Thanks skarb, that helped me very much, but I have another problem: is there any way to make the blocks in a regular grid? When I add multiple blocks, its hard to make them like in Minecraft, they aren't on exacly the same level etc.
Sorry for my bad English.
You'll need snapping to be enabled and set to grid mode, zoom in closer for more accuracy. Also precision is affected by whether or not you are using standard views (top down- num7, front- num1, right- num3, etc)
I'm an extreme blender newb, and was utterly confused when I loaded up the .blend file in Blender.
How come none of the textures are loading? \:
EDIT: If it matters, I have blender version 2.59.
EDIT 2: However, when I render it, all the textures show up in the render...
The textures are there, you are just using a solid viewport rather than a textured one. I have it set to this so that the file doesn't crash older computers when they open it. This should help you change it if you want:
The textures are there, you are just using a solid viewport rather than a textured one. I have it set to this so that the file doesn't crash older computers when they open it. This should help you change it if you want:
Hey, sorry for being a pest and asking so much questions, but is it possible to animate the mouth/eyes in this rig?
EDIT: Also, is it possible to add half-steps, stairs, and/or fences?
EDIT 2: One last question, how do you append a person into a different blend file from your rig? Also, how would you add multiple people with different skins?
You can't animate eyes or mouth, since they are apart of the texture. My guess is that in the video, the eyes/mouth are separate objects parented to the character.
You can't animate eyes or mouth, since they are apart of the texture. My guess is that in the video, the eyes/mouth are separate objects parented to the character.
I finally managed to animate the eyes. I'll post a video and explain soon.
But one question, whenever I press undo/redo, Blender crashes. Anyone know what might be causing this?
Ok, done rendering and uploading my blinking animation test. Here it is:
How I Did It:
It was kinda simple. First I made a plane and resized it so its width was about the width of the Minecraft character's eye, and its height so that it was almost invisible. Then I moved it right above one of the eyes. After that, I changed its color to something that wouldn't look too weird on the MC skin (experiment on what looks the best). Then, I duplicated the plane to the other eye. I attached them to the character's head using skarb's tutorial for attaching things to a player's hand:
when you first apply the modifier the tool/weapon will suddenly leap across the screen or just vanish. You need to click on the "set inverse" and/or "clear inverse" buttons until it lines up correctly.
After that, I selected the plane(s), and in the properties menu I clicked the triangle icon. Then, under that, I checked the "Shape Keys" option. I added a shape key, which by default, was "Basis" (don't do anything with that one). Then I added another shape key, pressed Tab to go into edit mode, and resized them to go over the character's eye. Press tab, and rename it "blink."
I then changed the timeline to the dope editor (or w/e it's called), and made sure it was on the Shape Key editing mode. Then I selected one of the planes, set the first keyframe to be 0, then 5 frames later, set it to be 100, then 5 frames after that, set it back to 0. You can adjust this to make it go faster or slower, or make the value less than 100 for a squinting affect.
If you have any more questions about this, feel free to ask me. I'm going to start working on animating the mouth soon.
Question: I am still a complete Blender noob. Can anyone help me on creating a night scene (Dark sky, dark lighting thats lit up by torches, etc.)? All I need to know how to do is make the lighting dark, and the sky starry and black, like the Minecraft night sky.
Thanks,
Leggos_My_Eggos
P.S. I still don't know how to add multiple characters into a blend file with different skins. Does anybody mind telling me how?
I'm not sure how to add multiple characters either. I'd download the character-only rig and try importing it.
For a night scene, you need 1 lamp:
Sun lamp; color: blue; low energy.
I can post a blend if you want
Yes, please do. I'm not sure if I understand fully yet, so a blend file for reference will help a lot.
Also, does anyone have any tips and tricks for making realistic landscape? (I'm just asking so much questions, aren't I?) \:
EDIT: Found out what you mean. Do you mind telling me what shade of blue you meant, because I've been tinkering around with it, but can't find just the right shade. Also, where do you recommend you put the lamp? Anywhere?
Quote from EDIT 2: One last question, how do you append a person into a different blend file from your rig? Also, how would you add multiple people with different skins?
[/quote »
You can select both the character and his rig then hit SHIFT+D. This creates a dupe. Obviously it starts out with the same textures and stuff, but you can go into the textures tab of the new dupe and add a different skin. Follow this little guide:
[quote=Leggos_My_Eggos;/comments/22150290]
I finally managed to animate the eyes. I'll post a video and explain soon.
