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Showing posts with label blender graphics. Show all posts
Showing posts with label blender graphics. Show all posts

Thursday 18 March 2021

ADD ONS

 Add-ons are scripts which are written to be used with Blender to achieve additional or special functionalities which are not coming with the core -Blender software.  Add-ons are grouped into Official, Community or Testing.

1. Official  add-ons are  provided with Blender, but needs to be enabled.

2. Add-ons which come under the Community are developed by the Blender community members. These add-ons generally needs to be downloaded from the web, and installed and then enabled to make it usable.

3. Add-ons coming under the Testing group are mostly developed by community members by still under test for performance with out any glitch.

To access Add-on set up in Blender follow the following path. File->User Preferences->   Add-Ons and enable the desired Add-on in the list provided below and click on Save User settings to save the  enable setting of the add-on, just done by you.



Thursday 11 March 2021

TO COPY NODE TREE FROM ONE OBJECT TO ANOTHER.


Assume that you you have made a node tree to set up a new material for an object(Let us say an UV Sphere). Now you add  another object (let us say a Cube). To copy the node tree from UVSphere to the Cube follow these simple steps:


1. Select the UVSphere. In the node editor set up a simple material node tree and save it. Now select all the nodes using Box select option. To copy these node tree to clip board click on the first floppy disk (like icon in light yellow color on the menu bar of the node editor.


2. Select the Cube,click on new material and click on new. You will see a Diffuse BSDF node connected to the Material Output node.Click inside the node editor window using LMB. Now click on the floppy disk icon on the right side. The node tree of the UVSphere will be pasted here. Select the 3D window  and press Shift+Z to see the rendered view of both objects with the new material. Change in material setting of the nodes of UVSphere does not affect the material settings of the Cube.

Thursday 3 December 2020

ANIMATION

 ANIMATION-2

ADDITIONAL FEATURES


 Here we shall learn about some additional  features of animation in Blender. When we want to animate a character(say a Cube), apart from changing its location, its angle of rotation and size(scaling) can also be animated. Again combinations like location and rotation, location and size,rotation and size or all three location-rotation-scale can be varied. Further these changes can be effected on all three axes - X,Y and Z.
 Further not only the objects in Blender like the Cube, Cylinder,Cone, UVSphere can be animated, the Camera and Lights can also be animated .  Further, the different shades of colour of an object or the brightness level can also be animated.  
 If there are more than one object in the 3D Screen, when we animate, we must set key frames for each Object. Again when the movement of the object is complex, (when we make a robot to walk like a man) then the number of keyframes would also increase very fast. This can be a very daunting task. To simplify the keyframing process and to speed it up, we can use Auto keyframing.


Thursday 29 October 2020

BPY SCRIPT TO ADD A CUBE AND A MATERIAL TO IT

The following script can be used  to add  a cube and a material to it:

 

import bpy

bpy.ops.mesh.primitive_cube_add(location=(0,0,0))
obj_matl=bpy.data.materials.new("obj_clr")
obj_matl.diffuse_color=(1,0,0)
mesh=bpy.context.object.data
mesh.materials.append(obj_matl)

Wednesday 14 October 2020

EDIT MODE IN BLENDER

 14/10/2020

EDIT MODE

An object in Blender in the edit mode is defined by its vertices, edges and faces. If we consider a square plane, it has four vertices at the four corners,four lines(called as edges in Blender) connecting these four vertices and a  surface (called face in Blender) which stretches between the four edges.

Similarly if we consider a Cube it has 8 vertices, 12 edges and 6 faces. These details of the plane and cube are shown in the image below:





An UVSphere in edit mode would like this:




Thus we may conclude that all objects are constructed using vertices,edges and faces. The same  process is used for making both simple mesh like a cube or to construct more complex shapes which may go up to construct a human body shape or a complex machine part like a bolt, a gear wheel.

A bolt in mesh mode is shown below:



WORKING IN EDIT MODE

To work in edit mode, first open a 3D window in Blender, and add an object like a Cube.Hit Tab key go to edit mode.In edit mode you will see all the vertices,edges and faces. When these vertices,edges and faces are not selected they would appear in black colour. Hit "A" key to select all. Now you will see all the vertices,edges and faces in yellow colour.
You can toggle "A" key to select/deselect all objects in the 3D window.

In edit mode we can work with vertices, edges and faces in a detailed manner to design  any desired shape. A number of tools are available to work in edit mode.

Look at the image below which shows the horizontal panel in edit mode. To the right of the button marked "Global" you will see four square buttons. The first one has a point(vertex) in orange colour, clicking on this enables vertex-select mode. The second button has a vertical line(edge) in orange colour,clicking on which will enable edge select mode, similarly the third button  is used to enable face select mode. The fourth button shows four vertices and edges in the foreground and four vertices  in the background. This button,when clicked on, enables selection of vertices in both foreground and background.



Another way to select  a particular set of vertices and edges is to use the Box or Circle mode, which is activated by pressing "B" or "C" key. This method  is explained earlier under the sub-head "SELECTING OBJECTS".

Once one or more vertex/edge are selected we can delete them,move(translate) them or extrude them or rotate them to create a modified mesh.

After we finish our work in edit mode the modified mesh can be seen as an object in the  object mode(Press Tab key).

TOOL PANEL

Both in object mode and edit mode the Tool panel can be activated by pressing "T" key with the cursor within the 3D window. The Tool panel will be positioned along the left side of the 3D window. Different operations like translate, rotate, extrude and delete can be applied to the object selected in either mode. Side tab with label "Tools", "Create", "Relations, "Animation" are also shown.You may explore using these tools one by one.

NOTE: In Blender, it may be noted that there is always more than one way to do any operation like adding an object,editing, translating,rotating or scaling it.









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