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Blender 2-5 materials and textures cookbook
Psst, hey you, come here. I have a secret, closer, closer. To close. Bak up, ok now that i have your attention. Materials can make or break your image or animation.
I know, we should all know that by now, but just because we know it doesnt mean we can successfully apply it. Great materiales can be dificult. First you have todo understand all the unique properties of the material you are trying todo create. Then you have todo figure out how todo make it or Even faq it in Blender. Blender has a powerful set of material and texturing tools and options. With such power of course comes more than a fair share of confusión on just how todo use those tools efectively, colin litster has taken on the challenge of explaining Blender material and texturing system in his new book, Blender 2.5 materiales and textures Cokbok, using a Cokbok style format, colin provides a recipe of clear steps neded todo create each material. After the recipe, colin then provides an easy todo understand explanation of the material. He covers why each option and setting was used and how it.
Contributed todo the overall material, the Blender 2.5 materiales and textures Cokbok contains nine chapters that cover a nice selection of both natural and man made materiales as well as some nice special effects and animated materiales, in addition todo creating materiales, colin devotes an entire chapter todo managing all those materiales. He covers setting a default scene for material creation th rouge naming conventions and appending/linking. All of which are important aspects todo maintaining a dynamic personal database of Blender materiales.
Conclusión.
Colin has created an invaluable resource for anyone seking todo improve their knowledge and Understanding of Blender materiales and texture system.
Cantree online tree generator
Introduccion. I am arnaud couturier, from new caledonia, in The Pacific ocean. I use the pseudonym pichan in the online community. My passion líes in art, programming, and the combination of both, such as computer games and digital content Generator, one of my latest experiments is cant re, a free online tree Generator. Before i go any further, you can test it right now if you wish, Simply go todo http://arnaud, ile, nc/cantre, with cantre, you can generate 2d tres, that look almost like 3d, because of simulated Ambient Occlusion. Y ou have some degre of control on the aspect of the tre. For example you can easily change the size and complexity of the tree using sliders. Y ou can a los choose your leaf texture (s), Wood texture, and flower textures. Y ou can Even provide your own textures, and this bien you can include anything in your tre, such as fruits, photos of yourself, or any image you want, so far, there nothing particularly new about this tree Generator, most people have used at least one (possibly excellent) tree Generator at some point. The uniqueness of cant re is that the tres are generated online by your web browser. There is no plugin, installation or download required. It a los free, and under the mit licence, so cant re must be one of the most accesible tree Generator one can find, cant re stands for canvas tre, y am referring todo the html 5 canvas element. Html 5 is the set of Standards for the new web. Canvas is one of them, and one of the most exciting, because it makes posible the drawing of impressive 2d and 3d graphics right inside the browser, without any plugin such as Adobe flash. Most major web browsers, namely the latest versións of Firefox, Chrome, safari, and opera now support canvas. Only internet explorer (ie) doesnt support it, so cant re Simply wont work in iExplorer. Opera is a los showing some bugs. I havent tried the Generator with the latest beta versión of iExplorer 9, which as far as i know should support canvas, y ou can save your tres as transparent (*.png) image files. Some people have ben foled by the 3d feeling of the tres, and have requested (*.obj) export, but the tres are in 2d, not 3d. The only other posible export format would be a Vector format, such as SVG. It would allow a complete control over each part of the tre, useful for interactive animations (falling leaves, branches moving in the Wind.) todo be drawn in real time in a web page. However, a tree is made of tens of thousands leaves and.
Branches, so redrawing them constantly at a decent frame rate (at least 25 frames per second) would require substantial computing power, in the future, y plan todo improve the control the user has over the shape of the tre, todo allow much more varied tree shapes such as palm tres for example. This way, you could choose the especies of your tre, choose the size, complexity and image resolution, then get as Many diferent tres as you want, but only for the especies youre interested in. I a los have planned forces that would alter how the tree grows, like Wind and Gravity, other posible features include the addition of crepers and rots. Ive started working on these features, but i cant tell when ill be done, since can tree is developed during my free time, as a hobby, so, Grab your web browser and have a look at http://arnaud, ile, nc/cantre. Kep in mind that internet explorer can not run the Generator, and that opera is still buggy.
