BlenderBasics 5thedition2017
BlenderBasics 5thedition2017
http://www.cdschools.org/blenderbasics
2004, 2006, 2009, 2011, 2017 fifth edition by James Chronister. This document may be reproduced in
whole or in part without permission from the author. Feel free to use this manual for any and all
educational applications. I enjoy emails from other educators, so please let me know how youre using
the book. You may not bundle this tutorial with any software or documentation that is intended for
commercial applications (marketing for a profit) without expressed written approval from the author.
Inquiries and comments can be directed to [email protected]. This document, and other
information, can be found at http://www.cdschools.org/blenderbasics . At this site, look under
Academics in Technology Education.
Information regarding the Blender program and development can be found at www.blender.org. Blender
users can also find information on how to use the program at www.blenderartists.org. Daily Blender
news and tutorial links can be found at www.blendernation.com.
Table
Table of
of Contents
Contents
Introductory Items
v Introduction
vi Rendering and Animation Basic Concepts
viii Basic Key Commands
Chapter 1- The Blender Interface
1-1 The Blender Screen
1-2 Viewport (Window) Types
1-3 The User Preferences Window
1-4 Open, Saving and Appending Files
1-5 Packing Data
1-6 Importing Objects (from other file formats)
Chapter 2- Working with Viewports (windows)
2-1 Moving Around in 3D Space
2-2 Window and Button Control
2-3 Creating Viewports
Chapter 3- Creating and Editing Objects
3-1 Working with Basic Meshes
3-3 Using Main Modifiers to Manipulate Meshes
3-5 Edit Mode- Mesh Editing
3-7 The Tool Shelf
3-9 Proportional Editing
3-17 Joining/Separating Meshes, Boolean Operations
Chapter 4- Blender Render Engines
4-1 The Classic Render Engine
4-3 The Cycles Render Engine
4-8 Tweaking Cycles for Speed & Quality
Chapter 5- Materials and Textures
5-1 Basic Material Settings
5-4 Basic Texture Settings
5-7 Using Images and Movies as Textures
5-9 Displacement Mapping
5-10 Materials and Textures in Cycles
Chapter 6- Setting Up a World
6-1 Using Color, Mist and Textures
6-4 Using an Image in the Background
6-5 Cycles World Settings
Chapter 7- Lighting and Cameras
7-1 Camera Settings and Options
7-2 Using Nodes for Depth-of-Field, Green Screen (Chroma Key), and More
7-7 Lighting Types and Settings
7-9 Indirect Lighting
Chapter 8- Render Settings
8-1 Basic Setup Options
8-4 Rendering Movies and Images
8-5 Network Rendering
Chapter 9- Ray-Tracing (mirror, transparency, shadows)
9-1 Lighting and Shadows
9-2 Reflection (mirror) and Refraction (transparency)
Chapter 10- Animation Basics
10-1 Basic Key-framing and Auto Key-framing
10-3 Working with the Graph Editor and Dope Sheet
10-7 Animating Materials, Lamps and World Settings (and more)
i
Table of Contents (continued)
Chapter 11- Adding 3D Text
11-1 Blender 3D Text Settings
11-2 Converting to a Mesh
Chapter 12- NURBS and Meta Shape Basics
12-1 Using NURBS to create lofted shapes
12-2 Liquid and droplet effects using Meta Shapes
Chapter 13- Modifiers
13-1 Basic Mesh Modifiers
13-6 Simulation Modifiers
Chapter 14- Particle Systems and Interactions
14-1 Particle Settings and Material Influence (Cycles)
14-7 Using the Explode Modifier
14-8 Particle Interaction With Objects and Forces
14-9 Using Particles for Hair and Grass
Chapter 15- Child-Parent Relationships
15-1 Using Child-Parented Objects
15-2 Adjusting Object Centers (pivot points)
Chapter 16- Working With Constraints
16-2 Tracking To An Object
16-4 Following Paths and Curves
Chapter 17- Armatures (bones and skeletons)
17-1 Using Armatures to Deform Meshes
17-4 Creating Vertex Groups
17-5 Using Inverse Kinematics (IK) and Other Constraints
Chapter 18- Relative Vertex Keys (shape keys)
18-1 Creating Mesh Keys
18-3 Using Action Editor Sliders
Chapter 19- Object Physics
19-1 Creating Fabric and Fluid Effects with Interactions
19-10 Realistic Object Interactions in Real-Time and Animations
Chapter 20- Creating Springs, Screws, Gears and other Add-On Shapes
20-1 Duplicating Meshes to Create Screws and Gears
20-4 Using Mesh Editing to Create Revolved Shapes
20-5 Blender Add-On Meshes
Chapter 21- Video Motion Tracking
21-1 Setting Up the Tracking Scene
21-8 Using Masks and Materials
Chapter 22- Game Engine Basics (real-time animation)
22-1 Setting Up The Physics Engine
22-5 Applying Materials
22-5 Using Game Physics in Animation
22-6 Using Logic Blocks
Chapter 23- UV Texture Mapping
23-1 Using Basic Mapping
23-3 GLSL Shading
Chapter 24- Video Sequence Editor
24-1 Producing a Movie From Individual Clips and Images
24-5 Adding an Audio Track
Chapter 25- 3D Printing Tools
25-1 Fundamentals of 3D Printing
25-2 Using Blender to Create 3D Printer Models
25-3 Exporting Models
Educational Standards Alignment
Index
ii
Performance
Practice Exercises
Tasks
Chapter 1
Setting Up Your Interface ............................................................................................. 1-7
Unit Reflection ............................................................................................................... 1-8
Chapter 2
Multiple Viewport Configuration ................................................................................. 2-5
Unit Reflection ............................................................................................................... 2-6
Chapter 3
Create a Sculpture ....................................................................................................... 3-4
Modeling a Landscape and Lighthouse .................................................................... 3-11
Adding Windows to the Lighthouse ............................................................................ 3-19
Challenge Task: Creating a 3D Logo .......................................................................... 3-20
Unit Reflection ............................................................................................................... 3-22
Chapter 4
Test Renderings ......................................................................................................... 4-9
Unit Reflection ............................................................................................................... 4-10
Chapter 5
Adding Classic Materials & Textures to the Lighthouse Scene..................................... 5-15
Challenge Task: Cycles Shading for the Lighthouse Scene ..................................... 5-23
Unit Reflection ............................................................................................................... 5-24
Chapter 6
Creating an Environment for Your Scene ................................................................... 6-10
Challenge Task: A Sculpture Environment ................................................................. 6-12
Unit Reflection ............................................................................................................... 6-12
Chapter 7
Lighting Up the Landscape Scene .............................................................................. 7-10
Challenge Task: Cycles Scene and Blur ..................................................................... 7-12
Unit Reflection ............................................................................................................... 7-14
Chapter 8
Saving a Picture of Your Scene ................................................................................... 8-8
Unit Reflection ............................................................................................................... 8-8
Chapter 9
Reflection and Refraction ............................................................................................ 9-3
Challenge Task: Cycles Reflection and Refraction ................................................... 9-5
Unit Reflection ............................................................................................................... 9-6
Chapter 10
Adding Motion to Your Scene...................................................................................... 10-8
Challenge Task: A Logo or Sculpture in Motion ........................................................ 10-11
Unit Reflection ............................................................................................................... 10-12
Chapter 11
Company Logo ............................................................................................................. 11-3
Challenge Task: Production Logo ............................................................................... 11-4
Unit Reflection ............................................................................................................... 11-4
Chapter 12
The Lava Lamp .............................................................................................................. 12-3
Challenge Task: The Spill .......................................................................................... 12-6
Unit Reflection ............................................................................................................... 12-6
iii
iii
Practice Exercises
Performance Tasks
Chapter 13
Common Modifiers Exercise........................................................................................ 13-8
Challenge Task: Insect Study .................................................................................. 13-9
Unit Reflection ............................................................................................................... 13-10
Chapter 14
Adding Rain to Your Scene.......................................................................................... 14-14
Challenge Task: A Fireworks Display& Candle ......................................................... 14-15
Unit Reflection ............................................................................................................... 14-16
Chapter 15
The Robotic Arm ............................................................................................................ 15-3
Challenge Task: A Simple Character ......................................................................... 15-4
Unit Reflection ............................................................................................................... 15-4
Chapter 16
A Camera That Follows the Arm .................................................................................. 16-3
Challenge Task: A Simple Roller Coaster ................................................................... 16-6
Unit Reflection ............................................................................................................... 16-8
Chapter 17
Create a Hand With Armatures ................................................................................... 17-6
Challenge Task: Flubber Character ............................................................................ 17-8
Unit Reflection ............................................................................................................... 17-10
Chapter 18
Cheesy Actor Monkey ................................................................................................. 18-5
Unit Reflection ............................................................................................................... 18-6
Chapter 19
A Waving Flag ............................................................................................................... 19-3
Making a Splash With Fluids ........................................................................................ 19-9
Challenge Task: Rube Goldberg Invention ............................................................... 19-11
Unit Reflection ............................................................................................................... 19-12
Chapter 20
Turning Gears ................................................................................................................ 20-6
Challenge Task: An Animated Spring ......................................................................... 20-7
Unit Reflection ............................................................................................................... 20-8
Chapter 21
Composite Desk Scene ............................................................................................... 21-9
Unit Reflection ............................................................................................................... 21-10
Chapter 22
A Simple Maze Runner ................................................................................................ 22-11
Unit Reflection ............................................................................................................... 22-12
Chapter 23
Creating a Texture Wrap ............................................................................................. 23-5
Challenge Task: Texture Your Maze ........................................................................... 23-6
Unit Reflection ............................................................................................................... 23-6
Chapter 24
Video Portfolio .............................................................................................................. 24-6
Unit Reflection ............................................................................................................... 24-6
Chapter 25
Chess Piece .............................................................................................................. 25-5
Unit Reflection ............................................................................................................... 25-6
iv
Introduction
Introduction
About Blender
2. To maintain and improve the current Blender product via a public accessible source code system
under the GNU GPL license.
3. To establish funding or revenue mechanisms that serve the foundations goals and cover the
foundations expenses.
4. To give the worldwide Internet community access to 3D technology in general, with Blender as a core.
Blender website (blender.org)
Blender can be a difficult program to learn with limitless possibilities. What do you teach
in the time you have to teach? Thats a tough question because you cant teach it all.
This tutorial book is designed to get you up and running in the basics of creating objects
and scenes and animating. The best advice I can give you about learning this program
is Dont Give Up! All rendering and animation programs have a tough learning curve.
After a few weeks, things get easier. This tutorial has been developed to be used in
conjunction with daily lesson planning and demonstrations. Because of this, some areas
of Blender have not been described as fully as they could be. If you are using this guide
as a stand-alone teaching or self-help tool, you may need to seek additional help
from reputable places like www.blender.org and www.blenderartists.org to make sense
of things. These sites give you access to help forums and tutorials. There are literally
thousands of Blender users world-wide that browse the forums to give and get advice.
Make use of that vast knowledge base!
Version Information:
The current release at the time of this printing is version 2.78. Since Blender is developed
by a worldwide pool of individuals giving freely of their time, releases happen often.
v
Rendering and Animation
Rendering and Animation Basics
RENDERING:
You can control the way an object appears by applying color and textures.
Materials provide realism with added effects. You an control glossiness
(specular), self-emitting lighting characteristics, transparency and pattern
repetition. Ray-tracing can provide reflection (mirror) and refraction
(transparency) effects. Textures can be made from any scanned photograph or
drawn object in an image-editing or painting-type program. Images in almost
any format (jpg, bitmap, png) can be used. Blender also has many built-in
texture generators that can simulate a variety of surface characteristics such as
wood, marble, clouds, waves and surface roughness.
Lighting:
Lighting provides the realism to your scene through reflections and shadows. You
can control the type of light, intensity and color. Some lights can give a fog or
dusty look with a halo or volume lighting effect. Illumination distances can also
be set.
Cameras:
Your camera is your point-of-view for the scene. Just like a real camera, you can
control lens length to achieve close-ups or wide angles. Clipping distance can
also be set to control how far and near the camera sees. Depth-of-field can
be controlled using nodes.
ANIMATION:
vi
Rendering
Rendering and
and Animation
Animation
Time Factors:
In order to animate, you must first set the length of your animation in frames and your
frames per second (fps). The length in time can be calculated from these.
*We typically use a frame rate of 25-30 fps depending on computer speed or if we plan
to save the file to DVD. Hit the PAL or NTSC setting buttons for these.
Creating Keys:
A key is placed at the beginning and end of a desired move, size change or rotation of
an object. Think in terms of how long you want a change to occur and relate it to your
fps. For example, if you want an object to move from point A to point B in 2 seconds
and you have 30 fps, place 2 keys 60 frames apart.
In most animation programs, a camera can follow a path or object (or both) as it
moves. This feature saves a lot of animation time and reduces the number of keys
needed.
Output Options:
We typically save our movies in MPEG format for Windows. This type of file plays easily
on most media players and at a high quality. Depending on how you plan to use your
movie (i.e. on the web, saved to DVD, played in a presentation), you may wish to use
different formats. Examples include Apple Quicktime and Windows AVI formats.
Different formats also allow you to adjust the quality settings. For example, AVI formats
can be compressed using a variety of compressors called CODECs.
Rendering sizes:
Animations are saved in a measurement unit called a pixel. Your computer and TV
screens display images as small dots. The more dots, or pixels, per inch, the higher the
resolution. Modern displays and TVs use square pixels, but older TV sets used rectangular
pixels. This made it somewhat more difficult to render images because the output from
3D animation programs needed to be compressed into a non-square ratio format.
Since most TVs have been replaced by modern flat screens, we can begin to get away
from these older, confusing ratios and work with 1:1 pixel ratios.
vii
vii
Basic Key Commands
Rendering and Animation
The next considerations deal with render sizes:
1. The older TV standard of 4:3 ratio size or the newer TV (and film)16:9 ratio size.
2. Standard Definition (SD) or High Definition (HD).
This decision will most likely be controlled by the type of result you need and how much
time you have to render the project. Until recently, we have always worked with DVD
standard definition 4:3 renderings in the classroom. We are changing most of our
projects to HDTV 720p to better fit modern TVs and online video postings. While high
definition renderings can produce better projects, the cost in rendering times would
make it almost impossible for us to complete projects in the classroom during the school
day, even with the small render farm we have in the lab. Standard definition still looks
great played back on modern TVs and renders at a fraction of the time of higher HD.
Here are the frame sizes for each type of render:
Blender uses the Bullet physics engine to make objects react in your scene like they
would in real life. The Bullet physics engine was used in movies like 2012 to create all of
the realistic-looking animations of falling and reacting objects. Real-time animation
allows you to add physical properties to your objects and use the keyboard and other
features to control them. You can create actors, change masses, control dampening
(friction), set force and torque in x, y, and z planes and create relationships with other
objects within the scene. With time and practice, interesting 3D games, animations,
and real-time architectural walk-throughs can be created.
Blender allows you to use the physics engine to create animation tracks. You can now
use the physics to create realistic falling, rolling, etc. animations and use them in
movies.
viii
Basic
Basic Key
Key Commands
Commands
Basic Blender Commands
This is just a partial list of Blender commands. Please visit the Blender.org website for more details.
TAB key- Toggles between edit mode (vertex editing) and object select mode. If youre in
edit mode when you create a new object, it will be joined to the selected object.
Ctrl Z- The global UNDO command. With each press, one step will be undone (up to 32
steps possible by default). If in edit mode, it will only undo editing steps on the
selected object.
Space Bar- Brings up a search window to find basic commands.
Z key- Toggles view from wireframe to solid.
Alt Z- Toggles a texture/shaded view.
R key- Rotates an object or selected vertices. (pressing X,Y,Z after R will limit effect)
S key- Scales a selected object or vertices. (pressing X,Y,Z after S will limit effect)
G key- Grabs or moves the object or selected vertices. (pressing X,Y,Z after G limits effect)
A key- While in edit mode its good for selecting all vertices for commands like remove
doubles and subdivide. Pressing A twice will clear selected and reselect.
Alt A- Plays animation in selected window. Your cursor must be in that window for it to play.
Ctrl A- After an object has been re-sized and/or rotated, this can reset the objects data to
1 and 0.
W key- Brings up a Specials menu while in edit mode of specific edit mode options.
Shift-D- Duplicates or copies selected objects or selected vertices.
E key- While in edit mode, selected vertices can be extruded by pressing E.
O key- The O key (not zero) will put you into proportional vertex editing while in edit
mode. Proportional editing now also works in object mode.
B key- Gives you a box (window drag) to select multiple objects. In edit mode, works the
same to select multiple vertices.
C key- Gives you a circle select in edit mode that can be sized by scrolling the mouse
wheel. Press LMB to select, press wheel to deselect. Right mouse click or Esc to exit.
Shift-A- Brings up the tools menu where you can add meshes, cameras, lights, etc.
Number Pad- Controls your views. 7 top, 1 front, 3 side, 0 camera, 5 perspective, .
zooms on selected object, + and zoom in and out. The + - buttons also control
affected vertices size in proportional vertex editing.
Mouse- Left to manipulate (LMB), right to select (RMB), center wheel to zoom and rotate
view. If you hold down shift and center wheel you can pan around on the screen.
Shift Key- Hold down the shift key to make multiple selections with the right mouse button.
Arrow Keys-Used to advance frames in animation. Left/right goes 1 frame at a time, up/down
goes 10 frames at a time.
P key- While in edit mode, pressing P will seperate selected verticies. In object mode,
pressing P will cause you to enter into the game (real-time) mode. Press Esc to exit
game mode.
ATL/CTRL P-Creates or breaks child/parent relationships. To create C/P relationships, hold down
shift key and select child first, then parent. Hit Ctrl P. To clear a relationship, do the
same except hit Alt P.
U key- In Object Mode, brings up the Single-User menu to unlink materials, animations
(IPOs), etc. for linked or copied objects.
M key- Moves selected objects to other layers.
Ctrl M- Mirrors an object. Select M, then X,Y,or Z to mirror on that axis.
N key- Brings up the numeric info. on a selected object (location, rotation and size). Info.
can then be changed in the panel.
ix
Practice Exercises
Ctrl J- Joins selected objects together.
Ctrl L- Link mesh's data to another mesh. Good for copying materials and other object
data from one object to other objects. While holding the Shift key, select all the
objects with the one containing the material or other data last. Press Ctrl-L and
select you option.
F key- Makes a face in edit mode of the selected vertices. You can only select 3-4 vertices
at a time to make a face. By selecting 2 verticies and pressing F will close shape.
Alt F- Will Face or Fill a closed set of selected verticies.
Ctrl F- Brings up a Face Specials menu with other face options.
Shift F- Camera Flying is enabled and will cause the camera to fly through the scene.
X or Delete- Delete selected objects, vertices or faces.
K-LMB In edit mode, K and left mouse button will allow you to slice faces.
Ctrl R- In edit mode, will bring up options to slice or cut faces.
Shift- S In both edit and object modes, this will give you options to locate objects or the
cursor to assist in precise placement.
Function Keys-F1-Load File; F2-Save File; F3-Repeat History; F11-Last Render; F12-Render
I Key- The I key is used to insert animation keys for various things. Objects can be
animated with basic Rotation, Location and Size keys and combinations there of.
T Key Opens the Toolbox at the side of your viewport.
Ctrl T- Used to create a Track To Constraint to make one object follow another (like a
camera with a target).
Ctrl S- Used to Save your Blender file
Alt C- Used to convert meshes, text and curves. For example, text can be converted into a
mesh for other transform options.
Shift Space Toggles between multiple screens to full screen of active view port. Can also use
Ctrl-Up Arrow to do the same thing.
Ctrl 0- If using multiple cameras, this will switch to the selected camera. (Number pad 0)
Armatures- Meshes can be controlled by bones or armatures. Create a mesh with vertices at
the joint locations, then create an armature string within it. Child/Parent the mesh to
the armature using the armature option. You can then animate in Pose Mode.
Ctrl-Tab- Puts you into Pose mode for manipulating armatures.
Import/Export- Blender accepts many different file formats through the import/export
commands. When inserting other Blender files or objects into another scene, use the
APPEND option from the file menu and select the appropriate options. Multiple
objects can be selected with Shift-Right mouse button.
Multiple Viewports- To create multiple viewports, move your cursor to the upper-right corner of
an existing viewport. When your cursor turns into a + over the tab triangle, press
LMB and drag to spit viewport area. To join areas, repeat the process.
The Basic Blender Buttons:
Editor Scene Object Material
Modifiers Particles
(window) Settings Settings Settings
Type
x
Chapter 1- The Blender Interface
The Blender Screen
Years ago, when I first looked at Blender and read some tutorials I thought that this
looked easy and made sense. After taking the program for a test run, I decided to
forget about it for a while because I couldnt make anything. The interface is different
than any other programs Ive experienced before. I thought Id try again and after a
few weeks however, things began to make sense and I realized the potential of the
program. If you tried Blender before the interface improvements in version 2.5, you may
enjoy the program better this time. Heres what you see when you open the program:
Lamp
Information 3D
Viewport Viewport
Outliner
Viewport
Properties
(buttons)
Camera Viewport
Cube
The &
Tool Shelf 3D Cursor
Timeline
Viewport
You are looking at a scene consisting of a cube, lamp and a camera. The cube is a
basic mesh object to give you something to look at, a lamp to illuminate the scene,
and a camera to show the scene. Older versions of Blender may open with different
scenes, but the idea stays the same. The 3D cursor in the middle of the cube is used to
locate where new items will be placed. It can be moved around on the
screen by clicking the Left Mouse Button (LMB). Along with familiar pull-down
menus like other programs, you have multiple viewports (windows) on the
screen serving different purposes. We will talk about these later and how they
can be changed. 3D Cursor
1-1
Chapter
Chapter 1-
1- The
The Blender
Blender Interface
Interface
your work and being able to see things better. To change
things between layers, select the object with the Right Mouse
Button (RMB) and type M for move. Try it with the cube and
change layers. If you put it in a layer thats turned off, it will
disappear. To turn that layer visible, click (LMB)
on that button. To turn on multiple layers, hold down Shift and click on
the buttons. Layers containing objects will display a dot.
RoboDude Asks:
How do I select multiple objects in Blender?
Hold down the shift key while using the RMB (Right Mouse Button).
Ready-Made Screens
Blender has several ready-made screens for you to choose
from that make optimal use of these windows. They can be
accessed from the top pull-down menu area. Besides
Default, you can choose depending on what you're
doing.
1-2
Chapter 1- The Blender Interface
The User Preferences Window
The User Preferences Window can be called up by selecting it
in the File pull-down menu. This is where you can customize
Blender to react to your particular needs. If you would like
these setting to be in place every time you open Blender, you
can save them by clicking the Save As Default button or by
pressing Ctrl U.
RoboDude Says:
Be careful to only use this setting at the beginning of a drawing
session and on your own personal machine (not school computers,
unless the instructor approves). If a drawing is open at the time,
that drawing will automatically open every time you use Blender. It
will become the default scene and replace the cube, lamp and
camera basic setup!
Editing Tab- Instead of new objects aligning to the World, you may want to try View.
The Global Undo steps are defaulted for 32. If this isn't enough, add more.
Input Tab- The Emulate Number Pad option is great for laptops without number pads.
Add-Ons Tab- There are some great add-ons included. A good one is 3D View:
Dynamic Context Menu. Provides an add object menu with the space bar.
Themes Tab- This is where you can change the appearance of everything!
File Tab- If you save sounds, textures, etc. in specific folders, set the paths to save time.
System Tab- If you need to make adjustments to sound and memory or game setting,
they can be done here.
Some of these settings will be examined more in the Setting Up Your Interface task.
1-3
Chapter
Chapter 1-
1- The
The Blender
Blender Interface
Interface
Open, Saving and Appending Files
Blender utilizes commands similar to other programs when it
comes to saving and opening your work with a few
exceptions. Blender can use the Open command to open
Blender (.blend) files and the Append command to bring in
elements from other Blender files into another Blender file.
Blender also has extensive Import and Export options in the file
menu that work well with VRML (.wrl),.DXF, and .STL files. These
are generic file interchange extensions that most programs
can work with, as well as 3D printers.
RoboDude Says:
Be careful to save your work often! Like most
programs, Blender will give you a basic warning to
save your work when exiting the program, but
that is all- it will just close, losing any work you may
not have saved.
Available Drives Sub Folders Path where work Where you name
and Bookmarks and Files will be saved your file
1-4
Chapter 1- The Blender Interface
The Append Command:
When you need to insert elements from one Blender (.blend) file into another one, you
need to use the Append command from the file pull-down menu. While in Append, you
need to navigate to the Blender file you wish to insert from, then select what you want
to append into the open file. You can append anything from cameras, lights meshes,
materials, textures, scenes and objects. For most purposes, use the Object option. By
appending objects, any materials, textures and animations that are linked to that
object will automatically come in with it. Left Mouse Button (LMB) clicking on objects will
select\deselect them (hold down Shift to select multiple objects). Typing A will
select them all. After you select all objects to append, click the Append from Library
button in the upper right corner of the screen.
The Link option allows you to link to another Blender file rather than inserting it into the
open file and also found in the File menu. This option allows for changes to the linked file
that will be automatically updated when the other file is opened.
Packing Data
1-5
Chapter
Chapter 1-
1- The
The Blender
Blender Interface
Interface
Importing Objects (from other file formats)
One of Blenders strong points is the programs ability to accept several generic types
of 3D files from other programs. The most popular used are:
.STL files- STL files have grown in popularity in recent years, being
fueled by the 3D printer movement. Just about every 3D
printing slicing program will accept .stl files. A unit on
processing 3D printer files appears toward the end of this
book.
.DXF files- A very popular file format for exporting and sharing.
AutoCAD and SoftPlan architectural software
traditionally exports with .dxf formats.
VRML (.wrl) files- Once a popular 3D file type, .wrl files seem to be losing
ground to .stl files.
To save a file as one of these types from another program, you will need to find an
export command or a save as option. This will vary depending on the program you
are using. Refer to that programs help files. To import a STL, VRML or DXF file into a
Blender scene, open a new drawing or one you wish to insert the object(s) into. You will
simply need to use the Import command in the File pull-down menu. Now you need to
find the object(s) you just inserted. Depending on how that object was drawn, it may
need to be re-sized or rotated.
With every new release of Blender, the
import/export format options list grows. You
should be able to find a format in the list that will
work with your other programs.
1-6
Setting Up Your Interface
Scenario:
You work for an advertising firm where you work with specific files and use certain tools
all the time. It would be nice to be able to set Blender so it opens with these setting
turned on by default every time.
Input Tab:
-Check Emulate 3-Button Mouse if you do not have a mouse with a wheel. The
Alt-Left button will act like a mouse wheel.
