Skip to main content

Blender 2.49, setting up

Okay, so I have just now installed Blender 2.49, and I have to say, though it looks similar to 2.57, I'm having a hard time navigating around.  I'll do my best to help those who've also taken the liberty to download 2.49, and also I'll try to coordinate it so it's easy for those still using 2.57.




One thing you have to get used to is that space bar no longer pulls up a search menu, and finding user preferences can be kind of tricky.  First off, in the left hand corner off the blender screen, make sure you have "i" icon (user preferences) selected.  Do not expect a screen to pop up.  At the top of the Blender, but your cursor over the bar so that a double sided arrow comes up and drag the bar down, revealing user preferences.

For those who use a laptop without a number pad, got to "System and OpenGL" in user preferences (the tab I'm in now) and click on "Emulate Numpad"  this allows you to use your upper number keys for perspective change.
 Setting your user preferences also allows you to choose which mouse button controls moving the object around.

I'm going to ask you don't bash my head in if I don't get everything correct.
In the picture below, I point out where you can switch between vertex, edge, and face select.  It looks a bit different from 2.57.  By the way, it's located on the bottom of the Blender page.

One thing that I have noticed (Which this news very much depresses me) is that you can no longer hold down a widget and scale on that axis, as this is an important aspect when creating characters, to be able to scale the torso by scaling the cube on different axis instead of the object has a whole.  Either cannot do this altogether, or I have yet to figure out how to.

I hope I helped in the least, I'm sorry if this lesson feels like beating a dead horse for those who've read previous posts.  Keep learning.

Comments

Popular posts from this blog

How To Make a Hellish Looking Sky Box

I came across this problem while constructing my scene of Hell in a little project I've been working on, and could not find a reasonable sky box on the web for what I want. Maybe I was not looking hard enough, but I ended up making nice substitute. If you think the sky box looks familiar, then your right. The Sky box I'm using is already packaged with Unity3D! To import the sky boxes Unity has made for you,  simply go to Assets>Import Package>Skyboxes.  The sky boxes will appear in your projects tab under a folder named "Standard Assets". To make this sky box, first you must find the folder containing all the sky box materials and open it up. In it will be a list of sky boxes for your disposal. To get this skybox, I decided to tweak the "StarryNight Skybox" (But the "MoonShine Skybox" looks pretty cool also!).  Select the sky box and view it under the inspector tab. Underneath the properties there will be a tint color variable allowin...

How To Make A Gun Shot Sound (SFX On Unity 3D)

When it comes to audio in Unity, there are four components: Audio Clip , Audio Source , Audio Listener , and Audio Re-verb Zone . Audio Clips are the actual audio file imported into your game. Unity supports file formats: .aif, .wav, .mp3, and .ogg. When imported, you can compress them greatly, with the price of loosing some quality. You can do this by first selecting the audio clip, view it in the inspector. Under the Audio Importer component, you can switch the audio format from Native to the audio clip, to a compressed format applied by Unity. You can change how compressed the file is by dragging the bar at the bottom, then hitting apply. You can get plenty of free good SFX from a site called  freesound.org . All you have to do is create an account for free , and download all the sounds you want. I found a nice gun shot sound here . Simply download and load into your Project. Audio Source actually plays the audio clip in your scen...

Handling Music and Sound Effects In Your Games

Initiative  While developing Treva's Adventure I had to figure out a way to handle multiple music tracks and sound effects in a clean manner or suffer horribly.  What was going to help me achieve a simple solution was taking all the different sounds and centralizing them in a single class in order to black box them.   Any other code trying to play a sound wouldn't even know the sound file's name.   All code trying to play a music track would reference a enum that defines all the track names. Defining The Class Creating The Enum When I first started defining types in my enumeration,  I was naming the types to be exactly like the file name.  For a scary sound effect I had found a file named "ghost breath".  So around my code would be scattered lines like SoundManager.Play(SoundEffectType.GhostBreath);  This was fine until I found a sound that better fit the situation it was being used in,  and decided to use "ghost breath" for a...