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Found 23 results

  1. somepersondunno

    Making a jet engine

    So, I'm making a radial jet engine- think the Vector's way of attaching vs the huge jet's version. How do I set up points in Blender so that it can function with a Gimbal and everything else? I'm around halfway through modelling it. Thanks for any help!
  2. Hello, and I am making Boeing 787 parts for a mod. I am using Blender to model the parts. My problem is how to make the windows flat, because whenever I use the knife tool to cut out the shape according to the 3-view diagam, it still is curved, when it isn't supposed to be that way. Thanks, BottleRocketeer
  3. Do you have unused blender models for KSP ? Here you can post all your works of art that you have given up on/don't have time to finish. Maybe someone else will make/integrate them into a great mod. ORIGINAL POST{outdated}
  4. How can I make 3.125 m parts in Blender? The radius would have more decimal places than Blender can handle. Does anyone have a solution?
  5. Hi, i downloaded this addon for blender to import ships from ksp because i want to make animations but every time i try to import .craft files i get this error. I've tried a couple of fixes listed by others in the comments of the original post, but none of them seem to have worked. (Most of them were Mac and i am using Windows 10). Does anyone know what's wrong here? Is there a newer version of this plugin? Last update seems to be around 2 years ago. Also, im using Blender 2.78 and KSP 1.3 without mods.
  6. http:// The model is made in blender and im very new to modding, looking for help with textures
  7. I am using blender, and I cannot find a plugin that works for this. The only one I have found Blender won't accept. Do you guys have any way of changing these into those?
  8. Hi all, So I've been having issues trying to rig up a solar array wing so the animation plays fine. My issue is with the expanding/retracting of the solar cells inside the bounds of the endpoint arms. Picture below. With parenting I have it set us as followed: The endcap (B) is parented to (A). The solar arm (C) is parented to the endcap (B) and then the rightmost solar cell (D) is parented to the arm (C). and then the next adjacent solar cell is parented to the solar cell on the right. and so it goes all the way down the line (for 84 cells). So the animation, I have the endcap (B) keyframed to change location and expand outward from the truss can (A). as the endcap extends outward, the solar cells rotate and expand towards the right since they are parented to the arm (C). Because the encap animation (B) is a distance change while the solar cell animations (D) are angle-based, I am not able to get them to animate in a manner that the solar cells expand/retract properly (due to the angle based animation converts to a sine wave-based movement in the linear direction). Is there some way that i can parent the solar array so that it is bound by the left/right limits, and are driven by the animation of the boom/endcap deployment? I think a last resort is to merge all the cells into a single object and just have the animation be a change in scale, though i dont think it will look right, and would like to avoid this solution.
  9. Hi I'm at a loss as to how to get blender to show the texturing. Last time I appear to have been pushing random buttons while sleep deprived, but a bit more knowledge would help ;-) I've got a screenshot here: I've setup (most of) the unwrapping, generated a colour image, but can't get the rendering to show. I also see a mutilated vertex in the unwrap which I can't seem to delete. Re-unwrapping it just adds another one. Any experts that can shed a light? Thanks Chris
  10. Dear community , after i realised a 3D deep-scale Modell of the Dragon CRS [* see below thread link] ( Deep-scale Dragon-CRS Model Study ) i have to start a KSP Game kompatible (low memory footprint) Model here is the first result. i think that i go later to implement this model for the game. (maybe this winter) yep - another Dragon-CRS model this 3d-model weight now 2.2MB memory > obviously integrate of full Imgur-photo albums dont works more - does anyone know why? < ok whatever here the link 4 the full album cheers, Raendy [full initial thread link]
  11. Previously, working with Blender, Unity 4.2.2 and .fbx as a medium format, long complicated animations turned out laggy and bloated the resulting model file to something like 2.5-5 Mb. With Unity's 5.x inherent support of .blender files came support for better animation import and compression. I made a PowerPoint style animation which turned out to be very performance friendly and 10 times less weighty than in previous versions of Unity and PartTools. Not all animation types are supported by Unity, things I learned: All objects need to have a scale of x=1, y=1, z=1 at the start of animation. All constraints type animations need to be baked or made by hand. No animated object should have child objects. If any of the above things are out of place, the Unity simply will not import any animation curves for that object. Tip: Some types of animations are much easier to devise after a smart placement of an object origin. Ready parts to play with are here.
  12. I was thinking of dabbling in Blender a bit and making a planet could be a fun project, but the question is: how are textures mapped? Is there a guide anywhere? There are many common types, cylindrical, spherical, etc. Also is there a guide to supported texture types, color, bump, diffuse, etc. ? Thanks! *perhaps I should specify, I'd like to use Blender's texture paint tools to make the textures so I need to emulate how KSP handles it.
  13. Hey all, So I'm trying to figure out how to create an animation for a radiator panel in blender. I would like to know how to parent the various components so that if I rotate a main torque panel at the base, that all the linked radiator panels and scissor linkages move respectively. I tested an animation where the radiator panels are parented to one another (from top to bottom) and animated each radiators via rotation keyframes. I then did the same for the scissor linkages. When deploying the radiator, it seems that it looks OK during the whole animation cycle. However, even though this workaround seems to work, would anyone still know how to do a "proper" scissor jack rigging?
  14. I've been working on an engine for the KSPtoMars project, but I'm having a few issues with transferring the textures over to Unity. I UV unwrapped the different parts of the model onto a single UV map for simplicities sake. It looks fine in Blender (see here). The textures aren't finished, but somebody else is going to do them so these are simply for testing. I then try to export the model as a .dae for import into Unity. When I import into Blender, the model is untextured, and I must drag the texture onto the material. Because the model is separate parts, Unity simply wraps the texture around the model, disregarding the way I set it up in Blender. (See here) I've played around with changing the materials on each section, from making them all the same material to all being separate, but none of that seems to change the way it displays on my model. I feel like I'm being really dumb as I've never had this issue before, but I've got no idea how to fix it so it would be great if someone more experienced could give me some tips. Let me know if I can provide any more info.
  15. Apollo13

    delete this thread

    never mind
  16. Drew Kerman

    Stock Ion probe at Duna

    Been spending the past week watching various Blender tutorials - thanks to @esinohio for the links! Decided to put some of what I've learned to use. It was annoying to find that I still only had a general idea of how things worked and I had to go back and reference several videos again to figure out what to do for some things but in the end after about 8 hours of work, including render time, I finally ended up with something that I found satisfying. Scratched that itch for a bit! The trickiest part was the lighting, since I was adamant about getting the sun in the shot I knew the probe was going to be really hard to see. I made the dish more reflective and found a good angle for the probe to catch sunlight as well as Dunashine after I moved the probe in closer, although I still had to bump up the Gamma a bit in composite and re-render the probe at a much higher sampling so I could brighten it without showing much lighting artifacts. Turning it so the battery was visible let me use its LED as an emissive as well. The Ion stream is created by embedding a torus shape ring into the engine model as an emissive and then having it wrapped by a cone shape set with a volumetric shader. Was originally planning to use a RenderLayer for the probe in composite so I could access the emissive channel but that didn't prove useful so I just rendered everything out as images and composited them for the final result. Many thanks again to @Starwhip for the planet models and hopefully he continues to work on his Kerbol System modeling project! If anyone wants to check it out, here's the blend file.
  17. Hi guys, i'm new here in the forums and also in mods and i'm having some trouble in modeling the parts just for fun if anyone knows a GOOD tutorial about modeling in blender, plz leave the links below thanks
  18. Always wanted to make a deployable dish antenna. Finally managed to make decent one in Blender using shape key animation... only to discover that Unity does not play that animation after import (though Unity 4.3+ does support shape key animations). Is there some kind of trick to make it work? P.S. Squad deploying dish part (commDish88-88) is using mesh-to-bone animation, which I haven't try yet.
  19. The Problem Cutting a hole in a round object can be very tricky, as it often generates problems with the shading of the mesh. Some examples and the discussion that lead into a solution can be found in this thread. Today, I want to summarize our findings and add some details in this tutorial for blender. Very(!) basically, the shading of a mesh is derived from the normals of its vertices. Techniques like Phong shading will interpolate the normals of the vertices that span a polygon on every point (pixel) of its surface to create a normal for this point that are then used in a special model to empirically create the lighting of that point. But if you cut additional vertices, that aren't in line with the existing ones of a sphere or a cylinder, these normals will also be used and cause the problems. Also, the topology of the mesh - it's flow of connected quads influences the shading. For rendering and/or animation, you would avoid these problems by adding a higher mesh density, so that every edge of the hole would be on an original edge of the target mesh. Also, you would avoid triangles, avoid stretched polygons, avoid 5+sided poles (vertices with more than 5 edges connected to them). Read more about normals and (phong) shading and mesh topology. For games, this is not a solution, but can be fixed by tweaking the normals of the mesh. The Solution 1 Cutting a hole 1.01 Position a circle with the numbers of vertices and the right diameter of the hole you want to cut. The example shows a fairly large hole to cut into a frustum. Like maybe a round hatch. 1.02 Adding a edgeloop (alt-r in edit mode) where the centre of the hole should be on the target mesh. This will help us positioning the hole, as well as give us some extra geometry to play with. 1.03 Set Snap to vertex - active and pivot to center 1.04 In object mode, select the circle, hit g to move and hover over the vertex on the newly created helper edgeloop where the center of the hole should be. This snaps the center of the circle to this vertex. 1.05 With the circle still selected, go into edit mode, select everything, de- and re-select the top vertex to make it active. 1.06 Hit r to rotate and hover over the vertex on top of the frustum that is vertically above the centre of the hole. The circle will rotate and align perfectly with the angle of the frustum. (On sphere-like objects, create a vertice in the centre of the sphere, rotate to this vertice, and rotate additional 90° on the needed axis to get the circle into a tangential position above the surface) 1.07 Hold shift while using the 1/3/7 and maybe control- keys (or View->Align View->Align View to Active->) to snap the view to the circle like shown in the picture. The rotation is irrelevant, but the circle should be coplanar to the screen. 1.08 With the circle selected, shift-select the target mesh, then hit tab to go into edit mode. 1.09 Select Knife Project from the Mesh Tools tab of the t-menu. 1.11 This will project the circle (our "knife") on (and into) the target mesh. Please note that the projection axis is the current view axis (thus the alignment in step 1.07) 1.12 Now we can edit the frustum. Select the faces in the area of the newly cut circle... 1.13 Hit f to make it a single n-gon and extrude using the e key. 1.14 to clean up the topology a bit, select the edges/vertices on the frame of the hole that are not edge vertices of the circle ... 1.15 ... and edge-slide (double tap on g) them to the nearest edge of the circle. Use the Remove Doubles command from the Mesh Tools tab of the t-menu to remove double vertices. 1.16 Select the edges that shall be sharp edges and press control-e (or use Mesh->Edges) and select Mark Sharp. 1.17 Add an edgesplit multiplier with only Sharp Edges selected. 1.18 The result looks like this: so far, so good ... 1.19 But if we add a matcap pseudo-material that is more glossy, the problems in the shading can be seen clearly: 2 Fixing the normals 2.01 To fix the normals and thus the shading of the mesh, we need a copy of it, without the hole. Add a fairly large amount of subdivision surface modifier to this copy, to make it very smooth. 2.02 The copied and smoothed helper mesh can now be hidden and even moved to another layer. 2.03 Back to our original mesh, select the edges that are not on the surface of the basic shape of the mesh. (everything extruded inwards in step 1.13) 2.03 Invert your selection by pressing control-i (or using Select->Inverse). 2.04 On the Data tab of the mesh, under Vertex Group, add a vertex group, and Assign the selected vertices. Invert the selection again, to only those vertices that are not on the surface of the basic mesh, and Remove them from the Vertex group. 2.05 Add a Data Transfer modifier to the mesh. Point the source object to the helper mesh created in 2.01. Select Face Corner Data and hit the Custom Normal Button. Also select the vertex group created in 2.04 in the Generate Data Layers part of the modifier. 2.06 The data modifier now assigns the normals of the helper mesh to all vertices of the mesh with the hole cut into, that are assigned to the vertex group from step 2.04. (On more complex meshes, its often useful to only make a helper mesh with the most basic geometry (the curved surface where the hole should be cut into) and to exclude vertices that are not in the area of the hole from the vertex group.) 2.07 Now only one problem remains: the Data Transfer modifier cannot be applied! So exporting to unity removes it. To fix this issue, head over to the DATA tab of the object again. Under Normals, select Auto Smooth and hit the button Add Custom Split Normals Data from the Geometry Section under Geometry Data. You can now apply the Data Transfer modifier and export the mesh into unity, where the normals will still look perfectly.
  20. Hey everyone, im getting desperate over the lack of help from this and I need to get it done ASAP to release something for a big update that i'm working on my mod. I need this to be animated like the panther and rapier engines, those triangular faces you see need to dissapear... Here's the file if you want to give it a try Here's what little porkjet said to me: Basically they're skinned/rigged, theres a bone at the tip that is 1) scaled for the throttle anim, and 2) gimballed for vectoring. .blend file Download
  21. Porkjet told me I need to have bones and he said that the animation for the panther is scaled, although i noticed certain parts of the panther (the nozzle opening and closing) do not change area (faces). I figured he scaled them along the normals in blender, problem is, I can't get my head around that in bones! :c Here's picture to show what I need: Please help if you can.
  22. So I made a model in sketchup (cuz I know how to use that) and wanted to texture it using blender. So I exported it as .dae from sketchup and then imported it from .dae into blender, watched tutorials on how to unwrap it into the texture editor and did that. yet not all faces of the model got unwrapped. See here the model: You see that the indented windows are missing from the unwrapped UV map. what do I do?
  23. Hi everyone! Something itched me recently to blow some dust off my humble Blender modeling skills. Not sure if I'll have enough thrust to finish this little project, let alone to move past the initial design state. But anyway I'd like to share a concept of two radial command modules and their basic meshes. FH series Radial Command Modules are designed to be hooked radially onto parent parts. The core-facing 'skirt' should ensure seamless coupling with parent parts as small as 1.25m. Both modules have inward facing hatch, theoretically it should wind up inside structural fuselage if hooked onto it. The FH-1 is a single seat command module. It features upward(forward)-facing seat and external airlock in the bottom half. The FH-2 is a two-seat command module. The upper half is similar to that of FH-1, the bottom half features a side-facing second seat that could be used in landers. Although, its reversed position would require some appropriately placed additional reference part on the craft. Album: Blender files:!pUEkRbJb!7hhUlcYG72Oct1f4uo9F1dsM8_nd5YnvXdxzknwE77U Shared under CC-BY-NC-SA If anyone wants to screw around with these, feel free to do so.