Having troubles animating objects and materials to be used in the BGE?

How do I animate (and control) materials and objects in the BGE?

——————-Material animation in lights and bullet impacts——————–

This was a question I recieved some days ago by my interns, and to be honest I never thougth about animating materials recently in the BGE, at least I did not in my past projects, although I already knew that it is possible but the fact that blender automatically names the animations makes a bit hard at first to understand, and also when you are working with more animation layers in the logic bricks to handle different animations. So that’s why I wrote this post about material animation in BGE.

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Learning Blender and BGE by making an analog clock – tutorial

Making the analog clock in blender for beginers

Since I’ve been training interns here at work, I noticed that, for some reason, logic bricks seem quite dificult at first and a lot of interns ask me about a good tutorial. Then I point the students to a tutorial/video tutorial but the result is mostly the same, confusion about how to get things working with the logic bricks.

So I decided to write starting by the basis, just the way I learnt. And being said that, I do not consider myself as a “Logic Brick guru” but I find this kind of programing very interesting and fast, despite its own limitations. And also, this tutorial is going to be just like in the old times, you know.. now is very common to see every tutorial as a “video tutorial” in youtube, and this is great, but I firmly that many other topics are more easy to understand just by reading and looking at pictures.

So, asuming you don’t know much about blender and want to learn the basis of its Logic Bricks, continue reading! 🙂

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Configuración de la luz, los ajustes de niebla y Filtros 2D

Algunas personas me han preguntado acerca de la técnica que utilice en este video, así que decidí hacer este pequeño video en donde muestro de forma práctica como manejar el efecto de la niebla, filtros 2d y materiales. Hago todo esto en un nivel utilizando objetos primitivos y no le di mucha importancia al correcto acomodo de los mapas UV porque solo me enfoqué en demostrar como hago los ajustes en materiales, niebla y luces.

Algunas cuestiones a considerar:

  • Por que no utilize “Light map UV pack” ? Esto se debe a que toma en cuenta polígonos no cuadrados como cuadrados, por lo que genera mucha distorsión de imagen, que a pesar de ser un mapa de luz, no me agrada como se ve.
  • Por que deje espacios sin utilizarse en el mapa de UV’s? Bueno, esto es un ejemplo practico y no me enfoque en el aprovechamiento de toda el area de la imagen, pero tu si deberás usarlo correctamente!
  • Acerca de los Filtros 2D, donde puedo conseguirlos? – Busca en blenderartist.. yo por lo general utilizo “retinex” y “bloom” en mis escenas.
  • Los ajustes en el panel de niebla no son los mismos (Render y Blender Game), así que puedes esperar resultados un poco diferentes, ya que no tiene los controles para el ajuste de exposición.
  • Por que dos luces en la escena?  – Use una luz como la luz principal (sol), y la segunda es el rebote de luz de la luz principal. Una tercera luz puede funcionar, pruebala y observa los resultados.
Video here:

Si quieres utilizar Multitexture en lugar de GLSL, ve este tutorial.

Espero que esto te ayude, y si por alguna razon sigues teniendo alguna pregunta, puedes escribirla en los comentarios y veremos como solucionarlo.

Descarga el archivo aquí.


Volumetricos – tutorial para blender (español)

Pues hace ya un rato me encontré con un archivo de blender que había bajado hace tiempo atrás de centralsource, el archivo simulaba un fireball, pero en general la “cola” o estela que dejaba seguía siendo fuego, y en ningún momento había ese humo denso de la combustión. así que tomé ese archivo y me puse a analizar como estaba hecho el material para saber que podía hacer para lograr el efecto que buscaba. Al final obtuve resultados aceptables en cuanto al efecto volumétrico, y en las diferentes aplicaciones que se podían hacer, como fuego, humo y nubes 🙂 así como por algunas sugerencias que me hicieron, aquí está el tutorial 8) Continue reading

Adding 2DFilters in the BGE

I recieve a request in my youtube channel to make a video showing off how to add Filter 2D in the BGE, although this kind of stuff might sound a bit easy for many people, maybe is not for newcomer people.

On the video you will see that I usually copy the “filter 2d” code from a txt file and then I paste to a text file in the blender text editor, then add a proper name and that’s it, you have a 2d filter, unassigned but you have it there. And of course you can add it from the File/open menu in the same text editor if you already have it as a txt file in your hard drive. Continue reading

FPS template mini tutorial – Blender

This is a small tutorial for the people who are new to the Blender game engine but willing to learn the basis in the BGE. Here you will see how to set-up your First Person Shooter template using logic bricks in blender, wich means no coding.

I'm assuming you already known some blender basis, like object transformation (move, rotate, scale), etc.

Be aware that at this moment the actuator has some issues regarding screen resolution, this cause some malfunction with movements in “X” axis on screen, so at this time I thinks is not very usable.

I’ve wrote about this here.

Grab the blend file here

You can find a more elaborated explanation here,  and another example clicking here.

Feel free to comment if you need to 🙂 FPSMTB

How to’s – multitexture instead GLSL

Almost the same of the tutorial “How to´s – Light setup, mist settings and 2DFilters” but this time we  use Multitexture instead of GLSL



 Some one asked me about how to get the same look of an example in GLSL but with Multitexture, and here is how I do

  1. Do it in the same way as if you want to do it with GLSL in your objets.
  2. Once it is ready, wich in this case are the cube buildings and the ground, select the buildings enter in edit mode and add a new texture in the UV Image editor.
  3. Go to render buttons, then go to Bake Tab and select from the drop down menu “Full Render” and press it. A new image with all the details (texture and shadows) will be generated, then save it to a game folder.
  4. Repeat the same but now with other models, like the ground.
  5. Once finished, delete all materials from objects.
  6. Add new materials to each objetc (buildings and ground) and then put the textures, and don’t forget to set up the correct UV coordinates.

Tha’ts all

Youtube video here, watch in HD:

Feeling a bit lazy? then grab the blend here.

don´t know if there is a better way to do it, but if so, please comment 🙂

Video tutorial – Pillar

Here another video I recorded  while I was making a basic 3d pillar in blender, this was for a Brazilian friend who wanted to see the full “making of”, it’s not perfect because it was made in about one hour and easily with a few more time could have better details and textures and model.



Screenshots here:

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