blender
im usign blender.....rite.........
and i have a model of an image i made.....
and it has like four different parts head body arrms ect.
and now i realize that i want the parts to be seperate.
cus i know how to make objects come together as one but not the other way around.
can u help me
by the way if ur wondering why im not in the blender websites forum, its cus some stupid head has my username so i cant make a username there. (does that make sense?)
and i have a model of an image i made.....
and it has like four different parts head body arrms ect.
and now i realize that i want the parts to be seperate.
cus i know how to make objects come together as one but not the other way around.
can u help me
by the way if ur wondering why im not in the blender websites forum, its cus some stupid head has my username so i cant make a username there. (does that make sense?)
o come on i have been online since i put my first post i know that there are blender users out there and if ur not i think that u should definatly try it out..
Out of all the Dinkers here, I only know a few who have experience with Blender. Out of those, I see none online

thanks by the way do u have any names that i can look for
There is allready a blender tut submitted on this site, you shiuld have a look at it
No offense Rankn67, but a 2 hour turn-around on any forum is reasonable. Not to mention that it was Christmas day when you posted this.
I for one had finally got my kids for my part of the holiday, and Dink didn't seem as important at the time.
Although, my boys were asking me to bring my Laptop so they could play Dink on the trip?
Well, I'm off to bed. I gotta get up early and cook my Bday dinner.
Cheers and Happy Holidays,
mm.
I for one had finally got my kids for my part of the holiday, and Dink didn't seem as important at the time.
Although, my boys were asking me to bring my Laptop so they could play Dink on the trip?
Well, I'm off to bed. I gotta get up early and cook my Bday dinner.
Cheers and Happy Holidays,
mm.
You do realise you can always make a new username if only for one post to get your question answered. Maybe they're not a 'stupid head' just because they have a username which you also use

guys........................
all i want is an answer.
plees
all i want is an answer.
plees
December 26th 2005, 01:29 PM

Ric


Sorry there wasn't too much detail about that in the tut, but BlendTut 1.3 is really a tiny crash-course. Every detail of Blender fits into a book of about 800 pages! ( not including fluid and hair simulations added the other day...) Blender is realy getting powerfull, but with that is comlexity.
Anyhow, here are some details;
To join 2 meshes, use object mode,select both, then Cont/J.
Often Cont/(key) does one thing, then Alt/(key) does the opposite, but not with this. To split an object you'd need to start in edit mode, select the verticies, the press P.
BTW, most of the newer tuts are hosted here:
WikiBlender

Anyhow, here are some details;
To join 2 meshes, use object mode,select both, then Cont/J.
Often Cont/(key) does one thing, then Alt/(key) does the opposite, but not with this. To split an object you'd need to start in edit mode, select the verticies, the press P.
BTW, most of the newer tuts are hosted here:
WikiBlender
ok since we are on teh subject of blender and that ric still exists i have another question,
how do i raise the decimator? i type in a higer number and i click apply but then it goes back to the number i tryed to change?
note- i can lowere it without any trouble.
how do i raise the decimator? i type in a higer number and i click apply but then it goes back to the number i tryed to change?
note- i can lowere it without any trouble.
December 28th 2005, 11:21 AM

Ric


I almost never use Demcimator.( in fact, I kinda forgot how...)
I always use 'Remove Doubles'. It merges verts within the 'Limit' you set, only effects the verts you select, and keeps them in thier vertice groups so they still animate after.
I always use 'Remove Doubles'. It merges verts within the 'Limit' you set, only effects the verts you select, and keeps them in thier vertice groups so they still animate after.
December 29th 2005, 04:25 PM

RANKN67


i do it and it says 0 verticies removed.
so it doesnt work
by the way im trying to do this becasue of your tutorial model of a human has a head that is painted using vertex paint. and i noticed that the decimator is raised real high so thats why i wanted to know how u raised the decimator cus i want to paint my graphic.
PS i hope im not being a pain, cus if i am please inform me
so it doesnt work
by the way im trying to do this becasue of your tutorial model of a human has a head that is painted using vertex paint. and i noticed that the decimator is raised real high so thats why i wanted to know how u raised the decimator cus i want to paint my graphic.
PS i hope im not being a pain, cus if i am please inform me

wait, forget about the thing i said about 0 verticies are removed... i figured it out.. i guess i just didnt try
(edited)
Decimating only removes verticies.( subdivide and subsurf can add.)
You don't need to decimate or in any way remove verticies to vertex paint. Vertex painting is the easiest, but it attaches a color value to each vertice, so the fewer verticies you have, the less contrast you can get over an area. Adding verticies( by selecting All and subdivinding) gives better control, but new verts don't come assigned to a vertice group.
In vers 1.3 of the Blendtut in chapter 2 I explained how to assign verticies into material groups. It's not as easy, but It gives better and more stable results.
Decimating only removes verticies.( subdivide and subsurf can add.)
You don't need to decimate or in any way remove verticies to vertex paint. Vertex painting is the easiest, but it attaches a color value to each vertice, so the fewer verticies you have, the less contrast you can get over an area. Adding verticies( by selecting All and subdivinding) gives better control, but new verts don't come assigned to a vertice group.

