Well, what are the models you want to merger together? I will show you how to put a .blend file of panda and a bamboo model in another .blend file together.
You can either open a existing .blend file and add the objects of second .blend file to it or create a new .blend file and add objects from both the .blend file to it.
Here is one way to put them together:
Changing the size of the windows:To change the size of a window in Blender, all you need to do is hover your mouse over one of the lines that separate the different windows. When you see the cursor change shape, it means that you're able to change the window size. Then, you can just left-click the edge of the window and drag it to your desired size and shape.
In Blender, it can be convenient to have multiple windows on the screen at a time to see your scene from multiple perspectives at once. Similar to the way you changed the size of the windows, you want to drag your mouse over the edge of the window. This time however, you're going to right click. A tiny window will pop up giving you three options. You want to click on "Split Area" in order to split the window into two. You'll then see a line telling you the position of the split screen. You can then move it to wherever you like, and left-click in that area to confirm the split screen. Screens can be split both horizontally and vertically. Note: The window that will be split is the one with the focus; it should have a lighter-colored header than the others on the screen.
If you have a screen that has been split into multiple windows, but you would like to see fewer windows, you can actually remove any of the windows from the screen , much in the same way that you added them in the first place. Simply hover the mouse over the edge of a window and right click. The same little window will pop up, but this time you want to select "Join Areas". Just like when you split the screen, the window that has the focus and the lighter colored border before you join the windows, id the one that is going to be displayed in the newly-joined window.
Use the toolbox. Hover your mouse over one of the light gray buttons in the Blender Toolbox, and you will see that button turn dark. A menu of options will appear above it. Each of these light gray buttons on the interface represents a different category of functions that can be performed in the software. If you see an arrow next to one of these options, it means that there are even more options hidden underneath it.
Add a sphere. Select the button in toolbox that says "Add".
When the list of options appears, select the one that reads "Mesh". This should be the last option on the list, and has an arrow next to it. Another little menu will appear, asking you which type of mesh shape you would like to add. Here, you can select from a cube or a cone, or a whole host of other options. To add a sphere, you want to select "UVsphere".
Change the resolution. You will likely want to change the resolution of your sphere in Blender. On the resolution bar, click and drag left for a lower resolution, or drag right for a higher resolution. Alternatively, you can manually type in the resolution by holding shift and left clicking the "Segments" button. This will allow you to type in a resolution value for the shape. Then, click "OK" or press enter to set the resolution value as desired.
Set the rings parameter. It will usually be all set up for a sphere.
Save a file. Press F2 or select "File--Save" from the main menu, to save a file in Blender. This works the same as a lot of other productive software.
Enter a file name. After you press F2 or select "File--Save" from the main menu, you will be prompted to enter a file name in the filename box. To do this, double click inside the filename box and type a new name. Then, click "OK" or press Enter when you're done.
Understand the load file screen. Press F1 or select "File--Open" from the Main Menu to call up the Load File screen in Blender. You'll notice that in this window, there is text in both black and white. The black text is actual file listings, and the white is directories. Blender files are indicated with a small yellow square to the left.
Load a file. Left-click on a file name to open it. This will copy the name of that file to the filename box at the top of the screen. Then, press Enter to load your selected file. Another option is to right-click the file which will open it immediately. The Load File screen will then close and your saved Blender scene should appear on the screen just as you left it before saving.
Review all of the online documentation. Open Blender and start a new 3D model project by selecting "File-> New Project." Select each tool option to make changes on the default model canvas to learn the program in your own way to make sure you know where specific functions of the program are located.
Design a concept on paper or digital media and try to reproduce it in Blender 2.45. Make sure to use all of the knowledge you acquired from discovering the tools and their functions. Employ as many of the tools as you can into your creation to give it the deepest levels of life when it is fully rendered. Save the project by selection "File->Save As" with a descriptive file name when you reach steps that are visually appealing from your work.
Add color to your first model by left-clicking the geometry already created to select the shape. Then, right-click the shape and select the "Appearance" menu option. Change the default color of the shape from gray to a different color in the model.
Save and render your model by selecting "File->Render Model," which will create a live 3D object in Blender.
Open the Blender program. If you've never used it before, you may find the interface intimidating. Read through the Blender Quickstart guide to get up to speed (found at http://wiki.blender.org/index.php/Doc:Reference/QuickStart).
Add your image to the background of the 3D window, for reference. Click 'View' on the header at the bottom of the 3D window, and select 'Background Image...' from the menu. Click 'Use', and then 'Load', and select your reference image in the file browser. Adjust the size and offset so that the sword is centered and about 8 blenderunits tall.
Right click on the cube to select it, if it isn't already selected, and press Tab to enter edit mode. Press 'B' to use the loop select tool, and highlight the uppermost edge of the cube. Drag on the arrows of the move widget to stretch the edge to line up with the end of the sword. Do the same with the other sides of the cube to stretch it to the approximate dimensions of the sword (press '1' on the numeric keypad to see the side of the cube and adjust the vertical dimensions).
Switch to edge select mode (Ctrl-Tab-2). Loop-select the long edges, press the 'W' key to bring up the Specials panel, and click 'Subdivide'. Press 'A' to deselect all edges, select the newly-created edges in the middle of the cube, and drag them to a point on the sword where the shape changes---the crossbar, the taper of the blade, etc. Repeat this step until there is a horizontal line at each such point along the sword.
Select each of horizontal edges, one loop at a time, and scale them to match the size of the sword at that point, by pressing 'S' and dragging. Clicking the middle mouse button will constrain the motion to a single axis. Once you've got an edge to the length you want, left-click to set it. Scale the tip of the sword down to a single point (hold down Ctrl for greater accuracy), press 'W' again, and choose 'Remove Doubles' to get rid of unnecessary vertices.
Now extrude the crosspiece. Switch to side view ('3' on the keypad) and select the entire cube-shaped area where the crosspiece will be. Press 'E', and then left-click without moving the mouse. This duplicates all the vertices selected. Immediately press 'S' and click-drag the middle mouse button to only scale vertically. Stretch the box until it is as thick as you want the crosspiece to be. Switch back to top-view (keypad '7'). Select only the right side of the future crosspiece. Press 'E', then 'S', and constrain scaling to the horizontal plane, extending the right quillion to its full length. Repeat for the left side. Adjust vertices as desired, to get quillions that bend forward or back.
Select all the horizontal edges of the main body of the sword (not the quillions), and subdivide them. Select the edges of the blade, switch to front view, and shrink them to form a sharp-edged blade. Shrink the edges of the handle to make it more rounded. Taper other edges as desired.
Press 'Ctrl-W' to save your sword. Press 'F12' and render the finished work!
If you haven't used Blender much in the past, have a look at the Blender QuickStart Guide (see References) to get up to speed.
Create a plane. Press the spacebar while the mouse cursor is in the 3-D window, and choose Mesh > Plane from the Add menu. Scale it up by pressing S and moving the mouse. Left-click when it reaches the size desired.
Switch to front-view (press 1 on the numeric keypad), and press Z to change the view to wireframe. This will allow you to see the plane better from the current angle. Right-click on the cube to select it, and drag it upwards.
Return to top-view and create another plane, as well as a sphere (from the Add menu, choose Mesh > UVsphere). Increase the scale of the new plane as well, but only along the horizontal axis of the screen. Hold down the middle mouse button while scaling to constrain the deformation.
Now go to side view again to finish setting up the scene. Move the sphere up and to one side, and position the long, narrow plane underneath it. Rotate the plane with the R key, to form a ramp sloping down to the large, flat plane.
Set up the physical properties of all the objects. Press F4 to change the Buttons window to the Logic panel, and depress the Actor button for both planes. This make them physically solid objects. Do the same for the cube and the sphere, but also turn on the Dynamic and Rigid Body properties---this makes them affected by gravity and other forces, and allows them to tumble and roll. Click the Bounds button just beneath Actor, and set the bounding box shape to "sphere" for the sphere, and "box" for the cube.
Having finished putting the physics in place, it's time to run the simulation. Press Shift-Z to switch from wireframe to shaded view, drag on the 3-D window with your middle mouse button to get a better viewing angle, and press 5 on the keypad to turn on perspective. Press P to play the simulation, and enjoy! When you're done, press Esc to return to the regular 3-D window.
Start the Blender application and click on a work window to make that window active.
Press the spacebar and then highlight the "Add" option in the pop-up window to add the object to the Blender screen, to which the Shrink Wrap modifier will be applied. Select the "Mesh" option, then select the object from the sub-menu. The target object will appear centered in your active Blender window.
