Still there!? Uh!!
Well, now it will be fun, eh eh!
We'll make our proud warrior obey to our
"orders", in other words, "How to control our player
As you have noticed ( i hope) in most games, the "player" character
"perform" an action when you press a keyboard key ( or mouse
click). Often there's many actions available.
I'll only explain the most basic one: the walking cycle. This way you'll
learn the basics and easily
( he he) make the others. Let's start.
Divide your 3D window in at least 3 windows, one being an Action window,
other an IPO edit one.
In the User preferences window, at top bar, enable the "KeyAC"
button (red square in the image above), this way, BLENDER will add position
In the 3D window select the Armature and enter Pose mode . In the Action
window press the little square button to add a new Action.
Now check if you're in frame 1 and place the model members in the biggest
amplitude walking position ( one very useful advice: when rotating a bone,
keep Ctrl key pressed down, this way the rotation moves by steps of 5º
degrees. Later, you'll be very grateful to me). When done select all the
bones, A key, press I key to bring the Insert Key menu and choose Rot
from the menu items. Notice that in the Action window, bone's channels
and keys have appeared ( you must press the "house" button maybe,
to see them).
In the images above i show you the basic four steps of a walk cycle (from
now on, you don't need anymore to insert keys manually. Each time you
move a bone,
BLENDER will do it automatically).
Image 1-Frame 1
Image 2-Frame 5
Image 3-Frame 9
Image 4-Frame 12
Frame 16- The same as frame 1 but mirrored. To do this return to
button (1), back to
Frame 16 and press the
button (3). Do the same for the other poses in
Frames 20, 24,
is exactly the same pose as
Frame 1. So go back to
Frame 1, press
button (1) and in
You can achieve the same result in the
Action window; select
in the Frame1, do
them to the
(keep Ctrl key pressed down, to snap to 1 frame steps moving).
Now that we've a little Action, we can start to make a
game. In four steps!
buttons enable the
Size: in a way that the pink dot sphere covers the Mesh ( that sphere
is the collision
2-In the Logic Brick buttons add a "Keyboard Sensor", and in
the "Key" field choose one key
that will make the character moves forward!
3-Link the "Keyboard" sensor to a newly added "AND"
4-Link the "AND" Controller to a new "Motion" Actuator
and a new "Action" Actuator with in
his "AC:" field the exact name of the walking cycle action we've
made before, and in the
"Sta:" and "End:" fields, the lenght of the walk cycle
Before we can try our fresh keyboard control, we must add a scene to our
Add a Cube, enter Face Select mode, F key, load a texture ( or more) to
"paint" the walls, ground and ceilling of the room. By default
the normals of new objects point to the outside. But our "game scene"
it's "inside" the cube.
So, press Tab key, select all the vertices and press Ctrl-Alt-N keys to
make face normals point inside. Tab again to return to Face Select mode
and in front view, select the front and back walls, U key and choose From
Window in the menu. In the Image window scale the faces like in the red
square insert above (the image texture will repeat in the X axis of the
walls). Repeat this for the other walls, and texture the ground and ceilling
according to your taste.
Just some more few things before the great moment. We need a
to make "our"
Add a Camera to the scene, place it more or less behind Little OTO, pointing
to him, and add a "Always" Logick Brick Sensor, linked to an
"AND" Controller and linked to a "Camera" Actuator
with in the "OB:" field the exact name of the Little OTO object.
The other settings control the distance to the followed object and the
height of the camera view.
Ok, it's the great moment.
Switch to Camera view, 0 key, press the little Pacman button ( image above)
in the icons bar (or P key) and........it's magic ( i hope, for you, me,
I'm tired, i need to take a rest) .