I can't switch from object mode into edit mode. Don't know why.What do you mean, unlocking the edit mode?Do you mean switching between local and global views? That's NumPad Slash in Windows.
Object selected. Nothing Selected. Either way tab doesn't work. Nor do any of the other straightforward ways to change from one mode to the other. Doesn't matter for now anyway. I had the same problem before importing the paperdoll. I'll figure it out. Meanwhile you've got my notes & can take a look at the model yourselfto see what needs to be done.Uhhhmmm... press TAB?
EDIT: maybe the camera or the lamp is selected, you can't edit those.
Don't worry about the yoke at this point. The weapons are too thin or skinny or however you want to say it. The need to be thicker I think. Of course since I'm having trouble with the file I can't really render it to be sure.I'm stumped. Try saving it as a new copy, I'm -almost- sure that'll do it.
If not, at least I've got the picture:
- mysterious line: no solution, for now.
- yoke poke: easily solvable, just tedious and time-wasting.
- what's wrong with them weapons? that pic is very blurry.
Would making the wheels + axle a single piece be suitable. Sounds like the pennant should be made a separate object so that it can wave? The shaft/yoke as well? My goal is to present a textured obj file to the community so that hopefully someone with experience will animate it. Since they probably will not be doing so in Blender I'm not sure it should be rigged before export.In general, I would have any part of the ratha which you want to move be a separate object.
So, either each wheel should be a separate object, allowing for individual movements (e.g., one wheel falling off). Or, the front wheels should be one object and the back wheels a second object.
In addition, I would recommend controlling each of these objects movements through an invisible sphere. The hierarchy would run, for example, ratha>control_sphere_1>left_front_wheel and ratha>control_sphere_2>right_front_wheel. To rotate the wheels, just rotate the spheres.
If you select the primary object (in edit mode) then any object added becomes part of it.Well, in Blender, separating the parts is easily done, but I haven't found a way -yet- to reunite them as one single object, so I should just backup the entire thing.
If there are no doubled vertices or edges then I guess we can try skinning it & see if it shows up when rendered.Also: I haven't found a way around that mystery line thing.![]()
Waaaaait, wait. I can't just go around splitting everything, it'd create a mess of parent-child/track relationships.Would making the wheels + axle a single piece be suitable. Sounds like the pennant should be made a separate object so that it can wave? The shaft/yoke as well? My goal is to present a textured obj file to the community so that hopefully someone with experience will animate it. Since they probably will not be doing so in Blender I'm not sure it should be rigged before export.
I know that, but I can't merge two preexisting objects.Blue Monkey said:If you select the primary object (in edit mode) then any object added becomes part of it.
I've tried remove doubles and nothing happens... still have to try one or two more tricks.Blue Monkey said:If there are no doubled vertices or edges then I guess we can try skinning it & see if it shows up when rendered.
Would making the wheels + axle a single piece be suitable. Sounds like the pennant should be made a separate object so that it can wave? The shaft/yoke as well? My goal is to present a textured obj file to the community so that hopefully someone with experience will animate it. Since they probably will not be doing so in Blender I'm not sure it should be rigged before export.
As far as posting a finished model goes, I was only planning on doing the ratha itself. I'm pretty sure that organic figures have some kind of armature in most of the modeling/animation programs.Shouldn't at least the crew get a skeleton (armature)?
Shouldn't at least the crew get a skeleton (armature)?
Yes, but no poking.Ahhhh... it's good to see someone else do the work. Do I get tocriticisecomment?
Having made a simple sword with about 800 polys for my internship project that needed all that plus recalculating normals I'm well aware of the process. But I'd assume quality assurance is the model maker's responsibility.Just a tip... -I'm definitely not poking you- As you can see from this post, viewing your items in object while displaying only the wireframe can help you eliminate a lot of leftover vertices, faces that overlap, etc. etc. Those are mostly cleaned out already, but I hope you still get the idea...