Category Archives: blender

Updates by popular demand!

Hi all,

Work has been crazy lately so updates have been few and far between, but here are a few updates for popular scripts:

http://db.tt/WMO375Bw

I will be dropping scripts into that Dropbox folder as they are updated, so be sure to check it out from time to time.

Enjoy!

P.S. if you use these scripts on any interesting project feel free to drop a link in the comments, I’d love to see them!

New Addon: Set Bone Lengths (UPDATED)

Hello everybody!

How’re yall doing? Have you ever wanted to scale bones towards/away from the head/tail? Now you can with:

wahooney_set_bone_lengths

Adjust lengths to an absolute length or scale them relatively, scale from the head or the tail, or anything in between!

Warning, works best on bones without children, hierarchy aware transforms coming… sometime… soon… -ish.

Seems that was easier than I thought. Another warning, however, if you scale a complex hierarchy away from the tail (Bias = 0.0) things do get a bit unpredictable, unfortunately that is just the nature of the beast and nothing will fix that.

Enjoy! Like! Tweet! +1!

Updated UV Scripts! And a new script! And another promise!

Hello all my faithful followers! I’ve called you both over here today to celebrate some scripts that have been updated for Blender 2.6.2:

wahooney_copy_mirror_uvs

wahooney_uv_helper

Both work in 2.6.2 now and have had some minor tweaks for more erratic behaviour, including Copy Mirror UVs not copying triangles.

I’ve also included a smaller script that I’ve found useful for a number of projects:

wahooney_random_object_colour

This randomizes the colour of all selected objects within the specified limits. Use the object colour in your material to make use of this.

I hope you all enjoy and I hope to be updating this site more frequently ( as I always promise :P ).

A Day in the woods. Our first commercial game!

RetroEpic Software, the indie studio I co-founded, recently released our first commercial game, A Day in the Woods. The game is available for both PC and Mac OSx.

The game has players controlling a customizable woodsprite that must guide Little Red Riding Hood to granny’s cottage in a hex-based sliding tile puzzler.

Go here here: http://retroepic.com/a-day-in-the-woods to see more screenshots, watch a gameplay trailer, download the demo and even purchase the game  (only $4.99, what are you waiting for! Feed the indies!).

All the 3D assets and a few animations were made in Blender, with textures painted primarily in Gimp with a few done in Photoshop.

More info, for the technically curious

My role in the process was Lead Programmer and tools guy. We used a custom-built Blender 2.5x on PC and Mac. Most of the addons available on this site were employed to a greater or lesser degree. Our texture artist made extensive use of Blender’s texture painting for our awesome textures and even some sculpting. The game runs on the Unity 3D engine.

Assets were exported to Unity 3D using my hacked FBX exporter that allows for true Y-Up export. My Unity 3D export pipeline was also used, which manages the rapid export of multiple assets from a single file, defined by groups with dupli-offsets. To speed exporting up each mesh was created in it’s own .blend file, then a a few larger library .blends were created that linked groups out of the individual files. The assets were then exported out of that single file, so that scales and rotations could be consistent.

Our trailer was sequenced in Blender too from fraps recorded in-game footage, despite a rocky start with converting absolute to relative paths and some issues with speed (I really need to learn how proxies work :P ) it all went pretty well.

If there are any more questions, drop me a line in the comments and I’ll make additions to this post.

New Addon: UV Helpers

UV Helpers is a tool that allows one to modify the texture coordinates at once. Built for Blender 2.55.

Download it here: wahooney_uv_helper

Right now it requires two distinct steps to get the process going, I hope to have the process happen more discreetly in future, but as it stands the addon is very usable.

Feedback and stuff, please!

Tutorial: Unwrapping cables

Cables, vines, tentacles and pipes can be very fiddly things to unwrap, a proces made much easier by the cool UV tools within Blender! The video tutorial below goes through the process from beginning to end, complete with an example of what to do when a common UV unwrapping error occurrs: unwrapping a mesh with inconsistent normals.

Enjoy!

As usual comments and crits welcome.

Quick and dirty verlet test

This is the result of about 30 minutes of python and a loose understanding of Jacobson’s Verlet Integrator. A method that allows for soft editing of organic meshes. Not sure if I’ll take this further, some changes might need to be made to Blender to make this easier.

verlet test

Just add a Monkey into the above scene, don’t modify the monkey that’s already in the scene, that is the reference model. Enter the second monkey’s edit mode, press Space and type Verlet, hit enter. Move vertices around to see their effect (watch the video below).

Note, the above is released free for any and all use, if you use it for something cool feel free to drop my name.

New Addon: UV Normalize

It’s been a while, but here’s what I hope will be the first of many new tools and addons for Blender 2.5x (built against 2.55)

Download here: wahooney_uv_normalize

This addon allows you to normalize your UV coordinates in Blender so that it fills the uv’s from 0.0 – 1.0, with additional controls for preserving aspect with X or Y, scaling the resulting uvs and positioning them and an optional border padding.

For a complete demonstration, from installation to execution check out the video:

Enjoy! Any constructive feedback will be appreciated.