I am not new to Blender but I am new to the game engine. I have been creating a walkthrough blend (this part is fine) but I need to figure out three things:
How do I animate the objects in the room I am walking through (i.e. a moving crane)?
I read some of the tutorials on painting the objects in my blend to show shading from multiple lights, but when I change the lighting how do I get the shading to redo itself (it seems to hold onto the original colors).
Some of the meshes in my walkthrough look fine in a normal render, but when I walk around them in the game engine, there are faces missing on some of them, is there a way to correct this?
Make an ipo animation for the objects, and play the animation with an ipo actuator. With this method you can make each part of the crane a seperate object, parent them to each other, and make the ipo frames. Put an ipo actuator on the parent object and make sure the child button is selected. Alternatively, you can use an armature, parent the mesh to the armature using “armature” mode (bone parent doesn’t work). Make sure you have vertex groups defined for your mesh that have the same names as the bones in the skeleton, it doesn’t work with autoskinning yet.
Look for tuts on ipos and armatures for more info.
Not sure what you mean… If you mean the make vertex colors button, it totally redoes it every time you click it, so it should change if you change the lighting.
You could have quad faces that are oriented in such a way to not be flat. 3d quads can sometimes dissapear in realtime. Change them to tris (select face, ctrl-t) if that’s the problem. You could also have the faces vertex painted wrong or set to light mode making it look like they aren’t there. These effects wont show up in a render unless you put vertcol in a material. I can’t think of any other reason this could happen.
right, and to do that u have to selet all vertices in edit mode and press Ctrl+n… if it flips em the wrong way just select em all again and just press w->flip normals lol.
Thanks for the quick responses. The normals (outside) fixed the problem with the meshes disappearing from certain angles. I’ll look into finding tutorials on IPO’s (another thing I little experience with). Thanks again.