This route may seem a bit long-and-winding.. but it's the kind of habit I've got into, until someone comes along and points out what I've been missing all along...
Select one of the edges you will not want, and the next in sequence.
CtrlShiftNumpad + 'Select Next Active', until the interval-selection is complete
Header > Select > Loops > 'Edge ...
Create a plane, rotate it so it matches your perspective, and subdivide it so the quads match the big cells:
Then subdivide it again so it matches the small cells:
Of course you could subdivide it in a single step (39 cuts), but since a big cell always consists of 10 small cells and requires 9 cuts, it's easier to do in in two steps.
Now go to Object Mode, ...
You can enable "Import Images as Planes" add-on, then ShiftA, I, I, select all image files of interest, and select settings (Shadeless / Emit material if you don't want to change the color of the images).
Then Run a Python script:
from bpy import data as D
single_width = 1920
single_height = 1200
ratio = 1/1200 # the add-on ...
There might be a smart way do to this easy in Blender, but I don't know it. If you're asking how they did it in the tutorial: they made 180 materials, one for each plane.
Short explanation: the material used for the plane has no way of distributing the images over several planes.
Long explanation: I've watched the interesting parts of the tutorial a few ...
You're quite close to the correct workflow:
UV maps are a flat projection of the 3D mesh, where every face gets mapped into a 1 x 1 square (or rectangle), meaning that every UV vertex gets a value X (U) between 0 and 1 and a value Y (V) between 0 and 1.
UV maps travel with vertices, they are simply 2 numbers (U and V) that define a location into a square, ...
I've not run into any errors onward and the control works as intended!
I had to remove the “DEF_hips.001” bone as a child from the rest of the deformation rig.
Then I had to make it the parent of both the left and right def_hip bones so it controls everything from the hips downward.
Then I had to make “DEF_hips.001” the child of “CTRL_hips.001”.
As explained on Crashes — Blender Manual, you should try to use the cmd files to run Blender, it will write logs with explanations.
Alternatively, from Windows — Blender Manual, you can see how to manually run Blender from the command prompt. Which has the advantage of having all Blender's output right in the command prompt even after it crashes.
If you can ...