Difference between revisions of "Talk:Blender/Custom Cuirass (part 1)"
imported>DragoonWraith (response to Amorilia) |
imported>Qazaaq (→Adding new parts to the existing armor?: see CuteUnit's rigging guide) |
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:The similarity is due to the fact that both were written originally by SickleYield. | :The similarity is due to the fact that both were written originally by SickleYield. | ||
:[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 14:21, 20 August 2007 (EDT) | :[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 14:21, 20 August 2007 (EDT) | ||
::If the shortcut part is turned into a basic blender tutorial, I agree. If it's going to to be just a page with the shortcuts you might as well make it a template. | |||
::--[[User:Qazaaq|Qazaaq]] 14:29, 20 August 2007 (EDT) | |||
:::Ok, I added a template for the shortcuts, I hope I did this correctly as I'm not quite used to working with them. I linked to the template from this tutorial and from the custom sword tutorial, there are probably a few others that could use this as well. | |||
:::[[User:Amorilia|Amorilia]] 15:03, 20 August 2007 (EDT) | |||
== Rename == | |||
The recent rename with (part 1) and (part 2) seems to have screwed up old links to this tutorial as well as links within the same tutorial. If this was not absolutely necessary, I'd recommend removing the changes or do the rename in such a way that it does not break the links and then update the internal links to directly use the new links. | |||
--[[User:Lhammonds|LHammonds]] 01:57, 25 June 2008 (EDT) | |||
:Yup, whoever did it created a double-redirect which breaks things. I'll fix. | |||
:Thanks for pointing this out. | |||
:[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 11:02, 25 June 2008 (EDT) | |||
::Fixed. I should probably update the links too, but they'll work for now. | |||
::[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 11:05, 25 June 2008 (EDT) | |||
== Armature? == | |||
My apologies for that ''noobish'' question: what is an ''armature''? The tutorial tells us to ''delete the armature'' after each import, but I guess that it's not the body grid itself (the imported mesh), is it the Scene Root? --[[User:HawkFest|HawkFest]] 22:41, 13 July 2008 (EDT) | |||
:Yes, that would be Scene Root, it's (part of) the skeleton. | |||
:--[[User:Qazaaq|Qazaaq]] 07:34, 14 July 2008 (EDT) | |||
== Adding new parts to the existing armor? == | |||
I think I feel lost. Shortly saying, I have original armor of Knight of Order and parts taken from mesh of Jyggalag, and now I want to make those parts connected properly with the skeleton. I haven't been able to find an answer for my problem. Are you able to tell me what to do, or where I can find an answer? - [[User:ZuTheSkunk|ZuTheSkunk]] 19:31, 21 May 2010 (EDT) | |||
:Attaching parts to the skeleton is called rigging. Take a look at [http://www.alys.org/gallery/CuteUnits-Rigging-Guide-for-Oblivion CuteUnit's rigging guide]. | |||
:--[[User:Qazaaq|Qazaaq]] 05:12, 25 May 2010 (EDT) |
Latest revision as of 04:12, 25 May 2010
Update Discussion[edit source]
This page obviously needs to be updated for the newer scripts. The part on configuring the scripts and Blender 2.43 does not apply anymore, and there are some other simplifications possible. Also, the information on the shortcuts is repeated in at least one other tutorial: Custom Sword in Blender Maybe turn that into a template, or into another tutorial page?
Amorilia 14:12, 20 August 2007 (EDT)
- Amorilia, you are our Nif expert, so you may certainly feel free to do as you like as far as they are concerned.
- As far as a separate article on Blender basics/useful hotkeys, I think that's an excellent idea. I would use a separate article instead of a template and simply link to the article at the appropriate point in the tutorial.
- The similarity is due to the fact that both were written originally by SickleYield.
- Dragoon Wraith TALK 14:21, 20 August 2007 (EDT)
- If the shortcut part is turned into a basic blender tutorial, I agree. If it's going to to be just a page with the shortcuts you might as well make it a template.
- --Qazaaq 14:29, 20 August 2007 (EDT)
- Ok, I added a template for the shortcuts, I hope I did this correctly as I'm not quite used to working with them. I linked to the template from this tutorial and from the custom sword tutorial, there are probably a few others that could use this as well.
- Amorilia 15:03, 20 August 2007 (EDT)
Rename[edit source]
The recent rename with (part 1) and (part 2) seems to have screwed up old links to this tutorial as well as links within the same tutorial. If this was not absolutely necessary, I'd recommend removing the changes or do the rename in such a way that it does not break the links and then update the internal links to directly use the new links.
--LHammonds 01:57, 25 June 2008 (EDT)
- Yup, whoever did it created a double-redirect which breaks things. I'll fix.
- Thanks for pointing this out.
- Dragoon Wraith TALK 11:02, 25 June 2008 (EDT)
- Fixed. I should probably update the links too, but they'll work for now.
- Dragoon Wraith TALK 11:05, 25 June 2008 (EDT)
Armature?[edit source]
My apologies for that noobish question: what is an armature? The tutorial tells us to delete the armature after each import, but I guess that it's not the body grid itself (the imported mesh), is it the Scene Root? --HawkFest 22:41, 13 July 2008 (EDT)
- Yes, that would be Scene Root, it's (part of) the skeleton.
- --Qazaaq 07:34, 14 July 2008 (EDT)
Adding new parts to the existing armor?[edit source]
I think I feel lost. Shortly saying, I have original armor of Knight of Order and parts taken from mesh of Jyggalag, and now I want to make those parts connected properly with the skeleton. I haven't been able to find an answer for my problem. Are you able to tell me what to do, or where I can find an answer? - ZuTheSkunk 19:31, 21 May 2010 (EDT)
- Attaching parts to the skeleton is called rigging. Take a look at CuteUnit's rigging guide.
- --Qazaaq 05:12, 25 May 2010 (EDT)