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Monster
  • 8.2k
  • 1
  • 12
  • 27

Duplicate Mesh Outline

Have a mesh to be outlined:

enter image description here

  • <shift+d>shift+d to get a copy of the object and the mesh (give it appropriate names)
  • <u><t>ut: Make Single User "Materials + Tex", to get separate materials (give them appropriate names)
  • <tab>tab enter edit mode
  • select all vertices
  • <alt+s>alt+s fatten the mesh e.g by 0.1. The resulting mesh should be larger than the original. enter image description here
  • w + <w> + flip normals to make the faces show inside
  • <tab>tab to leave edit mode

As the outline should have an "aura" effect, I suggest to chose a shadeless material with "Add" Alpha. The color should be pretty dark. Otherwise it will hide the background too much.

enter image description here

This results in a semi-transparent "glowing" effect. enter image description here

While it looks strange in the preview the game engine will show you a nice outline.

enter image description here

PS: Thanks to Satish Goda (youtube) I know now how to enable backface culling. Therfore I suggest following additional settings:

  • parent the hover to the original object
  • make the hover unselectable
  • in Properties enable Shading/Backface Culling

enter image description here

This is the effect. Now you can think about logic that switches it on and off.

Hint: you can even fade it by playing material actions.

I hope it helps

Duplicate Mesh Outline

Have a mesh to be outlined:

enter image description here

  • <shift+d> to get a copy of the object and the mesh (give it appropriate names)
  • <u><t>: Make Single User "Materials + Tex", to get separate materials (give them appropriate names)
  • <tab> enter edit mode
  • select all vertices
  • <alt+s> fatten the mesh e.g by 0.1. The resulting mesh should be larger than the original. enter image description here
  • <w> + flip normals to make the faces show inside
  • <tab> to leave edit mode

As the outline should have an "aura" effect, I suggest to chose a shadeless material with "Add" Alpha. The color should be pretty dark. Otherwise it will hide the background too much.

enter image description here

This results in a semi-transparent "glowing" effect. enter image description here

While it looks strange in the preview the game engine will show you a nice outline.

enter image description here

PS: Thanks to Satish Goda (youtube) I know now how to enable backface culling. Therfore I suggest following additional settings:

  • parent the hover to the original object
  • make the hover unselectable
  • in Properties enable Shading/Backface Culling

enter image description here

This is the effect. Now you can think about logic that switches it on and off.

Hint: you can even fade it by playing material actions.

I hope it helps

Duplicate Mesh Outline

Have a mesh to be outlined:

enter image description here

  • shift+d to get a copy of the object and the mesh (give it appropriate names)
  • ut: Make Single User "Materials + Tex", to get separate materials (give them appropriate names)
  • tab enter edit mode
  • select all vertices
  • alt+s fatten the mesh e.g by 0.1. The resulting mesh should be larger than the original. enter image description here
  • w + flip normals to make the faces show inside
  • tab to leave edit mode

As the outline should have an "aura" effect, I suggest to chose a shadeless material with "Add" Alpha. The color should be pretty dark. Otherwise it will hide the background too much.

enter image description here

This results in a semi-transparent "glowing" effect. enter image description here

While it looks strange in the preview the game engine will show you a nice outline.

enter image description here

PS: Thanks to Satish Goda (youtube) I know now how to enable backface culling. Therfore I suggest following additional settings:

  • parent the hover to the original object
  • make the hover unselectable
  • in Properties enable Shading/Backface Culling

enter image description here

This is the effect. Now you can think about logic that switches it on and off.

Hint: you can even fade it by playing material actions.

