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  Community   Community Journal 29/2001
2001 07 20 
Willem Zwarthoed 
Intro :: Zycho
The past two weeks have seen a lot of action - things were (and are) quite hectic!

Of course we saw the long and eagerly awaited arrival of Blender 2.14...and MAN did everyone go nuts! And still there's more to come.

This week we have a nice selection of images and animations and of course the new subdivision surfaces have made their entrance - check it out in the artwork section. Theeth is with us once again with a nice mini tute on mesh intersection and of course calli has his game section. Last but not least we've also reserved some space for a very interesting on!

The CJ team

Previous Editions:

Headlines :: Zycho
Blender 2.14 released!
If you haven't got it yet, you better go get it now! Features include Catmull-Clark subdivision surfaces, the 3D paint tool and mesh decimation! Get it here

Character animation preview
This morning we published WP's sneak preview on the upcoming character animation tools. Go check it out here

New e-shop in the works
Monday july 30th will see the dawn of our completely new and improved e-shop. Expect easy navigation, an original xype design, new products, special offers and more!

Siggraph user meeting 2001
The plans are still in the making but we're aiming to have a user meeting at Siggraph on monday the 13th of august. More details will follow shortly. One thing that is sure is that this is your chance to meet Ton!

Technical Writers
You've been sending us loads and loads of your resumes applying for our job opening for Technical Writer. Many of you qualify extremely well for the job - stay tuned to read more...

Artwork :: Zycho
SysAdm - (post)

O.k... changed the mountain texture... added some detail to the crow, added some 'mold' to the "D"... worked on the ground texture... etc, etc...

Need some Blenderhead input before I animate the scene...


No post processing what so ever... I hit F12 and uploaded it..

Plan on making a field mouse for the animation that gets swooped up by the crow and flies right over the camera.. feet wiggling and everything...

If all looks good on the still, will go on to the field mouse... stay tuned...



plus77 - (post)

my picture of cell in his fianl form

comments apreciated. still looking for lighting suggestions/help.


graphinc - (post) real car is actually being repaired by the mecanical man, so maybe I'll use this sort of spaceplane




WAVK - (post)

Take a look,




Caronte - (post)

New anim test (in animations page).

[smile] SSSPlasssshhh!!

hosaka - (post)

Hello all.

I thought I'd share an image I put together not too long ago for where I work. The project was to illustrate a conceptual idea called the Libratory.

The Libratory is a place where one explores the arts through new technology. Think big, like virtual environments, augmented reality, smart rooms etc. In any case, I needed to contrast the limitations of current art exploration with the possibilities that the future holds.

The result can be found here: theLibratory.jpg

The image itself is made of three parts. The background, live action element, and the holographic like glowing object. I modeled the background structure, the velvet ropes, and pedestal. The venus model is something I found on the net in vrml format (generated by a 3D scanner based off of a cardboard model of the famous statue). After laying everything out, I performed radiosity calculations. Then finished texturing. The glowing statue came out of playing with Blender's halo effects (the statue mesh is very dense). Everything was then composited together in Photoshop, where further lighting effects and type were added.

I have to say I learned a lot by doing this project, and have come to appreciate Blender even more. Thanks NaN for getting me started in this great field of computer graphics.

Comments, questions welcome.
(yes, I know you can bowl on those floors ;)


Hanspb - (post)

This is just to show you my first test of the new sub-surf tool in 2.14. It's f***ing great!

Hans Petter


aurelius34 - (post)

OK, this could be a final image. I made the wires thinner, more smooth, and added an extra shine to the Zelda game. Are there any suggestions for anything that could make it better? Thanks to Nimrad and Theeth for the curve help!

Check it out here:



sonicpaver - (post)

Hey all... just finished an animation and want to show it to you guys. It's an animated deodorant w/ sfx...
AmbitiousDeo1_divx.avi (appx 1 mb and divx compressed)
I haven't worked too much on the textures, as you can see... but it's more about the character animtation
Comments are greatly appreciated,

dickie - (post)

Here's my most recent Blender-Babe.
Comments? I love feedback!


The Blender-Made site:



jbelanche - (post)

This is my last work. I hope you like it!

Javier Belanche


sgefant - (post)



wing - (post)

Here is som RC-Car pictures!







rash - (post)

Catchfraze - (post)

Sorry about the slow server, had to move site,

Just put up this model and a handfull of pics to show the detail.

Model is of a sailing ship and is highly detailed, I had to find a place with no file size limits

Enjoy, admire, say it sucks, .....make it better

Long Live Blender


Theeth's quick blender tuts
A whole bunch of tricks to make holes (3 of 3)

Hi, welcome (back!?!) to my Mini-Tutorial collumn.
This week, the Episode III of the 'Making holes' serie.

Sorry, no quote of the week this time!

This one is of the most complicated methods to make holes, but it can be used to create very fancy ones. It's [drrrrrrrrrums!] mesh intersections!


