blenderart magazine issue 1 mechanical modeling

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Blender learning made eas y Issue1 | Nov 2005 www.blenderart.or g TUTORIALS GIMP 2.34 Blender 2.40 Blender Conferences NEWS FLASH GALLERY Modeling a robot Plane line intersection Texturing [robot] Animating [robot] Special: Blender Mechanical Gears

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Features Tutorials on Modeling, Texturing, and Animating a robot, tutorial on Plane line intersection, as well as new flashes on Gimp 2.34, Blender 2.40, the Montreal Conference and more…

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Page 1: BlenderArt Magazine Issue 1 Mechanical Modeling

Blender learning made eas y

Issue1 | Nov 2005

www.blenderart.or g

TUTORIALS

GIMP�2.34

Blender�2.40

Blender�Conferences

NEWS�FLASH

GALLERY

Modeling�a�robot

Plane�line�intersection

Texturing�[robot]

Animating�[robot]

Special:� Blender�Mechanical�Gears�

Page 2: BlenderArt Magazine Issue 1 Mechanical Modeling

ED ITORGaurav Naw anie ditor_ble nde rart@ yah oo.co.in

MANAGERSandra Gilbe rtm anage r_ble nde rart@ yah oo.com

W RITERSSandra Gilbe rtGaurav Naw aniSte fano Se lle riAlvaro Luna Bautista

DESIGNGaurav Naw ani

COPYRIGH T

"Ble nde rart Magazine ", 'ble nde rart'

and ble nde rart logo are copyrigh t

Gaurav Naw ani. "As k Ble ntuu' and

"ble ntuu logo" are copyrigh t Sandra

Gilbe rt.

All products and com pany nam e s

fe ature d in th is publication are

trade m ark or re giste re d trade m ark of

th e ir re spe ctive ow ne rs .

w w w .ble nde rart.org

Ask ble ntuu: H ave any q ue rie s re garding Ble nde r as k ble ntuu.Ne w s Flash : A s h ort re vie w of upcom m ing re le as e of Gim p2.4 is it all w orth th e h ype ? re ad on to find out.Als o a look at ble nde rs upcom m ing 2.40 re le as e its fe ature s .Confe re nce : Dre am s gate update s us on th e re ce ntly com ple te d 'Ble nde r Confe re nce "

W ork sh op3d: Th is m onth w e bring you a 3d m ode ling tutorial.

Ste fano Se lle ri uncove rs th e pow e r of h is fablous "Ble nde r Me ch nical Ge ars" script and m ore ...

Th is m onth w e bring you th e re vie w of th e book "Digital te xturing and painting"

And a galle ry of 'Me ch anical artw ork s ' done in ble nde r.

CONTENTS

Le isure

Le arning

Le arning

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Table of contents 3

Editorial

As k Ble ntuu ...............................................................................................

Ne w sGim p 2.34 re vie w ..............................................................................Ble nde r 2.40 ....................................................................................Confe re nce ne w s ..............................................................................

Le arningMode ling a robot ..............................................................................Ble nde r Me ch anical Ge ars (script)....................................................Plane line inte rs e ction ......................................................................Te xturing th e robot ..........................................................................Le ts ge t th e robot m oving ................................................................

Re vie w sD igital te xturing and painting ...........................................................

Galle ria ......................................................................................................

Cre dits .......................................................................................................

Pre vie w ......................................................................................................

4

5

688

917222426

30

31

41

42

Page 4: BlenderArt Magazine Issue 1 Mechanical Modeling

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EDITORIAL 4

Five ye ars ago I w e nt look ing for a 3D program . I

found ble nde r, frie nds and a ne w w ay of look ing at

th e w orld around m e . During th is tim e , one of m y

favorite ble nde r re late d activitie s h as be e n

brow s ing online for all th e late st ble nde r ne w s , ne w

fe ature s , tutorials and te ch niq ue s . Ove r th e last

five ye ars I h ave us e d lite rally cas e s of pape r,

printing out e ve ryth ing available on ble nde r. I still

re m e m be r h ow I (and m any oth e rs) e age rly w aite d

for e ach ne w is sue of th e "Com m unity Journal". It

w as som e th ing cool to look forw ard to. And

som e th ing I still m is s .

W h ich brings us to th e point of th is e ditorial.

Gaurav and I de cide d th at w e didn't h ave

anyw h e re ne ar e nough th ings to do w ith our non-

e xiste nt fre e tim e , so w e de cide d to launch th e

late st re -incarnation of a ble nde r m agazine . And

th is is it, Ble nde rart. W e lcom e to our m is s ion to

provide ne w s , tutorials and ble nde r re late d

inform ation in an attractive , fun to re ad form at.

A place to find out all th e late st ne w s conce rning

ble nde r. W e w ill be bringing you tutorials cove ring

ne w fe ature s , and s e ldom us e d/obscure fe ature s .

W e w ill tak e a look at ne w w ays of doing th ings

and cove r h ow to accom plis h bas ic to advance d

proje cts . Tutorials in e ach is sue w ill cove r a

ge ne ral th e m e , pulling toge th e r a com ple te

proje ct, giving you th at e xtra little pus h to try

som e th ing ne w .

In th is is sue w e are going to tack le m ode ling,

te xturing and rigging a robot for bas ic anim ation.

Ke e ping in line w ith our th e m e , Ste fano s h are s h is

te ch niq ue s on m ode ling and anim ating ge ars , w ith

a s h ort tutorial on us ing th e Ble nde r Me ch anical

Ge ars (BMG) script. And Alvaro Luna Bautista

s h ow s us h ow to calculate a plane line inte rs e ction.

W e also h ave a sm all galle ry of m e ch anical im age s

subm itte d from com m unity m e m be rs .

W e h ope you e njoy our first is sue and w e lcom e you

to subm it article , tutorials and artw ork for future

e ditions .

Sandra Gilbe rt

Page 5: BlenderArt Magazine Issue 1 Mechanical Modeling

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As k Blentuu 5

W e ll, s ince I h ave n’t re ce ive d any q ue stions ye t, I th ough t I w ould k ick off our first is sue w ith som e little k now n/obscure ble nde r tips .

1. Anim ation Pre vie w in all w indow s at th e sam e tim e : It is w e ll k now n th at Alt-A is for pre vie w ing an anim ation on th e 3D w indow . But th at's not all of it. D ivide your scre e n into m ultiple 3D W indow s , e ach from a diffe re nt point of vie w .

If you h ave an Action/Ipo W indow and 3D w indow s ope n, and you is sue th e [Alt-Sh ift-A] com m and from th e Action (or th e Ipo) w indow , it w ill anim ate both (th e action and th e 3D) in sync!! Gre at for visualization of Ipo's e ffe ct on your m ode l.

2. "Truck " th e cam e ra in cam e ra m ode :a) go into cam m ode w ith NUMPAD 0b) m ove th e cam e ra w ith pre s s ing Gk e yc) pre s s th e m iddle m ous e button

3. H idde n Obje cts:I don't k now h ow old th is is (or w h e th e r it's be e n m e ntione d be fore ) ... but I just discove re d it. Say you are in front or s ide vie w and you w ant to s e le ct an obje ct, but it is h idde n be h ind oth e r obje cts . If you pre s s Alt RMB ove r a group of

obje cts , a m e nu w ill be displaye d in th e 3D w indow allow ing you to pick th e obje ct you w is h to s e le ct.

4. Sh ow alph a te xture as w ire :ctrl-d in 3dvie w can s h ow alph a te xture as w ire .ve ry us e ful for pre vie w w ith out re nde ring.

If you h ave an obje ct (w ork s be st on a m e s h plane ) w ith an im age te xture , you can us e [Alt-V] outs ide e ditm ode . Th is w ill adjust th e obje ct's s ize value s so th at th e im age w on't be stre tch e d w h e n proje cte d•

Th e s e are just a fe w tips I found brow s ing ble nde r forum s . If you h ave a cool ble nde r tip or te ch niq ue you w ould lik e to s h are or a q ue stion you w ould lik e answ e re d, subm it it to:

m anage r_ble nde rart@ yah oo.com .

Until ne xt tim eBle ntuu

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NEW S FLASH 6

"Close to th e re le as e date of Ble nde r2.4 w e m igh t s e e th e re le as e of Gim p2.4 too."

LL e t 's tak e a look and find w h ats in th e store . First of all th e m ajor fe ature th at w ill m ak e in to th e 2.4 re le as e are th e ICC colour profile s support in th e im age form ats th at support it, lik e tiff and jpg. W h ile its nice to h ave th e porfilce support at last but again it m is s e s out on not h aving th e CMYK colourspace to be us e d w ith it. Th is m ak e s th e ICC profile support a bit offcolour. None th e le s s its a pre tty us e ful tool for th os e w h o us e SCRIBUS for th e DTP w ork . W e found good us e of ICC support in producing th is m agazine in SCRIBUS.

SIOX a prototype of ne w forground e xtraction tool in gim p w h ich w ork s inte ractive ly, it not com ple te ye t but w ork e d fine in th e Gim p2.33 (te st ve rs ion) its e lf.

Cle anup of scriptfu and pyth on fu filte rs . Th e s e filte rs/scripts are now place d nice ly ins ide th e m ain 'Filte rs ' m e nu its e lf, th is re duce s a lot of confus ion for amateur us e rs ..

Te xt Tool Finally GIMP h as e ve n m ore e le m e ntary support adde d in th e te xt tool, you can now m ak e th e te xt follow any path , and th is all is done in ve ctors so th e re w ill be no blurring of th e te xt in th e proce s s . Infact a ne w path laye r for th e follow e d path is cre ate d so now you can m ak e us e of th e path by th e options availabe for path lik e strok ing copying s e le ction or e ve n m odifying th e path its e lf.

