BlenderCourse Basics V2.1 - en
BlenderCourse Basics V2.1 - en
com
for Blender v2.60a
Basics V2.1
Preface
BlenderCourse teaches you about 3D modelling and provides you short tutorials about a
specific subject. The main thought is: Just do it! During different courses you will learn
various techniques. If necessary, there is a small instruction, but in my opinion you will learn
best by doing the exercises yourself.
BlenderCourse is intended for everyone who can use a computer. This means you must
understand terms as double click and tab-key.
You do not need any 3D-modelling knowledge; the terms used, will be explained during the
different courses.
BlenderCourse started back in 2006. At the time it was one of the few coherent e-books about
Blender. Since the Blender 2.60 release the whole user interface has been changed. Therefore
I decided to rewrite the BlenderCourse Basics book and mark this edition with V2. Here and
there I have changed some of the Courses in order to make them more readable and teach
you even more techniques.
If you see an error or something unclear, do not hesitate to contact me via
[email protected]. More BlenderCourse material can be found at
http://www.blendercourse.com.
You might also want to visit the BlenderCourse Facebook page at
http://facebook.com/blendercourse If there are new updates these will be published on this
Facebook page.
Are you a teacher who is using this ebook for education? Please drop me an e-mail! As an
author it is great to know which schools are using the book you have written.
Have fun with this BlenderCourse!
Introduction
Before you start reading this e-book, please make sure your ebook is the latest version
available. You can download the latest version from http://blendercourse.com
During these lessons we will be using the 3D modelling tool Blender 3D, but what is this kind
of tool for? With Blender you can create 2D- and 3D-images and it is possible to make
animations/movies. Blender is an open source project and freely available at http://blender.org
The Appendix 4: Blender gallery is a small showcase about the possibilities of Blender.
Before you can start with a lesson you first have to read a small piece of text which describes
the techniques of the lesson. At the end of every lesson is an image of The challenge. The
idea is that you can reproduce the image by using the techniques learned during the lesson.
The last two chapters do not have a challenge because these are about animation.
All Blender files needed are provided with this BlenderCourse. You can find these in the
Course Material folder.
BlenderCourse uses the same notation for every document. Below is the explanation of this
notation:
An arrow () means instruction. This means you have to follow the step after it.
Example:
A combination of more than one key will be written with the plus sign (+).
Example: Press <Alt> + <F4> to exit the program.
Note: If in this book <Ctrl> is mentioned, Mac OSX users should use <Cmd> instead.
If there is an arrow () between two words, this means a click sequence in a menu.
Example: Choose File Save
Table of contents
Preface......................................................................................................................... 3
Introduction.................................................................................................................. 4
Results per course.......................................................................................................... 9
Course 1 Mesh and vertex editing I............................................................................. 9
Course 2 Mesh and vertex editing II............................................................................ 9
Course 4 Proportional Editing................................................................................... 10
Course 5 Curves..................................................................................................... 10
Course 6 Materials and Textures............................................................................... 10
Course 7 Light........................................................................................................ 11
Blender Quick Tour....................................................................................................... 12
Course 1 Mesh and vertex editing I.............................................................................. 14
Meshes, vertices and faces.......................................................................................... 14
Views and axis.......................................................................................................... 14
Rendering................................................................................................................. 15
Modelling a house...................................................................................................... 15
The challenge............................................................................................................ 26
Skills from this course................................................................................................ 26
Course 2 Mesh and vertex editing II............................................................................. 27
Basic meshes............................................................................................................ 27
Creating a pill............................................................................................................ 27
Materials.................................................................................................................. 37
The challenge............................................................................................................ 41
Skills from this course................................................................................................ 42
Course 3 Render options............................................................................................. 43
Skills from this course................................................................................................ 49
Course 4 Proportional Editing...................................................................................... 50
Proportional Edit Falloff............................................................................................... 56
SubSurf.................................................................................................................... 56
Subdivision level........................................................................................................ 57
The Challenge........................................................................................................... 59
Skills from this course................................................................................................ 59
Course 5 - Curves......................................................................................................... 60
A chair out of Curves.................................................................................................. 60
Bezier Curve............................................................................................................. 61
Convert to mesh........................................................................................................ 62
The challenge............................................................................................................ 76
Skills from this course................................................................................................ 76
Course 6 Materials and Textures.................................................................................. 77
RGBA colours............................................................................................................ 78
Textures................................................................................................................... 83
Emitting material....................................................................................................... 87
Skills from this course................................................................................................ 87
Course 7 Light........................................................................................................... 88
Lamp Panel............................................................................................................... 95
The challenge............................................................................................................ 97
Skills from this course................................................................................................ 98
Course 8 Animation.................................................................................................... 99
Frames, keyframes and framerate................................................................................99
Frame navigation..................................................................................................... 100
Video codec............................................................................................................. 102
The challenge.......................................................................................................... 105
Skills from this course.............................................................................................. 105
Course 9 Tips and Tricks........................................................................................... 106
Parent/Child............................................................................................................ 106
Change origin of an object........................................................................................ 109
Spin....................................................................................................................... 110
Alignment............................................................................................................... 112
Moving around the view............................................................................................ 113
Extending meshes.................................................................................................... 114
Cutting meshes....................................................................................................... 116
Appendix 1: The installation of Blender ..........................................................................118
Windows................................................................................................................. 118
Mac OSX................................................................................................................. 118
Appendix 2: Keyboard shortcut overview ....................................................................... 120
Object Mode............................................................................................................ 120
Edit Mode................................................................................................................122
House
Pill
BlenderCourse Basics V2
Mountain scenery
Course 5 Curves
Chair
Material
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Wireframe
Course 7 Light
Fog light
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figure 1
In this startup window you are able to quickly open the last Blender scene you have been
working on. The left part contains some useful links to websites as well.
Press the <ESC> key in order to close the window shown in figure 1.
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5
figure 2
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figure 1
figure 2
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Rendering
In Blender we are working with some kind of wireframe (figure 3). This wireframe is
not the actual result of your design (figure 4). The wireframe needs to be
translated into an image, this process is called rendering. During this process the
CPU calculates things like light, shadow, reflections etc.
figure 3
figure 4
Modelling a house
During this course we are going to build a simple house.
Start Blender.
Move with your mouse cursor to the centre of the cube and click with the right
mousebutton to select the cube.
In the bottom left of the view you can see which object you have selected (marked in red
in figure 5).
figure 5
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The green and red lines mark the 0-level. The cube is located half below these 0lines. The next steps show you how to move the cube upwards.
Switch by using the numeric <1> (this is the right part of the keyboard) to the
Front View. You now see Front Persp in the top left corner of the 3D view (figure
6).
figure 6
There are more views available than just the Front View. The other numeric keys
correspond to the following views:
<1>
<4>
<3>
<6>
<7>
<8>
<0>
<2>
<.>
<+>
Zoom View In
<>
<5>
Move with the mouse cursor to the centre in the Front View and press <G>
(move), you are now able to move the cube around freely.
Press <Esc> to cancel the movement; the cube is placed back to its original
location.
Press the numeric <5> in order to switch to Orthographic view.
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Move the cube around, just like we did before and notice the difference between
Perspective and Orthographic View.
Move the cube around and click the left mousebutton to release. Switch with the
numeric keys between views to see the see the result.
You might notice that moving a cube around is not very easy. You can lock the
movement on the axis of your view. In order to do this press <G> (move) and the
letter of the axis which you like to lock (<X>, <Y> or <Z>).
If you hold down <Ctrl> during the movement you make sure the object moves
along the grid.
Move back with your cursor in the centre of the cube in the Front View and press
<G> for move and <Z> to lock the Z-axis.
The 3D View shows which of the axis you have locked, in this case the light blue Z-axis
(figure 7).
figure 7
Now hold <Ctrl> down while moving the cube upwards till it is on the 0-line.
Click with your left mousebutton or press <Enter> to confirm the movement.
If everything worked out well you screen should look like figure 8.
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figure 8
This cube is the base of our house, we now need to create the roof. In order to build the
roof we need another cube on top. To achieve this we are about to duplicate the old one.
Select in the Front View the cube (move cursor to the centre of the cube and
press the right mousebutton).
Press <Shift> + <D> (duplicate object).
You can now move the duplicated cube freely around.
Press <Z> to lock the Z-axis.
Hold down <Ctrl> and move the cube till it is on top of the first one.
Click with the left mousebutton or press <Enter> to confirm the movement.
If everything worked out well you now have two cubes as shown in figure 9.
