Graphics Programs Reference
In-Depth Information
Now it's ime to bring in the object that will be showcased in this scene.
4. Go to File → Append , locate the folder that we created for project one and
locate the file space-scene.blend ; click on it to get the lising of internal data
types available. Now click on the Object folder and look for the object named
starFighter ; click on it and then click on the Link/Append from Library buton
(upper right-hand side of the File Browser ).
5. In case our appended object isn't located at the origin of the 3D World, let's select
it in the Outliner and then clear its locaion, rotaion, and scale ( Object → Clear
→ Location or press Alt + G , Object → Clear → Rotation or press Alt + R , and
Object → Clear → Scale or press Alt + S ).
6. Now that we have the object at the origin, let's rotate it around the Z Axis so that it
"looks" towards the negaive direcion of the Y Axis . Let's also switch to the Front
View and move the object on the Z Axis to get it correctly posiioned just above the
floor plane.
The original object has its shaders assigned, but let's remember that the purpose of
this demo reel is to showcase modeling work, which means that we need to show
the mesh structure of the model.
7. To d To it h a it , l e it ' s s e l e c it it h e To b j e c it a n d d u p l i c a it e i it ( Object → Duplicate or press
Shift + D and then press Escape to avoid moving the duplicate).
8. Now let's change its name to starFighter-wire and go to the Material tab in the
Properties Editor . Delete the material slots for the object, by clicking on the minus
buton to the right-hand side of the material slot list, unil it gets empied. Then
locate the buton with the red sphere icon, to the let of the New buton, click it and
then search for the wire material. After assigning this material, the duplicate of the
object must have the wire material ready.
Since we need the object (and its duplicated wire version) to rotate around,
following the controller object's animaion, let's just parent them to it.
9. Make sure to have the current frame set as 1 , to avoid having an offset in
the rotaions between the children and their parent objects; irst select the
original object, then its wire duplicate, and then finally, the empty scene named
controller . Set it as the parent for the mesh objects ( Object → Parent → Set or
press Ctrl + P ). If we play the animaion right now, we can see that both the original
and duplicated objects follow the rotaion of the empty scene.
10. Let's also do a render of the scene, to make sure that everything is rendering
correctly. If the object looks too small, let's just scale up the controller empty
scene unil it has the correct scale. A inal check for the object is to ensure that it's
associated with only layer 1 of the scene, to get it rendered by the proper render
layer.
 
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