Saturday, November 8, 2008

Problems in making a video

while making a video in game engine (the one which i posted last time with cube), cube falling down on a plane...on cube i have put different pictures...
but while making this video i came across few problem some of them i solved like i tried to make make video and i started animating all 250 frames are done and than i saw avi output but it has nothing than i i came to i didnt recorded in IPO and...

another problem cube was falling ion a plane, i gave cube as a dynamic substance and plane as static but when cube was falling down it intersects the plane at some extends and than it stops like this....



i dont knw why this is happening and in avi output the background in dark orange is that is permanant or we can change ? and how?

when we are working on blender simultaneously one dos file is also running, when i was making video i was watching how many frames are done in dos file after few frames i just watched the video in that instead of red colour i got blue and in dos file this message appeared

Detected GL_ARB_texture_env_combine
Detected GL_ARB_texture_cube_map
Enabled GL_ARB_multitexture
Enabled GL_ARB_vertex_program
Detected GL_ARB_depth_texture
Detected GL_EXT_separate_specular_color
shaders not supported!

after every animation it was saying "shaders are not supported !"

than i found it was because of graphic card and graphic cheapset of motherboard it will occur because of those cheapset who doesnt support open GL graphic system....so if any buying new graphic card make sure about open GL system....

and new version of blender is out version 2.48a, in 2.48 there were some bugs in game engine....

so if anyone knows about plane and cube intersecting problem than please inform me...

Nitin Ayer

Assignment

Assignment:- to place different picture on each sides of cube...

this assignment is done here are the steps to do it....

The first thing we need to do is bring up the UV Image Editor. Usually we want this displayed at the same time as our cube. We can accomplish this by splitting the display area. To do this, right-mouse click on the top of the display area (where the resize cursor is visible) and selecting “Split Area”.

Once you split the display, you’ll want to set one of them to display the UV Image Editor. Once you’ve got the UV Image Editor displayed, it should look something like this:

The first map we’re going to create is the simplest - one image for all sides of the cube. To set this up we first need to switch the cube’s display to the “UV Face Select” mode. this mode is not available in blender new version 2.48a it was there in in version 2.45...but to work with this select "Texture paint mode" and then come back to edit mode.

When you enter "edit mode" , you’ll notice the display o

n the left turn blue. This represents all the faces on your UV map. You’ll want to make sure all your faces are selected. You can do this by hitting the ‘a’ key on the cube display a couple of times. ‘a’ will select and deselect all items on your current display. When the faces are selected, the UV map will be blue, if nothing is selected, the display will be black.


Now that our UV map is set up, we can give it an image. take an 512x512 resolution image and open the image in UV Image Editor

open the image in edit mode after opening image go back texture paint mode there u will see the image applied to all the faces of cube....


If you render this scene, you might notice your texture doesn’t show up yet. That’s because the material hasn’t been told to use it. This is configured in the materials menu and click on "texface" button and now render

One image for all the sides of the cube is good and all, but usually I want a different image on each side. To do this, we’re going to have to “unwrap” the sides of the cube onto our UV map. Unfortunately, Blender has no idea how to unwrap an object - even one as simple as a cube. We have to give it a little help by defining some seams.

for this go back to edit mode and select edge selection mode and deselect all the edges by pressing a key




Once you have the edges selected, click ctrl-e to bring up the edge menu and mark the selected edges as a seam.


After the seam has been created, select entire cube in edit mode and got to UV Image Editor and click on UVs button and than unwrap the cube...

After the cube is unwrapped, the UV Image Editor should look something like this:


after this we need to save this unwrap cube for this in UV Image Editor click on UVs button and than select script......



a new panel will open in this we can change the size from default 512 size and than click on ok and than give the file name and path to save UV FACE LAYOUT it will save this layout in .tga format convert it into .jpeg and than place the pictures in the unwrap cube using any image editor like photoshop....



now i have this jpeg file and i want wrap this around cube again...



now to wrap this image again on cube go to UV Image Editor and in image option click on open and than select the image and open it...and after this go to texture paint mode and u can see image wrap on the cube.........




now render image




and now if we want to place different picture than in unwrap image we can place are images.....


but now the problem what i came across when i was placing picture was that if disturb the size of unwrap image from 512 to something else while placing the picture....you want be able to wrap that image back on cube....

next one is while saving .tga file if you save it as standard 512 resolution u cand add image of bigger resolution like of 800 or 1600...because it disturbs the resolution of unwrap image...and after that we cant wrap it around cube again....so u need to use the image of same resolution what you have selected earlier....

now i have made one this is the unwrap image....sorry i didn't had better picture of size 512



and this is actual cube........




i was supposed to make video of this but i couldnt make it because one problem that is next post so for now this assignment is done...and i am starting with second one...

Nitin Ayer

Sunday, October 19, 2008

Camera static problem !!!