Apart for th e s e m ore vis ible fe ature s th e re is addition of tw o m ore tools in th e m ain tool box first is 're ctangular s e le ction' it look s m uch lik e old one but th is h ave som e be tte r fe ature s lik e you are allow e d to active ly m anipulate th e s ize of s e le ction th rough th e m ous e lik e m oving or incre as ing th e s h ape , click ing ins ide or outs ide th e box w ill m ak e it into th e s e le ction.

GIM P 2.34

Ne w e ntrie s in th e toolbox

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NEW S FLASH 7

Th e re are som e im prove m e nts in th e inte rface again in com pliance for th e GIH (Gnom e H um an Inte rface guide line s). But w h at is e ve n m ore inte re sting is th at th is tim e around w e m igh t s e e a gre at de al of m e nu ove rh auling as th e Gim p proje ct h as just now as k e d for UI de s igne rs/ e ngine e rs , e vide ntly th is fe ature be com e s m ore pronounce d s ince th e re are m any old Ph otos h ope rs com plaining about th e 'diffe re nt' inte rface now a days .

I ne arly forgot to m e ntion one m ore im portant fe ature , it is introduction of ne w 'Lanczos' sam pling algorth im us e d in scaling of im age s . It is k now n to be of h igh e r q uality th an th e olde r bicubiic sam pe ling.

In th e e nd It can be safte ly said th at th e upcom m ing Gim p re le as e w ill be re ally e xciting in te rm s of s h e e r num be r of fe ature additions and im prove m e ts .

GIM P 2.34

Ne w Se le ction box in action.

Colour m anage m e nt pre fe re nce s

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NEW S FLASH 8

Th e last s e ve ral m onth s , and m ore spe cifically th e last s e ve ral w e e k s h ave s e e n a rus h of ne w fe ature s be ing adde d to ble nde r. Due in a large part to re q ue sts by Proje ct O range , th e anim ation syste m h as be e n s ignificantly im prove d w ith ne w fe ature s and tools th e re by s h rink ing th e proje ct 'w is h list' (h ttp://orange .ble nde r.org/blog/th e -e ve r-s h rink ing-orange -w is h list) and giving us a vastly im prove d w ork flow .

And w h ile th e anim ation syste m h as gotte n a m ajor ove rh aul, oth e r are as of ble nde r w e re not ignore d. Modifie r Stack s , Me s h Subdivide Tools, Radial Ble nd Type , Fluid Sim ulation, H air strand re nde ring and Me s h Ripping h ave all m ade th e ir w ay into re ce nt te st builds . Additionally th e Sum m e r of Code proje cts are in th e final stage s of be ing adde d to th e code .

And th e s e w e re just th e m ajor ch ange s , th e re h as be e n no e nd of code cle an-ups , m inor and som e tim e s m ajor fixe s of e xisting tools. Ve rs ion 2.40 look s to be a m ajor upgrade . For full de tails on th e late st fe ature s and additions , go to: h ttp://w w w .ble nde r.org/cm s/Ble nde r_2_40_alph a.59 8.0.h tm l

And drop by th e te sting forum s to pick up a curre nt build w ith all th e ne w fe ature s . Th e m ore of us th at te st th e builds out, th e soone r bugs can be re porte d back to th e code rs and fixe d.

O ctobe r saw both th e Am ste rdam and Montre al annual ble nde r confe re nce s . Re ports from atte nde e s say all h ad a good tim e , w ith us e ful and productive pre s e ntations filling th e day, and fun fille d inte raction in th e e ve nings . Picture s and vide os of both confe re nce s are alre ady be ing pre pare d and poste d online for th os e of us unable to atte nd.

Ton h as poste d an article outlining brie fly topics of inte re st for th e com ing ye ar. H igh on th e list is e ducation and training de ve lopm e nt. A topic of gre at inte re st to m any of us . For h is full article , go to: h ttp://w w w .ble nde r.org/cm s/Ne w s ite m .607+ M55216e 564b2.0.h tm l

For vide os/slide s h ow s of th e Am ste rdam confe re nce , go to: h ttp://w w w .ble nde r.org/cm s/2005_Vide os .714.0.h tm l

Th e vide os from th e Montre al confe re nce are n't q uite re ady ye t, but k e e p an e ye out at th e e lys iun forum s , w h e re ne w s w ill be poste d w h e n th e y are re ady.

Blender New s Conference New s

Re ce nt ne w s from th e Yafray cam p sugge sts th at Yafray is also going to be com ple te ly re vam pe d, th at m e ans it w ill be code d from scratch . Im portantly it w ill be us ing ph ys icially m ore accurate algorth im for raytracing, in s im ple te rm s it m e ans w e can e xpe ct it to be of e ve n h igh e r q uality lik e Maxw e ll re nde re r, h ope fully th e is sue of spe e d up in re nde ring w ill also be addre s s e d in th is re vis ion along w ith lots of ne w fe ature s .

Ne w Yafray?

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W ORKSH OP 3D 9M ode lling a robot

Le ve l: Be ginne r to inte rm e diate

Introduction 3D m ode ling is one of th e m ost inte re sting parts of th e CG, but it provide s q uite a ch alle nge for a be ginne r to th e 3D m ode ling. In th is tutorial w e w ill tak e you th rough various te ch niq ue s involve d in m ode ling an s im ple look ing robot in Ble nde r. Th is particular robot is calle d 'pape ro' and its a com panion bot produce d by 'NEC' Corporation Japan.

Ple ase note th at th is article is not m ade for any com m e rcial gains and ne ith e r is allow e d to be distribute d or use d for com m e rcial gains. It is not affiliate d to NEC in any w ay. Th e NEC robot re fe re nce d h e re is pure ly for e ducational purpose only.

Th e be st approach to le arn from th is tutorial is also to consult th e ble nde r m anual w h e re e ve r you find it ne ce ssary, e spe cially if you are ve ry ne w to ble nde r th e n le arn about th e various nam ing conve ntions lik e vie w -port, 'e dit m ode ', ve rte x, 'transform e r gizm o' e tc. In th is tutorial care h as be e n tak e n to provide th e s e fe ature s as th e h e ading of th e ste ps, so th at if w e say add a cube you can re fe re nce on h ow to add an obje ct ste p le arne d pre viously. Re ading it once is re com m e nde d for all ne w use rs to th e 3D w orld of Ble nde r e ve n if you are not able to follow it prope rly.

Starting upFirst of all m ak e a s e arch on goggle for 'pape ro' or 'NEC robots' for re fe re nce im age s . Try to figure out h ow th e m ode l look s from diffe re nt vie w s . Th e re are fe w diffe re nt ve rs ions available but w e are going to m ak e a ge ne ric body. It w ould be h e lpful if you can ge t im age 1 from th e ne t, if th ats not poss ible it is also provide d in th e sam ple ble nd file for th is tutorial.

Mode ling th e h e ad PART-1

Ste p 1. Adding a im age to th e vie w port: Start up Ble nde r. First th ing you ne e d to do is de le te th e de fault cube . Righ t click on it to se le ct it, if its not alre ady, th e n

pre ss [D e l] and confirm de le tion in th e popup. Now w e w ill add an re fe re nce im age of th e robot in th e vie w port. Pre ss [Num Pad 1] for front vie w in th e vie w -port, now go to 'Vie w |Back ground Im age ...' m e nu of th e vie w -port. In th e popup click on th e 'folde r' icon and navigate to th e re fe re nce im age , s e le ct it and pre ss Ente r.

Ste p 2. Adding prim itive s : Now w e w ill start m ode ling, w e w ill first start w ith m ode ling th e face . Ke e p th e m ouse in th e vie w -port and pre ss [Space bar] In th e popup m e nu go to Add |Me s h | UVsph e re . Again in th e ne w popup re duce th e num be r

of ve rtice s to 24 and again 24 in anoth e r popup th e n pre ss O K to add th e sph e re .

Ste p 3. W ork ing m ode s : Note th at th e sph e re is adde d at th e place w h e re th e ins e rtion cursor(re d w h ite stripe d circle ) is and th e ce nte r of th e circle is re pre s e nte d w ith a pink dot. Also you w ill notice th at th e obje ct adde d is in 'e dit m ode '. You can toggle th e 'e dit m ode ' to 'obje ct m ode ' by pre ss ing [Tab] k e y once . Do it now .

M odeling a robot in blender

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W ORKSH OP 3D 10M ode lling a robot

Ste p 4. Moving Obje cts : Now to position th e sph e re in 'obje ct m ode ' to th e h e ad part as se e n in th e re fe re nce im age in back . To do th at, m ove your m ouse ove r to blue arrow h e ad, click and k e e p pre sse d th e button and m ove th e m ouse upw ards. Th e sph e re obje ct w ill m ove upw ards, k e e p pre ss ing [Ctrl] Ke y to m ak e big grid jum ps. Use [Sh ift] in com bination for m inor grid jum ps. Position th e sph e re as se e n in th e im age .

Ste p 5. Scaling Obje cts: To scale any obje ct in 'e dit m ode ' or 'obje ct m ode ' you first h ave to se le ct th e obje ct or its parts. Since th e sph e re is alre ady se le cte d. Pre ss [S] k e y and any m ouse m ove m e nt tow ards th e obje ct ce nte r w ill re sult in scaling dow n of obje ct and inve rse ly any m ove m e nt aw ay from obje ct ce nte r w ill re sult in scaling up of th e s ize . H e re scale up th e s ize of sph e re as s h ow n in im age follow ing th e re fe re nce in th e back . Note again, you can com plim e nt th e scaling ope ration w ith [Ctrl] or [Sh ift] or com bination of both for be tte r control.

Ste p 6. Se le cting ve rtice s: Up to now you w e re w ork ing in 'obje ct m ode '. Ke e p se le cte d th e sph e re and pre ss [Tab] to ge t into th e 'e dit m ode '. 'Edit m ode ' is th e core of w ork ing on a 3dm ode l, so le arn and obse rve care fully. Now w e w ill le arn to se le ct ve rtice s. You can do various type s of se le ction in ble nde r. To se le ct or de se le ct all ve rtice s use [A] k e y to toggle . Pre ss [A] til all ve rtice s turn black (de se le cte d). Now pre ss [B] (box se le ct) and m ove your m ouse cursor to th e top le ft part of th e ve rtice s in sph e re click and drag dow n so as to se le ct th e le ft part as s h ow n in th e im age .

