Author Topic: General Blender help thread  (Read 73576 times)

How do I keep a pose from a rig as its own model? What happens is when I export to .obj and it'll have multiples of one part in the basic pose and the posed version.
I have hardly any experience in animating but you could try applying the armature modifier.

3. Is there any feature similar to the Subtract feature in Adobe Illustrator? http://www.youtube.com/watch?v=v2Hl6GYfT-g
4. How do I enable the mirror feature so everything is symmetrical?

Extremely basic question ahead!

So, I want to get this...


Over onto the other side...


and simply mirror it, but whenever I duplicate it over there and try to rotate it, it just spins in some odd angle and annoys me.

I know that model is terrible, this is my first blend, and it's besides the point.

Center your model to the 3D cursor. Then apply location, rotation and scale. Then do a mirror modifier. Search OP and use common sense, all the info is there.

Center your model to the 3D cursor. Then apply location, rotation and scale. Then do a mirror modifier. Search OP and use common sense, all the info is there.
Thanks. I'm also fully aware that I lack common sense a bit.

This is actually beginning to make sense.

Is there any way to open up a blender file to edit its contents? For some reason some stuff won't delete.

Is there any way to open up a blender file to edit its contents? For some reason some stuff won't delete.
I bet you're referring to materials. Simply make sure that no objects use a material, save, restart Blender, and load your save. All materials that were not used are gone. If you didn't mean materials I suggest you take a look at the outliner editor.

Selecting in the outliner didn't allow me to delete them, DarkStar's rig has a bunch of extra shapes that aren't even visible, and I'm not even using the rig.
Never mind, turns out they were bones that had to be deleted in edit mode.
« Last Edit: February 08, 2012, 04:44:11 PM by Nasoa »

So, I was separating the different appendages from a Blockhead model into seperate meshes, and certain meshes, like the feet and torso have this odd black noise on it. Isn't this generally associated with overlapping faces or something?

So, I was separating the different appendages from a Blockhead model into seperate meshes, and certain meshes, like the feet and torso have this odd black noise on it. Isn't this generally associated with overlapping faces or something?
Yes.

Yes.
Oh wow, there were two duplicates overlapping the original.

Thanks Demian.

I seem to be making too many problems.

Anyways, I've only recently realized that when I render my Hakosuka, it only displays in black and white. In the example below, the cloth is really a dark red, but it comes out as grey.


I forgot how to apply solid colors to models in the new edition of blender. Howto?

Add a material and change the diffuse.