General Blender Help Thread | Blender Megathread

Author Topic: General Blender Help Thread | Blender Megathread  (Read 51392 times)




If you have any questions regarding Blender I would be more than happy to help you. (Not as soon as I can but as soon as I feel like.) Some information in this thread is outdated and I will try to update it but I'm lazy. Feel free to discuss anything related to Blender as well even though the main focus of this thread is to provide support. To avoid clogging up the General Modification Help forum, my Steam friends list, and to keep all relevant information in one place please avoid making new threads regarding Blender and post what you wanted in this thread.

There are fairly few differences between Blender 2.5 and Blender 2.6+ for beginner users so even though most of the info in this thread is for 2.5 it will most likely work for 2.6+ as well. Blender 2.49b and Blender 2.5+ information/help is not interchangeable as the interface and general workings of the program have changed drastically.




As of Blender 2.63.0 (Official stable release available on the Blender site) the core mechanics of Blender have been greatly improved. Blender now supports single faces that have more than 4 or 3 edges/vertices called "n-gons". So for example an octagon with 8 vertices and 8 edges could be a single face. Before you would have needed to construct this octagon from 8 or 6 triangles or 3 quads.


From left to right: A triangle "tri", a square "quad", an octagon "8-gon" (single face!), and an octagon constructed of 3 quads.

Obviously these n-gons are not supported in Blockland but they are not supported in any older versions of Blender either. This new feature is called BMesh and it completely reworked the entire polygon modeling aspect of Blender. This also affects the .blend saves.

In order to open .blend files saved in Blender 2.63 or newer with older Blender versions you need to save the file again with Legacy Mesh Format. Please note that this gets rid of all ngons in the save.

To save with Legacy Mesh Format, go to File > Save As... or press Ctrl + Alt + S and check/tick the Legacy Mesh Format checkbox.

The .blend file you just saved will now open in old Blender versions.



Downloads & Links

All files (except the latest Blender and Blender 2.49b) are for Windows only. Mac and Linux users need to manually install the DTS exporter and Python.

You will need these
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The latest version of Blender. I highly recommend using the latest version instead of old ones.
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LINK
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Blender 2.49b with preinstalled Python and the latest DTS Exporter.
This is the only version of Blender that works with the DTS exporter.
Download, extract, run, and export. It's as simple as that, no need to mess with scripts.
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DOWNLOAD (32bit)
 
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Guide to exporting Blender models for Blockland. Outdated but the major points stand.
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LINK

Extra/Alternative Stuff
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Blender 2.49b.
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LINK
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Blender 2.49b with preinstalled Python and the latest DTS Exporter. Same as above except 64bit.
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DOWNLOAD (64bit)
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Blender 2.49b with preinstalled Python and DTS Exporter 0.964. This exporter works better with player animations.
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DOWNLOAD (32bit)
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Blender DTS Exporter 0.97 beta 3. Released 2009-07-04. (ISO 8601) This is the latest version.
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DOWNLOAD
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Blender DTS Exporter 0.964. Released 2008-08-11. Works better with player animations.
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DOWNLOAD
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Polygon toolkit. If you can't figure out how to use, you don't need it.
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LINK
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Handy Blender 2.49b -> 2.5 interface guide.
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LINK
dat formatting

THE BLENDER DTS EXPORTER (ANY VERSION) ONLY WORKS
LET ME REPEAT
ONLY WORKS
WITH BLENDER 2.49b.



Protips

All protips are for Blender 2.5 unless otherwise noted.


