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.