- Check Emulate Numpad if you are using a keyboard without a number pad.
This will make the buttons 1-9,0 act like the number pad buttons, useful in the
next chapter.
Add-Ons tab (enable the following):
- 3D View: Dynamic Context Menu (easily add object by using the spacebar).
- All of the Add Curve and Add Mesh options.
- Any additional Import-Export commands you need or instructor recommends.
- Look through the list for any other add-ons of importance to you.
Themes tab:
- Experiment with the preset themes to see if any interest you.
- There is a Reset to Default Theme to go back to the basic theme.
File tab:
- If you have textures, sounds, or fonts saved in a specific location and would like
Blender to go there directly every time you want to add one of these resources,
set these paths now by clicking on the file folder picture by each line.
- If using a standard Windows computer, set the path to the following for fonts:
If you are using a personal computer or your instructor tells you to do so, press the Save
User Settings button on the lower-left corner of the User Preferences window. Every
time you now launch Blender, these setting should now be the defaults.
1-7
Chapter
Chapter 1- The Blender Interface
1 Reflection
Chapter 1 Reflection and Wrap-up:
1. In terms of learning a new program, which type of layout do you feel may be easier
to use? Explain your answer.
2. In terms of being quick and easy to use for the seasoned professional, which type of
layout do you feel may be easier to use? Explain your answer.
1-8
Chapter 2- Working with Viewports
Moving Around in 3D Space
In a 3D program, not only do you have to worry about where you are in 2 dimensions
(height and width), but you also need to consider depth (how close or far away).
Before you can work in 3D space, you should have some skills in 2D drawing and layout.
Moving around in the 3D window is controlled by the mouse and the keyboard number
pad (NOT the numbers across the top of the keyboard- these change layers). Think of a
standard 3-view orthographic drawing- top, front and right side views. These views
match up with the number pad 7,1 and 3 keys (look at their arrangement on the
keyboard- just like the views). Put your cursor in the 3D window and try typing those
numbers. Typing 0 will put you into camera view (what the camera sees).
The mouse serves a number of functions. The Left Mouse Button (LMB) will move the 3D
cursor around on the screen and for dragging windows for selecting objects. Wherever
the 3D cursor is located is where the next item you create will be placed. The 3D cursor
serves other purposes that we will discuss later. The Right Mouse Button (RMB) is used to
select object or vertices (in edit mode). The mouse wheel serves 2 purposes. Scrolling
the wheel zooms in and out (like the + and - keys). Holding down the mouse wheel will
let you rotate the view. Holding down Shift and Mouse Wheel will let you pan around on
the screen.
RoboDude Says:
Practice using these controls before moving on to other lessons. Without
getting a grasp on working in 3D space, you will have a difficult time creating
and modifying objects.
2-1
Chapter
Chapter 1-
2- The Blender
Working withInterface
Viewports
Window and Button Control
So now you know how to
save your Blender file and
move around in 3D space.
We're still not really able to
create anything yet, but
soon. You have a default
screen with several
viewports. You may have
noticed that along with the
Tool Shelf on the left side,
you can also have a
Transform panel on the right
of your viewport. These are
definitely useful panels as
you will soon see, but they
take up a lot of space. You
can minimize them by
dragging on the edge of them with the LMB while your cursor
looks like a left/right arrow. So how do you bring them back
out when you need them? With your cursor in the 3D window,
you could type T for the Tool Shelf or N for the Numeric
Transform panel. This will open the panels
up again (pressing either button a 2 nd time
will close the panel up). You can also click on the small + symbols
at the sides of the viewport to open them.
Drawing Rendering
Modes
Display Pivot Manipulator Layers Proportional Snapping
Shading Points Widgets Editing
Scrolling in the Properties Panel:
You may notice that many of the buttons and panels are off
the screen. Accessing those buttons can be done by holding
down your mouse wheel (like it's a button)and using it to pan
left-to-right. The same can be done to access the panels below the
buttons. You can also use the + and - keys on the number pad to
zoom in and out on the panels.
2-2
Chapter 2- Working with Viewports
Creating Viewports (also called windows)
Most times, you need more than one 3D window to work with since youre trying to
locate objects in three dimensions. Most rendering and animations programs allow for
multiple viewports along with graphical views of various data. Blender allows the same.
Remember that Blender starts with 5 viewports, but only one 3D View window (discussed
on pages 1-1 and 1-2). You can change the size of any of these windows by using the
LMB and dragging on the line between the viewports. In order to split a viewport, move
your cursor over the small triangle in the upper right corner of the 3D
View Window. When the cursor turns into a +, drag with your LMB
to split your screen into 2 viewports. Joining viewports together works
the same way. Click on the triangle and drag over the viewport you
wish to remove. Theres no limit to the number of times you can split your windows. I like
to traditionally work with 2 views like the example shown below. I use the left view to flip
between my principle views (top, front, side) and the right view for camera view and
animation tracks (which well discuss later). In the view shown below, I've minimized the
Tool Shelf and Transform Panel to maximize screen space.
2-3
Chapter
Chapter 1-
2- The Blender
Working withInterface
Viewports
Typical Views and Buttons:
Here are some typical views used to model in 3D and the buttons on the number pad to
go along with them. In order to make them work, you need to have the Num Lock
button pressed. Get use to working with the principle views (top, front, side) in
orthographic mode when locating the 3D cursor. You will usually need to check the
location of the cursor in at least 2 views when placing objects. New to Blender 2.6 is that
the name of the view is displayed in the upper left corner of the viewport.
Top View
(7 key)
Free-Rotation
Orthographic View
Front View
(1 key)
Side View
(3 key)
Perspective
View 5 key toggles
between ortho and
perspective views-
Ortho is easier!
Camera View
(0 key)
Orthographic
View
RoboDude Asks:
How do I view Bottom, Back or Left
Views?
Hold down the Ctrl key while you hit
the 1,3 or 7 keys on the number pad.
2-4
Multiple Viewport Configuration
In order to get some experience with these commands, set up a screen with four
viewports using a top, front, side and camera or perspective views as displayed below:
2-5
Chapter
Chapter 1- The Blender Interface
2 Reflection
Chapter 2 Reflection and Wrap-up:
Working in a 3D World
While we live in a three-dimensional world, it is an entirely different thing
to work in a computer generated three-dimensional world. 3D work
spaces can be difficult for many students to grasp. Practice is the key.
1. Blender uses the number pad and mouse to control your 3D views and location. If you
were asked to re-design the commands for moving in 3D space, would you use the
same configuration, or develop something different? Explain your answer.
2. How does working in 3D space relate to math? Where have you ever used the
concepts of X,Y, and Z in a math course? Explain your answer.
3. Research GPS on the internet. How does GPS work so that it can determine where you
are on a map?
2-6
`
Chapter 3- Creating & Editing Objects
Working with Basic Meshes
Now that you can move around in Blender, lets start doing some basic building and
shaping. In this chapter we will talk about creating basic shapes and using modifiers to
form them. Blender has a lot of different object types. Right now we will only discuss
Meshes.
Start a new drawing in Blender and save it in your My Documents directory, or other
specified drive. Call it Sculpture. Since there a variety of operating system and saving
structures, you may need to set up folders as needed.
RoboDude Asks:
Why do I keep losing my work?
Since Blender's file interface differs from most other programs, it can be easy to
lose track of where you are saving files and not saving often enough.
Remember to always save your work often!
When you place an object in Blender, it comes into the scene in Object
Mode. There are basically 2 states in Blender- Edit Mode and Object
Mode. Edit mode is intended for modifying the shape of the object by selecting vertices
on the object. Object mode affects the object as a whole. The Tab
button toggles you between the two. You can also see
and change your mode at the bottom of the viewport.
After inserting an object into your scene, always make
sure you're in Object Mode.
Otherwise, the next object
you create will be joined to
that mesh!
3-1
Chapter
Chapter 1-
3- The Blender
Creating Interface
& Editing Objects
As mentioned on the previous page, another way to switch
between Edit and Object mode besides using the Tab key is to
use the Mode menu at the bottom of the 3D screen. Notice that
there are a few more modes than just Edit and Object. Some of
these will be discussed in later chapters.
Mesh Types
When pressing the space bar and choosing to add a mesh, you will notice several mesh
types (often called primitives) available. More can be added through Add-Ons in the
User Preferences menu. They are:
Cylinder- Like a can, with ends closed, but if you leave the ends off, it is a
tube.
Cone- Basic closed cone shape.
RoboDude Asks:
How do I set the quality of a mesh?
Remember that after selecting a mesh type, you will see the settings for that mesh
at the bottom of the Tool Shelf. Also, don't forget to be in Object Mode when
making a new mesh- otherwise, your new mesh will be joined to another mesh.
3-2
`
Chapter 3- Creating & Editing Objects
Using Main Modifiers to Manipulate Meshes
Before we look at actually changing the shape of the meshes and turning them into
other shapes, we should become comfortable with creating, moving, rotating and
scaling basic meshes. The three main modifying commands used in Blender are:
You may be wondering- What are these units of measurement? By default, you are
measuring in Blender Units. The Dimensions block is in millimeters by default. We will
look at changing this to an actual metric or imperial system later.
Rather than typing R,S or G to manipulate an object, you can turn on the widget
feature and simply grab the axis you wish to change. You can also change the motions
to reflect Global (normal X,Y,Z planes), Normal or Local (X,Y,Z planes in relation to the
object) movement.
Grab directional lines with LMB to manipulate
3-3
Chapter
Create a1-Sculpture
The Blender Interface
Scenario:
You have been employed to create a digital mock up of a modern art sculpture that
uses only basic primitive geometric shapes.
Create a sculpture using at least 1 of every type of mesh found in the Add-Mesh menu
(do not use grid or circle). Remember to make sure you are in Object Mode before
creating a new mesh. Use a plane for the ground and scale it large. Divide your 3D
window into two so you can have one working view and one camera view. Use the
RMB to select objects on the screen. Experiment with sizing and rotating objects. New
commands:
Size (S key)- to change the size/scale of the object.
Rotate (R key)- to rotate the object.
Move (G key)- to change the location of objects.
Duplicate (Shift-D)- to make a copy of something on the screen.
Shaded (Z key)- used to toggle the window from wireframe to solid view.
Tool Shelf (T key)- shows editing commands and setting mesh detail.
Transform (N key)- show the transform panel for exact placement of mesh.
Remember to make use of the number keys 1,3 and 7 to change your principle views!
Also play with the camera location and angle to get a nice view!
Save your work often!
** You do not have to make a monkey-this is just an example of using the meshes! **
3-4
`
Chapter 3- Creating & Editing Objects
Edit Mode- Mesh Editing Object Mode
After you have created a mesh, you can go into Edit mode (Tab key or
Mode option in window) and change its shape. In edit mode, you can
work with the shapes individual vertices (mesh intersections) to create the
shape you want. You know youre in edit mode when you see pink or
yellow dots on the selected object. Pink dots are unselected vertices while
yellow dots are selected vertices. Edit Mode
Selecting Vertices:
While in edit mode, to select a single vertex, RMB click on the vertex. To select multiple
vertices, hold down the Shift key while RMB clicking on them. To drag a window around
vertices, type B key and drag a window to select. Typing the C key will bring up a
circular selection tool that can be sized by pressing the + or - keys on the number
pad. Scrolling the center mouse wheel will do the same as + and - keys. To select
vertices in circle select mode, hold down the LMB. To de-select vertices, hold down the
mouse wheel. Pressing Esc will get you out of the circular selection tool. In order to
select all vertices or deselect currently selected ones, hit the A key (for all) once or
twice.
After selecting the vertices, you can use the same basic modifiers we talked about in
the previous exercise (G-grab or move, S-scale, R-rotate).
3-5
Chapter
Chapter 1-
3- The Blender
Creating Interface
& Editing Objects
Using the Shading Smooth-Flat Options and Auto Smooth: Flat Smooth
As you add objects and view them in Flat
shading, you will notice that circular objects
are not being displayed smooth. In the Tool
Shelf, you will see two buttons under Shading labeled Smooth and
Flat. These 2 buttons not only effect the way things look on the screen, but how they will
be rendered in a final image. Be aware that the appearance of objects on the screen
are not displayed at the same quality as a final rendered image. Auto Smooth (found in
the Object Data buttons) is used to smooth objects when faces meet
at a certain degree or less while larger
angles are kept sharp. This is a great
feature when Smooth does not work
properly alone. To use Auto Smooth, hit
the Auto Smooth button. Adjust the
degree angles as needed. To see a
rendered picture of what the camera
views, press F12. Smooth and Auto-Smooth are great for
flat objects as well and help rendering.
Smooth Only Auto Smooth
Extruding Shapes:
Basic Cube
3-6
`
Chapter 3- Creating & Editing Objects
The Tool Shelf
The Tool Shelf is one of the biggest changes in recent years and recently
improved with tabs. In edit mode, you can access several edit commands with
the W key (Specials Menu), but most of these options are now in the Tool Shelf
as well. The Tool Shelf has different commands for edit and object modes. Here
is what you can find in the Tool Shelf and some descriptions of what we need:
Tool Shelf- Object Mode:
Transform:
Rather than hitting G,R, or
S, you can click these
Relationships Tab:
buttons.
Use for linking objects and
Duplicate/Join: data together.
Duplicate or Join selected
Objects.
Origin:
Used to re-center your
object's geometry and
center point. (see note
below) Animation Tab:
Create keyframes and
set paths.
Create Tab:
Create meshes, curves,
lamps, and other
objects.
Physics Tab:
Use for Blender's
More About the Object's physics engine and
Origin: reactions.
The object's origin is the
small dot for an object. By
default, it is in the middle of
the object, but can get
moved if you move an
object in edit mode (moving
verticies only and not the
entire object). To fix this, or
to move it to a usable Grease Pencil:
location (for example, a Used to make
door needs it's origin on the mark-up notes on
edge to act like a hinge), your screen.
use the origin option in the
tool shelf to move the
object-to-center, the center-
to-object, or center-to-
cursor location. Remember
that the cursor can be
accurately placed using the
Shift-S command.
3-7
Chapter
Chapter 1-
3- The Blender
Creating Interface
& Editing Objects
Tool Shelf- Edit Mode:
Remove:
Deletion options, merging of
vertices, and removal of double
verticies.
3-8
`
Chapter 3- Creating & Editing Objects
Proportional Editing
Proportional Editing is used to create a flow in the shape
when editing vertices. To turn proportional editing on, press
the O key while in edit mode or by selecting the small
circle button on the toolbar (enable). Proportional Editing
now also works in Object Mode! By
selecting the prop. editing
command in object mode, objects
around the selected object will
move proportionally with it. You have several options for
effecting vertices in proportional editing. We usually use Sharp or
Smooth falloff, but feel free free to experiment with the other
options. The examples below are with one vertex selected.
Proportional Editing Smooth Falloff Sharp Falloff Small Area Large Area
Off
Knife/Cut Tools:
The Knife Tool allows you to split edges differently than the subdivide
command. To use the knife tool, select the vertices you wish to cut, hold
the K key while dragging a line across the surface you wish to split. You
can also select the Loop Cut and Slide option in the Tool Shelf to cut
around an object.
Knife Project:
The Knife Project tool allows you to project the shape of one mesh
onto another one. This is a great feature when you need a group of
vertices that match a specific shape, like text or a circle, that can
be extruded or have a different material applied. Here is an
example of knife projecting a circle onto a cube. In order to use
knife project, select the projected object first (the filled circle in this
case), then the object to project onto (the cube) while holding
shift. The object will project
according to the view you are in, so select the
proper view for projecting. Enter Edit Mode (Tab
key), and find the Knife Project option in the
Tool Shelf under Tools. The mesh will project
onto the cube.
3-9
Chapter
Chapter 1-
3- The Blender
Creating Interface
& Editing Objects
Eliminating Double Vertices and Faces:
One of the biggest problems you can encounter while learning to extrude and shape
objects in any 3D program is creating extra vertices and faces as you work. While the
problem may not be apparent as you work, problems will occur during rendering or
while performing other editing features such as Boolean operations. With experience,
you will encounter this problem less frequently.
3-10
`
Modeling a Landscape and Lighthouse
Scenario:
A friend creates YouTube videos for his channel and wants a nice 3D animated
lighthouse scene to use as a video production logo. Your job is to create that logo.
This is the basic scene, but as you work through the chapters, you will be encouraged to
add more elements and details to your lighthouse and landscape to make it your own.
We will eventually add rain to our stormy night at sea scene and animate the water,
light and camera.
The first thing we need to do is create a new Blender scene and save it as Landscape
Scene. Again, we will be using this file for the next several chapters, so keep it safe and
save often! Change the upper-right viewport from the Outliner window type to a 3D
View window type as shown on the next page. We will use the left viewport for working
in and the right top one for camera and 3D views. Adjust the viewport size similar to
shown.
While in the top orthographic view (number pad 7 and 5- note the label in the top, left
corner) erase the initial cube from the scene, then add a plane from the mesh menu
(Shift A- add- mesh- plane). For now, you may want to turn off the 3D widgets.
3-11
Chapter
Modeling1-aThe Blender Interface
Landscape and Lighthouse
Change the
upper-right
viewport from
Outliner to 3D
View so your
scene looks like
this.
Remember that you can close and open the Tool Shelf and Transform panels at any
time. To re-open them, click on the small + or type T for Tool Shelf and N for
Transform Panel. Often, you will be unable to see all of the buttons and panels in the
Transform and Tool Shelf bars. Scroll your mouse wheel in the panels to view everything.
The plane you created on the previous page will be used for our
ground. Our next step is to scale it up a bit. To do this precisely, we
will use the Transform Panel. With the plane selected and in Object
Mode, press N to bring up the Transform Panel. Change the
Scale X,Y, and Z to 10.000. Close the Transform Panel. You may
need to zoom out to see the entire plane.
3-12
`
Modeling a Landscape and Lighthouse
Now switch to the front view (number pad 1). Your plane will now just look like a line.
Type G to grab and move the selected vertices. Move them up about 2 Blender grid
blocks. You may want to
type Z to keep the move
locked to the vertical axis.
Use your right side viewport
to spin around and get a
nice look at the landscape.
Now, RMB click on the camera to select it. We will add a Tracking constraint to the
camera to always point toward the Empty. With the camera selected first, hold down
the Shift key and RMB click on the Empty. Both objects will be highlighted. Press Ctrl-T
and add a TrackTo Constraint. A dashed line indicates the link. With the camera
selected only, move it around- it always points to the Empty. If the link
appears to work backwards, it means you had the Empty selected first.
Use the UNDO command to back up and try again.
3-13
Chapter
Modeling1-aThe Blender Interface
Landscape and Lighthouse
Its time to place the Camera and Empty at good rendering locations. You will need to
use the move command (G key) and place the Empty and Camera using your
principle views of Top (#7), Front (#1), and Side (#3). Try to get the camera low so it
looks as though you are viewing the shore line from a boat. Place the Empty on the cliff
line. Use the picture below to frame up your view. You do not want to see any edges on
your rendering. Use the F12 key to render out a picture.
Camera View
0 on the number
pad
Use Shift D to
duplicate the light if
your scene seems
dark when rendered
Here is the final render. Were still missing water, textures and a few other things, but its
a good start. Feel free to develop and refine the landscape contour any way you wish.
The more time you spend with it, the quicker you will become comfortable with the
program and the more realistic it will become.
3-14
`
Modeling a Landscape and Lighthouse
Now its time to start shaping a lighthouse using the
Extrude and Scale commands. Begin by deleting the
default cube and add a Circle (Shift A- Add- Mesh-
Circle) in the Top Ortho View (#7, 5). Use the default
setting of 32 vertices, radius of 1, and Fill Type- Triangle
Fan. (found at bottom of the Tool Shelf). These setting
will be fine for what we are making. Depending on
what you are making and what it will be used for, you
may require more or less vertices.
You will now need to switch to the Front View (#1) so the circle
appears as a line. Enter Edit Mode and make sure all vertices are
selected (yellow) and press E to Extrude. If you forgot to add the
Fill when making the circle, you will need to press the Z key as
you extrude to lock on the Z axis. If you filled the circle, it will
extrude on the Z axis automatically. Extrude the lighthouse about
3 Blender grid blocks high and LMB click to place them. Hit S to
Scale them in slightly. This is your lighthouse- feel free to adjust sizes
as desired. Remember to stay in the front view throughout this
process! Rotated views can cause a distorted lighthouse.
It is now time to make the small walkway around the top. Press E
to extrude again and right mouse button (RMB) click. This will place
the new extruded vertices right on top of the old ones. Then S to
scale. Pull your mouse away from the lighthouse and scale the
walkway outward as desired. LMB click when you have a good size.
Remember, you can always UNDO (Ctrl-Z) if it doesnt seem right.
Extrude again to give the walkway some height. You will then
Extrude, RMB and Scale again to reduce the size back inward.
Continue extruding and shaping to get the light area and the roof.
The point of the roof will actually have 32 vertices which you could
scale very small so that it appears to be a
single point, but we will use a Tool Shelf
command to correct this. Select the Merge
option and At Center. You
will see that 31 vertices are
being removed, leaving
only one at the center.
3-15
Chapter
Modeling1-aThe Blender Interface
Landscape and Lighthouse
Exit Edit Mode for the lighthouse then select and move your Camera to a
location that displays the lighthouse well and press F12 to render an
image. The lighthouse looks good, but angular. It will take more than
Smooth Shading to make it look good. Some edges actually need to stay
sharp. This is where Auto Smooth becomes important.
3-16
`
Chapter 3- Creating & Editing Objects
Joining/Separating Meshes and Boolean Operations
Now that you have some experience with basic editing, here are few more options:
Joining Meshes:
Separating Meshes:
Adding Faces:
RoboDude Says: Adding and deleting faces and vertices are the basics in
any model construction. It is important to become comfortable with these
operations while knowing how to accurately work within your viewports.
3-17
Chapter
Chapter 1-
3- The Blender
Creating Interface
& Editing Objects
Boolean Operations:
Boolean operations allow you to cut or join meshes by using other meshes. In other
words, A mesh can be made combining 2 meshes different from the Join command.
When using Join, the 2 shapes still retain all vertices. When using Boolean, a new shape
is calculated (union) and removes interior geometry. A mesh can also be used to cut a
hole in another mesh (difference) and a shape can also be made from where the 2
shape intersect with one another (intersect).
Intersection (what is shared) Union (joins the meshes) Difference (subtracts the mesh)
By hitting the Apply button, the new shape
becomes set and the sphere can be
removed.
3-18
`
Boolean Editing- Lighthouse Windows
To begin this exercise, start by opening up your Lighthouse
file from the previous exercise. We are going to use Boolean
operations to cut some simple windows in your lighthouse.
3-19
Chapter 1- The
Challenge Blender
Task- Interface
Logo Design
Scenario:
A local company or sports team wants you to design an animated logo for them. They
need the logo to be 3D and useful for their promotional needs.
For this exercise, you will be creating a 3D logo for a favorite team, company, product,
or school while using many of the techniques discussed in this chapter. Your first step is
to do an internet search for an image you wish to model from. I will be using a Blender
Logo for my example. Save that image on you computer, then in
Blender, erase the initial cube and open the Transform Panel if not
already open on the right side of the window (N key or the small +
in the upper right corner of the window). Scroll down the list and find
the Background Images panel. Check the box and open the panel.
You will see an Open button that will allow you to load your image.
Load your image and it should show up in the background of the 3D
window.
Make sure you are in the Top Ortho View and create a Plane from
the Add-Mesh menu. Go to wireframe view (Z key) and Edit
Mode (Tab key). Delete 1 vertex so all you have are 3 vertices.
3-20
`
Challenge Task- Logo Design
The next step is to create the inner edge of the shape. To do
this you need to copy (not extrude) a vertex over to the
inner edge (Shift-D). From there, continue to extrude and
close the inner edge as you did with
the outer edge. Notice that the
Blender logo also has a blue inner
circle. We will also copy and extrude
a circle for that ring. If you have
other details to add, do that at this
time. Always stay in the Top View!
3-21
Chapter
Chapter 1- The Blender Interface
3 Reflection
Chapter 3 Reflection and Wrap-up:
1. Your first task in this chapter had you working with basic meshes, trying to create
a sculpture, much like you would have used building blocks as a child. What was
your biggest challenge then and how would that challenge be different now that
you have completed the chapter and have a little more experience? Explain.
2. How did your lighthouse and landscape turn out? Are you pleased with your
results? What was the most difficult aspect of that project and how did you
overcome that challenge? Explain.
3. The logo challenge activity is designed to have you create a 3D logo much like
ones you would see at sporting events, in movies, and on T.V. Find a 3D
animated logo on the internet that interests you. Do you have a better
understanding now of how a logo like that is made? How has this chapter
shaped your understanding of 3D modeling? Explain.
4. Have these activities inspired you to create any projects of your own? What
would you like to create?
3-22
Chapter 4- Blender Render Engines
What is a Render Engine?
As you make your 3D models in Blender, your goal will probably be to generate (render)
an image or a movie as a final result. The software that determines how your scene will
look is the render engine. The render engine will need to know how to handle materials
on your objects, how the lighting in your scene should react with reflections, refraction,
bounced ambient lighting, shadows, etc. While there are several 3 rd party engines out
there that can work with Blender, there are actually two engines built into the program:
the classic internal renderer and the newer cycles renderer. Every render engine will
generate different results depending on how it calculates the scene. Some render
engines will take a lot longer to generate an image than others. Cycles handles lighting
much better than the internal renderer, providing more realistic results.
That will depend on what you want for results. The classic internal engine will give you
faster results, but with less realism. The cycles engine will give you more realistic results,
but requires more set up time and much longer render times, depending on your
computer and graphics card (possibly minutes as opposed to hours). Because this book
is written for use in the classroom, all of the activities here use the classic render engine.
Time is a valuable commodity in school and we need to render as quickly as possible to
meet deadlines. Like most schools, we do not have the best video cards on the market,
making cycles a tough choice for us. Cycles is a work in progress and getting
improvements with every new release. Some students do choose to use cycles. In this
chapter and the next, we will discuss the basics of the cycles renderer and how to set
up basic materials. With that knowledge, you can decide which render engine you
would like to use for the activities. Both render engine will give you great results!
4-1
Chapter
Chapter 1-
4- The Blender
Blender Interfac
Render Engines
Materials and textures are what change your model from being gray to brilliant. We will
only discuss some basic material settings in this chapter so you can experiment with the
render engines. Materials will be detailed in the next chapter. Remember, we are
focusing on the classic internal renderer right now.
Diffuse:
Diffuse is actually the color that is given off by the object- the
color you see. If you want the object to be red, set it here. You
will also see settings for the way the
material is calculated (default-Lambert)
and the intensity slider. The Ramp button
will allow diversity of color.
