![]() ![]() ![]() Now, with the bottom vertex selected, press G, and then Z. It helps you see what in the world you are doing. This may be a good point to use the number pad buttons 3 or 1 and 5 to get an orthographic side view. This enables proportional editing, which allows us to influence other vertices. Select the linear curve from the drop-down, the one that looks like an upside-down V. A little blue circle should appear, with a curve next to it. Now, press O, and watch what it does at the bottom of the 3d view. Select the bottom by right-clicking on it. Hit TAB on the keyboard to go into edit mode, where we can move the vertices around. This is the base we will modify to create the glass of the light-bulb. Type SHIFT-A to bring up the “Add” menu, and under “MESH” at the top, select “UV Sphere”. Use this method to get rid of the lamp as well, the dotted ball. Select the cube by right-clicking it, and press delete or X to get rid of it. The first thing we will do is model the light-bulb itself. Finally, the little bit on the top right (white) is the outliner, which shows all the objects in the scene. The bottom is the timeline, which is more used for animation. The right side is the properties, which we will be using a LOT, so remember it's name. The left is the toolbar, we won't use this all that much. The top (purple) is the taskbar, this will come in more later. The main area shows the 3d viewport with the default cube, the camera, and the lamp. I will keep this brief and to the action. Pressing 5 on the number pad will put the view into orthographic mode, which flattens perspective, and is handy for certain parts of this tutorial.īesides navigation, note the different windows. One thing to note that is very handy when modelling: use the 1, 3, and 7 keys on the number-pad to get, respectively, the front, side, and top view. Blender uses the middle mouse button to rotate an object, which is a bit odd, but you will get used to it. Your version may have a different splash screen, I'm just a bit behind in my version :)Ĭlick off the screen to close it, and right away, notice that all the right mouse button does is move the cross-hairs. Once you have downloaded and installed blender, start it up. Go to and download the latest edition for whatever specifications your computer has. This tutorial is a little bit tricky to do without it :) So, I'm not listing it as an answer because there's no way to know with certainty just what the author meant when those classes are used.First, you need to download Blender. The colour class does not inherit as_tuple, which in turn only seems to be part of the decimal class. however, it is dependent upon classes that are not a part of the Blender API and do not appear to be part of the Python repository. Last edit: This thread from 2007 includes a script for pixel level access to images. Because usually Blender isn't used for this, I can't find any discussions that point me in the right direction.Įdit: I see that _color() can be used to sample a color on an image I'm just having trouble finding a way to directly manipulate pixels.Įdit2: I should mention that I also found this in old documentation, but searches for something similar in the current documentation come up empty. If that can be done by pixel coordinate, then my project can be completed in Blender.īecause the Blender API documentation is laid out by structure of API itself rather than by task (a good thing!) I'm having trouble locating the part of it that I'm interested in. If the project can be completed in Blender, then I need to be able to color pixels on a 2D image using Python within Blender. I need to ascertain if it's possible to complete a project in Blender exclusively (my preference) or if I need to use an OpenGL API to write an external application for my needs. ![]()
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