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