Add an object to use as a wrap by pressing the spacebar and then selecting "Add," followed by "Mesh" and then "Plane."
Click on the plane mesh to select it and then click on the "Add Modifier" button on the bottom of the Blender screen. Choose the option "Shrinkwrap" from the pull-down menu to open a new tab titled "Shrinkwrap." Enter the name of your target object in the space labeled "Ob:." The plane will move against the object’s surface. You can move the plane away slightly from the object by typing in a new amount in the "Offset" box. The larger the number, the further away the wrap is situated.
Alter the placement of the mesh by extruding the sides of the plane around the object. Extrude the plane by using your mouse to select the two points at the edge where you’re creating a new portion of the mesh. Click the button labeled "Extrude" and then press "OK" on the confirmation menu. Move the mouse in the direction you wish to extend the surface and then release the mouse button to create the new extended surface.
Continue to extrude the mesh until you’ve placed it over all the areas you wish to wrap. If the object pokes through the mesh, adjust the offset further away from the object. Use the mesh as though you’re placing a piece of cloth around the object.
Press the "Apply" button in the modifier window to apply the shrink wrap. The mesh will tightly cover the target area where applied at the offset distance, shrink-wrapping the object.
Open Blender. When you first do this, the program will provide you a default cube to begin working with. It is best you learn how to add UV textures on this cube rather than on something more important.
Select the cube or a portion of it. Blender will start you in "object mode" when you open the program. This mode is generally used for creating basic shapes and editing animation frames, and by right-clicking on the cube in it you can select the entire object. If you click on the "object mode" button beneath the editing window a list of other modes will appear, one of them being "edit mode." Here, you can select a surface of the cube by clicking on the "face select mode" button, which is indicated by a triangle, and then right-clicking on the face you want to texture.
Split the editing window into two separate portions by moving the mouse pointer over the boarder between the editing window and the toolbar, right-clicking and selecting "split area." Move the mouse pointer to where you would like to split the editing window and left-click. Having two editing windows will allow you to view your object in one and complete your texture editing in the other.
Click on the button in the lower left corner of your new editing window and select "UV/image editor." This will change the view to a graph that your texture will be displayed on, as well as new menu options.
Click on "image", select "open" and locate your texture to add it to the project. To apply the texture, click on the arrow button next to the "image" selection and choose it from the list of textures. Move your mouse over your original editing window, press "u" and select "unwrap." This will map the texture over your selected portion of the cube, but you may not immediately see it. Click on the button next to the "object mode/edit mode" button and select "textured" to view your cube with the texture added.
Open Internet Explorer, then click on "Tools" in the program toolbar.
Click "Internet Options" then place a check in the box labeled "Enable Content Advisor."
Click on the "Approved Sites" tab, then enter the URL of PSP Blender in addition to any other website you wish to block.
Click "Never" next to all URLs you wish to block, then click "Apply" to save your changes. You'll need to enter your administrative password if one is set. If no password is set, you'll need to create a password for use with blocked sites.
Open the "System Preferences" utility, found in the "Application" tab on your local hard drive.
Locate the "Accounts" icon in the "System" field, and open it.
Click on the "Lock" icon at the bottom of the accounts window to allow the creation of a new account. Then click the "+" button at the bottom left corner of the screen to create a new account. You will use this account to lock out undesirable webpages.
Enter the desired username and password information on the new account screen. Ensure that you do not fill in the box labeled "Allow Admin" or you will be unable to lock out webpages on this account.
Click the "Create Account" button at the bottom right corner of the account window to save the account. Then click "Turn Off Automatic Login" to require a login each time the computer is used.
Click on the name of the newly created account in the account list, then click the "Parental Controls" tab at the top right portion of the account settings window.
Click the "Configure" button next to "Safari" in the parental controls menu. This will prompt a login screen while Safari opens in the background. Log in using the new account settings, then configure the list of blocked sites using the displayed Safari parental control menu. When you have added the URLs of all sites you wish to block, click "OK" to save your changes.
Open Firefox.
Click on "Tools" in the program toolbar, then select "Add-ons."
Click "Get Add-ons" from the Add-ons menu, then click the "Browse All Add-ons" button.
Enter "BlockSite" into the add-ons search bar and click the "Search" button.
Click the button labeled "Add to Firefox" on the "BlockSite" add-on page. A notification window will appear, asking if you wish to install the BlockSite add-on. Click "Yes." When the installation is complete, you will be prompted to restart Firefox.
Click on "Tools" in the program toolbar, then select "Add-ons." Select "BlockSite" from the list of installed add-ons.
Click on the "Add" button in the BlockSite preferences window. Add the URL of any website you wish to block, then click "OK" when you are finished adding the selected sites. Restart Firefox to put the block into effect. You can revert these settings in the future by returning to the BlockSite preferences window.
Open your image editing program. Create a new image.
Create a perfect square. In MS Paint, this is accomplished by selecting the Square tool and holding down Shift while you draw.
Create the image of a cube layout. Copy and paste the square image to create a "cross"-shaped image, with one square as the center, and four other squares sharing one border with the center square. Add one square onto the left side of the cross. Once again, that square should share a common border with the one next to it.
Number the squares "1" through "6", drawing numbers in the center of each square.
Save the image as "cubetexture.jpg".
Open Blender. Click in the main workspace, which starts with a blank cube.
Orient the cube to see more of its faces. Holding down the middle mouse button, reorient the cube so that three out of its six faces are visible. Alternatively, hit the "0" on your keyboard number pad.
Enter "Edit Mode" in the 3D View Window (the 3D View Window is the panel that displays the 3D model itself) At the bottom of the 3D View Window, click the drop down window that reads "Object Mode". Select "Edit Mode".
Create the UV Mapping workspace. Split the 3D View by right clicking on the border between the 3D View and the Buttons Window below it, selecting "Split window" and clicking once in the 3D View. This creates two identical windows. In one of the 3D View windows, open the UV/Image Editor by clicking the Grid button in the lower left corner of the window and switching from "3D View" to UV/Image Editor.
Enter Edge select mode. Hit "Shift+Tab" on your keyboard and select "Edges".
Import the texture image into the UV/Image Editor. In that window, go to "Image -> Open" and load "cubetexture.jpg".
Create seams to unwrap the cube onto. In the 3D View window, select the following seven edges by holding Shift and right-clicking: three out of four edges on the top of the cube, and all four edges on the sides. Hit "Ctrl-E" and then "Mark Seam".
Unwrap the cube. Press "A" twice to select all the faces, then hit "U" and select "Unwrap".
In the UV/Image Editor window, adjust the representation of the faces so that they match the image. Use "G" to grab and move the vertices, "R" to rotate them, and "S" + "x" or "y" to shrink or enlarge them.
To view the end result in the 3D window, enter "Textured" Mode. Click the picture selector at the bottom of the 3D View window (it shows a picture of a cube by default) and select "Textured". You should see a cube with each of its faces labeled.
Open Blender and select "File" and "Open." Select your model and load it into the program.
Open a workspace for UV editing. Right-click the border between the 3D View and the Buttons layout, then select "Split Window." Move the mouse cursor into the 3D view and click again to create a new identical 3D viewspace. Change the new viewspace into a UV-editing workspace by clicking the button in the lower-left corner of the viewspace and selecting "UV/Image Editor."
Load your 2D Graphic into Blender. In the UV/Image Editor, go to "Image -> Open" and find your graphic in the file system. Then click "OK."
Enter Edge Select mode in the 3D viewspace. Click the Mode drop-down window at the bottom of the viewspace and change it to "Edit Mode," if it is not in Edit Mode already. Then press "Shift+Tab" and select "Edges."
Prepare the model to unwrap by marking seams that will be used to later "flatten" the model. To mark a seam, right-click it and press "Ctrl-E," then select "Mark Seam." When choosing seams to mark, imagine that you are cutting these seams and unfolding the lattice structure on top of the graphic.
Unwrap the model. Double-press "A" to select the entire model, then "U." Click "Unwrap" to proceed. This will create an unwrapped representation of your model in the UV Editor over top the 2D Graphic.
Adjust the representation so the 3D model is appropriately textured. Select vertices by right-clicking, then press "G" to grab and move them, "S" to shrink or enlarge the vertex map, or "R" to rotate the map.
Enter "Textured" Mode to view the result. Click the cube drop-down window at the bottom of the 3D viewspace and select "Textured." Your model will change and show you how it looks after applying the 2D graphic to it.