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Creating plants using arrays
Introduction. Have you ever wondered if array modifier can be used todo create plants, well here is how todo do it, step1. In Blender deleete the Cube and add a Path curve, rename it todo stem_path, step2. T ab into Edit Mode rotate it -90 Degrees in y and move it up 2 units in z, step3. T ab bak out of Edit Mode, step4. Now add a cylinder, set the vértices todo 6, Radius todo.5, depth todo 1 and un-tik Cap Ends, step5. When done rename it todo stem, step6. Add a modifier todo the stem, change fit type todo fit curve and select the stem_path in the curve field, step7. In the relative offset, set x todo 0 and z todo 1, step8. The stem should now be the length of the stem_path.
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Step9. Now add a curve modifier todo the stem, set the object todo stem_path, and the deform axis todo z, step10. Y ou should now be able todo select the stem_path and in Edit Mode grow the stem todo thedesired length, step11. Now select everything in the scene with the a key, and press h tohide, step12. Now create a plane, rename it todo petal, tab into Edit Mode and move it 2 units in x. Tab bak into object mode, step13. Create an empty, rename todo petalarc, step14. Select the petal, and add an array, step15. Set the count todo 4, un-tik relative offset, tik object offset and select the petalarc in the field below.
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Step16. Select the petalarc Empty and rotate in y -22 deg, rotate in z 15 Degrees and scale XYZ todo 0.9, step17. Create another Empty and rename it todo petalrotate and rotate it 45 deg in z, step18. Add an ico sphere, rename it todo stamen and move it todo one side, step19. Select the petal again, and add another array, set the count todo 8, step20. Untik relative offset, tik object offset and select the petalrotate below. In the endcap field select the stamen, step21. Y ou should now have a nice blossom, step22. Hide everything again, and in the scene window (top right) click the eye next todo the stem and stem_path todo make them visible.
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Step23. Select the stem, then in the stems modifier list, select the array and set the end Cap todo petal, step24. Y ou should now have a stem with a flower, select the stem_path, tab into Edit Mode and select the second vertex down from the top, (you dont want todo select the top vertex), step25. Now press al t+s and scale the vertex do, or change its Radius (same thing), ive set mine todo 0.012, step26. Then select the top two vértices, and make the plant a Little bigger by dragging up in z, step27. Hide everything again then create a Cube, step28. T ab into Edit Mode, hit s then type.1, this Will make the Cube one-tenth of its original size, step29. Now hit s x 20, todo scale it 20 times bigger in x, then g x 2 todo move it 2 units across, step30. Hit space and type loop Cut, and using the mouse whel, create 3 cuts so you have 4 equal segments.
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Step31. Now select 4 Edges, hit e todo extrude, and right click without moving the Edges, step32. Now hit s y todo scale in y and create the leaves, step33. Y ou can just apply a texture with an alpha, or make them more leaf shaped, step34. T ab bak into object mode, and rename the Cube todo leaf, step35. Now create another empty, rename it todo leafrotation and rotate it in z 90 Degrees, step36. Select the leaf again, and in the modifier list add an array, set the relative offset for x and y todo 0 and set z todo 10, step37. Tik object offset, and select leafrotation in the field below, and you should have the following.
Step38. Now hide everything once more, and un-hide the stem.
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Step39. Select its existing array, and in the start Cap field, select leaf, the plant Will now have leaves following the stem, step40. If you want the leaves todo be bigger, select the leaf object, scale it then you ned todo apply the scale, step41. Y ou wont se the changes until you select the stem, tab into Edit Mode, then tab bak out, step42. Once you are happy with the flower, make the stem Path visible, select the top 2 vértices, step43. Press Control + h and hok todo new object, you can now go bak into object mode, and animate the plant with the new Empty that the hok created, here is one i tok a bit more time over, for the leaves, instead of adding them todo the startcap, y created a vertex group for the Thin bit that connects the leaves, and applied a Cloth modifier with the leaf pinned todo that vertex group, y then used the curve modifier, and selected the stempath.
