Sunday, April 15, 2018

Align Objects

This entry covers the simple approach of aligning two objects along a reference side.  This can play an important role when building a mesh that will be 3D printed and you want to make sure the bottom layer is perfectly flat and aligned.  

The short explanation is to use the Align Objects command and set the Align Mode and axis.

For this example, I was making a keychain with a loop for a connecting.  I made two objects, but I needed their bottoms to be aligned perfectly.


Wednesday, September 6, 2017

Extrude an Image

In my recent pursuits of taking up 3D printing, I've found a desire to try to print an extruded version of an image.  The following is one approach to achieving this using Inkscape and Blender.  For this entry, we will use the blender logo.


The basic process is in converting the original image into an SVG and importing that SVG into Blender and then extruding that object. We will use Inkscape to convert a PNG into an SVG.  

Saturday, July 22, 2017

Texture Animation

This approach to animating textures is well documented via videos.  Here is a written procedure of the standard approach for using the UV Warp modifier to achieve a texture animation.

This technique is found in characters like Pocoyo or the Lego movies.


Saturday, July 8, 2017

Texture Map - External Coloring

In this entry I'll cover how to create a texture based on the unwrapped UV map.  In this case, I wanted to create the waffle cone volcano in a game I was making.  In some cases it makes more sense to attempt to paint directly in the viewfinder.  For that see my other entry:  Texture Painting.  In this case with a specific uv unwrapping in mind, I wanted to modify the mapped texture.


The first step is to unwrap the UVs on the object.  Then with a new empty image created, Bake the current material into that image.  Render Tab > Bake panel > Bake button  (shown below).

Tuesday, July 4, 2017

Preferred Video Render Settings

There are many settings for rendering video.  So far, the one that brings me the most consistent results with videos coming in with varying FPS and resolution, is shown below.  This was suggested on a forum I came across and so far it works the best for me.  Note that the Maximum Rate is set to 0, so that Blender ignores it.


Video Stabilization

This entry will cover the ever popular desire to stabilize captured video.  Having reviewed several avenues for doing this (even with dedicated video editing software), this method seems to be the best and provides the most control.

To get started, when first launching Blender switch to the Motion Tracking view.


The first step is to select a track point.  This is simply done by holding [Ctrl] and [Right-Click] a point on the scene.  Some things to consider when selecting a point.  First find a point of good contrast that will not change between frames.  This is the anchor for the scene.

Saturday, December 17, 2016

Adding Multiple Animations

This post is targeted for storing multiple animations that can be brought into a gaming engine like Unity.  This post is built on top of 2 other previous posts.

To learn how to create a rig go here:  Rigging Intro

To learn how to animate a rig, go here:  Animate Rig

Building off these two the next step is to store several animations of the same armature in one blend file.  To do so, when you are in the Dope Sheet view and capturing your animation, you'll need to set the Mode to Action Editor.

Give the current animation a Name (in my case I called it "swim").  And be sure to click the [F] button, as this creates it as a unique animation in the file.


Click the [+] sign to create a new animation, and give it a new name.  You'll need to delete all the previous keyframes (except perhaps the first), then add new animation.  Once again, make sure to click the [F] button again so that it is identified as unique animation.

To see how to configure this animation in Unity, go here:  Import Animation Model