Specular:
Specular settings control the glossiness of the object (is it flat or
shiny?) You will see a color sample, calculation model and
ramp as in Diffuse. The color sample indicates the color
reflected back (usually kept white). Intensity controls the
amount of glossiness while the hardness slider controls the
hardness and softness of the glow. Check the sample as you
change these settings to see how it changes appearance.
RoboDude Asks: How can I see all the panels on the screen?
It is impossible to see all of the panels at once, but you can scale the by pressing
the + and - keys on the number pad and pan with the mouse wheel.
4-2
Chapter 4- Blender Render Engines
The Cycles Render Engine:
As mentioned before, you have a second option for rendering your projects. While the
classic render engine is still the default in Blender, Cycles continues to receive most of
the recent development and will likely become the default renderer in the near future.
Since cycles can produce more accurate results with reflected light and other effects, it
is more memory and is processor intensive. This is where your computer hardware makes
a big difference and a place where many high school labs can fall short. In our lab, we
have fast dual-core computers, loaded with RAM, but with integrated video cards. Due
to school district budgets, I think many schools are in the same boat. Because of this
factor, we can render simple scenes in Cycles, but as scenes become more complex,
we experience problems and need to rely on the classic renderer. Render farms, or
Network Rendering, (discussed in Chapter 8) can help you get through larger projects
as well. Expect detailed project in either render engine to take minutes to hours to
render a single image as you add more detail.
CPU or GPU?
By default, Blender and Cycles use the CPU (the computer processor) to render your
project. Because the CPU is doing everything to run your computer, the amount of
memory and the processor speed of your computer will determine how fast your
projects render. Newer computers have fast video cards, or GPU (the graphics
processor) and Cycles can be set to use the GPU instead of the CPU. If your computer
supports GPU, you can experiment to see which one works best for you.
To see if you have a choice between the two, go to the File menu- User
Preferences. Under the System tab, find the Compute Device options. If you see
an option of CUDA or OpenCL, the you have GPU rendering. If not, you are limited to
CPU rendering. You can try to update drivers, update your video card, or live with CPU
rendering. You will also need to select CPU or GPU under Device in Properties.
System option in
System option in Preferences menu with
Preferences menu CUDA GPU support.
with CPU support
only.
4-3
Chapter
Chapter 1-
4- The Blender
Blender Interfac
Render Engines
Node-Based Rendering:
In-Viewport Rendering:
4-4
Chapter 4- Blender Render Engines
Lighting in Cycles:
4-5
Chapter
Chapter 1-
4- The Blender
Blender Interfac
Render Engines
Emission:
Plane used as a
Remember we mentioned earlier that lamp with an
we do not use lights in cycles as we Emission surface
normally do in the classic render material.
engine. In real life, we see the light
emitting from our lamps. In the classic
render engine type lights, we never
see the actual lamp. If you create a
sphere or pane to represent your light
source, you would place an Emission
shader on the object and adjust the
strength of the emission.
Diffuse:
The cube to the left is using a Diffuse surface
material with some roughness applied. The
roughness may not be very apparent
depending on how many samples you are
rending at. Try a higher sample rate for
better quality (discussed on page 4-4).
Glossy:
A sphere has been added to the
scene on the right with a Glossy
surface material added with a blue
color. A glossy surface by itself will be
a perfect mirror. This is where it is
important to mix your surface shaders.
Mix Shader:
A Mix Shader was selected on the left.
You will notice that when a Mix
Shader is used, you can now add two
more shaders below to combine
effects and the balance of the two
effects is controlled by the Fac slider
directly below the Mix Shader (the
percentage to use of each). In this
example, Diffuse and Glossy shaders
were used on the cube, which gives
the cube color and reflction. A Mix
Shader could also be added to the
2nd slot to mix even more together.
4-6
Chapter 4- Blender Render Engines
RoboDude Says:
The Blender Guru website has a nice page dedicated to the different Cyles shaders
and can be found here:
http://www.blenderguru.com/articles/cycles-shader-encyclopedia/
Browse to display
different materials
Which nodes to
display. Currently set to Check to tell Blender
Add button- display object nodes. to use nodes.
to add nodes.
With experience, many people set all of their material properties in the Node Editor
window. We will also examine times in future chapters where you can start in the
material properties panel and then add additional features in the node editor window.
Working with nodes can be confusing and knowing how to connect them can be more
of a challenge. While we will examine the basics of Cycles in this book, the internet is an
excellent resource for additional learning.
4-7
Chapter
Chapter 1-
4- The Blender
Blender Interfac
Render Engines
Tweaking Cycles for Speed & Quality:
So what can you do to speed up renders in Cycles? We already talked about adjusting
the sample rates on page 4-4, but what else can you do to speed things up? Ken
Murphy from Southwest Minnesota State University shared some setting options he uses
with his class to speed up the rendering times while giving results similar to the Blender
internal render engine. Here are some setting options:
The type of lamps you use will also contribute to your results. While using meshes with an
emission shader is ideal in Cycles, a traditional Hemi lamp may provide sharp shadows.
4-8
Test Renders & Unit Reflection
Create a simple scene similar to the one below. Place the camera and lamp in good
locations to get a render similar to the one shown below. You will start in the classic
Blender Render engine. Use only one lamp to light your scene. Save this Blender file as
Test Render 1, then use the save as command to save a second file called Test
Render 2. You will be experimenting with color and glossiness in this activity.
For your Test Render 1 file using the classic renderer, press F12 to render an image,
then immediately press F3 to save a .png image file of your render. Check your saving
location and title it Test Render 1.png. (do not forget the .png at the end)
Now open your Test Render 2 file and switch to the Cycles Render. Replace the
lamp with a UV Sphere and put an Emission surface shader on it. Adjust the strength
for a good output. Add appropriate material shaders to your other objects in Cycles.
Set your render samples as high as your computer will allow for an appropriate render
time. Press F12 to render this new image, then press F3 to save the image as Test
Render 2.png. (do not forget the .png at the end)
4-9
Chapter
Chapter 1- The Blender Interfac
4 Reflection
Both render engines have their pros and cons and both can be
difficult to master. Compare your two render results and answer the
following questions:
1. Look at the lighting effects in both images. You used one light in each, but have
different results. Which one looks more realistic? Why?
4. You have had a comparison of Blender's two render engines in this chapter, but
how does Cycles compare to another program's render engine? Conduct an
internet research of another render engine that can be used with other
commercial animation programs. Explain your findings.
4-10
Chapter 5- Materials & Textures
As mentioned in the past chapter, materials and textures are what change your model
from being gray to brilliant. You can add color, make things glow, become transparent
like glass or make them look like brick, grass, stone, metal, fabric, wallpaper, etc.
Remember, we are focusing on the classic internal renderer right now.
This is just an overview of the basic material panels. On the next page, we will highlight
some of the important panels we will be using at this time.
RoboDude Asks: How can I see all the panels on the screen?
Remember panels can be collapsed and opened as needed to streamline your
view. You can also scroll with the mouse wheel!
5-1
Chapter
Chapter 1-
5- The Blender
Materials Interface
& Textures
Material Panels:
Here are some of the basic material panels and settings. Some
of this will be a review from the past chapter:
Diffuse:
Diffuse is actually the color that is given off by the object. If you
want the object to be red, set it here. You will also see settings
for the way the material is calculated
(default-Lambert) and the intensity slider. The
Ramp button will allow diversity of color.
By clicking on the color sample in diffuse (or in any other block dealing
with a color), the color wheel will pop up. You can set the color using
the wheel and light/dark slider, setting in manually using RGB, HSV, or
Hex numbers. You'll also see an eyedropper for picking a color
elsewhere.
Specular:
Specular settings control the glossiness of the object (is it flat or shiny?) You will see a
color sample, calculation model and ramp as in Diffuse. The color
sample indicates the color reflected back (usually kept white).
Intensity controls the amount of glossiness while the hardness slider
controls the hardness and softness of the glow. Check the sample as
you change these settings to see how it changes appearance.
Shading:
If you want something to glow, even in low light, adjust the Emit slider.
Ambient light allows the object to also react as if indirect light were
hitting it. There are also a few other shading settings here as well.
Transparency:
For now, we will only look at using the Z Transparency option
(Raytrace has it's own chapter). After checking the Transparency box
and Z Transparency selected, you can control how transparent an
object is using the Alpha slider.
SubSurface Scattering:
Is used to improve rendering for materials where light enters the material and
leaves through another point (like skin).
Strands:
Strands are used to represent hair or grass when used with particle systems
(discussed in a later chapter). With strand settings, you can control the
root and tip width of the strand.
Shadow:
There are time when you do not want an object to be able to cast a
shadow and times when it doesn't receive shadows properly from
objects with transparent materials or ray-tracing features. Those options
are controlled in this panel.
5-2
Chapter 5- Materials & Textures
Transparency Using Z-Transparency:
Z-Transparent material
Halo Settings
By using Halos on objects, you are basically only making the vertices visible when
rendered. Halo effects give you a star-like image on every vertex. Sometimes, it adds a
nice effect to take a plane and delete all vertices except for one. This one vertex can
be used like a shooting star or a Tinkerbell effect in an animation. Tie it to a particle
effect (discussed in a later chapter) and you can produce some
interesting results. When you press the Halo button in the material
panel, here are your options:
Turn ON Halo Halo glow only
Rings only
Lines only
Halo Transparency
Star only
Halo Color and Hardness
5-3
Chapter
Chapter 1-
5- The Blender
Materials Interface
& Textures
Basic Textures Settings
After you create a material and would like to add some
kind of texture to the object (i.e. brick, carpet, wood
grain, etc), you then click on the Texture button beside
the Material button. After you click the New button,
you have some choices in the texture buttons. First, you
need to decide if you wish to use one of Blenders
preloaded texture generators or provide your own image
as a texture. Blender is capable of using almost any
image file type whether created in a paint program or is
a photographic image. JPEG images are most common. Blender can even place a
movie on an object as a material! This is a good effect if you want to add animation
within your animation.
Texture Type:
Choose between built-in texture generators for
wood, marble, stucci, etc or select an image or
movie.
Mapping:
Setting that control how the texture is mapped
onto the object. Also control the size and offset
of the texture on the object. Mapping used to
always be set to Generated, but is now set to
UV by default. Change it to Generated.
Influence:
Settings that control appearance such as
brightness, transparency, glossiness and
roughness. S are also effected by the Material
setting. Materials and textures work together.
Many textures use a secondary color in their
generation. That is also controlled in this panel.
RoboDude Says:
You cant add a texture unless youve
already added a material. Material and
Texture properties work together!
5-4
Chapter 5- Materials & Textures
Blender's Built-In Textures:
5-5
Chapter
Chapter 1-
5- The Blender
Materials Interface
& Textures
For an example of using textures, we will apply a wood texture to a
cube. We'll start with a basic cube that has a material applied to it.
Since wood is usually various shades of brown, we'll make the Diffuse
color brown. We'll also take Specular Intensity down a bit.
If you look at your render, you should see your wood grain, but
you have a secondary color that needs to be
corrected! To fix this, scroll down through your
texture panels to find the color swatch to
change this to a better color. I will choose a
darker brown.
Normal Off
Normal On
5-6
Chapter 5- Materials & Textures
Using Images and Movies as Textures
The basic texture generators are nice, but not complete. Most of the time you need to
place textures like grass, brick, metal, fabrics and such into your model. Anything that
can be saved as a JPEG image can be used as a texture in Blender. Most other image
type files can be used as well (png, targa, TIFF, bmp). If you want to put a picture of
your face on an object- you can! Movie files can also be placed on an object as a
material. To use a JPEG as a texture, add a Material as before, go to the Texture
buttons and select the Image or Movie option under Type.
When you select this, here is what you see for options:
Texture Type:
Changed to Image or Movie
Preview Window:
Can be set to display Texture or Material or Both
Colors Panel:
An image can be adjusted if colors are not quite what
you want (i.e. a wood grain that you may want more
red in it)
Mapping Panel:
Textures can be projected Flat, Cube, Tube, or Sphere
onto an object. Important block! Here, you can also
adjust the offset and size of an image on your object.
Coordinate Mapping:
New default settings have this set to UV, which
will be discussed in a later chapter. Change this
to Generated for these lessons.
Image Panel:
This is actually where you open the image or movie you
with to use for your texture. If you don't see thumbnails of
your images, you can change the window's viewing type
(see page 1-4 for details).
Image Sampling Panel:
Make adjustments to your image such as Alpha
(transparent images). For example, you have a tree
image made in a graphics program with a transparent
background. Set alpha here to remove that
background.
Image Mapping Panel:
If you would like to have the texture repeat (i.e. a brick
pattern where you need to use the image several times
on a surface), set it here. You also have mirror options in
case the image you're using doesn't appear seamless.
5-7
Chapter
Chapter 1-
5- The Blender
Materials Interface
& Textures
For an example of using images, here is a cube and
sphere rendered using a brick image. You will notice
that, by default, the image is mapped onto the top
and stretched down the sides of the object. This is
called Flat mapping. This can be adjusted in the Mapped Flat
Mapping panel. Your other options are shown
below:
Remember that
the Material
and Texture
panels work together. The bricks look good, but
a bit too glossy and flat. You can make
adjustments to Specular in Materials (glossiness)
and add a Normal to the brick texture in the
Texture panel under the Influence panel. This
will simulate depth and add a nice effect to the
brick.
Movies as Textures:
5-8
Chapter 5- Materials & Textures
Displacement Mapping
Displacement Mapping is using a texture effect to deform the mesh. Basically, you can
make a cube, sphere, etc. look wrinkled or deformed without having to move vertices
around to do it. To start, create a cube or sphere. If you start
with a cube, go into Edit Mode (tab) and select all vertices,
press the Subdivide button a few times in the Tool Shelf.
Displacement works off of vertices so if you dont have it
subdivided a few times, you wont get a good effect. Next,
put a material and a texture on the object. I used the Cloud
texture in Blender. Here's what we have by pressing F12:
Here are the effects of the image on the object mapped with the Cube wrap. Notice
that the white shape was pushed out while the black shapes went in. The quality of the
cuts and extrudes is determined by the subdivision (vertices) on the mesh.
RoboDude Says:
The Blender Guru website has a nice page dedicated to the different Cyles shaders
and can be found here:
http://www.blenderguru.com/articles/cycles-shader-encyclopedia/
5-10
Chapter 5- Materials & Textures
Basic Texture Settings in Cycles:
In the classic render engine, textures are applied after materials
in the properties panel. Cycles does not use the textures panel
at all. Textures in Cycles are applied to a Diffuse shader node,
with other nodes being used for more control. Like textures in the
classic render engine, there are several built-in texture
generators in Cycles.
Create a simple scene and experiment with the various texture nodes and settings to
get a feel for how they work. Some of these nodes are designed to work with the world,
or background, settings and will be discussed in more detail in the world chapter.
So far, we have only been applying materials and textures in the materials property
panel, but the strength of Cycles is in the Nodes Editor window. Understanding how to
connect the various nodes and which ones to use can be a difficult learning process
that few people have mastered. 3D modelers are always trying different things and
posting their results on the internet to share with others, so make use of that wealth of
knowledge. 3D modeling, animation and texturing is a process in the study of nature.
How realistic do you want your model to look? Many people have gone to great
lengths to use material shading nodes to achieve realistic effects. The following
examples will help you in the journey into understanding Cycles shading.
5-11
Chapter
Chapter 1-
5- The Blender
Materials Interface
& Textures
Basic Color with Gloss:
The next several examples will work with
various shader nodes for the plane. This
scene is using simple Mix, Diffuse, and
Glossy nodes on the plane. You will
notice that nodes have multiple input
(left side) and output (right side)
connection points. Nodes can also
be collapsed by clicking the small
triangle in the top of the block.
Nodes are connected and
Use Factor to balance disconnected by dragging lines to
color and gloss. and from connection points. You
will notice some of the same terms used in the materials property panel, like Roughness
to control surface smoothness, Factor for the amount and balance of the nodes, and
Color to control the color settings. You will also notice that other nodes can be
connected to many of these settings to control them.
Basic Image and Gloss with Roughness:
While most of these settings can be handles in the materials properties panel, some
need to added in the Node Editor.
5-12
Chapter 5- Materials & Textures
Basic Glass:
While you can use just the Glass shader alone, It often works better when mixed with
a Transparent shader. The IOR (index of refraction for distortion), Color, and the mix
Factor can all be adjusted for the desired look.
Image- The basic connections that pass the image results through the block.
Factor- Controls the amount of influence in the node. Mix nodes balance the 2 inputs.
Vector- Basically determine how your texture will be mapped on your object.
Displacement- Like normal in Blender internal renderer. Simulates texture depth.
BSDF and Shader- Connect like the Image connections to blend and mix results.
5-13
Chapter
Chapter 1-
5- The Blender
Materials Interface
& Textures
Stone Materials:
Creating stone textures in Cycles can also be a challenge with very realistic results
possible. Here are some basic setup options to get you started:
5-14
Classic Materials & Textures
In this activity, we will be using the classic render engine to put put materials and
textures on the lighthouse and scene. We will also introduce you to the ocean
simulation modifier to create some realistic looking rough water for our stormy scene.
Start by opening up your Landscape Scene. Make sure you are in the Blender Render
Select the plane(right-click) and go to the Materials panel. Add a new material.
5-15
Chapter 1- The Blender
Classic Materials Interface
& Textures
Now that youve adjusted the color and glossiness in the materials panel, Press F12 to
render a new image.
Looks better than gray, but still
needs more work. We will apply a
texture to the mesh soon.
Remember that you always need to
place a material on an object
before you can add a texture. For
future reference, if we were
planning to apply an image
(picture) as a texture, you would not
need to adjust the color. However,
you would still need to adjust
specular as needed.
Lighthouse:
Now, open your Lighthouse model so we can work on the materials, textures, and a few
other details. We will come back to the landscape later.
Lets start by cutting up your lighthouse so we can apply separate materials and
textures as needed. Switch to a front view (#1), and enter Edit mode (tab). Make sure
you are in wireframe view (Z key). Deselect all vertices using the A key (remember-
deselected vertices are pink, selected vertices are yellow). Zoom in on the top portion
of your lighthouse.
Now select all the vertices that form the walkway with the
box selection and separate them using P.
5-16
Classic Materials & Textures
Lastly, select all the vertices that form the lighted area of
the lighthouse and separate them using P.
Exit edit mode (tab) and zoom out to see the entire
lighthouse. The base of the lighthouse should be
selected. Go to the Material buttons. Select New
and name the material LH Base.
Change the Specular Intensity
setting down to 0.1. This will keep the
gloss down. We do not need to set a
color in the RGB sliders since we will `
be applying an image texture to the
mesh. Just to check our results so far,
Press F12 for a render.
If you notice any strange effects when rendering,
it is the result of separating the mesh. Try entering
Edit Mode, select all vertices and use the
Recalculate Normals, or Remove Doubles
options in the Tool Shelf. The may even be the
possibility that you have a double mesh.
Now its time to add a stone image in the texture
buttons. You will need to find a texture to use. You
can search the internet for free stone textures,
look through the Blender websites for free textures,
or go to www.cdschools.org/blenderbasics for a
compiled zip file. Once you have
some saved images, go to the
Texture buttons and select the
Image or Movie option. Hit Open
in the Image panel and find a
texture you would like to use. Hit F12 to render an image:
Looks a bit distorted. The texture is being mapped UV and Flat by default
which means it is being mapped to the top plane
and stretched down the sides. To fix this, go to the
Mapping panel and change the Coordinates to
Generated and Projection from Flat to Tube.
Render another picture and you should see an improvement.
5-17
Chapter 1- The Blender
Classic Materials Interface
& Textures
The image should now wrap around the lighthouse nicely, but the
stones may be a bit large. The image may also look a bit flat. It would
be nice to simulate some depth to that stone texture.
Continue doing this for all parts of your lighthouse to get the look
you wish. You can also use straight materials on some parts. Our
next step is to cut some windows in the top of the lighthouse. Feel
free to try some of Blender's built-in texture generators.
5-18
Classic Materials & Textures
It's now time to cut some windows to let the light shine out. We will do this easily by
deleting faces in edit mode.
First, select the tube mesh and enter edit mode (tab). Change from selecting vertices
to faces. (see page 3-5 if you forget). You'll also want to switch from wireframe view to
solid shading (Z key) and hit the button to limit selection to visible. You will need to
select every 3 faces and delete faces. You will leave 1 face (as the post between the
windows), and delete the next 3 faces. Continue all the way around. Since there are 32
divisions, it should work
out perfectly all the
Delete groups of 3 faces, leave one
way around.
Now that were done texturing and editing the lighthouse, its
time to join the meshes back together. In Object Mode, select
all the meshes by RMB (right-mouse-button) clicking on them
while holding down the Shift key. Hit Ctrl-J and confirm the
operation. The lighthouse should once again be a single
mesh. You should also have a final
rendered view, fully textured! After
joining your meshes, you now have
one mesh with multiple materials
and can see them listed in the
material panel. You may need to go
back and adjust them after joining,
but should not need much.
Now its time to save the Lighthouse file and bring up the
Landscape Scene again.
5-19
Chapter 1- The Blender
Classic Materials Interface
& Textures
Its now time to find a nice grass/dirt texture to use on our ground and repeat the same
process we used for the lighthouse. Since we already have a material from the previous
lesson, we can use it. Take Specular Intensity down since it shouldnt be shiny. Add a
new texture and load an image of your choice. Use the X and Y repeat setting as
needed and apply Normal to show depth. You may want to keep this image Mapped
Flat. Heres the final result with a grass/dirt image that repeats well:
It is now time to add some water to our scene. While we can add a simple plane with
some textures to simulate water, we want our scene to look like a dark and stormy
night, so we will make use of a modifier in Blender that will simulate a turbulent ocean.
Modifiers will be discussed in more detail in a later chapter.
5-20
Classic Materials & Textures
With the water plane selected, go to the Modifiers
panel, select Add Modifier and the Ocean
modifier.
Lets work on the water materials and textures. Create a material and
select an bluish diffuse color. Keep Specular Intensity high since water is
glossy. We will be using Blenders built in cloud texture type instead of an
image for this one. Go to the Texture buttons and add a Cloud texture and
change UV to Generated. If you render a picture, you will see the original
blue and the pink color. Go back to the Texture buttons and change the
secondary color in the Influence panel to a shade of blue/gray.
Remember that our goal is to have a stormy night so pick colors that would reflect that
type of scene. Adjust both colors (Material Diffuse color and texture color) for the best
effect. Adjust the Normal setting to show waves and render an image to check.
5-21
Chapter 1- The Blender
Classic Materials Interface
& Textures
Now that we've added textures both the lighthouse and the
landscape, it is time to combine the two scenes together
using the Append command. Select the Append
command from the File pull down menu.
5-22
Challenge Task- Lighthouse & Cycles
Now that we have used the classic render engine to shade your scene, try using Cycles
to texture the lighthouse and landscape. This will require some experimentation!
Save your landscape scene as Cycles Landscape. Delete all of the materials from the
meshes on this new file (this will keep your original file intact). Switch from Blender
Render to Cycles Render. Complete the following steps:
5-23
Chapter
Chapter 1- The Blender Interface
5 Reflection
Chapter 5 Reflection and Wrap-up:
1. Do you need it to look perfect or do you need it today? The animation industry is
always asking this question as they complete projects. You can spend a lot of
hours designing and rendering material settings. Imagine working on a weekly TV
show with deadlines. Where can you take shortcuts? Imagine you are the
animator. Give 2 examples in a movie where you would like fine detail in a
scene and where you could get away with less detail. Explain your choices.
2. Which render engine did you like the best? Explain why you prefer this system
over the other.
5-24
Chapter 6- Setting Up a World
Using Color, Mist and Images
Blender Internal Render Engine
Youve created a nice scene for your lighthouse, but were missing a really nice
background. Depending on which release of Blender youre running, you will either
have a black, gray or blue background. Most newer releases start with a blue or gray
background (a basic world set-up). Blender gives you some basic options in the World
settings. You can control the colors of the top and bottom (Zenith
and Horizon), fog or mist, clouds and, of course, loading JPEG
images. In order to create a new world, select the World button. If a
world has not already been placed in your scene, click the New.
This will give you a basic world with a horizon and a zenith color.
Press the F12 button to render your scene. You have some basic
options that you can set in the world buttons. Heres what you see:
Preview Window: Sample of your world settings
Mist Settings:
When using Mist, You will need to set both the Zenith and Horizon
colors to the color of the mist you desire (middle gray for a real
fog), turn on the Mist button, then adjust the Start (start from
camera distance) and Depth(depth of mist). You also have a
Height setting to vary
fog height (like fog at the ground level). The
Minimum Intensity slide can adjust intensity.
Depth and Intensity work together for the best
effects.
I can't see through my fog! Your
Depth setting is too low or Min.
Intensity set too high- the fog is
too thick!
6-1
Chapter
Chapter 1-
6- The Blender
Setting Up aInterface
World
Creating a 3D Cloud Backgrounds:
There are several ways to create clouds, but the easiest is to use a texture in the world
settings. To set up a scene with clouds, create a world as described previously. Set the
Zenith color to blue and the Horizon to a white color (check the Blend option). Now, go
to the texture buttons and create a new texture using
Clouds (you will notice that the texture will be linking to
the world and not a material) Go down to the Mapping
panel and adjust the Size X and Y sliders (try a low X and a
higher Y) to get the effects that you want. Press F12 to
check your results. If you plan on moving the camera in
your scene, you may want to hit the Real button in the
World panel. Try a different Noise Basis like Voronoi F1 or F2
for a puffier look. Clouds can also be animated which will
be discussed in a later chapter.
6-2
Chapter 6- Setting Up a World
Creating a Star Field:
Blender once had a stars world settings panel, like mist, but
decided to remove the feature for some reason. This was a great
tool and a way to set up a 3D star field quickly. Here is a simple
alternative to that setting.
Under the Stucci panel, change from Plastic to Wall In and set
the size to .001.
Go back to the World settings, check both the Blend Sky and
Real Sky buttons. Adjust the Horizon and Zenith colors to match
the output you want. Press F12 to render your results.
6-3
Chapter
Chapter 1-
6- The Blender
Setting Up aInterface
World
Using an Image in the Background:
6-4
Chapter 6- Setting Up a World
Cycles World Settings
Just like using material settings, setting up a world in Cycles is very different than setting
up a world in the internal renderer.
6-5
Chapter
Chapter 1-
6- The Blender
Setting Up aInterface
World
Mist in Cycles:
Like many things in Cycles, setting up a mist can be more
difficult than in the classic render engine, but can give you
more realistic results. There are many ways to create a mist,
but here is one of the more simple ways.