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Modeling an iPhone 4 with modifiers
Introduction. Modeling an iPhone 4 with all the details sems todo be a more challenging tasque for beginners than it is actually in reality. The secret is todo break down all the semingly bigger problems into smaller more manageable elements. Then it Will become quite evident how easily this model can be approached, the key todo success here is todo start with very simple shapes and make use of the modifiers such as mirror, Solidify, screw, bevel, and bolean todo rapidly develop shapes and proportions and then todo fine tune details. This is a more parametric modeling approach borrowed from standard CAD enginering applications, step by step design decisions are made interactively, trying todo eliminate time consuming restarts or Mesh adjustments by hand, saving time and maximising design decisions, Blender 2.5 is a vast improvement over 2.49. Besides the already mentioned new modificadores, it a los allows you todo now place Blue Prints into respective views, which eliminates the ned todo work in múltiple view ports. By just switching between the views Blender now displays the predefined blueprint. A very simple but greatly useful característica. In addition the new unit system and measuring add-ons a los greatly help in working perfectly in scale, this process of using modifiers first and at the end, making the Mesh into a tangible form ready for texturing is what this tutorial Will focus on, in regards todo detail level, it is a los very important todo be clear about the modeling goals, thus Gathering as much reference información as posible is very important. One neds todo know what todo model and those models which very often impress people are those which a los pay attention todo the object details.
Step 1: scene set-up.
Before we start modeling, as a first step it is important todo set-up the scene, the units utiliced in these Blue Prints are in metric. In Blender 2.5 the units panel is found inside the world tab. It allows the user todo select between common Blender units, the metric or imperial system.
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As a second step, it is required todo place the correct blueprints parts into the respective views, the background image tab is placed inside the properties panel and can be opened with [n] while being inside the 3d view or using the main menú 3d view>>view>>properties.
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The panel itself is quite self explanatory. It starts with the view you would like the image todo visible in, it is a los posible todo adjust the opacity as well as size and position, todo adjust the scale of the image, a Cube with the right proportions can be used as an overlay, th rouge the size and x/y sliders the image can then be scaled and positioned correctly. After this step the Cube can be discarded as it only functioned as a scale reference.
Another nice addition is that Blender 2.5 now displays the current view name as well as the view scaled inside the upper left corner of the 3d view port.
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Step 2: blocking out basic proportions.
The easiest bien is todo start with a square perfectly placed at the center of the iPhone front view with the correct dimensions. Add a circle and move it todo the lower left corner.
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The Snap todo Edge function can assist in positioning the circle todo correctly lay on the lower left Edge of the rectangle. Selecting the circle and pressing [g] for Grab and then [z] for a vertical movement restriction and releasing the mouse when the circle Snaps todo the lower Edge of the square as shown on the left of the image. With the 3d cursor positioned at the lower left corner of the rectangle it can then be used todo scale the circle todo the right size when the pivot point is set todo the 3d cursor as shown in the right of the image.
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The following two images show how the initial square is being subdivided, the circle being joined todo it and all not neded geometry being removed. The end result Will be a perfecto quarter of the iPhone main body.
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At this point this profile can be extruded into, the required depth and by making use of the mirror and Solidify modifier the outer border of the iPhone body is built. The mirror modifier can be used todo replicate the quarter Arc over the objects center as visible in the screenshot. The Solidify modifiercreates a thickness todo the resulting surface, because of the surface normals facing inside the offset value of 1 extrudes the depth towards the center of the object, attention was paid todo provide geometry points for the future display panel Mesh at this stage by using a thickness value of -3.4cm, this object can be duplicated and scaled along the depth axis todo build the base Mesh for constructing the Rim. The Solidify modifier Will again probé very useful in this situation. By changing the offset todo -0.5, the modifier offsets the starting surface backwards, starting inside the iPhone body, and then extrudes it, by a thickness of 8mm outwards. The reason for this is, because currently Blender 2.5 does not have the weight Edge característica included and thus the.
