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Re: [Blender] 2.56a beta released [Re: AlbertoT] #353213
01/08/11 13:42
01/08/11 13:42
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Is there any keyboard shortcuts to quickly switch between move/rotate/scale in edit mode in blender?


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Re: [Blender] 2.56a beta released [Re: Quad] #353215
01/08/11 13:45
01/08/11 13:45
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
G/R/S - as long the old ones are still valid.

EDIT:
muffel made a good point. You can restrict the move/rotate/scale by x,y,z. You can move by number as well.

F.i. "G" -> "Y" -> "-100" - this moves the marked part of the object in edit mode by the value 100 to the minus direction of y.

Last edited by Pappenheimer; 01/08/11 13:55.
Re: [Blender] 2.56a beta released [Re: Quad] #353217
01/08/11 13:46
01/08/11 13:46
Joined: Oct 2009
Posts: 149
Germany
M
muffel Offline
Member
muffel  Offline
Member
M

Joined: Oct 2009
Posts: 149
Germany
I believe
G:move
R:Rotate
S:scale
Press X,Y or Z to align the action to one axis
If you scale something try pressing shift or strg( unsure ) and then choose the axis and you'll have radial scaling

muffel

Last edited by muffel; 01/08/11 13:47.
Re: [Blender] 2.56a beta released [Re: muffel] #353221
01/08/11 14:12
01/08/11 14:12
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
nice i am really loving the idea of mapping shortcuts to whole keyborad now grin


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Re: [Blender] 2.56a beta released [Re: AlbertoT] #353224
01/08/11 14:18
01/08/11 14:18
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
as far as i know not much has changed with rigging. i don't know about bvh since i never was interested in using pre-made motion capture data. i always prefered hand made animations but with the recent kinect developments i might become interested in motion capturing aswell. laugh

http://www.youtube.com/watch?v=nr8vgCnb9_0
http://www.youtube.com/watch?v=1Jc0mENG8Vs
http://www.youtube.com/watch?v=GCu8KTrC4sc

i just don't know how you would easily get nicely looping cyclic animations like walk cycles out of it but for some other things kinect could be awesome.



the brain needs visual hierarchies since it can't process too many items at the same time. way too many icons get crammed into a tight space in many applications. it also can be very hard to come up with descriptive images for a lot of 3d tools and functions.

this doesn't mean that blender couldn't make more use of icons where it makes sense (like in the tool shelf) but please not like truespace but more like modo. laugh

Re: [Blender] 2.56a beta released [Re: ventilator] #353229
01/08/11 15:55
01/08/11 15:55
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
Serious User
A

Joined: Oct 2006
Posts: 1,245
Quote:
i don't know about bvh


I am afraid that Blender does not support bvh files
I mean , you can import a bvh file but you have to rig your model again rather than simply copying it to an exsiting skeleton
If so in my opinion it is a serious drawback for many hobbyest game developers
You save so much time thanks to bvh files
Anyawy I am not so familiar with Blender, I would be happy to be wrong
The new edition is definitely more user friendly

Re: [Blender] 2.56a beta released [Re: ventilator] #353230
01/08/11 15:57
01/08/11 15:57
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Originally Posted By: ventilator
i just don't know how you would easily get nicely looping cyclic animations like walk cycles out of it

From bvh-files this is quite simple in bvhacker.

Last edited by Pappenheimer; 01/08/11 15:57.
Re: [Blender] 2.56a beta released [Re: Pappenheimer] #353236
01/08/11 18:42
01/08/11 18:42
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
yes, and blender is quite adept at handling anything you throw at it, including BVH(with BVH hacker), on a sidde note some good hot keys for some of you
. = 3d cursor coordinate(as in rotate around 3Dcursor)
, = selection center coordinate
g = move selection
s = scale
r = rotate

now add the following
shift+z = constrains to x,y try x and y, whatever your needs

pressing (x,y,z)once constrains it to that axis in world coord...
pressing again constrains it in local coordinate

type in the required value e.g.....
press r(rotate) z(z axis) z again(local z axis) 45, press enter....

that should rotate your selection around it's local z axis 45 degrees....

another good hot key is shift+s, this is more about cursor functions....and a somewhat advanced topic. for now I will leave this post as is, if someone has a blender related question feel free to send me a PM, I have been using Blender for a long time, as well as ventilator and pappenheimer.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: [Blender] 2.56a beta released [Re: Nowherebrain] #353245
01/08/11 20:05
01/08/11 20:05
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
okay one more question so i made the model but while modeling i duplicated and mirrored it because the model is symmetrical, a character model, now i want to join left and right side together. I joined the objects, now i need to merge vertices, any better way then merging them two by two?


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Re: [Blender] 2.56a beta released [Re: Quad] #353249
01/08/11 20:17
01/08/11 20:17
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
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Joined: May 2002
Posts: 7,441
with "remove doubles" you can merge vertices that are closer than the set threshold.

the mirror modifier can automatically merge vertices at the mirror axis though.

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