First, set the render engine to Cycles in the top menu bar,
then go into the Render Layers properties settings. Check
Mist under the Passes panel. This will enable the mist
settings in the World properties.
RoboDude Says:
The Mist options won't be
visible unless you enable
Mist in the Pass panel in the
Render Layers properties.
The Mist Pass can be set with a Start and Depth to match how
close you wish the mist to start from the camera and how deep it
projects into your scene.
Press F12 to render an image. Now that we have a basic setup, it's
time to move over to the Node Window and add the following:
Switch to Composting nodes. Check Use Nodes, Backdrop, and Auto Render.
6-6
Chapter 6- Setting Up a World
Temporarily connect the Mist output
of the Render Layers panel to the
Viewer's Image port. This will allow you
to focus on the mist's settings for the
next several steps. The darker an
object is in this view, the less it is
effected by the mist.
An internet search will turn up a dozen more ways to set up a mist, but this will give you
a good, basic result.
6-7
Chapter
Chapter 1-
6- The Blender
Setting Up aInterface
World
Using a Background Image in Cycles:
6-8
Chapter 6- Setting Up a World
Stars in Cycles:
Like everything else in Cycles, there are easier and more difficult ways to create stars.
Here is a relatively simple way to create stars. Start by making sure you are in the Cycles
renderer and add a world using nodes. Switch to the Node Editor window to add and
set the following nodes:
Noise Texture Color Ramp (from Bright/Contrast MixRGB (from Background (from
(from Texture Converter nodes)- (from Color Color nodes)- Shader nodes)-
nodes)- Basic Controls the size nodes)- Can be Colors 1 & 2 Process for the world
setting: and number of used to fine represent the output.
Scale: 300-500 stars. Set the ends adjust results. sky and star
Detail: 5-15 of the ramp like Keep changes colors. Connect
Distortion: 0.05 shown. small. to Factor.
Continue making adjustments until you get the results you desire. Pressing F12 will
probably give you better results than the view port rendering.
As people keep coming up with new and unique ways to use nodes, Blender Cycles will
continue to evolve with new features. The Blender forums and YouTube are great
resources for finding new applications and new node combinations.
6-9
Chapter 1- The
Adding an Blender Interface
Environment to Your Scene
It is now time to add a world to your lighthouse scene. Start by opening up your
Lighthouse/Landscape scene for the internal renderer. We will add a world using the
traditional render engine for this activity. Feel free to experiment with any of the
settings, but we are actually looking for a dark and stormy night, say, at late day or
dusk. I imaging it being foggy, with a billowing effect.
6-10
Adding an Environment to Your Scene
This foggy scene looks good, but it would be nice to see some
depth. Many times, a fog can appear billowy with varying
density. For this, we will add a Cloud Texture. Go to the Texture
buttons and add a Cloud texture. Make sure World is selected by
the preview. Try different Noise Basis settings to get the look you
want.
Texture Settings:
Basis: Voronoi F1- Size 0.05
Mist Settings:
Intensity 0.100; Depth 23.00
6-11
Chapter 1- The
Challenge TaskBlender Interface
& Reflection
Remember the sculpture you made in unit 3? It is now time to add an environment to
that scene to make your sculpture look like it is standing in a prominent place in nature
using Cycles. Experiment with the various Cycles world settings to get a scene you like.
Creating a World
You have experimented with the internal renderer and Cycles to create
environments for your scenes. Answer the following questions:
1. How has your view of 3D animated movies changed now that you have a basic
understanding of 3D modeling, texturing, and world settings? Specifically, what
has changed your perception of these movies? Explain.
2. Conduct some internet research. We have examined basic sky scenes in this
unit, but how would you create an underwater scene? How about a space scene
with planets or a sunset? Explore the internet to find information about one of
these and report your findings. How difficult are these scenes to create?
6-12
Chapter 7- Lighting & Cameras
Cameras:
By default, your scene already has one camera and that is usually all you need, but on
occasion you may wish to add more cameras. You add more cameras by hitting Shift-
A, like creating all other objects discussed up until now. To change which camera is
active, you need to select that camera and press Ctrl and number pad 0. This
changes the active camera.
Like all other objects in Blender, you can adjust the camera settings as well. With the
camera selected, click on the Camera button. Here are some of the settings options
you have:
7-1
Chapter
Chapter 1-
7- The Blender
Lighting Interface
& Cameras
Using Nodes for Camera Effects:
Up to this point, we have only used nodes for Cycles materials, but node can be used
with the internal renderer for camera effects as well.
In the Node Editor screen configuration, enable nodes by checking the Use Nodes
button, also set for Compositing Nodes. If you would like to render in the background,
enable Backdrop as well.
7-2
Chapter 7- Lighting & Cameras
Delete the line connecting the Render Layers and Composite panels. We are now
going to add 2 nodes. Add a Map Value node from the Vector node set and a
Defocus node from the Filter node set. If you would like to render in the backdrop,
add a Viewer node from the Output node set.
The Map Value panel is used to adjust the pixels related to distance from camera
and connects to the Z on the Render Layer panel and Defocus panel. The image
Out/Ins connect as shown. Adjust the F-stop to a low number. Like a camera, a low
fStop means little is in focus beyond the target. A larger number will give a larger focus
range. Max Blur sets the amount of blurring while a high Samples setting will give you a
better quality image. Experimenting with these settings will give you different results.
Motorcycle with focus
at headlamp
7-3
Chapter
Chapter 1-
7- The Blender
Lighting Interface
& Cameras
Depth-of-Field- Cycles Renderer:
Using depth-of-field is actually easier in Cycles than in the
internal renderer. You can use simple DOF in the Camera
properties panel and not even enter the Node Editor
window.
First, set the Cycles Render engine in the top bar, select the
Camera, and go to the Camera properties panel. You will
notice a few more options in the DOF panel than you have
using the internal render engine. Set the Focus target or
Distance as before, Lower the F-stop setting for blur (about
1.0), and set the Size of the Aperture Radius to about 0.2.
This should give you a good blur effect. Adjust the numbers
as needed.
7-4
Chapter 7- Lighting & Cameras
The possibilities are limitless using nodes. Search for some creative tutorials using nodes
on the web.
7-5
Chapter
Chapter 1-
7- The Blender
Lighting Interface
& Cameras
Now, you will need to set up the nodes as shown below in the Node Editor:
Keying Settings:
You are using two Movie Clip nodes from the Input node group, a Keying node
from the Matte node group, and a Mix node from the Color node group. The Mix
output will go to a Composite node and a Viewer node. Enable the Backdrop
rendering so you can see your adjustments in the background. Connect the nodes as
shown above. The difficult part of
this set up is adjusting the Keying
settings so the green is removed,
but none of the desired image.
You may have trouble with
shadows and glow depending on
the quality of the video used.
7-6
Chapter 7- Lighting & Cameras
Lighting Types and Settings
When you create a scene in Blender, you start with a few basic elements that will
include a camera, but may or may not include a light. Remember that what the
camera sees is what will render out as a picture or movie depending on what you tell
the program you want as a final output. To get a simple rendered view, press the F12
key. If the picture is black, you do not have a lamp or the lamp settings or placement is
incorrect. To exit the render window, press the Esc key.
In most cases, you will need more than one lamp in order to properly illuminate your
scene. Most scenes usually require 3-4 lamps. Be careful not to use too many lamps! The
different types of lamps available for you to use are as follows:
In traditional Blender rendering, only spotlights are able to cast shadows. However, with
Ray-tracing (discussed in a later chapter) all lamps can cast shadows.
Lamp Settings:
7-7
Chapter
Chapter 1-
7- The Blender
Lighting Interface
& Cameras
Spotlight Settings:
RoboDude Asks: Why can't I see my shadows or why do they look bad? If
you have shadows, but look bad, try a larger Clip Start number to shorten up
the area of calculation or adjust the Sample Buffers Size and Samples. If you
don't see any shadows at all, you might need to go to the Render buttons and
turn on Shadows under Shading.
7-8
Chapter 7- Lighting & Cameras
Indirect Lighting
In Cycles, you would use an emission shader to make an object emit light, but in order
to achieve this effect in the internal render engine, you will need to use indirect lighting.
Indirect light is light that bounces off other objects, like real life. There has always been
an Emit option in the Blender material settings so an object could glow, even when light
wasn't hitting it, but it could never light up things around it. It now can. First, lets set up
the material with the Emit feature on. For the scene below, I have removed all lamps
and the default World from the scene. The only reason why the cube glows in the
render is due to the Emit setting. The plane that it is resting on is not illuminated.
This is what Blender could do in older versions. In order to turn on indirect lighting, I need
to add a World back into
the scene. I set the Horizon
and Zenith colors to black
for added effect. In the
World settings, check the
box for Indirect Lighting.
Find the panel labeled
Gather and turn on
Approximate. Check and
open the panel. You will
see a Factor (influence)
slider and Bounces, which
will control how many times
the light bounces. A
rendered scene now shows
reflection on the floor plane
Emit Slider and a sphere sitting beside
the cube, invisible before
indirect lighting was
applied.
7-9
Chapter 1- The
Lighting Up Blender
Your Interface
Landscape Scene
Internal Renderer: What is a lighthouse scene without a
light shining out through the fog? Open your Lighthouse
Scene and place the 3D cursor directly in the middle of
the lighthouse where the spotlight should shine. Use your 3
principle views (#1,3,7) to place the cursor in a good
location (the light can always be moved later). After the
cursor is located, check to see if you are in the front view
(#1) and add a Spot Lamp (ShiftA-Add-Lamp-Spot).
Rotate the lamp as necessary so it is pointed across your
scene and not directly at the camera.
7-10
Lighting Up Your Landscape Scene
Now its time to add something in the middle
KEEP THIS VERTEX AND
MOVE IT TO CENTER
of that lighthouse. Basically, were going to
add a mesh with a single vertex and place a
Halo Material on it.
Your end result should look something like this with a ring and
star in the center of the lighthouse. You may need to darken
your world setting a bit to get the best effect.
7-11
Chapter 1- The
Challenge Blender
Task- CyclesInterface
Scene & Blur
Cycles Renderer: For this challenge activity, you will be adding an environment and
lamp to your lighthouse scene in Cycles, similar to the previous activity.
First, add a misty world to your scene. Refer back to pages 6-7 and 6-7 to add a mist. Try
for something like this:
Adjust the color and mist density to your desired results. Our ultimate goal is a dark and
stormy night, so we need to make some lighting adjustments and add the spotlight.
7-12
Challenge Task- Cycles Scene & Blur
It's now time to add the spotlight. There is no easy way to simulate the halo from the
cone in Cycles at the time of this writing, but there are several ways to simulate the
effect. Here is the easiest method found online:
You should now have a result similar to the one shown below:
7-13
Chapter
Chapter 1- The Blender Interface
7 Reflection
Chapter 7 Reflection and Wrap-up:
1. Look back at the camera settings found on page 7-1. Many of the features that
can be done with real cameras can be simulated using these settings in a virtual
world. What happens to a scene when you decrease the focal length? Research
the internet to find out where shorter lens lengths can be useful (called a wide-
angle lens). Explain your results.
4. After completing this chapter, what was your greatest challenge and learning
experience and why? Explain.
7-14
Chapter 8- Render Settings
Basic Setup Options
The render window is where you set up the output for your scene. Do you want a
JPEG picture image or a movie? What size do you want the output to be? Do
you want a high quality output or a draft style format? Do you want shadows or
Ray-tracing effects? How about Motion Blur? If youre doing a movie, how many
frames-per-second do you want the movie to run? Last, but not least, where do
you want to save the file? All of these issues are addressed in the Render
Settings. Obviously, the higher the quality of the output, the slower it will render
and the larger the file size will be when finished. For a review of rendering and
animation basic, refer back to pages vii and viii in the manual. Blender has
organized these options into 3 tabs- Render,Render Layers and Scene.
Click on the Render button to get started.
8-1
Chapter
Chapter 1-
8- The Blender
Render Interface
Settings
Render Layer Settings:
8-2
Chapter 8- Render Settings
Scene Settings:
This is where you set up some of the global variables for
your entire scene. Many of these options can be set in
other places.
Scene: Sets the active camera and any scene that you
may want to use as a background. Defaults are typically
used.
Units: Sets the units that you use to construct your scene. By
default, you are using the Blender unit, which basically
matches a millimeter. There are a variety of basic
measurement systems available.
The next page will show you the settings that we use in our lab for quality and speed.
8-3
Chapter
Chapter 1-
8- The Blender
Render Interface
Settings
Rendering Movies and Images
In chapter 10, you will be creating your first computer animation. After you create all of
you objects, apply materials and textures, and create your animations, you will be
ready to make a movie file of your scene. In past years, we rendered at DVD quality
(720 pixels x 480 pixels) at 30 frames-per-second (FPS). We have now switch to HD
quality settings (1280 pixels x 720 pixels), 30 FPS with minimal increase in rendering times.
You will need to determine your own needs, but these work well. Here are the steps to
saving that movie file:
8-4
Chapter 8- Render Settings
Rendering a PNG or JPEG (.jpg) Image
In order to render a simple PNG or JPEG image, set up all of the options previously
discussed. By default, Blender will render a PNG image without changing any of the
output settings from MP4. It is important that the file type is set to JPEG in the Render
Output panel if you want a JPEG. Since PNG files can handle transparency and
animation, I recommend saving images in PNG format. Press the F12 button or
Render button to bring up the render window. After your image is rendered, Press
F3. This will open the file save window. Here is where you give your file a name and set
the location. Remember to type .png or .jpg after the name of the file so it saves
properly. Windows will not know what to do with the file if the .png or .jpg extension is
missing and Blender may not put it on for you.
Network Rendering
Network rendering (also called a Render Farm) occurs when you use multiple
computers to render out your single image or animation. While there are several 3 rd
party rendering systems our there, Blender has a nice built in network render engine. To
enable the network rendering feature, go to the File drop down menu and select User
Preferences to enable the Render:Network Renderer Add-On. Refer to page 1-3 for a
refresher on the User Preferences options. Render farms also allow for multiple projects.
A network renderer works by using several computer that are on the same network to
operate together to render your project. There is typically a main computer that houses
your project file and servers out parts of the
image or animation frames to the other
computers. When those computers are finished
with their frames, they are sent back to the
master computer where more frames are sent
back out to the slave computers until the project
is finished. Any computer can be used as a slave
computer, as long as it has a network connection
and enough processing power to be able to
render frames.
8-5
Chapter
Chapter 1-
8- The Blender
Render Interface
Settings
After you have switched to the Network Renderer, You will need to set up every
computer in the network before you add your first project. There are 3 parts to the
renderer:
Client- This is the machine that has the actual Blender project on it and where
the results will most likely be sent back to when finished.
Master- This is the machine that controls the entire process from taking files from
the client and farming out frames to the slave computers. The master also
manages all projects from all clients and controls the workflow. You can also set
priority to projects.
Slave- These are the computers that are the workhorses. The master serves out
frames to the slave machines. When the frames are finished, they send them
back to the master machine that sends out more frames to be rendered.
A computer can actually be all 3 parts, but work flow and efficiency will be reduced if
the client and master machine must also render frames as a slave. In my small
classroom render farm, we use one computer as the client and master machine with
several other computers acting as the slave machines.
After everything is set, select Start Service. You are now ready
to start accepting projects. Set up all slave machines the same
way. The next page is designed to use as a quick reference
handout for setting up a project to network render.
8-6
Chapter 8- Render Settings
Setting Up a Client for Network Rendering
1. Prepare your file. Before taking your file to the render farm, did you:
Check the render file settings? (follow the steps for animating a movie-
frame range; HDTV 720p; MPEG 4 encoding; shading settings; mp4 movie)
Pack external data? (File menu-External Data-Pack into .blend file)
2. Save Blender file. Save to the appropriate shared drive folder that can be
accessed by the client Blender program. Also, copy any physics folders used.
3. Launch your file. Open your file on the client machine in a fresh Blender
program. If this machine is also serving as the master machine, make sure you do
not close the Blender program running as master.
4. Set the output file. Just as you do for any movie output, make
sure you are saving your final movie to an appropriate folder,
with the extension added. (typically.mp4)
5. Go to File menu and Save your file. The render farm uses your last
saved file.
6. Switch from Blender Render to Network Render in the top menu
bar.
7. Make the following adjustments, then press Animation on Network.
Client node- This is what sends your project to the master,
then out to the slaves.
8-7
Chapter
Saving a1- The Blender
Picture Interface
& Chapter 8 Reflection
Open your Landscape file and set up a good view for rendering to a PNG file. Set your
render options for the following:
1. Dimension Presets- HDTV 720p (1280 x 720 pixels)
2. Turn on Anti-Aliasing- set to 8 (set by default, but
check)
3. Select file output- Set as PNG, set compression
quality to 100%. It is not necessary to name an
output file for this activity.
4. Name your file: Landscape Image.jpg
1. Think about the amount of time it takes to render a single picture. This lighthouse
scene is simple compared to most professional productions. Try rendering your
picture at presets TV NTSC 4:3 (DVD quality); HDTV 720p; and HDTV 1080p. Record
your render times. What did you discover? How do you think these times would
effect making a feature film? Explain.
2. Research the internet. How long does it take to typically make a feature film?
How many people work on a project? Explain your findings.
8-8
Chapter 9- Ray-Tracing
Ray-tracing is used to produce mirrored and reflective surfaces. It is also being used to
create transparency and refraction (bending of images through transparent surfaces-
like a magnifying glass or a lens). With ray-tracing, all Blender lights can cast shadows if
you desire. Ray tracing can produce some stunning effect, but can come at a high
cost in rendering times. Use it only where needed. Dont try to ray-trace everything. The
professionals dont even do that. Watch any 3D show on T.V. and you will see it being
used selectively. You can get some great shadow and texture effects with Blenders
traditional spotlights and material settings at a fraction of the render times.
The ray-tracing features we talk about in this chapter are for the
Internal Render Engine. Because of the nature of Cycles
rendering, ray-tracing is controlled by the shaders we have
already talked about. To get ray-tracing to work, you need to go
to the Render settings and turn on Ray Tracing in the Shading
panel (should already be checked by default). Now you are
ready to apply some of the ray-tracing features to your objects.
Until you do that you wont see any difference in your renders.
When you activate ray shadow, you will see a few setting for
most of the lamp types. You will see Soft Size settings for edge
softness and Samples for improved quality.
You will notice a few extra setting options for a ray spotlight.
Spotlight Size, Spotlight Blend, and Halo Intensity work the same
as they do for a buffer shadow spotlight.
Notice the shadows above. The left image was rendered with Samples at 1 and Soft at 0.
The right image was 10 and 1.
9-1
Chapter
Chapter 1-
9- The Blender Interface
Ray-Tracing
Reflection (mirror) and Refraction (transparency)
To create a mirror, or reflective surface on an object, select that object and add a
material. You can also add textures to an object and have a mirror surface. In the
Material buttons, you will find a panel called Mirror. All of the ray-mirror features are
found in that panel. Check the Mirror button and experiment with the reflection
settings. The Reflect slider controls the amount of mirror. A full slider would be a perfect
mirror.
For Transparency, press the Transparency button to activate it, select Raytrace. Two
main adjustments are IOR (Index of Refraction) is used to create the Lens effect and
bends light. Fresnel is used to control the amount of transparency. There are some other
setting that you may feel free to experiment with, but these are the main settings.
9-2
Reflection & Refraction Practice
Since we dont have many objects that would work
well with mirror/transparency in our lighthouse scene
(except the water, which would create a slow
rendering), we will create a new scene for our ray-
tracing exercise. Since we have experience using the
Extrude command from our lighthouse modeling, lets
use it to make a drinking glass. Start a new scene and
erase the Cube. Next, add a Circle mesh in the Top
view and check the Fill option in the Tool Shelf.
9-3
Chapter 1- &The
Reflection Blender Interface
Refraction Practice
You should now have
a scene that looks
something like this.
You may notice the
tile floor I used looks
like it has depth to it.
In the Texture settings,
I applied a Normal
map to it, like we did
with the water in our
lighthouse scene. If
you need help, refer
back to the chapter
on materials and
textures.
It's now time to place a material on the glass. For the glass, you
will want to apply Ray Transparency (fresnel) and a small amount
of IOR for refraction. When you render the scene, you will
probably notice that you can't see through the entire glass and
will look dark. Take the Depth setting up to 5 in the Transparency
panel. This will correct the problem. You may also want to apply a
Stucci texture to the glass to show waviness. Try taking the Size
down to 0.15 and add some Normal as well. You will need to get
rid of the pink color. Try setting it to white. Experiment with your
setting until you are pleased with the results.
9-4
Challenge Task- Cycles R & R
Now that you have the basics of reflection and refraction in the Blender internal render
engine, it's time to recreate the scene you just made using Cycles for comparison.
Remember, the purpose for using Cycles in a scene is to recreate realistic effects.
Your goal is to recreate the previous scene at the highest quality settings possible in the
time you have to work and the quality of your machine. Look back at Chapter 4 as a
refresher on tweaking your render settings in Cycles. Also, look back at Chapter 5 for
material and texture settings for Cycles. Feel free to adjust the world settings as well.
9-5
Chapter
Chapter 1- The Blender Interface
9 Reflection
Chapter 9 Reflection and Wrap-up:
1. Look at the objects around you. Where do you see reflection? You will probably
find that many things reflect to some degree- more than you ever noticed
before. What have you noticed? Explain.
4. Look at some real-world objects that are transparent (windows, clear ball-point
pen, paperclip holder, drinking glass, optical glasses, magnifying glass, marble,
etc.). Where do you find refraction? How does the amount of refraction relate to
the curvature of the object? Explain.
9-6
Chapter 10- Animation Basics
Basic Key-framing and Auto Key-framing
Now that we know how to make stuff and make it look good, its time to figure out how
to move it around in your scene. If you're familiar with older versions of Blender, this is a
HUGE change from the past! What used to be called the Action Editor and IPO
(Interpolation) windows are now called the Dope Sheet and Graph Editor windows.
Basically, The Dope Sheet shows your animation keys as points that can be easily
copied or moved on a line. The Graph Editor shows your animations as graph curves,
where different things can be done with them. This is a big area with lots of things we
can do and talk about. Many of the features available will become understandable
with practice and by getting beyond the basics. This is a highly developed area in
Blender where new features will more than likely be available before this document
can ever be printed. For this reason, we will deal with the basics. The first thing we need
to do is go back and re-read the section on Rendering and Animation Basics (pages vi
- viii). Selecting a preset format will
set your frame rate correctly.
After you set up your scene and set the Frames/Second (FPS) in the
render button area, consider what you want your actors to do
and how long they should take to do it. One of the problems that
beginner animators experience is making the motions occur in an
appropriate time. Remember to look at your frames/second (FPS)
when animating and relate it to time. For example, if you want
something to take 3 seconds to get from point A to pointB and
you are running at 25 fps, you need to complete the animation in a
total of 75 frames.
Current Frame
10-1
Chapter
Chapter 1-
10-The Blender Interface
Animation Basics
Moving, Rotating and Scaling:
Continue placing keys along your timeline to create your animation. For the most part,
location and size keys work flawlessly, but care needs to be given to rotation keys. If you
try to rotate an object too far in one set of keys, the object may not rotate in the exact
direction you want it to. It may rotate oddly. Try small angular steps while animating
rotation keys. There are ways to control this better and tools to simplify this process that
will be discussed later.
RoboDude Says:
If an object doesnt seem like it rotates properly with
animation keys, try pressing Ctrl-A to reset the objects
Automatic Key-Framing: scale and rotation.
Typing I to insert keys is the traditional way of entering key frames, but it can become
annoying when you have a lot of items to insert key frames for (for example, bones in a
skeleton). This is where automatic key framing becomes a useful feature. To turn on
automatic key framing, press the small red circle button in the playback buttons on the
time line window and select the type of keys to record. This will record any motion you
do on a given frame and insert the
necessary key frames needed.
Don't forget to set a key on your
initial frame. Auto key framing
won't do that unless you change
something on that frame.
Key Frames: Auto Key Frame Button: Auto Key Types: Delete Key Button:
At any frame where you Eliminates the need to Select the type of keys you Press this button to
insert a key, a yellow line press I to insert keys. want to automatically record. delete a key at
will display in the timeline. By setting this, even pressing I that frame.
will automatically add them.
RoboDude Says:
Don't forget to turn off automatic key framing when not needed! You may end up animating
things accidentally when you don't want to!
10-2
Chapter 10- Animation Basics
Viewing Your Animation:
There is a simple way to view your animation without having to render out a movie.
Take the current frame number to the place where you want to start viewing the
animation. Place your cursor in the 3D window you wish to view your animation and
press the Alt and A keys together. The animation will play. Blender will attempt to
display the movie at the correct frames-per-second, but may be unable to do so due
to scene complexity, computer speed, or image settings (solid or wireframe -Z key).
You can also see your animation by pressing the play button in
the Timeline window. You can also play backwards.
Movement may not be exactly how you planned it. Blender automatically defaults to
trying to create a smooth flow through the keys youve place. This can be changed
and will be discussed later.
10-3
Chapter
Chapter 1-
10-The Blender Interface
Animation Basics
More About the Dope Sheet:
In older versions of Blender, you could animate many things, but not everything. The
newer versions boast that everything can be animated and so far from what I've seen,
this appears to be true. Everything can also be displayed in the Graph Editor, but trying
to look at everything at one time is confusing. Below is a short description on how to
control the Graph Editor window:
10-4
Chapter 10- Animation Basics
As mentioned before, when you create an animation for an object, Blender
automatically tries to smooth the path of animation through your key points. You
have ways of controlling the results of the path. One way is to click on the path(s) you
want to modify in the Graph Editor window and, with the cursor in the Editor window,
type T for type. You can also access these Interpolation Modes by going to the
Key menu and select Interpolation Mode. You have 3 main options (and others):
Constant- Gives a square waveform, like turning it on and off. No smooth flow.
Linear- Takes a straight path from point A to point B. Solves problems of
animations swinging way out of where you want it to go, but jerky motion
at key points
Bezier- The default type which tries to make the motion through the points
smooth.
There are other smoothing options available in interpolation mode to experiment with
that can change the shape of the curve and effect.
Animation path of a cube with 3 keys placed at Animation path of a cube with 3 keys placed at
shown locations with Bezier path type selected. shown locations with Linear path type selected.
Path is smooth, but curves way out. Path is straight, but jerky at key points.
There is another way to keep the bezier type, but control the flow.
It requires you to go into the track in edit mode (unlocked) and
adjust verticies on the graph individually. First, select the track you
wish to modify (Loc, Rot, Size- X, Y, or Z) and make sure the track is
unlocked (Tab key). When you do that, each key will be displayed
as 3 points. By grabbing (G key) an end of the 3-point spline,
you can move and size it to get a different flow through that
point. This technique requires some skill and practice. Key points
can also be moved to different locations using this method
(change a key from one frame to another.)
