Tutorial_blender_quick_workflow_testpage - beyond-all-reason/springrts_engine_wiki_mirror GitHub Wiki

each step for make a model in blender and export in .dae format to blender and make a texture for it

  -
    <big>required :</big>
    blender2.65
    paint.net or gimp
    springrts 0.91 or more

blender basic usage :

blender default keys:

  • wheel mouse zoom midle mouse rotate view shift midle mouse move view keypad 0 camera keypad 1 3 7 orthogonal views keypad 5 perspective onn off left mouse click select right mouse click move cursor midle mouse click unselect when B or C key B box select C circle select (wheel for scale the circle) shift S snap P separate ctrl J join ctrl P parent alt P unparent G move S scale E extrud use local axe (piece axes) :double key the axe (G+z+z) or mode local than global

    scaling all else an axee :shift axe ( S+shift+z)
    
  • ===the Windows in blender :===
  • views
  • 3dview edit windows tabs : edit object modes (face edge vertice when edit), magnet to grid , wireframe color textured propreties seting windows uvmap uvamp window info add mesh save load files infolog windows
  • "3D View" windows
  • z switch to wireframe or material mode show TAB switch to edit mode or object mode
  • "info" windows
  • open save file export import /colladata(only selected to switch) add mesh plane cube circle UVsphere (F6 for edit the number of ring and segment and size) optionnaly :add lamp and camera for make render
  • "properties" windows
  • tabs are:

    add material alow making uvmap colored (else use the same
    material dfor all pieces)
    add texture new, type:image or movie , coordinates:uv
    render for make picture or movies of the model
    object data : camera light edit
    
  • "UVimage editor" windows
  • select an object in 3Dview TAB to edit mode select all A key in UV image editor open image select a image exponant of 2(1024),A key select all ,UVs / export uv layout with diferent name for each objects view/draw other objects in 3Dview windows back to object mode keep the previous piece selected and tab edit mode for the new (highlighted in UVimage editor you see in dark the other selected piece and must use scale move for all the piece can not colide on the same image

    this will only erxport the material color on the picture and the
    shapes of the faces
    
  -
    export model to springrts : export/colladata dae format
    (selection only)
  • for springrts the model must have a main piece object where all other must be parented depending of the anim you want make in animDef lua later take care of the center of evry object because springrts will only considere them during anims

texture uvmap :

  • each piece must have a texture who will be merged in 2d editor
  -
    3dview ,edit mode , select all faces ,mesh/smart uv project ,
    uvmap layer editor windows , UVs/export uv layer , open in gimp
    or paint.net , select transparent background , invert selection
    , copy , paste to main uvmap picture , select a the part to
    colorise , invert selection , copy ,paste on the color picture
    (same size) ,select all of the colored picture , paste on the
    main uvmap picture , redo for each diferent part to color

Blender_3D_View_F6.jpg Blender_3D_View_Mesh_VUUnwrap_SmartUVProject.jpg

Blender_3D_View_Mesh_VUUnwrap.jpg

Blender_3D_View_Object_Mode.jpg Blender_3D_View_Pivot_Point.jpg

Blender_3D_View_Viewport_Shading.jpg Blender_Info_Add_Mesh_UV_Sphere.jpg

Blender_info_File_Export_Colladata.jpg Blender_info_File_Export_Colladata_Selection_Only.jpg

Blender_UV_Image_Editor_Image_Open_Image.jpg Blender_UV_Image_Editor_UVs_Export_UV_Layout.jpg Blender_windows_3D_View.jpg Blender_windows_info.jpg

Blender_windows_Properties.jpg Blender_windows_UV_Image_Editor.jpg

Blender_3D_View_N_GLSL.jpg Blender_Properties_Textures_Texture_Coordinates_UV.jpg

Blender_Properties_Textures_Texture_Open_Image.jpg Blender_Properties_Textures_Type.jpg

Blender_Properties_Textures_New.jpg Blender_Properties_Material_New.jpg

Blender_Properties_Material_Diffuse_Color.jpg 320px 320px 320px

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