Ste p 7. De le ting ve rtice s: Now w e w ill de le te th e se le cte d ve rtice s. To do th at, pre ss e ith e r [De l] or [X] k e y and in th e popup, se le ct 've rtice s'. As now you can se e th e se le cte d ve rtice s are all gone . W e did th at be cause th e robot h e ad is sym m e tric in appe arance , so w e ne e d to just w ork on one h alf and late r m irror it to ge t th e com ple te h e ad. Now as you can se e in th e im age , w e h ave also se le cte d th e e ar part of th e sam e sph e re . Ye s w e w ill de le te th e m too. Do it th e sam e w ay as e xplaine d just now .

CREATING TH E EYE PIECESte p 8. Z oom ing in th e vie w -port: To zoom in th e vie w -port you can use 'scroll w h e e l' or [Num Pad + ] [Num Pad -]. Now pre ss [Z ] k e y to toggle to s h ade d vie w m ode from w ire fam e m ode . Now as in th e im age , se le ct th e tw o ve rtice s by k e e ping pre sse d [Sh ift] k e y and righ t click ing on th e individual ve rtice s, se le ct as s h ow n in th e im age and th e n de le te th e tw o ve rtice s to cre ate th e e ye h ole for th e robot h e ad.

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W ORKSH OP 3D 11M ode lling a robot

Ste p 9 . Using Subsurface : Subsurface is th e m ost im portant tool in 3d Me s h m ode ling. To e nable Subsurface on th e m e s h , pre ss [F9 ] and in th e m e s h tab in th e buttons w indow (be low th e vie w -port) Click th e 'SubSurf' button, also th e optim al button and incre ase th e divis ions to 2, se e im age .

Ste p 10. Cre ating a face from ve rtice s: Se le ct th e ve rtice s as s h ow n in th e im age 10 and pre ss [F] k e y once to m ak e a face out of se le cte d ve rtice s. Now re pe at it for oth e r ve rtice s on th e h ole as s h ow n in th e im age 11.

Ste p 11. Subdividing an e dge : Se le ct th e tw o ve rtice s w h ich are ins ide th e h ole for th e robot e ye . Pre ss [W ] Ke y and se le ct 'Subdivide ' , as soon as you se le ct it th e face ge ts divide d into tw o face s. Im age 12. Re pe at th e ste ps w ith oth e r ne w ly cre ate d face s.

Ste p 12. Me rging face s: Triangular ve rtice s face s are bad for a sm ooth surface so w e ne e d to conve rt th e tw o triangular face s to a s ingle four ve rtice s face . To do th at se le ct all four ve rtice s of any of th re e ve rtice s face s. W atch im age 12 for e xam ple . Now go to 'Me s h |Face s |Conve rt triangle s to q uads' in th e vie w -port m e nu. And th e triangular face ge ts conve rte d into a four s ide d face .

Ste p 13. Scaling th e ve rtice s: now se le ct th e ve rtice s as s h ow n in th e im age 13 and scale th e m up a little bit so th e s h ape of th e e ye h ole look s lik e a circle . H e re try to m ove th e oute r ve rtice s of th e e ye in a straigh t line , use various m e th ods of se le ction th at you h ave le arne d e arlie r.

Ste p 14. Extruding th e face s: Ge t in to 'Side vie w ' by pre ss ing [Num Pad 3] and se le ct all th e ve rtice s of th e e ye th at form a circle . Pre ss [E] to e xtrude th e se le cte d ve rtice s and start m oving th e e xtrusion in th e dire ction of gre e n axis of th e transform e r gizm o as se e n in th e im age 14 (a) and (b).

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W ORKSH OP 3D 12M ode lling a robot

Ste p 15. Ke e p th e last se le ction, now pre ss [Num Pad 1] to ch ange back to th e front vie w . H e re once m ore pre ss [E] to e xtrude and im m e diate ly pre ss [S] to scale dow n th e e xtrusion a little . im age 15.

Duplicating th e ve rtice s: To m ak e a copy of th e se le cte d ve rtice s/face s you can pre ss [Sh ift + D]. Continue d from th e last se le ction pre ss [Sh ift + D] and im m e diate ly pre ss [P] (to se parate it from th e m e s h into anoth e r obje ct) click "se le cte d" in th e popup. Now you can pre ss [Tab] to ge t out of th e 'e dit m ode ' to 'obje ct m ode '. Righ t click to se le ct th e ne w circular m e s h and pre ss [Tab] to e nte r 'e dit m ode ' for it.

Ste p 16. Now w e ne e d to cre ate th e tube lik e se ction for th e e ye . Se le ct all th e ve rtice s [E] e xtrude th e m dow n a little (im age 16a) Now ge t in to 's ide vie w ' [Num Pad 3] and e xtrude th e se le cte d ve rtice s tow ards gre e n axis tw ice as se e n in th e im age 16b.

Ste p 17. W e lding th e ve rtice s: W e lding or m e rging ve rtice s give s us a close d face w h ich w e w ant for th e back of th e e ye pie ce to be lik e . Now again pre ss [E] and im m e diate ly 'righ t click ' to le ave th e transform state . Now pre ss [Alt + M] in th e popup se le ct 'at cursor' and you can se e th e duplicate ve rtice s ge t re m ove d and th e y all form a face as se e n in im age 17.

Loop se le ction: Now w e ne e d to cre ate a e ye cove r glass for th e e ye pie ce . se le ct th e se cond loop of ve rtice s from th e e ye pie ce . Pre ss [Alt + B] and h ove r your m ouse ove r th e se cond circular loop in th e im age 18. Th e active se le ction w ill sh ow a blue loop form ing on it as soon as it doe s le ft click once to se le ct th e loop. Duplicate it and se parate from th is m e s h . Ge t out of e dit m ode [Tab] now se le ct th e ne w ly cre ate d m e s h and pre ss [Tab] to ge t into e dit m ode .

Ste p 18. Follow ing th e im age 20 e xtrude once and scale it dow n (im age 20a) Th e n e xtrude it again , im m e diate ly righ t click . Th e n pre ss [Alt + M] to join th e ve rtice s and com ple te th e face for th e e ye cove r glass. Ge t out of 'e dit m ode '.

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W ORKSH OP 3D 13M ode lling a robot

PART-2 CREATING TH E EAR & MIRRORING TH E H EADYou h ave notice d th at m any tim e s w e h ave duplicate d a m e s h part to start w ork ing on anoth e r part of th e m ode l. Th is is done for tw o re asons firstly th e duplicate d m e s h w e ge t fits close ly to th e part of th e m ode l w h e re w e pick e d it from and se condly it save s a lot of tim e ;)

Ste p 1. Inne r Ear: Again w e w ill use duplicating m e th od to m ak e th e e ar pie ce . First se le ct th e h e ad m e s h ge t into 'e dit m ode ' do one e xtrusion to ve ry sm all distance tow ards re d axis (im age 19 b) and duplicate it by [Sh ift + D]. Now ge t out of 'e dit m ode ' and se le ct th e ne w ly cre ate d m e s h . Again ge t into 'e dit m ode ' [Tab] and do th re e e xtrusion in re d axis as se e n in th e im age 19 c.Finally cre ate one m ore e xtrusion and scale it dow n a little . Cre ate a duplicate [ Sh ift + D] from curre nt se le ction and se parate [P] it from th e m e s h .

Ste p 2. O ute r e ar part: Exit th e e dit m ode and se le ct th e m e s h just cre ate d. As se e n in th e im age 20 e xtrude it th re e tim e s and once m ore righ t click and w e ld th e se le cte d ve rtice s [Alt + M].

Ste p 3. Once again ge t out of th e 'e dit m ode ' and add a sph e re of 16x16 ([Space Bar] 'Add |Me s h |UVsph e re ') in th e m iddle of th e e ar as s h ow n in th e im age 21. m ak e sure th at you position if righ t. Ch e ck th e position in 'front vie w ' and 's ide vie w ' se e Im age 21.

Ste p 4. Mirroring a m e s h : Now th e h e ad is alm ost com ple te . Since th e h e ad is com ple te ly sym m e tric, w e can go ah e ad and m irror it to ge t a com ple te d h e ad m e s h . To do th at se le ct th e 'h e ad m e s h ' and m ak e sure th at you are in th e 'front vie w ' now pre ss [Tab] to ge t into th e 'e dit m ode '. Pre ss [A] k e y til all th e ve rtice s are se le cte d. Now pre ss [Sh ift + D] to duplicate th e se le cte d m e s h . Im m e diate ly righ t click to cance l any transform ation. Now pre ss [M] to bring up th e m irror m e nu popup. h e re ch oose 'X

Global'. You w ill se e th e se le cte d m e s h is m irrore d.

Ste p 5. Me rging th e m irrore d surface s:. Now using th e 'transform e r gizm o' of th e x axis (re d) bring th e tw o m e s h e s close r so th at th e ne ar e dge s are ove rlapping e ach oth e r w atch th e im age 23a for th e h igh ligh te d part.

At th is point you can zoom in and m ak e sure th at th ose e dge s are 'corre ctly ove rlapping e ach oth e r. Now de se le ct all oth e r ve rtice s and m ak e a box se le ction [B] around th e h igh ligh te d part as se e n in im age 32a.

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W ORKSH OP 3D 14M ode lling a robot

Now ge t out of th e 'e dit m ode ' and as soon as you ge t out of th e e dit m ode you m igh t se e a black line in th e m iddle of th e h e ad m e s h as se e n in im age 23b. Again ge t in to 'e dit m ode ' se le ct all ve rtice s and pre ss [Ctrl + N] (calculate norm als). Now th e m e s h w ill look sm ooth and you h ave cre ate d th e h e ad of th e robot.

