Professional Documents
Culture Documents
Shootin' Annie
Mii School
WEBSITE
Nam Pham nam@blenderart.org
Making of - Circolino 7
DESIGNER
Gaurav, Sandra, Alex
WRITERS
Making of - Pahelika Artwork 22
Rosario Azzarello
Raul Gonzalez Luy
Alex Aylesbury
Paul Virapen
Hubert Gizeskowiak (PM) Making of - Shootin' Annie 24
Gaurav Nawani
Tony Mullen
Moisés Espínola
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
EDITORIAL 3
Sandra Gilbert Look anywhere on the net, and you will no-
Managing Editor tice that creating games is becoming as
popular as playing them. Whole sub-cul-
tures are springing up around online games
and the developers that create them. I even
have to admit that I seem to have gotten
hooked on a few myself.
Now obviously, not everyone is using the
same software or tools in their game pro-
duction pipelines. And honestly, trying to
compile a comprehensive list would be a
daunting task indeed.
But once the coding is ironed out, one com-
mon issue all developers run into, is how
and what to use to create their game as-
sets. Not surprisingly, many developers are
turning to Blender for asset production as
well as rapid prototyping.
In this issue we get to hear how several de-
velopers and game companies are using
Blender to create really fun and interesting
games.
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
IZZY SPEAKS : Gamin Content Resources 4
CGTUTS
Introduction Creating a rocky video game terrain in Blender.
Lately, creating games has become as popular as SemiPro Tutorials
playing them. Considering the number of available
game engines to be found these days, the possibili- Model & Texture a Low Poly Race Track.
ties for efficient work flows are endless. But no mat-
ter what style or type of game you choose to create http://blender-games.com/
or engine you use, there are some common elements
Website dedicated to blender games, great place to
that you are going to need.
get ideas and play a game or two.
Creating games requires a lot of time and effort. De-
So, short of being the ulti- pending on the game engine you use, there will
mate game creation wizard, probably be a fair amount of coding involved. If you
what are you going to do? write your own game engine, there will be even
more coding to deal with.
This, of course, leaves less time for creation of game
assets. Even with the best coding and game play,
lack of actual game assets is going to sink your
game.
So, short of being the ultimate game creation wiz-
ard, what are you going to do?
You are going to check out the following links and
get yourself some assets, or at the very least a start-
ing point that you can work from and embellish as
you go.
http://www.katsbits.com/
Low poly modeling tutorials, tips and tricks.
http://opengameart.org/
Free game content.
Game texture database.
Free for download most come with normal maps.
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
BLENDER NEWS 5
so that you are free to explore and learn the part you
Blender 2.50 Alpha 2 are interested in.
Another al- The DVD assumes you already have a tablet and
pha test know the basics of drawing from imagination, 2D
build has painting software and image manipulation. It is es-
been re- pecially targeted at people who look for a strong
leased to work flow to create a 2D project from A to Z in a col-
help ensure laborative or professional environment.
that bug re-
porters have Chaos & Evolutions includes Alchemy and GIMP 2.6.6
a good refer- patched with GIMP-painter for Windows, Mac OSX
ence for on- and Linux, as well as a customized brush kit, and all
going testing WIP files. It also includes MyPaint for Windows and
and reporting. There have been numerous (read that Linux. All the examples have been done with only
to be hundreds and then some) bug fixes and lots of free and open source software, mainly GIMP. You can
improvements and updates to missing and incom- follow the tutorials with your own 2D application
plete features. While there are still a few features too; like Photoshop / Painter / TVPaint / Krita / etc... (
not fully implemented, there is more than enough Note: one bonus video uses Mypaint!).
for some serious fun and testing.
The DVD tutorials use a music soundtrack without
Check out the 2.50 Alpha 1 release log for more de- voice over. Unobtrusive, simple English labels will
tails of features and what to expect in this release. guide you, which makes it especially targeted at an
international public.
DVD training 5: Chaos & Evolutions The videos are in 1440x896 and play well in the free
Digital painting course using free/open source software. VLC player.
Pre-order discount of 10%. DVD expected to ship Announcing the BlenderNewbies Blender
mid March.
2.5 Training DVD Pre - Order
This DVD covers all aspects of creating advanced dig-
ital paintings, concept art, character design, creature Kernon has
design, environments, illustrations and model announced
sheets. Seven main tutorial videos are devoted to the pre-order
teach the best tips and tricks about digital sketching, of his new
drawing, Alchemy, coloring, painting, finishing and upcoming training DVD. He will be covering Blender
creating model sheets. And eight additional videos 2.5 exclusively and it will contain many hours of new
will present you with more than 20 hours of full and unpublished tutorials.
time lapse in HD (1440x896) minimally commented
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
BLENDER NEWS 6
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Circolino 7
functions and most of these are children. Normally, the GDD (Game De-
physiotherapy involves helping children achieve sign Document).
their gross motor While writing it, I
functions and paid attention to all
enabling them to aspects of the game with the ‘eyes’ of these chil-
develop their dren.
physical inde-
pendence. The It wasn’t as easy as we can imagine. Most of these
Physiotherapists children have motor problems not only because the
assess, design muscles are not working well, but also because the
and carry out brain has some problems, too.
stimulation exer-
cises for children
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Circolino 8
For this reason, I wanted to create mini-games that to use. To use these input devices we need to just plug-
help to train the different parts of the brain and not in the USB cable and we are ready to play: no extra
only the muscles: they must work together. drivers to install and compatible with most operating
systems.
The mini-games of
Circolino train Last but not least: the children love Circolino!
these parts of the
brain that are used I was very happy to use my knowledge to create a
to memorize, to game that is focusing on a target audience that is not
calculate, to recog- always considered in the game industry.
nize, to see and to To create Circolino I used Blender to create the game
hear: parietal lobe, and the 3D assets (environment, characters and items),
frontal lobe, tempo- Python for scripting it, Gimp for the textures, Inkscape
ral lobe and occipi- for the 2D game elements, Audacity for the Sounds and
tal lobe. the Music, and Scribus for the documentation.
The self built input Rosario Azzarello
devices train the
motor functions Porfolio: http://www.gamedesign.ch
while playing these
mini-games. I’ve Video: http://www.youtube.com/watch?v=zRqbJbBIcfQ
created something
that has this ‘Wii
style’ thing going
on and giving a
whole different
By Rosario Azzarello
gaming experience
than just ordinary
keyboard or mouse.
Most of these chil-
dren can’t hold any
controller in their
hands, just because
they have problems
to move it, too. My
objective was to
create something to
wear, not so heavy,
easy to install and
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Going Retro With the BGE – 2D characters on 3D scene 9
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Going Retro With the BGE – 2D characters on 3D scene 10
For now the easiest “holiday”: The first script wasn't made by me (and I
thing to do is take the hardly understand it, updating it to work on
demo and replace the blender2.49 was incredibly hard). It was made by Doc
Sprite sheets and the Holyday (don't know true name) and I use it here to
scenery. load a Character sprite sheet and have it ready for
animation, and ani-
In the future I'm plan- mate it.
ning on making an in-
depth tutorial, when “CGLHoliday”: The
the script becomes Disgaea 3 (PS3) second, by me, is used
more friendly to users. to activate the anima-
tions using the arrows
The theory, at keys.
least, is simple: “angle3”: The third
one, also by me, com-
All that is needed is putes the angles of
already inside the the camera using the
demo file and working. world as reference,
The link to download the character in refer-
the file is at the end of ence with the world
the article. Paper Mario Wii: and the character in
You need a 3D back- reference with the
ground, an invisible camera. In other
collision box that has a words, a tough job.
By Raul Gonzalez Luy
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Going Retro With the BGE – 2D characters on 3D scene 11
Links:
Here are links to my gallery on YouTube where a video
of this working is shown (and some others also of the
BGE or renders), a link were the files are located for
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Blender in 2.5D Games 12
At Matica.com we develop a varied mix A subdivided plane for the landscape, a simple parti-
of games and animations. From 2D cle system for the snow, and 2 very simple sub-
games using cartoon style vector graph- surfed meshes for the trees and stars took minutes
ics to real time 3D games and the full to create. Then all that was left to do was to play
gamut in between. around with the colour ramps and material nodes
to get the look we were after.
The production pipeline for our 3D
Cricket and Friends See a Comet! games is probably no different to most During the game development process we changed
3D game development. Character design, the layout of the pinball table and were relieved the
high poly modeling, texturing, rigging, playfield scene was created using Blender. The trees
animation, effects, low poly texture bak- in the scene overlapped table components which
ing and normal maps, etc. had an undesired effect on the overall look. The fix
was just a case of rearranging the scene a little to
2.5D Games What seems to be covered less is how you can in- fit the new layout and then rendering it out again.
clude 3D tools such as Blender in your 2D or 2.5D
games and animation production pipeline. The rest of the pinball table was modeled in detail
using Blender. We needed a 3D model of a pinball
You can produce just as impressive graphical assets table for another couple of projects so had to go
using Blender with your 2D or 2.5D games as you through the process anyway. It would have been
can with traditional pixel based and vector based just as quick to hand draw the table, but having it
imaging tools. With the added benefit of being able in 3D allows us to make changes to the table and
to make significant changes to your scenes and have our new image at the push of a button.
render a new result almost instantly.
The specular
To illustrate this I'll outline how we have used highlights and
Blender in our production pipeline for some of our shadows help
By Alex Aylesbury
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Blender in 2.5D Games 13
The tilt was needed to help the 3D look (showing the I'd modeled the aeroplane using very roughly sketched
front edge of the table components), and we needed blueprints I'd drawn by hand. I did this while watching
everything to be orthographic for the graphics to match video footage from the Red Bull Air Race, so the final
up to the underlying game physics keeping the sides of aeroplane had pretty realistic proportions. This would
the table parallel. Render layers allowed us to render have looked perfect in an animation but didn't sit well
everything below the ball and everything above the ball when it was put into the game as it was too long and
as separate images. This way in the final game we could thin.
have the ball passing over and under the correct table
items adding to the realism.
We tried using a separate shadow layer to add to the
realism. It made just a subtle difference as it only ef-
fected shadows on the ball which was moving so
quickly you could hardly notice them. It would add to
the final file size of the game so we went with just 3
layers and merged the shadows to the base layer rather
than using 4 layers.
Without straying from the main topic and going into
great detail about how we modeled and textured each
component, that pretty much covers the use of Blender
the pinball game.
Matica Air Race It's something that is difficult to get across in an article
but when we played our first prototypes of the game it
Matica Air Race was the first game we developed using was very clear something wasn't right.
Blender in our production pipeline. Therefore, it took
much longer to produce the graphical assets than Pin- Having the model, animation, and textures waiting for
By Alex Aylesbury
ball due to the learning curve. us in Blender, we could scale the model on one axis and
render again to have a fully animated shorter and faster
What we wanted was essentially the same as for the version in minutes. We quickly had a more cartoon like
pinball game, 3D sprites. The difference being that we aeroplane which suited the movement and look of the
needed an animated 3D sprite for the Aeroplane. So game.
there was no real difference apart from rendering out an
animation rather than a static scene. We had planned for the aeroplane animation to be used
as a guide to produce a vector drawing but it was so
We rendered the aeroplane doing a 360 degree roll, and good we stuck with the rendered images. At the small
rendered the propeller animation separately as we could size we needed for the game the raw render looked sig-
get away with a lot fewer frames of animation for the nificantly better than our vector tests and there was
propeller and put everything together in the game. very little overhead in terms of filesize.
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Blender in 2.5D Games 14
We went on to model other items for the game; rings, ball to fly onto the screen then go into a mode of spin-
air gates, blimps, hot air balloons, even the 02 Arena all ning around, stopping, showing a message, spinning
of which were very quick to create. We got a little car- again, showing another message, etc.
ried away and modeled Tower Bridge which took an age
to model and texture especially as it was our first We estimated 125 frames of animation would be needed
Blender project. We could have certainly drawn that (around 5 seconds) adding 2 or 3Mb to the game which
quicker using traditional 2D imaging software. until now was under 120k. We had to somehow add the
intro without introducing this additional overhead.
Many of our games and animations are not on our web-
site as we are often hired to develop a bespoke project The game would be promoted at events on plasma
for a particular client. The games that make it up on our screens so had to scale up to 1920x1080 pixels. Not a
website are games we developed internally for fun and problem for most of our games, as they use vector
we often re-brand them for Clients which helps us to graphics, but quality would be lost if we used bitmap
recoup our costs. images at a lower resolution.
It's clear to see the benefits to using tools such as We used Blender in the same way we had used it in the
Blender in these cases. We can add a client's logo to the 'Matica Air Race' game to model, texture, and animate
Air Race Plane, Balloon, or Blimp very quickly by chang- the ball. Blender allowed us to export the animation as
ing the textures or even giving the textures to the client a series of .png files with transparency, and at the cor-
and letting them make the changes. We can totally re- rect resolution to match the game.
brand our games in hours rather than days. To achieve a result that would add just 80k instead of
2-3Mb, and that would scale to any size without degrad-
Rugby ing we Rotoscoped the animation which has worked
well for us on past projects.
Our Rugby game has existed in some form or another
for a decade and all graphics were initially hand drawn We had actually planned to Rotoscope the 'Matica Air
using traditional 2D imaging soft- Race' Aeroplane but the original
ware. This game gets a refresh render results looked much bet-
By Alex Aylesbury
every couple of years and during ter than our Rotoscope tests
our current refresh we have re- and as I mentioned earlier the
placed our hand drawn 3D assets file size was pretty good any-
(goal posts and a few other assets) way.
using the same process that we
have already outlined. The images I've included in this
article are thumbnails of the
More interestingly, one of our cli- final Rotoscoped vector images
ents wanted the game re-branded, not the original rendered imag-
and requested the addition of an es.
intro to the game. They wanted a
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Blender in 2.5D Games 15
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Big Pixel 16
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Big Pixel 17
In the bitmap editor of your choice make a small bitmap When you
50px by 50px. We choose such a small size because it open Blender
will help with the pixel art. We're going to make a there's al-
smallish square building here, we only need to make the ready a cube,
texture for two walls and the roof of our soon to be very lets call him
square pixel building, as we are going to reuse the walls Cubey. Don't
on both sides of our mesh. In this little tutorial we are bother re-
going to make a small cafe, its a nice cafe and the coffee naming him I
is cheap, though they have been struggling recently as a just mean
large chain has opened down the road and people only from now on
want so much coffee in their lives, though we don't his name is
need to know this plus its a small pixel cafe and is not Cubey, you
real. can use it
when you
Though lighting effects are possible in Papervision3D we pass him in
didn't use them in Big Pixel Racing, so when making the the street.
texture map for the walls we made one darker to make We'll use
it stand out from the other wall. This darker wall will be Cubey as the
the one we use as the side walls to make our little pixel mesh for our
building stand out. really simple
Once we've finished our texture map (it didn't take long) building ex-
I like to double the size because 50px is small and you ample.
might drop it, or it might get lost down the back of the First lets’
couch, or the cat might eat it and the vet bills for hav- make some
ing small bitmaps removed from cats can be very expen- ground' as it
sive! Make sure your bitmap editor of choice hasn't were. We're
resampled the image when you scale it up, we don't using Blender
want fuzzy pixels. Save the new texture map as a png, 2.46 here. I
you can give it a name like 'cafe_txt.png' because that
By Paul Virapen
like to split
sounds cool. the main 3D
Now, before we open Blender there is something I must area and
tell you. It was November and I was in the bathroom make the
standing on the toilet hanging a clock on the wall when right side the
I slipped hitting my head on the sink. When I awoke I script view
wrote this... which turned out to be the links for the 2 then go Scripts->Image->2D cutout image importer. Then
plugins that will help us in Blender. If you don't already we can import our floor texture sample so we can get
have them you should download them now, but I bet an idea of the floor.
you do because everyone does.
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Big Pixel 18
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Big Pixel 19
When you
want to ex-
port some-
thing, select
it and go to
file->export-
>actionscript
3 class.
Make sure
you’ve con-
verted to
triangles
first though.
And remember not to let your cat eat bitmaps or
meshes because they will if they can
Links:
http://wiki.blender.org/index.php/Extensions:Py/Scripts/I
mage/Import_2d_Cutout_Images
http://www.rozengain.com/blog/2008/01/02/export-your-
blender-objects-straight-to-away3d-papervision3d-and-
sandy/
By Paul Virapen
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
3D WORKSHOP: Infinite Skies 20
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
3D WORKSHOP: Infinite Skies 21
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Pahelika Artwork 22
assets. The
Introduction final
render of
We at IronCode Gaming have been using the scene
Blender in our games for the past 6 and vari-
years. Last year we released an adventure ous inter-
game titled “Pahelika: Secret Legends". It active
is basically a 2D game which contains object
simple point and click adventure dynam- renders
ics. were pre-
Cricket and Friends See a Comet! pared to be
Let me first get into how the game is de- included in
veloped and how we approach the art- the game. Concept Developed by the Artist
work in Blender. Firstly since this game is
completely 2D, we require all of our art assets as In all of
images and sprites. Based on the story locations in Pahelika
Pahelika Artwork this game we have a set of stages and their corre- there were
sponding levels set in a mystic environment. about 30+
scenes
Documentation describing the scenes was devel- that were
oped first and a initial scratch of the concept by the rendered
game designer, which was then sent on to the con- with
cept artist for further development. After his initial Blender.
penciling is approved, the concept artist prepared a
final concept rendering
in color. To keep the Concept prepared in 3d in Blender
time short and ex-
penses under control
By Gaurav Nawani
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Pahelika Artwork 23
Modeling Lighting
Since the scenes The trickiest part of the entire
each contain process was lighting. Realistic
various entities, lighting could be achieved by
it was a long job using AO but it also increased
of recreating the render time tremendously,
them all in 3D given the number of small but
and preparing detailed models in the scene.
them for textur- None of the images that were
ing. rendered used AO and doing so
helped us in drastically reducing
Texturing the overall time of the project.
A normal AO render was any-
For most part the texturing is a mix of procedural or where from 15-20 minutes, while most renders we fi-
handmade 2d textures in Photoshop or Gimp. Some nally used were done in less than a minute on a quad
required a mix of both or even node textures. core machine.
Since this is a one man team doing the 3D art it was de-
cided to use the Blenders Lighting for most parts, so it
was a mix of scan line as well as raytracing for all of the
30+ scenes.
Conclusion
The only gripe we had about Blender was its low quality
of raytracer and of course the complete absence of Glo-
bal Illumination and caustics. Technologies like these
By Gaurav Nawani
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Shootin' Annie 24
game development engine is content for the iPhone with Blender and SIO2 can
desirable. Fortunately, there be found in my new book 3D for iPhone Apps with
are several such game engines Blender and SIO2: Your Guide to Creating Games
available as open source soft- and More with Open Source Software. The book is
ware. I chose SIO2 Interactive's slated to hit shelves February 15th, 2010, so it's likely
that by the time you read this, it is already available.
3D for iPhone Apps with Blender and SIO2 is available now If you have any trouble following the Blender parts,
on Amazon you'll find much more information about the meth-
ods I describe in my other books.
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Shootin' Annie 25
most of the classic signifiers of cute: outsize head; big nie character to spin around and shoot the target.
eyes; tiny mouth, nose, and chin; small hands and feet; Missing a target results in losing a bullet. The iPhone's
and little or no neck. With these dimensions, a charac- multi-touch functionality is used as well. When the bul-
ter will look cute even when she's firing six-guns in a let reload icon flies around, tapping it with one finger
black ten-gallon hat and boots. I liked this contrast be- will fill up one gun (6 bullets) and tapping it with two
tween the cute and the badass, and once I hit upon this fingers will fill up both guns. The number of targets,
character the rest of the game concept soon followed. their speed, and the variation in the number of rings on
With respect to gameplay, my inspirations ranged from each target increases as you progress, as does the com-
Tetris to the early cell-phone Snake-style games to just plexity of the targets' design.
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Shootin' Annie 26
Modeling SIO2. If
possible,
The model was created freehand in Blender, using all the arma-
quads. It's much easier to work with quads when mode- ture
ling than tris, so converting the model to tris is some- should
thing I only do when I'm finished modeling. I used the use as
mirror modifier to model but no subsurfing because the few bones
model was intended for real-time (game) rendering. I as possi-
find modeling in Blender almost as intuitive as I do ble, but
drawing with a pencil, so for non-realistic subjects I of- since the
ten model without a reference drawing. In this case, the other de- Several points in the evolution of the character's
added flexibility of modeling and designing on the fly mands of proportions.
the game
were
fairly minimal, I figured I could get away with a heavier
armature here. The reason bones can slow you down is
that each bone is converted to a vertex group in SIO2,
and deformations are based on the vertex groups. More
vertex groups take up valuable processing resources,
which are at a serious premium on mobile devices.
A nice advantage of work-
ing this way, however, is
that SIO2 can handle all
kinds of deformations on
Game play in Shootin' Annie is simple but gets challenging as the mesh in an action. You
things speed up. can use FK posing, IK pos-
ing, even Lattices and Mesh
was helpful because I could change the dimensions of Deform modifiers and the
mesh will deform correctly
By Tony Mullen
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Shootin' Annie 27
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Shootin' Annie 28
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Shootin' Annie 29
The SIO2 resource data type is also crucially important Open source purists will proba-
in the design of the game. This data structure acts as a bly not feel comfortable devel-
resource manager and handles the treatment of re- oping for this platform, but
sources such as models or widgets. Any time you have a then again, until recently there
collection of objects that need to be cycled through and were few if any open source
dealt with in some way, for example the collection of options for mobile phones
targets in Shootin' Annie, it is a good idea to give them available, and most platforms
their own resource manager and make that resource did not allow 3rd party devel-
manager active when you want to deal with those spe- opment at all, so the iPhone
cific objects. platform should be considered
in this context. Hopefully
For example, the collection of targets were imported Google's Android will open up
using a separate .blend file, and they are handled by lucrative opportunities for de-
their own associated SIO2 resource manager. velopers in the future.
The way to bring 3D assets into SIO2 is to use the SIO2 In any case, developers should
Exporter Python script to export them from Blender to a be prepared to jump through
special file format called a .sio2 file. I worked with mul- some hoops to get their work
tiple .sio2 files for Shootin' Annie. The book discusses made available on iTunes, be-
exporting Blender files to the .sio2 format, but the .sio2 ginning with own-
file format can also be used to bring other resources ing a recent Mac.
into the SIO2 environment, such as widget graphics. It's The iPhone SDK, in- The blend file contains the bulleyes
incredibly simple to do this. All you need to do is put the cluding the iPhone
resources you want into a directory, zip the directory, Simulator, the Xcode IDE and a variety of other tools is
and rename it from .zip to .sio2. available for free, so you can test the water with no ex-
You can then access these files from within Xcode just pense, but to program for an actual device or to make
as the book describes doing with 3D assets. your game available to others on iTunes requires a $99
membership to the iPhone Developer Program.
Working with Apple Once you're a member, there are procedures at every
By Tony Mullen
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Mii School 30
lutions).
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Mii School 31
extrude, split, merge, etc. and finally, smoothing filters detail have
were applied for smoother surfaces without overly in- been in-
creasing the number of polygons (set smooth). creased no-
ticeably in
For proper illumination of the scenes, a sun type global eyes and lips,
lighting illuminates above the main student on whom areas that
the simulation action always focuses, so that the ob- most influ-
jects and characters around him are always properly ence the fa-
illuminated. Some spotlights were also used to increase cial gestures.
illumination on certain places. So if one
Texturing was also done during this first stage using the character is
UV mapping technique and the Blender materials editor, threatening
applying good quality images to the 3D models to in- another in a certain scene, his face expresses aggressive-
crease realism ness. If, on the contrary, a character feels threatened,
of the scenes his face shows fear.
and characters.
c) Blender Game Engine and Python program-
b) Animation ming
Once the 3D When the
models were characters
designed, I pro- were created
ceeded to the and the cor-
animation stage responding
by first creating animations
skeletons asso- implement-
By Moisés Espínola
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Mii School 32
The source code specifies aspects such as what charac- elif STATE==7:
ters intervene in each of the scenes or which scene is
going to be developed in this moment. In order to CHARACTER ="baddie02"
achieve better performance during program execution BASIC ="bodyHandMouth"
in the simulation of a scene, only the characters and
objects that are going to be viewed by the camera are MOUTH ="mouthLaugh"
shown, the rest are hidden.
EYEBROWS ="eyebrowsBaddie"
The source code that I have programmed in Python fol-
lows the instructions of a deterministic finite automata CAMERA ="cameraCharacter01"
to find out in what state of simulation Mii-School is at
TEXT = "Perhaps we could use ... your head
any given time. It then activates the corresponding cam-
as a ball !!"
era, body animation, and facial expressions of the char-
acter who is speaking at the moment. The following text activateScene(CHARACTER, BASIC, MOUTH,
shows part of the source code for the first scene in Mii- EYEBROWNS, CAMERA, TEXT)
School. This code specifies the person speaking in this
moment, his basic body animation, the facial expression …
(mouth and eyebrows), the active camera and the dia-
logue that is visualized on the screen. Finally, the com- To simulate Mii-School, the Blender Game Engine not
plete scene is activated by sending all of the data to the only executes the Python source code that I have devel-
Blender Game Engine. oped, but also takes into account a series of events asso-
ciated with the dynamic objects in the scenes, especially
... characters (both their 3D mesh and the skeleton) and
cameras (with their corresponding dialogue box, which
elif STATE==6: also has associated events). Each event is divided into 3
parts: the sensor (that receives information, for exam-
CHARACTER="baddie01"
ple, pressing a key or a specific signal), the actuator
(which performs actions on objects, like animating a
By Moisés Espínola
BASIC ="bodyHandsHips"
character or moving a camera) and the controller
MOUTH ="mouthNormal" (which connects the sensor to the actuator).
EYEBROWS ="eyebrowsNormal" In the Mii-School project, there are over 900 basic ob-
jects with associated events. Some are complex objects
CAMERA="cameraCharacter01" such as a character’s skeleton or its 3D mesh, others are
TEXT = " We want to play handball, but we simpler, such as the dialogue box for a specific camera.
have not a ball ...” Each object has an average of 10 events of its own that
regulate their functioning. For example, in the cameras
activateScene(CHARACTER, BASIC, MOUTH, an event can indicate a movement, in a character an
EYEBROWNS, CAMERA, TEXT) event can activate an animation.
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Mii School 33
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Mii School 34
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
MAKING OF: Mii School 35
each one of
the scenes
and other
data of inter-
est, is stored
in a web
page format
for later
viewing and
analysis by
the psychol-
ogy research-
ers.
There are other scenes where personality-related prob- Background music has been added in the scenes and
lems and the student’s mood, attention in class, beliefs audio in the conversations to achieve more realism.
and integration in social groups are checked. Proper movement of the cameras during the transition
of scenes is also carefully made so the simulation has
Final results and future works the quality of real movie.
The total simulation of Mii-School's 17 scenes lasts ap- As a future enhancement of the Mii-School program, the
proximately 25 minutes. The student can choose his sex simulator is going to be translated into different lan-
at the beginning of the simulation to personalize the guages
animations to his own gender. All the information intro-
duced by the student, as well as the choices selected in
By Moisés Espínola
Moisés Espínola
Website: http://www.ual.es/personal/moises.espinola
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
Fullmetal Soccer - by Bernhard Bauer
GALLERIA
36
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
Zero Ballastics -by Bernhard Bauer
GALLERIA
37
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
Ranger - by Mark Wowk
GALLERIA
38
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
Riverling - by Mark Wowk
GALLERIA
39
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
Atlantis Return (Game) -by Alvaro Corts
GALLERIA
40
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
Pandora floating islands -by Victor Jesus Acevedo del Real
GALLERIA
41
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
Quarantine -by Seba
GALLERIA
42
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
Sweet little soilder -by Zoltan Miklosi
GALLERIA
43
www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
Want to write for BlenderArt Magazine? 45
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www.blenderart.org Issue 26 | Feb 2010 - "Ready, Set, Play! Blender & Gaming Content
Upcoming Issue ‘Theme’ 46
Issue 27
"Shadow Showdown: Achieving Light/Shadow Balance"
Lighting game levels and characters, images, animations
Atmospheric lighting
Nodes/compositing for great lighting effects
Coloured shadows
Ambient Occlusion
Lighting groups
Textured lighting/shadows
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