Preview
Step 1 - Prepare
-
Open Blender with new Scene
-
Add a simple Cube. To make it press shift-a and select Cube
-
“t” key open tool window. let’s open it and set x-mirror ON
-
Subdivide this cube to get more faces
-
this can be also done via modifiers → subdivision surface (it will be later)
-
-
“n” key open second toolbar with useable options. let’s load an example image to help us build Warg. I found a nice warg image on devian art.
-
make simple Warg Shape like on images
Step 2 - Modeling
-
in tool window(“t”) is a smooth tool that can help model the warg.
-
to easly add edge loop use “loop cut and slide” tool that work that way:
-
Go to modifiers and add Mirror surface
-
add some details like eyes / etc.
“
-
to use smooth shading just set it in tool window.
-
Apply modifier. just press “Apply” button in Mirror modifier.
-
Remove doubles (it removes vertexes that are too close each other).
Step 2 - Armature
-
Shift-a and add armature in Object Mode.
-
Show names and change armature view (if you like)
-
set Names for bones (via properties window or “n” option window)
-
Select left side bones only, press shift-d to copy them, and make mirror. Remember to have cursor in 0,0,0 and have settings like on image (if not then you will need just to move copied bones manually)
-
Press “w” and select “flip names”
-
In Object Mode:
-
Select Model
-
With SHIFT select armature
-
Press “p” and select “with automatic weights”
-
-
Try move a leg in Pose Mode “““““““
-
Go to Animation View
-
Add a new action
-
Select all bones in Pose Mode and apply location / rottion / scale. To do it press “i” and select it like on image:
-
there is possibility to copy poses
-
and also to copy them in mirrored pose
-
in action editor you can easly remove / move / scale frames
-
If animation work not linear (and you don’t like it), then you can change it in Curve editor window
-
Thats all for Animations, for more just Read JME wiki / documentation.
Step 2 - Texturing
-
Move armature to second layer. press “m” to make it.
-
In edit mode, need to mark seam on Edges to prepare model for texturing. press ctrl-e to make it.
-
do it similar to this (or you can make it better):
-
Press “u” and select first option “unwrap”
-
In UV window you can minimize stretch (minimize stretch change with mouse wheele).
-
make a 2 geometries for model:
-
body (contains faces for body)
-
eyes (containes faces for eyes)
-
-
for eyes you can use “Sphere projection for unwrap”
-
Select texture image
-
under “n” option window, set like on image to see texture. (ViewPort need to be set as solid, ViewPort is near Object/Edit select)
-
Just make texture of model (using Texture Mode – where Object / edit mode is)
“
-
Using 2d tool like Gimp / Photoshop, use filter/modifier to get nice looking skin
-
Now only need to export via Ogre Mesh or just via Blend file (using SDK).
-
For eyes and body, use separated j3m files, then set them in SceneComposer.
here are docs:
-
Done!