Ste p 6: Cre ating th e re st of th e h e ad parts. Now follow ing th e proce dure of duplicating and m irroring go ah e ad and do th e sam e for th e 'e ye pie ce ' (im age 25a) e ye glass' and th e 'e ar ball'. Afte r you h ave done th at th e final m ode l sh ould look som e th ing lik e in th e im age 25b.

PART-3UPPER & LOW ER BODYSte p 1. Mak e sure you are in 'O bje ct m ode '. Go to 'top vie w ' [Num Pad 7} and add a UVsph e re [Space bar] 'Add |Me s h | Circle ' of 24 ve rtice s (im age 26). Ge t out of th e 'e dit m ode ' and ch ange th e vie w m ode to 's ide vie w ' [Num Pad 3]. First position th e circle just be low th e 'e ar part'.

Ste p 2. Rotating th e obje cts: Pre ss [R] k e y to rotate th e circle as s h ow n in th e im age 27a. Ge t into 'e dit m ode ' and e xtrude once dow nw ards on th e Z axis (blue ) and scale it as s h ow n in th e im age 27b. Follow ing th e im age e xtrude once m ore .

Ste p 3. Extrude once m ore follow ing th e im age 28a. Now w e ne e d to m ak e out th e body de s ign as se e n in th e re fe re nce im age s. To do th at ge t in to th e 'front vie w ' [Num Pad 1] and box [B] se le ct th e ve rtice s as s h ow n in th e im age . [G] grab th e ve rtice s and im m e diate ly pre ss [Z ] and pull th e m dow n as s h ow n in th e im age 28b and 29 a.

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W ORKSH OP 3D 15M ode lling a robot

Ste p 4. Adding a loop of ve rtice s: At th is point w e ne e d to e xtrude ve rtice s once and th e n scale th e m dow n so th at w e ge t a sm ooth be nd e dge for th e body. But you w ill notice th at th e body look s a bit pulpy so w e w ill add a ne w loop of ve rtice s just ne ar th e bottom part (im age 29 b) to m ak e it look lik e a solid surface w ith de fine d e dge s. To add a e dge loop pre ss [Ctrl + R] th e cursor w ill now ch ange in to a blue lop line and w ill follow th e position of th e m ouse , bring it dow n and ne ar to th e bottom part as se e n in im age 29 b and click to add th e loop.

Ste p 5. Low e r body: Mak e a duplicate [Sh ift + D] of th e sam e se le ction and se parate it from th e m e s h . W e w ill use it to m ak e th e low e r body. Ge t out of th e 'e dit m ode '[Tab] and se le ct th e ne w ly cre ate d m e s h and again ge t into 'e dit m ode ' [Tab]. Now e xtrude once and scale it a little . Again e xtrude and bring th e e xtrusion dow n a little .Extrude and bring it dow n as se e n in im age and h e re m ove th e ve rtice s in th e sam e line . Now e xtrude tw ice follow ing th e im age 30a and w e ld[Alt + M] th e last e xtrusion.

Ste p 6. Ge t in to th e 's ide vie w ' and scale th e low e r part of th e 'uppe r body' and uppe r part of th e 'low e r body' as s h ow n in im age 31a. Ge t out of 'e dit m ode ' com ple te ly and add a plane [Add |Me s h |plane ], position it ne ar th e s ide bottom of th e robot body, w atch im age 31b for re fe re nce . pre ss [F9 ] for e diting buttons and

e nable 'SubSurf' button. Th e m e s h w ill turn roundis h .

Ste p 7. Ke e p th e vie w in 's ide vie w ' [Num Pad 3] Extrude th e s ide of plane (tw o ve rtice s) tw o tim e s and m ove th e ve rtice s to look lik e as in th e im age 32.

Ste p 8. Ch ange th e vie w to 'front vie w ' [Num Pad 1]. and e xtrude th e plane th re e tim e s outw ards (re d axis). and m anipulate th e ve rtice s to as th e y look in th e im age 33a im age 33b.Now ge t out of th e 'e dit m ode ' and as soon as you ge t out of th e e dit m ode you m igh t se e a black line in th e m iddle of th e h e ad m e s h as se e n in im age 23b. Again ge t in to 'e dit m ode ' se le ct all ve rtice s and pre ss [Ctrl + N] (calculate norm als). Now th e m e s h w ill look sm ooth and you h ave cre ate d th e h e ad of th e robot.

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W ORKSH OP 3D 16M ode lling a robot

Ste p 9 . Afte r th e robot 's h oe ' h as be e n done se le ct all th e ve rtice s of th e s h ow and issue [Sh ift + D] m ove th e se le ction to oth e r s ide of th e robot and afte r position it m irror [M] it in X axis. Se e im age 34.

PART-4 LEFT OVER DETAILSSte p 10. Ch anging th e se le ction m ode s: Th e basic m ode l is just about com ple te , w e forgot to add th e little bum p in th e m iddle of h e ad. Now se le ct th e h e ad m e s h and ge t into 'e dit m ode ' Now w e ne e d to use th e se le ction m e th od as face as it w ill provide for e asie r se le ction. Pre ss [Ctrl + Tab] and in th e popup se le ct th e 'face se le ction' th e vie w w ill ch ange a bit as s h ow n in th e im age . Now you can start se le ction th e face s by righ t click ing on th e m , h e re you w ill ne e d a group of face s to be se le cte d so k e e p pre sse d th e [Sh ift] k e y.

Ste p 11. Extruding face s: Ch ange th e vie w to s ide . Extrude th e face s upw ards(blue axis) once . Now w e ne e d to rotate th e se le cte d face s only on x axis so w e w ill pre ss [R] and im m e diate ly pre ss [X]

and m ove m ouse to rotate . Rotate th e se le cte d face s so th at th e y look lik e as in th e im age .

Ste p 12. Ch ange vie w to front. Now ch ange th e se le ction m ode [Ctrl + Tab] to ve rtice s. And se le ct th e s ide ve rtice s (th re e e ach s ide ) as s h ow n in im age 37a. Follow ing th e back ground im age in th e vie w -port m ove th e m dow n (z axis).

Th e re are various sm alle r de tails le ft for th e robot, th e y are le ft as an e xe rcise for th e re ade r. You can use use th e m e th ods provide d h e re to cre ate th e m , lik e th e spe ak e rs in th e front part of body and th e tire s of th e robot. Mak e sure to re ad th e oth e r tutorial on te xturing th e robot in th e le arning se ction.

Se e th e outcom e of it in th e 's h ade d' [Z ] m ode .

Th is w raps up th e m ode ling tutorial h ave fun ble nding !

Gaurav Naw ani

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W ORKSH OP 3D 17Using BM G - script

Using Blender Mech anical Gears - Script

By Ste fano Se lle ri

Abstract: Th is article de als w ith th e m ode ling and anim ation of ge ars, providing a s h ort tutorial for th e utilization of th e Ble nde r Me ch anical Ge ars (BMG) script.

IntroductionOne of th e k e y points in m ode ling and anim ate m e ch anical de vice s re lie s in th e ne e d to produce ge ars. Ge ars are not m e re ly “w h e e ls w ith te e th ”. Ge ars w e re lik e th at in ancie nt days, but m ode rn m e ch anics de e ply studie d th e diffe re nt w ays in w h ich spin can be transfe rre d from one rotating axis to anoth e r, de fining e xactly h ow a ge ar m ust be de s igne d for m axim um e fficie ncy.

Som e th e ory can be obtaine d from th e docs on [1] (I don’t w ant to prom ote any particular ge ar m anufacture r, but th is is th e re fe re nce I use d to cre ate m y ge ars) as w e ll as in th e Ble nde r Me ch anical Ge ars (BMG) script docum e ntation [2]. Basically a ge ar m ust be de s igne d so th at no friction occurs at tw o m e s h ing ge ar te e th . Th is e nsure s e fficie ncy, long duration, and low noise . Th e m ath e m atical de scription of a ge ar is base d on th e involute conce pt. Th e involute of a circle h as se ve ral

prope rtie s; th e m ost im portant of w h ich is th at te e th of m e s h ing ge ars w h ose profile is an involute do not slide one on th e oth e r w h ile th e ge ars rotate , and th e pre ssure angle w ith w h ich a ge ar push e s th e oth e r stay constant.

I w ill not go de e pe r on th is h e re ; you don’t ne e d to k now , s ince th e BMG w ill h andle m ath e m atics, but if you are curious just brow se [1,2].

Th e ScriptBMG is a script suite you can dow nload from [3]. It com pre h e nds tw o scripts, a m e s h e r (BMGm ) and a spinne r (BMGs) w e w ill conce ntrate on th e form e r first. BMGm be longs to th e Me s h cate gory if you e le ct to install it in th e prope r position w ith in th e .ble nde r tre e . In any case , once launch e d, it pre se nts a scre e n as s h ow n in Fig. 1

BMGm can cre ate Cylindrical and Conical ge ars … th e w orm option is not w ork ing, ye t ;). In th is article w e w ill conce ntrate on cylindrical to de m onstrate script usage .