Bevel modifier would a los chamfer the Edge of the Rim which líes on the iPhone body.
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To finish the basic iPhone body, it can be duplicated and moved todo another layer. The mirror and Solidify modifiers are applied and missing Faces are built into the Mesh todo produce a water tight body. As the screenshot shows, the Faces for the future.
Display panel for texturing is built in.
Step 3: interactive detailing.
At this stage, detail meshes can be added interactively with the use of the bolean modifier, this approach has a certain advantage compared todo hand modeling geometry such as an opening for a button Insert. Th rouge using the bolean modifier, the designer can place the geometry which should be subtracted and the modifier Will Perform this tasks automátically. Rather then redoing or adjusting the Mesh by hand, there is more time todo focus on fine tunning the position, scale, rotation, and geometry of the bolean Mesh, for the bolean modifier and others todo work as desired certain restrictions have todo be paid attention todo. In general the first rule is the order of tasks being performed. The following image shows on the far right side the advisable order of modifiers for the Rim structure. At first is the mirror modifier which produces a full Thin surface, followed by the.
Solidify modifier which creates the thickness, if the mirror modifier would be second, it would a los mirror inner Faces created by the.
Solidify modifier and those bad geometry elements are often the reason why the.
Bolean modifier would produce bad results, it is important todo add the bevel modifier at this stage before we start utilizing the bolean modifier, because only the outer Edge of the Rim should be beveled. If the bevel modifier was last it would a los be applied todo all Edges resulting from the bolean task. Alos all bolean meshes have Smooth Shading turned on as well as the Rim. With the edgesplit modifier at the end of the modifier list, each object has Smooth rounded surfaces and creased Sharp Edges automátically in 3d view and at render time.
The orange elements are those being utiliced for the bolean operation. As a second rule, it is very important here todo have clean and simple Mesh models without any duplicated Faces or other issues, as they Will produce problems for the bolean modifier as well, water tight volumes are not neded and as can be sen some objects are simple surfaces, however their surface normal defines the direction the bolean operación works - Thus is it important todo make sure that they all uniformly face outside when the object is being used as a bolean diference (which subtracts geometry). The following composition explains this concept.
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The concept of using the modifiers for Mesh modeling líes in the interactive ability todo change position and a los shape and thus rapidly fine tune the design. The following screenshot displays a quarter model of.
Bolean object. Starting with the left, a small Mesh cross aids as a corner position for the 3d cursor which can be snapped todo the cross th rouge the [shift +s] Snap menú and selecting the cursor todo selection option. The right image shows the Edge geometry being scaled with using the 3d cursor as the pivot point and making use of the z axis exclusión.
[s + shift + z] this method currently works very well when corner rounding might change during the design process.
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This set of bolean modifiers for the Rim model can already Slow down the screen refresh. Each time one object is modified.
Blender Will recalculate the complete modifier chain which explains the increasingly longer computation time. T o speed up editing it is advisable todo only have those modifiers visible which are being worked on by clicking onto eye icon. During render time the outcome Will still be visible.
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The blue elements on the left are representing the detail Mesh objects, such as buttons, sliders, Camera, and speakers. They are built based on the very same basic bolean objects keping the Mesh density idéntical todo guarante a tight fit and prevent open cracks, in the case where a button has todo be smaller than the bolean, the profile has todo be scaled down. The Solidify modifier cannot produce just an offset surface as Blender does not ofer a scale modifier. Alos because blender2.5 does not yet support Edge weighting which prevents selective Edge beveling th rouge the modifier, a diferent approach was used todo evenly build all buttons with nicely rounded Edges. The new screw modifier is a great help todo quickly produce lathe / Revolve like objects by only using a base profile, the following screenshot displays the diferent application áreas.
