Manual/PartI/Your First Animation in 30 plus 30 Minutes Part I
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Let's see what Gus looks like
We're just about ready to see our first rendering, but first, we've got some work to do.
我们马上就可以看见我们的第一个渲染图了,在这之前,我们还有一些工作要做。
- SHIFT-LMB on the top right small button of the layer visibility buttons in the 3DWindow toolbar (Making both layer 1 and 10 visible.) to make both Layer 1 (Gus's layer) and Layer 10 (the layer with the camera) visible.
在3DWindow工具栏里按住SHIFT后左键点击第1和第10个层,使人所在的第1层和相机所在的第10层都可见。
| A Tip: Remember that the last layer selected is the active layer, so all subsequent additions will automatically be on layer 10. |
Template:注释:小窍门,最后一个选择的层是被激活的层,所以所有的后来添加的东西都自动处在第10层。
2. Select the camera (RMB) and move it to a location like (x=7, y=-10, z=7). Do this by pressing GKEY and dragging the camera while keeping CTRL pressed to move it in steps of 1 grid unit.
2.选择相机(右键),将它移到另一个地方(比如x=7,y=-10,z=7)。安上G后在按Ctrl移动相机会使它一个单位一个单位的移动。
| Entering precise locations and rotations:
If you prefer to enter numerical values for an object's location you can do so by pressing NKEY and modifying the NumButtons in the Panel that appears (The Panel for numerical input of object position/rotation etc. ). Remember to press OK to confirm your input. |
Template:注释:如果你想移动或旋转某个具体数值,你可以通过按N键来调出对话框,输入数值,记得按Enter确认。
To make the camera point at Gus, keep your camera selected then select Gus via SHIFT-RMB. The camera should be magenta and Gus light pink. Now press CTRL-T and select the Old Track entry in the pop up. This will force the camera to track Gus and always point at him. This means that you can move the camera wherever you want and be sure that Gus will always be in the center of the camera's view.
要使相机对准小人,选择相机后,按住Shift继续选择人,相机变为洋红色,人变为粉红色,按CTRL-T,选择Track to Constaint。相机就对准小人了。无论你将相机移到哪它都对准人。
| Tracking:
If the tracking object already has a rotation of its own, as is often the case, the result of the CTRL-T sequence might not be as expected. If it is not, select the tracking object (in our example the camera), and press ALT-R to remove any object rotation. Once you do this the camera will really track Gus. |
Template:注释:如果对准的物体(相机)本身已有一个旋转量,按CTRL-T结果将不能达到预期效果,这时你可以按ALT-R来撤销物体的旋转,这样相机就对准小人了
Camera position with respect to Gus. shows top, front, side and camera view of Gus. To obtain a camera view press NUM0.
Now we need to create the ground for Gus to stand on.
“相机的位置就与小人有关了” 切换顶、前、侧视图和相机视图。相机视图快捷键为0。
- In top view (NUM7), and out of EditMode, add a plane (SPACE>>ADD>>Mesh>>Plane).
在顶视图(快捷键7),使处于Object Mode,添加一个Plane平面(SPACE。
| Note:
It is important to be out of EditMode, otherwise the newly added object would be part of the object currently in EditMode, as it was for Gus' head when we added it. If the cursor is where Camera position with respect to Gus. shows, such a plane would be in the middle of Gus's body. |
{{注释:
添加物体时不要处于EditMode很重要,不然的话,所添加的物体将成为原来物体的一部分,光标的位置就是所加的物体的位置。}}
- Switch to ObjectMode and Front view (NUM1) and move (GKEY) the plane down to Gus's feet, using CTRL to keep it aligned with Gus.
- Switch the reference center from cursor (where we set it at the beginning) to object by pressing the highlighted button Set the reference center to Object center..
- Go to Camera view (NUM0) and, with the plane still selected, press SKEY to start scaling.
切换到ObjectMode及前视图(NUM1),移动(GKEY)平面到小人的脚下,按Ctrl使它与小人成一行,按下高亮按钮Set the reference center to Object center.,切换到相机视图(NUM0),选中平面,按下S键缩放该平面。
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- Enlarge the plane so that its edges extend beyond the camera viewing area, as indicated by the outer white dashed rectangle in Camera view.
Now, some light!
- In Top view (NUM7), add a Lamp light (SPACE>>ADD>>Lamp) in front of Gus, but on the other side of the camera; for example in (x=-9, y=-10, z=7) (Inserting a Lamp.).
- Switch to the Lamp Buttons in the Shading context via the button with a lamp in the Button Window toolbar (The Lamp Buttons window button.) or F5.
- In the Buttons Window, Preview Panel, press the Spot toggle button to make the lamp a Spotlight (Spot light settings.) of pale yellow (R=1, G=1, B=0.9). Adjust ClipSta: to 5, Samples: to 4, and Soft: to 8.
- Make this spotlight track Gus just as you did for the camera by selecting Spot, SHIFT, then Gus, then by pressing CTRL-T. If you added the spot in Top View you should not need to clear its rotation via ALT-R.
- Add a second lamp in the same location as the spotlight, and again in Top View, with (SPACE>>ADD>>Lamp). Make this lamp a Hemi lamp with energy of 0.6 (The Hemi lamp settings).
| Two lamps?:
Use two or more lamps to help produce soft, realistic lighting, because in reality natural light never comes from a single point. You will learn more about this in chapter_lighting. |
We're almost ready to render. As a first step, go to the Scene context and bring up the Render buttons by pressing the image icon in the Button window toolbar (The Rendering buttons window buttons.) or F10.