But one question, whenever I press undo/redo, Blender crashes. Anyone know what might be causing this?
Awesome job animating the face. I was actually going to rig the face rather than shapekey it, but for now your method should keep anyone who wants to do it happy.
Crashing is probably the result of something that only your computer itself can figure out. I suggest you run over to Graphicall and grab a blender build that is setup for your system specs. The builds on graphicall are usually far more stable, than the blender.org release. They are also updated almost every day.
Question: I am still a complete Blender noob. Can anyone help me on creating a night scene (Dark sky, dark lighting thats lit up by torches, etc.)? All I need to know how to do is make the lighting dark, and the sky starry and black, like the Minecraft night sky.
Thanks,
Leggos_My_Eggos
It really seems like you have a natural knack for blender already so I wont over explain this... Torches and stuff can glow via these settings (if you have any lights in the scene, turn em way down to let the glow do its job):
You will also see there is a built in option for stars in the sky under the world tab, though it doesn't really render out all that nice. The other world options can be used to change the background color, gradient, etc. You can also assign an image as the background, add AO and environmental lighting to the scene (set it to sky texture) and the scene will gather its initial lighting data from the sky texture. So a black star filled sky would appear to be giving off light.
Glow can also be enhanced via the compositor.
Anyways, let me know if you get stuck again, always happy to help!
EDIT: I wouldn't suggest using any lamp for a moon or star, creating light via a skybox or sky texture is much cheaper on cpu resources if you are rendering animations. Its a good enough method for single frame renders, but you want to cut down on global lamps if you are rendering a vid.
Yes, please do. I'm not sure if I understand fully yet, so a blend file for reference will help a lot.
Also, does anyone have any tips and tricks for making realistic landscape? (I'm just asking so much questions, aren't I?) \:
Blender comes with a very nice landscape generator built in. Go to user preferences and addons, and make sure the "ant landscape" addon is enabled. Then add-> mesh-> landscape
You can tweak the generated landscape with the operator options that appear on the tools tab after generating the mesh (usually bottom left of the screen above the timeline).
You can also create a basic landscape mesh (even a plane will do) and go bonkers with it in sclupt mode (using the multires modifier to increase detail)
Blender can be confusing! I've been using it (on and off) for years, and some parts still are confusing. I'm not sure if anyone knows about every feature!
Blender can be confusing! I've been using it (on and off) for years, and some parts still are confusing. I'm not sure if anyone knows about every feature!
Yeah, I am always amazed at some of the buried features. I've been using it for years on a daily basis for my job and still find new things out every day.
If you are looking for a minecraft terrain, you should give mcobj a spin. It exports minecraft worlds into obj files with materials, which can be imported into blender:
Here is a zipped version with a gui executable: MCOBJ with GUI
You can also use the built in ant-landscape generator and run the remesh modifier on it:
I use this blender build which has the remesh modifier built in. If you dont have a 64bit os, there is also a matching build in 32bit format. For graphicall builds you dont actually need to install anything, these come in either a self extracting zip or a normal zip, which you can extract and run from anywhere.
You can select both the character and his rig then hit SHIFT+D. This creates a dupe. Obviously it starts out with the same textures and stuff, but you can go into the textures tab of the new dupe and add a different skin. Follow this little guide:
This might be a dumb question, but how would you make the new material the "primary" material?
I'm trying this out with planes at the moment, and I want the plane I duplicated to have a different color than the original one. But when I pressed plus and made the new material color, it still shows the old one in the 3D view. So when I pressed minus next to the old material, both of the planes had the new material. :S
If you are looking for a minecraft terrain, you should give mcobj a spin. It exports minecraft worlds into obj files with materials, which can be imported into blender:
Here is a zipped version with a gui executable: MCOBJ with GUI
You can also use the built in ant-landscape generator and run the remesh modifier on it:
I use this blender build which has the remesh modifier built in. If you dont have a 64bit os, there is also a matching build in 32bit format. For graphicall builds you dont actually need to install anything, these come in either a self extracting zip or a normal zip, which you can extract and run from anywhere.
Thanks, I'll be sure to check those out. :biggrin.gif:
EDIT: Wait, is that download for Windows only? I run a Mac..