Main Ge ar Param e te rsTh is group of param e te rs de fine s th e bas ic look of th e ge ar. W h e n tw o m e s h ing ge ars are s e t w h at de fine s th e ge om e try is th e Pitch Radius , w h ich is th e radius of th e ide al circle on w h ich th e m e s h ing te e th of th e tw o ge ars touch . It is th e pitch radius th e one de fining m ost of th e ge ar ge om e try. Th is , as m ost ove r e ntrie s , is de fine d in Ble nde r Units . W e w ill k e e p th e de fault 5 for now . Th e te e th num be r de fine s h ow m any te e th th e ge ar h as . Th is is th e s e cond m ost im portant param e te r, and w e w ill s e t th is to 25 for th is e xam ple . Th e Pre s sure angle is vital, from a m e ch anical point of vie w , but is of le s s im portance in com pute r graph ics . It de fine s th e angle be tw e e n th e tange nt plane to th e ge ar tooth at th e contact point and th e plane containing th e tw o ge ars rotation axis . It is probably be tte r to le ave th is to th e de fault 20° value . H e lical Angle de fine s h e lical ge ars s h ape . Com m on ge ars h ave straigh t te e th . H e lical ge ars h ave slante d te e th . H e lical ge ar are le s s noisy and m ore sw ift in ope ration, and m ore costly to m anufacture , all th ings you don’t care in 3D graph ics , so w e w ill k e e p th is angle to 0 now .

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W ORKSH OP 3D 18Using BM G - script

Th e Adde ndum and De de ndum de fine s h ow far be yond and be ne ath th e pitch radius th e te e th e xte nds. Th e se param e te rs are critical. First th e Adde ndum cannot be gre ate r th an th e de de ndum , or you w ill h ave big m e s h ing proble m s. Se cond, Th e ir value m ust be tune d according to th e num be r of te e th . Th e m ore th e te e th , th e sm alle r th e se tw o m ust be , th e fe w e r th e te e th , th e large r th e y can be . For our e xam ple 25 is an ave rage te e th num be r, so w e can k e e p th e m to th e de fault 0.4 value .

Beveling:No true m e ch anical de vice s h ave s h arp e dge s. Fille t de fine s th e radius of th e rounding at th e top and bottom of th e tooth . Be ve l de fine s th e be ve ling of all e dge s on uppe r and low e r face of th e ge ar.

Me sh Param e te rs:Th e script ge ne rate s a s ingle tooth for th e ge ar, w ith a give n re fine m e nt le ve l in th e m e s h . Th e re fine m e nt le ve l is give n as a Re solution along th e tooth pe rim e te r, w h ich s h ould be k e pt to 2 unle ss you are planning to zoom in a lot (rise it) or zoom out a lot (low e r it) on your ge ars and a Longitudinal Re solution along th e tooth th ick ne ss. Th is is actually ne e de d only for h e lical ge ars, w h ich do e xh ibit longitudinal tw ist. Finally th e Th ick ne ss de fine s h ow th ick is th e ge ar and th e W idth de fine s h ow m uch to th e ins ide , w ith re spe ct to th e pitch circle , th e body of th e ge ar e xte nds be yond th e tooth . Ke e p all th e se to th e ir de faults

Pinion:Th e re is no point in de fining a ge ar w ith out is m atch ing pinion. Th e pinion can be e ith e r a standard pinion (a ge ar) a rack (a straigh t tooth e d ite m ) a crow n (a big ge ar w ith te e th on th e ins ide ) le t’s k e e p th e Pinion option and m aintain th e 12 te e th .

If now you pre ss th e Ge ne rate button you w ill se e th e sce ne in Fig. 2

Ple ase note th at th e script ge ne rate d a s ingle tooth both for th e m ain ge ar and th e pinion. Th e m ain ge ar obje ct ce nte r is in th e origin, th e pitch radius is 5 ble nde r units, you can se e th is s ince th e te e th w ould touch th e re , once rotate d. Th e pinion radius h as be e n autom atically com pute d by th e script, its ce nte r is in th e righ t position for corre ct m e s h ing (righ tm ost ye llow dot) and th e tooth h as be e n produce d sligh tly rotate d for th e sak e of clarity.

Our ne xt task w ill be to com ple te th e ge ar and th e pinion m e s h .

Ge ar Me sh e s touch -upsFirst of all, rotate th e m ain ge ar tooth 1/50 of 360° (7.5°) (Fig. 3.1). Th is m ak e s low e r e dge of th e tooth aligne d on th e xz plane . In front vie w and e dit m ode w e can e xtrude th e top ve rte x to com ple te th e profile (Fig. 3.2). Duplicating th is and m oving it around on th e xz plane w ill m ak e th e profile for th e inne r ge ar part too (Fig. 3.3). Now duplicate all th e se ne w ve rtice s and m irror th e m along global z w ith re spe ct to cursor.

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W ORKSH OP 3D 19Using BM G - script

Now go back in top vie w w ith all th e se ne w ve rtice s se le cte d. Ide ally w e s h ould spin (counte rclock w ise ) th re e copie s in a 14.4° angle . Sadly Ble nde r doe s not acce pt de cim als h e re ! So w e w ill spin th e m 15 copie s along a 72° angle . (Fig. 4.1). Now Se le ct th e tooth , and SpinDup it by 5 tim e s by 72°. You w ill h ave an e xtra copy of it (Fig. 4.2), w h ich you s h ould de le te . Now re m ove double s.

Rotate th e ge ar 36° clock w ise , to h ave it sym m e trically place d w ith re spe ct to th e xz plane . Now e xtrude som e ve rtice s from th e inne r part (Fig. 5.1 and 5.2) and e xtrude it tow ards th e oute r ring, m e rge som e ve rtice s w h e re ne e de d. It is also a good ide a to use th e Be ve l script to m ak e th is arm nice r.

Now you only h ave to SpinDup on 288° 4 copie s and re m ove double s! You m igh t w is h to scale th e inne r part a little along z only to m ak e th e ge ar le ss flat. Do som e th ing s im ilar w ith th e pinion too.

But you w on’t h ave th e space to m ak e th e m e s h so com ple x. Re m e m be r th at th e pinion h as 12 te e th so a tooth is 30° (360°/12) w ide . At th e e nd you s h ould h ave som e th ing lik e Fig. 6. Give to th e Ge ar O bje ct a m ne m onic nam e (Lik e ‘Ge ar’) and to th e pinion obje ct a m ne m onic nam e too (‘Pinion’ is a good ch oice !)

Pre paring for Spinning!

To h ave th e ge ars spin prope rly you w ill ne e d to se t up fe w th ings, but first, s ince tw o ge ars only is re ally a sad m ode l, se le ct both ge ars, duplicate th e m and m ove th e copie s so th at th e ne w Ge ar is coaxial and be ne ath th e original pinion (Fig. 7). Give th e duplicate s sm art nam e s, lik e ‘Ge arB’ and ‘PinionB’. Be ve ry care ful, th e Pinion and th e Ge arB obje cts m ust h ave sam e x and y location, and an offse t on z.

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W ORKSH OP 3D 20Using BM G - script

Now add an e m pty for e ach ge ar, locate d in th e ge ar ce nte r, w ith th e z axis pointing in th e dire ction of th e ge ar rotational axis, th e n pare nt ge ars to e m ptie s. Give th e m m atch ing nam e s (Fig. 8).

Th is is ne ce ssary be cause th e spinning script (BMGs) w ill h andle rotations for th e ge ar as re lative to th e z axis. If th e ge ars are to be m ove d and are not lying on th e xy plane th is w ill re sults in odd

be h avior.

By pare nting ge ars to e m ptie s and by m oving/rotating only th e e m ptie s from now on – ne ve r th e ge ars – th e anim ation w ill be h ave prope rly.

Now launch th e BMGs script. It is an ‘Anim ation’ class script. It w ill pre se nt q uite an e m pty inte rface , w ith just an Add button. Pre ss it four tim e s and four line s w ill appe ar. In th e se line first colum n

pre se nts a Ge ar O bje ct nam e . Fill ‘Ge ar’ in th e first and ‘Pinion’ in th e se cond, ‘Ge arB’ in th e th ird, ‘PinionB’ in th e fourth . Se cond colum n spe cifie s th e te e th num be r. ‘Ge ar’ and ‘Ge arB’ h ave 25, ‘Pinion’ and ‘PinionB’ h ave 12. Th is com ple te s our ge ars database (Fig. 9 .1). Th e ge ars database h olds info on w h ich obje cts in your sce ne is re ally a ge ar and s h ould be spinne d. You can Save and Load database to/from dis k , th e script ge ne rate s XML file s. You are advise d to do so be cause th e database s w ill be lost w h e n you q uit ble nde r (Th e autom atically ge ne rate d script for spinning w ill not be

lost!)Now sw itch to th e ‘Link ’ Pane l. Add th re e line s h e re w ith th e Add button. Th e ne w line s appe aring contain inform ation on w h ich ge ar is conne cte d to w h ich oth e r. Th e first colum n in e ach line contains th e driving ge ar, th e se cond colum n th e drive n ge ar. Th e th ird colum n spe cify th e link type , w h ich can be a m e s h k ind of link , in w h ich th e pinion rotate s in th e opposite dire ction w ith re spe ct to ge ar and th e spe e d is give n by th e ge ar spe e d m odifie d by th e tooth num be r ratio. For coaxial ge ars, th at is, for ge ars not m e s h ing but rath e r m ounte d on th e sam e axis th e link type is fixe d be cause th e rotation spe e d is th e sam e . In rare case s, w ith crow ns and h e lical ge ars, th e spe e d m igh t still be in th e tooth num be r ratio but not in th e opposite dire ction. For th e se case s th e InvMe sh option e xists.

In our e xam ple in th e first line w e w ill state th at ‘Ge ar’ is th e drive r, ‘Pinion’ is th e drive n and th e link is of ‘m e s h ’ type . On th e se cond line ‘Pinion’ is now th e drive r, ‘Ge arB’ is th e drive n and th e link type is ‘fixe d’ s ince th e y are rigidly bound. At last, th ird line state s th at ‘Ge arB’ is th e drive r to ‘PinionB’ in a ‘m e s h ’ type link .

Th e Link s database de fine s a conse q ue ntial se rie s of actions. If a drive r ge ar is rotate d its rotation propagate s to its drive n pinions and from th e se to th e ir ow n drive n ge ars and so on. To facilitate m ainte nance th e tw o sm all buttons on th e righ t allow s ch anging link s orde r.

