Subscribe to GameFromScratch on YouTube Support GameFromScratch on Patreon

31. March 2013

 

You are going to hear nothing but the sound of crickets on GameFromScratch tomorrow.  April 1st is the one day of the year I turn off the internet. Each year, April fools jokes get worse and worse and worse.  People have said that sarcasm is the lowest form of wit… no doubt, those people were born before Aprils fools day.  Actually, in the pre-internet days, I actually found April’s Fools day rather amusing, I love a good prank.  But once the internet got involved,it just became painfully stupid.

 

Already the first of the bad Aprils Foolsday jokes have infected reddit

 

If you haven’t detected yet…

IHate

April1

 

See y’all on April 2nd!  The best day of the year, as it’s 364 days away from the next April’s Fools day…

 

I seriously will be completely offline browsing wise tomorrow, it’s become an annual tradition for me.  I will of course still be available by email should anything not April 1 related come up!

Totally Off Topic

27. March 2013

This is simply a quick reference to all of the modelling commands in a single place.

 

KeyAction
A Select/Deselect All
X Delete selected
T Hide/Show Tools panel
N Hide Show properties panel

Select and Navigation

A Select/Deselect All
B + LMB + Drag Box/Border select
C + LMB + Drag Circle select
CTRL + LMB + Drag Lasso select

-

or

CTRL + MMB + Drag

or

Scroll wheel

Zoom out

MMB + SHIFT + DRAG

or

CTRL + 2/4/6/8 on numpad

Pan view

MMB + Drag

or

2/4/6/8 on numpad

Rotate View

. Frame selected

Moving, Scaling and Rotating

N Show or Hide property window
G + LMB + Drag Grab/Move/Translate selected item(s)
S + LMB + Drag Scale selected item(s)
R + LMB + Drag Rotate selected item(s)

S or G or R

+

X or Y or Z

Limit scale,move or rotation to selected axis

S or G or R

+

X or Y or Z

+

Number value

+

ENTER

Scale, move or rotate selected item(s) along selected axis by entered amount.  Can use a decimal point.

TAB

Toggle current mode ( Object, Edit, etc )

CTRL + TAB Toggle between mesh select modes (Vertices, edges, faces )

CTRL + TAB + 1 Vertex editing mode ( must be in Edit mode )

CTRL + TAB + 2 Edge editing mode ( must be in Edit mode )

CTRL + TAB + 3 Face editing mode ( must be in Edit mode )

Modelling operations

ALT + RMB Select edge loop

X

Select "Delete edge loop"

Delete edge loop

CTRL + R

Loop cut and slide
CTRL + ALT + LMB Select edge ring

E

Extrude

E + x, y or z

Extrude along axis

K

Knife tool

F Create Face

I Inset face

Alt+M Merge/Collapse

CTRL + 1,2,3,4 or 5 Set sub-division level

CTRL + 0 Turn off sub-division

 

Numberpad quick reference 

NewImage

NewImage

26. March 2013

Well, this one came out of left field… well, that or GDC, but it's easily the biggest news yet for mobile game developers.

NewImage

 

Havok, the makers of the popular Havok physics engine, the Vision 3D game engine and much much more, just announced Project Anarchy.

 

What exactly is that?  Well, I'll let them describe it.  From Havok.com.

 

At the 2013 Game Developers Conference today, Havok™ unveiled Project Anarchy, a complete end-to-end mobile 3D game production engine. Havok announced that developing and releasing a game with the technology will be free on many leading mobile platforms, without commercial restrictions on company size or revenue.


Project Anarchy will include Havok’s Vision Engine together with access to Havok’s industry-leading suite of Physics, Animation and AI tools as used in cutting-edge franchises such as Skyrim™, Halo, Assassin’s Creed®, Uncharted and Skylanders. The free download will also include a broad range of game samples and tutorials to help the mobile development community hit the ground running. Havok will be giving open previews of the technology on the main show floor throughout GDC.