EDIT 2: Also, this might sound like a weird suggestion, but can you make an arrow item? It would be nice for my next video. (Just arrow, not the bow).
This might be a dumb question, but how would you make the new material the "primary" material?
I'm trying this out with planes at the moment, and I want the plane I duplicated to have a different color than the original one. But when I pressed plus and made the new material color, it still shows the old one in the 3D view. So when I pressed minus next to the old material, both of the planes had the new material. :S
Thanks, I'll be sure to check those out. :biggrin.gif:
EDIT: Wait, is that download for Windows only? I run a Mac..
There are two + icons, the one I have circled in the image above is the one you want to use. This duplicates the material and makes it into a new one. The one above that just adds another material slot to the object. You can have multiple materials assigned to one object though, you go into edit mode and assign the desired material to the select faces. if there is only one material, then by default all faces will use it.
the graphicall link was for a windows build but there should be a similar build for mac, Just browse the builds and look for one with the remesh modifier addon. If you cant find one, then you can manually install the remesh modifier script as an addon. There is also a voxelize modifier or two included in a few builds, it just depends on what you prefer to use.
There are two + icons, the one I have circled in the image above is the one you want to use. This duplicates the material and makes it into a new one. The one above that just adds another material slot to the object. You can have multiple materials assigned to one object though, you go into edit mode and assign the desired material to the select faces. if there is only one material, then by default all faces will use it.
the graphicall link was for a windows build but there should be a similar build for mac, Just browse the builds and look for one with the remesh modifier addon. If you cant find one, then you can manually install the remesh modifier script as an addon. There is also a voxelize modifier or two included in a few builds, it just depends on what you prefer to use.
When I looked back to the picture and pressed the correct plus button, it still didn't work. I made a quick video explaining what I mean:
Also, I couldn't find the remesh modifier addon build on Graphicall, and I don't know how to manually install scripts. \:
I'm an extreme blender newb, and was utterly confused when I loaded up the .blend file in Blender.
How come none of the textures are loading? \:
EDIT: If it matters, I have blender version 2.59.
EDIT 2: However, when I render it, all the textures show up in the render...
You'll need snapping to be enabled and set to grid mode, zoom in closer for more accuracy. Also precision is affected by whether or not you are using standard views (top down- num7, front- num1, right- num3, etc)
see if this helps:
The textures are there, you are just using a solid viewport rather than a textured one. I have it set to this so that the file doesn't crash older computers when they open it. This should help you change it if you want:
Thanks a billion! :biggrin.gif:
EDIT: Also, is it possible to add half-steps, stairs, and/or fences?
EDIT 2: One last question,
how do you append a person into a different blend file from your rig?Also, how would you add multiple people with different skins?I finally managed to animate the eyes. I'll post a video and explain soon.
But one question, whenever I press undo/redo, Blender crashes. Anyone know what might be causing this?
How I Did It:
It was kinda simple. First I made a plane and resized it so its width was about the width of the Minecraft character's eye, and its height so that it was almost invisible. Then I moved it right above one of the eyes. After that, I changed its color to something that wouldn't look too weird on the MC skin (experiment on what looks the best). Then, I duplicated the plane to the other eye. I attached them to the character's head using skarb's tutorial for attaching things to a player's hand:
After that, I selected the plane(s), and in the properties menu I clicked the triangle icon. Then, under that, I checked the "Shape Keys" option. I added a shape key, which by default, was "Basis" (don't do anything with that one). Then I added another shape key, pressed Tab to go into edit mode, and resized them to go over the character's eye. Press tab, and rename it "blink."
I then changed the timeline to the dope editor (or w/e it's called), and made sure it was on the Shape Key editing mode. Then I selected one of the planes, set the first keyframe to be 0, then 5 frames later, set it to be 100, then 5 frames after that, set it back to 0. You can adjust this to make it go faster or slower, or make the value less than 100 for a squinting affect.
If you have any more questions about this, feel free to ask me. I'm going to start working on animating the mouth soon.
Thanks,
Leggos_My_Eggos
P.S. I still don't know how to add multiple characters into a blend file with different skins. Does anybody mind telling me how?
For a night scene, you need 1 lamp:
Sun lamp; color: blue; low energy.
I can post a blend if you want
Yes, please do. I'm not sure if I understand fully yet, so a blend file for reference will help a lot.
