

BLENDER EXAMPLE FILES 1.02
January 18 1998

	April 15: fixed lostride example


----------------------bat_key.blend----------------------

- Example of animation and vertex-key framing.

1. Press ALT-a (=anim) in the 3D window. Stop playback with ESC.
2. The right window displays the keys and the interpolation curve.
Click on a horizontal line (a vertex-key) and look at the bat. This is 
how to display and select vertex-keys. 
The yellow key is the reference key, used for texture coordinates.
3. Press 'z' in the 3D window. The right wing has been selected. The left
wing uses the same mesh-data. (Note header buttons).
4. To edit a vertex-key: enter EditMode (TAB). Do something and 
leave EditMode (TAB). This position will be copied to the selected key 
in the curve window.
5. Press 'z' again in the 3D window. This is the 'solid' drawmode. 
SHIFT+z sets 'shaded' drawmode. Note the icon button in the header.
Drawmode 'solid' is for editing. 'Shaded' is a simple Gouraud 
version of the rendered image.

----------------------bevelcurve.blend----------------------

- Example of using an Object as a bevel.

The Object CurveCircle (drawtype with a name) is the bevel of the Object 
Curve (selected). Edit one of these (enter editmode with TAB) to 
experiment with this option.
Object-beveling is enabled by entering the name of a (curve)Object in
the button Editbuttons->BevOb:.

----------------------camera.anim.blend----------------------

- Example of combined key- and curve animation.

The selected Object, a camera, moves using animation curves. 
1. Press ALT-a in one of the windows. The window enters playback mode.
Press ESC to quit playback. Try each window.
2. Press 'k' in the left 3D window, and again. This toggles 'display key
mode'. 
3. Press 'k'in the animation curve window, and again. This toggles 
'display key mode' for this window too.
4. If you select a key (a vertical yellow line) in the curve window, 
the keyposition in the 3D window will be selected too.
5. Grab the camera in the 3D window ('g'). If in 'display key mode' 
the key(s) will be translated, not the camera. The result is visible 
in the curve window. 
6. Select and grab a key in the curve window. It can be translated 
horizontally (= time) only. 
7. Select and duplicate a key (SHIFT-d) in the curve window. After 
duplication Blender always enters grab-mode. Delete it with 'x'.
8. Changing current frame is possible with the arrow keys (keyboard).
9. Leave 'display key mode' in the curve window ('k'). Select one 
(or several) of the curves and press TAB. Now you can select and grab
individual curve vertices (Bezier handles). 
Grabbing Bezier handles is easiest with: RightMouse-hold+move.

----------------------deformtest.blend----------------------

- A simple example of a deforming lattice.

1. Grab and move the 'bear'. Deforming is realtime! To edit the lattice, 
select it and press TAB.
2. Deforming is only active when the Lattice is the 'Parent'. 
3. Make a Parent by selecting more than 2 Objects. Press CTRL-p. The 
last Object selected will be the Parent. 
ALT-p is for clear parent.

----------------------flaretest.blend----------------------

- Example of a Material that renders vertices as a lens-flare.

Press F12 to see a rendering. In the MaterialButtons press the 
button 'Flare'. This disables Flare mode. Now a vertex will be
rendered as a halo with rings and lines. 
Press the button 'halo' to have a regular material.

----------------------flytest.blend----------------------

- This simple radiosity solution was imported by an ascii script file. 
(Will be documented later). 

Press SHIFT-f in the center window to enter 'fly' mode.
Move the mouse up and down to look around. Press LeftMouse to 
increase speed. MiddleMouse decreases speed. Left_MiddleMouse is stop.
ESC leaves 'fly' mode.


----------------------logo_shadow.blend----------------------

- An example of logo design.

Press F12 to see the rendering. 
Select the bottom plane and look at the Materialbuttons. Note the 
'OnlyShadow' option.


----------------------man/man02.1.blend----------------------

- This file is referenced in the manual.

----------------------lostride3.blend----------------------

- An example of an actual project. Used for the game 'the Lost Ride'.

1. This file contains 4 scenes. Scenes can be selected with two menu 
buttons:
- in the Info header: left of the button named "SCE:".
- In the Buttons header (DisplayButtons only) also left of the 
button "SCE:".
2. This file is an example of the usage of 'sets'. You activate a set in 
the DisplayButtons: The menu button near he light-blue button 
displaying the text '3eleforw'. Press the 'x' button on the right 
to disable the set. Now you see the actual contents of this scene. 
It's only a lamp, a camera and a path.
Use the menu button to restore the set '3eleforw'.
3. Sets are drawn in grey and its content can't be selected. 
4. Go to scene '3eleforw' to examine the objects. Already selected is 
the particle object (white). Look at the AnimButtons for the particle 
settings. Look at the MaterialButtons for a 'smoke' material.
5. Rendering (F12) is done in small parts: This is the 'panorama' 
option. For each part the camera rotates a small amount. 
The size of the panorama is: (DisplayButtons) Xparts*SizeX.


----------------------parent_robo.blend----------------------

- An example of an animated hierarchy.

1. Press 'z' (and again) in the 3D window.
2. Note the particles: press ALT-a in the 3D window. (ESC to quit).
3. Press F12 to see a rendering.
4. Render an animation: first enter a directory in the 
DisplayButtons->Pics button. (upper-left). 
5. Press the ANIM button.
6. If you can't wait: ESC to stop rendering. 
7. Press DisplayButtons->PLAY to playback.

Playback window keys:
- PadPlus, PadMinus: window size.
- PadZero: first frame.
- PadEnter: start (again)


----------------------rotoscope.blend----------------------

- Images as background in a 3D window

1. In the 3D window header: use the button with the small face to
(de-)activate backimage drawing.
2. Backimages are only drawn in orthogonal and camera view mode.
3. To view backimage settings: press SHIFT-F7 in the 3D window. 
(SHIFT-F5 te return to 3D). This is actually a button-window.
4. The name of the image has a shortcut: '//'. Use this for 
relative filenames: '//' is short for: 'the directory of the current 
blenderfile'.

5. Enter EditMode for the Mesh (already selected). You see three 
shapes, 2 filled, and one large unfilled polygon.
6. Select-Linked the polygon: move mousecursor near a vertex and 
press 'l'. (Deselect-linked is SHIFT-l.)
7. Fill the polygon: SHIFT-f.
8. Select all (press 'a' twice) and press 'Beauty Fill': ALT-f.


----------------------sequence.blend----------------------

- Video effects and editing

In this example two short sequences and a still (white) are crossed.

1. Press Alt-a in the (top-right) image window. Now the 
images are loaded and the effects calculated.
2. Press LeftMouse-hold-move in the middle window. This is a 
fast way to change the current frame and view the contents of the strips.
3. Select the strips: use RightMouse. Select at the middle of a
strip or select at the 'triangles' to select the entry point or end point.
4. Grab the selection (press 'g' or RightMouse-hold-move). 

In a seqence window you can add 'strips' with SHIFT-a. Use the
RightMouse in the FileSelect window to select images or an SGI movie.
Add an effect by selecting one or more strips and press SHIFT-a.

To change a strip or effect: press 'c'. 
Erase strips: 'x'. 
Duplicate strips: SHIFT-d.

Effects always start or end at the indicated image strips. 

Make a group (meta): select at least 2 strips and press 'm'. 
Enter or leave a meta with TAB.
There's no un-meta at the moment!

Press the DisplayButtons->DoSequence button. Now the RENDER 
and ANIM button (and F12) also render sequences.


----------------------spider2.blend----------------------

- Inverse Kinematics and Skeleton deform.

1. Press ALT-a in the 3D window to playback. ESC to quit.
2. Grab the small circle Object (is already selected) to 
view Inverse Kinematics.
3. Select and grab an IK limb (with a yellow circle at the end).
4. To disable IK calculation: press TAB. Now you can move a limb as 
usual.
5. Press F12 for a rendering.

(Inverse Kinematics still under development!)

----------------------vertexpaint.blend----------------------

- Example of vertex colors, painting and rendering.

1. Press 'v' (note the cursor and the button in the 3D window-header).
This key toggles VertexPaint mode.
2. Click-hold-move with LeftMouse on the Object to paint.
3. Note the PaintButtons options. Change color, change alpha.
4. Press F12 to see a rendering.
5. Enter the MaterialButtons and see the active 'VertexCol' button.


