BlenderCourse Basics V2.2 - en
BlenderCourse Basics V2.2 - en
com
for Blender v2.60a Basics V2.2
BlenderCourse teaches you about 3D modelling and provides you short tutorials about a
specific subject. The main thought is: Just do it! During different courses you will learn
various techniques. If necessary, there is a small instruction, but in my opinion you will learn
best by doing the exercises yourself.
BlenderCourse is intended for everyone who can use a computer. This means you must
understand terms as double click and tab-key.
You do not need any 3D-modelling knowledge; the terms used, will be explained during the
different courses.
BlenderCourse started back in 2006. At the time it was one of the few coherent e-books about
Blender. Since the Blender 2.60 release the whole user interface has been changed. Therefore
I decided to rewrite the BlenderCourse Basics book and mark this edition with V2. Here and
there I have changed some of the Courses in order to make them more readable and teach
you even more techniques.
Are you a teacher who is using this ebook for education? Please drop me an e-mail! As an
author it is great to know which schools are using the book you have written.
Before you start reading this e-book, please make sure your ebook is the latest version
available. You can download the latest version from https://blendercourse.com
During these lessons we will be using the 3D modelling tool Blender 3D, but what is this kind
of tool for? With Blender you can create 2D- and 3D-images and it is possible to make
animations/movies. Blender is an open source project and freely available at http://blender.org
The Appendix 4: Blender gallery is a small showcase about the possibilities of Blender.
Before you can start with a lesson you first have to read a small piece of text which describes
the techniques of the lesson. At the end of every lesson is an image of The challenge. The
idea is that you can reproduce the image by using the techniques learned during the lesson.
The last two chapters do not have a challenge because these are about animation.
All Blender files needed are provided with this BlenderCourse. You can find these in the
Course Material folder.
BlenderCourse uses the same notation for every document. Below is the explanation of this
notation:
An arrow () means instruction. This means you have to follow the step after it.
Example: Click with the right mousebutton on the object.
A combination of more than one key will be written with the plus sign (+).
Example: Press <Alt> + <F4> to exit the program.
Note: If in this book <Ctrl> is mentioned, Mac OSX users should use <Cmd> instead.
Introduction.................................................................................................................. 4
Course 7 Light........................................................................................................... 89
Lamp Panel............................................................................................................... 96
The challenge............................................................................................................98
Skills from this course................................................................................................ 99
Below are all the results from the different exercises in this BlenderCourse.
House
Pill
Mountain scenery
Course 5 Curves
Chair
Material
Course 7 Light
Fog light
Before we start with Course 1 we first need to know some basics about the Blender user
interface. If you are already familiar with the Blender interface, feel free to skip this
chapter and continue with Course 1 Mesh and vertex editing I.
Start Blender
When Blender starts, the centre of the screen shows like figure 1.
figure 1
In this startup window you are able to quickly open the last Blender scene you have been
working on. The left part contains some useful links to websites as well.
Press the <ESC> key in order to close the window shown in figure 1.
2
3 4
figure 2
1. Menubar
The menubar is used for menu actions like file saving
2. Tools panel
Used to select operations like duplicate, rotate, scale etc.
3. 3D View
Shows a the content of a scene in 2D of 3D
4. Properties panel
Allows you to set measurements and coordinates etc.
5. Timeline
Shows where in time we are working on the scene
A 3D-object, like a cube, sphere or cylinder is called a mesh (figure 1). This cube
consists of eight points. One of these points is called a vertex (plural vertices). In a
cube, four vertices together form a face. Each face has at least three vertices.
figure 1
In 3D space we are using three axis: X-, Y- and Z-axis. In the bottom left of the 3D
view (figure 2) is shown in which direction these axis are pointing. Here you can
see how the axis match the object.
figure 2
In Blender we are working with some kind of wireframe (figure 3). This wireframe is
not the actual result of your design (figure 4). The wireframe needs to be
translated into an image, this process is called rendering. During this process the
CPU calculates things like light, shadow, reflections etc.
figure 3 figure 4
Modelling a house
During this course we are going to build a simple house.
Start Blender.
Move with your mouse cursor to the centre of the cube and click with the right
mouse button to select the cube.