O nce th e link s databas e is done (Fig 9 .2) w e are done . You s h ould now pre s s th e Ge ne rate button. Th is cre ate s a ne w script, nam e d Drive rSL (Fig. 10). Th is ne w script is store d in th e .ble nd file and w ill not be lost w h e n e xiting Ble nde r (You m ust h ave save d your file , of cours e ).

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W ORKSH OP 3D 21Using BM G - script

To com ple te th e se t-up go to Script conte xt in th e Buttons W indow and add a Sce ne Script link on Fram e Ch ange d e ve nt. Put Drive rSL as link e d script (Fig. 11)

Le t’s Go!Now w e ’re re ally th e re ! First m ak e a q uick Fram e 1 to Fram e 2 and back sw itch . If som e ge ars are not at 0 rotation th e y w ill re ve rt to it

(In th is case our pinions) and you m igh t h ave to rotate th e ir e m ptie s (not th e ge ars th e m se lve s!!) to re cove r a prope r m utual m e s h ing be tw e e n ge ars.

Fig. 11 – Se tting th e Script Link . Now se le ct th e driving ge ar, in our e xam ple ‘Ge ar’. And add to it a non-constant rotation IPO on

RotZ (only on RotZ ).

Fig. 11 – Se tting th e IPO .

Now pre ss ALT-A. Th e drive r Ge ar w ill start to rotate , and th e Pinion and all oth e r ge ars w ill follow w ith a corre ct m atch ing ve locity!Conclusions

By Ste fano Se lle ri

W e bograph y

[1] h ttp://w w w .bostonge ar.com /pdf/ge ar_th e ory.pdf

[2] h ttp://proje cts.ble nde r.org/vie w cvs/vie w cvs.cgi/bstar/BMG/BMG-

0.0.2.pdf?cvsroot=bstar

[3]h ttp://proje cts.ble nde r.org/vie w cvs/vie w cvs.cgi/bstar/BMG/?cvsroo

t=bstar

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W ORKSH OP 3D 22Plane line inte rse ction

Plane-line IntersectionBy Alvaro Luna Bautista

1.1. Th is article de als w ith th e old Plane -line Inte rse ction e xe rcise th at e ve ry stude nt w ill find in h is De scriptive Ge om e try practice s. W e ll, e ve ryone k now s th at th e Plane -line Inte rse ction is actually a point (Fig. 1). Th e proce ss de scribe d in th is article w ill h e lp us to find

th at point: a) calculate d w ith Ble nde r m ode lling/e diting tools; b) no scripts involve d; c) w ith som e ge om e tric re asoning be h ind. Th e re sult th e re fore w on't be m ath e m atically e xact (w e w ould ne e d to do som e m ath s and coding to ach ie ve th at) but q uite an ace ptable one , a ve ry good approacch ing and back e d by ge om e tric logic.

Figure 1. Th e fam ous plane -line inte rse ction.

1.2. Th e m ain purpose of e xe rcise s lik e th at is to bypass curre nt and unpre dictable Ble nde r boole ans tools. Once w e are able to find th at plane -line inte rse ction, w e can apply th is proce ss to a w ide range of s ituations w e re w e ne e d to k now w h ich is th e inte rse ction be tw e e n tw o obje cts of th e sce ne . In th e case be low (Fig.2) I've calculate d th e inte rse ction be tw e e n th e prism a and th e plane , us ing th e principle s de scribe d in th e paragraph s be low .

Figure 2. An application of th is practice .

1.3. Th e first e xe rcise consists on finding th e proje ction of an obje ct (line ) onto anoth e r (plane ). W e 'll find th at by using conse cutive ly

side and front vie w in orth ograph ic m ode . Be fore starting, le ts tak e a look on th e Snap m e nu (Sh ift+ S k e ys). On th at m e nu, w ith th e Cursor to Se le ction option w e can place th e cursor on a ve rtice pre viously se le cte d. Th e n, if you put your pivot in cursor m ode (Pe riod Ke y), th at ve rtice w ill be th e pivot for scaling and rotating ope rations. Le ts go. W e start from a s ingle obje ct in e dit m ode . Th at obje ct consist in a plane and a line th at inte rse ct one e ach oth e r(Fig 3).

Figure 3. A plane and a line th at inte rse ct e ach oth e r.

1.4. In a orth o s ide vie w (3 Num Ke y) , se le ct an uppe r ve rtice of th e plane as pivot. Th e n se le ct th e opposite ve rtice of th at e dge , duplicate it (Sh ift+ D Ke y) and scale it (S k e y) until it coincide s w ith th e line . Do th e sam e proce ss w ith th e low e r ve rtice s. (Fig.4). Se le ct th e tw o ve rtice s w e 've cre ate d and join th e m by an e dge (F k e y).Figure 4. Proje cting th e line onto th e plane .

Inte re sting Link s

h ttp://w w w .h indu.com /th e h indu/2001/10/18/storie s/08180007.h tmh ttp://e n.w ik ipe dia.org/w ik i/De scriptive _ge om e tryh ttp://w w w .e ncyclope dia.com /h tm l/d1/de script.asph ttp://dg.vidivici.cz/dg/dge .h tm lh ttp://ge om e tria3d.250fre e .com /ge om tr.h tmh ttp://w w w .igpm .rw th -aach e n.de /~pue tz/pub/269 .pdf

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W ORKSH OP 3D 23Plane line inte rse ction

1.5. Th e n w e ch ange to th e orth ograph ic front vie w (1 Num Ke y). W e se le ct a ve rtice from th e re sulting e dge as pivot and scale th e opposite one until it coincide s w ith th e line (Fig.5 i 6). Th e close r your are to th e e dge s, th e m ore pre cise th e re sult. And th at's it. Th at point w ill be th e plane -line inte rse ction. You can ch e ck th e re sult of th e e xe rcise by rotating th e vie w (MMB).

Figure 5. Front vie w of th e re sulting line . Figure 6. Scaling th e line in th e front vie w .

1.6. W e can de ve lop furth e r th is k ind of ge om e tric re asoning to solve m ore De scriptive Ge om e try e xe rcise s . In fact, if Ble nde r can h e lp us to solve th is s im ple principle , th e n It could h e lp us to solve any De scriptive Ge om e try e xe rcise , e ve n th e m ost difficult one s. Th e ne xt ch alle nge w ill be th e inte rse ction be tw e e n tw o plane s (Fig.7). Is th at poss ible ?

Figure 7. Tw o plane s th at inte rse ct one e ach oth e r.1.7. W e start from a s ingle obje ct in e dit m ode . Th at obje ct consist in tw o plane s th at inte rse ct one e ach oth e r (Fig. 7). Th e n, in a orth o s ide vie w (3 Num Ke y) w e proje ct th e e dge s of a plane onto th e oth e r as de scribe d in paragraph 1.4 (Fig.8). Th e le ft ve rtice of th e uppe r e dge is th e 1st. pivot for scaling ve rtice s

tw o tim e s, one for th e le ft e dge and oth e r for th e righ t one . Th e sam e for th e 2nd. pivot. W e join th e ve rtice s w e 've calculate d by

e dge s.

Figure 8. Proje ctions of plane e dge s onto th e oth e r.

1.8. As w e se e in th e se q ue nce be low , w h e n w e ch ange to th e front vie w , w e w ill probably ne e d to ch ange th e vie port s h ading into solid

m ode to ge t a grasp of th e s ituation. Th e n, scale your re sultant line s according w ith w h at you se e . W h e n your line s h ave be e n scale d,

join th e n and th at w ill be th e inte rse ction be tw e e n th ose plane s. You can ch e ck your re sult by rotating th e vie w .

1.9 . Th at's it. Th is tim e w e 've h ad a bit of fun w ith Ble nde r by applying old principle s of De scriptive Ge om e try, in fact a couple of h undre d ye ars old! A buch of inte re sting link s about De scriptive Ge om e try:

By Alvaro Luna Bautistaalvarolunab@ yah oo.e s

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W ORKSH OP 3D 24Te xturing th e 'robot'

Texturing and rendering th e robot

Th is tutorial w ill te ach you h ow to add and ass ign m ate rials to th e m ode l. It is basic to inte rm e diate le ve l tutorial. Th is tutorial is se q ue l to th e robot m ode ling tutorial publish e d in th is issue .

Ste p 1. Ass igining m ate rials to a m e s h : To ass ign a m e te rial to any m e s h you h ave to first se le ct it. So m ak e sure you are in 'obje ct

m ode ' th e n se le ct th e h e ad m e s h . look ing at th e re fe re nce im age s w e can se e th at th e h e ad h as tw o colours, w h ite cove ring only th e front face w h ile orange cove ring re st of th e part. First w e w ill assign a m ate rial to th e h e ad. Pre ss [F5] to bring up th e m ate rial buttons. In th e 'Mate rial tab' click 'Add Ne w ' and re nam e it to 'O range '. You now h ave adde d a m ate rial to th e m e s h .

Ste p 2: Ch anging th e m ate rial prope rtie s : Now w e w ill ch ange th e prope rty of th e 'O range ' m ate rial so th ay it look s lik e a plastic. First ch ange th e 'Col' slide rs of R,G,B to 1.000, 0.600, 0.000. Th is w ill m ak e th e m ate rial of orange color.Now in th e 'Sh ade rs' tab ch ange th e 'Re f' to 1.000. ch ange 'Spe c' to 0.700 and finally 'H ard' to 130. Th e 'Lam be rt' s h ade r is actualy a

'diffusion s h ade r' it tak e care s of h ow m uch th e surface re fle cts ligh t. Ne xt 'Cook Torr' is a 'Spe cular s h ade r' it de fine s h ow m uch s h ine ss a m ate rial w ill h ave . You can tak e th e im age 2 for re fe re nce of th e 'O range ' te xture .

