I have just discovered this very nice method to insert keyframe to a light when we are in the Cycles Render mode so that the lamp will change color from one frame to the next. Here is how to insert a keyframe to the light.
i) In cycles render select the light by left clicking on it.
ii) Before you do anything make sure you are at frame 1 by looking at the timeline editor.
iii) Select the object data tab of the lamp.
Under Nodes click on the Use Nodes button then change the color of the lamp to any color, next press ‘i’ when the cursor is on the color box to insert a keyframe. After you have inserted a keyframe to the lamp the color box will get a border which indicates that you have successfully inserted a keyframe.
iv) You can now move to frame number two under the timeline editor and insert the next keyframe using the same method.
v) It is simple to change the color of a mesh by just changing the color of the lamp as mentioned above!
Now switch to the Rendered viewport and press Alt-A to render the animation and see how the lamp changes color through time.
If you want to produce a cut on the mesh in Blender you can press the blender’s hot key “K”. Once you have pressed the ‘k’ key on the keyboard you will see a green square and a knife, if you left click on the mesh and move the knife you will see a line which will help you to better position the cutting edge, left click again to confirm the final position and then just press the enter key to finish the cutting process.
For those of you who want to create terrain in Blender you do not need to start from the beginning anymore because all you need to do is to create the landscape mesh under Mesh->Landscape! You can then change the type of landscape to suite your need or modify it in the edit mode.
This addon is not a default addon so you do need to activate it under the addon console.
Blender offers a very simple feature which you can use to cut the cube into half. First of all switch to edit mode, then add in two horizontal edge loops (Control+R) to the middle of the cube. With the loops still selected press ‘w’ and select ‘Bridge Edge Loops’ and woola!
If we have activated the IK or inverse kinematics in our bone structure then by moving a piece of bone will then move the other bones attach to it. In this simple example I will show you how to apply inverse kinematics on a group of bones. Before we start please take note that I do not change the name of any bone so for example, bone number one will remain as Bone and the second bone will be called Bone.001 and so on.
First let start to create three pieces of bone as usual, SHIFT-A then select Armature->Single Bone.
Next switch to edit mode and start to extrude that bone upward, select the tip of the bone and start to extrude it upward, press E for extrude and Z to move upward in the z direction. Extrude two times so now you have three bones.
Still in edit mode select the top most bone and under the Bone tab under Relations->Parent delete Bone.001 to make that top bone not attach to any parent object.
Next select Bone.001 which is the second bone from the top and switch to pose mode. Add an inverse kinematics constraint to the bone under the Bone Constraints tab.
Next under the Target area select Armature and under the Bone area select Bone.002. Bone.001 should now turn yellow indicating that the IK settings have now been activated!
That is it, now still in the pose mode select the top most bone and move it around in the x, y or z direction with the x, y, z arrow!
You will see the bottom two bones will follow the top bone!
IK is very useful when it comes to creating a bending pipeline like below…
This few days I am busy creating assets for me next game which will operate on the Android phone as well as desktop. Below are a few types of robot I have created with Blender which I would like to share with you all. Blender is a great software which can help us to create cool graphic as well as making movie so if you are looking for such a software product then you might like it!
This is the first robot I have created a while ago and will not appear in my game but just to show you my very first robot!
This is the mech which will appear as the enemy in my new game.
The friendly robot will assist you to destroy your enemy.
The leader of the enemy mech which is still work under progress which means more works need to be done!
That is it! From the first robot to the latest, what do you think about it?
I have started to write the story line for my next gaming project in android while creating a few gaming characters at the same time. After a long rest it is time to start a new gaming project again and with the graphic software like Blender and the coding IDE such as eclipse I am ready to create my next game which will be for the android user this time.
The above character is the enemy in this new game and it is creates with Blender, more touch up will be needed for the above character include the installation of the laser guided weaponry system just below the body of this strike mech.
A few reasons that make me choose android as my next gaming platform :-
There are basically no distribution network available to distribute my game for the java desktop user.
Although python is great but there is little market for python gaming.
I am thinking about creating game in c# or c++ but it seems like the revenue (or profit) is not that high when it comes to distribute our game in windows store.
Therefore with that in mind I have decided to go for the android platform and concentrate 90% of my future gaming projects in android. There are lots to learn when it comes to game programming in android but as a game developer who seeks profit we will have to overcome all the hurdles before we can win big in 110m!
Today I am going to introduce to you another blender tool which you can use to create human character within minutes. In my previous post I am talking about using Make Human to create human character for online game and in this article we are going to look at another cool tool which we can use to make humanoid –> Manuel Bastioni. Manuel Bastioni has almost all the features offered by Make Human accept one –> It does not have GUI of it’s own and thus we will need to import this plugin to Blender before we can use it.
If you are using Blender to create your gaming character then I will suggest you to directly using Manuel Bastioni instead of Make Human so you can save all the time you need to import your gaming character into Blender for editing. Since Manuel Bastioni is a plugin for Blender then we can create humanoid directly in Blender after we have installed this plugin.
Manuel Bastioni is a great plugin for Blender which I highly recommend to you after myself have used it to create the below feature.
If you want to create cloth for the character you might not be able to use it’s feature to do so at the moment but you can easily create the cloth in Blender because once the character has been created it will become just like a normal mesh object which you can then edit it as you wish!
In this tutorial I am going to show you how to light up a Blender object not by using the default lamp but just by using a background image.
Start a new Blender project then switch it to Cycles Render and then go to the property panel and select the world tab. Under the Surface sub panel click on the Use Nodes button and then click on the button beside the color palette and select Environment Texture, next click on open and select an image as the background image for the scene!
Turn off the lamp by clicking on the eye icon once so we only light up the default cube with the background image.
Next under the Render tab Film sub panel checked the Transparent checkbox so the background image will not appear in the scene but still will light up the default cube.
Next select the default cube then go to the Material tab and click on the Use Nodes button. Select Magic Texture from the button beside the color palette.
Now click on the Render tab and render the scene.
As you can see the background image has replaced the lamp to light up the object’s scene.