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<title>Blender 3D Club</title>
<pubDate>Mon, 20 Oct 2008 23:36:23 -0500</pubDate>
<link>http://www.blender3dclub.com/</link>
<description>PostNuke Powered Site</description>
<language>en-us</language>
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 <title>Blender 3D Club</title>
 <url>http://www.blender3dclub.com/images/logo.gif</url>
 <link>http://www.blender3dclub.com/</link>
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<item>
<title>Sample Blender Files</title>
<link>http://www.blender3dclub.com/Article66.html</link>
<description>If you're looking for sample blender files, you should check the demo files on the 
Blender Web site.  Under the download section towards the bottom of the page there's
 a section title &quot;Regression Files&quot;.  At the top of the list is a demo file containing 
 over 50 blender files (created after version 2.48) which sample almost all of the 
 features blender has to offer.  

The next to files are collections of demos pertaining to the game engine. 

Hers's the link:
Blender Download Page
Scroll down to the bottom to find tons of samples to learn from!



</description>
<pubDate>Mon, 20 Oct 2008 23:36:23 -0500</pubDate>
</item>
<item>
<title>Version 2.48 Released..</title>
<link>http://www.blender3dclub.com/Article65.html</link>
<description>Version 2.48 has been released recently with a ton of cool new features and fixes.
Some of the updates include:
Real-time GLSL Materials
Game Logic
Bullet SoftBody
Game Engine notes
Colored shadows
Shrinkwrap Modifier
Simple Deform Modifier
Grease Pencil
Animation tools
Sun, Sky, Atmosphere
Sculpt mode improvements
Python Editor
Fluid Control
Wind &amp; Deflectors

See the complete list of updates here and download the software too while your at it!!


</description>
<pubDate>Fri, 17 Oct 2008 21:33:35 -0500</pubDate>
</item>
<item>
<title>Quick and Easy Health Bar</title>
<link>http://www.blender3dclub.com/Article64.html</link>
<description>Here's a short and simple tutorial on creating a Health Bar for your Blender Games.





Step 1:

Making a quick and simple Health Bar for Blender's Game engine. 
Add 2 planes (separate objects).  Make one green and one red.  Mine will be used from an 
over head view so my green plane is slightly above the red plane.
</description>
<pubDate>Tue, 02 Sep 2008 21:14:16 -0500</pubDate>
</item>
<item>
<title>Version 2.47 Released...</title>
<link>http://www.blender3dclub.com/Article63.html</link>
<description>Blender version 2.47 has been released.  Get your copy today!



Download Blender 2.47 Here!


Be sure to check out the Features Video Gallery.  You might learn something new!

</description>
<pubDate>Mon, 01 Sep 2008 11:31:35 -0500</pubDate>
</item>
<item>
<title>Yo Frankie - Open Source game.</title>
<link>http://www.blender3dclub.com/Article62.html</link>
<description>This looks terrific.  An open source game created with Blender soon to be released.  
Based on the characters from Big Buck Bunny,
the open source movie created with Blender.


Sample Videos and Link to their sight.



This includes a video tutorial by Pablo, one of the creators on material nodes and creating some special 
effects in the Game Engine.  

</description>
<pubDate>Sat, 09 Aug 2008 16:53:29 -0500</pubDate>
</item>
<item>
<title>Modeling Sponge Bob</title>
<link>http://www.blender3dclub.com/Article61.html</link>
<description>

Here's a tutorial I made using a slightly different format.  It's designed for an intermediate user
looking for ideas on how to go about modeling something.  As I created this model, I took lots 
of screen captures with the idea that I would create a tutorial with lots of reference photos and
fewer words. 
As it turned out, I ended up taking over 200 screen captures.  I hope this helps you understand 
the simple techniques that can be used to create just about anything.




</description>
<pubDate>Sat, 09 Aug 2008 16:19:44 -0500</pubDate>
</item>
<item>
<title>Version Tags...</title>
<link>http://www.blender3dclub.com/Article60.html</link>
<description>Since the release of version Blender 2.46, I realize somethings have been improved, change or updated.  I understand that some of my tutorials may need to be updated or revamped completely to keep up with the times.  Since I maintain this site in my spare time, I'll do the best that I can to keep things update.


I also realized with the new version release, it would be helpful if I labeled each tutorial with which version of blender they were created for so I created some labels (with blender of course) and stamped all the tutorials on the site.  I did not have the time to label any of the PDF files, so just take it that any of the unlabeled ones are based on Version 2.45.   All future tutorials will be labeled accordingly.

I'm also planning on a new tutorial section that's just based around the 

Game Engine.  I enjoy working with it often and I feel it would be a great value to pass on anything I've learned to the Blender community.   It will most likely be small details on how to get specific things accomplished in the Game Engine rather than a tutorial on creating a complete game.  But, you never know. 

Good Luck



</description>
<pubDate>Sat, 26 Jul 2008 10:58:22 -0500</pubDate>
</item>
<item>
<title>Blender 3d Architecture, Buildings and Scenery</title>
<link>http://www.blender3dclub.com/Article59.html</link>
<description>
Blender 3D Architecture, Buildings and Scenery:

A new book released from Packt Publishing.

I was recently given the opportunity to look at a copy of this book and found that it was 
very clearly written and well suited for someone looking to learn how to use this terrific 
software.  The instructions are direct and to the point.  The book begins with an introduction
to Blender and 3D design.  From there, it goes in to a quick start chapter which covers things
from manipulating the interface to keyboard short cuts, modes, selecting objects and using 
the 3D cursor.     It then goes in to modeling basics, detail modeling of architecture and furniture.
Later chapters cover materials, textures, UV mapping and basic lighting.  The final chapters go 
over using Ambient Occlusion, Global Illumination with Yafray, Animation and Post Production using
GIMP.  Throughout the book, the instructions are complimented with illustrations on almost
every page.  This book appears to be written based on the 2.45 release of Blender which will
still pertain to 95% or more of the current release of 2.46.

In my opinion this would be a fine book to add to your Blender Reference library.

You can download a sample chapter here .

Check it out at Packt Publishing.
</description>
<pubDate>Fri, 25 Jul 2008 21:51:19 -0500</pubDate>
</item>
<item>
<title>Blender Battleship</title>
<link>http://www.blender3dclub.com/Article58.html</link>
<description>I've been working again on my Blender version of 'Battleship' the past view days and it's going surprisingly well....



</description>
<pubDate>Sat, 31 May 2008 10:41:46 -0500</pubDate>
</item>
<item>
<title>Forum</title>
<link>http://www.blender3dclub.com/Article57.html</link>
<description>I've opened up the Forum.  Please let me know if there's anything not working or any thing you might like changed.

Existing board members should be able to log into the forum with their existing name and password.

Scott


</description>
<pubDate>Sun, 13 Apr 2008 06:15:42 -0500</pubDate>
</item>
<item>
<title>Off Road Sim...</title>
<link>http://www.blender3dclub.com/Article56.html</link>
<description>
I've had renewed interest in my 

off road sim I started a while back.  I've been working on that the past day or too.  

It's amazing how long it took to figure out how to make the smoke trail behind the rig.  I didn't give up until I got it.



</description>
<pubDate>Sun, 06 Apr 2008 00:43:04 -0500</pubDate>
</item>
<item>
<title>Creating Tank Tracks</title>
<link>http://www.blender3dclub.com/Article55.html</link>
<description>



Tutorial by Scott B.
The Blender 3D Club.




Quick and easy tank tracks using DupliFrames and Path Curves.

</description>
<pubDate>Fri, 28 Mar 2008 13:36:42 -0500</pubDate>
</item>
<item>
<title>Setting Vertex Colors from Python</title>
<link>http://www.blender3dclub.com/Article54.html</link>
<description>





Tutorial by Scott B.
The Blender 3D Club.






Someone came to my site a while back looking for a way to set vertex colors using python.  Here's a brief tutorial
that shows how you can do it. 

 
</description>
<pubDate>Wed, 26 Mar 2008 20:53:10 -0500</pubDate>
</item>
<item>
<title>Blender Python GUI Designer</title>
<link>http://www.blender3dclub.com/Article53.html</link>
<description>

Here's a gem of a program.  Just what I needed.  Thought I would pass this along to everyone.  Design GUIs for your python script with this Windows program.  There's a Python script version as well but it gave me an error when I tried it.  I'll post it here has well.  Maybe someone can take a whack at fixing it when they have the chance.



Blender GUI Link

</description>
<pubDate>Mon, 10 Mar 2008 07:25:31 -0500</pubDate>
</item>
<item>
<title>Python: printing an object's directory</title>
<link>http://www.blender3dclub.com/Article52.html</link>
<description>


I've been drinking a lot of coffee and working with a lot of python over the past few days.  One trick I've learned is an 
easier way to print out long object diretorys.  For example, printing out the directory for
Blender is pretty long.  Some are even longer.


This code: 
import Blender
print dir(Blender)

Will give you this result:
['Armature', 'BGL', 'BezTriple', 'Camera', 'Constraint', 'CountPackedFiles', 'CurNurb', 'Curve', 'Draw', 'Effect', 'FALSE', 'Geometry', 'Get', 'Group', 'Image', 'Ipo', 'IpoCurve', 'Key', 'Lamp', 'Lattice', 'Library', 'Load', 'Material', 'Mathutils', 'Mesh', 'Metaball', 'Modifier', 'NMesh', 'Noise', 'Object', 'PackAll', 'Quit', 'Redraw', 'Registry', 'Run', 'Save', 'Scene', 'Set', 'ShowHelp', 'Sound', 'SpaceHandlers', 'SurfNurb', 'TRUE', 'Text', 'Text3d', 'Texture', 'Types', 'UnpackAll', 'UnpackModes', 'UpdateMenus', 'Window', 'World', '__doc__', '__name__', 'bylink', 'event', 'link', 'mode', 'sys']
</description>
<pubDate>Thu, 06 Mar 2008 23:24:59 -0600</pubDate>
</item>
<item>
<title>Using a Specular Map</title>
<link>http://www.blender3dclub.com/Article51.html</link>
<description>


Specular Maps:
Tutorial by Scott B.
The Blender 3D Club.







Using a Specular map is easy.  It's the same as using a 'Nor' map.  You could use the same image for 
both to achieve good results or you could go into more detail.  A good example of a custom specular map
might be if you're trying to achieve the look of water that has just streaked down an object.  The areas that
are wet will be shinier than the rest of an object.


For now, I'll just go over how to load and use a specular map simply using a gray scale image of the texture.
  
</description>
<pubDate>Thu, 06 Mar 2008 09:53:08 -0600</pubDate>
</item>
<item>
<title>Simple Spinning Cube Animation</title>
<link>http://www.blender3dclub.com/Article50.html</link>
<description>




Tutorial by Scott B.
The Blender 3D Club.






Description: A simple animation of a spinning cube with it's rotation center moving.
To start with, place your 3D cursor in the center of 'space' by pushing SHFT-C.  My sample
images are all screen shots take from the overhead view - NUMPAD 7.




</description>
<pubDate>Sat, 23 Feb 2008 00:22:41 -0600</pubDate>
</item>
<item>
<title>Discombobulator Sample</title>
<link>http://www.blender3dclub.com/Article49.html</link>
<description>
Just a quick sample from the discombobulator script that comes with Blender.  It has great 
potential.  I really need to spend more time with this script when I get the chance.


Full image here.

Scott

</description>
<pubDate>Sun, 17 Feb 2008 10:47:16 -0600</pubDate>
</item>
<item>
<title>Modeling with Soft Bodies</title>
<link>http://www.blender3dclub.com/Article48.html</link>
<description>





Tutorial by Scott B.
The Blender 3D Club.



This tutorial will show you how to use soft bodies to create a static model. 
</description>
<pubDate>Sat, 26 Jan 2008 22:11:39 -0600</pubDate>
</item>
<item>
<title>Baking Normals and Ambient Occlusion maps</title>
<link>http://www.blender3dclub.com/Article47.html</link>
<description>





Tutorial by Scott B.
The Blender 3D Club.



This tutorials shows the process of baking normals and ambient occlusion maps to a texture.


</description>
<pubDate>Sat, 26 Jan 2008 19:28:46 -0600</pubDate>
</item>
<item>
<title>Now available in OBJ format.</title>
<link>http://www.blender3dclub.com/Article46.html</link>
<description>
The Victorian Summer house is now available .OBJ format.
Includes free textures from CGtextures.com.

Only $2.00 at the 
Market Place.
</description>
<pubDate>Wed, 23 Jan 2008 20:23:54 -0600</pubDate>
</item>
<item>
<title>Spin Modeling</title>
<link>http://www.blender3dclub.com/Article45.html</link>
<description>







Here is a simple and easy tutorial on modeling an object using the &quot;Spin&quot; function.  Any
object that is symmetrical around can be modeled this way.  It could be a glass, a jar,
 a vase, a column, a post, a wheel or anything.


</description>
<pubDate>Sun, 13 Jan 2008 01:11:48 -0600</pubDate>
</item>
<item>
<title>Staining your textures with Vertex colors</title>
<link>http://www.blender3dclub.com/Article44.html</link>
<description>





With this tutorial,  I'm going to show you how you can use vertex coloring to add a staining effect to your textures.  The sample to the right was made using a clean material texture.  The blood stain was added using vertex colors.  

</description>
<pubDate>Thu, 10 Jan 2008 23:08:09 -0600</pubDate>
</item>
<item>
<title>Multiple Cuts...</title>
<link>http://www.blender3dclub.com/Article43.html</link>
<description>When performing a loop cut o&amp;shy;n your mesh (Presssing &amp;#39;K&amp;#39; and selecting &amp;#39;Loop Cut&amp;#39;),  if you have a mouse with a wheel between the buttons, you can roll the mouse wheel up to increase the number of multiple cuts or roll it down to decrease the number of cuts.</description>
<pubDate>Wed, 26 Dec 2007 15:12:37 -0600</pubDate>
</item>
<item>
<title>Vehicle Physics - Basics</title>
<link>http://www.blender3dclub.com/Article42.html</link>
<description>


This tutorial was written with the intent that the reader has a basic understanding
of modeling and logic blocks within blender.




The information in this tutorial is from my experience after going through the 
code from the Demo that was released and 'reverse engineering' it.  Taking values
from different section of the code, altering it until I understood how it was being
used.

This may not be the best way or the most accurate, but I've learned enough to get
the vehicles to work and have fun with them. 

To start out with, you need to create the basics - A vehicle (car) body and 4 (or more)
wheels.
In my example, my car is facing the front view (num 1).  Pressing '7' for an above view
shows my car facing the bottom of my screen.
</description>
<pubDate>Sat, 08 Dec 2007 22:25:14 -0600</pubDate>
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