Difference between revisions of "User talk:Tehrasha"

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(Work continues... maybe a youtube video would be easier.)
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Add a new cylinder mesh to the project, and set its properties to 32 verticies, radius 4, depth 1, uncapped.
 
Add a new cylinder mesh to the project, and set its properties to 32 verticies, radius 4, depth 1, uncapped.
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{{Clr}}
 +
[[Image:blender_tut_animated_extrude.gif|300px|thumb|right|Click for animated steps]]
  
{{key|CTRL-TAB}}, {{key|E}}            Select edge select mode  [[Image:blender_tut_edge_select.jpg]]
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{{key|CTRL-TAB}}, {{key|E}}            Select edge select mode  [[Image:blender_tut_edge_select.jpg]]
 +
 +
{{key|RMB}} Right-click on one of the edges of the top-most ring.
 +
 +
{{key|CTRL-E}}, {{key|L}}        Then use edge-loop to select all of the edges in the top ring.
 +
 +
{{key|E}}, {{key|S}}, {{key|SHIFT-Z}}, {{key|LMB}}          extrude and scale x/y much smaller
 +
 +
{{key|E}}, {{key|G}}, {{key|Z}}, {{key|.}}, {{key|5}}, {{key|ENTER}}              extrude and grab +z .5
 +
 +
{{key|E}}, {{key|S}}, {{key|SHIFT-Z}}, {{key|LMB}}          extrude scale x/y a bit smaller
 +
 +
{{key|ALT-M}}, {{key|A}}              merge at center
  
{{key|RMB}} Right-click on one of the edges of the top-most ring.
+
{{Clr}}
 +
[[Image:blender_tut_animated_extrude2.gif|300px|thumb|right|Click for animated steps]]
 +
 +
{{key|CTRL-TAB}}, {{key|F}}            face select mode  [[Image:blender_tut_face_select.jpg]]
 +
 +
{key|SHIFT-RMB}}             manually select alternate outside faces
 +
 +
{{key|E}}, {{key|S}}, {{key|1}}, {{key|.}}, {{key|2}}, {{key|ENTER}}      Extrude and scale by 1.2 times.
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 +
Select Individual Origins for center of scale/rotation 
 +
 +
{{key|S}}, {{key|.}}, {{key|5}}, {{key|ENTER}}                  scale end faces
  
{{key|CTRL-E}}, {{key|L}}        Then use edge-loop to select all of the edges in the top ring.
+
{{Clr}}
  
{{key|E}}, {{key|S}}, {{key|SHIFT-Z}}, {{key|LMB}}         extrude and scale x/y much smaller
+
[[Image:blender_tut_individual_origins.jpg|Individual Origins]][[Image:blender_tut_median_point.jpg|Median Point]]
 +
{{Warning|Do not forget to return the pivot point to Median Point.}}
  
{{key|E}}, {{key|G}}, {{key|Z}}, {{key|.}}, {{key|5}}, {{key|ENTER}}              extrude and grab +z .5
 
 
{{key|E}}, {{key|S}}, {{key|SHIFT-Z}}, {{key|LMB}}          extrude scale x/y a bit smaller
 
 
{{key|ALT-M}}, {{key|A}}              merge at center
 
 
{{key|CTRL-TAB}}, {{key|F}}            face select mode  [[Image:blender_tut_face_select.jpg]]
 
 
{{key|SHIFT-RMB}}              manually select alternate outside faces
 
 
{{key|E}}, {{key|S}}, {{key|SHIFT-Z}}, {{key|1}}, {{key|.}}, {{key|1}}, {{key|ENTER}}      extrude scale x/y 1.1
 
 
[[Image:blender_tut_individual_origins.jpg|Individual Origins]]
 
 
Select Individual Origins for center of scale/rotation 
 
 
 
 
{{key|S}}, {{key|.}}, {{key|5}}, {{key|ENTER}}                  scale end faces
 
 
[[Image:blender_tut_median_point.jpg|Median Points]]
 