Vertex (Plural: Vertices)

Face, can only be formed in between of 3 or more vertices

Edge, only between 2 vertices

Mesh, but can also be referred as model or object

  • In the Space menu you do not necessarily need to type in the full name of the action you wish to perform. For example if you wish too add a cube, you could type in Add Cube and select it or you could simply type in cube and it will display all actions with "cube" in the name.
  • In 3D view, press Z on your keyboard to quickly change between solid and wireframe.
  • In 3D view, press Ctrl + TAB on your keyboard to quickly change between vertex, edge and face select modes.
  • In 3D view, press TAB on your keyboard to quickly change between object and edit modes.
  • In 3D view, you can select anything (Lamps, cameras, meshes, vertices etc.) and  press M on your keyboard to quickly move it to a separate layer. This helps you keep the scene clear. I like moving the camera and light to a separate layer. Pres Shift  + 0-9 to show two or more layers at once.
  • In 3D view, press Shift + A on your keyboard to easily add new meshes.
  • To scale your mesh/parts of your mesh simply select it/them, press S on your keyboard and move your mouse. Alternatively you can type in numbers if you want more precise scaling. The scaling percentage can be seen in the bottom left of the 3D view.
« Last Edit: July 31, 2013, 06:13:37 PM by Demian »


Q:How do I change transparency in Blender 2.49b?
A:The transparency or alpha value can be found in the material settings. (In toolbar: Shading > Material buttons) Look for the material tab where there four sliders: R, G, B and A. Simply change the A or alpha slider. The other three sliders are for red, green and blue colors.

Q:How do I assign multiple materials to a single mesh in Blender 2.49b?
A:I am assuming your mesh already has one material assigned to the whole mesh. Now select the faces you wish to assign a new material to, go to the editing tab (F9) and in the Links and Materials box click New and Assign buttons. Your selected faces now have that new material assigned to them. Now you simply modify that new material to your liking.

Q:How do I split meshes? Separate one part of a mesh to make it it's own mesh in Blender 2.49b?
A:Select a part of your mesh (Vertices, faces or edges) and press P on you keyboard and select Selected.
« Last Edit: July 30, 2013, 05:00:24 PM by Demian »


vvvv ---- THE MOST COMMON PROBLEMS ---- vvvv

Q:My model lighting is all screwed up! The colors are dark at random parts, there are weird shadows, and some parts are glowing! The world is ending!
A:This is caused by scaling your mesh in object mode. But worry not! It can be easily fixed so there is no need to avoid scaling in object mode.
Select all of your objects and press Ctrl + A then select Scale and you're done.
If you are still experiencing these problems it means your model has inverted normals.

Q:I can see through some parts of my model?! Parts of my model are inside out?!
A:A classic case of inverted normals. Normals tell the game which way is "outside" and which way is "inside". If you have turned off doublesided when exporting, which you should, then the "inside" of the face is not rendered/visible. When a face has inverted normals it means you can see through the face because the "inside" of the face is not rendered and the normals tell the game that the "inside" of the face is pointing outwards which is wrong.

To see the normals on your mesh, go to edit mode, press N to open the toolbar, and in the Mesh Display category press the orange square button under Normals:. Right next to this button is a Size slider that visually scales up/down the now visible normals. (This is only a visual thing in Blender and doesn't affect anything in Blockland.)

Normals in Blender are cyan lines pointing to the outside of the face.

To automatically fix your normals, select all faces, and press Ctrl + N. Because the algorithm isn't perfect some faces may still have inverted normals. These you need to fix manually. Go to face select mode (Ctrl + Tab), select faces with inverted normals, and press W > Flip Normals.

^^^^ ----- THE MOST COMMON PROBLEMS ----- ^^^^

Q:How do I add materials (color) to my mesh?
A:First things first. The only thing that matters is the material name. It doesn't matter what color it is, what sort of specularity it has or anything else. None of those will get exported, only the material name. So any color you add to your model in Blender is purely for Blender. I helps you with modeling, but that's all.
To add a new material to your mesh/part of your mesh select it, go to the Material tab in the toolbar on the right and click New. By default, it is named Material. Change it to your liking and your good to go for exporting.
If you want to have the color in Blender, then simply change the Diffuse color. If you do not understand RGB/HEX color system work, please Google it because that is something everyone using a computer should know. It's computer 101.

