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-
-
- BLENDER EXAMPLE FILES 1.02
- January 18 1998
-
- April 15: fixed lostride example
-
-
- ----------------------bat_key.blend----------------------
-
- - Example of animation and vertex-key framing.
-
- 1. Press ALT-a (=anim) in the 3D window. Stop playback with ESC.
- 2. The right window displays the keys and the interpolation curve.
- Click on a horizontal line (a vertex-key) and look at the bat. This is
- how to display and select vertex-keys.
- The yellow key is the reference key, used for texture coordinates.
- 3. Press 'z' in the 3D window. The right wing has been selected. The left
- wing uses the same mesh-data. (Note header buttons).
- 4. To edit a vertex-key: enter EditMode (TAB). Do something and
- leave EditMode (TAB). This position will be copied to the selected key
- in the curve window.
- 5. Press 'z' again in the 3D window. This is the 'solid' drawmode.
- SHIFT+z sets 'shaded' drawmode. Note the icon button in the header.
- Drawmode 'solid' is for editing. 'Shaded' is a simple Gouraud
- version of the rendered image.
-
- ----------------------bevelcurve.blend----------------------
-
- - Example of using an Object as a bevel.
-
- The Object CurveCircle (drawtype with a name) is the bevel of the Object
- Curve (selected). Edit one of these (enter editmode with TAB) to
- experiment with this option.
- Object-beveling is enabled by entering the name of a (curve)Object in
- the button Editbuttons->BevOb:.
-
- ----------------------camera.anim.blend----------------------
-
- - Example of combined key- and curve animation.
-
- The selected Object, a camera, moves using animation curves.
- 1. Press ALT-a in one of the windows. The window enters playback mode.
- Press ESC to quit playback. Try each window.
- 2. Press 'k' in the left 3D window, and again. This toggles 'display key
- mode'.
- 3. Press 'k'in the animation curve window, and again. This toggles
- 'display key mode' for this window too.
- 4. If you select a key (a vertical yellow line) in the curve window,
- the keyposition in the 3D window will be selected too.
- 5. Grab the camera in the 3D window ('g'). If in 'display key mode'
- the key(s) will be translated, not the camera. The result is visible
- in the curve window.
- 6. Select and grab a key in the curve window. It can be translated
- horizontally (= time) only.
- 7. Select and duplicate a key (SHIFT-d) in the curve window. After
- duplication Blender always enters grab-mode. Delete it with 'x'.
- 8. Changing current frame is possible with the arrow keys (keyboard).
- 9. Leave 'display key mode' in the curve window ('k'). Select one
- (or several) of the curves and press TAB. Now you can select and grab
- individual curve vertices (Bezier handles).
- Grabbing Bezier handles is easiest with: RightMouse-hold+move.
-
- ----------------------deformtest.blend----------------------
-
- - A simple example of a deforming lattice.
-
- 1. Grab and move the 'bear'. Deforming is realtime! To edit the lattice,
- select it and press TAB.
- 2. Deforming is only active when the Lattice is the 'Parent'.
- 3. Make a Parent by selecting more than 2 Objects. Press CTRL-p. The
- last Object selected will be the Parent.
- ALT-p is for clear parent.
-
- ----------------------flaretest.blend----------------------
-
- - Example of a Material that renders vertices as a lens-flare.
-
- Press F12 to see a rendering. In the MaterialButtons press the
- button 'Flare'. This disables Flare mode. Now a vertex will be
- rendered as a halo with rings and lines.
- Press the button 'halo' to have a regular material.
-
- ----------------------flytest.blend----------------------
-
- - This simple radiosity solution was imported by an ascii script file.
- (Will be documented later).
-
- Press SHIFT-f in the center window to enter 'fly' mode.
- Move the mouse up and down to look around. Press LeftMouse to
- increase speed. MiddleMouse decreases speed. Left_MiddleMouse is stop.
- ESC leaves 'fly' mode.
-
-
- ----------------------logo_shadow.blend----------------------
-
- - An example of logo design.
-
- Press F12 to see the rendering.
- Select the bottom plane and look at the Materialbuttons. Note the
- 'OnlyShadow' option.
-
-
- ----------------------man/man02.1.blend----------------------
-
- - This file is referenced in the manual.
-
- ----------------------lostride3.blend----------------------
-
- - An example of an actual project. Used for the game 'the Lost Ride'.
-
- 1. This file contains 4 scenes. Scenes can be selected with two menu
- buttons:
- - in the Info header: left of the button named "SCE:".
- - In the Buttons header (DisplayButtons only) also left of the
- button "SCE:".