As part of this initiative, Havok will launch an online community to proactively promote and support developers through all stages of production via a dedicated website www.projectanarchy.com. Project Anarchy will also encourage free sharing and collaborative development of extensions and customizations by the community.


“We’re consistently blown away by what the AAA industry creates with our technology,” said Ross O’Dwyer, Head of Developer Relations at Havok. “We’re really delighted to be able to offer these professional grade tools to mobile developers for free and we look forward to supporting the mobile game development community to make some stunning games with the technology over the next few years.”

 

The site Project Anarchy is just an email sign up page for now.  For the record, submitting your email address will get you no additional information at the moment.

 

So then, what exactly does this mean?  From the sounds of it, they will be "giving away??" mobile versions of Vision Engine, their Physics Engine, Animation Software and their AI package.

 

The number of commercial product's that have used these products is almost too high to count.  I don't really get the finanicals of this deal, all we have to go on is:

will be free on many leading mobile platforms, without commercial restrictions on company size or revenue

I don't really see any gotcha words in that sentence, other than maybe "on many leading".  I don't really understand how Havok makes money in this scenario, except maybe for upsetting people on non-mobile versions?  I will post more details as I get them.

ProjectAnarchy launches later this spring.

26. March 2013

 

In this section we will look at the various operations you perform when modelling in 3D.  Much like when working with clay in the real world, you can actually make some remarkably detailed work with only a small number of tools.

 

There is one concept we haven't really touched on as of yet, and that is the edge loop.  An edge loop is important concept in modelling, as the edge loop is ultimately the contour or backbone of your model.  You can select, move, remove and add edge loops all at once, allow you to make huge changes to a model quickly and easily.  When modelling in Blender, it is important to keep edge loops in mind.  For a better description of what an edge loop actually is be sure to check this post out.

 

 

Edge loops in Blender

There are a number of operations you can perform on edge loops.

First and most obvious is selecting an edge loop:

 

Selecting an Edge loop:

To select an edge loop, first switch in to Edit mode ( Tab ), then set Mesh Select Mode to edges ( CTRL + Tab + 2 ).

Hold Alt + Right click and edge and the entire edge loop will be selected.  Holding down SHIFT allows you to select multiple edge loops.


Blender1

 

Deleting an Edge loop:

Select an edge loop.

Hit X.  In menu select Delete -> Edge Loop

BlenderDeleteEdgeloop

 

Loop Cut and Slide

Loop Cut and Slide is a great example of how edge loops allow you to quickly add detail to a mesh be inserting an additional edge loop.  It is essentially two operations in one.  First you create a new edge loop parallel to an existing one, then you "slide" it, which is equivalent to moving while maintaining the shape of the mesh.

First switch in to Edit mode ( Tab ), then set Mesh Select Mode to edges ( CTRL + Tab + 2 ) if not already in edit mode.

Hit Control + R

Move the mouse to select which direction you wish to create the edge loop along, an indicator will be displayed on screen.

Left click to select the direction.  Indicator will change colour.

Move mouse up and down, or left and right, depending on the direction of the edge loop to move the loop along the surface, Left Click to commit.  Right click to cancel.

LoopCutAndSlide

 

In addition to using CTRL + R you can perform a loop cut and slide using the following button from the tools menu:

LoopCutAndSlideMenuOption 

 

Edge Rings in Blender

An Edge Ring is very similar to an edge loop, but it selects the perpendicular edges instead.

 

Selecting an Edge Ring

First switch in to Edit mode ( Tab ), then set Mesh Select Mode to edges ( CTRL + Tab + 2 ) if not already in edit mode.

HIt Control + Alt + RIght Click on an edge in the edge ring.

 

SelectEdgeRing

 

 

Common Modelling Operations

 

Now we will take a look at some of the most common operations performed while modelling in Blender.

