Blender

Blender

Blend4Web : https://www.blend4web.com/

Install blend4web :
  • Download blend4web ce 
  • Unzip and copy to Documents (e.g. blender
  • open Blender --> User Preference --> File --> Script (Add c:\...\blend4web_ce\ folder )
  • Reopen Blender 
  • open Blender --> User Preference --> Addon --> Select (Import/Export) --> blend4web

Simple 1 : Object + Material + Shadows + blend4web
  • Open, Create Two Objects : Muckey and a Plane
  • Each Object : Add Material and Object --> Shadows --> Muckey :Cast / Plane:Receive
  • Select Light : Data --> Select "SUN" --> Shadow : Select Shadow
  • Test and View on blend4web (Fast Play)
  • P:Render --> Reflections and Refractions --> Reflec : ON
  • Select Muckey : P:Object --> Reflexible
  • Select Plane : P:Object --> Reflective
  • Select Plane : Shift-A --> Create "Empty" --> "Plane Axes"
  • Select Plane : P:Object --> Real-Time Refections --> Reflection Plane --> Select "Empty"
  • Select Plane : P:Material --> Mirror --> Select "Show Reflectivity --> Refec : 0.83 / Fresn : 3 / Blend : 1
  • Set Envirnment :
  • P: World --> World --> Select "Render Sky", "Paper S' , "Blend S"
  • P: World --> Environment Lighting --> Select
  • (Fast Play) -DONE


Problem : Blender Export Obj to LibGDX  
Simple : https://www.raywenderlich.com/49955/blender-tutorial-for-beginners-how-to-make-a-mushroom
  • Blender Export ObJ with Texture : 
    • Export use : Y - UP
    • After Export : Texture File : Rotate 180 and Flip 

  • UV Unwrap File with Objects (Add Textures File)
    • Object Mode : Shift + S - Move Cursor to Center 
    • UV Mesh : 
      • Separate two Windows
      • Left : Select "UV Edit Mode"
      • Right : Select all by Key A
      • Press "Mesh" --> UV Unwrap > Smart UV Project
      • (not a good way to do)
      • -------------------------------------------------
      • Bast Way :
      • Right : deSelect all by Key A
      • Click deSlect : "Limit selection to visible"

      • Press B and Mouse to Select Face
      • Press "Mesh" --> UV Unwrap > UV Unwrap
    • Paint Mode :
      • On UV Editor Mode : Select paint and directly paint on Editor mode in Texture Paint mode
    • Save All before Export  :
      • Rename : Object, Image and Material to same is better
      • Save Material / textures Image file from UV/Image Editor  : Click "image" --> Save as Image
      • OBJ OPTIONS



    • Make it Animation by Rigging
      • https://www.raywenderlich.com/49955/blender-tutorial-for-beginners-how-to-make-a-mushroom
      • https://www.raywenderlich.com/52804/beginning-blender-tutorial-animating-rendering-mushroom
      • Create Mushroom Object as below
      • Shift-S : Cursor to Center
      • Viewport -> Solid
      • Shift-A  -> Armature -> Single Bone
      • Properites -> Object Data -> Select (Names and X-Ray)
      • Edit Mode
      • Right-Click Select Tip/top of Bone
      • Press G and Z to exten and restrict to Z -Axis to next Join Area
      • Press "E" to Exten and copy bone to next Join Area

      • Select Bone on Proporties rename Bones 
      • Goto Object Mode
      • Select Bone and Objects (Mushroom) Only
      • Control-P --> Set Parent To --> With Automatic Weights under Armature Deform
      • Control-Tab to Pose mode
      • Right Click Bone and Press "R" to Test Movement
      • (Options) 
        • After Create Bone
        • Goto Vector Group
        • Create Vector Group "name A" Bone
        • Go Back 3d View 
        • "B" Select Bone and Object 
        • Select "name A" and Click Button "Assign"
        • Repeat each Bone B, C, D, E,
      • Create HOP
        • Goto Object Mode and Select bone
        • Create First TimeLine : Press I and view insert Keyframe on Time Line
        • ------Goto Frame 4  : press timeline to move green line to X frame (e.g. 4 frame)
        • Go back to 3d View and Select Bone and press "s" and "z" to scale
        • Type "I" -> Scaling
        • -----Goto Frame 8 
        • Option-S to clear the Scaling (Options-S = Alt-S)
        • Type "I" ->LocScale
        • -----Goto 14 Frame
        • Select All Bone and Object
        • Press "G" and "z" to move mushroom up
        • Press "I" --> "Location"
        • ----Goto 16 Frame and 18 
        • Press "G" and Z" to move down mushroom a little bit
        • Press "i" --> Location
        • ----Goto 20 frame 
        • Press "Option-G to clear the location
        • Press "i" --> Location
        • ----Set end Frame Press "E"
      • Animation Screen
        • Control -Middle Mouse to Scale Timeline
        • Reame Animation name 
        • Press "F" to Create Fake User for Save Current Parameter
      • Create Nod Action
        • Goto Frame 1 : Move Timeline to First by "Shift-Control-Down Arrow"
        • Change View : View -> Presp/Ortho
        • Goto Frame 1 
        • Press "R" and move bone 
        • Press "I" and Rotation
        • Goto Frame 5 
        • Press "R" and move bone 
        • Press "I" and Rotation
        • Press "E" to End
        • Option - A (Alt -A) to Start Action
        • Rename Dope Sheet Action Name and Press "F" to Save


Key Control :
  • Add Edge  : [Edit Mode + Wireframe] Contrl + R : Add Edge 
  • More Smooth and Detail but Not Shading (smooht/Flat) -- Easy to control by Properties
    • P:Modifiers --> Add Subdividion Surface --> View 
  • Add Subdivide Edge into a plane to increase an edge and more smooth. : [Edit Mode + Wireframe] : W --> SubDivide

Download 3d model with animation character : https://www.mixamo.com/#/?page=1&type=Motion%2CMotionPack

  • -----------------
  • Download fbx from : https://www.mixamo.com/#/?page=1&type=Motion%2CMotionPack
  • Open Blender and import Downloaded fbx File
  • Save to .blend
  • REMOVE the Transparany Option from Material Manu
  • Export to .fbx file
  • Use Fbx-conv to convert .fbx to g3djOpen g3dj file into text editor
  • check "Animation ID" and "Material" File location
  • --------
  • Copy to Android Studio With Texture file


    Export Blender Animation to ogg for Android Studio input 



        

    Comments