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Creating and Animating 3D Resource Trees in Blender
If you don't use a mouse (like me), make sure to set your user preferences. Go to File > User Preferences and select 'Emulate 3 Button Mouse' and 'Emulate Numpad'.
Then, make sure you're viewing the model in Orthographic Mode. You can do this by pressing the numpad '5'.
This will enable you to select a vertex, edge or face to set a material to.
In my case, I chose face select.
Notice that your outliner (on the left) has set all objects to be visible. To make editing easier, I've set the visibility to one object at a time.
Now that I've set visibility to the Big Leaf only, the rest of the objects are hidden. (Don't worry, you can turn on the visibility for them later.)
To get a close-up view, use Shift + B to zoom in and Alt + Left Click to move the camera. Then, right click on the face of the object that you want.
Note: To select multiple faces, press Shift + Right Click.
Select the object you want to assign a material to/colour.
Select the 'Material' button.
Select +
Click New.
At the 'Diffuse' section (you might have to scroll down if you can't see it), click the colour and it will prompt you to select a colour.
It'd be a lot easier and quicker if you already know the colour (using hex/RGB code) you want to assign to your object. If not, you can always choose a colour from Blender's colour picker.
Notice that the colour is now assigned to the Big Leaf object. Now you can assign materials to other objects using the same technique.
For resource trees, I've done four animations (grow, die, produce resource and harvested from using the same animation technique. I believe the 'Produce Resource' animation would be the most insightful - so read below to see how I did it!
The dope sheet allows you to set keyframes for each movement of the model.
Left click and place it as shown below.
Set the origin to 'Origin to 3D Cursor'.
The pivot point is now set.
Select the first (1) frame.
The purpose of scaling the food is to demonstrate a 'pop out' animation (just like how fruits pop out from a tree in real life).
Press 'I' > LocRotScale.
Then, press 'S' to start the scaling. Move the cursor, then right-click to select the scale transformation position.
I've scaled it down until it shrunk.
Note: You can experiment with this by moving your cursor - then you'll notice that you can scale your object from small to large and vice versa.
Once you've set the position, press 'I' > LocRotScale again.
Notice now that you have an active keyframe in your dope sheet. Then, you can add more keyframes as you go by following the same steps.
The 3D model in Blender was converted into sprites using this step-by-step guide: Converting 3D Models to Sprites
- Home
- How To Play
- Keybindings
- Inventory and Resources
- Trees
- Portals and Worlds
- Projectiles
- Enemies
- Waves & Spawning
- Graphical assets progress overview
- Audio Files
- Design Templates
- Blender Intro
- Converting 3D models to Sprites
- Scripting in Blender
- Creating a Model in Sketchup
- Colouring and Animating in Blender
- Animation using Dope Sheet, Keyframes and Scale Transformation in Blender
- Template
- Testing
- Terrain
- Terrain Generation
- Resource Trees
- Main Menu, Chat, options
- Main Menu V2, Options V2, Sound
- Damage Trees
- Projectiles
- Enemy User Testing
- Tree planting, inventory GUI, resources, portals
- Caveman Character
- Debug Mode Menu
- Tree learning, Attack Trees, Main Menu Tutorial Resources Styling
- Revamped Resource Trees
- Squirrel User Testing
- Final evaluation
- Project Structure
- Git Workflow
- GUI
- Worlds
- Entity Directions
- Resources
- Inventory
- AbstractEntities
- BasicProperties
- MortalEntity
- ProgressBarEntity
- Multiplayer
- Trees
- TimeEvent
- Game Time
- Animations
- Enemies
- Waves
- Player
- Projectiles
- Effect
- Particles
- Path Manager
- Sounds
- Debug 'God' Mode
- 2D Collision
- Box3D {depreciated}
- Render3D
- Cheat Codes