 
Select Median Point for center of scale/rotation 
 
  
 
   
 
   

Revision as of 19:31, 7 February 2011

Blender :: Animated Modelling for Source A Quick-n-Dirty Tutorial

Examples given in this tutorial were performed with Blender 2.56a, the Blender SMD Tools add-on written by Tom Edwards and should work with future releases of the Blender 2.5x series. Much of the basic modelling instruction also applies to older versions of Blender, but some of the menus have moved and keyboard shortcuts have changed. The SMD Tool will not work with older 2.4x series of Blender, and there is currently SMD export plugin which supports animation for that series.

Examples of model exporting and compiling in Source will 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 2.5} Free, Open source 3D modelling program.

Blender SMD Tools An animation supporting addon for Blender to import and export SMD files.

{SourceSDK} Software Developers Kit for Valve's Source engine.

{VTF Edit} Handy editor 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.

{GCFScape} For browsing and extracting models/textures/sounds from Valve's GCF files.

Key reference

Key
LMB Left Mouse Button
RMB 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. Blender tut object mode.jpg

RMB Right-click on the starter cube to select it.

Tab Swtch to edit mode. Blender tut edit mode.jpg

A, DEL, F Select the entire cube, and delete it.

Add Mesh>CylinderCylinder Properties

Add a new cylinder mesh to the project, and set its properties to 32 verticies, radius 4, depth 1, uncapped.

Click for animated steps
CTRL-TAB, E            Select edge select mode  Blender tut edge select.jpg

RMB Right-click on one of the edges of the top-most ring.

CTRL-E, L         Then use edge-loop to select all of the edges in the top ring.

E, S, SHIFT-Z, LMB          extrude and scale x/y much smaller

E, G, Z, ., 5,  Enter               extrude and grab +z .5

E, S, SHIFT-Z, LMB          extrude scale x/y a bit smaller

ALT-M, A               merge at center
Click for animated steps
CTRL-TAB, F            face select mode   Blender tut face select.jpg

{key|SHIFT-RMB}}              manually select alternate outside faces

E, S, 1, ., 2,  Enter       Extrude and scale by 1.2 times.

Select Individual Origins for center of scale/rotation  

S, ., 5,  Enter                  scale end faces

Individual OriginsMedian Point

Warning.png Warning: Do not forget to return the pivot point to Median Point.


A, G, Y, 1, 0, Enter select all, grab and move out of the way


Repeat steps above with an uncapped cylinder of 16 sides, size 2, depth 1


RMB, 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, LMB 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.

Tab Switch to object mode Blender tut object mode.jpg

Object>Transform>Geometry to Origin

SAVE FILE as tut.blend

Unwrapping, UV Mapping, and Texturing

Unwrapping can be a challenge. While you can select to have Blender automatically unwrap your model, Try to think how you would unfold the object if it were entirely made of folded paper.

Open a new windoid and set it to display the UVImage Editor

Tab Select edit mode Blender tut edit mode.jpg

CTRL-TAB, E edge select mode

SHIFT-RMB select edges

CTRL-E, A mark seams

U, U unwrap

If your layout looks like complete chaos, add/remove seems until you can easily identify the pieces. 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

Note.png 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 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

Tab object mode Blender tut object mode.jpg

Cursor to origin NUM3 select view 3 Y/Z

ADD Armature> Single Bone This will create 'Armature Bone'

Tab edit mode Blender tut edit mode.jpg

Z wireframe mode (easier to position bones)

RMB Right click on the top end of 'Armature Bone' to select it

E, Z, 1, Enter This will extrude a new bone 'Armature Bone.000'

Deselect the 'Connected' checkbox to disconnect from its parent

G, Y, LMB Grab and center the bone over the big gear. This will its axis of rotation. Click to release the grab and accept its current location

G, Z, -, 1, Enter This will embed the bone into the gear (not necessary but cleaner)

RMB Right click on the original 'Armature Bone' to select it

E, Z, 1, Enter This will extrude new bone 'Armature Bone.001'

Deselect the 'Connected' checkbox to disconnect from its parent

G, Y, LMB Grab and center the bone over the smaller gear.

