How do I animate (and control) materials and objects in the BGE?
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.
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! 🙂
3D Rock props models ready to be used in game engines and/or 3D editors (3dmax, maya, etc) Perfect for your outdoor scenarios or any other themed game where this kind of items are a must.
This asset is ready to be used in Unity and the Blender Game Engine, just import the asset and you are ready to go. If you need this asset in a different game engine just use the included DAE, OBJ and FBX files to import into your prefered engine.
- 210 faces, 294 tris.
- Textures (source resolution) 2048X2048, in-engine resolution to be determined by the final user.
- Blend file
- Textures (Dif, Nor, Spec) in PNG format. 2048X2048 resolution.
- OBJ, DAE and FBX files, in case you need to import and edit in a different 3D editor package.
If you are planing to use this asset in Blender, you can add more detail by painting directly into the objet via material node editor, etc.
You already know about the common bloom 2DFilter for the blender game engine (if not, check out this post), and the main difference with this version of kitebizelt is that only the objects with saturated colors are going to be affected by the bloom effect.
Here is the author description:
We all know bloom is a filter that makes some area/objects looks more glowy, and BGE already got that, but here comes some problem:
- The bloom filter on BGE sometimes blooms objects/areas where do we dont want
- Really FPS consumtive
So I thought why not make a better bloom filter?
- Less FPS consumtive
- Selective Bloom
- Some artifacts on non-bloom objects
- I don’t know why but its 1 frame behind… bge.logic.NextFrame() doesn’t work
So, once I get the demo file I tested it on a demo level of mine, and there is the result:
I really liked, but it has some troubles with lamps/shadows, maybe my mistake don’t know, but it worth the try.
I’ve made a copy of the files, you can get it here or in the BA post mentioned above.
Here is the improved version with selective motion blur, which means that the more agressive camera rotation, the more agressive will be the applied motion blur. Also if camera movement is a bit slow, no motion blur will be added.
Avaliable soon in the store
13 years ago (time flies) I decided to start a project, which I guess can call “my first BGE project“, It was with blender 2.31 (maybe..) and it was very limited in features compared with actual versions of blender, just to mention one of them, in terms os graphics, there was only “single texture” mode for geometry, very basic physics. and well, I just feel kinda happy after seen this old video (I’ve found many videos of different old projects, but I’ll publish later), so, here is it! just for the record!