In the Format Panel, set the image size to 640x480 with the Num buttons at the top right. In the Render Panel set the Shadows Toggle Button top center to On, and the OSA Toggle Button center-left to On as well (The Rendering Buttons window). These latter controls will enable shadows and oversampling (OSA) which will prevent jagged edges.
Now press the RENDER button or F12. The result, shown in Your first rendering. Congratulations!, is actually quite poor. We still need materials, and lots of details, such as eyes, and so on.
| Saving:
If you have not done so already, now would be a good time to save your work, via the File>>Save menu shown in The Save menu., or CTRL-W. Blender will warn you if you try to overwrite an existing file. Blender does automatic saves into your system's temporary directory. By default, this happens every four minutes and the file name is a number. Loading these saves is another way to undo unwanted changes. |
Materials and Textures
It's time to give Gus some nice cookie-like material:
- Select Gus. Then, in the Button Window header, select the Shading Context by pressing the red dot button (The Material Buttons window Button.) or using the F5 key.
- The Button window will be almost empty because Gus has no materials yet. To add a material, click on the Menu Button in the Material Panel (the one with two triangles, pointing up and down) and select Add New (The Material Menu button.).
- The Buttons window will be populated by Panels and Buttons and a string holding the Material name, "Material" by default, will appear next to the white square button. Change this to something meaningful, like GingerBread.
- Modify the default values as per The Material Buttons window and a first gingerbread material. to obtain a first rough material.
- Press the Menu Button in the Textures Panel area (The Textures menu button in the Material Buttons) and select Add new. We're adding a texture in the first channel. Call it "GingerTex."
- Select the Texture Buttons by clicking the button in The Texture Buttons window Button. or by pressing F6.
- From the columns of ToggleButtons which appear in the Texture panel select Stucci and set all parameters
as in The Texture Buttons window with a stucci texture..
- Return to the Material buttons (F5) and set the Map Input and Map To tabs of the Texture Panel as in Settings for the Stucci texture in the Material Buttons window.. Release the Col Toggle Button and set the Nor Toggle Button, then raise the Nor slider to 0.75. These changes will make our Stucci texture act as a "bumpmap" and make Gus look more biscuit-like.
- Now add a second texture, name it "Grain," and make it affect only the Ref property with a 0.4 Var (Settings for an additional Noise texture in channel 2.). The texture itself is a plain Noise texture.
Give the ground an appropriate material, such as the dark blue one shown in A very simple material for the ground..
To give some finishing touches we'll add eyes and some other details.
- First make Layer 1 the only one visible by clicking with LMB on the layer 1 button (Layer visibility buttons on toolbar.). This will hide the lamps, camera, and ground.
- Place the cursor at the center of Gus's head. (Remember that you are in 3D so be sure to check at least two views to be sure!)
- Add a sphere (SPACE>>ADD>>Mesh>>UVsphere). You will be asked for the number of Segments:
(meridians) and Rings: (parallels) into which to divide the sphere. The default of 32 is more than we need here, so use a value of 16 for both. The sphere is in the first image at the top left of the sequence in Sequence for creation of the eyes..
- Scale the sphere down (SKEY) to a factor 0.1 in all dimensions, then switch to side view (NUM3) and scale it only in the horizontal direction (YKEY) a further 0.5 (see the second two images in Sequence for creation of the eyes.).
- Zoom a little if necessary via NUM+, MW, or CTRL-MMB, and drag the sphere (GKEY) to the left so that it is halfway into the head (as shown in the first image in the second row of Sequence for creation of the eyes.).
- Return to front view (NUM1) and move the sphere sideways, to the right. Place it where Gus should have an eye.
- Flip a duplicate around the cursor by following the sequence you learned when flipping Gus's body. (Select the crosshair toolbar button, in EditMode AKEY to select all, SHIFT-D, ESC MKEY, Global X Menu entry). Now Gus has two eyes.
- Exit EditMode (TAB), and place the cursor as close as you can (remember the SHIFT-S key) to the center of Gus's face. Add a new sphere and scale and move it exactly as before, but make it smaller and place it lower than and to the right of the cursor, centered on the SubSurfed mesh vertex Creating a mouth with Spinning tools.).
- Now, in the Edit Buttons (F9), locate the group of buttons at bottom in the Mesh Tools Panel (The Spin Tools buttons in the Edit Buttons window.). Set Degr: to 90, Steps: to 3, and verify that the Clockwise: TogButton is on. Then, with all vertices still selected, press SpinDup. This will create three duplicates of the selected vertices on an arc of 90 degrees, centered around the cursor. The result should be Gus's mouth, like the last image of the sequence shown in Creating a mouth with Spinning tools..
Now that you have learned the trick, add three more of these ellipsoids to form Gus's buttons. Once you have made one button, you can simply exit EditMode, press SHIFT-D to create a duplicate, and move the duplicate into place, as shown in The complete Gus!.
Give the eyes a chocolate-like material, like the one shown at the top in Some other candy materials.. Give the mouth a white sugar like material, like the second one shown in Some other candy materials., and give the buttons a red, white, and green sugar like material. These are shown from top to bottom in Some other candy materials. too.
| Objects sharing a material:
To give one object the same material as another object, select that material in the Menu list which appears when you press the Menu Button ButtonWindow Material Panel. |
Once you have finished assigning materials, make layer 10 visible again (you should know how), so that lights and the camera also appear, and do a new rendering (F12). The result should look more or less like The complete Gus still rendering..
Save your image by pressing F3. Enter the name of your image in the file window and save.
| Image types and extension:
You must choose the image format (JPEG, PNG, and so on) by setting it in the Rendering buttons before pressing F3 (The Rendering buttons window buttons.) and using the Menu (File type selection menu in the Rendering Buttons window.) in the Format Panel. Blender does not add an extension to the file name; you must enter one if you wish. |
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