G, Z, -, 1, Enter Embed the bone into the gear (not necessary but ...)

Tab Switch to object mode Blender tut object mode.jpg

RMB Right-click the mesh to select it

SHIFT-RMB Shift-right-click the armature

CTRL-P Parent the mesh to the armature with empty groups

Tab Switch back to edit mode Blender tut edit mode.jpg

RMB, 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.

Under Object Data, set the vetex group as Bone.000 and click Assign

RMB, CTRL-NUM+ Right click one face or edge in the small gear, and press CTRL-NUM+ repeatedly until all of the small gear is selected.

Set vetex group as Bone.001 and click Assign

SAVE FILE

Lets check out our work...

Tab object mode Blender tut object mode.jpg

RMB select bone.000

R, Z, move mouse and only the large gear should spin in the z-axis, RMB to ignore changes

RMB select bone.001

R, Z, move mouse and only the small gear should spin in the z-axis, RMB to ignore changes

Excellent!

Animating the Model

Animation Layout
Active Keying

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.

RMB Right click on the Armature to select it.

Tab To get to Pose mode if not already there. Blender tut pose mode.jpg

Set Active Keying to 'Rotation'

Large Gear Clockwise

Set frame counter to Frame 1

RMB Select bone.000

Blender tut set keyframe.jpg Set a keyframe

Set Framecounter to Frame 91 (90 degrees +1)

R, Z, 9, 0, Blender tut set keyframe.jpg Rotate +90 degrees on the Z-axis and set a ROT keyframe.

Set Framecounter to Frame 181 (180 degrees +1)

R, Z, 9, 0, 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)

R, Z, 9, 0, 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)

R, Z, 9, 0, Blender tut set keyframe.jpg Rotate +90 degrees on the Z-axis and set a ROT keyframe.

Small Gear Counterclockwise

Set frame counter to Frame 1

RMB Select bone.001

Blender tut set keyframe.jpg Set a keyframe

Set Framecounter to Frame 91 (90 degrees +1)

R, Z, -, 9, 0, Blender tut set keyframe.jpg Rotate -90 degrees on the Z-axis and set a ROT keyframe.

Set Framecounter to Frame 181 (180 degrees +1)

R, Z, -, 9, 0, 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)

R, Z, -, 9, 0, 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)

R, Z, -, 9, 0, Blender tut set keyframe.jpg Rotate -90 degrees on the Z-axis and set a ROT keyframe.

SAVE FILE

But wait! The smaller gear should spin twice as fast!

Uncheck all of the keyframes for Bone.001

Select Bone.002 RMB Right-click to select one of its f-curves

A, CTRL-C Select all and copy the keyframes

Move framecounter to 362

CTRL-V Paste the copy of those keyframes after the existing frames.

A, S, X, ., 5, Enter Select all and scale the X axis by .5

G, X, -, 1, 8, 0, Enter Grab shift the f-curve 180 degrees to the right.

Return framecounter to Frame 1

Object mode Blender tut object mode.jpg

Play animation.

Result!

SAVE FILE

Getting the Model into Source

Exporting

Tab Make sure Blender is in Object mode. Blender tut object mode.jpg

RMB Right click on the mesh (the gears)

SHIFT-RMB The shift-right-click on the Armature

File->Export->SMD->selected

Voom.

Exit Blender

Note.png Note: These examples use a command line executing text editor, {ConText}, to compile QC files. This saves on lots of repetitive typing of long directory trees into a console command line. Interlopers has a well designed and easy to follow tutorial on the setting up ConText for compiling models via their QC file. See: External Links

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

External Links

{Interlopers -- QC Compiling Tutorial using ConText}

--Tehrasha 02:59, 5 February 2011 (UTC)