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figure 9
Hold <Shift> while moving the scrollwheel up and downwards. You will notice you
scroll the view vertically.
Hold <Ctrl> while moving the scrollwheel up and downwards. You will notice you
scroll the view horizontally.
Blender uses two different modes: Object Mode and Edit Mode. In Object Mode
you are working with the object as a whole. In Edit Mode you can edit the object
per vertex or multiple vertices.
You can switch between these modes by pressing <Tab>.
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figure 10
figure 11
Press <B> for block selection and drag a rectangle around four vertices (figure
12).
figure 12
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You can scale objects by pressing <S>, to rotate you can press <R>. Also with
these operations you can use <X>, <Y> and <Z> to lock the axes.
Move your cursor in a corner of the view and press <S> followed by <X> to lock
the X-axis. If we did not lock on the X-axis we would have a pyramid.
Move your cursor to the centre of the view till the roof is getting sharp like figure
14.
figure 13
figure 14
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figure 15
Press <G> followed by <Z> and move the camera upwards till the whole house
shows up in the Camera View (switch with the numerical <1> and <0> in order to
see if the camera is at the correct position).
Confirm your movement by pressing the left mousebutton or press <Enter>.
Your Camera View should now look like figure 16.
figure 16
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In Blender you can save by pressing <Ctrl> + <S> or choose File Save. The first
time Blender prompts you for a filename, every next time your file is overwritten
automatically.
figure 17
Your file is saved; you can see this in the window title of Blender (figure 18). This is the
filename in which your file is saved.
figure 18
Finally we are about to render our house. As described earlier, this operation
transforms our wireframe into the final image.
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Choose Render Render Image (figure 19) or press <F12> in order to start the
render process. Another option is to press [Image] on the render tab in the
properties pane (marked red in figure 20).
figure 19
figure 20
The 3D window changes into the render view, which shows the rendering process (figure
21).
figure 21
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Sometimes it is hard to see how the different objects within a scene are shaped
since there are solid objects in front of it. Pressing the <Z> key switches between
solid and wireframe viewport shading. You can also pick other viewport shading
methods from the selection menu at the bottom of your 3D View as shown in figure
22.
figure 22
Press <Z> and notice how the shading looks in wireframe mode (figure 23).
figure 23
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The challenge
Locking axis
Duplicating objects
Saving files
Rendering scenes
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Basic meshes
Before you start drawing your 3D-model, you need to keep in mind which primitives
help you to create the basis of your 3D-model. For example, our house of Course 1
was build out of the cube mesh.
Blender contains the following basic meshes: Plane, Cube, Circle, UVSphere,
Icosphere, Cylinder, Tube, Cone, Grid and Monkey.
Figure 1 shows all the renderable meshes. A circle for example is not visible when
rendering.
The mesh Monkey is the mascot of Blender and is named Suzanna. You can use this
mesh as a ready-to-use mesh which might be useful when checking materials.
Plane
Cube
UVSphere
IcoSphere
Cylinder
Cone
Monkey
Grid
Tube
figure 1
Creating a pill
In this chapter we are about to make a pill (figure 2).
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figure 2
The first question we can ask ourselves: which basic meshe(s) are we going to use for
making this pill? A logical answer would be a Cylinder with two UVSpheres on each end.
Instead, we are going to use only one mesh: the UVSphere.
Start Blender.
Choose File New (figure 3) or press <Ctrl> + <N>.
figure 3
Click with the right mousebutton on the cube in order to select the cube.
Press <X> to delete the cube.
A menu appears (figure 4).
figure 4
Choose [Delete].
The cube is deleted now.
From the top menu choose Add Mesh UV Sphere (figure 5).
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figure 5
You have now added a sphere to your scene (figure 6). We are now going to make one
half of the pill.
figure 6
Sometimes you do not need the properties menu. You can maximize a view by
pressing <Ctrl> + <>. Pressing <Ctrl> + <> again switches you back.
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figure 7
figure 8
In order to select multiple vertices we are using Block Select. You use block select
by pressing <B> while in Edit Mode. If you hold down your left mousebutton, you
can drag a rectangle around the vertices. All vertices in this rectangle will be
selected (yellow coloured are the selected ones).
In Edit Mode you can press <A> to select or deselect all vertices.