- 2. This file is an example of the usage of 'sets'. You activate a set in
- the DisplayButtons: The menu button near he light-blue button
- displaying the text '3eleforw'. Press the 'x' button on the right
- to disable the set. Now you see the actual contents of this scene.
- It's only a lamp, a camera and a path.
- Use the menu button to restore the set '3eleforw'.
- 3. Sets are drawn in grey and its content can't be selected.
- 4. Go to scene '3eleforw' to examine the objects. Already selected is
- the particle object (white). Look at the AnimButtons for the particle
- settings. Look at the MaterialButtons for a 'smoke' material.
- 5. Rendering (F12) is done in small parts: This is the 'panorama'
- option. For each part the camera rotates a small amount.
- The size of the panorama is: (DisplayButtons) Xparts*SizeX.
-
-
- ----------------------parent_robo.blend----------------------
-
- - An example of an animated hierarchy.
-
- 1. Press 'z' (and again) in the 3D window.
- 2. Note the particles: press ALT-a in the 3D window. (ESC to quit).
- 3. Press F12 to see a rendering.
- 4. Render an animation: first enter a directory in the
- DisplayButtons->Pics button. (upper-left).
- 5. Press the ANIM button.
- 6. If you can't wait: ESC to stop rendering.
- 7. Press DisplayButtons->PLAY to playback.
-
- Playback window keys:
- - PadPlus, PadMinus: window size.
- - PadZero: first frame.
- - PadEnter: start (again)
-
-
- ----------------------rotoscope.blend----------------------
-
- - Images as background in a 3D window
-
- 1. In the 3D window header: use the button with the small face to
- (de-)activate backimage drawing.
- 2. Backimages are only drawn in orthogonal and camera view mode.
- 3. To view backimage settings: press SHIFT-F7 in the 3D window.
- (SHIFT-F5 te return to 3D). This is actually a button-window.
- 4. The name of the image has a shortcut: '//'. Use this for
- relative filenames: '//' is short for: 'the directory of the current
- blenderfile'.
-
- 5. Enter EditMode for the Mesh (already selected). You see three
- shapes, 2 filled, and one large unfilled polygon.
- 6. Select-Linked the polygon: move mousecursor near a vertex and
- press 'l'. (Deselect-linked is SHIFT-l.)
- 7. Fill the polygon: SHIFT-f.
- 8. Select all (press 'a' twice) and press 'Beauty Fill': ALT-f.
-
-
- ----------------------sequence.blend----------------------
-
- - Video effects and editing
-
- In this example two short sequences and a still (white) are crossed.
-
- 1. Press Alt-a in the (top-right) image window. Now the
- images are loaded and the effects calculated.
- 2. Press LeftMouse-hold-move in the middle window. This is a
- fast way to change the current frame and view the contents of the strips.
- 3. Select the strips: use RightMouse. Select at the middle of a
- strip or select at the 'triangles' to select the entry point or end point.
- 4. Grab the selection (press 'g' or RightMouse-hold-move).
-
- In a seqence window you can add 'strips' with SHIFT-a. Use the
- RightMouse in the FileSelect window to select images or an SGI movie.
- Add an effect by selecting one or more strips and press SHIFT-a.
-
- To change a strip or effect: press 'c'.
- Erase strips: 'x'.
- Duplicate strips: SHIFT-d.
-
- Effects always start or end at the indicated image strips.
-
- Make a group (meta): select at least 2 strips and press 'm'.
- Enter or leave a meta with TAB.
- There's no un-meta at the moment!
-
- Press the DisplayButtons->DoSequence button. Now the RENDER
- and ANIM button (and F12) also render sequences.
-
-
- ----------------------spider2.blend----------------------
-
- - Inverse Kinematics and Skeleton deform.
-
- 1. Press ALT-a in the 3D window to playback. ESC to quit.
- 2. Grab the small circle Object (is already selected) to
- view Inverse Kinematics.
- 3. Select and grab an IK limb (with a yellow circle at the end).
- 4. To disable IK calculation: press TAB. Now you can move a limb as
- usual.
- 5. Press F12 for a rendering.
-
- (Inverse Kinematics still under development!)
-
- ----------------------vertexpaint.blend----------------------
-
- - Example of vertex colors, painting and rendering.
-
- 1. Press 'v' (note the cursor and the button in the 3D window-header).
- This key toggles VertexPaint mode.
- 2. Click-hold-move with LeftMouse on the Object to paint.
- 3. Note the PaintButtons options. Change color, change alpha.
- 4. Press F12 to see a rendering.
- 5. Enter the MaterialButtons and see the active 'VertexCol' button.
-
-