | |Select all and copy the keyframes | ||
|- | |||
{{key|G}}, {{key|X}}, {{key|-}}, {{key|1}}, {{key|8}}, {{key|0}}, {{key|ENTER}} Grab shift the f-curve 180 degrees to the right. | | | ||
|Move framecounter to 362 | |||
Return framecounter to Frame 1 | |- | ||
|{{key|CTRL-V}} | |||
Object mode [[Image:blender_tut_object_mode.jpg]] | |Paste the copy of those keyframes after the existing frames. | ||
|- | |||
Play animation. | |{{key|A}}, {{key|S}}, {{key|X}}, {{key|.}}, {{key|5}}, {{key|ENTER}} | ||
|Select all and scale the X axis by .5 | |||
|- | |||
|{{key|G}}, {{key|X}}, {{key|-}}, {{key|1}}, {{key|8}}, {{key|0}}, {{key|ENTER}} | |||
|Grab shift the f-curve 180 degrees to the right. | |||
|- | |||
| | |||
|Return framecounter to Frame 1 | |||
|- | |||
| | |||
|Object mode [[Image:blender_tut_object_mode.jpg]] | |||
|- | |||
| | |||
|Play animation. | |||
|} | |||
'''SAVE FILE''' | '''SAVE FILE''' | ||
Line 328: | Line 428: | ||
=== Exporting === | === Exporting === | ||
{{key|TAB}} | {| {{standard-table}} | ||
|- | |||
{{key|RMB}} | |{{key|TAB}} | ||
|Make sure Blender is in Object mode. [[Image:blender_tut_object_mode.jpg]] | |||
{{key|SHIFT-RMB}} | |- | ||
|{{key|RMB}} | |||
File->Export->SMD->selected | |Right click on the mesh (the gears) | ||
|- | |||
|{{key|SHIFT-RMB}} | |||
|The shift-right-click on the Armature | |||
|- | |||
| | |||
|File->Export->SMD->selected | |||
|} | |||
Voom. | Voom. | ||
Line 371: | Line 478: | ||
[http://www.interlopers.net/tutorials/24774 {Interlopers -- QC Compiling Tutorial using ConText}] | [http://www.interlopers.net/tutorials/24774 {Interlopers -- QC Compiling Tutorial using ConText}] | ||
--[[User:Tehrasha|Tehrasha]] | --[[User:Tehrasha|Tehrasha]] 22:54, 18 April 2011 (UTC) |
Latest revision as of 03:34, 13 August 2018
Blender :: Animated Modelling for Source A Quick-n-Dirty Tutorial
Examples given in this tutorial were performed with Blender 2.57, and the Blender SMD Tools add-on written by Tom Edwards and should be applicable to future releases of the Blender 2.5x series. Much of the basic modelling instruction also applies to older versions of Blender, but many of the menus and keyboard shortcuts have changed.
Examples of model exporting and compiling in this tutorial use Team Fortress 2 as the platform, however, it should work with any Source based game. (CS:S, GMod, DoD, HL2, L4D, etc..)
This tutorial will not include detailed instruction on basic modelling and assumes that the user has at least a very basic knowledge of Blender and 3D modelling in general.
Software Requirements
Blender :: Free, Open source 3D modelling program.
Blender SMD Tools :: An addon for Blender to import and export SMD files.
SDK_Installation :: Software Developers Kit for Valve's Source engine.
VTFEdit :: Handy editor/creator for Valve's VTM and VTF files.
ConText :: An enhanced text editor for the editing and running QC files to compile models.
Optional Software
GIMP :: Open source image editor for texturing, not covered in this tutorial.
Key reference
Key | |
---|---|
![]() |
Left Mouse Button |
![]() |
Right Mouse Button |
9 | 9 on the main keyboard |
Num9 | 9 on the Number Pad |
Building the Basic Model
Tab ⇆ | To select object mode if not already there. ![]() |
![]() |
Right-click on the starter cube to select it. |
Tab ⇆ | Swtch to edit mode. ![]() |
A, DEL, F | Select the entire cube, and delete it. |
Add a new cylinder mesh to the project, and set its properties to 32 verticies, radius 4, depth 1, uncapped.
Repeat steps above with an uncapped cylinder of 16 sides, size 2, depth 1
, CTRL-NUM+..etc.. Right click one face or edge in the large gear, and press CTRL-NUM+ repeatedly until all of the large gear is selected.
G, Y, Move the large gear along the Y-axis until its teeth barely mesh with teeth of the smaller gear. Left-click to release the gear when its position is acceptable.
A, CTRL-N Select the entire mesh (both gears) and recalculate the 'Normals' so that all of the faces will be facing outwards.
Object>Transform>Geometry to Origin
SAVE FILE as tut.blend
Unwrapping, UV Mapping, and Texturing
Unwrapping can be challenging. While you can select to have Blender automatically unwrap your model, the results are usually a confusing mess of individual faces with no organization. Try to imagine how you would unfold the object if it were made of paper such as this unfolded cube.
Open a new windoid and set it to display the UVImage Editor so you can see the unwrapped results while you select edges to make seams.
If your layout still looks like complete chaos, add/remove seams until the parts of the model can be easily identified.
These gears, and most mechanical items with lots of flat planes, are not too difficult to unwrap. Organic items, such as heads or animals are considerably more difficult.
Use G grab, and S scale to reposition and resize the UV islands in the UVImage Editor for optimal use of texture space.
export UV Layout as a 512x512 tut_uv.png

add material |
name the material tut_uv (no need for filename extension) |
add texture |
Texture Type: Image of Movie |
Open the tut_uv.png that we just exported |
Mapping Coordinates: UV |
center scene in camera and F12 to RENDER for a look |
ESC to return 3D window |
SAVE FILE
Rigging the Model
SAVE FILE
Lets check out our work...
Excellent!
Animating the Model
The large gear is going to spin in the opposite direction and at 1/2 the speed of the smaller gear. For sake of ease and sanity with rotating objects, set the animation stop at frame 360.
Change screen layout from Default to Animation. | |
![]() |
Right click on the Armature to select it. |
Tab ⇆ | To get to Pose mode if not already there. ![]() |
Set Active Keying to 'Rotation' |
Large Gear Clockwise
Small Gear Counterclockwise
SAVE FILE
But wait! The smaller gear should spin twice as fast!
Uncheck all of the keyframes for Bone.001
SAVE FILE
Getting the Model into Source
Exporting
Tab ⇆ | Make sure Blender is in Object mode. ![]() |
![]() |
Right click on the mesh (the gears) |
SHIFT-RMB | The shift-right-click on the Armature |
File->Export->SMD->selected |
Voom.
Exit Blender

QC, File Names, and File Locations
Correct file paths and naming is probably the cause of the majority of failures in compiling QC files.
Models :: Materials :: SMD ::
My model compiles, but the texture doesnt show up!? My model is invisible!?
Example:: QC FILE SMD FILE File Locations
Compiling and Viewing
See Also
- Blender
- Modelling props with Blender
- Blender Modelling Walkthrough
- Is Blender 3D Good for Source? - How to Start
- Model Creation Overview
External Links
{Interlopers -- QC Compiling Tutorial using ConText}
--Tehrasha 22:54, 18 April 2011 (UTC)