From: Yuan X. <xuy...@gm...> - 2008-04-21 15:21:34
|
Hi Joschka, Thanks for your guide! I have created the head of Nao, ( see the attached files ). It is really an art work, it costs me nearly the whole day. And I want to know if there is anything wrong. > > My recommendation would be to start with tutorials on the web, e.g. [1] > would be very suitable I think. Maybe you found some good ones yourself > meanwhile, but I learned a lot from this "Blender 3D: Noob to Pro" Wikibook. > Also great (especially for robot modeling) is the first issue of the > BlenderArt magazine [2]. They have a tutorial on how to model the "Papero" > robot from NEC :-) It's a rather simple robot compared to the Nao, but it's > a good start. Just keep in mind not to use the SubSurf modifiers for the Nao > model, because it creates too many polygons for our purposes. If you use the > "Set smooth" button in Blender (in the "Link and Materials" panel), it > should look good even though you're using just a low number of polygons. > > We also need to create a new soccer pitch and goals for Nao. I started with > this and I have attached what I did so far (not very much ;-) ). I also > modeled the goal, but I had trouble with the texture for the goal net, so I > want to improve it before I send it to you. By the way, I use "Gimp" [3] for > the texture stuff, and "Inkscape" [4] for vector graphics (like lines, for > instance). You'll find these as packages in your Linux distribution I think. > You can open the .xcf files with Gimp and the .svg files with Inkscape. > > Once you have a model in Blender that you would like to export, please > export it with the Wavefront .obj exporter. Make sure that you select > "Normals" and "Triangulate" because the importer needs this information. > Everything else can be left as default values. Put the .obj file into > app/simspark/models and the .mtl file in app/simspark/materials. When you > import an .obj file (have a look into the soccerbot RSG files, e.g. for the > torso), you most likely need to rotate it to have the right orientation (see > for instance the soccerbotcomp torso, I think I use a Transform node and > than setLocalRotation 90 180 0 or sth. like that). I'll try to make a short > article in the Wiki about this soon (or we can create one together, please > try to share what you learn in the process :-) ). > > > > After all, we hope you can find time to do it. > > > > Yes, I would like to, but I really can't promise right now. Unfortunately, > my time is very limited at the moment. :-( > > For now, I hope this information can help to get you started. Please keep > me posted on your progress and feel free to ask if you have any questions. > > Cheers, > Joschka > > [1] > http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Modeling_a_Simple_Person > [2] http://www.blenderart.org/issues/ > [3] http://www.gimp.org/ > [4] http://www.inkscape.org/ > > > > > > -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |