Ratha (Indian Chariot) Project

My feelings about the Ratha unit project

  • I'm likely to USE this unit but can’t help the project

    Votes: 13 68.4%
  • I can CONTRIBUTE skills/computer time to the project

    Votes: 4 21.1%
  • I'm willing to COORDINATE a major section of the project

    Votes: 2 10.5%
  • I think the whole proposal is Lame / IMPOSSIBLE

    Votes: 0 0.0%

  • Total voters
    19
  • Poll closed .
What do you mean, unlocking the edit mode? :confused: Do you mean switching between local and global views? That's NumPad Slash in Windows.
 
What do you mean, unlocking the edit mode? :confused: Do you mean switching between local and global views? That's NumPad Slash in Windows.
I can't switch from object mode into edit mode. Don't know why.
 
Uhhhmmm... press TAB?

EDIT: maybe the camera or the lamp is selected, you can't edit those.
 
Uhhhmmm... press TAB?

EDIT: maybe the camera or the lamp is selected, you can't edit those.
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.
 
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.
 
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.
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.
 
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.
 
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.

Also: I haven't found a way around that mystery line thing.
eivoiolla.gif
 
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.
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.
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 you select the primary object (in edit mode) then any object added becomes part of it.
Also: I haven't found a way around that mystery line thing.
eivoiolla.gif
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.
Waaaaait, wait. I can't just go around splitting everything, it'd create a mess of parent-child/track relationships.
Blue Monkey said:
If you select the primary object (in edit mode) then any object added becomes part of it.
I know that, but I can't merge two preexisting objects.
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.
I've tried remove doubles and nothing happens... still have to try one or two more tricks.
 
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.

Having each one object for the front axle and front wheels and a second object for the rear axle and wheels would work. By that, I mean that you could rotate the both sets of wheels.

As far as the pennant, it doesn't need to be a separate object if all you want it to do is wave. Waving could be controlled in Poser through the creation of morph targets or conversion of the prop to a figure (i.e., giving it a bone structure). That said, I would probably make it a separate object—definitely if you want the wave to be done through a bone structure. This would allow it to be rotated around it's "flagpole" or drift away in a death animation.

For the shaft, I'm not sure. If you want it to rotate (e.g., up and down), then it should probably be a separate object.

In my opinion, there's no need for the model to be rigged (i.e., given a bone structure) in Blender. I don't see any need for a bone structure in Poser, either. All movements of the ratha—wheel rotation, shaft, pennant—should be controllable through a hierarchy of primitives.
 
Shouldn't at least the crew get a skeleton (armature)?
 
Shouldn't at least the crew get a skeleton (armature)?
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)?

If the unit will be animated in Poser, then the already rigged paperdoll could simply be added to the scene.

Any props (e.g., sword) you've modeled for the crew would then need to be exported from Blender as individual objects to be imported into Poser.
 
Ahhhh... it's good to see someone else do the work. Do I get to criticise comment?
 
That is a restriction on my freedom of pokement! I protest!
 
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...
 
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...
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. ;)
 
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