krispy1001
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Hi Everyone!
Here is the link to Video 10 :
Krispy1001
Here is the link to Video 10 :
Krispy1001
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Caution! There is an oddity in Blender to be aware of. There are basically two ways of assigning textures to a face: by material or by "TextureFace" (that's what it was called in pre-2.5 versions of Blender). In the properties/display side panel of the 3D-viewport (N-key), under "Shading", you can choose between Singletexture, Multitexture and GLSL (the options are different when using Cycles). When you select GLSL, the material assigned textures are displayed on the objects in the viewport. When you select Singletexture or Multitexture, the "TextureFace" assigned textures are displayed on the objects. If they are both the same (i.e. you gave the material the texture you already had in the UV/Image editor), you won't see any difference. The UV/Image editor can only superimpose UVMaps of objects that share the same texture based on "TextureFace" assignment, not material assignment. So what can happen is this: you are in GLSL mode, you can see all objects in the viewport are mapped to one texture and wonder why their UV-maps (or parts of them) are missing from the UV/Image editor. That's because they share the same material and thus the same material textures, but not the same "TextureFace" texture. The correct procedure when unwrapping an object is thus the following :


In Blender, for objects that share the same texture (see my remark below), you can display the UV-Maps of all of them at the same time in the UV/Image editor: Just select all the objects (that share the sheet/material) with your active object last, tab into Edit mode and you should see the UV-Maps of the other objects outlined in grey on top of the texture.






Hi Capt_X!
It is an old habit! I am use to using some type of bones for all of my animations. I did not think about the extra Verts


