Compilation of Noob questions

Ok, before making threads and asking questions I dedicated a good month to getting familiar with blender and watching a heap of tutorials and putting them into practice. I found myself loving this program more and more as i obsessively got into modelling. ANYWAYS I read around and looked all over the place and sometimes have trouble finding the solution to very simple problems.

I’m sorry if these things have been asked before, but you know what it’s like trying to find a simple solution among thousands of answers, and google is no help either, So when I’m quite sure I can’t find the solution I’ll post questions into this thread (instead of making a new topic for each one.)

Alright I got 4 questions regarding a low poly model I’ve created (The pic)

  1. How do I switch between the view on the left and the view on the right? As in, in the left window, I got no idea how to switch him into Texture mode without getting rid of the actual window.

  2. With the textured model on the Right, what are them little white lines around the edges and how do i get rid of them?

  3. When I render, How come it doesn’t show up with the textures and how can I do this?

  4. On the Textured model on the Right, how come theres no shading? (apart from the colour I added) - Or if solution to question 3 has it shaded in the render, disregard this question.

All Help is highly appreciated, and I’ll post more questions into this thread as I go along.

  1. ALT+Z is the hotkey for Textured view. Z is the cyclic hotkey for shaded and wireframe.

  2. That’s an issue I’ve recently made a thread about and got no answers yet. The way I found to reduce this effect (which appears in rendering too) is to reduce the Filter Size option to 0.1, in the Image Sampling tab of the Texture panels. Here’s the thread I posted:

  3. Showing up with no textures at all is probably due to the fact you haven’t assigned it properly in the UV Editor, which is akward because you can see it just fine in the viewport.

  4. It comes up shaded in the render, once you get step 3) right. To see it textured and shaded in the viewport, turn on GLSL Shading, after activating Blender Game.

Thanks very much for those answers. My only question is for #3, how do i “assign it” correctly in UV Editor? I’m a bit confused by this

To have the texture show up when rendererd you need to apply the texture to the material. In 2.5 (I assume this is the version you are using) you need to add a texture slot in the texture settings, select an image texture, set the mapping to UV and set the channel you want to apply it to, either colour of normals etc. You don’t to this through the UV editor.
Tutorials showing how to use textures and a very good getting started with blender 2.5 at

Hello everyone it’s me again.

Ok So I’m adding a skeleton to him, and want to scale some of the bones down for the sake of being visually easier. I’m following a tutorial on blender cookie, (the alien rigging one) and he’s saying “Alt S to scale”. Alt S does nothing, and just S (for scale) simply enlarges it vertically which is extremely annoying.

How do I make it so i can make the bones look skinner? (or larger) instead of longer when I scale? (Pic is what happens when i try to scale it).

It’s ok I figured out the solution - the hotkey has been changed to alt+ctrl+s.

Come across a problem. So i rigged this skeleton up, and Am trying to make his cloth follow his leg movement.

I did a cloth simulation tutorial and it was pretty fun, but I want to keep this model low poly and simple, so I would like some help with it here. Now with this skeleton works with the model if the sash is not there. With the two objects in the same mesh CONNECTED (I made super sure they were all connected to be a single object, maybe i missed something IDK) It disorts it as you can see in the left image, the way I have moved the bone. (Remember, it works just fine without the sash, so the sash is definately the issue).

So How do I fix this? I’m sorry it’s such a broad question, but I don’t have the brainpower at the moment to pinpoint the exact problem in its tiniest detail

PS: The image on the right is just showing how Ive connected the sash to the legs, because I want it to move as one.

Ok after spending freakin HOURS trying to work this out, I finally came to the solution. I didn’t realise joining them up was creating a modifier, and I have about 5 of them, so that’s why it screwed up.

As I come across problems, Ill post the solution to them if i find it so that it may help others out there.

Anyway, Here is a current Problem. I’ve no idea why part of his cloth is connected to the fist bone on his left side (your right). and you can see that on his right side (your left) that that other side of his cloth is not connected. How fix?

OK, I continue having trouble controlling what part of the mesh the bones attach themselves too, but I try to have my models splayed out so it doesn’t automatically decide to attach itself to a far away bone.

Anyway, basically whenever I want to make a skeleton I’ve rewatched a partcicular belndercookie tutorial many times. In this picture you can see a model on the left and a model on the right. The model on the right has the perfect skeleton, and the model on the left, his heel (Of the mesh) is attached to that bone Which is not what I want.

So two questions really.

  1. How can I make the bottom heel bone act as it is in the right picture, as in not have the mesh actually connect to it, and

  2. How can I copy a skeleton from one project, duplicate it in another so that i can adjust it a bit to match the new mesh and apply it to the mesh without problems.

Damn, I’m coming across more problems I can’t find the answers too. I want to import a skeleton into Blender from another project. Whether I link or append, I import the armeture (object) from another file, import it, and now I can’t actually change anything. (Like cant do anything in pose mode, can’t edit)

Does anyone know??? I’m really stuck with this.

Try going in Pose Mode and clearing all movements: ALT+G, ALT+R, ALT+S. Also make sure the armature has or does not have actions assigned to it.