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Th rouge duplication and slight modification diferent buttons with altered size and proportions can be generated quickly. The.
Screw modifier allows you todo specify the amount of rotation which is 360 Degrees for the two right objects and 180 Degrees for the left one. Selecting the calculate chek box a los makes sure that no normals are flipped in the resulting Mesh, another very useful tool in Blender 2.5 is bartius crouchs Loft and bridge script. Not all Blender builds include it yet and it can be installed th rouge the install add-on function in the user preferencias. The script can be downloaded from the posted enlace in the resources section.
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The previous image shows two Edges being selected. T o quickly Access the bridge script [Control + f] can be used, which opens the Faces dialog. The great thing about this script is that it does not only do a basic linear fill between two Edges, but can interpolate between them, which means that the curvature can be controlled and Smooth bevels can easily be constructed, the cubic interpolation as shown in the middle image has todo be selected and the strength value defines how far the created bridge Mesh Will blend into the start and end geometry. As sho, the far right image presents a much smoother flow from the gray Faces into the orange rounded Mesh. This is mainly a function found in Nurbs application and it is a great pleasure todo se this in Blender now.
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Final model: preparation for rendering.
For rendering and scene design it is advisable todo bake all geometry generating modifiers such as bolean, screw, mirror, Solidify into touchable Mesh. The are Many reasons for this. The bolean modifier can Slow down the screen refresh. This modifier in 2.5 a los ignores the material of the subtraction object, the bolean result can a los show some surface normal issues as visible in the left quik rendering around the home button. In addition, all objects have todo be moved when repositioning the iPhone including all bolean meshes. This can quickly generate a lot of unneded overhead.
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Screw, Solidify, and mirror modifiers a los do not really allow UV texturing of those meshes since it is imposible todo Unwrap them. Those meshes are generated on the fly, keping a back-up geometry set on another layer might in general be a god idea, or having one blend file for the modeling, and one blend file for rendering. In this case it a los makes sense todo properly name all the objects, thus making it easier when a specific element has todo be imported from a modeling file into the rendering scene. For further details, the supplied Blender file can be consulted, which contains the diferent steps separated th rouge layers.
Closing comentarios:
Very often the Blender 2.5 vs 2.4 cuestión is asked at the blenderartists forum. Blender 2.5 possesses, compared todo Blender 2.4, Many enhancements which significantly increase productivity. While a few tools from 2.4 are still missing the majority of new additions fully justify a switch todo the new architecture. This afects the cleaner interfaz, the new continuously growing add-on system, the more lógical workflow and eficiency posible with Blender 2.5, in particular can this be observed th rouge Blender being currently considered Even more as a host application for open source projects in the industry ranging from simple modeling tasks todo quite complex visualisation projects such as the blendme add-on, which connects Blender with the opens source products like openfoam and others.
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A videogame in few logic tricks
Introduction: This tutorial focuses on logic bricks in Blender, the only programming tool i used for trolechaun. I gladly made this tutorial in the hopes that this Will encourage someone todo make nice Stuff by Understanding the basic structure of BGE powered games. Y ou can download, play and se how rolechaun was built at: http://trolechaun.webly.com/ if you want todo understand the structure you should read the tutorial first, then you would be able todo get Dep into trolechaun, for a graphic artista, logic bricks could be the bridge todo Understanding programming of a basic videogame. For programmers it would be a nice challenge and a god exercise todo just use logic bricks, the first thing you should know is that logic bricks have a number of limitations. However you must learn that límites are fun. If they werent, there wouldnt be any games, programming a videogame is something i always wanted todo do, and i could get into this using logic bricks. I could watch the results at the same time i was building rolechaun, but i am a 3d graphic artista, not a programmer.
Problems can be solved:
Limits mean problems, but every problem can be solved, preferably with a creative solution. For example: when i made rolechaun i thought about using mouse imputs, but i was not able todo learn how todo do it in time, so i just created a diferent game. The more skills a team has, the more solutions exist, however if you dont know your team límites and potential you Will never finish a game.
