Graphics Programs Reference
In-Depth Information
Toggle back to the
Object
mode, and click the
Material context-button
(highlighted
in yellow border in
Figure 4-29
) in the
Properties
window. After making sure that
the “Enemy” object is selected, as shown in
Figure 4-29
, click the “minus” button in
the material context to remove the material associated with this object.
We must link a material with this object to color it. To do so, create a new material
slot (highlighted in green border in
Figure 4-29
). Click the “plus” button to create
a new material slot. Then, click “New” to add a new material to this slot. Rename
this material “Enemy” by over-typing the name “Material.001” (automatically set by
Blender). Under the “Diffuse” panel, set the intensity as “1.0.” This allows you to
clearly observe the material color. Finally, to set this color, click on the white bar
directly below the label “Diffuse.” This displays a color-picker. Inside, you can also
type an RGB color value. In all Blender files in the source code, I used red color (R:
1.0, G: 0.0, B: 0.0) for the “Enemy” object.
Note
The object name in the
Outliner
window, along with two other
cascaded names for this object (
Figure 4-29
)
, should be identic-
al, including the upper/lower-case alphabets. If the object name is
“Cube,” the cascaded name should be “Cube,” and the next cas-
caded name (representing the material) should also be “Cube,” as
shown in
Figure 4-30
(in this figure, the object name is “Enemy”).
This is a prerequisite for the Perl parser. Basically, having the same
names makes it possible for the parser to look for the components
associated with the object in
.obj
and
.mtl
Blender files.
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