Ste p 3. Ass igining m ultiple te xture s to th e sam e m e s h : Ke e p th e h e ad m e s h se le cte d and ge t into 'Edit m ode ' also e nable s h ade d vie w [Z ] now se le ct th e ve rtice s as s h ow n in th e im age 1. Now pre ss [F9 ] and in th e 'Link and Mate rials tab' (Im age 3) click th e 'Ne w ' button th is w ill cre ate anoth e r m ate rial for th e se le cte d ve rtice s. But you m ust ass ign th e se le cte d ve rtice s for th e m ate rial first. So now pre ss th e 'Ass ign' button. Now re m e m be r th e 'Mat' Num be r for th e se le cte d face s.

Ste p 4. Now ge t out ot th e 'e dit m ode ' and pre ss [F5] again to ge t to th e m ate rial buttons. H e re you w ill se e th at th e se cond m ate rial ass ign is th e sam e as w as th e first. W e ne e d a w h ite plastic h e re so go ah e ad and click th e 'x' in front of th e 'O range ' Mate rial. Now again add a ne w m ate rial and re nam e it to 'Plastic w h ite '. Ch ange th e prope rtie s of th e w h ite m ate rial by pick ing th e value s from th e im age 4.

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W ORKSH OP 3D 25Te xturing th e 'robot'

Ste p 5. Ass igining th e pre m ade m ate rial: Now you k now h ow to ass ign a ne w m ate rial but w h at if you w ant to re use th e sam e m ate rial again. Now as you can se e th e e ar pie ce s are of th e sam e orange plastic. So to ass ign th e m th e orange m ate rial just se le ct th e m and in from th e m ate rial tab se le ct th e 'O range ' m ate rial. All th e m ate rial you cre ate are adde d to th e dropdow n list.

Sim ilarly ass ign orange m ate rial to oth e r parst w h e re it is ne e de d.Uppe r and low e r body h ave th e sam e type of plastic m ate rial but only th e colour is re d. So cre ate a ne w m ate rial for it calle d 're d plastic' and ass ign it to th e m

For th e 'e ye pie ce ' and th e 'e ye glass' ass ign th e follow ing m ate rial.For th e s h oe s you can ass ign th e 'W h ite plastic' m ate rial th e sam e w ay.

Ligh te ning and re nde ring th e sce ne .Ste p 6. Adding a lam p: Afte r ass igning m ate rials ch ange th e 'vie w port vie w ' to top [num pad 7]. Z oom out a little and add ([Space bar] 'Add |lam p |lam p') a ne w ligh t in to th e sce ne . Move it to th e righ t as s h ow n in th e im age 8.

Ste p 7. Using a Cam e ra: Since w e h ave use th e de fault sce ne w e alre ady h ave one lam p and a cam e ra ass igne d. Now w e w ill

position th e cam e ra. To ge t in to th e cam e ra vie w pre ss [Num pad 0]. H e re you can se e th re e fram e s first one is th e 'capture fram e ' se cond one is th e 'safe fram e ' th e th ird one is actualy th e cam e ra itse lf. Righ t click th e out m ost fram e and pre s s [G] grab now if you m ove your m ouse you can se e th e cam e ra m ove s. Try to position th e cam e ra as se e n in th e im age 7.

Ste p 8. Now its tim e to re nde r th e sce ne . To re nde r th e sce ne go to 'Re nde r' m e nu and se le ct 'Re nde r se ttings' or just pre ss [F10]. H e re e nable th e 'Sh adow s' button and also e nable th e 'OSA' button. Now to re nde r th e sce ne just pre ss 'F12'. You can se e th e re nde r lik e im age 8. Also dont forge t to add a 'plane ' be low th e robot and stre tch it so th at it look s lik e th e floor in th e im age 8.

Th at w raps up th e 'Te xturing and re nde ring th e robot' tutorial H ave fun ble nding! Gaurav Naw ani

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W ORKSH OP 3D 26Anim ating th e robot

Let's Get th is Robo M ovingTh is tutorial assum e s you h ave alre ady m ode le d your robo, Pape ro. I h ave done a fe w pre lim inary tas k s to m ak e th is tutorial e as ie r to follow ;I ass igne d bas ic m ate rials to th e s e parate parts so th at th e y are e as ie r to distinguis h (if you h ave alre ady follow e d th e te xturing tutorial, th at is fine )I h ave also turne d off subsurf for now (m ak e s it e as ie r to s e e w h at you are doing). (fig 1)

W ith s im ple ch aracte rs , such as our robo, you don't ne e d a lot of com plicate d m ove m e nts . In fact you could probably ge t aw ay w ith just us ing s im ple k e yfram ing of h is h e ad m oving from s ide to s ide , and adding additional k e yfram e s as h e ch ange s location. But th e n th is w ould be a ve ry s h ort tutorial, and rath e r unne ce s sary as you could figure th at out all by yours e lf.

Th e fact th at Gaurav m ode le d Pape ro's h e ad as all se parate parts , pre s e nts us w ith an inte re sting option for giving our robo an inte re sting action s e t. W e are going to anim ate th e e ar rings and e ar ball s h ooting out from th e s ide of h is h e ad as h e rolls along. W e are going to accom plis h th is by us ing Action Constraints .

Th e bas ic pre m is e of Action Constraints is s im ple . You cre ate a s e t of actions once , th e n attach th at s e t of actions to one bone w ith an Action Constraint. W h e n you rotate th e one bone , th e s e t of actions ge ts trigge re d. Pre tty slick tim e save r, it also assure s th at th e action w ill be cons iste nt th rough out your anim ation.

Th is tutorial w as cre ate d w ith Ble nde r 2.40 alph a-2. (If you h ave a pre vious and or poss ibly ne w e r ve rs ion, th is s h ould not be a big proble m as Action Constraints h ave be e n around for q uite a aw h ile .)

So le t's ge t starte d.Ste p 1. W e ne e d a bas ic arm ature . Th e re w ill be no IK ch ains or anyth ing fancy. Place your cursor be low th e robo. Pre s s space bar |Add |Arm ature . Th is w ill be th e 'Root bone ' and w ill be us e d to m ove th e e ntire

robo. (fig 2)

Ne xt place your cursor at th e bottom s e ction of th e robo, about e ve n w ith th e w h e e ls.Space bar |Add |Bone . Th is w ill be th e 'W h e e l Base bone ', and w ill be pare nte d to th e Root bone . (fig. 3)Ne xt place your in th e m ain body s e ction, Space bar |Add |Bone , th is w ill be th e 'Body bone ', and w ill be pare nte d to th e 'Root bone '. [Tab] out Edit m ode and RMB on th e robo h e ad, in th e Edit'buttons click on th e 'Ce nte r Ne w ' button, [Sh ift + S] |Cursor |Se le ction. (fig. 4)

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W ORKSH OP 3D 27Anim ating th e robot

Pre ss [A] k e y to de se le ct all, RMB on th e Arm ature and Tab back into 'Edit m ode '.Space bar |Add |Bone . Th is w ill be th e H e ad bone , and w ill be pare nte d to th e Body bone . (fig. 5)Z oom in on th e e ar rings, place your cursor in th e first ring, Space bar |Add |Bone . Th is w ill be th e Ring 1.L bone , and w ill be pare nte d to th e H e ad bone .

Place your cursor in th e se cond ring, Space bar |Add |Bone . Th is w ill be th e Ring 2.L bone , and w ill be pare nte d to th e H e ad bone . Place your cursor in th e e ar ball, Space bar |Add |Bone . Th is w ill be th e Earball bone , and w ill be pare nte d to th e H e ad bone . (fig. 6)[B] k e y, drag a box th rough th e e ar ring and Earball.L bone s, [Sh ift+ D] k e y to duplicate th e m , [Ctrl+ M] k e y to m irror th e m , drag th e m to th e oth e r s ide of th e h e ad and line th e m up w ith th e e ar rings. (Nam e s w ill be th e sam e , e xce pt w ill e nd in 'R'.)Th is com ple te s your arm ature .

Ste p 2: Now w e ne e d to pare nt our robo to th e arm ature . Tab out of Edit m ode , pre ss [A] k e y to de se le ct e ve ryth ing.Se le ct (RMB + Sh ift k e y) all th e robo pie ce s, th e n se le ct th e arm ature[Ctrl + P] |Arm atureCh oose 'From Close st Bone s'.

Now com e s th e fun part, double ch e ck ing to m ak e sure all th e parts ass igne d to th e corre ct bone , no h e lp for it, so le t's ge t to it. Th e ste ps w ill be th e sam e for e ach part.Se le ct part, Tab into 'Edit m ode ', A k e y to de se le ct all ve rtice s, look at th e 'Ve rte x Group' pane lScroll to th e corre ct bone for th e part you are ch e ck ing, click th e 'Se le ct' button. If all goe s w e ll, th e righ t ve rtice s w ill turn ye llow .(fig. 7)

To ass ign ve rtice s to 'Ve rte x Group', se le ct ve rtice s w ante d, scroll to

de s ire d bone in list, click 'Ass ign' k e yTo de le te ve rtice s from 'Ve rte x Group', se le ct ve rtice s w ante d, scroll to de s ire d bone in list, click 'Re m ove ' k e yMak e sure you te st your robo in Pose Mode , se le ct e ach bone and rotate /grab to e nsure e ve ryth ing is m oving prope rly. In Edit m ode , se le ct all bone s and pre ss [Ctrl+ N] to re calculate bone roll (oth e rw ise you m igh t ge t strange re sults).

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W ORKSH OP 3D 28Anim ating th e robot

Ste p 3: Now w e can start se tting up our actions. Split your scre e n into 2, w ith 3d vie w on one s ide and Action Editor W indow on th e oth e r (fig. 8)Se le ct th e Arm ature , [Ctrl + Tab] into Pose Mode (Arm ature bone s s h ould be blue /gre e n de pe nding on se le ction status)

Se le ct th e 3 e ar bone s (Ring 1.L, Ring 2.L & Earball.L), [I] k e y |LocRot, th is w ill be th e base point in th e action.Go forw ard 40 fram e s, [I] k e y |LocRot, th is w ill be th e e nd point in th e action.