First warning: tidy looks better.
Logic bricks can be a mess but dont worry, you control them. Dont forget about writing names for the imputs and actions, as this Will save yourself a lot of confusión. Dont forget todo deleete unused/unneded logic bricks After a failed test.
Get started:
Lets say Blender logic bricks are like other software, you can Paint with them in layers, but what you are painting here are actions (programmed events and animations), you can fel like a director telling his polygonized actors where you want them todo move, there are just thre kinds of layers in a Blender game scene layers: which contains characters, interactive objects, and any FX, these layers often contain a single level or stage of a game stage layers: use these layers todo stage.
Your scene and actions, you decide what is visible when the game plays here, state system (object lb layers): states are a bien todo achieve complex logics without cluttering your logic buttons and having todo redo already existing logic bricks. States are a group of logic bricks which get executed at a certain time or state (hence the name) of the game, imagine a character wandering around, there may be diferent materiales for the Ground (e, g, ice and sand), a diferent control method in water or Air, etc, without states you would now start todo use properties, property-sensors and Actuators todo control what state the actor has. With the state system probably only one logicbrik changes the state and you are done. More información on states can be found here.
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The first thing you should do when designing your game Prototype is todo establish the mechanics of your game and se what you can do with logic bricks. Since you are not doing a graphics showreel, characters and scenes should come After youve worked on the game mechanics.
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Lets start with something easy:
Create a Cube first, then select the Cube and go todo the panels view. Get into the logic properties and press ad for these thre:
Sensor - controller - actuator.
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Connect them and give the middle location (Loc) variable for the motion actuador brik a number value (0.3 in this example). Now move your mouse over the screen, press p and you Will se your Cube going forward automátically.
Make the Cube interactive:
At sensors you can se there is an actuador called always. This means you are directing your Cube todo go forward. Not so dificult, right? now change this always sensor into keyboard, and define uparrow key for this sensor.
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Great. Now our Cube friend is interactive, with that you can make everything move around, and thats your basic animation resource. Y ou can do the same with the other keys if you want your Epic Cube character todo move around left, right or backwards. Y ou can a los use this method todo rotate your Cube. (adjust root settings instead of Loc in actuator panel), y ou have todo understand, all the actions in our videogame ned a sensor which leads an action, and the connection between them are lógical connectors a los called controllers, now lets try something more complicated: crash a Cube into a wall and then reset your position.
Scene properties:
Create a wall and flor - select the wall and add a property todo this wall object, write pwall as the name of this property on the logic panel. Change the physics into static and press Ghost (if you dont press Ghost you Will se ha problem with the reset re-position of our Cube character).
Object layers:
Select your Cube and change the physics status static into dynamic (now your Cube Will be in the Gravity system) and create two other lines of -sensor-controller-actuator. This time they Will be:
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Collision and message - name the collision property: pwall (there is no diference between the int, bol and timer kind of property in this case). Then name the message subject: crash. With that every time your character crashes into a wall, a message is sent, this is very important because when you make an event, your own character receives the same message and resets. But you can use this event for other Stuff (lose a life for example or creating some FX at the stage).
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Message and state - Name the message sensor: crash. At state you Will press the second button. (this Will change the state with the sensor trigger - a message is sent with this info)
With this your character Will respond when it receives the same message sent by the character collision, now you can change the state of the object logic brik at the second button and you can make diferent actions for the Cube, you Will use this time:
Always and constraint (connect with thre diferent Actuators: constraints). These constraints Will be used todo define the restart position of your Cube, change into location x, location y and location z at the diferent constraints, delay and state - this time you write some frames of delay for this action, write 60 and at the state actuator push the first button, dont forget todo come bak todo the first state you already programmed, now se what happens: y our Cube crashes into the wall goes bak todo the first position and waits around one second (this always depends on the framerate, you can make a timer property but it would be not so simple) before it falls down and you control it again.
