cmiVFX has released BLENDER REALTIME GAME ENGINE with Dimitris Christou. The Blender open source CG suite comes with its own game engine. We will build a good looking interactive toy with the powerful logic editor. Even if you have NO experience building interactive computer graphics or coding, feel free to join us. The toy will be setup entirely in Blender from scratch without having to write a single line of code. You will see how to move, effect and interact with your objects in the Blender Game Engine. Without using code you will program the game engine to use keyframes, 2D filters, particles and more. Low poly modeling is covered extensively in this workshop. You will discover how easy it is to keep your poly count low while building a rich interactive scene. Blender's powerful set of modifiers will also help you with your task. Lastly, the final chapter will be about Blender Rigid Body physics in the game engine. Discover how we can apply, modify, and affect properties in an advanced blender game scene. Short Description Code-less Blender game engine programing and low poly modeling are the focus for this new cmiVFX release with Dimitris Christou. Create a full, interactive realtime scene without typing a single line of code.
We'll use simple polygon modeling and Blender's modifiers to build the core system part. We'll then duplicate it and see how we will create the basis of a working system using child to parent relations.
In this part we'll use the Game Engine logic bricks to animate our system. We'll use the always sensor and the motion actuator and then we'll see how we can interact with our system in the BGE using the keyboard sensor.
For this part we'll add particles to the core system by using the edit object actuator. We will also link the emitting objects to the core system to make sure they'll follow the system's motion in the BGE.
We'll use Blender primitive meshes and extrusions to build an object that surrounds the core system. We will also add some simple materials and use Blender's mirror modifier to help us shape the first environment part. GLSL shading will make our toy/game use some nice features like real time shadows.
In this part we'll build a flat 2D data display using poly modeling and some simple motion Blender Game Engine logic. We will then position our display on the empty screen and link it so that it follows them when moving.
We'll build the base where our core system and surrounding object sits. We will use the array modifier to add details and see how we can create nice looking objects while keeping the poly count low for the Blender Game Engine.
For this part we'll use box modeling to build a new object that will rotate around the core system. This is a slightly more advanced low poly tutorial; we'll be filling gaps and copying faces to model our object. Some simple logic will also be added.
We will add some moving 2D data on the rotating part screens as well. We'll see how we can handle the pivot point to move our objects in the viewport and place them exactly where we want them to. Some materials will be added and we'll again see how we can add more than one materials on a single object.
Time to add some more objects for the toy's environment. Again we'll keep our poly count low for the Blender Game Engine. We will modify the horizon color and add some mist. Finally we will see a way of controlling and affecting the camera and lights motion in the BGE by using a simple empty object.
In this part we'll begin building a heads up display for our toy. We'll use some low poly techniques and will be starting from simple objects like a circle and a plane to create the basis of our HUD.
We'll move on into shaping our heads up display. For the first time we'll see how we can make Blender recognize a key-framed animation to use it in the Blender Game Engine. The Action actuator is one of the most important login bricks you'll need for your Game Engine projects.
Time to finalize our HUD. We will add a few more parts and see how we can animate an object using a noise modifier in Blender's graph editor. We will then connect the heads up display parts and get them ready to be moved to our main layer/scene.
We will move our HUD in layer one were every other object is and align it to our camera. We will also see how to change the color of a lamp in the Blender Game Engine using a couple of keyframes and an action actuator. This is also the first time we'll see and use the standalone player.
We'll see how to move our camera using our keyboard in the Blender Game Engine. We will also see how to build an abstract object using simple geometry and modifiers. 2D filters can drastically change the look of our toy. We'll see how to use, activate and combine them.
Some final modifications and thoughts. We'll take a better look at the standalone player and find out the way to distribute and share our game as a standalone executable file. We will also see some more 2D filters and Blender's stereoscopic 3D option for the BGE!
Advanced use of the game engine logic editor. We'll see how we can add, modify and use properties in the Blender Game Engine. We will also build a counter that will keep track of the property values and changes. We will add rigid body physics and see how our objects react to gravity and collisions.
Dimitris Christou is a CG veteran working on 3D animation since the early DOS days. He has created animated clips, images and presentations for AstraZeneca, HP, Glaxo Wellcome, Nordic Drinks, the Coca Cola company etc. He has also produced a few shorts that made it as official selections to film festivals around Europe. He's also a man that enjoys experimenting and using his toolset in exciting, new ways.
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