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Libgdx-3D-Character-Example

Bones moved by Vertex groups:

  1. Create a Armature Modifier for the mesh you want to animate, and in "Object" set your armature

  2. (Easier way) Select your object, go to "Weight Paint", press CTRL+select the bone you want to assign your vertex groups, paint the mesh.

  3. Or... (Manual way) Select your object, create a Vertex Group, and name it with the same name as your bone. How do I transfer only single vertex groups between objects?

To weight paint multiple objects at the same time, use the "MultiEdit" Blender Addon

https://github.com/Yzubi/MultiEdit-Addon

Move along vertex / edges (Vertex slide)

g -> g

Scale individual in Blender

Select faces-> Change to Edge select -> Alt+S

Bevel vertices in Blender- Similar to Wings 3D

(Ctrl+Shift+B

Scale Uniform in Blender - Similar to Wings 3D

Select faces-> CTRL + . -> S (Pivot Point = Individual Origins)

Revert with CTRL + , (Pivot Point = Median Point)

Useful links

Random notes: For better compatibility with the Blender G3D Exporter addon. Convert your Curves to Meshes with Alt-C, parent bones with Armature Deform when animating. A good value for 2D animation is "Armature Deform - With Automatic Weights"

Invert model sides in object mode with: CTRL + M + Y (Mirror, better method)

Or S -> Y -> -1 (Scale, Worse method)

#CTRL+I to invert selection

Vertex connect: Hotkey j Knife: Hotkey k

Snap Menu - Selection to Cursor

Reference Mode: Object, Edit, and Pose Mode Menu: Object/Object type ‣ Snap Hotkey: Shift-S

Center camera view to object

  1. Select object
  2. Shift-S -> Cursor to selected
  3. Alt-Home (Center view to cursor)

Freely joined bones: Select two bones in edit mode -> CTRL-P -> Keep Offset

To use custom shapes: Bone -> [Display] Custom Shape + Wireframe Object Data -> [Display] Shapes

Enabling backface culling:

  • Properties panel (N) -> [Shading] Enable textured solid and Backface culling

Flip face

W -> Flip Normals in edit mode to flip faces

Alt-Z Textured mode

Solid material view Mode - Viewport Shading

Bladecoder Engine Camera FOV and zoom without camera

Set the "Camera FOV" value the same as your Blender "Field of View" camera value

If you want something similar to an "ortographic camera" dont use cameras, and change the Bladecoder "Camera FOV" for zoom in/zoom out