Author Topic: General Blender help thread  (Read 73378 times)

Press R and then X/Y/Z to rotate on the specified axis.
But that makes rotating on Normals very hard, and I use that a lot.

But that makes rotating on Normals very hard, and I use that a lot.
Rotating on normals? How do you do that?

Rotating on normals? How do you do that?

Here ya go.
If this is set to Normals, the rotate/grab/scale will be aligned to the normal of the object.
EDIT: I fixed my earlier problem. It was a problem with my graphics settings, I messed with them a bit and it returned to normal.
DOUBLE EDIT: Does this count as a milestone for this topic? I dunno.

22000 views
« Last Edit: February 15, 2013, 08:53:37 PM by Pompmaker2 »

Any way to get a list of all nodes or something?

Any way to get a list of all nodes or something?
Blender does not have nodes. What do you mean by nodes?

Blender does not have nodes. What do you mean by nodes?
Well in a script you do numMountPoints = 2; to define how many mount points and than mountThread[0] = "root"; mountNode[0] = 2; So I was wondering how to change the position of a mount point.

A mountPoint is a bone with the name mountPoint# where # is a number. I do not know if numbers above 9 work.

A mountPoint is a bone with the name mountPoint# where # is a number. I do not know if numbers above 9 work.

Yeah, so he's asking how to get a list of bones. I'm almost certain you can get that list by looking near the bottom of a DTS file.

EDIT: Yep. Here's something from the bottom of m.dts:

Quote
detail100 main start Hip Torso RightArm RightHand Mount0 Box01 RHand100box RHook100 Rhand100 Rarm100box RarmSlim100box Rarm100 RarmSlim100 LeftArm LeftHand Mount1 LHand100box LHook100 Lhand100 Larm100box LarmSlim100box Larm100 LarmSlim100 Head Mount5 Mount6 Cam HeadSkin100 PointyHelmet100 Visor100 Helmet100 bicorn100 scoutHat100 FlareHelmet100 copHat100 knitHat100 triPlume100 plume100 septPlume100 chest100 tank100 Mount2 pack100 armor100 quiver100 cape100 femChest100 Bucket100 epaulets100 epauletsRankB100 epauletsRankC100 epauletsRankD100 epauletsRankA100 epauletsold ShoulderPads100 RightLeg RFoot Mount3 Rshoe100box RPeg100box Rski100 RShoe100pants RShoe100 Rpeg100 LeftLeg Mount4 LFoot Lshoe100box LPeg100box Lski100 LShoe100pants LShoe100 Lpeg100 pants100box skirtHip100 skirtTrimLeft100 skirtTrimRight100 Mount7 pants100 Eye HeadSkin copHat knitHat chest pack quiver femChest epauletsRankB epauletsRankC epauletsRankD epauletsRankA RShoe LShoe skirtHip skirtTrimRight Box RHook Rhand Rarm RarmSlim LHook Lhand Larm LarmSlim PointyHelmet Helmet bicorn scoutHat FlareHelmet triPlume plume septPlume tank armor cape Bucket epaulets ShoulderPads Rski Rpeg Lski Lpeg skirtTrimLeft pants Visor
« Last Edit: February 25, 2013, 04:30:00 AM by Port »

Is there any Python programmer out there? If so, would be possible to port DTS exporter into Blender 2.6? I hate juggling software around and keeping outdated versions.

Is there any Python programmer out there? If so, would be possible to port DTS exporter into Blender 2.6? I hate juggling software around and keeping outdated versions.

I'm a Python programmer, but I know nothing about modelling, the DTS format or Blender's API. I might try looking into it though.

I'm a Python programmer, but I know nothing about modelling, the DTS format or Blender's API. I might try looking into it though.
http://mirror.dataorb.net/BlenderDTloveporter_0964_Source.zip
« Last Edit: March 04, 2013, 09:36:05 AM by Demian »

Do we have to triangulate the meshes?
I've done quads and it seems to work fine? Doesn't the exporter export as like triangle strips for us anyway?

Also, do I need to package a blank.png with my addon?
« Last Edit: February 28, 2013, 11:45:35 PM by DYLANzzz »

How do you hide objects?

Also, how do I flatten them to a certain axis?
« Last Edit: February 28, 2013, 09:17:05 PM by Mounds Bar »

How do you hide objects?

Also, how do I flatten them to a certain axis?
Are you using 2.65 or 2.49?
in 2.65 hit h to hide objects and alt h to unhide them (note this hides them from view and wont stop them from exporting if you have it set to export everything)
I believe you can also find it in the object menu if you go all the way up, hover of the the little arrow and let the menu slide all the way to the top, itll be up there.

Flatten an object on a certain axis? Do you mean Scaling it down to 0? Hit scale (s) the the axis name (x,y, or z) and then 0

How you did make brick with texture?