Re: The CGI Thread
It isn't. Valve actually encourages it.
Bricks in Motion
We are a friendly filmmaking community devoted to the art of stop-motion animation using LEGO® and similar construction toys. Here, you can share your work, join our community of other brickfilmers, and participate in periodic animation contests!
A place to discuss, share, and create stop motion films.
Ad
You are not logged in. Please login or register.
It isn't. Valve actually encourages it.
I have a question with Blender: why do some of the faces on my models disappear when I'm in-game or turn on Textured? They also look really weird when I render them! ![]()
EDIT: Okay, so I found out that I had to flip the normals to make them visible, but some faces still look like television static! How do I fix that? ![]()
Last edited by Rusty (August 23, 2011 (08:12am))
I've been experimenting and Googling around and have come up with bupkis, so I came to ask you guys:
Is there a plugin or filter that lets you do gravity in Blender 2.5, or do you have to animate it out manually? Also, I am trying some animations with Minecraft character rigs. Minecraft, as you know, it supposed to look pixelated. Whenever I put a skin on the rig, it looks blurry, not pixelated. It stays that way throughout the rendering process. Help?

You might need to recalculate the normals. I'm pretty sure you know how to do that, but if not, go into Edit Mode, and press Ctrl+N (Or press T to bring up the toolbar and scroll down to 'Recalculate Normals', and click that).
It didn't work.
I have a question with Blender: why do some of the faces on my models disappear when I'm in-game or turn on Textured? They also look really weird when I render them!
EDIT: Okay, so I found out that I had to flip the normals to make them visible, but some faces still look like television static! How do I fix that?
The problem is probably that the two meshes of the face and the head are in exactly the same place. When this happens, Blender doesn't know which face to render, as they both have the same position, so it follows an strange and random rendering method, where most of the faces turn out black. To fix this, simply move the face mesh a TINY bit forward, and I mean VERY tiny. Either this, or you could UV map your minifig's face onto the head mesh.
IT'S WORKING! IT'S WORKING! IT'S ALIIIIIVE! BWAHAHAHAHAAAA! Thanks, Jackabascal!
EDIT: Okay, now when I set the shading to smooth, it looks like @#$%. Looks like I'll have to re-model it. No big problem because it was sloppy and it's relatively easy.
Last edited by Rusty (August 26, 2011 (12:56pm))
3Ds MAX.
Autodesk has just relesed a free student edition of the extremely expensive, and powerful modeling program.
http://students.autodesk.com/
As for Lego model building, I'd say LeoCAD.
Also, if you don't want to undertake the process of learning 3Ds, just get Blender 2.59.
I downloaded it the other day, and it's great.
Loads of bugs fixed since 2.58.
Last edited by ZP (August 30, 2011 (10:04am))
Don't you need LDraw in order to use LeoCAD?
Is LeoCAD ever going to get any Hero Factory pieces? And why is every face on LeoCAD models a triangle?
LeoCAD does not make the parts. LeoCAD, just like MLCAD, are merely the tools that let you build your LEGO creations with. The parts are being digitized by the people at ldraw.org. So your inquiry should go to them. They are not paid to make these parts as far as I know and their choices in what parts get made is random. If you want a Hero Factory parts digitized, you may have to wait a while. I had waited years before they added the hood piece. You're better off learning how to sculpt and build your own pieces. Maybe you can contribute it to their library if it's accurate enough.
And would you rather they'd be rectangles?
When they're triangles and not quadrilaterals, there are more than twice as many faces as needed.
Posts [ 701 to 720 of 1,429 ]