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☆☆☆
For
A simple mouse with a scroll wheel.
&
No numerical Keypad.
Note: Don't ask why your user interface is all grey and this one blue with
This is the Midnight Blue THEME that is very suitable fo
Themes are not included in the scope of this tutorial, like
INGREDIENT
1 lb Python
2 lb Blender
10 ounces Domino's script
Gimp (or P.S.) ready Targa (.tga
1
skin
1 SL Mesh
First thing is to be sure that you see every Windows & Menus.
If you do not see the Pulldown Menus then click on this arrow.
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--- Splitting & Resizing windows -------------------------------------------------------
Splitting:
Hold your mouse over the border between the two windows, and the mouse pointer will change to up/down arrows.
Right click.
Select "Split area". Left click to snap.
(Want to undo -> Click on the line and select "join areas")
To switch between vertical and horizontal division, just use the TAB key.
Resizing:
Hold your mouse over the border between the two windows, and the mouse pointer will change to up/down arrows.
Left click - Hold - drag.
Release when done.
☆☆☆
Get the SL male or female avatar mesh OBJ file (direct download.)
Unzip & put the avatar_mesh in your Blender directory.
Start Blender and delete the default cube, light and camera (select each by right-clicking and press ‘x’ to delete)
Now, go to the bottom menu left icon & select the File Browser window type.
Note: If you do not see the bottom menu: click on a window separator with the RMB or MMB and choose "Add Header"
Click Import.
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Now we go!
This is your SL basic avatar mesh - A good pal indeed! - Might as well love the chum, coz this is your best friend from no
Now let's play Blender.
"Note: SL_Female.obj" and "SL_Male.obj" match the base Second Life female and male meshes (prior to any morphs applied.)
- Free-form rotate holding down the MMB (Mouse Middle Button), move the mouse
- Vertical axis CTRL+ALT+SCROLL or NUM4 NUM6
- Horizontal axis SHIFT+ALT+SCROLL or NUM8 NUM2
- Down CTRL+NUM8
- Up CTRL+NUM2
- Right CTRL+NUM4
- Left CTRL+NUM6
OBJECT Mode:
- Select object Click Right Mouse Button
- Delete object X or DELKEY
- Toggle solid/wireframe Z
- Deselect Everything a
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Gee! we are already there - Sounds like Blender is not "that" complicated after all. :)
I think it's just memory & finger moving skills. I mean, the practical part of it.
Artistic abilities are of another domain though ;)
PREPARING
Let's move these little fingers in the "dou
Then
Right-click/Shift the two parts that form the head so they are selected (pink):
Then group them (Object -> Group -> Add to new group).
The selection will change to a green outline:
Now, we have to join the UV maps (the two parts that form the group, in this instance)
Press Ctrl+J
First, resize (see above) you 3D window so as to see it entirely and split it in two:
Set the right hand panel to ‘UV Image Editor’.
Select the Edit Mode (right now, you are in Object mode)
Chose a width & a height of 512 for this tutorial (then later keep the default options)
Should look like this (no texture yet.)
.
A new texture named Tex (by default) is created.
Now, click on the little arrow next to None in the Texture Type button & choose Image.
Note:
You should have a targa file (.tga) With an alpha channel of a SL template (512x512 for the purpose of this tutorial - remember?)
Already worked with Gimp or Photoshop or some software of the sort.
Something like this:
Working with Templates in Gimp, Photoshop, etc, is not covered by this tutorial. (Many, many good tutorials on the net.)
So - Load it!
You should have a preview on the left.
To make it simple we will add insertion points an easy way - just to see if the process works out.
See below where I added the insertion points.
3. Add a Light (lamp) (choose an insertion point and Press the Space bar)
See an example of insertion points for the camera & the lamp below.
Render: F12
Nice Hair!
BAKING
the all stuff
Select the head (Right-click on it) - This is important (you should see the green outline around the head.)
In the upper menu click Render -> Bake Render Meshes -> And Full Render
See the result in the right hand panel (UV/Image Editor window)
Go back & forth within Blender & your 2D appliation (Gimp - Photoshop, ...) & work your image.
Work the rest of the body the same way as for the head (the two parts left middle & lower part).
(Note: Set first the lights on the complete textured & picture mapped mesh ;)
Remarks: