From BlenderWiki
[edit] PART I - INTRODUCTION
This first part of the documentation will guide you through downloading Blender, installation, and if you elect to download the sources, building.
Blender has a very unusual interface, highly optimized for 3D graphics production. This might look odd to a new user, but will prove its strength in the long run. You are also highly recommended to read The Interface carefully, both to get familiar with the interface and with the conventions used in the documentation.
The last chapter of this part, Your First Animation in 30 plus 30 Minutes, will also give you a glimpse of Blender's capabilities. Of course, Blender can do much more than this, but this is just a quick start.
[edit] Chapters
- Introduction
- Installing the Binaries
- Compiling the sources
- The Interface
- Navigating in 3D Space
- The Vital Functions
- Your First Animation in 30 + 30 Minutes Part I
- Your First Animation in 30 + 30 Minutes Part II
Redirects to fix
- Dev:Doc/Compiling the sources → Dev:Doc/Building Blender/old
- Doc:Manual/Animation/Basics → Doc:Manual/Animation/Basic
- Doc:Manual/Animation/Basics/Tools/Ipo/Curves and Keyframes → Doc:Manual/Animation/Basics/Tools/Ipo Curves and Keyframes
- Doc:Manual/Animation/Basics/Tools/Ipo/Types → Doc:Manual/Animation/Basics/Tools/Ipo Types
- Doc:Manual/Animation/Deformations/Absolute Shape Keys → Doc:Manual/Animation/Basic/Deformation/Absolute Shape Keys
- Doc:Manual/Animation/Deformations/Relative Shape Keys → Doc:Manual/Animation/Basic/Deformation/Shape Keys
- Doc:Manual/Extensions/Plugins System → Doc:Manual/Extensions/Plugins
- Doc:Manual/Lighting/Lamp Types → Doc:Manual/Lighting/Lights
- Doc:Manual/Lighting/Shadows and Halos/Buffer Shadows → Doc:Manual/Lighting/Lamps/Spot/Buffered Shadows
- Doc:Manual/Lighting/Shadows and Halos/Raytraced Shadows → Doc:Manual/Lighting/Shadows/Raytraced Properties
- Doc:Manual/Materials/Usage → Doc:Manual/Materials/Usage/Assigning a material
- Doc:Manual/Modelling/Duplication/DupliFrames → Doc:Manual/Modelling/Objects/Duplication/DupliFrames
- Doc:Manual/Modelling/Duplication/DupliVerts → Doc:Manual/Modelling/Objects/Duplication/DupliVerts
- Doc:Manual/Modelling/Meshes/Edge and Face Tools → Doc:Manual/Modelling/Meshes/Edge Tools
- Doc:Manual/Rendering → Doc:Manual/Render
- Doc:Manual/Textures/Channels → Doc:Manual/Textures/Options/Channels
- Doc:Manual/The Interface → Doc:Manual/Interface
- Doc:Manual/World Background → Doc:Manual/World/Background
- Doc:Manual/Your First Animation/2.Animating the Gingerbread man → Doc:Manual/Your First Animation/2.Animating the Gingerbread Man
- Doc:Manual/Your First Animation/A static Gingerbread → Doc:Manual/Your First Animation/1.A static Gingerbread
- Manual/Animation Deformations → Doc:Manual/Animation/Deformations
- Manual/Editing Ipos → Doc:Manual/Animation/Basics/Tools/Ipo/Editing
- Manual/Following a Path → Doc:Manual/Animation/Basics/Moving objecs on a Path
- Manual/Lattice Animation → Doc:Manual/Animation/Deformations/Lattices
- Manual/Manual → Manual
- Manual/PartI/Compiling the sources → Attic:Old/Manual/PartI/Compiling the sources
- Manual/PartI/Installing the Binaries → Manual/Installing Blender
- Manual/PartI/Introduction → Manual/Introduction
- Manual/PartI/Navigating in 3D Space → Manual/Navigating in 3D Space
- Manual/PartI/The Interface → Manual/The Interface
- Manual/PartI/The Vital Functions → Manual/The Vital Functions
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part I → Manual/Your First Animation in 30 plus 30 Minutes Part I
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part II → Manual/Your First Animation in 30 plus 30 Minutes Part II
- Manual/PartII → Manual/Modelling
- Manual/PartIV/Map Input → Manual/Map Input
- Manual/PartIV/Texture Channels → Manual/Texture Channels
- Manual/PartIV/UV Mapping → Manual/UV Unwrapping And Texturing
- Manual/PartIX → Manual/Character Animation
- Manual/PartIX/FK, IK and other Constraints → Attic:Old/Manual/PartIX/FK, IK and other Constraints
- Manual/PartIX/Skinning → Manual/Mesh Skin Weighting
- Manual/PartIX/The Armature Object → Attic:Old/Manual/PartIX/The Armature Object
- Manual/PartIX/The Armature Object2 → Attic:Old/Manual/PartIX/The Armature Object2
- Manual/PartXI/Rendering Options → Manual/Rendering Options
- Manual/PartXI/YafRay → Manual/YafRay
- Manual/PartXII → Manual/Radiosity
- Manual/PartXIII/Build and Waves → Attic:Old/Manual/PartXIII/Build and Waves
- Manual/PartXIII/DupliFrames → Manual/DupliFrames
- Manual/PartXIII/DupliVerts → Manual/DupliVerts
- Manual/PartXIII/Modelling Scripts → Manual/Modelling Scripts
- Manual/PartXIII/Particle Hair → Manual/Static Particles (Hair)
- Manual/PartXIII/Particle Interactions → Manual/Force Fields and Deflection
- Manual/PartXIII/Particles → Manual/Particles
- Manual/PartXIV → Manual/Video Sequence Editing
- Manual/Posing Armatures → Doc:Manual/Animation/Armatures/Posing
- Manual/Subsurf Modifier → Doc:Manual/Modelling/Meshes/Subdivision Surfaces
- Tutorial/Animation/Relative Shape Keys → Tutorials/Animation/Relative Shape Keys
- Tutorials/Sky Dome Radiosity → Doc:Tutorials/Lighting/Sky Dome Radiosity
- Tutorials/Video Sequence Editor → Doc:Tutorials/Sequencer/Learning the sequencer (old)
- REDIRECT Doc:Manual/Introduction
- REDIRECT Doc:Manual/Introduction/Installing Blender
- REDIRECT Dev:Doc/Compiling the sources
- REDIRECT Doc:Manual/The Interface
- REDIRECT Doc:Manual/3D interaction/Navigating
- REDIRECT Doc:Manual/Vitals/File operations
- REDIRECT Doc:Manual/Your First Animation/A static Gingerbread
- REDIRECT Doc:Manual/Your First Animation/2.Animating the Gingerbread man
- REDIRECT Doc:Manual/Modelling
- REDIRECT Doc:Manual/Modelling/Objects
- REDIRECT Doc:Manual/Modifiers/Mesh/Booleans
- REDIRECT Doc:Manual/Modelling/Meshes
- REDIRECT Doc:Manual/Modelling/Meshes
- REDIRECT Doc:Manual/Modelling/Meshes/Basic Tools
- REDIRECT Manual/Subsurf Modifier
- REDIRECT Doc:Manual/Modelling/Meshes/Edge and Face Tools
- REDIRECT Doc:Manual/Modelling/Meshes/Advanced Tools
- REDIRECT Doc:Manual/Modelling/Curves
- REDIRECT Doc:Manual/Modelling/Surfaces
- REDIRECT Doc:Manual/Modelling/Text
- REDIRECT Doc:Manual/Modelling/Meta Objects
- REDIRECT Doc:Manual/Materials
- REDIRECT Doc:Manual/Materials/Properties/Diffuse Shaders
- REDIRECT Doc:Manual/Materials/Properties/Specular Shaders
- REDIRECT Doc:Manual/Materials/Usage
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- REDIRECT Attic:Old/Manual/Reflections and Transparencies
- REDIRECT Doc:Tutorials/Materials/Multiple Materials
- REDIRECT Doc:Manual/Materials/Halos
- REDIRECT Doc:Manual/Textures
- REDIRECT Doc:Manual/Textures/Channels
This page is unnecessary now and may be removed. The content went to Manual/PartIV/Map Input --Soylentgreen 23:00, 16 November 2005 (CET)
Procedural textures are defined in 3D space and to recover the texture value at a given point of the surface the point coordinate in 3D space are used.
THere are, on the other hand, some inherently 2D texture, and these deserve special mappings. Here we will describe the simpler, the following chapter will go in detail on the more complex and flexible ones
[edit] ImageTexture
The Image texture is the only true 2D texture, and is the most frequently used and most advanced of Blender's textures. The standard, built-in bump mapping and perspective-corrected mip-mapping, filtering, and anti-aliasing guarantee outstanding images (set DisplayButtons OSA to ON for this). Because pictures are two-dimensional, the way in which the 3D texture coordinate is translated to 2D must be specified in the mapping buttons (Texture mapping). The four standard mappings are: Flat, Cube, Tube and Sphere. Depending on the overall shape of the object, one of these types is more useful.
The Flat mapping (Flat Mapping. ) gives the best results on single planar faces. It does produce interesting effects on the sphere, but compared to a sphere-mapped sphere the result looks flat. On faces not in the mapping plane the last pixel of the texture is repeated, which produces stripes on the cube and cylinder.
The cube-mapping (Cube Mapping. ) often gives the most useful results when the objects are not too curvy and organic (notice the seams on the sphere).
The tube-mapping (Tube Mapping. ) maps the texture around an object like a label on a bottle. The texture is therefore more stretched on the cylinder. This mapping is of course very good for making the label on a bottle or assigning stickers to rounded objects. However, this is not a cylindrical mapping so the ends of the cylinder are undefined.
The sphere-mapping (Sphere Mapping. ) is the best type for mapping a sphere, and it is perfect for making a planet and similar stuff. It is often very useful for creating organic objects. It too produces interesting effects on a cylinder.
Moving a texture
As described in the previous section you can manipulate the texture in the texture part of the MaterialButtons. There is one more important feature to manipulate the textures. When you select an object and press T, you get the option to visually scale and move the texture space, but not to rotate the texture. The Object coordinate mapping is anyway much more flexible. |
Redirects to fix
- Dev:Doc/Compiling the sources → Dev:Doc/Building Blender/old
- Doc:Manual/Animation/Basics → Doc:Manual/Animation/Basic
- Doc:Manual/Animation/Basics/Tools/Ipo/Curves and Keyframes → Doc:Manual/Animation/Basics/Tools/Ipo Curves and Keyframes
- Doc:Manual/Animation/Basics/Tools/Ipo/Types → Doc:Manual/Animation/Basics/Tools/Ipo Types
- Doc:Manual/Animation/Deformations/Absolute Shape Keys → Doc:Manual/Animation/Basic/Deformation/Absolute Shape Keys
- Doc:Manual/Animation/Deformations/Relative Shape Keys → Doc:Manual/Animation/Basic/Deformation/Shape Keys
- Doc:Manual/Extensions/Plugins System → Doc:Manual/Extensions/Plugins
- Doc:Manual/Lighting/Lamp Types → Doc:Manual/Lighting/Lights
- Doc:Manual/Lighting/Shadows and Halos/Buffer Shadows → Doc:Manual/Lighting/Lamps/Spot/Buffered Shadows
- Doc:Manual/Lighting/Shadows and Halos/Raytraced Shadows → Doc:Manual/Lighting/Shadows/Raytraced Properties
- Doc:Manual/Materials/Usage → Doc:Manual/Materials/Usage/Assigning a material
- Doc:Manual/Modelling/Duplication/DupliFrames → Doc:Manual/Modelling/Objects/Duplication/DupliFrames
- Doc:Manual/Modelling/Duplication/DupliVerts → Doc:Manual/Modelling/Objects/Duplication/DupliVerts
- Doc:Manual/Modelling/Meshes/Edge and Face Tools → Doc:Manual/Modelling/Meshes/Edge Tools
- Doc:Manual/Rendering → Doc:Manual/Render
- Doc:Manual/Textures/Channels → Doc:Manual/Textures/Options/Channels
- Doc:Manual/The Interface → Doc:Manual/Interface
- Doc:Manual/World Background → Doc:Manual/World/Background
- Doc:Manual/Your First Animation/2.Animating the Gingerbread man → Doc:Manual/Your First Animation/2.Animating the Gingerbread Man
- Doc:Manual/Your First Animation/A static Gingerbread → Doc:Manual/Your First Animation/1.A static Gingerbread
- Manual/Animation Deformations → Doc:Manual/Animation/Deformations
- Manual/Editing Ipos → Doc:Manual/Animation/Basics/Tools/Ipo/Editing
- Manual/Following a Path → Doc:Manual/Animation/Basics/Moving objecs on a Path
- Manual/Lattice Animation → Doc:Manual/Animation/Deformations/Lattices
- Manual/Manual → Manual
- Manual/PartI/Compiling the sources → Attic:Old/Manual/PartI/Compiling the sources
- Manual/PartI/Installing the Binaries → Manual/Installing Blender
- Manual/PartI/Introduction → Manual/Introduction
- Manual/PartI/Navigating in 3D Space → Manual/Navigating in 3D Space
- Manual/PartI/The Interface → Manual/The Interface
- Manual/PartI/The Vital Functions → Manual/The Vital Functions
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part I → Manual/Your First Animation in 30 plus 30 Minutes Part I
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part II → Manual/Your First Animation in 30 plus 30 Minutes Part II
- Manual/PartII → Manual/Modelling
- Manual/PartIV/Map Input → Manual/Map Input
- Manual/PartIV/Texture Channels → Manual/Texture Channels
- Manual/PartIV/UV Mapping → Manual/UV Unwrapping And Texturing
- Manual/PartIX → Manual/Character Animation
- Manual/PartIX/FK, IK and other Constraints → Attic:Old/Manual/PartIX/FK, IK and other Constraints
- Manual/PartIX/Skinning → Manual/Mesh Skin Weighting
- Manual/PartIX/The Armature Object → Attic:Old/Manual/PartIX/The Armature Object
- Manual/PartIX/The Armature Object2 → Attic:Old/Manual/PartIX/The Armature Object2
- Manual/PartXI/Rendering Options → Manual/Rendering Options
- Manual/PartXI/YafRay → Manual/YafRay
- Manual/PartXII → Manual/Radiosity
- Manual/PartXIII/Build and Waves → Attic:Old/Manual/PartXIII/Build and Waves
- Manual/PartXIII/DupliFrames → Manual/DupliFrames
- Manual/PartXIII/DupliVerts → Manual/DupliVerts
- Manual/PartXIII/Modelling Scripts → Manual/Modelling Scripts
- Manual/PartXIII/Particle Hair → Manual/Static Particles (Hair)
- Manual/PartXIII/Particle Interactions → Manual/Force Fields and Deflection
- Manual/PartXIII/Particles → Manual/Particles
- Manual/PartXIV → Manual/Video Sequence Editing
- Manual/Posing Armatures → Doc:Manual/Animation/Armatures/Posing
- Manual/Subsurf Modifier → Doc:Manual/Modelling/Meshes/Subdivision Surfaces
- Tutorial/Animation/Relative Shape Keys → Tutorials/Animation/Relative Shape Keys
- Tutorials/Sky Dome Radiosity → Doc:Tutorials/Lighting/Sky Dome Radiosity
- Tutorials/Video Sequence Editor → Doc:Tutorials/Sequencer/Learning the sequencer (old)
- REDIRECT Doc:Manual/Textures/UV
- REDIRECT Doc:Manual/Textures/Types/Environment Maps
- REDIRECT Doc:Manual/Textures/Types/Plugins
- REDIRECT Doc:Manual/Lighting
- REDIRECT Doc:Manual/Lighting/Lamp Types
- REDIRECT Doc:Manual/Lighting/Shadows and Halos/Raytraced Shadows
- REDIRECT Doc:Manual/Lighting/Shadows and Halos/Buffer Shadows
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- REDIRECT Doc:Manual/Lighting/Ambient Occlusion
- REDIRECT Doc:Manual/Lighting/Exposure
- REDIRECT Doc:Manual/World/Mist
- REDIRECT Doc:Manual/World/Stars
- REDIRECT Doc:Manual/Animation/Basics
- REDIRECT Doc:Manual/Animation/Basics/Tools/Ipo/Types
- REDIRECT Manual/Editing Ipos
- REDIRECT Doc:Manual/Animation/Basics/Tools/Ipo/Curves and Keyframes
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- REDIRECT Manual/Animation Deformations
- REDIRECT Doc:Manual/Modifiers/Mesh/Hooks
- REDIRECT Doc:Manual/Animation/Deformations/Relative Shape Keys
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- REDIRECT Tutorial/Animation/Relative Shape Keys
- REDIRECT Manual/Lattice Animation
- REDIRECT Doc:Manual/Animation/Armatures
Note
I suggest we move this page to Manual/PartIX/The Armature Object/2.31 and move the most recent version (i suppose) Manual/PartIX/The Armature Object2 to this page. What do you think? --Hoehrer 11:47, 9 March 2006 (CET)
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[edit] The Armature Object
The armature Object is the key Object of character animation. It is an object comprising several interconnected or not interconnected "bones". A series of interconnected bones is an "Inverse Kinematics (IK) Chain" or simply "Chain" of bones. An IK Chain is something more complex than a standard Parent relation inasmuch not only the movements of the "Parent" bone are transmitted to the children, but also the movements of the last child of the chain can transmit up in the chain to the parent bone if an Inverse Kinematics solution is asked for. Bones can be moved as if they were a set of rigid, undeformable Objects with perfect joints. Consider an armature to be like a skeleton for a living creature. The arms, legs, spine and head are all part of the same skeleton object.
To create a new armature, select SPACE>>Add>>Armature from the Toolbox (Adding an Armature). A new bone will appear, aligned on the view, 1 unit in length, with its root at the location of the 3D cursor. The bone is in edit mode, with its tip selected : additional bones can be added by extrusion E or by clicking LMB. Pressing ESC will cancel the addition of the bone. You can add another bone to an armature while it is in Edit Mode with SPACE>>Add>>Armature from the toolbox again. This will start the bone-adding mode again, and the new bones you create will be a part of the current armature but will form a separate chain. You can also extrude bones from existing bones by selecting a bone joint and pressing E. The newly created bone will be a child of the bone it is extruded from, but not of its IK chain. While in Edit Mode, you can perform the following operations to the bones in an armature.
- Adjusting - Select one or more bone joints and use any of the standard transformation operations to adjust the position or orientation of any bones in the armature. Note that IK chains cannot have any gaps between their bones and as such moving the end point of a bone will move the start point, or root of its child. You can select an entire IK chain at once by moving the mouse cursor over a joint in the chain and pressing L. You can also use the boundary select tool (B).
- Deleting - You can delete one or more bones by selecting its start and end points. When you do this you will notice the bone itself will be drawn in a highlighted colour. Pressing X will remove the highlighted bones. Note that selecting a single point is not enough to delete a bone.
- Point Snapping - It is possible to snap bone joints to the grid or to the cursor by using the snap menu accessible with SHIFT-S.
- Numeric Mode - For more precise editing, pressing N will bring up the numeric entry box. Here you can adjust the position of the start and end points as well as the bone's roll around its own axis. An easy way to automatically orient the z-axis handles of all selected bones (necessary for proper use of the pose-flipped option) is to press CTRL-N. Remember to do this before starting to create any animation for the armature.
- Undo - While in Edit Mode, you can cancel the changes you have made in the current editing session by pressing U. The armature will revert to the state it was in before editing began.
It is also possible to join two Armatures together into a single Object. To do this, ensure you are in Object Mode, select both armatures and press CTRL-J.
[edit] Naming Bones
Assigning meaningful names to the bones in your armatures is important for several reasons. First it will make your life easier when editing Actions in the Action Window. Second, the bone names are used to associate Action channels with bones when you are attempting to re-use Actions, and third, the names are used when taking advantage of the automatic pose-flipping feature. Note that bone names need only be unique within a given armature. You can have several bones called "Head" so long as they are all in different armatures. To change the names of one or more bones, select the bones in Edit Mode and switch to the Editing Context Buttons with F9. A list of all the selected bones should appear in the Armature Bones Panel (EditButtons for an Armature). Change a bone's name by SHIFT-LMB in the bone's name box and typing a new name.
It is easier to name the bones by either only editing one bone at a time, or by making sure the DrawNames option is enabled in the EditButtons F9 (Draw options for Armatures.
Pose Flipping Conventions
Character armatures are typically axially symmetrical. This means that many elements are found in pairs, one on the left and one on the right. If you name them correctly, Blender can flip a given pose around the axis of symmetry, making animation of walk-cycles much easier. For every bone that is paired, suffix the names for the left and right with either ".L" and ".R" or ".Left" and ".Right". Bones that lie along the axis of symmetry or that have no twin need no suffix. Note that the part of the name preceding the suffix should be identical for both sides. So if there are two hands, they should be named "Hand.R" and "Hand.L".
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[edit] Parenting and IK chain
To change parenting relationships within the armature, select the bone that should be the child and switch to the Armature Bones Panel of the Edit Buttons Window. Next to the bone there should be a menu button labelled Child Of. To make the bone become the child of another bone, pick the appropriate parent from the list. Note that this is much easier if the bones have been correctly named. To dissolve a parenting relationship, choose the blank entry in the list. Note that the parenting menu only contains the names of valid parents. Bones that cannot be parents (such as children of the current bone) will not be displayed.
The IK toggle next to each bone with a parent is used to determine if the IK solver should propagate its effects across this joint. If the IK button is active, the parent's end point will be moved to match its child's start point. This is to satisfy the requirement that there are no gaps in an IK chain. Deactivating the IK button will not restore the child's start point to its previous location, but moving the point will no longer affect the parent's end point.
Setting Local Axes
To get the best results while animating, it is necessary to ensure that the local axes of each bone are consistent throughout the armature. This should be done before any animation takes place. It is also necessary that when the armature object is in its untransformed orientation in object Mode, the front of the armature is visible in the front view, the left side is visible in the left view and so on. You can ensure this by orienting the armature so that the appropriate views are aligned and pressing CTRL-A to apply size and rotation. Again, this should be done before any animation takes place. |
The orientation of the "roll handles" of the bones is important to getting
good results from the animation system.
You can adjust the roll angle of a bone by selecting it and pressing
N. The exact
number that must be entered here depends on the orientation of the
bone.
The z-axis of each bone should point in a consistent direction for
paired bones. A good solution is to have the z-axis point upwards (or
forwards, when the bone is vertically oriented).
This task is much easier if the "Draw Axes" option is enabled in the
Armature Panel in the Edit Buttons Window.
[edit] The Armature Panel
This panel just contains a few toggle buttons. When the Rest Pos toggle is activated (Draw options for Armatures), the armature will be displayed in its rest position. This is useful if it becomes necessary to edit the mesh associated with an armature after some posing or animation has been done. Note that the Actions and poses are still there, but they are temporarily disabled while this button is pressed. Draw Axes and Draw Names toggle buttons allow the local axes of each bone and its name to be displayed in the 3D Viewport. The X-Ray toggle prevents the armature bones from being hidden by your model when in solid/shaded mode.
Redirects to fix
- Dev:Doc/Compiling the sources → Dev:Doc/Building Blender/old
- Doc:Manual/Animation/Basics → Doc:Manual/Animation/Basic
- Doc:Manual/Animation/Basics/Tools/Ipo/Curves and Keyframes → Doc:Manual/Animation/Basics/Tools/Ipo Curves and Keyframes
- Doc:Manual/Animation/Basics/Tools/Ipo/Types → Doc:Manual/Animation/Basics/Tools/Ipo Types
- Doc:Manual/Animation/Deformations/Absolute Shape Keys → Doc:Manual/Animation/Basic/Deformation/Absolute Shape Keys
- Doc:Manual/Animation/Deformations/Relative Shape Keys → Doc:Manual/Animation/Basic/Deformation/Shape Keys
- Doc:Manual/Extensions/Plugins System → Doc:Manual/Extensions/Plugins
- Doc:Manual/Lighting/Lamp Types → Doc:Manual/Lighting/Lights
- Doc:Manual/Lighting/Shadows and Halos/Buffer Shadows → Doc:Manual/Lighting/Lamps/Spot/Buffered Shadows
- Doc:Manual/Lighting/Shadows and Halos/Raytraced Shadows → Doc:Manual/Lighting/Shadows/Raytraced Properties
- Doc:Manual/Materials/Usage → Doc:Manual/Materials/Usage/Assigning a material
- Doc:Manual/Modelling/Duplication/DupliFrames → Doc:Manual/Modelling/Objects/Duplication/DupliFrames
- Doc:Manual/Modelling/Duplication/DupliVerts → Doc:Manual/Modelling/Objects/Duplication/DupliVerts
- Doc:Manual/Modelling/Meshes/Edge and Face Tools → Doc:Manual/Modelling/Meshes/Edge Tools
- Doc:Manual/Rendering → Doc:Manual/Render
- Doc:Manual/Textures/Channels → Doc:Manual/Textures/Options/Channels
- Doc:Manual/The Interface → Doc:Manual/Interface
- Doc:Manual/World Background → Doc:Manual/World/Background
- Doc:Manual/Your First Animation/2.Animating the Gingerbread man → Doc:Manual/Your First Animation/2.Animating the Gingerbread Man
- Doc:Manual/Your First Animation/A static Gingerbread → Doc:Manual/Your First Animation/1.A static Gingerbread
- Manual/Animation Deformations → Doc:Manual/Animation/Deformations
- Manual/Editing Ipos → Doc:Manual/Animation/Basics/Tools/Ipo/Editing
- Manual/Following a Path → Doc:Manual/Animation/Basics/Moving objecs on a Path
- Manual/Lattice Animation → Doc:Manual/Animation/Deformations/Lattices
- Manual/Manual → Manual
- Manual/PartI/Compiling the sources → Attic:Old/Manual/PartI/Compiling the sources
- Manual/PartI/Installing the Binaries → Manual/Installing Blender
- Manual/PartI/Introduction → Manual/Introduction
- Manual/PartI/Navigating in 3D Space → Manual/Navigating in 3D Space
- Manual/PartI/The Interface → Manual/The Interface
- Manual/PartI/The Vital Functions → Manual/The Vital Functions
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part I → Manual/Your First Animation in 30 plus 30 Minutes Part I
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part II → Manual/Your First Animation in 30 plus 30 Minutes Part II
- Manual/PartII → Manual/Modelling
- Manual/PartIV/Map Input → Manual/Map Input
- Manual/PartIV/Texture Channels → Manual/Texture Channels
- Manual/PartIV/UV Mapping → Manual/UV Unwrapping And Texturing
- Manual/PartIX → Manual/Character Animation
- Manual/PartIX/FK, IK and other Constraints → Attic:Old/Manual/PartIX/FK, IK and other Constraints
- Manual/PartIX/Skinning → Manual/Mesh Skin Weighting
- Manual/PartIX/The Armature Object → Attic:Old/Manual/PartIX/The Armature Object
- Manual/PartIX/The Armature Object2 → Attic:Old/Manual/PartIX/The Armature Object2
- Manual/PartXI/Rendering Options → Manual/Rendering Options
- Manual/PartXI/YafRay → Manual/YafRay
- Manual/PartXII → Manual/Radiosity
- Manual/PartXIII/Build and Waves → Attic:Old/Manual/PartXIII/Build and Waves
- Manual/PartXIII/DupliFrames → Manual/DupliFrames
- Manual/PartXIII/DupliVerts → Manual/DupliVerts
- Manual/PartXIII/Modelling Scripts → Manual/Modelling Scripts
- Manual/PartXIII/Particle Hair → Manual/Static Particles (Hair)
- Manual/PartXIII/Particle Interactions → Manual/Force Fields and Deflection
- Manual/PartXIII/Particles → Manual/Particles
- Manual/PartXIV → Manual/Video Sequence Editing
- Manual/Posing Armatures → Doc:Manual/Animation/Armatures/Posing
- Manual/Subsurf Modifier → Doc:Manual/Modelling/Meshes/Subdivision Surfaces
- Tutorial/Animation/Relative Shape Keys → Tutorials/Animation/Relative Shape Keys
- Tutorials/Sky Dome Radiosity → Doc:Tutorials/Lighting/Sky Dome Radiosity
- Tutorials/Video Sequence Editor → Doc:Tutorials/Sequencer/Learning the sequencer (old)
Redirects to fix
- Dev:Doc/Compiling the sources → Dev:Doc/Building Blender/old
- Doc:Manual/Animation/Basics → Doc:Manual/Animation/Basic
- Doc:Manual/Animation/Basics/Tools/Ipo/Curves and Keyframes → Doc:Manual/Animation/Basics/Tools/Ipo Curves and Keyframes
- Doc:Manual/Animation/Basics/Tools/Ipo/Types → Doc:Manual/Animation/Basics/Tools/Ipo Types
- Doc:Manual/Animation/Deformations/Absolute Shape Keys → Doc:Manual/Animation/Basic/Deformation/Absolute Shape Keys
- Doc:Manual/Animation/Deformations/Relative Shape Keys → Doc:Manual/Animation/Basic/Deformation/Shape Keys
- Doc:Manual/Extensions/Plugins System → Doc:Manual/Extensions/Plugins
- Doc:Manual/Lighting/Lamp Types → Doc:Manual/Lighting/Lights
- Doc:Manual/Lighting/Shadows and Halos/Buffer Shadows → Doc:Manual/Lighting/Lamps/Spot/Buffered Shadows
- Doc:Manual/Lighting/Shadows and Halos/Raytraced Shadows → Doc:Manual/Lighting/Shadows/Raytraced Properties
- Doc:Manual/Materials/Usage → Doc:Manual/Materials/Usage/Assigning a material
- Doc:Manual/Modelling/Duplication/DupliFrames → Doc:Manual/Modelling/Objects/Duplication/DupliFrames
- Doc:Manual/Modelling/Duplication/DupliVerts → Doc:Manual/Modelling/Objects/Duplication/DupliVerts
- Doc:Manual/Modelling/Meshes/Edge and Face Tools → Doc:Manual/Modelling/Meshes/Edge Tools
- Doc:Manual/Rendering → Doc:Manual/Render
- Doc:Manual/Textures/Channels → Doc:Manual/Textures/Options/Channels
- Doc:Manual/The Interface → Doc:Manual/Interface
- Doc:Manual/World Background → Doc:Manual/World/Background
- Doc:Manual/Your First Animation/2.Animating the Gingerbread man → Doc:Manual/Your First Animation/2.Animating the Gingerbread Man
- Doc:Manual/Your First Animation/A static Gingerbread → Doc:Manual/Your First Animation/1.A static Gingerbread
- Manual/Animation Deformations → Doc:Manual/Animation/Deformations
- Manual/Editing Ipos → Doc:Manual/Animation/Basics/Tools/Ipo/Editing
- Manual/Following a Path → Doc:Manual/Animation/Basics/Moving objecs on a Path
- Manual/Lattice Animation → Doc:Manual/Animation/Deformations/Lattices
- Manual/Manual → Manual
- Manual/PartI/Compiling the sources → Attic:Old/Manual/PartI/Compiling the sources
- Manual/PartI/Installing the Binaries → Manual/Installing Blender
- Manual/PartI/Introduction → Manual/Introduction
- Manual/PartI/Navigating in 3D Space → Manual/Navigating in 3D Space
- Manual/PartI/The Interface → Manual/The Interface
- Manual/PartI/The Vital Functions → Manual/The Vital Functions
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part I → Manual/Your First Animation in 30 plus 30 Minutes Part I
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part II → Manual/Your First Animation in 30 plus 30 Minutes Part II
- Manual/PartII → Manual/Modelling
- Manual/PartIV/Map Input → Manual/Map Input
- Manual/PartIV/Texture Channels → Manual/Texture Channels
- Manual/PartIV/UV Mapping → Manual/UV Unwrapping And Texturing
- Manual/PartIX → Manual/Character Animation
- Manual/PartIX/FK, IK and other Constraints → Attic:Old/Manual/PartIX/FK, IK and other Constraints
- Manual/PartIX/Skinning → Manual/Mesh Skin Weighting
- Manual/PartIX/The Armature Object → Attic:Old/Manual/PartIX/The Armature Object
- Manual/PartIX/The Armature Object2 → Attic:Old/Manual/PartIX/The Armature Object2
- Manual/PartXI/Rendering Options → Manual/Rendering Options
- Manual/PartXI/YafRay → Manual/YafRay
- Manual/PartXII → Manual/Radiosity
- Manual/PartXIII/Build and Waves → Attic:Old/Manual/PartXIII/Build and Waves
- Manual/PartXIII/DupliFrames → Manual/DupliFrames
- Manual/PartXIII/DupliVerts → Manual/DupliVerts
- Manual/PartXIII/Modelling Scripts → Manual/Modelling Scripts
- Manual/PartXIII/Particle Hair → Manual/Static Particles (Hair)
- Manual/PartXIII/Particle Interactions → Manual/Force Fields and Deflection
- Manual/PartXIII/Particles → Manual/Particles
- Manual/PartXIV → Manual/Video Sequence Editing
- Manual/Posing Armatures → Doc:Manual/Animation/Armatures/Posing
- Manual/Subsurf Modifier → Doc:Manual/Modelling/Meshes/Subdivision Surfaces
- Tutorial/Animation/Relative Shape Keys → Tutorials/Animation/Relative Shape Keys
- Tutorials/Sky Dome Radiosity → Doc:Tutorials/Lighting/Sky Dome Radiosity
- Tutorials/Video Sequence Editor → Doc:Tutorials/Sequencer/Learning the sequencer (old)
- REDIRECT Doc:Manual/Animation/Armatures/Mesh Skin Weighting
- REDIRECT Manual/Posing Armatures
- REDIRECT Doc:Manual/Animation/Armatures/The Action Editor
- REDIRECT Doc:Manual/Animation/Armatures/Non Linear Animation
- REDIRECT Doc:Tutorials#Armatures_and_Character_Animation
- REDIRECT Doc:Manual/Physics
- REDIRECT Doc:Manual/Physics/Soft Bodies
- REDIRECT Doc:Manual/Physics/Fluids
- REDIRECT Doc:Manual/Rendering
- REDIRECT Doc:Manual/Render/Oversampling (Antialiasing)
- REDIRECT Doc:Manual/Render/Animations
- REDIRECT Doc:Manual/Render/Output Formats
- REDIRECT Doc:Manual/Render/Options
[edit] The Unified Renderer
A less well known feature of Blender is the Unified Renderer button in the bottom right corner of the Rendering Buttons Format Panel (The Unified Renderer button.).
Blender's default renderer is highly optimized for speed. This has been achieved by subdividing the rendering process into several passes. First the 'normal' materials are handled. Then Materials with transparency (Alpha) are taken into account. Finally Halos and flares are added. This is fast, but can lead to less than optimum results, especially with Halos. The Unified Renderer, on the other hand, renders the image in a single pass. This is slower, but gives better results, especially for Halos. Furthermore, since transparent materials are now rendered together with the conventional ones, Cartoon Edges can be applied to them too, by pressing the All button in the Edge Setting dialog. If the Unified Renderer is selected an additional group of buttons appears in the Output Panel (Unified Renderer additional buttons.).
The Gamma slider is related to the OSA procedure. Pixel oversamples are blended to generate the final rendered pixel. The conventional renderer has a Gamma=1, but in the Unified Renderer you can vary this number. The Post process button makes a dialog box appear (Unified Renderer postprocess submenu.). From this you can control three kinds of post processing: the Add slider defines a constant quantity to be added to the RGB colour value of each pixel. Positive values make the image uniformly brighter, negative uniformly darker.
The Mul slider defines a value by which all RGB values of all pixels are multiplied. Values greater than 1 make the image brighter, smaller than 1 make the image darker. The Gamma slider does the standard gamma contrast correction of any paint program.
Redirects to fix
- Dev:Doc/Compiling the sources → Dev:Doc/Building Blender/old
- Doc:Manual/Animation/Basics → Doc:Manual/Animation/Basic
- Doc:Manual/Animation/Basics/Tools/Ipo/Curves and Keyframes → Doc:Manual/Animation/Basics/Tools/Ipo Curves and Keyframes
- Doc:Manual/Animation/Basics/Tools/Ipo/Types → Doc:Manual/Animation/Basics/Tools/Ipo Types
- Doc:Manual/Animation/Deformations/Absolute Shape Keys → Doc:Manual/Animation/Basic/Deformation/Absolute Shape Keys
- Doc:Manual/Animation/Deformations/Relative Shape Keys → Doc:Manual/Animation/Basic/Deformation/Shape Keys
- Doc:Manual/Extensions/Plugins System → Doc:Manual/Extensions/Plugins
- Doc:Manual/Lighting/Lamp Types → Doc:Manual/Lighting/Lights
- Doc:Manual/Lighting/Shadows and Halos/Buffer Shadows → Doc:Manual/Lighting/Lamps/Spot/Buffered Shadows
- Doc:Manual/Lighting/Shadows and Halos/Raytraced Shadows → Doc:Manual/Lighting/Shadows/Raytraced Properties
- Doc:Manual/Materials/Usage → Doc:Manual/Materials/Usage/Assigning a material
- Doc:Manual/Modelling/Duplication/DupliFrames → Doc:Manual/Modelling/Objects/Duplication/DupliFrames
- Doc:Manual/Modelling/Duplication/DupliVerts → Doc:Manual/Modelling/Objects/Duplication/DupliVerts
- Doc:Manual/Modelling/Meshes/Edge and Face Tools → Doc:Manual/Modelling/Meshes/Edge Tools
- Doc:Manual/Rendering → Doc:Manual/Render
- Doc:Manual/Textures/Channels → Doc:Manual/Textures/Options/Channels
- Doc:Manual/The Interface → Doc:Manual/Interface
- Doc:Manual/World Background → Doc:Manual/World/Background
- Doc:Manual/Your First Animation/2.Animating the Gingerbread man → Doc:Manual/Your First Animation/2.Animating the Gingerbread Man
- Doc:Manual/Your First Animation/A static Gingerbread → Doc:Manual/Your First Animation/1.A static Gingerbread
- Manual/Animation Deformations → Doc:Manual/Animation/Deformations
- Manual/Editing Ipos → Doc:Manual/Animation/Basics/Tools/Ipo/Editing
- Manual/Following a Path → Doc:Manual/Animation/Basics/Moving objecs on a Path
- Manual/Lattice Animation → Doc:Manual/Animation/Deformations/Lattices
- Manual/Manual → Manual
- Manual/PartI/Compiling the sources → Attic:Old/Manual/PartI/Compiling the sources
- Manual/PartI/Installing the Binaries → Manual/Installing Blender
- Manual/PartI/Introduction → Manual/Introduction
- Manual/PartI/Navigating in 3D Space → Manual/Navigating in 3D Space
- Manual/PartI/The Interface → Manual/The Interface
- Manual/PartI/The Vital Functions → Manual/The Vital Functions
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part I → Manual/Your First Animation in 30 plus 30 Minutes Part I
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part II → Manual/Your First Animation in 30 plus 30 Minutes Part II
- Manual/PartII → Manual/Modelling
- Manual/PartIV/Map Input → Manual/Map Input
- Manual/PartIV/Texture Channels → Manual/Texture Channels
- Manual/PartIV/UV Mapping → Manual/UV Unwrapping And Texturing
- Manual/PartIX → Manual/Character Animation
- Manual/PartIX/FK, IK and other Constraints → Attic:Old/Manual/PartIX/FK, IK and other Constraints
- Manual/PartIX/Skinning → Manual/Mesh Skin Weighting
- Manual/PartIX/The Armature Object → Attic:Old/Manual/PartIX/The Armature Object
- Manual/PartIX/The Armature Object2 → Attic:Old/Manual/PartIX/The Armature Object2
- Manual/PartXI/Rendering Options → Manual/Rendering Options
- Manual/PartXI/YafRay → Manual/YafRay
- Manual/PartXII → Manual/Radiosity
- Manual/PartXIII/Build and Waves → Attic:Old/Manual/PartXIII/Build and Waves
- Manual/PartXIII/DupliFrames → Manual/DupliFrames
- Manual/PartXIII/DupliVerts → Manual/DupliVerts
- Manual/PartXIII/Modelling Scripts → Manual/Modelling Scripts
- Manual/PartXIII/Particle Hair → Manual/Static Particles (Hair)
- Manual/PartXIII/Particle Interactions → Manual/Force Fields and Deflection
- Manual/PartXIII/Particles → Manual/Particles
- Manual/PartXIV → Manual/Video Sequence Editing
- Manual/Posing Armatures → Doc:Manual/Animation/Armatures/Posing
- Manual/Subsurf Modifier → Doc:Manual/Modelling/Meshes/Subdivision Surfaces
- Tutorial/Animation/Relative Shape Keys → Tutorials/Animation/Relative Shape Keys
- Tutorials/Sky Dome Radiosity → Doc:Tutorials/Lighting/Sky Dome Radiosity
- Tutorials/Video Sequence Editor → Doc:Tutorials/Sequencer/Learning the sequencer (old)
- REDIRECT Doc:Manual/Render/YafRay
- REDIRECT Doc:Manual/Render/Video output
- REDIRECT Doc:Manual/Lighting/Radiosity
- REDIRECT Doc:Manual/Lighting/Radiosity/Rendering
- REDIRECT Doc:Manual/Lighting/Radiosity/Baking
- REDIRECT Tutorials/Sky Dome Radiosity
[edit] PART XIII - SPECIAL MODELLING TOOLS
[edit] Chapters
- Particles
- Particle Interactions
- Particle Hair
- Build and Waves
- DupliVerts
- DupliFrames
- Modelling Scripts
Redirects to fix
- Dev:Doc/Compiling the sources → Dev:Doc/Building Blender/old
- Doc:Manual/Animation/Basics → Doc:Manual/Animation/Basic
- Doc:Manual/Animation/Basics/Tools/Ipo/Curves and Keyframes → Doc:Manual/Animation/Basics/Tools/Ipo Curves and Keyframes
- Doc:Manual/Animation/Basics/Tools/Ipo/Types → Doc:Manual/Animation/Basics/Tools/Ipo Types
- Doc:Manual/Animation/Deformations/Absolute Shape Keys → Doc:Manual/Animation/Basic/Deformation/Absolute Shape Keys
- Doc:Manual/Animation/Deformations/Relative Shape Keys → Doc:Manual/Animation/Basic/Deformation/Shape Keys
- Doc:Manual/Extensions/Plugins System → Doc:Manual/Extensions/Plugins
- Doc:Manual/Lighting/Lamp Types → Doc:Manual/Lighting/Lights
- Doc:Manual/Lighting/Shadows and Halos/Buffer Shadows → Doc:Manual/Lighting/Lamps/Spot/Buffered Shadows
- Doc:Manual/Lighting/Shadows and Halos/Raytraced Shadows → Doc:Manual/Lighting/Shadows/Raytraced Properties
- Doc:Manual/Materials/Usage → Doc:Manual/Materials/Usage/Assigning a material
- Doc:Manual/Modelling/Duplication/DupliFrames → Doc:Manual/Modelling/Objects/Duplication/DupliFrames
- Doc:Manual/Modelling/Duplication/DupliVerts → Doc:Manual/Modelling/Objects/Duplication/DupliVerts
- Doc:Manual/Modelling/Meshes/Edge and Face Tools → Doc:Manual/Modelling/Meshes/Edge Tools
- Doc:Manual/Rendering → Doc:Manual/Render
- Doc:Manual/Textures/Channels → Doc:Manual/Textures/Options/Channels
- Doc:Manual/The Interface → Doc:Manual/Interface
- Doc:Manual/World Background → Doc:Manual/World/Background
- Doc:Manual/Your First Animation/2.Animating the Gingerbread man → Doc:Manual/Your First Animation/2.Animating the Gingerbread Man
- Doc:Manual/Your First Animation/A static Gingerbread → Doc:Manual/Your First Animation/1.A static Gingerbread
- Manual/Animation Deformations → Doc:Manual/Animation/Deformations
- Manual/Editing Ipos → Doc:Manual/Animation/Basics/Tools/Ipo/Editing
- Manual/Following a Path → Doc:Manual/Animation/Basics/Moving objecs on a Path
- Manual/Lattice Animation → Doc:Manual/Animation/Deformations/Lattices
- Manual/Manual → Manual
- Manual/PartI/Compiling the sources → Attic:Old/Manual/PartI/Compiling the sources
- Manual/PartI/Installing the Binaries → Manual/Installing Blender
- Manual/PartI/Introduction → Manual/Introduction
- Manual/PartI/Navigating in 3D Space → Manual/Navigating in 3D Space
- Manual/PartI/The Interface → Manual/The Interface
- Manual/PartI/The Vital Functions → Manual/The Vital Functions
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part I → Manual/Your First Animation in 30 plus 30 Minutes Part I
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part II → Manual/Your First Animation in 30 plus 30 Minutes Part II
- Manual/PartII → Manual/Modelling
- Manual/PartIV/Map Input → Manual/Map Input
- Manual/PartIV/Texture Channels → Manual/Texture Channels
- Manual/PartIV/UV Mapping → Manual/UV Unwrapping And Texturing
- Manual/PartIX → Manual/Character Animation
- Manual/PartIX/FK, IK and other Constraints → Attic:Old/Manual/PartIX/FK, IK and other Constraints
- Manual/PartIX/Skinning → Manual/Mesh Skin Weighting
- Manual/PartIX/The Armature Object → Attic:Old/Manual/PartIX/The Armature Object
- Manual/PartIX/The Armature Object2 → Attic:Old/Manual/PartIX/The Armature Object2
- Manual/PartXI/Rendering Options → Manual/Rendering Options
- Manual/PartXI/YafRay → Manual/YafRay
- Manual/PartXII → Manual/Radiosity
- Manual/PartXIII/Build and Waves → Attic:Old/Manual/PartXIII/Build and Waves
- Manual/PartXIII/DupliFrames → Manual/DupliFrames
- Manual/PartXIII/DupliVerts → Manual/DupliVerts
- Manual/PartXIII/Modelling Scripts → Manual/Modelling Scripts
- Manual/PartXIII/Particle Hair → Manual/Static Particles (Hair)
- Manual/PartXIII/Particle Interactions → Manual/Force Fields and Deflection
- Manual/PartXIII/Particles → Manual/Particles
- Manual/PartXIV → Manual/Video Sequence Editing
- Manual/Posing Armatures → Doc:Manual/Animation/Armatures/Posing
- Manual/Subsurf Modifier → Doc:Manual/Modelling/Meshes/Subdivision Surfaces
- Tutorial/Animation/Relative Shape Keys → Tutorials/Animation/Relative Shape Keys
- Tutorials/Sky Dome Radiosity → Doc:Tutorials/Lighting/Sky Dome Radiosity
- Tutorials/Video Sequence Editor → Doc:Tutorials/Sequencer/Learning the sequencer (old)
- REDIRECT Doc:Manual/Physics/Particles
- REDIRECT Doc:Manual/Physics/Force Fields and Deflection
[edit] Build
Mode: Object Mode
Panel: Editing Context → Modifiers
Hotkey: F9
[edit] Description
The Build modifier causes the faces of the Object to appear, one after the other, over time. If the Material of the Mesh is a Halo Material, rather than a standard one, then the vertices of the Mesh, not the faces, appear one after another.
Faces or vertices appear in the order in which they are stored in memory. This order can be altered by selecting the Object and pressing Ctrl F out of EditMode to sort the face based on their local Z axis height.
[edit] Options
- Start
- The start frame of the building process
- Length
- The number of frames over which to build up from 0% to 100%
- Randomize
- Randomizes the order that the faces are built up
- Seed
- The random seed. Change this to get a different random (but deterministic) effect
[edit] Wave
Mode: Object Mode
Panel: Editing Context → Modifiers
Hotkey: F9
[edit] Description
The Wave effect adds a motion to the Z co-ordinate of the Object Mesh, in an undulating wave pattern.
[edit] Options
- X and Y
- The Wave effect deformation originates from the given starting point and propagates along the Mesh with circular wave fronts, or with rectilinear wave fronts, parallel to the X or Y axis. This is controlled by the two X and Y toggle buttons. If just one button is pressed fronts are linear, if both are pressed fronts are circular (Wave front type).
- Cycl
- Repeats the waves cyclically, rather than a single pulse
- Time sta
- The Frame at which the Wave begins;
- Lifetime
- The number of frames in which the effect lasts
- Damptime
- An additional number of frames in which the wave slowly dampens from the Amplitude value to zero. The Dampening occurs for all the ripples and begins in the first frame after the Lifetime is over. Ripples disappear over Damptime frames.
- Sta X and Sta Y
- The starting points of the waves, in the Mesh object's Local co-ordinates
- Speed
- The speed, in Blender units per frame, of the ripple
- Height
- The height, in Blender units, of the ripple
- Width
- The width, in Blender units, between the tops of two subsequent ripples (if Cycl is enabled). This has an indirect effect on the ripple amplitude - if the pulses are too near to each other, the wave may not reach the z=0 position, so in this case Blender actually lowers the whole wave so that the minimum is zero and, consequently, the maximum is lower than the expected amplitude. See (Wave front characteristics) below.
- Narrow
- The actual width of each pulse, the higher the value the narrower the pulse. The actual width of the area in which the single pulse is apparentis given by 4 divided by the Narrow Value. That is, if Narrow is 1 the pulse is 4 Units wide, and if Narrow is 4 the pulse is 1 Unit Wide.
[edit] Technical Details
The relationship of the above values is described here:
[edit] Hints
To obtain a nice wave effect similar to sea waves and close to a sinusoidal wave, make the distance between following ripples and the ripple width equal, that is the Width value must be equal to 2 divided by the Narrow value.
Redirects to fix
- Dev:Doc/Compiling the sources → Dev:Doc/Building Blender/old
- Doc:Manual/Animation/Basics → Doc:Manual/Animation/Basic
- Doc:Manual/Animation/Basics/Tools/Ipo/Curves and Keyframes → Doc:Manual/Animation/Basics/Tools/Ipo Curves and Keyframes
- Doc:Manual/Animation/Basics/Tools/Ipo/Types → Doc:Manual/Animation/Basics/Tools/Ipo Types
- Doc:Manual/Animation/Deformations/Absolute Shape Keys → Doc:Manual/Animation/Basic/Deformation/Absolute Shape Keys
- Doc:Manual/Animation/Deformations/Relative Shape Keys → Doc:Manual/Animation/Basic/Deformation/Shape Keys
- Doc:Manual/Extensions/Plugins System → Doc:Manual/Extensions/Plugins
- Doc:Manual/Lighting/Lamp Types → Doc:Manual/Lighting/Lights
- Doc:Manual/Lighting/Shadows and Halos/Buffer Shadows → Doc:Manual/Lighting/Lamps/Spot/Buffered Shadows
- Doc:Manual/Lighting/Shadows and Halos/Raytraced Shadows → Doc:Manual/Lighting/Shadows/Raytraced Properties
- Doc:Manual/Materials/Usage → Doc:Manual/Materials/Usage/Assigning a material
- Doc:Manual/Modelling/Duplication/DupliFrames → Doc:Manual/Modelling/Objects/Duplication/DupliFrames
- Doc:Manual/Modelling/Duplication/DupliVerts → Doc:Manual/Modelling/Objects/Duplication/DupliVerts
- Doc:Manual/Modelling/Meshes/Edge and Face Tools → Doc:Manual/Modelling/Meshes/Edge Tools
- Doc:Manual/Rendering → Doc:Manual/Render
- Doc:Manual/Textures/Channels → Doc:Manual/Textures/Options/Channels
- Doc:Manual/The Interface → Doc:Manual/Interface
- Doc:Manual/World Background → Doc:Manual/World/Background
- Doc:Manual/Your First Animation/2.Animating the Gingerbread man → Doc:Manual/Your First Animation/2.Animating the Gingerbread Man
- Doc:Manual/Your First Animation/A static Gingerbread → Doc:Manual/Your First Animation/1.A static Gingerbread
- Manual/Animation Deformations → Doc:Manual/Animation/Deformations
- Manual/Editing Ipos → Doc:Manual/Animation/Basics/Tools/Ipo/Editing
- Manual/Following a Path → Doc:Manual/Animation/Basics/Moving objecs on a Path
- Manual/Lattice Animation → Doc:Manual/Animation/Deformations/Lattices
- Manual/Manual → Manual
- Manual/PartI/Compiling the sources → Attic:Old/Manual/PartI/Compiling the sources
- Manual/PartI/Installing the Binaries → Manual/Installing Blender
- Manual/PartI/Introduction → Manual/Introduction
- Manual/PartI/Navigating in 3D Space → Manual/Navigating in 3D Space
- Manual/PartI/The Interface → Manual/The Interface
- Manual/PartI/The Vital Functions → Manual/The Vital Functions
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part I → Manual/Your First Animation in 30 plus 30 Minutes Part I
- Manual/PartI/Your First Animation in 30 plus 30 Minutes Part II → Manual/Your First Animation in 30 plus 30 Minutes Part II
- Manual/PartII → Manual/Modelling
- Manual/PartIV/Map Input → Manual/Map Input
- Manual/PartIV/Texture Channels → Manual/Texture Channels
- Manual/PartIV/UV Mapping → Manual/UV Unwrapping And Texturing
- Manual/PartIX → Manual/Character Animation
- Manual/PartIX/FK, IK and other Constraints → Attic:Old/Manual/PartIX/FK, IK and other Constraints
- Manual/PartIX/Skinning → Manual/Mesh Skin Weighting
- Manual/PartIX/The Armature Object → Attic:Old/Manual/PartIX/The Armature Object
- Manual/PartIX/The Armature Object2 → Attic:Old/Manual/PartIX/The Armature Object2
- Manual/PartXI/Rendering Options → Manual/Rendering Options
- Manual/PartXI/YafRay → Manual/YafRay
- Manual/PartXII → Manual/Radiosity
- Manual/PartXIII/Build and Waves → Attic:Old/Manual/PartXIII/Build and Waves
- Manual/PartXIII/DupliFrames → Manual/DupliFrames
- Manual/PartXIII/DupliVerts → Manual/DupliVerts
- Manual/PartXIII/Modelling Scripts → Manual/Modelling Scripts
- Manual/PartXIII/Particle Hair → Manual/Static Particles (Hair)
- Manual/PartXIII/Particle Interactions → Manual/Force Fields and Deflection
- Manual/PartXIII/Particles → Manual/Particles
- Manual/PartXIV → Manual/Video Sequence Editing
- Manual/Posing Armatures → Doc:Manual/Animation/Armatures/Posing
- Manual/Subsurf Modifier → Doc:Manual/Modelling/Meshes/Subdivision Surfaces
- Tutorial/Animation/Relative Shape Keys → Tutorials/Animation/Relative Shape Keys
- Tutorials/Sky Dome Radiosity → Doc:Tutorials/Lighting/Sky Dome Radiosity
- Tutorials/Video Sequence Editor → Doc:Tutorials/Sequencer/Learning the sequencer (old)
- REDIRECT Doc:Manual/Modelling/Duplication/DupliVerts
- REDIRECT Doc:Manual/Modelling/Duplication/DupliFrames
- REDIRECT Doc:Manual/Sequencer
- REDIRECT Tutorials/Video Sequence Editor
- REDIRECT Doc:Manual/Sequencer/Audio
- REDIRECT Doc:Manual/Extensions
- REDIRECT Doc:Manual/Extensions/Python/Bundled Scripts
- REDIRECT Doc:Manual/Extensions/Python
- REDIRECT Doc:Manual/Extensions/Plugins System





















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