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CSE 380 – Computer Game Programming Introduction

CSE 380 – Computer Game Programming Introduction. ITS 102 – 3D Modeling for Games Blender's User Interface. Goals for Today. Let's learn a little Blender3D : - resize, split, and merge any Blender window - change the type of any Blender window - access user preferences

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CSE 380 – Computer Game Programming Introduction

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  1. CSE 380 – Computer Game ProgrammingIntroduction ITS 102 – 3D Modeling for GamesBlender's User Interface

  2. Goals for Today Let's learn a little Blender3D: - resize, split, and merge any Blender window - change the type of any Blender window - access user preferences - access panels containing buttons and other controls - change the viewpoint of a viewport NOTE: The Noob to Pro book advises this is the most important part of the book. Why?

  3. Blender GUI Windows • GUI is divided into windows • they never overlap • each window has a header • Note each window's editor type • try changing one and see what happens • Their arrangement is called the workspace

  4. Blender 2.69a Default GUI Can you find: -info window? -3d view window? -properties window? -outliner window? -timeline window? Try flipping a header -RMB on header Try hiding a header -drag header edge

  5. Blender has 15 window types • Each has its own icon • Each is for doing different tasks. Ex: • File → Load Factory Settings is your friend

  6. The Active Window • The one that will respond to a key press • Only one is active at a time • Which one is active? • the one with the mouse over it • “focus follows mouse” • subtle window highlighting • on active window, try:

  7. The Tool Shelf • Some windows contain other windows • Ex: 3D View Window contains the Tool Shelf

  8. Splitting & Joining Windows • Look at top-right and bottom-left of windows • Do you see this? • Try dragging it left and right

  9. Workspace Layouts • Different tasks may require different layouts • i,e. arrangements of windows • Predefined layouts available from Info header

  10. The Properties Window • Functions for materials, animation, rendering, etc. • Each button switches context: Render Scene World Object Object Constraints Object Modifiers Object Data Material Texture Particles Physics

  11. Render Context • control rendering of the final images: • which layers to render, what resolution to use, output format, performance, post processing • Scene • scene settings • camera selection • World • background sky color • mist • star settings • environment lighting, etc.

  12. Object • transformations • layer assignments • grouping, etc. • Object Constraints • limit motion of animation object • i.e. tie motion of other objects

  13. Object Modifiers • for applying modifiers to geometry • Object Data • mesh vertex groupings • text font • lamp settings • camera settings, etc. • Material • object color • shiny/dull surface • transparency

  14. Texture • surface properties • different types:

  15. Particles • apply smoke, flames or sparks to objects • generate hair or fur • Physics • control reaction to forces • rigid bodies • soft bodies (cloth, pillow, etc.) • flowing liquid.

  16. 3D View Window • A rendering approximation. Some features: • 3D Transform Widget • 3D Cursor • Mini Axes • Object info

  17. 3D View Window • Additional features: • Current viewport • Lamp (i.e. light source) • Camera • Grid floor of square Blender Units

  18. 3D View Window Modes • Object Mode • RMB to select objects in scene • Edit Mode • to edit shapes of objects • RMB to select vertices, edges, & faces • TAB to enter/exit mode • Others for later: • Sculpt • Vertex • Texture • Weight

  19. Solid vs. Wireframe • Press 'Z' key in 3D View Window • Solid (opaque surface) • Wireframe (edges only)

  20. Orthographic vs. Perspective • Press NUM5 to toggle • User Persp • User Ortho

  21. Changing the Viewport • Zooming the viewport • MMB Scroll • NUM+, NUM- • Rotating the viewport • MMB press with Mouse Movement • NUM2, NUM4, NUM6, NUM8 • Perfect viewport views

  22. Perfect Views of a Monkey Head

  23. Positioning the 3D Cursor • Basic technique – LMB on viewport • not so precise • To snap object to center of cursor • in object mode, select object (RMB on object) • then SHIFT-S • To relocate cursor to origin (0,0,0) • then SHIFT-C

  24. Dollying • Moving the viewport left, right, up down • think strafing in a game • CTRL-NUM2, CTRL-NUM4, CTRL-NUM6, CTRL-NUM8 • Free Dollying: • SHIFT-MMB

  25. Centering • To center the view on an arbitrary point: • position 3D cursor arbitrary point • press ALT-HOME • To center the view on an object in the scene: • in object mode • press A to deselect all objects • RMB click on object to center on • press NUM. To center the view

  26. Jumping to the Camera Viewpoint • Toggle NUM0

  27. Zooming into a Selected Area • Press SHIFT-B • Then drag LMB to select size of area • note, this does not change center

  28. Visibility Layers • Each scene has 20 visibility layers • every object must be assigned to one • Have many uses: • organize your scene • simplify view while working • light objects separately

  29. Visibility Layer Hotkeys • Pressing SHIFT while selecting a layer • allows for multiple layers to be selected

  30. Count your polys

  31. Object Mode Editing • Object vs. Edit mode • In Object Mode: • Select cube • Add new Cube • Deselect All • Add new Cube • Do you see the difference? • Try rotation, translation, and scaling

  32. Edit Mode Editing • Select Cube and Switch to Edit Mode: • Select Vertex and translate • Select Edge and translate • Select Face and translate • Select Face and eXtrude • Try rotation, translation, and scaling

  33. Next Time • Editing our Scene • Object Mode AND • Edit Mode

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