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
HOW TO IMPORT TWO ANIMATION INTO ONE OBJECT AND MAKE IT ACTION
Download Animation from https://www.mixamo.com/
Create a Plane and Make it Rigid Body without Dynamic
-----------------Load Idle Animation---------------------------
Import Animation (Idle) FBX with Manual Orientation (left options menu)
Select and Ctrl-J to Join all Objects to one.
(Bottom Windows) Open as "Drop Sheet" Animation Windows and "Action Editor"
Change Animation Name e.g idle
(Right Windows) Open as "NonLinear Animation" Windows
HighLight "Armature" Click "Push Down" and Rename NICTrack name (e.g. to "idle")
Test Play to see the result.
----------------Load Second Animation------------------------------
Import Second Animation (e.g. Run) FBX with Manual Orientation (left Options Menu)
Push X to Delete Object (But not Armature Animation)
Select Object Tree "Armature"
Go to Drop Sheet Window: Rename Animation Name and Rename "Armature.001" to "Armature"
HighLight "Armature" Click "Push Down" and Rename NICTrack name (e.g. to "run")
------------------- Create Controller Node --------------------------
Hightlight "Armature" goto Armory Traits create Node Script
Open "Login Node Editor" Windows and Create Name Node name it (e.g. AnimController)
Create "On Keyboard":Started:Key:r to "Play Action":Armature:run
Create "On Keyboard":Released:Key:r to "Play Action":Armature:idle
Make longer "Blend" to smooth start and stop action
Test Play.........................
--------------------Make the Player move with Animations----------------------------
Create a Box to cover full the Animation Object named "Player"
Make the box Rigid Body with Dynamic
Hightlight "Player" goto Armory Traits create Node Script
Open "Login Node Editor" Windows and Create Name Node name it (e.g. PlayerController)
Create "On Keyboard":Down:Key:r -- "Translate Object":in
Create "Vector":y:2 -- "Translate Object":Vector
-------------------- Combon Armature and Box together.
Select Armature and Box Object: Press Ctrl-P to Join Together.
HOW to Create a First Person View With Simple Movement
-------------------------------- Create a Scene
Add a Plane with Rigid Body without Dynamic
Change World Background into Sky Texture
Save File
---------------------------------- Create Object
Add a Box Object (Called Player) with Rigid Body with Dynamic
Add a Camera Object (Called Play_Camera)
Adject Player_Camera with Box Together as a player point of View
Select and Drop a Player_Camera into Player to Create a Parents Link (Select + Shift Key --> Drop into Player)
Highlight Player and Create Armory Tralt (New Bundled: FirstPersonController)
----------------------------------- Change Scene
Goto Scene and Change Camera into "Player_Camera"
Create a Sun
Delete Default Lights
Delete Default Camera
Change Player_Camera : Camera Data : Focal Length to 2.2 (e.g.)
HOW Make Object move on Plane by Mouse Click in PATH
-------------------------------- Create a Scene
Create a Plane, Few Boxes with Rigid Body (Without Dynamic)
-------------------------------- Create Move Player Body
Create a Move Player with Rigid Body (Dynamic and Animation)
Create a Armory Traits : Nodes : e.g. Named : NavigateNode
On Mouse : Started : left : OUT --> Goto Location : IN
Mouse Coords:COORDS --> Pick Location : SCREEN COORDS --> Goto Location : LOCATION
Create a Armory Tralts : Bundle : NavAgent
-------------------------------- PLane
Create a Armory Tailts : Bundle : NavMesh
HOW Make Texture tif on Object
-------------------------------- Create an Object
R.g.Create a Box / PLane
Make Object to Unwarp
--------------------------------- Download from Textures.com
Three Texture Files : Normal, Roughness, Height, Material and Albedo files (tif type)
--------------------------------- CReate Notes
Highlight Object and Open new window : Shader Editor
Pick and Drop Three files on Editor and Connect it as following Pic.
Add "Armory PBR" : "Material Output"
Drop Material File into Shader Editor and Connect "Armory PBR"
-------------------------------- Create Rendered preview as Look Dev
Create New Material Nodes
Add "Texture Coor" : "Mapping (texture)" : "Environment Texture (Open internal file)
C:\Program Files\Blender Foundation\Blender\2.80\datafiles\studiolights\world
: "Background" : "World Output"
----------------------------------------
HOW To Setup Rigid Body With Two Objects
-------------------------------- Create an Object
Create a Box named "StillObject"
Physics : Rigid Body
Type : Passive
Shape : Mesh
Create a Cylinder named "Moving Object"
Physics : Rigid Body
Type : Active
Dynamic : Checked
Shape : Convex Hull
-------------------------------- Create Join
Create Shift-A : Empty : Arrows
Physics : Rigid Body Constraint
Type : Hinge (Way to move )
First : MovingObject
Second : StillObject
------------------------------ Create Motor AutoMotion
Create Shift-A : Empty : Arrows
Physics : Rigid Body Constraint
Type : Motor (Way to move )
First : MovingObject
Second : StillObject
Angular (Checked) : Speed
Override Iteration (CHecked)
------------------------------- Move all Together
HOW To Create two body link together with wire (Rigid Body)
-------------------------------- Create an Object
Create two objects with Rigid Body Constraint (Active)
Create an Empty (Paint Asix) with Rigid Body Constraint :
Type : Point
UnCheck : Disable Collisions
Objects : First and Second Object
Create a Plain with Rigid Body (Passive)
--------------------------------- Test RUn
HOW To Make a soft textures rope
-------------------------------- Create an Object
Create a Plain(Ground) and a Collision Object (a Cyliner Stick) for Testing
-------------------------------- Create a Rope
Shift-A Create a Curve : Path
Edit Mode : Segments : subdivids (Few times) to make it more thick
--------Physics : SoftBody
DeSelect : Goal
Select : Self Collision (How soft is it)
Select : Edges
Run Timer to Test
-------------- Make a Switched Rope
Goto Second Layout
Create a Curve : Circle
Duplcated to 4 Circle and Center on Center
Back to First Layout and Select Rpoe
Object Data : Geometry : Bevel : Object -- Select Circle (From Second Layout)
Goto Editor Mode
Select the last Vecties and Press Ctrl-T (Mouse Center to adject the Switch Radio) and ture move to switch
HOW To InDirection lighting
-------------------------------- Create an Objects
Create an Object as Material : Emmision
Create a simple Object (BOX) for Test
Shift-A : Create a Ligiting Probe : irradiance Volume :
Adject Volume Size : Object Data : Resolution XYZ to 12 or more
Press : Bake Indirect Lighting
--------------------------------- Move Smooth Ligthing
Create A Irradiance Volume as a Plain on Ground
Scale : Z : 0.01
REsolution XYZ : 40, 40, 1
Position = Ground and (A)
Create B Irradiance Volume on REfection Object
Distance : 0
Resolution XYZ : 12
Bottom to Overlap (A)
Clear all Bake data
Press : Bake Indirect Lighting
HOW To Use Krita and Software to COnvert Image to Textures
-------------------------------- Open Software
OPen njob APps and open file to convert Normal, AO and Height
HOW To Use Krita and Software to COnvert Image to Textures
-------------------------------- Good Textures Setup Example