10-5
Chapter
Chapter 1-
10-The Blender Interface
Animation Basics
RoboDude Asks: I messed up my animation. How do I start over?
If you ever need to start over with an animation, you can erase all the animation tracks in
the Graph Editor window and start over. To select all tracks, hit theA key once or twice,
then the Delete key. Be careful that you only have the keys for the selected object!
What else can you do in the Graph Editor? There are some simple features that will
allow you to set a constant motion or rotation, mirror a curve, apply noise, and set
something to cycle through an animation like walking. These are all features that, with a
little practice, will save you a lot of work.
Let's first look at an example of making something spin at a constant speed. You first
need to set 2 key frames at frame 1 and
something like frame 30. Rotate the
object 90 degrees between the 2 keys. If
you are running at 30 frames-per-
second, this would give you a full
revolution in 4 seconds, but right now,
your animation would stop after 1
second and only spin 90 degrees. In the
Graph Editor window, find the rotation
track that shows the rotation curve and
select it. In my case, it is the Z Rotation
curve. By going into the Channel menu and selecting
Extrapolation Mode you can choose Linear Extrapolation. The
curve will extend infinitely. To change the speed, move the key on
frame 30. To stop it from spinning at a later frame, move to that
frame (say, frame 100) and hit I to insert a key-frame on the graph.
You can now go back into the Extrapolation Mode menu and
choose Constant Extrapolation. The curve will level out after that
frame.
Under the Key menu, you will find some other useful tools to
shape your animations. There is a useful Mirror option that can
flip a curve. This would be useful for objects such as gears and
wheels where you need to match the animation of an object,
but need to turn in the opposite
direction. You will also see a new
option in the Key menu called
Add F-Curve Modifier. The classic
Cycles option can be found
there (useful for repetitive motion
like swinging) along with other
useful modifies such as Noise
which will give a jitter effect to
something's motion.
10-6
Chapter 10- Animation Basics
The previous section dealt with basic object animation. Deforming meshes, following
paths, creating bone structures (armatures) and creating child-parent relationships will
be discussed later. Animation can be a frustrating thing to perfect. Practice!
These techniques are useful for animating items such as changing spot lamp size,
intensity and color, rolling fog and clouds in the World settings, and waves in the Texture
settings.
RoboDude Says:
Remember that you can always undo a bad animation key by using Ctrl-Z !
10-7
Chapter 1- The Blender
Adding Motion Interface
to Your Scene
Open your Landscape Scene file and go to your scene buttons.
Its time to animate our dark and stormy night. We will start by
making the correct setting to do a movie. First, review the 7 Easy
Steps to Create an MPEG Movie found on page 8-4. Follow those
steps and name the output movie file as Stormy Night.mp4. Also
set the End frame to 200. Our movie will be 200 frames long, or 6.6
seconds at 30 fps. You will also want to make sure Ray Tracing is
turned OFF. Ray Tracing will slow down your renders and is not
necessary for this scene. Change your screen layout from Default
to Animation. Remember, this is found at the top of your screen.
The motion doesnt need to be much. We dont want the boat moving too fast! Go
back to frame 1 and hit Alt-A to see your animation. You should see the camera
animated. Press Esc to stop playing the animation. Save your file.
10-8
Adding Motion to Your Scene
Go to frame 30 (one second) and rotate the
spotlight 45 degrees. To do this, type R to rotate,
then type 45 on the keyboard. Press Enter or LMB
click. The lamp will have rotated exactly 45 degrees.
If you want the lamp to spin the opposite direction,
type - after the 45. Press I to insert another
Rotation key. Use your left arrow key to go back to
frame 1. You should see the lamp spin back to its
original position. Switch to the Animation screen.
10-9
Chapter 1- The Blender
Adding Motion Interface
to Your Scene
Now its time to animate the
water. We want to create some
rolling waves, not too fast or slow.
This is a little trial-and-error. Ive
tried to take some guess work out
of the process. To begin, select the
Water Plane Water Plane and go to your
Texture buttons and find the Offset
settings in the Mapping panel. We
will animate the Offset Z number.
Because we used a 3D texture and not an image to create
the water effect, it can be animated to give the illusion of
motion. Remember that we added 2 textures to the water.
Right now, we are only animating the 1st texture.
We also want to animate the Ocean Modifier we used on the water plane as well. To
do this, go to the Modifier properties panel while the
water plane is selected. We will be applying an
animation to the Time setting in the panel.
10-10
Adding Motion to Your Scene & Challenge
In the Modifier panel, find the Time setting. Make sure you
are currently on frame 1 and press I while over the time
setting. Move to frame 200, change the Time setting to 5.00
and press I again. At the bottom of the panel, change the
End Frame under Bake Ocean to 200 (the length of our
movie). Press the Bake Ocean button for Blender to
calculate the animation of the waves. You will see a
progress bar at the top of the
screen to let you know when it is
finished.
Thats it for animation for now. We have animated the camera moving, the lamp
spinning and the waves rolling. Later, we will add some rain using particles. You can
always change your resolution percentage size to animate faster and check your wave
effects. Check your movie setting and press Animate in the Scene buttons. Sit back and
wait for your movie to animate.
** Call the instructor when finished**
10-11
Chapter
Chapter 1-
10The Blender Interface
Reflection
Chapter 10 Reflection and Wrap-up:
1. Inserting key frames in the proper locations can be difficult. Motions can run too
fast or slow, appear jerky and inconsistent, or just not move the way you wanted
it to move. From your own experiences in this chapter, what did you find the most
difficult? Why?
2. If you make an entire animation and find out the entire sequence runs too fast,
do you need to delete the keys and start over? How can you fix the problem?
There are several ways to do this. Several ways can be addressed using
information in this chapter, one way can be found in the Render properties panel.
Explain 2 ways to correct this problem of speed.
10-12
Chapter 11- Adding 3D Text
Weve discussed creating a lot of objects so far, but 3D text can be considered a very
important element to add. There are 2 ways to create text for Blender scenes. One way
is to use the built-in text generator. The other method is to use an external program to
generate the text and import it into Blender. Each method has its benefits and
disadvantages. Text made in Blender can be easily changes by entering edit mode
(Tab key) and 3D features can be changed by making adjustments in the edit
buttons. Text made in an external program like Elefont may give you additional options
and different fonts.
Font Panel:
This is where you set the font style you wish to use.
Blender's font is the default, but can be changed to any
True-Type font. If using a Windows PC, you can typically
find a font folder in the C:Windows folder. Shear will take
the place of the Italic setting. Text on Curve can be used
to shape text.
Paragraph Panel:
Typical justification setting and spacing options.
11-1
Chapter 11- Adding 3D Text
RoboDude Asks Why is my text pointed up?:
Text enters facing up (top view). Remember that you can check the Align to View button
at the bottom of the tool shelf when you create the text.
After you create the text and have the text selected, go to the
Font Settings and find the box Text On Curve. Click in the box to
show all available curves that can be used to deform the text.
The text will take the
shape of the curve.
You may need to
change the spacing
of the text so it flows
properly.
RoboDude Says:
When extruding text for normal titles and labels, be careful
not to extrude the text too thick. It may effect how well the
text can be read.
11-2
3D Text- Company Logo
Create a new Blender scene and set up the views any way you wish. You will be
creating a company logo of your choice with text. Keep it simple and utilize meshes,
textures, lighting effects and ray-tracing to enhance your scene.
When you finish setting up your scene, render a JPEG image and save it to your
directory.
Note: The text you see in the scene below was placed on a Bezier Circle Curve. If you
leave the circle in the scene it will render faced. The text was converted into a mesh,
then the curve deleted. The water was created the same way we did the water in the
lighthouse scene (with much less Normal) with ray mirror added. The wall also had a
normal applied to give the brick texture some relief.
11-3
Challenge Task & Chapter 11 Reflection
Production Logo
At the end of this book, you will create a movie of all of your work. Just like a
professional movie, you will display a short animation of your very own production logo
at the beginning of this movie. Create an 8-10 second long animation of your own
personal production logo. For inspirational research, look at several popular movie
company logos to see how some effects could be done in Blender. Some are as simple
as animated text and lighting effects to space scenes. Render your movie using your
class-determined render settings and formats.
-------------------------------------------------------------------------------------------------------------------------------
1. Select a popular movie company's logo that uses 3D text and can be seen in
blockbuster movies. How do they use text effects to create a stunning logo? Explain
your thoughts.
2. Some standard text fonts do not work for 3D models. They will not extrude properly or
can exhibit strange bevel effects. This isn't just a Blender issue, but an issue with all 3D
modeling programs. Why do you think this is a problem? Research the internet to see if
your thoughts are correct. Explain.
3. Text on a curve typically only work one way (curving along the
base), but how could you curve it upright, as shown here? There are
several ways to do it. How would you make it work? Research the
internet if needed. (Hint: convert it to a mesh). Explain your answer.
11-4
Chapter 12- NURBS & Meta Shape Basics
When you press Shift-A for Add, you will notice other object types beside meshes,
cameras and lights that can be created. Two types of objects that can be created are
Surfaces (NURBS) and Meta Objects. A lot can be said about surfaces, but for this
tutorial, I want you just to become aware that they are there and describe some basics
about them. Meta objects have been expanded to a variety of shapes and can be
used to give you a liquid metal effect where the objects pull together as they
become close to each other.
12-1
Chapter
Chapter 1-
12-The Blender
NURBS Interface
& Meta Shape Basics
Liquid and Droplet Effects Using Meta Shapes
Up until a few releases ago, Blender only had the capability
to make one Meta shape- a ball. Interest grew, programmers
added other shapes and cleaned up the code. You can
now make several different meta shapes in Blender. They all
work with the same principle. As the shapes get close to one
another, they begin to pull and flow together. As meta
shapes combine, their mass grows which is ideal for certain
animations. Meta shapes can be animated like other objects
and can be textured. Ray-tracing settings like reflection and
transparency can also create some stunning effects. Meta
shapes are created like other objects, except that the first
shape acts like a parent to the other shapes . As that shape is
moved, the others display a rotation. Materials are also linked for all meta shapes.
Meta shapes can seem a bit confusing at first because of their interactions. For
example, individual meta objects are selected by RMB clicking on the Selector Ring
around the object. When clicking on the actual meta shape mesh itself, all shaped
are selected. Remember that meta shapes are linked and controlled by the first meta
added. By selecting the object, materials are linked to all shapes. Remember to select
the ring to transform just that object. Meta shapes can be scaled, rotated, moved, and
combined for different effects. You can also control the quality and effect of the meta
shapes in the properties window. Experiment with these to get a desired effect.
Selector Ring Meta Object Meta Settings
RoboDude Asks:
Why are all my Meta shapes joined together?
If you get into Edit mode while making your meta shapes, they will all join together.
Remember to be in Object mode while making Meta shapes.
12-2
The Lava Lamp
Create a new Blender Scene, erase the initial cube and
name it Lava Lamp. For this activity, we will be
extruding circles, lofting NURB circles and using meta
balls to create an interesting lava lamp.
After adding the NURBS Circle, switch to a front view and duplicate it a
few times. Size them to match the shape you want for the lamp. While
holding the Shift key, select all the circles and joAin them together with
Ctrl-J or the Join command in the tool shelf.
12-3
Chapter
The Lava1-Lamp
The Blender Interface
The next step it to create a top for the lamp. Do this the
same way we made the base, using a Circle mesh. After
shaping the mesh and applying Smooth and Auto Smooth,
it may look something like the image to the right. To correct
this, we need to change the Normal settings of the faces.
Enter Edit Mode and select all vertices. In the Tool Shelf, find
the options for Normals. Try pressing both Recalculate and
Flip Directions. This should correct the problem.
12-4
The Lava Lamp
Your lava lamp should look something like the image to the left. Even
though you applied a material (I used green), the meta shapes will
probably appear black. This is due to the lighting effects and the ray-
tracing on the bottle.
12-5
Chapter 1- The
Challenge TaskBlender Interface
& Chapter 12 Reflection
The Spill
Using your design skills and
imagination, create a
realistic scene of a fluid
spill using meta shapes. A
possible scene could be
something like this. Add as
much detail and realism
to the scene as time
allows.
1. From internet research, find an application of NURBS in Blender besides how we used
them. What did you discover? Explain.
2. Meta Shapes can be used to represent many things in 3D models and animations.
We used them to represent a spilled liquid and the lava lamp wax. Think outside of the
box. Discuss two other ways that you think meta shapes can be used in a 3D scene.
What could we use them to represent?
12-6
Chapter 13 - Modifiers
The modifier list continues to grow with each new release of Blender. We have already
discussed the Subdivision Surface (SubSurf) and Ocean modifiers in previous chapters
and will now look at some of the other modifiers. Others will be discussed in later
chapters. Depending on the type of object selected, the modifiers fly-out may display
different options. For basic meshes, here is what you see:
Generate Modifiers
Some of the Generate modifiers are self-explanatory while others need more discussion.
Here are some of the basic options:
Array
The Array modifier works great for making
patterned copies of an object. If you
need rows and columns, add 2 Array
modifiers and set the X,Y,Z Offsets as
needed to obtain your pattern. By
checking the Object Offset button and
selecting a control object (like an Empty),
you can spin and scale the array.
13-1
Chapter
Chapter 1-
13The Blender Interface
- Modifiers
RoboDude Asks: What does the Apply button do in a Modifier panel?
Until you hit apply, you can always change the settings of the feature. Once you hit the
apply button, the modifier panel disappears and the feature becomes fixed and
unchangeable. For example, applying a bevel modifier will then fix the bevel, changeable
only in edit mode by moving vertices or faces. Same effect as applying the mirror modifier.
Bevel
Boolean
The Boolean modifier is an important feature. It allows
you to cut holes, join meshes that recalculate verticies
and create new shapes from shared areas. To use the
Boolean modifier, create 2 shapes- one that will be
effected and one that will cause the effect. For my
example, I've created a cube and a sphere. If you want
to see the effect on the cube, select the cube and add
a Boolean modifier. In the Object box, select the
Sphere. Under Operation, select Intersection,
Union, or Difference. When you get your desired results, hit Apply. Sometimes, you
don't get exactly the results you desire and need to erase some faces or move some
vertices in edit mode. See results below:
Build
The Build modifier will take a mesh and build, or
create, it over a specified time. Use the subdivide
command to add more faces for a better effect.
You can control the start and end frame times,
randomize and seed pattern. A useful effect for
having something appear and build in an
animation.
13-2
Chapter 13 - Modifiers
Decimate
Let's say you made an object and subdivided it too many
times or need to simplify it for using in the game engine.
Changing the Ratio, then hitting the Apply button will
simplify the mesh.
Edge Split
Edge split allows you to split a mesh into individual faces.
Basically, you are taking the shared verticies at intersections and
duplicating them so all faces have their own set of points. Edges
are split depending on the angle setting. Hit Apply to see
results, then enter Edit Mode to select those faces.
Mask
The Mask modifier allows you to select a vertex group
previously created for the selected mesh and filter out
everything else, or just that group. To create vertex
groups, you need to go to the Object Data panel,
create a new group and assign selected verticies to
that group. Vertex groups are
used for many features in
Blender, some being demonstrated in later chapters. After the
group has been created, you can add the Mask modifier, select
the group and any other desired features like the Invert option.
Mirror
When modeling a symmetrical object (like a face, body or car), it is
useful to only model half the object. To do this, move the object's
center point to the objects mirror axis and keep all verticies to one
side of the mirror axis. Add a Mirror modifier and select the X,Y, or Z
(or multiple) axis planes and other options. You can also use another
object to mirror around. After you have shaped the object, hit
Apply to set the mesh.
Multi-resolution
Multi-resolution allows you to add different levels of resolution quality to a mesh as
rendered and displayed on the screen. Useful for speeding up working and rendering.
Screw
The Screw modifier allows you to create spiral objects
differently than the Screw option found in the Tool
Shelf in edit mode. The screw modifier works best with
flat 2D objects like planes. By default, the feature uses
the object's center point as it's spin reference, but
other objects can be selected. You can select the
spin axis, angle, step quality, and turns (iterations).
13-3
Chapter
Chapter 1-
13The Blender Interface
- Modifiers
Solidify
If you are making an object like a glass or mug, if you only extrude the
outer face of the object, it will not have any thickness. The Solidify
modifier allows you to give the object some wall thickness.
Subdivision Surface
The SubSurf modifier allows you to keep
your mesh simple with as few vertices as
possible, but render as a much more detailed mesh. Try
adding a monkey head mesh, hit Smooth in the Tool Shelf,
then add a Subdivision Surface modifier. If you enter Edit
Mode, the mesh is still simple, but SubSurf has divided the
faces for more detail. Be careful not to take the setting too
high or your scene will slow down.
Deform Modifiers
While the Generate modifiers allowed certain modifications to the object, the Deform
modifiers are used to change the object or use other objects for control.
Armature
An armature is a skeleton used to deform a mesh. It can be used for
creating characters, suspension on cars and much more. Armatures
are discussed in more detail in a later chapter.
Cast
Curve
The Curve modifier allows you to use a curve to shape a
mesh. Start by creating a mesh that is subdivided or
extruded with enough vertices to bend. Create a
curve and apply the Curve modifier to the mesh (not
the curve). Shaping the curve will bend the mesh.
Displace
The Displace modifier works like the Displacement
setting in the Textures panel(discussed in the Materials
and Textures chapter). Create an object with many
vertices, apply a texture and use it with the Displace
modifier. The example to the right is a cube.
13-4
Chapter 13 - Modifiers
Hook
Hooks are used to animate an object using another object. Often,
you will create vertex groups (discussed in Chapter 13 and 16)
and tie them to an object, like an Empty. With the object selected
and in Edit Mode, you can Reset and Recenter the mesh's
points for better interaction.
Mesh Deform
The Mesh Deform Modifier allows you to Bind one mesh to another
and use it to control it's shape. Vertex groups can also be assigned for
control. In order to use it, the controlled shape (the shape with the
modifier on it) must be contained within the control object and the
control object must be a closed mesh. Depending on the complexity
of the meshes, the computer may lag when the Bind button is
pressed.
Shrinkwrap
Shrinkwrap is a relatively new modifier that allows you to wrap a
mesh around another mesh. For example, a subdivided plane can
be molded around another object. You can select a target
object to wrap around and a vertex group to control the shape.
Simple Deform
Simple Deform is a handy modifier that can do
a variety of simple modifications to a mesh. You
can Stretch, Taper, Bend and Twist a mesh
using the Mode and Deform settings. The
complexity of the deform can relate the the
number of subdivisions and vertex groups used.
Smooth
The Smooth modifier will attempt to smooth out a mesh or vertex
group that may be sharper than you wish.
Wave
13-5
Chapter
Chapter 1-
13The Blender Interface
- Modifiers
Simulate Modifiers
The Simulate modifiers work with Blender's physics engine in order to create animations
dealing with particles (fire, explosions, strands), cloth, fluids, soft-bodies, smoke, forces
and collisions. When applying most of these modifiers, you will need to go to the Physics
and Particles panel to adjust the settings. All of these factors are
discussed in later chapters, but here is what you can find in this modifier
stack:
Fluid Simulation
The fluid simulations have seen improvements over
previous versions. You can create inflow or fluid masses
that splash and react.
Soft Body
The Soft Body modifier existed before Blender had the
Cloth modifier and was used to simulate cloth effects. Soft bodies can be used for
fabric effects and Jello giggle effects. You can control the elasticity between
vertices.
Smoke
The Smoke modifier was new for Blender 2.5. It can be used to
create realistic smoke effects in your scene.
13-6
Chapter 13 - Modifiers
SoftBody
The Softbody modifier is controlled
in the Physics panel and allows
objects to flex and loose some
rigidity, like Jello gelatin or fabrics.
The cloth simulator was born out of
softbodies several years ago to
simplify the fabric process. The
example shown to the right is a
sphere being deformed by the
wind.
Ocean
There are many more modifiers than we have discussed here and more will probably
be added shortly after this book is published. Remember to look at www.blender.org
and YouTube for more information about modifiers.
RoboDude Asks: I tried to use a Boolean modifier and it doesn't work- why ?
For a Boolean modifier (and many other modifiers) to work, you need to have a clean
mesh without double vertices or flipped faces. For Boolean operations, the mesh must
also be closed and solid with no missing faces to work correctly.
There are several Tool Shelf commands you may want to use if you encounter mesh
problems, especially with Boolean operations. With the mesh selected, enter Edit mode,
select all vertices, then:
In the Tools tab on the Tool Shelf, select Remove Doubles.
In the Shading/UVs tab, select Recalculate
under Normals to force the mesh to determine
the correct direction of the faces.
Finally, check to make sure there are no holes
or overlapping faces in your mesh.
13-7
Chapter
Common 1-Modifiers
The Blender Interface
Exercise
Create a new file and call it Modifiers. Create a scene using any objects and materials
you wish. Place at least one of each of the following modifiers in your scene.
- Subdivision Surface
- Build Effect
- Mesh Mirroring
- Wave Effect
- Boolean Operation
Feel free to experiment with any of the other Generate and Deform modifiers.
Mirror
Boolean
SubSurf
Other useful commands:
13-8
Challenge Task- Insect Study
Scenario:
An entomologist discovers you are a skilled 3D computer artist and commissions you to
create a 3D model of an insect they are studying. Your goal is to create a 3D model of
the insect with as much detail as possible.
Goal:
When finished, add appropriate lighting, world settings and other scene elements.
Render and save an image.
13-9
Chapter
Chapter 1-
13The Blender Interface
Reflection
Chapter 13 Reflection and Wrap-up:
Blender Modifiers
Modifiers have been designed to make your modeling experience go
much smoother, producing interesting results that would otherwise be
very difficult to create. Take a few moments to reflect on these
questions.
1. From the modifiers that you experimented with, which did you find to be the most
interesting and useful? Why?
2. The Build modifier can be used for some interesting effects. From your own
thoughts, describe one possible use for the Build modifier.
3. The mirror modifier is useful for more than just mirroring an insect. Name at least 5
situations where the mirror modifier would be useful.
4. Boolean operations form the basis for not only many 3D modeling tools, but
computer logic in general. Do some internet research on Boolean mathematics.
George Boole was a man ahead of his time. What is Boolean logic and why is it
so important for computers? Explain.
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Chapter 14 Particle Systems & Interactions
This is probably the nicest and most flexible of the Blender effects. When you turn an
object into particles, it can be used to simulate snow, fire, smoke, clouds, sparks, hair,
grass and much, much more. When an object is turned into particles, it can releases
particles per the settings you used on it and be represented by the mesh, particles, or
even as other objects. With particles, you can set the size (using halo), texture, color
and transparency through the material buttons. You can set the particles to come off
the object in a sequence or randomly by using random setting in the particle panel.
Particles can be set to be pulled using X,Y, and Z forces or gravity. You can control the
number of particles, how long the particles live, when to start and end, if they have a
starting speed and much more than we will describe in this chapter. Like all of the other
features weve discussed, experimentation beyond this chapter is the best way to learn.
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Chapter
Chapter 1-
14The Blender
Particle Interface
Systems & Interactions
Particle Panel Basics
Some of the panel basic settings are explained below:
RoboDude Asks: There are a lot of settings- how do I keep them straight?
It is best to only make one or two changes at a time and test them out by pressing Alt-A
to see the effects in the viewport. You can always Ctrl-Z to undo- and practice helps.
Check the box and the Rotation panel gives you options
related to how the particles spin when released. If you are
looking at random spinning and dynamics, it's good to set
these high. You can also change what effects the spin (by
default it is velocity).
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Chapter 14 Particle Systems & Interactions
The Render panel provides setting for what the particles
look like rendered (F12) or animated. If the Emitter
button is not checked, you will see the particles and
not the mesh that they are emitted from. You can also
chose to see Unborn/Died particles. Particles can also
be represented different ways such has Halo (material
settings), Line, Group, or an actual Mesh Object.
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14The Blender
Particle Interface
Systems & Interactions
The Force Field Settings panel allows you to add
additional features to your particle system. Features
like Drag, Turbulence, Wind, Vortex, etc. can be
added and animated.
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Chapter 14 Particle Systems & Interactions
It's now time to put the camera in a good place and
render an image. Advance to a frame where you see the
particles well and hit F12. You will see something like this:
You may see the actual sphere in
the center of the explosion. To turn
this off, go to the Render panel
under particles (if you had the
camera selected from before,
select the sphere again) and turn off
Emitter so the actual mesh doesn't render. You could also
experiment with Trail Counts for a second release. To improve the
explosion, add a Internal Renderer material and adjust the Halo setting. (review
chapter 5) Adjust the Diffuse Color, Halo Size and try Lines and Stars. You should end up
with a nice effect.
Material Influence:
Cycles and particles present some challenges that are not present in the internal render
engine, but can give you some amazing results. Cycles needs true objects with volume
to render and particles, by default, do not have volume. Realism can often be difficult
to simulate with particles. We will examine using the internal render material strand
settings later in the chapter. For now, let's take this simple
explosion into Cycles to set up a node set that can work for
this particle effect. The first step is to add an Icosphere that
can be used to represent the particles. Icospheres have
fewer faces to render and good for faster particles. Select the
explosion again and in the Particles Render panel, select
Object and click the box to find the Icosphere. You can set
the size of the sphere particles.
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Chapter
Chapter 1-
14The Blender
Particle Interface
Systems & Interactions
You should have a scene that looks something like the
one shown to the left. Switch to Cycles Render at the
top of the screen and switch to the Node Editor
window. If you need a refresher on the Cycles render
engine, review chapters 4 and 5.
Math Node- From the Emission & Output Nodes- Increase the Emission
Converter node panel. Set to Strength to about 30 for a brighter output. Connect all
Divide to divide the lifetime to inputs and outputs as shown.
change the color over age.
Set up an appropriate world, adjust the size of the icosphere
particles, and render your scene. You should have a nicely
textured explosion. To add a realistic motion blur to the sparks,
go to the Render Properties panel and enable the Motion Blur
panel. Experiment with the Shutter setting to achieve an effect
you want.
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Chapter 14 Particle Systems & Interactions
Using the Explode Modifier
The Explode modifier adds a nice touch to
making something explode. We will use the
firework example from before to illustrate an
explosion. In the Render setting, turn on
Emitter. First, turn off Halo Lines and Stars in
the Material settings and set Halo Size
smaller, about 0.10. Add an Explode modifier
in the Modifiers panel. You may also want to
check the Cut Edges box. Move to a
frame where you can check the results. Also
try Alt-A. It's a nice start, but needs some
work to look more believable.