Go back 20 fram e sSe le ct th e Earball.L bone , [G] k e y, w h ile h olding dow n th e [Ctrl], m ove th e Earball.L 3 units to th e le ft. [I] k e y > > LocRot.Se le ct th e Ring 2.L bone , [G k e y], w h ile h olding dow n th e [Ctrl], m ove th e Ring 2.L 1 unit to th e le ft. [I] k e y > > LocRot. (fig.9 )Go back to fram e 1 and te st your ne w action by pre ss ing [Alt + A] k e ys.

In th e Action Editor W indow , re nam e your action som e th ing re le vant, lik e 'Ear action', close th e action (click th e [X] ne xt to th e action nam e )Add a bone above th e h e ad (Space bar |Add |Bone ), nam e it 'Ear Move r', pare nt it to th e Root bone , so it doe sn't ge t lost w h e n m oving th e robo around a sce ne .

Se le ct Ring 2.L bone and add an Action Constraint in th e Constraint pane l. Fill in th e follow ing se ttings to m atch th e im age . (fig. 10) Re pe at th e sam e for Earball.L

8

9

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W ORKSH OP 3D 29Anim ating th e robot

Now w h e n you m ove th e Ear Move r bone , th e Ring 2.L bone and th e Earball.L bone w ill m ove th rough th e ir action. (fig. 11)

At th is point you can go back to your Ear action and add in actions for th e righ t s ide of th e robo, so th at both s ide s pop out at th e sam e tim e . Afte r you h ave adde d in th e ne w actions for th e righ t s ide , don't forge t to add action constraints to th e righ t s ide Ring 2.R and Earball.R bone s.

At th is point Pape ro is re ady to roll. H e can be k e yfram e d to m ove across th e scre e n, bum p into th ings and s h ow surprise (h is e ars popping out).

To practice on you ow n, h e re are som e furth e r sugge stions on actions you can add to our little robo Pape ro to give h im a little m ore ch aracte r:Mak e h is h e ad pop up a little off of h is bodyMak e h is body pop up a little off of th e w h e e l baseH ave Ring 1 and Ring 2 rotate slow ly back and forth w h ile h e is rolling th rough sce ne .H ave th e Earball slide e ve r so sligh tly in and out of ringsMove H e ad back and forth s ide w ays as if h e is scanning h is surroundings.

H ave fun w ith your ne w little robo.

By Sandra Gilbe rt

11

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REVIEW ED 30

W e h ave all h e ard it said, h undre ds of tim e s , te xturing can m ak e or bre ak your m ode l. Unfortunate ly I can confirm th at from pe rsonal e xpe rie nce . Th e be st m ode l in th e w orld w ill just lay th e re if you don’t prope rly te xture it and a le s s e r, m e diocre one stands a be tte r ch ance of dazzling vie w e rs if th e m ate rials and te xture s are top notch .

In your s e arch for th e ultim ate , pe rfe ct te ch niq ue on te xturing [if you actually find it, be sure to le t m e k now . ;) ], you s h ould ch e ck out “D igital Te xturing & Painting” by O w e n D e m e rs .

O w e n D e m e rs h as w ritte n a one of a k ind re fe re nce th at not only give s you a th orough unde rstanding of traditional art th e ory, but actually s h ow s you h ow to apply th at k now le dge to your com pute r art. Starting w ith an in-de pth look at w h at actually m ak e s up a te xture , h e s h ow s h ow obs e rvation and tw e ak ing of te xture de tails can h e lp you cre ate re alistic te xture s .

By answ e ring a s e rie s of obs e rvational

q ue stions , you le arn h ow to dis s e ct te xture s and th e n re cre ate th e m as ne e de d for any give n proje ct. O nce you h ave cove re d th e bas ics , th e re is a s e rie s of e igh t com ple te in-de pth tutorials s h ow ing h is te ch niq ue s . Each tutorial is fille d w ith fantastic im age s and ste p by ste p instructions on h ow to ach ie ve gre at te xture s .

W h ile no longe r th e ne w e st book on th e m ark e t, it is still th e m ost com pre h e ns ive re fe re nce of te xture cre ation. Accom panying th e book is a CD fille d w ith e xam ple s and e xe rcis e file s , m ak ing th is a m ust h ave book on e ve ry s e rious m ode le r’s book s h e lf.

Digital Te xturing & Painting (Pape rback ) by O w e n D e m e rs

Book in reviewDIgital texturing & painting

Pape rback : 352 page s

Publis h e r: Ne w Ride rs Pre s s; Bk & CD -Rom

e dition (August 9 , 2001)

Language : Englis h

ISBN: 0735709 181

Product D im e ns ions : 10.0 x 7.9 x 0.7 inch e s

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GALLERIA 31

TANK Carlos Pe na Cativo | NY, USAInspiration: W ar I gue s s ...

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GALLERIA 32

AGE OF STEAMZ solt Ste fan | Budape st, H ungary | Stude nt of Industrial De s ignInspiration: I saw a s im ilar m ach ine e xh ibite d in a national "h istoric park ", bas ically a h uge ope n air m us e um .

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GALLERIA 33

AGE OF STEAMZ solt Ste fan | Budape st, H ungary | Stude nt of Industrial De s ignInspiration: Th is w as m y e ntry to th e first round of th e first Ble nde r W orld Cup, it re ce ive d th e m ost vote s! Th e topic w as "Prototype s you th ink w ill ne ve r be m ade ".

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GALLERIA 34

ANTAle xande r Me tz | Karlsruh e , Ge rm anyInspiration: Inspiration is th e class ical conflict be tw e e n nature and te ch nology.

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GALLERIA 35

TH E DRAGONCarlos R. Bis q ue rtt | Ch ileInspiration: Th e Gre at Space Dragon from "GAIKING" anim e

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GALLERIA 36

MotorcycleMich ae l Th aoInspiration: I w ante d to do som e th ing th at I w as uncom fortable w ith so I de cide d on a H onda VTX 1800. I am not a m otorcycle or car fanatic, just anoth e r com pute r ge e k / graph ics artist. I le arne d alot about m y m ode lling style and m ode lling in ge ne ral. I aim e d for m e ch anical auth e nticity and fak e d noth ing. H undre ds of obje cts (including individual scre w s , nuts , and w as h e rs) and m illions of polygons .

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GALLERIA 37

OPERATORDon Kim | Potom ac, Maryland. USAInspiration: Th e ge ne ral inspiration cam e from s e ve ral place s . Th e re are touch e s of H alo, th e Unre al unive rs e , and oth e r scie nce fiction gam e s . Th e s e w e re all originally inte nde d to be as s e ts for a s h ort film th at I w ante d to m ak e . I de cide d th ough th at m y s k ills at th at point w e re n't e nough to do th e story and justice . Th e bas ic pre m is e th ough w as a futuristic, sort of post apocalyptic w orld, and th e s e w e re obje cts in a scie ntific m ilitary re s e arch installation of som e sort.

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GALLERIA 38

Roland H e s s | Pittsburgh , Pe nnsylvania, US. Tim e Involve d: a couple of ye ars ago, so, lik e s ix h ours a pie ce ?Inspiration: None .

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GALLERIA 39

Me chGabrie l Be loin | Québe c Canada Inspiration: Me ch W arrior 4

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GALLERIA 40

Policarpov I-16Alvaro

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CREDITS 41

Alvaro Luna Bautista w as born in 19 72.H e is an Arch ite ctural Draftsm an and curre ntly re s ide s and w ork s in Spain. H is favorite h obbie s are re ading and ble nding.

Gaurav Naw ani is a graph ics artist at IronCode Softw are .H e is an ope n source e nth uisast and love s w riting article s as a fre e lance r. Apart from h is usual h abbits of ph otograph y and trave ling h e dabble s w ith cook ing ;)

H i, m y nam e is Sandra Gilbe rt, (ak a dre am sgate ). I h ave be e n us ing ble nde r for a little ove r five ye ars . I curre ntly live in Nam pa, Idah o, USA and w ork as a graph ic de s igne r for a sm all print s h op. I’m m arrie d and h ave 2 ch ildre n, w h ich le ave s not ne ar e nough tim e for fe e ding m y grow ing ble nde r obs e s s ion. Ye t som e h ow I alw ays m anage to find th e tim e to e xplore ne w fe ature s , k e e p up on th e late st ne w s and start ne w ble nde r proje cts . Som e of th e m I actually e ve n m anage to finis h .

Ste fano <S68> Se lle ri, w as born in Viare ggio (LU), Italy on 19 68. H e m e t Ble nde r in 2000, by re ading of v. 1.72 on a com pute r m agazine but it w as only in 2001 and v. 2.23 th at Ble nde r be gan to e at a lot of h is tim e . H e us e s Ble nde r m ainly for artistic stills (at le ast h e be lie ve s so) and, to a le s s e r e xte nt, for anim ation. H e w as aw arde d th e Suzanne Aw ard 2003 for Be st Art. H e also produce s and m aintains s e ve ral scripts , m ainly conce ive d as m ode ling and anim ation aid. Th e s e can be found in th e bstar re pos itory of th e ce ntral Ble nde r CVS s e rve r (cvs.ble nde r.org).H e is also involve d in th e adm inistration of e lYs iun, s ince 2002 and, s ince th e n h e is also de e ply involve d in Ble nde r Foundation, organizing and coordinating Ble nde r docum e ntation board e fforts at m aintaining Ble nde r docum e ntation, as w e ll as active ly w riting.

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Preview 42

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ISSUE 2 Available in Jan2006Th e m e : 'Anim ation'

H igh ligh tsArticle s from th e 'Suzane aw ards w inne rs ' about th e ir prize w inning e ntrie s .Ne w s from proje ct 'O range '.TutorialsRe vie w sGalle ry