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figure 9
Press <X>
A menu appears (figure 10).
figure 10
Choose [Vertices]
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figure 11
Select with <B> the rightmost row of vertices (marked red in figure 11).
Press <E> for Extrude.
Press <X> to lock the X-axis.
Move the mouse to the right.
In the bottom left of the view is displayed how for the pill is stretched (figure 12).
figure 12
This number has an accuracy of five decimals. Precisely adjust to 3.0000 is hard.
Press <ESC> to cancel the Extrude operation.
Press <E> again
Press <3>
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The bottom left of the view menu bar shows 3 (figure 13).
figure 13
figure 14
figure 15
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figure 16
figure 17
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Use <Ctrl> + Scrollwheel in the Front View for moving the pill to the left side of
the screen (figure 18).
figure 18
figure 19
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figure 20
Figure 21 shows the red part of the pill is slightly bigger than the white part. We can
achieve this by using the scale method.
figure 21
figure 22
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Materials
Blender uses materials. A material describes properties of a material such as
colour, reflection, softness and structure. Course 6 describes materials in more
detail.
figure 23
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figure 24
The materials preview is shown in the Preview Panel. The colour of this object is grey.
The name is Material.001.
Click in the textbox which shows the name (marked red in figure 24) and change
Material.001 into Red.
figure 24
figure 25
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figure 26
Now select the left part of the pill and make a material called White with the
values: R at 1.0, G at 1.0 and B at 1.0.
Click on the material panel to close the colourpicker
Press <Z> for solid viewport shading
You now see a white and a red part op the pill:
figure 27
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figure 28
Everything looks serrated. Blender has a technique called smoothing. This makes
your object smoother. The smoother your object, the longer it takes to render.
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figure 29
figure 30
The challenge
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Vertex editing
Smooth objects
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Scene Panel
The Scene Panel shows a wide variety of settings regarding the rendering. An
example of such a setting is the image size of the final rendered image.
Blender renders frame by frame. If we create a still image only frame 1 is rendered.
Animations are sequences of multiple stills. The render engine gets its information
from our 3D scene. The more complex the scene the longer it takes to render the
image. The same hold for the image size: rendering a 5000x5000 image take a lot
more time than a 100x100 image since a lot more pixels needs to be calculated.
We are going to adjust several render setting in order to see their influence on the final
render.
Open bc02.03.blend (<Ctrl> + <O>) from the previous course.
Press <F10> for the Scene Panel of click on the camera icon (figure 1).
figure 1
The Scene Panel shows lots of other Panels including: Render, Layers, Dimensions,
Shading and Output.
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figure 2
Blender can apply a technique which is called anti-aliasing. This makes the edges
of our meshes look a lot smoother. Sometimes this technique is called
oversampling (OSA).
Below the [Anti-aliasing] checkbox are several other buttons: [5], [8], [11] and [16]
(figure 3). This buttons are the grade of anti-aliasing. Keep in mind: the higher the
number, the slower the rending process.
figure 3
Check the [Anti-aliasing] checkbox and [8] to enable both (figure 3).
Press <F12>.
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figure 4
The render of the previous exercises are rendered at 960 by 540 pixels (50% of
1920x1080). This size can be adjusted in the Dimensions Panel (figure 5).
figure 5
Image sizes
Although you can select any size for your image, Blender has some predefined
images sizes. From the list shown in figure 6 you can pick predefined sizes.
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figure 6
figure 7
Till now we have rendered images, but not stored them on the hard disk. Blender
can render images in various formats like JPEG, PNG and BMP.
The image format can be set in the Output Panel (figure 8).
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figure 8
figure 9
figure 10
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figure 11
figure 12
In the Stamp Panel you can select all the information you want to be rendered over your
image as well as the font, font size and colour.
Check the [Stamp] checkbox.
Press <F12> to render the image.
As shown in figure 13, all the metadata is printed over the image.
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figure 13
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figure 1
figure 2
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Type <1><0> to scale the Plane times and press <Enter> (figure 3).
figure 3
figure 4
On the left of the 3D view is a panel called Mesh Tools. This panel contains a button
called Subdivide (marked red in figure 5). This divides the mesh.
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figure 5
Press the button once and see what happens to the Plane.
The Plane is now splitted and consists out of nine vertices as shown in figure 6.
figure 6
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figure 7
figure 8
figure 9
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figure 10
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figure 11
The result should look like figure 12. You will notice the angular look of the mountain.
This is what we are going to change with the subsurf technique.
figure 12
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figure 13
SubSurf
SubSurf means Subdivisions Surface. Remember: the more divisions the smoother
the surface. You can specify the amount of divisions. With this you can control the
smoothness of the final result.
figure 14
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Click on [Add modifier] and choose [Subdivision Surface] (marked red in figure
15).
figure 15
Watch carefully to the effect of the SubSurf modifier. Figure 16 is without SubSurf,
while figure 17 uses SubSurf.
figure 16
figure 17
Subdivision level
The SubSurf modifier panels shows two kind of levels (figure 18). The Views
means the subdivision level shown in the views, the Render means the
subdivision level during render time. For a good result during render time it is
recommended to keep the Views low and only adjust the Render. This makes
working in the view easier and faster. Keep in mind: the higher the Render the
longer the render process takes.
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figure 18
figure 19
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figure 20
The Challenge
Proportional Editing
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Course 5 - Curves
A chair out of Curves
Blender has the ability to model with curves. These curves can be quite handy
when creating organic shapes like a round vase or tree leaves.
Blender contains two types of curves: Bezier and NURBS. This course focuses on
the Bezier Curves.
figure 1
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Bezier Curve
The front view now shows a Bezier Curve. This curve has a couple of anchor
points. Each of them has two handles; these handles are used to bend the curve.
figure 2
Press <G> to move this anchor point and <Y> to lock the Y-axis.
Notice how the curve reacts on the movement.
Type <1> and confirm the movement with <Enter>.
The curve is now moved upwards (figure 3).
figure 3
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The side view shows the seat of the chair (figure 4).
figure 4
Convert to mesh
Our curve is just a simple line. We like the seat to have some more depth. In order
to do this, we have to convert our curve into a mesh.
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figure 5
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figure 6
figure 7
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figure 8
Now you can see the seat having a smooth surface (figure 9).
figure 9
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Type <-><0><.><1>.
figure 10
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figure 11
figure 12
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figure 13
Select with the right mousebutton the most right handle (marked red in figure
13).
Press <G> for move. Move the handle to the position marked red in figure 14.
figure 14
Our curve is a little bit too short. This is not a problem. Blender can extend curves with
as much anchor points as you like.
Hold <Ctrl> and click (with the left mousebutton) on the spot marked red in
figure 15.
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figure 15
figure 16
Select (with the right mousebutton) the handle which is marked red in figure 16.
Press <R> for rotate.
Type <-><1><0><0> and press <Enter>.
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figure 17
figure 18
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figure 19
The bottom left of the 3D View shows the name of our circle: BezierCircle (figure 20).
figure 20
figure 21
On the Geometry section select BezierCircle from the Bevel Object dropdown list
(figure 22).
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figure 22
The circle now follows our curve which makes it look like a hollow tube (figure 23).
figure 23
In the Top View (<7>) zoom in till the chair fills the view.
Select the CurveCircle.
Press <S> for scale. Notice what happened (the tube is also scaled!).
Press <7> for Top View
Press <Shift> + <D> (duplicate).
Press <Y> to lock the Y-axis.
Type <1> and press <Enter>.
The chair now has two supporting tubes (figure 24).
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figure 24
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figure 25
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figure 26
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The challenge
Smoothing meshes
Bevelling curves
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figure 1
figure 2
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figure 3
RGBA colours
Every colour is built out of the colours Red, Green and Blue. In Blender you can
specify a value for each colour. This value should be between 0.000 and 1.000.
Besides R, G and B, beside these three, there is a fourth value affecting colours.
This value is the Alpha value. This value means the degree of transparency. 1.000
means opaque, 0.500 means 50% transparent.
You will find the Alpha value under the transparency section.
There are three ways to specify a colour value: typing (click on a value while
holding <Shift>), sliders (slide the slider) or click on a colour (a colour pick dialog
appears).
Adjust the YellowPlastic Diffuse colour values to R: 1.000, G: 1.000 and B: 0.000
(figure 4).
figure 4
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The Preview Panel shows an example of your material. The six buttons (marked red in
figure 4) specify which object is shown in the Preview Panel.
Press <F12> the render our scene (figure 5).
figure 5
The sphere does not look like it is made out of plastic because the material does not
reflect the light in a shiny way.
Look at the Specular Tab (figure 6).
figure 6
The white area is the specularity colour, the intensity is how bright the specular reflection
is. Harness is how hard (sharp) the specular reflection is.
Set hardness to 511 (maximum).
Set intensity to 1.00 (maximum).
Press <F12> to render the scene (figure 7).
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figure 7
figure 8
figure 9
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figure 10
figure 11
figure 12
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figure 13
figure 14
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Textures
In the previous part we only adjusted the reflection of the material. A material also
has some kind of structure. This structure is defined with one or more textures.
figure 15
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figure 16
figure 17
You can see the Marble Panel containing several properties which can be adjusted.
Press <F5> for the Material Panel.
Figure 18 shows our texture is being used for our new material. The Preview Panel shows
pink marble parts on our material.
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figure 18
figure 19
The default colour for a texture is pink. We are about to adjust this colour.
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figure 20
Click on the Texture Panel and scroll to the bottom of the Texture Panel (figure
20).
Change the pink colour to R: 1.000, G: 1.000 and B: 1.000. Which are the values
for the colour white.
Press <F12> to render the scene.
You can see the pink colour has become white (figure 21).
figure 21
The Map To Panel allows you to adjust where the texture will be applied to.
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Emitting material
Like a lamp, a material can emit light. This is done by changing the emit value of
the material, but also by enabling [Emit] at a texture.
In the Shading Panel set the [Emit] value to 1.00 (marked red in figure 22).
figure 22
figure 23
Creating spheres
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Course 7 Light
A 3D-scene without light would result in a black image. Blender has five different
light sources: lamp, area, spot, sun and hemi. In this course we are just looking at
the lamp and spot light source. A spot is a light source which comes from one point
where the light spreads in a cone shape whereas a lamp is a light source which
emits light to every direction.
figure 1
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In the transform properties you can adjust the position, rotation and scale of an object.
Set the following values, ScaleX: 10, ScaleY: 10.
Press <N> to close the Transform Properties.
Press <Spacebar> and type uv sp and press <Enter>
figure 2
Press <N>.
Type for LocZ, 1.0
Press <N> to close the Transform Properties.
Set the shading to [Smooth] on the Object Tools Panel (marked red in figure 3).
figure 3
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Now you can see a shadow appearing at the sphere. This is made by the one and only
lamp in our scene.
figure 4
figure 5
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You can see a lamp shining from the back of our sphere to the front (figure 6).
figure 6
Press <F12> and imagine where you think the shadow should appear.
The result is not what we expected. The shadow of only one lamp is visible instead of two
shadows (figure 7).
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figure 7
figure 8
figure 9
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figure 10
figure 11
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figure 12
A spot has a conic shape; this cone shows where the light bundle appears.
Press <N>.
Fill in the following Rotation values X: 0, Y: -25, Z: -35.
Press <N> to close the Transform Properties.
Press <F12> to render the scene.
The ground shows the shape of the spot (figure 13).
figure 13
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figure 14
Lamp Panel
The lamp panel (figure 15) is almost the same for all light types. With Distance you
can adjust the range of your light. Energy adjusts the intensity of the light and the
white area is the light's colour.
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figure 15
figure 16
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figure 17
The challenge
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Course 8 Animation
Frames, keyframes and framerate
In the previous chapters we have only created static images. Blender offers another
output format as well: animations. An animation is a sequence of static images.
These static images are called frames.
An animation shows a number of images per second. This number is called the
framerate which has the abbreviation: fps (frames per second). Common used
framerates are 25 or 30.
Blender uses keyframes. These keyframes are reference points in the animation.
Imagine an animation which takes for about 90 frames. During these 90 frames a
cube moves from left to right. The advantage of keyframes is you do not have to
define the position of the cube for each frame. You only need to define two
keyframes: the position of the cube for frame 1 and another for frame 90. Blender
can do the math for you and calculate all the positions in between.
Computing the duration of an animation is very straightforward. If you have an
animation with a framerate of 30 and you want the length of the animation to be 3
seconds, the total amount of frames is then 3 x 30 = 90 frames.
figure 1
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Frame navigation
The arrow keys help you in navigating through the frames: <> and <> moves
one frame forward or backward. <Shift> + <> or <Shift> + <> moves 10
frames forward or backward.
figure 2
Choose [Location] in order to make a keyframe for the location of the cube.
Press 5 times <Shift> + <> till you reach frame 51.
Press <G> for moving.
Press <X> to lock the X-axis.
Type <5> and press <Enter>.
Press <I> again in order to create a location keyframe for frame 51.
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figure 3
figure 4
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Video codec
JPEG and PNG are designed for stills. For animations there are other formats like
AVI, MPEG en MOV. A raw stored animation can take a huge amount of disk space.
In order to shrink these files, Video Codecs were invented. These codecs encode
the animation in a very smart way which makes the file smaller.
Click in the Format Panel at [Jpeg] and choose [AVI JPEG] (figure 5).
AVI JPEG is and a codec which just places all the frames in an AVI file without
compressing the frames. This codec takes a lot of disk space. Instead you can
choose to render using MPEG or H.264 which save a lot of disk space. You might
want to use VLC player to play your video files. VLC player is freely available at
http://www.videolan.org/vlc/
figure 5
The default output folder is /tmp you can change this to any arbitrary directory.
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figure 7
figure 8
During the animation rendering, you will see Fra: 1, Fra: 2 etc. This number is the
current rendered framenumber.
When the render process has been finished, the render window shows Fra: 75 in the
top left corner.
figure 9
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figure 10
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The challenge
Animate the lights of the discofloor we have created in the previous chapter. You might
also want to animate the camera and move it around the discofloor.
Playing animations
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figure 1
Choose [Object]
A dotted line shows the relationship between the objects. The upper cube has become
parent, the lower child.
figure 2
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figure 3
You now can see the bottom cube not moving along. The parent-child relationship
can be very useful when modelling an animation character. The eyes are child of the
head, the head is child of the body, the hair is also a child of the head etc.
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figure 4
figure 5
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figure 6
A menu appears.
Choose [Origin to 3D Cursor]
The origin of the cube has been moved to the location of the 3D-cursor.
Press <R> for rotate.
Rotate the cube randomly; you will see the cube rotating around its new origin.
Spin
Sometimes you would like to create multiple instances of an object, rotated over a
certain angle. An example can be the hour dashes on an analogue clock, which is
copied 11 times over 360 degrees. Another example can be when drawing a gear.
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Click with the left mousebutton, four grid squares below the cube in order to move
the 3D-cursor (marked red in figure 7).
figure 7
figure 8
You now see multiple cubes duplicated around the Y-axis (figure 9).
figure 9
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With the Spin Panel you are able to modify the Spin Modifier parameters.
Change the Degrees to 360 (figure 10).
figure 10
Your cube has been multiplied nine times around 360 degrees (figure 11).
figure 11
Alignment
Placing objects on the grid can be quite difficult. Therefore Blender is equipped with
an alignment function.
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figure 12
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Click with your left mousebutton on an arbitrary position to move the 3D Cursor.
Press <Ctrl> + <.> on the numeric keypad to centre the view around the 3D
Cursor.
Extending meshes
Start a new scene.
Press <1> for Front View.
Press <5> for Orthographic View.
Select the cube.
Press <Tab> for Edit Mode.
Press <A> to deselect all vertices.
Make sure Limit selection to visible is disabled (marked red in figure 14).
figure 14
Press <B> for Block Selection and drag a rectangle as shown in figure 15.
figure 15
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figure 16
figure 17
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figure 18
Cutting meshes
Start a new scene.
Press <1> for Front View.
Press <5> for Orthographic View.
Select the cube.
Press <Tab> for Edit Mode.
With Loop cut and slide we are able to split meshes.
Press <Ctrl> + <R> for Loop cut and slide.
Move the mouse to the top edge of the cube, a purple cut line will appear (figure
19).
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figure 19
With the moving the scrollwheel up and down of press <Page Up> or <Page Down> we
can adjust the number of cuts.
Set the number of cuts to 3
We have now cut our mesh in four parts as shown in figure 20.
figure 20
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Windows
Click under heading 2.63 on a mirror near you (marked red in figure 1).
figure 1
Mac OSX
Click under heading 2.63 on a mirror near you (marked red in figure 2).
figure 2
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When you are starting Blender for the first time you will see something like figure 3.
figure 3
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<G> <Y>
<G> <Z>
<S> <X>
Scale on X-axis
<S> <Y>
Scale on Y-axis
<S> <Z>
Scale on Z-axis
<R> <X>
<R> <Y>
<R> <Z>
<Ctrl> + <>
Maximise view
<Ctrl> + <>
<Alt> + <C>
<Alt> + <A>
Playback Animation
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<4>
<3>
<6>
<7>
<8>
<0>
<2>
<.>
<+>
Zoom View In
<>
<Ctrl> + <S>
Save
<Ctrl> + <O>
<F1>
Open
<F2>
Save as
<F3>
Save render
<F5>
Shading Panel
<F6>
Texture Panel
<F9>
Editing Panel
<F11>
<F12>
Render scene
<Scrl>
<Ctrl> + <Scrl>
<Shift> + <Scrl>
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<Q>
Quit Blender
<X>
Delete
<N>
Transform Properties
<I>
Insert Keyframe
Edit Mode
<A>
<B>
Block selection
<E>
Extrude
<O>
Proportional Editing
<Shift> + <F>
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Parameters
Before we start rendering we will take a look at the parameters of the Blender
executable.
-b
-f
-S
scene name
-s
-e
-a
render animation
-h
help
Windows:
c:\program files\blender\blender.exe b untitled.blend f 1
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Continuing happily.
Fra:1 Mem:0.20M | Preparing Scene data
Fra:1 Mem:0.20M | Preparing Scene data
Fra:1 Mem:0.20M | Creating Shadowbuffers
Fra:1 Mem:8.22M Sce: Scene Ve:8 Fa:6 La:1
Fra:1 Mem:8.22M | Creating Environment maps
Fra:1 Mem:8.22M | SSS preprocessing
Fra:1 Mem:8.22M Sce: Scene Ve:8 Fa:6 La:1
Fra:1 Mem:17.97M | Part 1-16
Fra:1 Mem:17.97M | Part 2-16
Fra:1 Mem:17.97M | Part 3-16
Fra:1 Mem:17.97M | Part 4-16
Fra:1 Mem:17.97M | Part 5-16
Fra:1 Mem:17.97M | Part 6-16
Fra:1 Mem:17.97M | Part 7-16
Fra:1 Mem:17.97M | Part 8-16
Fra:1 Mem:17.97M | Part 9-16
Fra:1 Mem:17.97M | Part 10-16
Fra:1 Mem:17.97M | Part 11-16
Fra:1 Mem:17.97M | Part 12-16
Fra:1 Mem:17.97M | Part 13-16
Fra:1 Mem:17.97M | Part 14-16
Fra:1 Mem:17.97M | Part 15-16
Fra:1 Mem:17.97M | Part 16-16
Fra:1 Mem:9.27M Sce: Scene Ve:8 Fa:6 La:1
Saved: C:\tmp\0001.jpg Time: 00:01.59
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Linux:
$ blender b untitled.blend s 1 e 5 -a
Windows:
c:\program files\blender\blender.exe b untitled.blend s 1 e 5 -a
This means Blender we render an animation from frame one till frame five. In this
example we have used a scene which renders to a jpg-avi file. The console output should
look like:
Created avi: /tmp/0001_0010.avi
C:\Program Files\Blender>blender -b untitled.blend -s 1 -e 5 -a
Compiled with Python version 2.5.2.
'import site' failed; use -v for traceback
Warning: could not determine argv[0] path
Checking for installed Python... No installed Python found.
Only built-in modules are available.
Continuing happily.
Created avi: C:\tmp\\0001_0005.avi
Fra:1 Mem:0.20M | Preparing Scene data
Fra:1 Mem:0.20M | Preparing Scene data
Fra:1 Mem:0.20M | Creating Shadowbuffers
Fra:1 Mem:8.22M Sce: Scene Ve:8 Fa:6 La:1
Fra:1 Mem:8.22M | Creating Environment maps
Fra:1 Mem:8.22M | SSS preprocessing
Fra:1 Mem:8.22M Sce: Scene Ve:8 Fa:6 La:1
Fra:1 Mem:17.98M | Part 1-16
[...]
Fra:5 Mem:17.98M | Part 16-16
Fra:5 Mem:9.28M Sce: Scene Ve:8 Fa:6 La:1
Append frame 5 Time: 00:01.68
Blender quit
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Richie
SpeedTiti
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SpeedTiti
Malefico Andauer
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Zoltan Miklosi
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use them.
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