Also, does anyone have any tips and tricks for making realistic landscape? (I'm just asking so much questions, aren't I?) \:
EDIT: Found out what you mean. Do you mind telling me what shade of blue you meant, because I've been tinkering around with it, but can't find just the right shade. Also, where do you recommend you put the lamp? Anywhere?
Here you go: Stairs, halfblocks and fence blend
Awesome job animating the face. I was actually going to rig the face rather than shapekey it, but for now your method should keep anyone who wants to do it happy.
Crashing is probably the result of something that only your computer itself can figure out. I suggest you run over to Graphicall and grab a blender build that is setup for your system specs. The builds on graphicall are usually far more stable, than the blender.org release. They are also updated almost every day.
It really seems like you have a natural knack for blender already so I wont over explain this... Torches and stuff can glow via these settings (if you have any lights in the scene, turn em way down to let the glow do its job):
You will also see there is a built in option for stars in the sky under the world tab, though it doesn't really render out all that nice. The other world options can be used to change the background color, gradient, etc. You can also assign an image as the background, add AO and environmental lighting to the scene (set it to sky texture) and the scene will gather its initial lighting data from the sky texture. So a black star filled sky would appear to be giving off light.
Glow can also be enhanced via the compositor.
Anyways, let me know if you get stuck again, always happy to help!
EDIT: I wouldn't suggest using any lamp for a moon or star, creating light via a skybox or sky texture is much cheaper on cpu resources if you are rendering animations. Its a good enough method for single frame renders, but you want to cut down on global lamps if you are rendering a vid.
Blender comes with a very nice landscape generator built in. Go to user preferences and addons, and make sure the "ant landscape" addon is enabled. Then add-> mesh-> landscape
You can tweak the generated landscape with the operator options that appear on the tools tab after generating the mesh (usually bottom left of the screen above the timeline).
You can also create a basic landscape mesh (even a plane will do) and go bonkers with it in sclupt mode (using the multires modifier to increase detail)
http://blenderartists.org/forum/showthread.php?216189-Minecraft-Terrain-Generator
http://blenderartists.org/forum/showthread.php?215956-Minecraft-inspired-world-generator.&highlight=minecraft
Thanks for all the help guys! Without it, I'd still be confused as to why the textures aren't showing up in the 3D mode. (-;
nice find!
Yeah, I am always amazed at some of the buried features. I've been using it for years on a daily basis for my job and still find new things out every day.
If you are looking for a minecraft terrain, you should give mcobj a spin. It exports minecraft worlds into obj files with materials, which can be imported into blender:
Here is a zipped version with a gui executable: MCOBJ with GUI
You can also use the built in ant-landscape generator and run the remesh modifier on it:
I use this blender build which has the remesh modifier built in. If you dont have a 64bit os, there is also a matching build in 32bit format. For graphicall builds you dont actually need to install anything, these come in either a self extracting zip or a normal zip, which you can extract and run from anywhere.
This might be a dumb question, but how would you make the new material the "primary" material?
I'm trying this out with planes at the moment, and I want the plane I duplicated to have a different color than the original one. But when I pressed plus and made the new material color, it still shows the old one in the 3D view. So when I pressed minus next to the old material, both of the planes had the new material. :S
Thanks, I'll be sure to check those out. :biggrin.gif:
EDIT: Wait, is that download for Windows only? I run a Mac..
EDIT 2: Also, this might sound like a weird suggestion, but can you make an arrow item? It would be nice for my next video. (Just arrow, not the bow).
There are two + icons, the one I have circled in the image above is the one you want to use. This duplicates the material and makes it into a new one. The one above that just adds another material slot to the object. You can have multiple materials assigned to one object though, you go into edit mode and assign the desired material to the select faces. if there is only one material, then by default all faces will use it.
The links were for pc, however mcobj does have a mac version on the mcobj main site. (Direct Link to mac download) You can download the mac gui for mcobj from here
the graphicall link was for a windows build but there should be a similar build for mac, Just browse the builds and look for one with the remesh modifier addon. If you cant find one, then you can manually install the remesh modifier script as an addon. There is also a voxelize modifier or two included in a few builds, it just depends on what you prefer to use.
When I looked back to the picture and pressed the correct plus button, it still didn't work. I made a quick video explaining what I mean:
Also, I couldn't find the remesh modifier addon build on Graphicall, and I don't know how to manually install scripts. \: