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  • Thomas Hallo my name is Thomas Rager, and this is Fabian Reutemann, as some of you may allready noticed we both are studing software engineering in the second semester. Today we give you a short introduction into Blender. Our presentation will aproximatly take 15 minutes, if you have any questions please hold them until the end of the presentation. //I‘ve playing around with blender sice two years.
  • I think the most of you don‘t know what Blender is. Blender is an free OpenSource 3D graphics application. Mostly Blender is used for animated movies. But it can also be used for interactive realtime simulations. Blender is a fully integrated software product for the production of 3D movies. You can use Blender in all stages of a movie production. Blender provides tools for all common tasks. Blender is availble for all major OperatingSystemes like Windows, Linux or Mac OS.
  • Blender first was produced and used as an in-house application by the dutch animation studio NeoGeo. Later on, the main programmer of Blender funded a new company called NaN (Not a Number) and distributed Blender as shareware. Two years later NaN went bankrupt. After the bankrupt of NaN the openSoucrce Community bought the blender source code with donations. Since then Blender has been actively developed under the supervison of the new founded Blender Foundation.
  • In our presentation we will give you a short introduction into the following features: Modeling Texturing Animation and Rendering
  • Further we will show these special features of blender: Integrated Game-Engine LogicBricks Python Scripting
  • Now let me come to my first point. Modeling is the most important feature of Blender. 3D modeling is the process of developing a wireframe representation of a three-dimensional object. Blender provides a wide range of default meshes like : Plane, Cube , Circle , Icosphere , Cone and a Monkey-Head. Usually you choose one or more of these meshes and modify them to your needs. You can modify a Mesh using vertex, edge or face selection. With vertex selection you can select angle , with the edge selection it is possible to choos edge and with the face selection you can chose a whole face. After selecting them you can drang them around. In contrast to normal sculpting, sculpting in Blender is more like making pottery. You can add or remove material with a kind of pencil. Sculpting is mainly used to model smooth organic forms. Sculpting = Bildhauerei You know what sculpting is? Sculpting is when the Sculptur takes a huge block of stone and carve it with a bit until a Statue or some kind of modern Art is created.
  • Texuring is the most important thing in Process of the creation of 3D World. A Texture is a 2D Image projectet down on a threedimonsional Object. In the case of an woolf it would be the coat. For this task Blender supports unwrapping. Unwrapping is like skinning an animal and spreading its skin on the ground. This spreaded skin is the texture which can be easily painted. By the way No Animals were harmed during the preparation of this Presentation!
  • If you want to animate figure. The first thing you have to do, is to create a skeleton inside your figure. All bones of the skeleton can be animated over a timeline. In the timeline you have a start and a enpoint of ananimation. You define the pose of the figur at the beginning and at the end. Then Belender calculates the movement between these two poses. Non liniar animation is if you look at the example before. A football player shoots a ball away. In the first pose his leg is on the ground. In the end position his foot is hitting the ball. The leg of the foodball player speeds up to the end. So his momvements getting faster and faste till he hits the ball. In the case of an linear animation the leg move with a constant speed. Vertex key framing  Face Animation
  • Ray tracing is a technique for generating an image by tracing the path of light through pixels in an image plane. The technique is capable of producing a very high degree of photorealism; The grade of Detail is usually higher than that of typical scanline rendering methods, but it takes more time o render. Motion Blur is used to visualise the speed of an apidly moving object. If a object is moves fast it is gettig unsharp. A halo is an optical phenomenon that appears near or around the Sun or Moon, and sometimes near other strong light sources such as street lights. With Edge rendering you can produce a comic styled images. Thes Redering produces strong black borders around any object. If thes Redners or effects are not enought: Ther are Export scripts available for external renderers such as Renderman, Povray, Virtualightand , V-Ray - See Resources for a full list.
  • An other part of Blender is the game engine. It is a framework with a collection of modules for interactive purposes like physics, graphics, logic, sound and networking. The great benefit of the Blender game engine is that it is integrated in a powerful 3D-Editor. You can use the 3D-Objects you have created with Blender to build a virtual world. All Elements in this world are called GameObjects. These Objects can behave autonomously by having a set of rules called LogicBricks, and a set of Properties. For comparison, it is like a class in C++. The LogicBricks are the methods of an object and define its behaviour. Properties are the attributes of the Object, for Example a “Stone” has an specific weight, these property is necessary for the physic engine.
  • On this screen you see the blender interface optimized for Game Development. In the lower left you see the LogicBricks. With LogicBrics you can crate behaviors for an object. The Controllers can be scripted using python, or simple expressions. Showing LogickBricks
  • It is possible to use Python to programm complex controllers for the LogicBricks. Python is a easy to learn high-level programming language. In the upper right you see the integratet Editor. If it in‘t enought, to programm the LogicBrick controller you can program the whole game logic with Python. For this blender provides an large python-application-programming-interface. With this interface it is possible to do anything in blender. For Example you can add new functions to blender, modify the userinterface or even do things like a random level generator. To sum up, Blender is a great tool for modeling, rendering, and creating small to medium sized games.
  • Here our references
  • Thank you for your Attention If you have any questions, feel free to ask them now.
  • Blender

    1. 1. by Fabian Reutemann and Thomas Rager A short introduction to
    2. 2. What is Blender ? <ul><li>Blender is an OpenSource 3D graphics application </li></ul><ul><li>Blender is freely availble for Windows, Linux and MacOS </li></ul>
    3. 3. History of Blender <ul><li>First version by NeoGeo </li></ul><ul><li>1998 - Not a Number (NaN) was founded </li></ul><ul><li>2002 - NaN went bankrupt </li></ul><ul><li>Sunday Oct 13, 2002, Blender was released under the GPL </li></ul>
    4. 4. Features <ul><li>The main Features of Blender are: </li></ul><ul><li>Modeling </li></ul><ul><li>Texturing </li></ul><ul><li>Animation </li></ul><ul><li>Rendering </li></ul>
    5. 5. Advanced Features <ul><li>Integrated Game-Engine </li></ul><ul><li>LogicBricks </li></ul><ul><li>Python Scripting </li></ul>
    6. 6. Modeling <ul><li>Wide range of default meshs </li></ul><ul><li>Mesh modeling based on vertex, edge and/or face selection </li></ul><ul><li>Multiresolution sculpting </li></ul>
    7. 7. Texturing <ul><li>Painting a 3D object </li></ul>
    8. 8. Animation <ul><li>skeleton creation mode </li></ul><ul><li>Non-linear animation editor for mixing </li></ul><ul><li>Vertex key framing </li></ul>
    9. 9. Rendering <ul><li>Inbuilt raytracer </li></ul><ul><li>post-production </li></ul><ul><ul><li>Motion blur </li></ul></ul><ul><ul><li>Halo </li></ul></ul><ul><ul><li>Edge rendering … </li></ul></ul><ul><li>Export scripts available </li></ul>
    10. 10. Integrated Game Engine
    11. 11. Integrated Game-Engine
    12. 12. LogicBricks
    13. 13. PythonScripting
    14. 14. References <ul><li> </li></ul><ul><li>http:// </li></ul>
    15. 15. Thank you for your Attention
    16. 18. Modeling <ul><li>Wide range of default meshs </li></ul><ul><li>Full multiresolution sculpting </li></ul><ul><li>Smooth soft selection </li></ul>