Now it's time to move back to the Particles settings panel. In the Emission panel, you will
want to set the Life of the particles to 250 (length of the animation) and the Random
Life slider back to 0. To set the
rotation to look more random and
real, set the Rotation and Random
setting to numbers between 0.500
and 1.000 in the Velocity panel. In
the Rotation panel, check the
Dynamic box, add a Random to the
Velocity, Randomize Rotation Phase,
and change the Angular Velocity to
Random with a number like 6.00. The
key to a good explosion is setting
most random settings high. Feel free
to experiment with other settings, but
this should give you a nice result.
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Chapter
Chapter 1-
14The Blender
Particle Interface
Systems & Interactions
Particle Interaction With Objects and Forces
So far, we've looked at basic setting to get particles moving, but how can we add
interactions to them? What if we want them to bounce off other objects or have wind
blowing them?
These setting are similar to many of the other forces that can be used on an object.
These forces can also be used on many of the other physics features that will be
discussed in a later chapter (cloth, fluids, softbodies).
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Chapter 14 Particle Systems & Interactions
Using Particles and Vertex Groups for Hair and Grass
At the beginning of the chapter we mentioned that particles can also be used to
represent hair and grass. These features can be animated to react with forces and
other objects. Hair can even be combed!
For this basic setting discussion, I'll apply a particle system to a UV Sphere and switch
from Emitter to Hair in the particle properties. You will probably get something like
the scene below with long strand radiating out from the sphere. It's now time to adjust
the Hair length under the Emission
panel. I will set this example to 1.00.
We'll keep the Amount at 1000.
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Chapter
Chapter 1-
14The Blender
Particle Interface
Systems & Interactions
Render panel- Adjust the Random slider to randomize
the hair length.
RoboDude Says:
Just like basic particles, force
fields like wind can be used to
move strands.
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Chapter 14 Particle Systems & Interactions
Creating and Using Vertex Groups:
You want to make an object with grass or hair, but
don't want the particles distributed evenly over the
entire object. We can control this with vertex groups
that assign different weights to vertices. This example
will start with a plane that has been scaled up a bit
and subdivided about 5 times in edit mode.
It's now time to assign different weights to the vertices. This can be done
2 ways:
Assign weights in Edit Mode
Assign weights using Weight Painting
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Chapter
Chapter 1-
14The Blender
Particle Interface
Systems & Interactions
Looks good, but I would like to have the hair a different color. To do
this, go back to your Materials panel and click the small + to the
right of the materials list. Give it a name in the block below it and
set the diffuse color. I chose a shade of yellow. The material list will
show 2 materials set for this object. The 1 st material channel is used
for the mesh color while we will use the 2 nd material channel will be
used for the particles.
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Chapter 14 Particle Systems & Interactions
It's now time to comb and shape the
monkey's hair and beard. Switch from
Object Mode to Particle Mode. A new set
of options will display in the Tool Shelf. By
default, you may only see the original
strands without the children on the screen.
You can check the Children option at
the bottom of the Tool Shelf. Experiment
with the different options available in
Particle Mode. By using the Comb, Cut,
Smooth and Puff commands, you can
modify the hair quite a bit.
With a little practice and patience, you can create some great
effects!.
14-13
Chapter 1- The
Adding Rain to Blender Interface
Your Scene
Now its time to add some rain to your stormy night.
Open up your Landscape Scene. Start by adding a
plane in the top view and scale it up a bit larger than
your ground. Move it up high enough so it is not visible in
the camera view. While in edit mode, select Subdivide
in the Tool Shelf and set Number of Cuts to 20.
Returning to Object mode, your scene should look
something like this:
This is a pretty simple rain effect, but quick and easy for our
scene and works well. Experiment with material setting for
a nicer look. When finished, render an image and save it
as a png (F3). If
time permits, feel
free to animate
your scene.
14-14
Challenge Task: A Fireworks Display & Candle
Fireworks Display:
Now that you have some experience using particle systems, try to create something
challenging and realistic- a fireworks display. Watch some online videos of fireworks to
determine exactly what you see and need in a system. Do you see a trail following up
from the ground? Is there smoke? Do you see multiple colors in a single firework? How
about the background (world) settings?
14-15
Chapter
Chapter 1-
14The Blender Interface
Reflection
Chapter 14 Reflection and Wrap-up:
1. Blender particles received their best development during the creation of the
Blender open movie, Big Buck Bunny. Search YouTube for Big Buck Bunny
and examine the particle effects used for grass and fur. What do you think? How
does it compare with other professionally animated movies? What works and
doesn't work? Explain.
2. How could particles be used in a space movie for force fields and phaser
beams? How would you attempt to use them? Explain.
3. For the lighthouse scene, you attempted to create a rain storm. How could you
create a snow storm? Explain.
14-16
Chapter 15- Child-Parent Relationships
Using Child-Parented Objects
So far, weve talked about making and editing objects, making them look good and
how to render and animate them, but how do we make things like humans or robots or
anything else move about that have several parts connected together? This is where
child-parent relationships become useful. It allows us to link things together without
actually joining them. This allows the individual parts to move about, but still follow a
master object.
The concept of child-parent relationships is used in all animation programs and it
involves an object assigned the role of a child and an object assigned the role of a
parent. If the parent moves, rotates or scales, the child must do so too. On the other
end, a child can move, rotate or scale without affecting the parent. An example would
be: a hand is the child of the forearm while the forearm is the child of the upper arm
and the upper arm is the child of the torso. Therefore, if the forearm moves or rotates,
the hand must follow and if the upper arm rotates, the forearm and hand both must
follow. If the torso moves, the entire arm must go with it. This is how you keep a body or
machine from going to pieces!
In order to make child-parent relationships in Blender, you
need to hold down the Shift key to select multiple objects.
Select the child object FIRST, then select the PARENT object.
The child object is always selected first. If you have a string
of objects that need to be child-parented together (like the
Child Object-
arm example), you can only do 2 parts at a time so start at
Selected First
the end of the chain and do the hand and forearm first,
then forearm to upper arm and so on. After selecting the 2
objects, press Ctrl-P and select Object to make parent.
You will see a dashed line drawn between the pivot points
of the 2 objects. This shows a child-parent relationship.
RoboDude Asks: I did the Child and Parent selection Parent Object-
backwards- How do I undo them? In order to delete a Selected
child-parent relationship, select both objects and press Second
Alt-P to clear parent.
Look at the example on the next page. If we want to child-parent a few cylinders
together to make a robot arm, create a cylinder and stretch it out in edit mode by
moving one end of vertices. Remember to pay close attention to the objects pivot
point. If the object needs to pivot like an arm, you will need to keep the point at one
end of the cylinder. Always pay close attention to the objects pivot point in any case.
Its easy to forget about it when moving vertices around in edit mode. We'll look at
moving center points next page. After you shape one cylinder, exit edit mode and
press Shift-D to duplicate. Locate the cylinders and double check their pivot points.
We want to make sure center points are correct before child-parenting. Start at the end
and select the first 2 objects. Press Ctrl-P to make the relationship. Check it out to see
if its correct and go to the next set. In the next set, the previous Parent object now
becomes the Child object. Make a simple animation to check the function.
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Chapter
Chapter 1-
15-The Blender Interface
Child-Parent Relationships
Object Origins
(center points)
Parent Object
Geometry to Origin (centers the mass around the object's current center)
Origin to Geometry (moves the center point to the object's shape)
Origin to 3D Cursor (moves the center point to the 3D cursor's location)
Origin to Center of Mass (moves the center point to the object's mass)
In order to find a precise location, dont forget about the Shift-S command to snap to
locations. It is useful for finding exact locations of object or selected vertices. Also useful
for moving things around in 3D space. The Shift-S command is useful for finding an exact
location to move the cursor, then assigning the object's origin to the cursor's location.
15-2
The Robotic Arm
Create a new Blender scene and set up the views any way you wish. Your job is to
design a robotic arm that is child-parented together and animated. Create all
components using planes, cubes, spheres and cylinders. Locate your object origins to
good logical pivot points. Place materials on all objects and develop a good scene
with plenty of lighting.
After you create your scene, develop a 150 frame animation of your robotic arm
moving in all directions.
Difficulty Bonus:
Try to make your robot arm pick something up off the plane!
Helpful Hint:
When animating, it may be useful to turn on the 3D
Widgets, switch to Rotation and set it to Local. It will make
setting animation keys much easier!
15-3
Chapter 1- The
Challenge TaskBlender Interface
& Unit 15 Reflection
A Simple Character:
For this challenge task, create a robot or humanoid character using child-parent
relationships to connect the body parts. The character does not need to be too
complex, but be able to walk and pose. Use and edit cubes, spheres, cylinders, etc. to
shape the character. Pay close attention to the locations of the pivot points. Add a
scene for your character and appropriate materials and lighting.
Parenting Objects
The ability to be able to animate a child after it has been parented to
another object remains a strength in any animation program.
1. Try to child-parent an object to two different parents at the same time. What
happens? Why do you think Blender won't allow you to do this? Explain.
15-4
Chapter 16- Working With Constraints
Constraint Basics
Like Modifiers discussed back in chapter
13, Constraints are provided to help with
animation. Like many other Blender
features, constraints have changed
considerable from previous versions and
are divided into 3 main groups-
Transform, Tracking, and Relationship.
Some of these we have already used
through key commands like Track To
(Ctrl-T) and Child Of (Ctrl-P).
Transform Constraints:
Copy Constraints:
You can copy the location, rotation, scale, and
transforms from one object to another using these
constraints. You select the Target object to copy
from, select the axis (or inversions) and choose to use
world or local space for the axis reference.
Limit Constraints:
Like the copy constraints (location, rotation, scale,
distance), you can set axis limits for motion on an
object. Great for giving an object limited motion or
motion on a specific axis.
Tracking Constraints:
Tracking Constraints:
There are several different tracking constraints that
give slightly different options relating to how an
object follows a target and if an axis stays upright at
all times. In past chapters, we have accessed these
using Ctrl-T.
Armature Constraints:
There are several constraints in this category related to Armatures that will be discussed
in a later chapter (Inverse Kinematics, Spline IK).
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Chapter
Chapter 1-
16-The Blender
Working Interface
With Constraints
Relationship Constraints:
Child Of Constraint:
Works exactly like what we did in the previous chapter,
but with visual controls.
Tracking To An Object
There are times you want to constrain or follow a certain object in your scene. New
constraints are being developed in Blender, but for now, we will just be talking about
the most common one used to keep the camera focused on an object- the Track To
constraint. The tracking constraint is useful in animating by saving you a lot of time and
frustration trying to place location and rotation keys on the camera in an effort to try to
keep your target centered. When used in conjunction with Paths (discussed in this
chapter), you can create very smooth animation paths. Objects besides cameras can
also be used with tracking.
16-2
A Camera That Follows The Arm
Open the Robot Arm scene you made in the last exercise and add a camera
constraint. You may target any part of the robot arm you like or create an Empty and
target the camera to that. In the scene below, the camera was targeted to the gripper
head. In the Object properties panel, I renamed the sphere on the gripper head to
head. If needed, experiment with the axis settings to get the camera to pint to the
object.
After you create your scene, develop a 150 frame animation of your robotic arm
moving in all directions with the camera also doing some movement.
16-3
Chapter
Chapter 1-
16-The Blender
Working Interface
With Constraints
Following Paths and Curves
Sometimes, you need to have an object flow along a smooth path in an animation. For
example, it would be easier to have a spaceship flow along a line that angles and
banks along that line then it would be for you to insert location and rotation keys
throughout the animation. Paths and Curves are found in the same Add menu and can
not only be used to create animation paths as discussed above, but can also be used
to create extrusions. To create 3D extruded objects, you need to create a 2D sketch of
a profile and a path for that shape to follow along. In this chapter, we will be working
with both.
Following Paths:
Your first step is to create a path. Any type of Curve in the
Add menu can be used as a path, but lets use the Path
option. Hit the Shift-A, select Add, Curve, then Path. You
will then get a path on the screen. Enter Edit mode and
you will see several points and arrows pointing the direction
of the path. You will also see some options in the Tool Shelf
related to the path, including Switch Direction- useful if
you shape the path in the wrong direction and
find out after you place the camera on it.
Shape the path as desired, add more vertices
through Subdivide if necessary and exit Edit
mode. You can also select an end point and use E to
Extrude.
16-4
Chapter 16- Working With Constraints
RoboDude Says: You can close a path to make it a continuous loop.
While in Edit mode, select the 2 end point and press F to fill the object. The path
will now be closed.
16-5
Chapter 1- The
Challenge Blender
Task- Interface
A Simple Rollercoaster
For this exercise, you will be using paths and
curves to create a roller coaster track. Start with
a new Blender file and create a Path from the
Add-Curve menu. Shape it in both the front and
top views so you have curves and hills. Close the
path by selecting the end points and pressing F
to fill.
With one track selected, go to the Object Data panel and select the circle object
under the Bevel Object option. You may need to select the circle object and scale it
down considerably for it to look right. You may also need to enter Edit Mode for the
track and use Ctrl-T on some points of the curve to twist them to a better curve.
If the rails are not centered over the path, the Circle's center point may not be directly
between the 2 circles. If so, correct the issue.
16-6
Challenge Task- A Simple Rollercoaster
Now, select the other path that you duplicated earlier and move it up slightly so it is
easier to select. Select the Camera, then this Path. Hit Ctrl-P to make a Follow Path
constraint. A dashed line will display between the two objects. It may take some time to
get this correct, but move the camera to the dashed line's contact point. Adjust the
camera angle and test the animation with Alt-A. Experiment with this until you are
satisfied with the animation. If it is too fast, adjust the curve settings in the Object Data
panel.
1. Take a look at the Copy and Limit Transform Constraints. These constraints
are great to have objects copy the motion of other objects or limit an object's
motion. Explain at least two examples of where these features could be useful.
2. In the extreme challenge portion of the roller coaster track activity, you have the
option to try to add mesh objects along a path. How could you use this feature,
and the path extrusion feature, to create a mine tunnel ride? If necessary, find an
example on the internet. Explain.
3. Research the internet, or draw from personal experience, where one of these
constraint features may have been used in a professional movie. What did you
find? Explain your example.
16-8
Chapter 17- Armatures
Using Armatures to Deform Meshes
Blenders animation capabilities are great for most object animation except when you
want to animate something bending like a person in motion or a tree bending in the
breeze. This calls for a mesh to deform which cant be done with traditional modifiers.
We can deform a mesh in 2 ways in Blender. One way is to create a skeleton and have
it deform a mesh (armatures) and the other method is to move the mesh vertices in edit
mode and create sliders that deform the mesh (vertex keys). This chapter deals with
creating armatures. The armature feature in Blender is constantly under development.
For this discussion, I will stick with the fundamentals. More information can be found at
www.blender.org or at www.blenderartists.org.
The first thing you need to do is create a mesh that has a few groups of
vertices where you would like the object to bend. Any mesh will work and
to get additional vertices you can either extrude or subdivide. Be careful
not to create too many vertices. It may slow your model down
considerably. Lets use a cylinder to create an arm. I will use a cylinder set
at the default divisions of 32. Next, I will change to a front, ortho view and
box select the top set of vertices and Extrude them up. I prefer to use
extrude rather than subdivide to keep the vertex count down as low as
possible. As I extrude the vertices, I am also using Scale to shape them.
RoboDude Says:
If you ever need to return to edit mode for the mesh or the
armature after posing, they will temporarily return to their un-
posed states.
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Chapter 17- Armatures
Animation Tips:
When animating an armature, there are a few techniques that can make your life
easier and were discussed previously in the animation chapter, but will be reviewed
here. Since you have so many bones to animate, it makes sense to use the Automatic
key-frame feature. It is also helpful to use the Rotation transform manipulator and the
time line to advance through time. It may be helpful to review the chapter on
animation for assistance. Below are some of the basic setting that we use for animating
armatures: Screen Layout: Rotation Widget:
Switch to animation Makes rotation easier
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Chapter
Chapter 1-
17-The Blender Interface
Armatures
Creating Bone Vertex Groups
Using the Automatic Weights option works great for simple
meshes and armatures, but when bones and mesh vertices
are close together or far from the bone, Blender will have a
difficult time deciding how to join them. In the example to
the right, you can see that some vertices for one finger have
been grouped with the bone beside it. We can alter these
vertex groups.
RoboDude Says: Notice how you can see the
bones through the mesh in solid view in the
hand example?
There is an X-Ray option in the Object Data-
Display panel that makes viewing armatures
easier!
With The bone Names turned on so you can see which ones you need to effect, select
the mesh and enter Edit mode. Editing bone vertex groups is similar to making normal
vertex groups except that Blender already named a vertex group to match every bone
for you when you made the child-parent relationship. If you go to the Object Data
panel (mesh selected in edit mode), you will see the list of groups in the Vertex Groups
panel. You will also see the
standard Assign and Remove
buttons below the groups.
For vertices that are close to a joint, they can be shared between multiple groups. You
can also use the Weight slider to adjust the bone influence for other effects, but
normally, it is set to 1.000.
Copy Rotation:
Copy Rotation can make animating chains
easier. In the example, I've created a single
bone armature (not a bone in the existing
armature) and child-parented it to the hand
armature. This bone can be placed anywhere
you wish. I have mine above the finger that it
will control. Set it's rotation limits with the
Rotation constraint discussed above, then add
a Copy Rotation constraint to each bone
that will copy it's movement. Select the control
bone for the Target. In my case, I needed to Invert the motion to work correctly.
17-5
Chapter
Create a1-Hand
The Blender Interface
With Armatures
In this exercise, you will be creating a simple hand using meshes and
armatures. Start a new Blender file and call it Hand. As discussed at the
beginning of this chapter, make a simple finger using a cylinder or filled
circle. Extrude it to have 2 joints and looks something like this:
17-6
Create a Hand With Armatures
It's now time to create the
child-parent relationship for
the mesh to the armature.
Use Armature Deform
and Automatic Weights
as discussed in the chapter
when using Ctrl-P to
make the relationship.
Remember to select the
Mesh first. It will also be
helpful to turn on Names
and X-Ray in the Object
Data panel. Feel free to
change the display type in
that panel as well if you
wish.
Enter Pose Mode and test your armature out to see if it works well or if you need to
adjust vertex groups. If it needs adjustment, follow the steps of re-assigning vertices to
the various bone groups discussed in the chapter.
Challenge Exercise:
17-7
Chapter 1- The
Challenge Blender
Task- Interface
Flubber Character
In 1997, Robin Williams starred in a remake of the 1961 movie The
Absent-Minded Professor called Flubber. In the remake, Flubber is a
green gelatinous material with a mind of it's own.
Search YouTube for some video clips of the Flubber character to get a
sense of this project. Some possible video clips could be:
Note: These links were active at the time of publishing and have been active for years. You may
need to search for other links.
17-8
Challenge Task- Flubber Character
Adding an Armature:
Create your scene and animations using the key frame techniques discussed earlier.
17-9
Chapter
Chapter 1-
17The Blender Interface
Reflection
Chapter 17 Reflection and Wrap-up:
Character Rigging
This chapter dealt with the basics of all character rigging. Every
program is a bit different, but all operate the same. Take a few
moments to reflect on what you learned.
1. After completing these activities, what did you find to be the most difficult aspect
of your work and why? Explain.
2. Internet research the job of a Character Rigger. What do they do and who do
they work with? What does the job pay and how plentiful are these jobs? What
did you learn from your research? Explain.
3. Depending on the detail in your character, rigging can be a difficult job trying to
assign vertices and weights to everything. How should characters differ between
characters designed for animation and characters designed for games?
Research and explain your findings.
17-10
Chapter 18- Relative Vertex (Shape) Keys
Creating Mesh Shape Keys
Weve discussed deforming a mesh with an armature, but what if you want to deform a
mesh in other ways like have it flatten, move a mouth, blink an eye, etc. and have a
way of repeating that motion whenever needed? Some of these things can be done
with armatures, but sometimes its easier to set up a slider that at one end, represents
the mesh in one form, and at the other end of the slider, shows the mesh fully deformed.
See the example below:
Mesh deformation using Shape Key sliders (called vertex editing in older Blender) in the
Dope Sheet Window can be a difficult process because it requires you to shape your
mesh in edit mode moving vertices. With practice, this can become a worthwhile tool
that will enable you to make quick and high-quality animation like the professionals do.
If you notice in the above example, there are several sliders that cause different
motions. By using combinations of them, a wide variety of motions can be produced
(for example, Eyes Up/Down will combine the motions). These are great tools for making
a character speak, blink and show expression.
In order to start using shape keys, we'll start a new scene, delete the initial cube, then
add a Monkey head from the Mesh menu. To make the monkey head look better, we'll
hit Smooth in the Tool Shelf and add a Subdivision Surface modifier from the
Modifier panel. I have also rotated the monkey head to be facing forward in the Front
View in Ortho mode. Now, find the Shape Keys panel in the Object Data buttons.
18-1
Chapter
Chapter 1-
18-The Blender
Relative Interface
Vertex (Shape) Keys
We will now create the motion for this Key 1. You will notice a
relative block checked by default, meaning that the motion
we create is relative to this initial face shape. You can change
the name of the key by double clicking it. Right now, it doesn't
do anything because we haven't deformed the mesh. There
are also range settings and group references we won't be
working with now. I usually keep the value of the slider set to
zero at this point.
It's now time to enter Edit Mode and alter the mesh for our first
key. I want to make the monkey look surprised for this key by
just raising his eyebrows. To do this, I will select a vertex above each eye (total of 2
selected vertices), turn on Proportional Editing and scroll the mouse wheel to change
the selection circle while moving the
vertices up. After you have the look you
wish, go back to Object Mode. The Selected
mesh should return to it's original shape. Verticies
Test the slider for the shape key. It should
transition from normal to surprised as you
move the slider.
Proportional Editing `
T o add another slider, return the value of the previous slider back to zero, then press the
+ for the next key. By lowering the slider, the next key will start with the basic mesh in
edit mode, otherwise, it will be deformed. Name
the new key, enter Edit Mode repeat the process
by shaping the mesh as desired, then returning to
Object Mode to set the shape key. Test the slider.
18-2
Chapter 18- Relative Vertex (Shape) Keys
Using Action Editor Sliders
Now that you have created the sliders, it's now time to
look at an easy way to animate them. If you review the
animation chapter, you'll see a description on how to
work in the Dope Sheet window. First thing we need to
do is change our screen layout from Default to
Animation. Your screen configuration will change to
show a Dope Sheet window, a
Graph Editor window, 3D window
and Buttons. We're interested in
the Dope Sheet Window. In order
to see your shape keys, we need
to switch the view from Dope
Sheet to ShapeKey Editor at the
bottom of the window. You will
now be able to see all your shape
key sliders in the window. You
may need to adjust the size of the
window so you can see
everything.
Animation is as easy as moving a slider. As you move a slider, a small diamond will
display on the time line to the right of the key. This diamond is an animation key at the
current frame. After you set all sliders on the current frame, move up in time to your next
desired frame and adjust the sliders. You are now animated over time. With a little
practice, you will be able to
animate easily using this
technique. After you have
placed some keys along the
time line, go back to frame 1
and press Alt-A to see the
animation (or press the play
button in the time line
controls).
As you animate, you can select keys (selected keys are yellow) and copy, move and
scale them using standard Blender commands for other spots along the time line. A key
that doesn't change over time is shown by a bar between keys. Keys can also be
selected and deleted easily.
RoboDude Asks: Why are shapes changing when I haven't inserted keys?
Remember that features change over time and begin changing from one key
to the next. If a slider shouldn't change for, say, the first 50 frames, then change
from frame 50-70, you will need to set a key at frame 50 and not just at frame 1.
18-3
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Relative Interface
Vertex (Shape) Keys
Syncing Audio With a Shape Key:
Another neat way to animate a shape key is to use an audio file to sync with the
motion. This is a quick way to create a lip sync or an object, like a speaker, bounce with
the bass.
For this example, we are starting with the monkey head as before, but only applying
one shape key for now on the mouth. The shape starts with a closed mouth and a key
applied with a large oh shape on the key.
Initial Shape before applying the key. Shape with the value slider at maximum.
spiking with the keys you created. If you hit the play
button at the bottom of the screen, the monkey
should be moving his mouth in sync with the audio file, but you will not hear any sound
at this point.
To add the audio to the scene, you will need to switch to the Video Editing screen
layout and add the audio file to the timeline. The Video Editor is discussed in Chapter
24.
18-4
Chapter 18- Relative Vertex (Shape) Keys
To test your mesh shape key and facial expression skills, we are going to animate the
monkey talking and making expressions. Start a new file and call it Mesh Keys. Add a
monkey head, rotate it to face forward in the front view. Add a Subdivision Surface
modifier and press Smooth in the Tool Shelf. Create your Shape Keys as discussed in
the chapter, then switch to the Animation view configuration.
Remember that you need to create the Basis group key first, then press + again to
add the first slider. Enter Edit Mode and turn on Proportional Editing to make your first
key. Try to go for a surprised look.
Continue adding mesh keys to bring the monkey to life using proportional editing. Add
another slider to the eyes making him squint. Add a slider to move the ears. Add one to
his mouth. In total, have at least 4 shape keys. Add more for more expression if desired.
Challenge: If time allows, try adding an audio file to make him speak.
When you are finished, animate a short 200 frame movie making expressions.
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Chapter
Chapter 1-
18The Blender Interface
Reflection
Chapter 18 Reflection and Wrap-up:
1. As you worked through this chapter, what did you find to be the most interesting
aspect of shape keys? What was the most challenging? Explain.
2. In the Eddie Murphy movie Haunted Mansion, shape keys, identical to Blender,
were used to animate the singing bust heads in the cemetery. Research the
internet to find how this example, or a different example, of shape keys were
used in a movie. How are they used? Explain your findings.
3. Music videos can make use of the Bake Sound to F-Curve feature, but most
audio tracks are compressed down so all instruments and vocals cannot be
separated (i.e. drums only to effect an animation, or vocals for lip sync only).
What is a multi-track recording and how does the music industry use them? How
could you use them for animations? Explain.
18-6
Chapter 19- Object Physics
Flowing water, fabric, things falling, and even a bouncing ball can be difficult to
animate realistically using techniques we have already discussed. This is where Blender's
Bullet physics engine becomes useful. Bullet is also used to create dynamics in the
game engine, which will be discussed in a later chapter. Bullet has been used in
Hollywood blockbuster movies to simulate buildings and debris falling and I expect to
see it used more often, along with Blender, in the future. In this chapter, we will examine
some of the basic features of Blender physics.
Force Field: Force fields can be tied to any object and act like forces, wind, turbulence,
and many other types of forces. Wind on an Empty is great for reactions to fabric and
particles object physics effects.
Collision: Important for dynamic physics events. For example, if you want to control how
particles interact with something like a floor (bounce, slide, or stick), you would place a
collision effect on the floor. Also works with Cloth and Soft Body physics.