Yep, Mesh intersection, a boolean operation that takes two meshes (they have to be the same object) and cuts them where their faces intersect.
Mesh intersections are made through a series of really complex calculations which would interest only the math wizs of you, and it is not the purpose of my collumn. Sorry guys, maybe another time.
This operation is performed with a click on the INTERESECT button (in the Edit buttons ). Blender intersect only the selected faces, so if you don't want to overload your computer (which may happen when the number of faces is really high), only select the relevent vertices, those which delimit intersecting faces.

The Intersect button
The Intersect button

Lets get to work!

This time, we'll make a sphere with a gap in it, to make a broken ball for example.
The STEPS correspont to the .Blend, just hop 10 frames (,) to switch between steps.
-> Fire up Blender.
-> Delete the default plane

The 5th Step
The 5th Step

-> In top view, add an ICOSPHERE (Subdivision : 3)
-> out of Edit mode
-> Add a CONE (Vertices : 32)
-> out of Edit mode

-> Position the cone so its point penetrates the sphere

-> Join the two objects ()

-> in Edit mode
-> Select every vertex () and hit the intersect button (in the Edit buttons )

-> Select the parts you don't want (select a vertex and hit ) and move them away. Here you'd have to move the part of the Cone outside the ball and the cut out piece of the sphere.

-> Delete those



That's the end! If you like it, come back next week for more! In the mean time, if you have any suggestion or comments, BIM me if i'm online or drop me a mail at
I hope you've learned something, if not, you may be too good for me (or you might be [insert your favorite Blenderhead's nickname here])!


new gameStuff :: Calli
This week we don´t have many submissions, but I tried to make an interesting article anyway. Hope you enjoy.

Be sure not to miss the low-poly character tutorial made by our Imaginary Love chief OTO. You can read it at OTOs tutorial page.

Also we only have a few days (deadline: August 15th 2001) left for the F1 racing contest.

Maybe you used the decimator tool introduced in Blender 2.14, and got the message "ERROR no manifold Mesh". This limitation of the decimator is best explained by the developer of the tool:

"A manifold mesh in this context is basically a mesh where every edge is shared by 1 or 2 polygons (i.e. not 3). This is a restriction the decimator enforces since the internal data structure relies on this being true.

So what you are not allowed is T junction edges.

Cheers, Laurence."

The left mesh (manifold) in the image has these kind of vertices, so you will get the error message. It is also no good idea to model like this, it will result in sharp edges and need "double side" polygons in the game engine.


Also introduced with Blender 2.14 is the possibility to control sound via Python. This makes it possible to set the pitch of a sound according to the speed or the revolution per minute of an engine. Additional it is possible to control more aspects of sounds like the volume or even change sound-files from python.

Check the demo file to hear it:


Abracsis posted "First Bout 3 -- The Final demo" to Blendermania. Get it from Blendermania.

d0pamine implemented a script that can track a dynamic object track another moving object, by setting forces or velocities. It uses a simple-simon control algorithm called PID control. Check it out at Toms site.

Nikolatesla did made a Python script which implements a GUI editor in Blender itself. Once you have designed your GUI it saves a python script, which then can be used as framework for your new script. Get it from nt20s page.

This script shows how small and elegant very usefull scripts in Python and Blender can be. I have some remarks I like to share:
  • a grid is absolutely needed
  • "D-Delete"? "X-Exit"? Thats to hard for a Blenderhead
  • some mouse problems on Unix machines, but segefant already found the solution

    Again great work nikolatesla20!

  • SiteSpot :: Zycho
    Every now and then we bump into a site that deserves a little attention, and this time it's Eeshlo's page. You might remember Eeshlo from his Image based lighting tests, but there are more interesting goodies to look at.

    You must check out the page titled Other Blender stuff, where you'll find some interesting techniques presented in a .blend file. There's a simple but effective trick for omnidirectional shadow casting light and very nice way to make multi-colored volumetric light effects based on a texture rather then geometry - very effective, even if it is a little render intesive.

    And then there's one thing Eeshlo's been working on that calls for special attention. Take a good look at his Refraction plugin for solid glass. It's a texture plugin which comes as a precompiled .dll file for Windows, but the source code is also available so you can compile it yourself for linux/unix versions. The .blend file has a simple setup and is very well documented. The plugin uses environment maps to simulate the refraction and reflection. You can control the index of refraction (IOR), the thickness of the glass and the amount of reflection, you can even use the Fresnel effect! The documentation even contains a list of IORs for a variety of materials.

    As you can see, the result is simply stunning.
    Thanks Eeshlo!

    And so it ends...
    Another Community Journal done. If you were wondering what happened to B@rt, he's on vacation (yeah right, like you didn't know that already), but he'll be back for the next issue and then he has to do it with out me - starting the 2nd of august I've got two weeks to relax!

    See you next time!

    ...who wonders when calli will take a break :)