Q:My model isn't moving in first person in Blockland. Like swinging the sword. What to do? (Parenting meshes)
A:You need to have two empties in your model called Shape and Detail32. To add an empty press Shift + A on your keyboard and select empty. For some reason I have been unable to find the empty mesh from the Space menu. Do not move the empties, let them be in the center on the scene on top of each other. Once you have two empties, name one of them Shape by going to the toolbar on the right and clicking the Object tab. The name is in the topmost text box right of the orange cube icon. Now name the other one Detail32.
Now select all of your mesh, including armatures (I'll get to those later.), and parent them to Detail32. To parent one mesh to another, first you need to select the child mesh which in this case is your whole mesh. Then go to Object tab in the master toolbar and in the Relations tab there is a text box titled Parent. In this box type Detail32. Now your mesh (The child mesh) is parented to Detail32 (The parent mesh).
Once all of your mesh is parented to Detail32, select the Detail32 empty mesh and parent it to the Shape empty.

Q:Help! My mesh suddenly vanished!
A:You must have accidentally pressed H which hides the selected mesh (parts). Press Alt + H to unhide. Or you could have moved it to another layer. Press the numbers 0-9 on your keyboard to change the visible layer. If you see your mesh in one of those layers, simply select it, press M and the select a layer by either clicking one of the boxes or pressing numbers 0-9.

Q:How do I set a background image?
A:I like step by step guides.
  • In 3D view, press N on your keyboard.
  • Check Background Images and open the menu.
  • Click Add Image and open the menu by clicking the little arrow left of "Not Set".
  • Click Open and find your image.
  • Now you can adjust the image size, transparency and on what axes/views it will be displayed.

Q:How to hide the dotted line between child and parent meshes?
A:In 3D view, press N on your keyboard and uncheck Relationship Lines. If you'd rather unparent the meshes, press Alt+ P and select the option you want. (Most commonly Clear and Keep Transformation.)

Q:How do I add curves?
A:This is a rather advanced feature in comparison and doesn't have all too many uses for modeling for Blockland. Simply press Shift + A and select curve or press Space and search for curve.

Q:I moved the 3D cursor by accidentally clicking the left mouse button. How do I move it back to the center of the scene? This little fella:
A:A very common accident indeed. Simply press Space and type in Snap Cursor to Center.

Q:How do I snap to grid when I'm editing my mesh? (Moving, scaling rotating etc.)
A:In the 3D View toolbar there is a little button that looks like a magnet called "Snap during transform". Click that and select Increment from the Snap Element menu next to that button.

Q:How do snap a mesh/parts of mesh to grid?
A:I highly suggest you go to Orthographic view mode by pressing 5 on the numpad once or twice then to front/right/top view with 2, 3 or 7 on the numpad. (Note: If you do not have a numpad, get one. Or change the view with the View menu in the 3D view menu.) Now select your mesh/part of your mesh, press Space, search for Grid and select Snap Selection to Grid. Please note that this can be to single vertices too.

Q:How do I move meshes/lamps/materials/anything from one save to another?
A:It is called appending and it is really easy. In the main toolbar go to File > Append, find your save and open it. Inside the save there a multitude of folders, but what you need is the "Object" folder which contains all the meshes in the save. Of course appending other things than meshes work too. Open the Object folder, select all the meshes you wish to append and press the Link/Append from Library button at top right.

Q:How do I bevel meshes?
A:Select your mesh and in the main toolbar go to Modifiers tab. Click Add Modifier and select Bevel under the Generate list. When you're done editing your bevel remember to click Apply. You can also manually bevel by pressing Ctrl + B.

Q:How do I split meshes? Separate one part of a mesh to make it it's own mesh?
A:Select a part of your mesh (Vertices, faces or edges) and press P on you keyboard and select Selection.

Q:How to split and close panels in the interface?
A:There are a few white lines in a triangular shape in both top right and bottom left of every panel. Click and drag these to split panels by creating a new panel inside the existing panel. It's a bit tricky to wrap your head around at first but you get used to it.