In vers 1.3 of the Blendtut in chapter 2 I explained how to assign verticies into material groups. It's not as easy, but It gives better and more stable results.
o thanks
i notice taht in ur tutorial it says press "I"
to put in a rot key but it doesnt say how to remove a rot key
i notice taht in ur tutorial it says press "I"
to put in a rot key but it doesnt say how to remove a rot key
December 30th 2005, 07:23 PM

Ric


Heh, there are hundreds of things the tut doesn't mention. Its a crash course that lets anyone do just enough to find out if they really like to make stuff.( as you seem to
. I made it when I still remebered the sort of problems I face when I started out. ( My favorite thing about it is that the instructions can be read at the same time as you try things...)
But back to your question..
The best way to remove a key is to edit the IPO. First, in the 3d window select the object whos' action needs editing. Then in the right window open the dialog at bottom left. Select IPO editor. The graph can be moved around with MmouseBut, the green line moves to the current frame, the IPO lines each belong to one axis or location for the object selected in the 3d window. Each IPO line can be selected and edited much like editing a mesh. This may take some experimenting to figure out what key to remove, but when you do select the ipo, tab to edit, select the key(full key,not just 1 arm), X deletes.
Tricky the first time, realy adds to your abilities once you get it.

But back to your question..
The best way to remove a key is to edit the IPO. First, in the 3d window select the object whos' action needs editing. Then in the right window open the dialog at bottom left. Select IPO editor. The graph can be moved around with MmouseBut, the green line moves to the current frame, the IPO lines each belong to one axis or location for the object selected in the 3d window. Each IPO line can be selected and edited much like editing a mesh. This may take some experimenting to figure out what key to remove, but when you do select the ipo, tab to edit, select the key(full key,not just 1 arm), X deletes.
Tricky the first time, realy adds to your abilities once you get it.

December 30th 2005, 08:29 PM

Ric


More than ever. Sometimes I use the sequence editor to change or merge .avi files, Sometimes I just make things for fun, like today as i learned one of the new features I slapped together this.
Mostly I'm making the characters for a project called 'Broken Hourglass'. ( An Infinity engine modder put together a new company for that.) It doesn't pay great, but for something I love doing anyhow.....
Mostly I'm making the characters for a project called 'Broken Hourglass'. ( An Infinity engine modder put together a new company for that.) It doesn't pay great, but for something I love doing anyhow.....

Odd, it just worked for me. No worry though. Its just a 3 MB video of a fountain with Blenders' new fluid simulator.
i have to things....by the way i am using blender v 2.4
1- i subdivided many times so my decimeter is very high. but wen rotating and zooming and moving the armatures it moves very very very slow. but i heard taht the newest version has a special feuture that makes it go faster but my older version actualy works better. do u have any idea how?
2- i use vertex paint to color my graphic but i want to use a lamp to make it look more life like but the lamp is having no effect on it at all. note- it worked before i added vertex paint.
1- i subdivided many times so my decimeter is very high. but wen rotating and zooming and moving the armatures it moves very very very slow. but i heard taht the newest version has a special feuture that makes it go faster but my older version actualy works better. do u have any idea how?
2- i use vertex paint to color my graphic but i want to use a lamp to make it look more life like but the lamp is having no effect on it at all. note- it worked before i added vertex paint.
by the way i got the fountain to work! great job!!
it took forever tho
it took forever tho
You don't usually need to subdivide too much. (keeping track of all those verts is what slows you down.) Try a simpler mesh with 'AutoSmooth' on, and if needed turn on 'subserf' when you do your rendering. (Subserf is in the 'modifiers' pane.) Subserf can be applied to the mesh permanently, but its handy to just use it without applying it.
hey davince do u use blender or do u just like the work subsurf, lol
Yep, I use Blender. Not good enough to really help you though.
January 11th 2006, 01:55 AM

John Hagen


Hey Ric, very nice! I was messing around with the new hair feature... it's really awesome. I've never tried much animation though. I'm teh suck at organic modelling. I'm not as good as Ric, i'm sure, but if you want tuts, check out blender's site, and also the wikipedia.
I've been reusing a few models that are included with those graphics. When I use Blender 2.40, anything with armatures screws up (2.4 has a much improved system for that, but those models were made with earlier vers).
Does that happen with you guys too?
Does that happen with you guys too?
ya sure does cause i started my penguin character (for me future dmod)
and now i use it on v 2.4 and now its sorta slower even tho one of the special new feutures about v 2.4 was to speed up that process.
and now i use it on v 2.4 and now its sorta slower even tho one of the special new feutures about v 2.4 was to speed up that process.