Work
Export Blender Models to Shapeways
0Here is the way how i get my model compatible for ShapeWays.
Please check the FAQ and other pages on ShapeWays if you have questions that are not fit into this todo.
here is the list:
- create your 3d model
- convert all curves to meshes and apply all modifiers
- join all parts of the model together into a single mesh
- check that the model do not have any floating parts if you do not want them
- check the model for “non manifold” parts (edit mode – deselect all -> select -> non manifold) => tutorial
- * unwrap the model
- * put the texture on the same directory level as the blend file
- * set the texture to the model
- enable units under scene -> units in Blender
- set the dimensions of your model with the help of the units (eg. 12cm)
- IMPORTANT: apply the scale to the model (ctrl-a -> scale)
- export to collada (*.dae)
- open the exported model with MeshLab (free)
- save the model without any modifications as VRML (*.wrl) file
- * pack the VRML file and the texture (same directory level!) into a zip file and upload it to ShapeWays
- -or- upload only the VRML file to ShapeWays
- check your email inbox for error / success messages
* = for colored print
i hope i could help!
Binding to an anonymous type
0public object Convert(object value, Type targetType, object parameter, CultureInfo culture) { if (value is Persons) { var persons = (Persons)value; var query = from person in persons let firstname = person.Firstname let lastname = person.Lastname let districtname = person.Address.District.Name let car1 = person.Cars[0].Brand let car2 = person.Cars[1].Brand select new { Firstname = firstname, Lastname = lastname, Districtname = districtname, Car1 = car1, Car2 = car2 }; return query; } return value; } |
PinArt
4Well, this is it!
It was a bit tricky because i do not want to look at tutorials to do this PinArt toy and thus it makes me some headache.
It can be animated over time and the frame itself with all associated objects (frame, glass, pins, …) can be rotated in every direction without pain.
If someone want to see a tutorial about this, i will create one!
Just write a comment and i will look what i can do for you guys.
Just a hint:
It use a plane with the vertices as particle start point and a displacement modifier.
Here is the .blend file for free use.
Crash Course in HLSL
0Can be found at: http://www.catalinzima.com/?page_id=575
What does HLSL stand for? Why was it created? How does an HLSL effect file look like? What can you do with HLSL? What do float4×4, TEXCOORD0 or compile ps_3_0 mean? The answer to the first question is simple: HLSL means High Level Shader Language. This answer by itself might raise a few questions. The answers for these and a few other questions will be found in this article. You will first learn about the history of HLSL and why it came to existence. After that, you will see the basic structure of an HLSL effect file, and learn about the different elements of the language. Finally, after looking over the language’s basics, you will see the template effect file that XNA gives to us.
Microsoft XNA Game Studio 3.0 Unleashed
4
Microsoft XNA Game Studio 3.0 Unleashed
This book is really good, it describes every code line and is perfect for every one who want to start with game development!
Also, 3D Math is not sooo required, because XNA offers many helper functions to avoid this problem of missing knowledge.
(like calculating martix with transformation and so on)