 

Extrusion

Extrusion is a very common way to add more detail to a model.  If you were modelling in clay, think of extrusion as the act of pulling out or pushing in a portion of the clay.  You can perform an extrusion on multiple selected items at the same time and it can be performed on vertices, edges and faces, although faces are the most commonly extruded type.  It's important to know, if you perform and extrusion with no movement, new geometry is still created, it's just directly over top of existing geometry!  If you cancel an extrusion, make sure you have properly undone it, or you can create unwanted polygons.

First switch in to Edit mode ( Tab ), then set Mesh Select Mode to faces ( CTRL + Tab + 3 ) if not already in edit mode.

Right click select the faces you wish to extrude.

HIt 'E' and then move the Mouse left to extrude "in" or right to extrude "out".  Left click when complete.

You can optionally hit 'X', 'Y' or 'Z' to constrain the extrusion to a certain axis.

Extrusion

 

Knife Tool

Using the knife tool allows you to add new edges to existing geometry easily.  The knife tool automatically creates new edges where you cut.

In edit mode, press K.

A green dot will appear where the cut will appear.

Left click to make cut, move mouse and repeat.

Press Enter to complete cut.

Knifetool

 

Holding Control while performing a cut automatically centres the cut location between the two bordering vertices.

 

Create Face

You can easily create new geometry using the create new face tool. 

In edge mode ( Ctrl + 2 ), holding down Shift and left click to select the edges surrounding the face you wish to create.

Once complete, press 'F' and a face will be completed.  

This process will also work when working with vertices and allows you to create faces with more than 4 edges.

CreateFace

 

Inset

Inset works a lot like extrude, but instead of pulling the geometry out of the mesh, it insets a face within an existing face.  Its a good way for adding detail within a polygon.

In edit mode, select one or more faces to inset.

Hit 'I' to inset face.  The distance you move the mouse toward the centre of the face determines how much it will be inset.  Left click to finish.

Insetface

 

Merge/Collapse

Sometimes you have too much or unwieldy geometry and you want to get rid of some of it.  This is when the merge tool comes in handy.

In edit mode, select two or more items you wish to merge.

Hit Alt + M

In the resulting menu, select how you would like the merge to perform.

Merge

 

Change Subdivision Level

A very common modelling technique is called subdivision surfaces.  Essentially you model a rough outline of the shape you want to create, then add detail to it by sub-dividing it over and over into more detailed geometry.

Select the geometry you want to subdivide.

Press Control + 1/2/3/4 or 5.  Press Control + 0 to reset to no subdivisions. Do NOT use the number pad numbers.

SubDivision

As you may notice, the original hull is preserved while sub-dividing.  You can still work on the source shape and it will be updated in the subdivided mesh.

You can also permenantly sub-divide geometry by pressing W then typing subdivide. 

 

Hotkeys / Actions used in the Tutorial

 

Key/ActionAction
ALT + RMB Select edge loop

X

Select "Delete edge loop"

Delete edge loop

CTRL + R

Loop cut and slide
CTRL + ALT + LMB Select edge ring

E

Extrude

E + x, y or z

Extrude along axis

K

Knife tool

F Create Face

I Inset face

Alt+M Merge/Collapse

CTRL + 1,2,3,4 or 5 Set sub-division level

CTRL + 0 Turn off sub-division

 

 

On to quick reference

,

26. March 2013

 

As I mentioned earlier this week, I just finished publishing my first book, the PlayStation Mobile Development Cookbook.  Since then it has been making it's way through the publishing chain.

 

 

Right now it is much more widely available.  

 

 

You can purchase and download a digital copy on Packt's website now.  Digital copies are available in epub, mobi and PDF formats.  The source code bundle is also available.  Just a bit of a warning, it weighs in at a hefty 158MB.  What can I say… there's lots of code in this book.  You can also order a print copy from the Packt website.

 

 

The book is also now on Amazon.  The Kindle version is available for download right now.  The print version ships on March 28th ( Thursday ).

 

It should also be up on Barnes and Noble and Safari Books Online shortly, I will update when links are available.   I have to say, seeing your name up on Amazon.com is a rather cool feeling! :)

, ,

Month List

Popular Comments