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Blender for XNA

Blender for XNA

Talk given by Levi D. Smith (@GaTechGrad) at the March 10, 2013 Knoxville Game Designer's meetup (knoxgamedesign.org)

Knoxville Game Design

March 10, 2013
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Transcript

  1. Professional Use • Can Blender be used for professional quality

    graphics?  Elephants Dream (2006) http://www.youtube.com/watch?v=TLkA0RELQ1g  Big Buck Bunny (2008) http://www.youtube.com/watch?v=YE7VzlLtp-4 – Sintel (2010) http://www.youtube.com/watch?v=eRsGyueVLvQ – Tears of Steel (2012) http://www.youtube.com/watch?v=R6MlUcmOul8
  2. Views • Selecting the view – Numpad 7: Top View

    – Numpad 1: Front View – Numpad 3: Right Side View – Numpad 5: Orthographic (see gridlines) – Ctrl + Numpad: Other side (bottom, back, left side) • Note: All commands are for Blender 2.6
  3. Cameras • Numpad 0: Camera view • Helpful for positioning

    view • Ctrl + 0 select camera when using multiple cameras • Right click on line between panes to split screen – Multiple concurrent views of scene • F12 renders the current scene • F3 saves image
  4. Modes • Change modes with Tab • Object mode –

    Lock location and size for XNA – Location: (0, 0, 0) Size: (1, 1, 1) – Vertex coordinates in XNA are relative to orange anchor dot • Edit mode – Select vertices, edges, faces
  5. Creating an Object • A – Select All / Select

    None • B – Box select • E – Extrude • X – Delete • These can be applied to vertices, edges, and faces • Ctrl + Mouse button – free select • Z – fill object; select only one side
  6. Modifying the Object • G – Translate (move) • R

    – Rotate • S – Scale • Follow operator by X, Y, or Z to lock movement to that axis • Follow operator by number to translate, rotate, or scale by that value
  7. Armature • Add a bone to your object • Select

    point on bone in edit mode and extrude to add new bones • Make sure your bones are aligned with your object • In object mode, select armature and object • Ctrl + P, with automatic weights to assign armature to object
  8. Weight Paint • Select mesh in object mode, then select

    Weight Paint mode • Used for finer control of assigning vertices to bones • Change selected bone in object browser
  9. Posing • Pose mode to move armature – Must have

    armature selected to enter Pose mode • Record button - automatic keyframing – Not recommended • Dope sheet / action editor • I, LockRotScale – insert keyframe – Must be in Pose mode! – Make sure all bones are selected (A) • Can duplicate keyframe using select then Shift + D
  10. Animation • Walk cycle • Ctrl + F12 to render

    images • Images stored in “Output” folder (default C:\tmp) • Select “RGBA” to keep transparency
  11. Render a Face • Start with default Cube • Subsurf

    modifier – High value for CG image, low value for objects to be rendered in real time (games) • Ctrl + R – Loop cut • Mirror modifier – Delete half of the object • Proportional Editing Tool – O Key
  12. Render a Body • Set background images as a guide

    • Export FBX for XNA – Blender Z Up coordinate system – XNA Y Up coordinate system – Rotate 90 degrees on import – Both use “Right Hand Rule” – Select “XNA Strict Options” • Skinned Model Processor • Many models will cause slowdown – Hardware Instancing to draw multiple models efficiently
  13. Other Useful Options • F – Make face from selected

    vertices  3 or 4 selected vertices only • Remove doubles (button)  Change merge threshold if no vertices are removed  Vertices to be merged must be selected • Shift + D – duplicate object (or vertices/faces) • Ctrl + J – join two objects • Alt + F – fill (generate triangle faces for selected vertices) • Ctrl + T – generate triangles faces from quad faces
  14. Texture Mapping • Split View • Change new pane to

    UV/Image Editor • UV Pane: Image > Open Image > Select your texture • View Pane: Face Select Mode, then select faces • View Pane: Mesh > UV Unwrap > Select unwrap method • UV Pane: Scale and position vertices on texture • Select Texture tab • Set Type to “Image or Movie”
  15. Texture Mapping continued • Texture Tab: Under Image, select open

    and select the texture used • Texture Tab: Under Mapping, select “UV” for coordinates • Texture Tab: Under Mapping, select “UVMap” for map • Press F12 to render the scene and the image should be correctly mapped onto the model • Select specific faces in the View pane to see the corresponding points in the UV Pane
  16. Importing into XNA • Default Model object will handle non-moving

    models • Texture must be imported separately • SkinnedModelProcessor must be created to import animation data • XNA will only use first animation defined in an FBX model
  17. Special Techniques • Billboarding  Keeps flat objects facing towards

    the camera  Trees in a racing game  Text in a 3D world • Atlas Mapping  Render many similar objects at once  Allows object texture changing without sacrificing processing time
  18. Sites to Check Out • Blender 3D: Noob to Pro

    – Free online wiki book – http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro • Diabolical The Shooter – John C Brown  Game developed using Blender models, with guides and tutorials  http://blog.diabolicalgame.co.uk/  Blasting Bits  My game using Blender models, with development process documented  https://blastingbits.wordpress.com/
  19. Books • Foundation Blender Compositing  Author: Roger Wickes 

    http://www.amazon.com/Foundation-Blender- Compositing-Roger-Wickes/dp/1430219769  Covers Blender 2.4, before user interface changes