Org:Institute/Open projects/Apricot/BGELogic From BlenderWiki By Campbell Barton - aka ideasman42 Overview The game is separated into a number of blend files. characters, levels and props. The levels and props have almost no logic, only properties assigned to them that the characters use to define how to interact with them. The levels contain mostly static scenery, linking in characters, props and effects as groups. Having a character with its camera, animations, sounds and logic in an external blend file is extremely powerful not only being able to link the 1 character into multiple levels, but also have multiple instances of that character in a level. Logic Sharing Once we had the logic for the sheep, we wanted to be able to add extra characters without having to redo the logic. Character specific objects such as the armature, mesh and shadow mesh each character are parented to a dummy mesh that runs the logic. There are 2 playable characters (Frankie and Momo) which also share logic but have their own unique mesh and armature. States
ProjectNion Blender | Cgtuts+ Low poly style illustrations are a hot trend these days and we see them everywhere – books, animations, music videos, apps, etc. and today you'll learn how to create one in Blender. This tutorial will focus more on how to achieve the style, rather than learning illustration theory or modeling anything in particular. We will create one example illustration and learn the steps to achieve the desired result. Low poly style illustrations are a hot trend these days and we see them everywhere – books, animations, music videos, apps, etc. and today you'll learn how to create one in Blender. This tutorial will focus more on how to achieve the style, rather than learning illustration theory or modeling anything in particular.
Unity Tutorial - Scripting - Pausing and time control | Rezzable Welcome to the first in what I hope will be a series of tutorials on a wide range of subjects. From here, I will discuss the how and why of my own professional dev processes, and try to share them with others so they can see how I do my own work. Today, we will be discussing how to not only pause a Unity 3d game, but also how to slow down and speed up time during game play. All scripting will be in Unity Script. C# programmers should still be able to learn from this tutorial. OVERVIEW:We will be learning about how to control time in Unity 3D, and how we can use such control to essentially pause the game. TUTORIAL:First, you will want to look at the Unity variable for controlling the speed of time: "Time.timeScale". You can change this variable, and all time variables will follow the new time scale. Another time function we use a lot of is "yield WaitForSeconds(foo)". Another way to do the same thing as "yield WaitForSeconds(foo)" is to use the following code: Try this code: No. Seriously.
Normal Mapping Tutorial for Games This tutorial will cover nearly everything you will need to know about creating normal maps; This includes the low oly model, high oly model, correctly laying out your UV's, how to mirror a normal map with an object, baking the texture, adding details in photoshop and much more. Normal map basics: Let’s start very simple. To bake out a normal map from a high poly model to a low poly model, select the low poly and press 0, not on the number pad, but the zero located above the o and the p keys. 'Projection Mapping' is where you select the high poly model. After selecting your high poly mesh, choose the UV's you wish to use, this will usually be set to 1. Before I show you any rendered images, I should go into a bit of theory behind normal maps. This is the basics of smooth groups and hi-poly model baking. This theory is important to understand before you start to bake out high to low poly models. The image on the left is a model with hard edges. Your low res model must be a flat plain.
Pilotez votre ordinateur avec la Wiimote : En ce qui concerne les jeux 3D World 3D World is the best-selling international magazine for CG artists, covering the fields of animation, VFX, games, illustration and architecture. Our team of CG artists and professionals provide analysis of latest trends in the market, artistic and technical advice, impartial product reviews, and exclusive behind-the-scenes articles on the making of key projects in this fast-paced industry. 3D World’s unique Advisory Board, which includes ILM’s Tim Alexander, Pixar’s Andrew Gordon and Ubisoft’s Pascal Blanche are on hand every issue to help with CG advice and career support. With over 10 years at the forefront of the CG industry, reporting on the latest movie VFX, with enviable studio access and in-depth video and step-by-step training, 3D World offers unrivalled inspiration and training every issue. Editorial Advertising
Worlds Leader In VFX Training - Blender 3D Compositing In this in-depth Blender training video, you'll go through every step of the compositing process, from working with 3d and rendering, to tracked data from an external tracker like Syntheyes, to color correction and grading, it covers the gamut! When you walk away from this class, you'll have been introduced each of the core concepts needed to be a successful compositor, seamlessly integrating fully 3 dimensional CG into real footage. cmiVFX breaks down each tool one by one with fast and easy chapter references designed for even faster muscle memory. cmiVFX continues to deliver the training and content you need, quickly, efficiently and affordably. When it comes to high end CG and VFX training, there is only once choice... cmiVFX! Chapter Descriptions One tool to rule them all! One of Blender's key features is the tight integration of every tool that you need for a complete production pipeline in one single package. Integration Total Control All you have to know An open environment
3d how i see it Uv mapping high detail models for games [Archive] Generally, your lowpoly model and your sculpting "cage" will not be the same mesh anyway, so this isn't really a problem. A cage is optimized for zbrush, this means all quads, and evenly sized, square quads. Anything else and you'll run into problems when detailing. A lowpoly will be optimized to use the fewest amount of triangles as possible, and to remove excess geometry that doesn't affect the shape/silhouette of the model. Generally, there isn't much reason to UV your high, unless you have some really specific need to. Do not attempt to modify normals after changing uvs or changing your mesh, a normals map is highly dependent on your lowpoly mesh normals and uv orientation. So the common workflow looks like this: 1.
Pointeurs Dans cette section, nous allons présenter un mécanisme permettant de manipuler les adresses, les pointeurs. Un pointeur a pour valeur l'adresse d'un objet C d'un type donné (un pointeur est typé). Ainsi, un pointeur contenant l'adresse d'un entier sera de type pointeur vers entier. Usage et déclaration L'opérateur & permet de connaitre l'adresse d'une variable, on dira aussi la référence. Un pointeur sera donc toujours de la même taille (occupera la même place en mémoire), quelque soit l'objet se trouvant à cet emplacement. int i; printf("%p\n", &i); Pouvoir récupérer l'adresse n'a d'intérêt que si on peut manipuler l'objet pointé. T * pointeur, * pointeur2, * pointeurN; Déclare les variables pointeur, pointeur2, ..., pointeurN de type pointeur vers le type T. int * pointeur, variable; Cet exemple de code déclare un pointeur sur un entier de type int et une variable de type int. Il est essentiel de bien comprendre ce qui a été déclaré dans ces exemples. L'arithmétique des pointeurs
BlenderTime leipzig Tutorials // Modeling a fly in Blender "Modeling a fly in Blender" This is the first part of a tutorial about modeling a fly in Blender. The other parts of the tutorial will be added soon and will cover rigging, hair editing, shading and rendering. I used text-overlays for explanations. So if you need more time to read the text, simply pause the video (hint: spacebar!) Timelapse The following video is a timelapsed version of the whole modeling process of the fly. Background: The screenrecording itself was done for Steve Gormley aka VJSteveG, who will be using the footage / timelapse in his work.