Cloth: As the name suggests, used to turn a mesh into a fabric. There are presets for
various types of materials.
Dynamic Paint: Dynamic paint allows you to use meshes and particles as "brushes" to
paint on other objects. The paint effect can be animated.
Soft Body: One of the oldest physics effects, Soft Bodies are used to simulate fabric,
jello, and water effects. Anything that requires a mesh to flex along it's mesh joint
points and edges can benefit from Soft Body physics.
Fluid: Flowing water can be simulated in the physics panel. Set objects as a domain,
inflow, outflow, obstacle, or fluid to create a realistic-looking fluid animation.
Smoke: As the name implies, set up a dynamic smoke simulation.
Rigid Body: This is where you can set up a dynamic interactive scene with objects
falling, bouncing, and reacting with one another. Create a falling brick wall, bouncing
ball, and domino chains. Build a Rube Goldberg invention or a better mousetrap.
Rigid Body Constraints: Create limit constraints on your rigid body objects, like hinges,
pistons, springs, sliders, and rotational motors.
RoboDude Asks: How do I remove a physics
effect?
You will notice that when you add a physics
effect, an Xwill appear on the button. Just
click the X to remove the effect. You will also
notice that you can add multiple effects to an
object.
19-1
Chapter
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19-The Blender
Object Interface
Physics
Creating Fabric and Fluid Effects with Interactions
Soft Bodies was one of Blender's first simulation features after Particles. Soft Bodies are
used to simulate fabric, jello, and water. While Soft Bodies still has a place in Blender
for many effects, most people are just looking for a good fabric (cloth) simulation.
Blender has pulled the fabric effects out of Soft Bodies and developed them into their
own physics modifier.
19-2
A Waving Flag
For this exercise, you can choose to either
use Soft Bodies or Cloth physics to make a
flag. Start by adding a plane and rotating
it to face the front view. Scale it to match
an appropriate size for a flag and
Subdivide it a few times to give it enough
vertices to flex well. Set the plane Smooth
in the Tool Shelf. Add a Vertex Group in the
Object Data panel as discussed in the
chapter.
Add other details to your scene like a world background, a flagpole and anything else
you wish. Animate a short 200 frame movie when finished.
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Object Interface
Physics
Creating Fluid Effects
Blender fluids have received a lot of attention in in recent versions. You have the
possibility of creating realistic fluid effects with these basic setting.
With an object selected and Fluids enabled in the Physics panel, you can set it as one
of the following fluid object types (by order of importance):
We will be discussing the basics in this chapter. For more details, see the Blender
documentation at www.blender.org.
A Simple Splash:
Our fist example will just contain a Domain and a Fluid. The
scene shown contains just a Cube, scaled up about twice it's
original size, as the Domain and a Sphere that will represent the
Fluid. The larger the sphere, the more fluid the scene will contain.
It is important the the sphere is completely inside the cube.
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Chapter 19- Object Physics
During the Bake, you will see a status bar at the top
of the screen. You may also need to delete files
from the /tmp\ folder where the bake is saved to
get it to work properly. When finished, hit Alt-A to
see your animation. To improve the appearance,
hit Smooth in the Tool Shelf and apply a
Subdivision Surface modifier. You can also
experiment with the time setting in the Domain.
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Object Interface
Physics
Creating Volume Smoke
Volume smoke physics has seen improvements over the past few versions. With that
being said, it is still worth an introductory discussion in this edition. You can find some
nice tutorials and sample videos on the internet and the feature will probably be
updated before anyone gets to this chapter of the book, but here it is:
Volumetric smoke works similar to fluids where you create a Domain and an Emitter
(Flow). In order to generate the smoke particles, you also need to add a Particle system
and add materials and textures.
Now select the cube and enable Smoke Physics for it.
Choose Domain for it's property option. We're now
ready to take a look at our results by pressing Alt-A or
the play button at the bottom of
the screen. It will probably run
through slowly, but you should see
building smoke in the viewport
window. If you try to render a
picture at this point, all you will
see is the cube and not the
smoke. We'll fix that next.
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Chapter 19- Object Physics
In order to get a nice render, we need to do some
Material and Texture work on the Cube (Internal
Renderer). With the cube selected, add a Material, set it
to Volume (we're filling the cube- not putting the material
on the surface), and set the Density to 0.000.
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Chapter
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19-The Blender
Object Interface
Physics
Dynamic Paint Basics
Dynamic Paint is relatively new to
Blender providing some interesting
effects. It can be used to paint an
object in animations using other
Motion Path
objects or particles as brushes. For this Brush
example, we will create a simple
scene with a Plane and a UV Sphere.
The UV Sphere has been animated Canvas
across the plane. Subdivide the Plane
4-5 times so we have some detail to
paint.
Make sure you are painting with a Blue color under the
Sphere's brush settings.
19-8
Making a Splash With Fluids
Lets make a new Blender file and call it Splash. Start by
deleting the initial cube in the top view and adding a Circle.
Set the circle settings to 15 vertices and click the Fill Type -
Triangle Fan. We will be making a small cup using this circle
and keeping the mesh simple will help with the fluid physics.
Before we animate, go to the Render panel and change the End Frames of the
animation from 250 to 70. Now, go to the Physics panel and enable Fluids. Set the Cup
as an Obstacle, the Sphere as the Fluid, and the Cube as the Domain. With the cube
selected, press the Bake button and wait for the animation to calculate. After
calculations, press Alt-A to check the animation. If it doesnt work well, hit Ctrl-Z to
get back to the point where you see the cube again and experiment with some of your
settings. If everything worked well, add some nice materials to your objects. Place the
sphere into an unused layer (M key) and Subdivision Surface the water.
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Chapter
Chapter 1-
19-The Blender
Object Interface
Physics
Realistic Object Interactions in Real-Time and Animations
At one time, all physics interactions had to be accessed from the game engine in
Blender. If you wanted to use the physics interactions in an animation, you had to run
the game engine while you recorded the motion, then go back to the render engine
and finish all work with the animation. You can still do that, but many of the interaction
physics have now been activated in the render engine for easier work. While we will
discuss the basics of object interactions here, we will still discuss the options in the game
engine chapter.
Research YouTube for Blender Physics or Bender Rube Goldberg for examples of
what can be done. Your project should consist of at least one ball, one domino
effect, one ramp effect, and some kind of tower. After creating your scene, add
appropriate materials, textures, lighting, and camera
motion. Remember to experiment with the collision
settings of mass, friction,, bounciness,and shape.
Create a 250 frame movie of your project when
finished.
Challenge Task:
Try using animated objects that interact in your scene or Rigid
Body Constraints to make a lever!
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Chapter
Chapter 1-
19The Blender Interface
Reflection
Chapter 19 Reflection and Wrap-up:
1. We used the cloth physics to create a simple flowing flag. How else could you
possibly use this effect in an animation? Explain your answer and how you would
set up the effect.
2. How did your fluid simulation model turn out? Working with fluid obstacles can be
difficult, requiring some fine-tuning in the settings. Research the internet to find
some examples of how other people have had success with fluids. What did you
find out? Explain.
3. Movies like 2012 used the Bullet engine to make realistic objects falling in the
scenes. Not only are objects set to rigid bodies, but particles effects are added
to simulate dust, smoke, etc. Look for movie physics effect on YouTube. Pay
close attention to special effects. What have you learned so far that could help
you create some of these scenes? Explain.
4. Research the internet for examples where Blender physics have been used. What
future projects do you think you would like to try to create using physics?
19-12
Chapter 20- Springs, Screws, Gears, & More
So far, we see that Blender has many features that are found in
almost all 3D computer programs like the ability to extrude along
paths, subtract and add meshes through Boolean expressions and
now we will examine revolving-type, or spinning commands. The
commands used for these effects are found in the Tool Shelf and
are visible when in Edit Mode. The Spin and Screw commands can
be used to revolve around a center point with duplicate objects or
smooth spinning. You can also provide an offset that will create a
spiral. The process to get them to work can be confusing to
beginners so we'll create some basic shapes.
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Chapter 1-
20-The Blender
Springs, Interface
Screws, Gears, & More
When you select the Screw
command, additional options
will display below the Tool Shelf.
In order to make a spring, you do the exact same thing as the screw, except you use a
circle instead of a plane. I will create 2 examples using a short line for close coils and a
longer line for wider coils.
20-2
Chapter 20- Springs, Screws, Gears, & More
RoboDude Asks: How could I animate a spring stretching and compressing?
Remember how we made shape keys? Scale the shape along the axis and use the
slider to animate it. It can also be parented to an armature bone and stretched.
Gears:
Since a gear uses a 3D shape for the tooth and not just a 2D
profile like screws and springs, we need to use the Spin
command for that and duplicate the object as it is revolved. To
start, add a cube, switch to a front view and shape the one
edge to look like a wedge. I selected the 4 right edge vertices
and hit S to scale and Z to scale on the Z axis only. This is a
pretty simple gear tooth, but good for discussion.
RoboDude Says: After spinning an object, you will probably have a double set of
vertices over the original tooth. Select all vertices and use the Remove Doubles
command in the Tool Shelf.
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20-The Blender
Springs, Interface
Screws, Gears, & More
Creating Revolved Shapes
If you wanted to make a revolved shape, like a goblet or an alien
flying saucer, you could start with a circle and extrude it to make the
shape, but you could also use the Spin command.
For this example, I started with a plane, deleted one vertex, and
shaped/extruded the mesh into the profile of a goblet. Make sure the
3D Cursor is somewhere on the center axis line of the mesh.
Don't forget- there are Modifiers listed that can do some of these features, only a bit
differently. You can actually specify an object for an axis and a few other things. Feel
free to experiment with them now that you have a better understanding of how to do
revolves.
20-4
Chapter 20- Springs, Screws, Gears, & More
Blender Add-On Meshes
Using the above techniques have always been in Blender and can work well for making
mechanical parts like screws, bolts and gears, but with newer versions, there are now
easier ways to do these things. For the past several releases, there has been a script
included with Blender called Bolt Factory. It worked great for making bolts and nuts, but
many users didn't know it existed. Now, you can have that feature (and others) appear
in the Shift-A add menu by enabling the Add-Ons in the User Preferences menu. This
has been discussed earlier in the book, but here are the details again.
Go to the File pull-down menu and select User Preferences. In there, you will see a
tab called Add-Ons. There are a lot of nice features you may want to use in there
and by checking the box, the script will be enabled. For now, we are checking Add
Mesh- Bolt Factory and Add Mesh-Gears. If you want these enabled at all times,
save the defaults. There are
also many other mesh types
that could be useful in the
Add-Ons. There are now
architectural elements
available as well. These
features are pretty simple
and easy to figure out, but here are the basics:
Bolt Factory:
Gears:
20-5
Chapter 1- The Blender Interface
Turning Gears
Create a worm gear and a spur gear to mesh with each other using the information
discussed in this chapter. You can use the Spin and Screw Tool Shelf commands or
use the Gears Add-On in the User Preferences. Either method, try to keep the gear
teeth equal on each part. Try using the copy command for the basic tooth shape. Add
materials, textures and appropriate lighting. Make a 200 frame animation of the gears
turning. Try to make them mesh perfectly! Remember the Linear Extrapolation options
available in the Graph Editor Window. All you need to do is create a small section of the
animation and let the computer do the rest! If you need a refresher, review the
animation chapter and page 10-9 for animating the light in the lighthouse.
20-6
Challenge Task: An Animated Spring
Scenario:
You have been asked to develop an animation for a new automotive suspension
system. You can add as much detail as you wish, but need to demonstrate a coil spring
in motion.
Research the internet to find a suspension system you would like to duplicate. Create as
much detail as possible with a spring in the system and animate the system. Animate
the spring using shape keys or armatures as discussed in previous chapters. Here is a
refresher:
Shape Keys:
Armature:
20-7
Chapter
Chapter 1-
20-The Blender Interface
Reflection
Chapter 20 Reflection and Wrap-up:
1. If you have not done so already, go into Preferences and enable all of the mesh
add-ons. Take a look at all of the different mesh shapes you can add. You have
everything from geometric shapes to pipe joints to torus knots. Which shapes do
you find the most interesting? Which can be the most useful? Why? Explain.
2. Review the architectural meshes that have been recently added to Blender. Find
a YouTube video that demonstrates their use. What could be a good possible use
for these tools for a personal project? Explain.
3. If you were to make gears of different sizes that needed to mesh together
perfectly, how could you do it? If gears are different diameters, are the gear
teeth the same size? Should diameters and number of teeth be proportional?
Research these questions and explain your answers.
20-8
Chapter 21- Video Motion Tracking
Video Motion Tracking has recently become a strong feature in Blender, giving the
program the ability to rival other professional programs used to create composite CGI
feature films. This feature adds to Blender's ability to be a one-stop-shop for video
creation and editing.
Camera and motion tracking allows you to load video footage of some real-life scene
into Blender, track various points in the scene in Blender, then analyze this tracked data
to turn the movement into a 3D virtual scene. You can now add your own 3D modeled
objects and merge the CGI with the real footage. With practice and patience, you can
create scenes that will rival the Hollywood blockbusters!
Blender is able to use many different video formats. Since most phones and digital
cameras use the .mp4 format, Blender is able to use videos in this format. Video quality
that is too poor or with mismatched
frame rates may not work well. It is best
to convert the video to match the size
and frame rate to what you plan to
use for your final composite video
output before tracking the video. This
can be done through a video
converter program or in Blender's
video editor that is discussed in
Chapter 24. For our practice video, we
will use this simple desk scene.
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Video Interface
Motion Tracking
At the bottom of the window you will see an Open
button. Open your video. It should now display in
the window.
Adjust your End Frame to
match the video length. In
order to play the video, hit
Alt-A or the bottom
Play button. As the
movie plays, you will
notice a small blue bar at
the bottom of the window
with a small lighter blue
area following the marker.
This small area represents
cached frames in
memory. We need to
adjust this so all frames are
cached in memory.
By pressing Alt-A or the Play button at the bottom of the screen should now display
the entire bar light blue, indicating that all frames are now cached in memory. It is now
time to start the tracking process.
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Chapter 21- Video Motion Tracking
Adding and Adjusting Markers:
Markers are used to track the camera motion and can be difficult to adjust. Here are
some of the basics to use when placing markers:
By clicking the small triangle in the Tracking Settings box, you will see a few setting you
may need to adjust as you add markers. While most settings should work for most
scenes, results can be improved by changing the following:
Pattern and Search Sizes- The pattern size should be large
enough to cover the entire marker you are using, but not too
large so that it includes a large area around the object. The
search area is where the computer will look for the marker from
frame-to-frame. If you lose the marker when you try to create
the track, try adjusting these. The quality of the movie, contrast
of the marker, and amount of motion will vary for all of these.
Larger pattern and search sizes will slow the system.
Match- Less errors will occur if you change the frame matching
from Keyframe to Previous Frame.
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Video Interface
Motion Tracking
The more markers you add, the better your camera will track. Not all marker areas may
work well so you will need to experiment with pattern and search sizes for each marker.
Depending on your scene, some markers may go off the screen during the video. This is
fine and will still help create your camera track. The more markers you can create that
remain on the screen during the entire playback, the better. Markers can be moved
and scaled with normal Blender commands (G and S). Remember to use Alt-A to
show animation.
Here is our test scene with several markers added and tracked. You will need at least 8
markers for accurate tracking. More is better. If you plan to track an object in the scene
to add CGI to it (like a mask or hat on a person), You will need to track that object as
21-4
Chapter 21- Video Motion Tracking
well with at least 8 markers. If you go over to the right side of
the screen, you will see an Object panel at the top of the
menu. By default, you have tracked the camera to
determine it's motion. Press the + button to add an object
to track. The Camera tracking markers will disappear so you
can start tracking the object.
It is now time to create the camera path to use with our 3D models.
You are now finally ready to press the Solve Object Motion button (also in the Solve
panel) to calculate the camera path. You will see a percentage bar at the bottom of
the viewport as Blender processes the path. After the path is processed, you will notice
a Solve Error message at the bottom right side of the viewport. You goal is to have a
number as low as possible for a high quality motion path. Anything less than 1.00 is
considered excellent while anything less than 3.00 is considered good. This scene shows
an error of 0.7547 which should be good. If the error is very high (3-40 or more), you may
need to check your camera
data settings (focal length and
sensor width) or redo your
markers. It is a process that gets
easier over time and use.
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21-The Blender
Video Interface
Motion Tracking
Using the Camera Path in the 3D Scene:
Now that you have calculated your camera motion, it is time to switch back to the 3D
View window and apply these settings to the camera.
Select the Camera, go to the Constraints panel, and then add a Camera Solver
constraint. You will immediately see points (represented by empties)on the screen that
represent your markers (depends on your Blender version. If not, we will fix that in the
next step) and when playing the animation, your camera will move as the actual
camera did when filming the video. It is now time to refine your scene so it will be easier
to work with 3D elements.
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Chapter 21- Video Motion Tracking
To align the points (floor) to the grid, you will need to make
some more adjustments in the Movie Clip Editor panel. In the left
panel, close to the Scene Setup options, you will find a panel
called Orientation. We can use these options to align various
points in your 3D scene and also set scale.
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Chapter
Chapter 1-
21-The Blender
Video Interface
Motion Tracking
Using Masks and Materials
21-8
Composite Desk Scene
Scenario:
You have been hired to work on a soft drink commercial requiring a CGI video using a
real desk scene. Your goal is to create a 300 frame movie (10 seconds @ 30 fps)using
camera motion tracking.
For this project, create a Blender file called Motion Tracking, using your standard
video default settings. Your steps are:
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Chapter
Chapter 1-
21The Blender Interface
Reflection
Chapter 21 Reflection and Wrap-up:
Is it real or is it CGI?
Adding realistic-looking 3D elements to a real video is common place in
movies, TV shows and advertisements these days. So much so, that it is
becoming impossible to tell the difference. Many of the car
commercials you see today use 3D models of cars instead of the real
thing, but you can't tell the difference. Please take a few minutes to reflect on your
experiences with motion tracking.
1. After creating a simple motion tracking scene, what were your biggest
challenges and how did you overcome them? Explain.
2. What did you find to be the most interesting aspects of this project and why?
Explain.
3. Research the internet to find some examples of motion tracking. What would you
like to attempt to do with motion tracking in a possible future project? Why?
4. Find the Blender Open Movie Tears of Steel on the internet. Tears of Steel was
developed by the Blender foundation to highlight development of the motion
tracking tools. Which features of the movie did you find to be the most interesting
and realistic? Which ones seemed like a low-budget sci-fi movie effect (cheesy
or not very realistic)? Explain your answers.
21-10
Chapter 22- Game Engine Basics
So how can you make 3D games with Blender? Also considered real-time animation,
the game engine has been around for many years and uses the Bullet physics engine
like all of the other physics animation tools previously discussed. Even though we have
already discussed using the Rigid Body physics in animation, the physics in the game
engine actually give you some more options, plus having the ability to control those
objects through logic blocks. The Blender game engine uses a programming language
called Python. Can you make nice games in Blender without knowing Python? The
answer is yes, but if you want to reach a more professional level, knowing Python is a
definite. There is a lot of nice documentation on the web for learning Python.
Top View
Setting Up The Physics Engine
Let's say you want to use physics to make a ball bounce realistically
using tools similar to what we used in chapter 19. The 1st thing you need
to do is set up the scene. For my sample scene, I have created a UV
Sphere a few Blender units above a plane in a front view. Remember
that this scene will be using gravity and reactions. If you make your
scene in the top view laying flat, it will work just like real life.
It's now time to set up the real-time animation. The real-time game
engine in Blender has changed quite a bit over the years. Here's what Front View
you need to do:
To enable the Game Engine
physics, go to the top bar
and find the box for the Render Engine.
Change it from Blender Render to Blender
Game. This switches many of your property
tool panels to game engine options. We are interested in settings in 3 of these panels:
Physics Panel:
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World Panel:
Render Panel:
22-2
Chapter 22- Game Engine Basics
RoboDude Says: The game engine likes actors (radius) to be a size of one
whenever possible. If you scale it down and also scale the radius circle to match, it
may still not work correctly. Pressing Ctrl-A and applying a reset to the Scale and
Rotation can usually correct this problem.
22-3
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Game Interface
Engine Basics
where you need to drive or run around in a maze or other scene. A Rigid Body actor will
behave like a real solid body, as we experienced already in chapter 19. It will spin and
deflect when it collides with other objects. Good for some things in the game engine,
but better for creating animations like a brick wall collapsing and things bouncing
around.
Since you are working with a sphere, you don't notice that
even though we are using a rigid body, the actor physics
are still calculating to the Radius setting in the Attributes. If
you were to delete the sphere and use a Cube instead, it
would roll off the plane like the sphere did. To fix this, you
need to turn on Collision Bounds, as mentioned in
chapter 19, and choose a bounds option. Box would be
good for a cube mesh while Convex Hull or Triangle
Mesh would be better for a more complex shape. You
would need to experiment to see which works best for
your model.
22-4
Chapter 22- Game Engine Basics
The second place to make changes to reactions is in
the Materials panel. Add a material to the sphere. And
find the Physics settings. If you want something to
bounce, adjust the Elasticity slider, Friction controls
slippage. You can also provide forces and other
dampening here as well. For these to work properly,
you usually need materials set on both interacting
objects (ex. Elasticity on both the sphere and the
plane).
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Engine Basics
Let's see if it recorded the animation. Switch your screen
layout to Animation. You should see animation curves in
the Curve Editor window.
Press Alt-A to confirm
the animation. You can
now work with your
scene exactly as you
would for any other
animation work including
materials and textures.
RoboDude Says: Remember to TURN OFF the Record Animation feature after you
have recorded your motion. If you leave it on and accidentally press P again, it
will try to over write your saved animation curves!
The only problem you may encounter when saving a movie file will involve the speed of
the animation. The physics may be run slow in the final movie. This can be corrected in
several ways.
22-6
Chapter 22- Game Engine Basics
Now add a UV Sphere, enter Edit Mode and select a single vertex
from the top view as shown. Use the G key to pull it out from the
sphere. This will indicate the forward direction when we
turn this into an actor and move it around with the arrow
keys. Make sure that it is above and not touching the
plane. This could cause it not to work when we turn it into
an actor.
We shouldn't need to change the radius size since we didn't scale the
sphere, but if you did, adjust the radius size to match, then hit Ctrl-A
to reset scale and rotation settings.
Game Terminology:
If you have worked with other game design software (we use GameMaker Studio for
our 2D game design needs), you will start to see similarities between many of the
programs. For example, GameMaker uses Events and Actions to control objects. An
event can be something like a collision with another object or pressing a key on a
keyboard or mouse. For every event, there can be many actions, like playing a sounds,
moving in a direction, playing an animation, or shooting at something. As you work
through Blender logic blocks, think of Blender Sensors like Events, and Actuators like
Actions. This cross logic will help you see the common factors between programs.
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Engine Basics
Logic Block Construction:
Now that you've switched to the Game Logic screen layout, you will see the logic block
window at the bottom. Think of this as an Input-Process-Output model, but called
Sensor-Controller-Actuator. You will also see a place to add a Property.
There are a lot of different types of sensors, controllers and actuators that you can use,
more than we will discuss here. After you get a feel for working with this chapter, there
are many discussions and examples on the internet addressing practical examples of all
these. To get started, lets add a Keyboard sensor, a Add controller, and a Motion
actuator.
First thing, connect the blocks by dragging a line. To disconnect the, drag backwards.
The Motion actuator works for dynamic and static objects. When moving a Static
object, you will want to use the Loc and Rot motion
outputs. You are setting a step movement or rotation. You
probably do not want to use these for Dynamic actors! If
you do, an actor might walk right through a wall. Think of
this as real life. To move a Dynamic object, it needs a push
(Force) or turning force (Torque). You will see columns for
X,Y, and Z. Let's set the Y Force to 5.00. Hit P to test out
your scene. Adjust the force if more or less is needed. If it
goes the wrong direction, try a negative number or try the
X column. Adjust actor Dampening to improve stopping.
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Chapter 22- Game Engine Basics
Now that you have the sphere moving forward, add more sensors, controllers and
actuators to make it move backwards. In my case, all I would need to do is give it a Y
force of -5.00 (or any speed you wish). To make it turn, you will need to apply a Torque
in the Z column. A Torque of 1.00 may be enough If not, try higher. You should now have
4 directional keys for the sphere. It's also a good
idea to name your sensors. You may have a lot of
them. You can also collapse them by clicking the
small triangle.
RoboDude Asks: Having trouble with the sphere rolling strangely when moving
forward? Try going to the Materials panel and reducing the Friction of the sphere
or floor (page 21-4). If your actor spins when it his the wall, also lower friction for
the wall.
Your logic layout should look something like this:
Named Collapsed
Sensors Panels
Let's add a Jump command using the Space Bar. Since you want him to jump and not
fly, we will need to connect 2 Sensors to a Controller to make this work. One Keyboard
sensor for the space bar and one Collision sensor with a named Property.
Select the Floor plane and add a Game Property
(found to the left of the logic blocks). Give it a
name called floor. This is case sensitive.
Now go back and select the Sphere and add a Sensor-Controller-Actuator. Make the
sensor a Keyboard and assign the Space Bar. Use an And controller and a Motion
actuator. Give it a Force in the Z-direction of 100. Since the force will only be applied
momentarily when in contact with the floor, it will need to be high in order to have a
good jump. Now, we need to add another Sensor and make it Collision. In the Property
block, type floor. Tie this sensor to the same controller as the keyboard for jump.
Because it is an And
controller, both sensor
states must be true in
order for the actor to
jump. Adjust the force.
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Engine Basics
Using Animation in a Game:
Now that we have basic motion down, let's try an animation
in the game. We will make the Cube act like a rising door
when the actor gets close to it. We first need to add some
animation keys to the cube. With the Cube selected and at
Frame 1, hit I to insert a Location key. Move up to Frame
60, raise the cube high enough for the actor to pass under it
and hit I again to insert another Location key. If it helps,
change back to the Animation or Default screen layout
during this step, then return to the Game screen.
Select the Cube once more and add a Sensor-Controller-Actuator to it. This time, you
will add a Near sensor, And controller, and an Action actuator. Set is up as shown:
Actor's
Flipper Action
Property Name
for Animation
instead of Play
Distance-Reset:
Start-End Frames:
Adjust for actor distance when trigger is
Set these numbers to match the range of
activated. The reset distance (usually
frames you wish to play during the action.
higher than distance) resets the trigger.
Also add the CubeAction.
When the actor with the property name player gets within the sensor's trigger
distance, the actuator occurs. There are several different playing options in the Action
actuator- Play plays the frames and stops; Ping-Ping plays frame forwards and
backwards; Flipper plays forward, stops, then plays backwards during the trigger reset;
and Loop occurs the entire time when activated.