From Day 1 of making animations in blender..we have faced this issue of the camera beeing static object in our scene..well i read some wiki blender tutorials to figure out ways for the camera to move...this is a small demonstration of the way to do it..

step 1 : make a beizer circle..in editing tools(f6) , make path length to a suitable number..say 400 or 500.
step 2: go to ipo curve window n in object menu..select path.press up or down key
step 2a:you will notice a green line..thats the timeline..x axis time..y axis is speed.
step2b: now go to 0,0 and press alt+right click to fix a point.
step2c: now go to point 300,1 and alt+right click to fix 2nd point.
step 3: click on "curve" in ipo menu to change interpolation to linear ,make extended mode to cyclic
step 4 :place camera on the cirumferance of the beizer circle
step 5: select circle n camera together n press ctr+P
step 6: from drop down menu select follow path
and your set..press right arrow key to check the camera following the curve

here's a scrshot


here's the final video :



-Gokul

ps. if the instructions werent clear .please call me or mail me..il be able to help..

SIMPLE HAND PUMP COMPLETE

We are happy to announce that we have finished one complete animation from http://www.arvindguptatoys.com/ as Shridhar Sir had asked us. We are uploading the screenshots and the video. We are simultaneously working on other similar animations and will put them up in due course time.


Integrating three different dynamic objects namely:
1. Movement of handle in game engine
2. Movement of water inside bucket
3. Movement of water from nozzle



Before rendering



After rendering

Rendered Video!!!!

Ps: Incase video doesnt play check yahoo group for blend files and video

-Gokul and Karan

Saturday, October 18, 2008

Game Engine With Liquid Simulation !!! CRACKED




This is the video rendered after cracking the problem we had , which prevented us from using both the game engine and the fluid simulation module in blender.
this video shows both game engine working and the fluid simulation working simultaneosly.

this is a big break through for us and hopefully we can now work faster with our project..

- Gokul

Thursday, October 16, 2008

Game Engine

Past 2 weeks ive been dabbling with the game engine , since we would be using it in our interactive part of the project.

i have managed to export a simple exe file which when made to run of the blender installation directory works perfectly like any other exe. i have provided the download link of the exe file below, one can download it , place it in ur blender installation directory on your hard drive and just double click it. Once the game window opens..then press space to make the sphere hit the dominos. One can press space indefinete no. of times.

ive provided some images as well

here they are






i am working on making some more exe in order to fully understand the power of the game engine of blender
cheers

Gokul

Sunday, October 5, 2008

short cuts

this is few short cuts what we came to know from satish...and what i learnt in just last few days...

-> Ctrl+Alt+Shift+M - to see the folds in the model if folds are there in model then it disables the baking process in fluid simulation

->H key - to hide the selected object or selected vertices or phases or edges.

->Alt+H - to unhide the object

-> From INLIST AND MATERIALS we can give name to the selcted group of vertices.

-> Shift+G - To select the vertices in the same plan or surface or of same area.

-> Ctrl and + key - if there is a ring of vertices is selected than if we want to select the adjacent ring for this use CTRL and + key is very useful instead of selecting individual vertices

-> Ctrl and - key - same as previous one but this time to it used to deselct adjacent set of vertices.

-> Alt + B - it enables axis like we have in border select tool (B key) and use of this short cut is also in the similler way...just select the part of the object and press Enter and the selcted part will hide and we can see the unside part of the object basically this shortcut is sueful to see the cross section of the object.

-> Shift +B - To select the part of object which we want Render without actually rendering the entire object...

-> Propotional falloff tool whish used drag a single point from mesh with influence of adjacent vertices to use this toll first turn on propotional edit button from editing panel and than we can see a new button of falloff. There are many fall of available like smooth , sphere, root ,sharp, sphere Falloff . after turning on Propotional edit button , select any of Falloff and selct one vertex and pree Bkey twice and drag the mouse...after adjusting the falloff press left mouse button or Enter key. In this if we want to increase or decrease circle of influence than scroll middle mouse button.


-> L key - It used to select the phases and it can be used in vertex or in edge mode also... just take your mouse pointer on the phase and press L key the phaces which are attached to current mesh all will get selected.

->Y key - When a set vertises is selected and we want separate that part of object from the actual mesh for this press Y key.

-> In MESH TOOLS there is button for REMOVE DOUBLE is given which we using with W key and beside that button there are two more panel are given as THRESHHOLD and LIMIT in this by changing the value of THRESHHOLD and LIMIT we can increase the range of REMOVE DOUBLE TOOL.

-> To draw the phase normal tool is availble in MESH TOOLS AND MORE .Draw normal after enabling this tool all the phase normal will be visible...and above this tool one panel is given Nsize to increase or decrease size of normal...and below Draw normal button Draw vnormal button is there to draw the VERTEX NORMAL.


Nitin Ayer