I hope it helps

Added backface culling in preview, replaced the vertical material image with an horizontal
Source Link
Monster
  • 8.2k
  • 1
  • 12
  • 27

Duplicate Mesh Outline

Have a mesh to be outlined:

enter image description here

  • <shift+d> to get a copy of the object and the mesh (give it appropriate names)
  • <u><t>: Make Single User "Materials + Tex", to get separate materials (give them appropriate names)
  • <tab> enter edit mode
  • select all vertices
  • <alt+s> fatten the mesh e.g by 0.1. The resulting mesh should be larger than the original. enter image description here
  • <w> + flip normals to make the faces show inside
  • <tab> to leave edit mode

As the outline should have an "aura" effect, I suggest to chose a shadeless material with "Add" Alpha. The color should be pretty dark. Otherwise it will hide the background too much.

enter image description hereenter image description here

This results in a semi-transparent "glowing" effect. enter image description here

While it looks strange in the preview the game engine will show you a nice outline.

enter image description here

PS: Thanks to Satish Goda (youtube) I know now how to enable backface culling. Therfore I suggest following additional settings:

  • parent the hover to the original object
  • make the hover unselectable
  • in Properties enable Shading/Backface Culling

enter image description here

This is the effect. Now you can think about logic that switches it on and off.

Hint:Hint: you can even fade it by playing material actions.

PS: (I have no idea how to enable backface culling in Blender preview window),I hope it helps

Duplicate Mesh Outline

Have a mesh to be outlined:

enter image description here

  • <shift+d> to get a copy of the object and the mesh (give it appropriate names)
  • <u><t>: Make Single User "Materials + Tex", to get separate materials (give them appropriate names)
  • <tab> enter edit mode
  • select all vertices
  • <alt+s> fatten the mesh e.g by 0.1. The resulting mesh should be larger than the original. enter image description here
  • <w> + flip normals to make the faces show inside
  • <tab> to leave edit mode

As the outline should have an "aura" effect, I suggest to chose a shadeless material with "Add" Alpha.

enter image description here

This results in a semi-transparent "glowing" effect. enter image description here

While it looks strange in the preview the game engine will show you a nice outline.

enter image description here

This is the effect. Now you can think about logic that switches it on and off.

Hint: you can even fade it by playing material actions.

PS: (I have no idea how to enable backface culling in Blender preview window),

Duplicate Mesh Outline

Have a mesh to be outlined:

enter image description here

  • <shift+d> to get a copy of the object and the mesh (give it appropriate names)
  • <u><t>: Make Single User "Materials + Tex", to get separate materials (give them appropriate names)
  • <tab> enter edit mode
  • select all vertices
  • <alt+s> fatten the mesh e.g by 0.1. The resulting mesh should be larger than the original. enter image description here
  • <w> + flip normals to make the faces show inside
  • <tab> to leave edit mode

As the outline should have an "aura" effect, I suggest to chose a shadeless material with "Add" Alpha. The color should be pretty dark. Otherwise it will hide the background too much.

enter image description here

This results in a semi-transparent "glowing" effect. enter image description here

While it looks strange in the preview the game engine will show you a nice outline.

enter image description here

PS: Thanks to Satish Goda (youtube) I know now how to enable backface culling. Therfore I suggest following additional settings:

  • parent the hover to the original object
  • make the hover unselectable
  • in Properties enable Shading/Backface Culling

enter image description here

This is the effect. Now you can think about logic that switches it on and off.

Hint: you can even fade it by playing material actions.

I hope it helps

Source Link
Monster
  • 8.2k
  • 1
  • 12
  • 27

Duplicate Mesh Outline

Have a mesh to be outlined:

enter image description here

  • <shift+d> to get a copy of the object and the mesh (give it appropriate names)
  • <u><t>: Make Single User "Materials + Tex", to get separate materials (give them appropriate names)
  • <tab> enter edit mode
  • select all vertices
  • <alt+s> fatten the mesh e.g by 0.1. The resulting mesh should be larger than the original. enter image description here
  • <w> + flip normals to make the faces show inside
  • <tab> to leave edit mode

As the outline should have an "aura" effect, I suggest to chose a shadeless material with "Add" Alpha.

enter image description here

This results in a semi-transparent "glowing" effect. enter image description here

While it looks strange in the preview the game engine will show you a nice outline.

enter image description here

This is the effect. Now you can think about logic that switches it on and off.

Hint: you can even fade it by playing material actions.

PS: (I have no idea how to enable backface culling in Blender preview window),