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With that, you can programa diferent states of your character, when your character crashes into a wall it should be a diferent state. This is why it is important todo kep all your programming brik lines clean, because if you dont do this, your logic bricks Will son be a mess. So you can now control the layers of your character, now is time todo control layers of your scene.
Stage layers:
When you make a game you must be tidy, when i made rolechaun i didnt know yet, but you have todo create diferent layers for the stage (game environment), the character and objects and yet another layer for special effects (FX).
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Now that you have your Cube character programmed, we want todo move it into the second layer. Select your Cube character, press m, select the second layer and your Cube Will be moved todo that layer of the stage (game environment). Now you can bring your objects todo the first layer (your main layer of the scene) where all the action is running, now create an Empty object in the stage layer. Add a sensor-control-actuador todo programa it, then change the actuador from edit object todo add object and write down the name of your character in the ob field. Y ou must write the name of your character exactly how is written on your object, with caps if it has them, otherwise the logic brik Will not recognise it, if you kep the sensor for this actuador in always you would not notice a diference when you test it. Change the sensor into a keyboard sensor and assing it a key for input, every time you press the button you Will now receive another character from the layer where the Cube character is estored, connect a new state actuador at the same controller, so that when you press the key youve assigned, not only do you bring your character todo the stage (game environment), but the state of the Empty object changes into an Empty state (awaiting further messages todo change the state of the Cube). It is easier todo bring objects from other layers than todo deleete them from your scene, additionally, you use this same method when you want FX or ammo in your scene. Y ou estore all the FX and amo objects on another layer and use Empty objects on your main stage layer todo bring them onto the stage. If they are on the same layer it is not going todo work. Alos you can get very interesting results when you make a chain of FX and Empty objects.
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Scene layers:
Scene layers contain información about your stage (or game level). When you create one scene you have todo think about your cameras.
Y ou can have múltiple cameras, you can parent your active Camera todo characters, make other static cameras, etc. Y ou can a los change the Camera when the game is running with the actuator: scene >> set Camera, but here comes the most dificult part: how do i move all the game información like lives left or how Many points i have between the diferent game scenes? Without any scripting or Python programming, there is still a way. Y ou noticed there are diferent properties for the objects in the logic panel: bol, int, timer and these properties are running just for active scene layer. These count the lives and points, etc, what i used in the rolechaun options and game información, was todo use one scene with an Empty object getting all the información (in this Scheme layer0). Over this main Empty layer i was getting the visual información from the other scene layers with the logic brick:
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This is really important if you want todo be able todo pause your game, one scene must be active when you make other scene freeze or pause. One layer (layer 0 in this case) must be running, between overlayed scenes the only thing you can use are messages, because there is no better option todo get información using logic bricks, todo finish the utorial lets create a Camera, change the view into this Camera and place a plane with a texture saying new game, you can make an action with a keyboard sensor and change the scene with the scene actuator. Make this scene todo replace it with your previous stage scene - (these scenes are game layers and they are changed by set scene), but you always have todo start your game from the Empty layer where you Will maintain all of your game información because you Will run the game at this main layer. This main layer is where you have todo overlay the diferent scenes we created before, finally you have the Empty layer: layer0 with an Empty object which estores the información like lives remaining and other useful Stuff estored in the properties of this object. Similar todo our stage layer that uses the Empty object todo bring the character into our scene, this Empty gives the información todo the Hud which is overlayed onto the game layer. The Hud layer makes visible the información you have on your scene layer 0. Y ou can commúnicate between the layers with messages as i showed you on this.
Tutorial, with all these basic logic bricks and a bit of curiosity you should be able todo make a trolechaun type game yourself, this is just an introduction. Animation, illumination and Shader información are things you would ned todo learn if you want a very well-made game and you have time or a big team. With logic bricks you can easily get a god result in a few hours, y ou can get more información at http://trolechaun.webly.com/index.html and Blender wiki which has useful información, alos other places like blenderartists are full of nice game designers who can make really awesome Stuff.
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