Q:How to set the amount of vertices in a cylinder or circle?
A:Add a cylinder or circle and press T to open the toolbar on the left. At the very bottom of the toolbar there is a Add Circle/Cylinder menu, open it and change the amount of vertices. F6 opens the same menu.

Q:How to move objects along specified axis/axes?
A:Select the object you wish to move (Meshes, lamps, cameras etc.) and press G to grab it. Now press X, Y or Y to lock your grabbing to the specified axis.

Q:How to merge two different objects together?
A:Select both of your objects and press Ctrl + J.

Q:How to move the model origin point back to the center of my model? The point that the model usually rotates around.
A:Select your mesh, press Space and search for "Set Origin" then select where you wish to move the model origin point. The options are self explanatory.

Q:How do I display normals?
A:Select your object and go to edit mode. Press N to open a toolbar then select Mesh Display > Normals: > Face.

Q:How do I center my model to the 3D cursor/origin point/world center etc.?
A:The keyboard shortcut Shift + Ctrl + Alt + C has various centering options.
« Last Edit: July 30, 2013, 05:06:52 PM by Demian »

reserved
To think I almost posted suggesting you to make another reserved post...

To think I almost posted suggesting you to make another reserved post...
Thank you for not doing that. I tried my best to be quick and lock the thread in-between posts to let the post cooldown counter reset.

Demian you're the best :D
New thread for this: forum.blockland.us/index.php?topic=157886.0 bby plz
« Last Edit: July 30, 2013, 06:07:28 PM by TristanLuigi »

It's a few years late but I finally wrote a guide on how to install the Blender DTS Exporter: http://forum.blockland.us/index.php?topic=238465.msg6795645

a vehicle i'm working on won't cast a shadow, anyone have any clue what up with that?

a vehicle i'm working on won't cast a shadow, anyone have any clue what up with that?
In the DTS Exporter Shape > Shape Options tab select (dark green) Triangle Strips instead of the other two.

If this fixes it please edit your post in the 3D model thread so I don't have to crosspost.

no dice
it's weird, shadows are casted on and through it but it makes none of its own

if you could take a look at the model itself that would be great

Did you uncheck "Double Sided Faces" for the entire mesh? Are your normals all facing outwards?

normals are correct, i'll have to check double faces though

Did you uncheck "Double Sided Faces" for the entire mesh? Are your normals all facing outwards?
Neither of these affect shadows.

no dice
it's weird, shadows are casted on and through it but it makes none of its own
There are a few problems with your model:
  • Your Col model is in the same layer as the visual model.
  • Your Col model has inverted normals.
  • You do not need a Col0 empty.
  • Your Col model has Double Sided checked when it shouldn't be.
  • Your visual model has Double Sided checked when it shouldn't be.
  • You have several armatures when only one is needed.
  • You have named your armatures with the correct node names (mount0, cam and so on) but Blockland doesn't understand armatures and the DTS Exporter does not export armatures (I think) and the armature should not even be exported. Blockland and the exporter need bones. Bone =/= armature. Armature is something Blender uses to control bones. Join all your armatures into one and give the armature some other name than a bone name. (For example armature.)
  • You have UV mapped your model but you are still using several materials to assign the colors on the model. You do not need a UV map if you have several materials for the colors.
  • You have a few inverted normals on your visual model.
  • The reason it's not casting a shadow is because you have UV mapped the model but there is no UV map image.
You also need to export it as Triangle Strips as I said earlier.
« Last Edit: August 01, 2013, 03:16:50 PM by Demian »

Does the ejectPoint need to be parented?

If so what to?

Does the ejectPoint need to be parented?

If so what to?
mountPoint, muzzlePoint, ejectPoint, it's all the same type as far as the game is concerned: http://forum.blockland.us/index.php?topic=157886.0#post_bones