These are just the basics of the Game Engine. With practice, experimentation, and a
little research, you will be able to build some amazing games. Games are played
through the camera's view so you will want to set the camera's location or child-parent
it to the Actor. When you're ready to test the game outside of Blender, you need to
enable exporting through the User Preferences in the File menu. Go to Add-Ons and
select Game Engine:Save As Run time. Now go to File-Export and save as a .exe file.
RoboDude Says: When making a game, try to keep face counts on meshes as low
as possible. The game must actively count and deal with the faces in a game.
Detailed meshes will slow things down considerably. The best way to simulate
detail is through detailed textures, which will be discussed in the next chapter.
22-10
A Simple Maze Runner
For this activity, your job is to design a maze full of motion. Create an actor that can be
moved around with the arrow keys as discussed in the previous pages. To create the
maze, start with a plane and scale it large enough to make a nice sized maze.
Subdivide the plane as shown below, making sure the grid blocks are a little larger than
your actor:
Using Box selection (B key), select the walls from the front
view, being careful not to window down too far to catch the
floor. Press P to separate the Selection.
Add Materials to both the floor and walls, place your actor in a good starting location,
child-parent the Camera to the Actor and place the camera directly above the actor
for a first-person view of the maze.
Challenge Task:
Add a door with
animation that rises when
the actor approaches it,
steps, trap doors, etc. to
make it interesting. We
will be discussing textures
in the next chapter.
22-11
Chapter
Chapter 1-
22The Blender Interface
Reflection
Chapter 22 Reflection and Wrap-up:
1. What did you find to be the most challenging aspect of this unit? Explain.
2. 3D games lend themselves best to first-person style games. Now that you have
experienced some of the basics of 3D game development, how has this
experience changed your ideas of how 3D games are created? Explain.
3. Trying to find a balance between keeping the game running smoothly vs making
the characters and scenes as detailed as possible is always a concern for game
makers (mesh detail, texturing, lighting, actions, etc.) How do you think they find
that balance? Feel free to research the topic of how to successfully design 3D
games on the internet. What did you find out? Explain.
4. Explore the various sensors and actuators in the game engine and research how
a few of them operate. What new and interesting features did you discover?
Explain.
22-12
Chapter 23- UV Texture Mapping
Since games need to be able to process operations as fast as possible, traditional
rendering techniques (specular, ray tracing reflections and refractions) cannot typically
be processed fast enough for a game. For this reason, textures need to be mapped
differently. There are also times when you may want to use mapped textures in an
actual render. Blender does this through traditional UV Texture Mapping and a new
system called GLSL Shading. There is a lot that can be done through both of these
methods beyond the basics that will be discussed here. For more details, check out
the Blender wiki.
UV Texture Mapping
Think of UV Mapping like taking a box and cutting it to lay flat. The texture needs to
match each side of the box. It is difficult to do that with traditional materials and
textures. Let's say you want to model a dinosaur. The texture changes
on various parts of his body and need to be mapped correctly. This is
where UV Mapping come into play. For this example, I am going to
map the following texture I made in GIMP on a basic cube:
This is just a jpeg image that would be impossible to map as a
standard material/texture.
Now, enter Edit Mode for the cube and switch to selecting Vertices to Faces since this is
a face applying process. You can select individual faces and put UV textures on that
way, but let's Unwrap the cube to match our texture. This can be done for any mesh,
but we need to mark the seams where we want a split to occur. If we
look at the picture, we can see where seams should go. In order to
mark seams, we
need to switch
from Face select to Edge select.
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Chapter
Chapter 1-
23-The
UVBlender
Texture Interface
Mapping
Now go back to Face select mode, hit A for All twice to select all
faces. Type U to bring up the UV Mapping options in the 3D window.
You have several option. We want Unwrap. You will now see the
unwrapped faces in the UV Mapping window. You can select these
vertices as you would for any other Blender
object and move, scale or rotate them. You
will also see the texture on the cube. By
pressing P you will see the texture in game
play. (in object mode) Adjust the vertices so
it looks good on the cube.
UV in Cycles:
This is the same as applying an
image texture as discussed
before with only a few
adjustments. After creating the
unwrapped UV map, go to
Cycles Materials panel, use a
Diffuse node, set Color to
Image Texture, Select the
image from the
drop down option,
and set Vector to
UV.
23-2
Chapter 23- UV Texture Mapping
GLSL Shading
GLSL shading is relatively new to Blender and is an area seeing a great deal of
development. It is an attempt to add many rendering-like features to the game engine,
adding to a more realistic environment. As with the UV Mapping section, this unit will
only cover the basics to get you started.
Not all video cards are supported for GLSL shading. Some machines will be unable it
use this feature. See the Blender wiki for current specification.
To get started, we'll start a new scene and split the viewport, setting
one to UV/Image Editor.
Set the Engine to
Blender Game and
viewport shading to
Textured. The last thing
you need to do is switch from Multitexture to GLSL shading in the
Render panel. You are now ready to work with the GLSL features in
the game engine. Not all texture and shading features are available
in GLSL, but many are and others are being developed constantly.
As mentioned before, we will only be looking at some of these
features.
Adding Textures:
Basically, to add textures for the game in GLSL, you need to add
materials and textures the way you do for any movie in the internal
render engine. For my example, I am working with a plane for the
ground and a cube. I've added a material and texture to the floor,
using a stone texture. The stones are too large so I need to repeat
it a bit in the texture panel. You can't use the X and Y Repeat in
the Image Sampling panel, but can change the size in the
Mapping panel.
Currently, there is a lot of development in GLSL with new features constantly being
added. There is also a lot of work in Baking settings to improve performance. There is
work on support for indirect lighting, fluids, soft bodies and many more. For up-to-date
information, follow the Blender wiki, YouTube, and the forums.
World Settings:
While some World settings work in Multi-texture
mode and some work on GLSL Shading, Some
features do not work in either at the time (stars
for example). In Multi-texture shading, you can
get a nice effect with the Mist settings to give a
foggy feel to your game, but works a bit
differently in GLSL. World Horizon and Zenith
colors work differently as well.
23-4
Creating a Texture Wrap
Scenario:
You work for an advertising firm and have been asked to create a commercial
featuring your client's new cereal brand. Create a table scene featuring the product.
23-5
Chapter 1- The
Challenge TaskBlender Interface
& Chapter 23 Reflection
For your challenge task, open your maze game file. Add appropriate UV textures to the
elements in your game. Add a world that uses mist in your maze for a dreary effect. Feel
free to add and texture any other elements you wish.
UV Texture Mapping
UV maps are used in most professional movies and advertisements.
Please take a few moments to reflect on these questions.
1. Take a look at a 3D animated animal (bird, dinosaur, etc.). Look at the variations
in the texture of the animal. Why would it be difficult to get a texture to map
correctly using the traditional image texturing in Cycles and the internal render
engines discussed earlier in the book? Why would UV mapping be better?
Explain.
2. Research the internet for how you would unwrap an animal, like a dinosaur, and
UV texture it in Blender. What did you find? Explain the process.
23-6
Chapter 24- Video Sequence Editor
We've come to the second to the last chapter of the book ( the last chapter deals with
3D printing) and what better way to end this introduction to Blender than to compile all
of your work into a final movie. While you can compile your video in programs like
Adobe Premiere or Windows Movie Maker, Blender has it's own movie editor that is
quite functional. Combine the Video Editor with Nodes and you have everything you
need to make a professionally edited movie with sound, right inside Blender.
First thing, set up your scene for your final movie output. Blender can only compile
sounds into an MPEG movie (due to open source issues). This is actually great because
mpeg2 movies output high quality and are DVD-ready. The settings are just a review of
what we have done in previous chapters. If you need a review, look at page 7-3.
The only thing new is that you need to make sure the
Sequencer box is checked in Post Processing.
Without this being checked when you hit Animate
Blender will only animate the 3D scene and not the
sequence. For best results, always animate at the
same size and frame rate- mismatched sizes and rate
could cause output problems.
F-Curve Animation
Window Preview
Window
Transform
Tracks for Videos, Images, Sounds and Properties
Transitions Window
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Chapter 1-
24-The Blender
Video Interface
Sequence Editor
Let's start by adding 2 images to our time line. We'll add a Black
screen image and a saved image of out Lighthouse. To do this,
click the Add button at the bottom of the window and select
the Image option. You can add Effects, Sounds, Images,
Movies and Scenes. Browse to your saved images. My 1 st image
will be a black screen. It doesn't matter which track you drop it
into, but I usually work with the bottom tracks for images and
movies. Place the track to start at Frame 1. Items placed in the time
line can be selected and moved using standard Blender commands
(G key). You can also zoom and pan in the tracks. By default, my
image came in only 25 frames long- not even a second. This is where
you need to get a feel for how long an image should be displayed. I want my black
screen to last for 2 seconds plus 1 second for the fade transition. This would be a total of
3 seconds, or 90 frames. To lengthen an
image, RMB click on the end of the strip. Only
the end frame of the strip will highlight and you
can stretch it with the G key. You will also
notice that the numbers along the bottom of
the window represent seconds. Only images can be stretched, videos cannot. They will
give the appearance of being lengthened, but only the first or last frame will show
longer.
It's now time to add the second image. Go to the Add button
again and find the next Image. Place it on the track above the
first one and overlap it about 1 second for the transition.
Now when you scrub the time line with your mouse or press the play button (or Alt-A),
you should see a smooth transition.
24-2
Chapter 24- Video Sequence Editor
More About Transitions:
While many other video editors give you more transition options than Blender ( star
bursts, spirals, etc.), Blender has what most people need for professional production. A
Cross or Wipe. When you watch a movie, most scene usually just
cut from one clip to another or fade (cross) to the next scene.
Sometimes, you will see a wipe or iris effect, which Blender can
do. If you add a Wipe from the Effects Strip menu, you can
scroll down through the Transform Properties window on the right
to see your options. The current options are:
Adding Movies:
Now it's time to add a movie. Follow the same steps as before, but select Movie from
the Add menu. When the movie come into your
tracks, it will also contain an Audio track, represented in
green (even if your video contains no audio ). You can
delete this upper track if desired. Place the movie and
add a transition as before. K Knife Cut
RoboDude Says: It is best to work with movie files that have all been rendered
at the same size and frames-per-second. Problems may occur when Blender
tries to convert files that are different from the output you have selected.
24-3
Chapter
Chapter 1-
24-The Blender
Video Interface
Sequence Editor
More about Effect Strips:
So far, we've used the most common type of effects- a Cross and Wipe. Blender has
several other useful effects in the Effects Strip menu. Here are a few:
Text:
New to Blender is the Text effect strip. This will allow you to add simple
text overlays on your time line without having to create them in another
graphics program, like GIMP. Options are limit at the time of this writing,
but I expect the text command will grow in future releases. Currently,
you cannot change the font and animating effects (i.e. changing the
size or location of the text over time) are rough, but there are many
other settings. You can change position and alignment, size, and add a
shadow. You can also add Strip modifiers in the Transform Properties
window to change brightness, color, and contrast.
Speed Control:
If you place a movie into your sequence that runs too fast or too slow, you can select
that movie and add a Speed Control effect strip to the movie to change the speed.
Select the end of the movie after adding the Speed Control and simple move it. The
movie will stretch or shrink.
RoboDude Asks: When I press the Play button or press Alt-A, why doesn't my
movie play through? Check the End Frame of your movie- you probably need to
adjust it.
24-4
Chapter 24- Video Sequence Editor
Adding an Audio Track
Adding an audio track isn't much different from adding images and movies. Many
different audio track formats are accepted by Blender and the most common are WAV
and MP3 files. Some files may need to be converted through an audio converter, many
free on the internet. There have been some helpful upgrades to working with audio in
the sequence editor. To add an audio file, go to the Add menu and select Sound.
Find your file and add it to an upper track. Trimming
an audio track is accomplished the same way you
cut or shorten a movie or image. ( grabbing the end
or using the K knife tool ). To help you find a more
exact point, you can zoom in on the audio track and
see the waveform after checking the Draw
Waveform box in the Transform Properties.
RoboDude Asks: When I press the Play button or press Alt-A, why doesn't my
movie play at a consistent speed? It is difficult to run everything properly on the
screen. Transitions need to be calculated and audio added. You could try going
into User Preferences and the System tab to try to increase sequencer
memory. When you crunch the movie, it will play real-time.
24-5
Chapter
Produce1-
a The Blender Interface
Movie
This is a great exercise to end
the book with. Your job is to
take all of the images and
movies you have created
through these exercises and
produce a compiled movie. I
recommend making a Black
JPEG image to use for your first
and last image (start and end
in black). Images should be
displayed for approx. 3-5
seconds with 1 second
transitions. When finished, go
back to the Default screen and
hit Animate.
1. How pleased are you with the results of your final movie? What would you do
differently?
2. Out of all of the activities you did in Blender, what was your favorite and why?
4. Has this experience shaped your thoughts on any future career options? Explain your
answer.
5. Do you still look at movies that use animation in them the same way you did before
your Blender experience? Explain your answer.
24-6
Chapter 25- 3D Printing Tools
3D printing (also called rapid prototyping) has become a hot topic in recent years. They
are great tools to bring your 3D designs into the real world and Blender can be a great
tool to use to design those ideas. There are many different 3D printing processes, but
the most common, and cheapest, system deposits thin layers of plastic onto a table.
Layers are typically around .25mm high with extruders squeezing plastic out of a hole
that is around .4mm in diameter. 3D printers were once very expensive, but have come
down in price in recent years where you can now buy good quality kits for as low as
$250-$350 that give you a nice build size. The RepRap.org movement is responsible for
bringing the costs down with a variety of
printer designs through their open-source
movement. If you are interested in building
your own 3D printer, on the same site as the
Blender Basics Book, you will see a page
dedicated to 3D Printing Resources where
I have pulled together resources from my
own experiences. I would also recommend
visiting www.reprap.org for all things open-
source 3D printing.
Fundamentals of 3D Printing
When designing 3D models for printing, there are several factors that must be
considered for successful results. You need to be aware of the build size limits of your
machine, units you wish to work with, building with or without supports, and making sure
the mesh is closed with no errors in the geometry. The process for 3D printing is as
follows:
1. Design your project in your favorite 3D modeling program (Blender, SolidWorks, etc.)
2. Convert the file to a .STL format. STL files are generic 3D model files used by many
programs.
3. Slice the file in a popular slicing program. Creates the individual layers for the printer.
4. Create the G-Code file in the slicing program for the 3D printer to read.
5. Print the part in your 3D printer. The process usually takes hours, depending on your
machine and part details.
25-1
Chapter
Chapter 1-
25-The
3DBlender
Printing Interface
Tools
Using Blender to Create 3D Printer Models
Almost any 3D design software can be used to create models for printing with Blender
being one of those tools. Blender is not the easiest program for designing models, but
with a little practice you can create just about anything. Programs like SolidWorks and
Inventor are easier because, as feature are added to the model, they are
automatically joined to the mesh, unlike Blender where you need to manually do all the
Boolean operations to join features. Also, measurement systems in Blender can prove to
be more of a challenge.
Remember that 3D printers work like hot
glue guns, only more precise and a lot
hotter. Molten plastic cannot suspend in
the air and needs some form of partial
support under each layer. Look at the
picture to the left for an example. While
angles greater than 45 degrees can be
achieved, keeping them at 45 degrees
or lesser will prove more successful.
The Manifold Mesh
One of the biggest problems that you will encounter with Blender more than in a
traditional CAD program is the non-manifold mesh. Basically, a non-manifold mesh is a
mesh that couldn't possibly exist in real life because of mistakes in geometry. There
could be holes where faces should be, or flipped faces, or double vertices, or
overlapping faces. Most Slicing programs will try to fix these, but sometimes the
problems are too bad to be fixed automatically. The best solution is to make a manifold
mesh from the beginning so things go well from start to finish.
Non-Manifold Mesh Non-Manifold Mesh This mesh
These meshed contains a hole
were joined and an
together so that overlapping face
they each still (triangle face
have their original overlaps the
geometry square face). Will
overlapping. Will not print.
not print.
25-2
Chapter 25- 3D Printing Tools
Tools for Modeling
Blender has many tools to help you create the perfect model for 3D printing. The first
consideration is scaling and dimensioning. If you stick with proportion around the initial
Blender cube, your model will be about 2mm x 2mm x 2mm. That's a pretty small model.
In order to work with acceptable
measurements, you will need to open the
numeric side panel on your screen (the N
key). When creating objects, pay close
attention to the Dimensions panel. These
numbers represent millimeters. While most
slicing programs will allow you to scale your
model, it is best to work in real units as much
as possible.
Since you are now experts in using Blender after working through this book, you should
know these basic tools to help keep your model neat and clean:
Extrude command (3-6)
Remove Doubles (3-10)
Recalculating/Flipping Normals (3-8)
Boolean Modifier (3-18)
Adding Faces(3-17)
Spin Tool (revolved shapes) (20-4)
Working to keep your meshes manifold can be difficult at first, but as you become a
Blender Ninja, this will become easier.
Exporting Models
After you have completed your model and ready
to take it out of Blender to your slicing program,
there are a few more tools in Blender you will
want to use. Blender now has an add-on called
3D Print Toolbox that is full of useful tools to make
sure your mesh is good for printing and exporting.
To enable the 3D Print Toolbox, go to File and
User Preferences. In the Add-ons menu, find
the Mesh: 3D Print Toolbox option and enable it.
You will now see a tab called 3D Printing at the
bottom of your other tool shelf tabs on the left.
25-3
Chapter
Chapter 1-
25-The
3DBlender
Printing Interface
Tools
With the mesh selected, you
will see your tool options in the
3D Printing tool shelf tab. In this
example, we are using the
monkey head that has a lot of
problems. You will notice all of
the different errors that can be
detected in the panel and
their settings. For example,
most 3D printing recommends
that overhangs be kept under
45 degrees, but many times
that can be set to a higher
angle and still work. The
Check All button will detect
any problems and list them at
the bottom of the panel.
If you have a 3D printer with multiple extruder heads, or the ability to print in multiple
colors, The export feature in the 3D Printing tab can work well for that. When designing
a 3D model for printing that has several parts assembled for different colors (i.e. a name
plaque that uses one color part for the main part and another color part for the letters),
the parts need to be exported as .STL files that remember their exact locations in the
assembled models. To use the Export Path option in the tool shelf, follow these steps:
25-4
Creating a Chess Piece
For this simple activity, create a simple chess piece that could be 3D printed if you have
a printer available. The part could be a simple revolved or extruded pawn or something
more elaborate, like a rook, bishop, king, or queen. Want a bigger challenge?- design a
knight! If you have the time and the printer, why not make an entire chess set?
Pay close attention to the problems mentioned in the chapter. Your goal is to be able
to run your model through the 3D Printing tool shelf checks and come back with zero
errors in all categories (There may be some acceptable results, look for the bad ones).
25-5
Chapter
Chapter 1-
25The Blender Interface
Reflection
Chapter 25 Reflection and Wrap-up:
3D Printing Design
3D printing has a bright future where they may become as popular as
paper printers are at home. Take a few moments to reflect on the unit.
2. Now that you have selected a possible 3D printer design, research the internet to
see if the printer is available as a kit. Popular sites to search are Ebay and
Amazon. What did you find? Are they expensive? Search for instructional pdf files
or YouTube videos for assembling the printer. Do they look hard to assemble?
Explain.
3. Research another type of 3D printing other than extruded plastic systems. What is
another type of 3D printing that has a bright future (you may find several) and
why do you think it has promise? Explain.
25-6
Educational Standards Alignment
Academic Standards:
As educators, we need to evaluate the lessons we teach to make sure they align to
some form of accepted educational standards. This Blender manual is no different. Your
Blender lessons can tie together mathematical, technical, scientific, and
communication skills as the students learn the basics of 3D modeling and animation.
They can also work well in a STEM (Science, Technology, Engineering, and
Mathematics) curriculum. In an effort to demonstrate the many educational standards
that are addressed through these lessons, these charts have been developed using the
following federally accepted standards:
S-1
Chapter 1- The
Educational Blender Alignment
Standards Interface
National Council of Teachers of English Education Standards
Students will develop an understanding of:
Students adjust their use of spoken, written, and visual language (e.g., conventions, style,
vocabulary) to communicate effectively with a variety of audiences and for different purposes.
Students employ a wide range of strategies as they write and use different writing process
elements appropriately to communicate with different audiences for a variety of purposes.
Students conduct research on issues and interests by generating ideas and questions, and by
posing problems. They gather, evaluate, and synthesize data from a variety of sources (e.g.,
print and non-print texts, artifacts, people) to communicate their discoveries in ways that suit
their purpose and audience.
Students use a variety of technological and informational resources (e.g., libraries, databases,
computer networks, video) to gather and synthesize information and to create and
communicate knowledge.
Students use spoken, written, and visual language to accomplish their own purposes (e.g., for
learning, enjoyment, persuasion, and the exchange of information).
Source: National Council of Teachers of English and the International Reading Association
S-2
Educational Standards Alignment
International Technology & Engineering Educators Association Standards
Students will develop an understanding of:
S-3
Chapter 1- The
Educational Blender Alignment
Standards Interface
National Council of Teachers of Mathematics Education Standards and
Expectations
Students will develop an understanding of:
S-4
Index
A______________________ D (cont.)_______________
Actors, physics 22-1 Duplicate, copy 3-7
Add-ons 1-3 Dynamic, actor 22-3
Animation, armatures 17-2
Animation, data blocks 10-7
Animation, in game 22-10
E______________________
Edit Mode 3-1; 3-5
Animation, viewing 10-3
Eliminating Doubles 3-10
Append 1-4; 1-5
Emission, particles 14-2
Armature 13-4; 17-1
Explode, modifier 14-7
Array 13-1
Export 1-6
Audio, video editing 24-5
Extrude 3-6
Auto Smooth 3-16
Extrude, curves 16-5
B______________________ F_______________________
Faces, adding 3-17; 3-21
Background Image (view) 3-20
Falloff (proportional Editing) 3-9
Background Images (world) 6-4
Field Weights, physics 14-3
Bolts 20-5
Fluid, physics 13-6;19-4
Boolean 3-18; 13-2
Fog (mist) 6-1; 6-6
Build, modifier 13-2
C______________________ G_______________________
Gears, command 20-3; 20-5
Camera, settings 7-1
GLSL Shading 23-3
Child-Parent Objects 15-1
Graph Editor 10-3; 10-6
Children, particles 14-3
Gravity 14-3; 22-2
Cloth, physics 13-6; 19-2
Green Screen (chromakey) 7-5
Collision, physics 13-6; 14-8
Constraints 16-1
Copy, constraint 16-1 H_______________________
Copy, duplicate 3-7 Hair, particles 14-9
Chromakey (greeen screen) 7-5 Halo, material 5-3
Cursor, 3D 1-1; 3-2 Hook, modifier 13-5
Curves 16-4
Cycles I_______________________
Background Images 6-8 Images, textures 5-7
Basic Description 4-3 Import 1-6
Depth-of-Field 7-4 Interpolation (animation) 10-5
Images 5-12 Inverse Kinematics 17-5
Lighting 4-5
Materials 4-5; 5-10 J_______________________
Mist 6-6 Joining 3-17
Particles 14-6
Speed Settings 4-8
K_______________________
Textures 5-11
Key framing 10-1
UV Mapping 23-2
Key framing, auto 10-2
World 6-5
Kinematics 17-5
Knife Tool 3-9
D______________________ Knife Project 3-9
Decimate, modifier 13-3
Deleting 3-17
L_______________________
Depth-of-Field 7-3
Lamps (lights) 7-7
Diffuse 4-2
Lighting, indirect 7-9
Displacement Mapping 5-9
Lights (lamps) -7
Dope Sheet 10-3; 10-4; 18-3
Locking, constraint 16-2
Double Vertices, Faces- Eliminating 3-10
Logic Blocks 22-6
Index
Chapter
Index 1- The Blender Interface
M_______________________ S (cont.)________________
Manipulator Widgets 2-2; 3-3 Screw, modifier 13-3
Materials 5-1 Select, box 3-5
Meshes, basic 3-1 Select, circle 3-5; 3-10
Meta Shapes 12-2 Separating 5-16
Mirror, animation curve 10-6 Sequence Editor 24-1
Mirror, material 9-2 Shading 2-2; 3-5
Mirror, modifier 13-3 Shadows 7-7; 9-1
Mist (fog) 6-1 Shadows, GLSL 23-4
Modes, drawing 2-2; 3-1 Shape Keys 18-1
Modifiers 13-1 Shrinkwrap, modifier 13-5
Motion Tracking 21-1 Smoke, physics 19-6
Movie, saving 8-4 Smooth, modifier 13-5
Multiple Selection 1-2 Snap 3-2; 15-2
Soft Body, physics 19-1
N_______________________ Specular 5-2
Nodes 7-2 Stars (world) 6-3
Normal Mapping 5-6; 5-18 Strand, materials 14-9
Numeric Input (transform) 3-3 Subdivide 3-8; 3-10
NURBS, lofting 12-1 Subdivision Surface, modifier 13-4
O_______________________ T_______________________
Object Mode 3-1 Text, 3D 11-1
Origin (pivot point) 3-7; 15-2 Text, curves 11-2
Texture Generators 5-5
Texture Mapping 5-8
P_______________________ Texture Unwrapping 23-1
Packing Data 1-5
Textures 5-4
Parent-Child Objects 15-1
Three-Dimensional Printing 25-1
Particle Mode 14-1
Time Mapping 22-6
Particles, physics 13-6; 14-1
Tool Shelf 2-2; 3-7
Paths 16-4
Track-To, constraint 3-13; 16-1
Physics Engine 22-1
Transform Widgets 2-2; 3-3
Pivot Points (origin) 3-7; 15-2
Transparency 5-2; 5-3; 9-2
Pose Mode 17-2
Primitive Meshes 3-2
Proportional Editing 3-9; 18-2 U_______________________
User Preferences 1-3
UV Texture Mapping 23-1
R_______________________
Ray Tracing 9-1 V_______________________
Record Physics 22-5
Vertex Groups 11-11; 19-2
Rendering 8-1
Vertex Groups, bone 17-4
Revolve, shapes 20-4
Video Editing 24-1
Rigid Body, actor 19-10; 22-3
Viewing Style 3-5
Rotation, constraint 16-1
Viewports (Windows) 1-2
Views, typical 2-4
S_______________________
Saving 1-4 W_______________________
Scale, time 22-6
Wave, modifier 13-5
Scene, settings 8-3
Weight Paint 14-11
Scolling 2-2
Windows (Viewports) 1-2
Screw, command 20-1
World Settings 6-1; 23-4
Index