Justintime9 wrote:Not really, rite now my problem is trying to get textures onto the Hills on the tutorial.
What happens if you try using not the tiny render button in your view window, but instead the big text one, on the buttons/scene/render panel?
If you want the object to appear textured in the realtime editor view, you have to (as far as I've managed to figure) assign it a/some texture(s) and a UV-map in the UV editor window and view/UVFaceSelect. We can, alas, currenly not export more than one texture that has been assigned this way, per object. (@Developers: How about a stop-gap solution? Export all the UV-mapped images, then "simply" distribute alpha evenly among textures that share each vertex and create the (for each texture) undefined UV-faces that are adjacent to defined ones, by mirroring along the edges. Hmm, may be more trouble than it's worth...:7=)
My own greatest Blender headache, which I might as well divulge here, is in manipulating the scene structure - I keep tearing my hair our over not being able to drag'n'drop entities in the outliner (to alter the hierarchy, not just move blocks around in the oops schematic). The software of my choice, have spoiled me with the way you handle everything exactly as you do disk operations in a file handler. Want your new cube to be made of glass? -paste a copy of your glass material reference into the same "directory" as the cube. Regrets? -just remove it again. Everything; geometry, attributes, maps, animation methods, etc, is directly visible and easy to move around, without a huge spaghetti ball of bindings, spanning multiple windows and panels.
With Blender, I still have not figured out how I might break a mesh out of an object and adopt it to another, other than to keep it within that object and make the other one parent to IT, rather than just the mesh.
So if anyone has a quick pointer to a nicely pedagogical and comprahensive guide to the blender scene structure, with its parents and groups and how one easily manipulates it, please do enlighten me.