In the bottom left of the view you can see which object you have selected (marked in red
in figure 5).
figure 5
Switch by using the numeric <1> (this is the right part of the keyboard) to the
Front View. You now see Front Persp in the top left corner of the 3D view (figure
6).
figure 6
There are more views available than just the Front View. The other numeric keys
correspond to the following views:
Move with the mouse cursor to the centre in the Front View and press <G>
(move), you are now able to move the cube around freely.
Press <Esc> to cancel the movement; the cube is placed back to its original
location.
Move the cube around and click the left mouse button to release. Switch with the
numeric keys between views to see the see the result.
You might notice that moving a cube around is not very easy. You can lock the
movement on the axis of your view. In order to do this press <G> (move) and the
letter of the axis which you like to lock (<X>, <Y> or <Z>).
If you hold down <Ctrl> during the movement you make sure the object moves
along the grid.
Move back with your cursor in the centre of the cube in the Front View and press
<G> for move and <Z> to lock the Z-axis.
The 3D View shows which of the axis you have locked, in this case the light blue Z-axis
(figure 7).
figure 7
Now hold <Ctrl> down while moving the cube upwards till it is on the 0-line.
Click with your left mouse button or press <Enter> to confirm the movement.
figure 8
This cube is the base of our house, we now need to create the roof. In order to build the
roof we need another cube on top. To achieve this we are about to duplicate the old one.
Select in the Front View the cube (move cursor to the centre of the cube and
press the right mouse button).
Hold down <Ctrl> and move the cube till it is on top of the first one.
Click with the left mouse button or press <Enter> to confirm the movement.
If everything worked out well you now have two cubes as shown in figure 9.
Hold <Shift> while moving the scrollwheel up and downwards. You will notice you
scroll the view vertically.
Hold <Ctrl> while moving the scrollwheel up and downwards. You will notice you
scroll the view horizontally.
Blender uses two different modes: Object Mode and Edit Mode. In Object Mode
you are working with the object as a whole. In Edit Mode you can edit the object
per vertex or multiple vertices.
You have now switched into Edit Mode. You will be able to know this by the visible
vertices and the text Edit Mode in the view menu bar (red marked figure 10).
Make sure Limit selection to visible is enabled (marked red in figure 11),
otherwise you will select the vertices at the bottom of the cube as well.
figure 11
Press <B> for block selection and drag a rectangle around four vertices (figure
12).
figure 12
Move your cursor in a corner of the view and press <S> followed by <X> to lock
the X-axis. If we did not lock on the X-axis we would have a pyramid.
Move your cursor to the centre of the view till the roof is getting sharp like figure
14.
figure 13
If everything worked out well, you now have a house with a sharp roof just as (figure
15).
As you can see the house falls partly out of the camera view (figure 14). We are going to
correct this.
figure 14
Select (with the right mousebutton) the camera in the Front View (marked red in
figure 15). Its colour changes to orange.
figure 15
Press <G> followed by <Z> and move the camera upwards till the whole house
shows up in the Camera View (switch with the numerical <1> and <0> in order to
see if the camera is at the correct position).
Confirm your movement by pressing the left mouse button or press <Enter>.
figure 16
In Blender you can save by pressing <Ctrl> + <S> or choose File Save. The first
time Blender prompts you for a filename, every next time your file is overwritten
automatically.
figure 17
Your file is saved; you can see this in the window title of Blender (figure 18). This is the
filename in which your file is saved.
figure 18
Finally we are about to render our house. As described earlier, this operation
transforms our wireframe into the final image.
figure 19
figure 20
The 3D window changes into the render view, which shows the rendering process (figure
21).
figure 21
Sometimes it is hard to see how the different objects within a scene are shaped
since there are solid objects in front of it. Pressing the <Z> key switches between
solid and wireframe viewport shading. You can also pick other viewport shading
methods from the selection menu at the bottom of your 3D View as shown in figure
22.
figure 22
Press <Z> and notice how the shading looks in wireframe mode (figure 23).
figure 23
In this course we are continuing with editing meshes and learn to work with some new
Blender meshes as well.
Basic meshes
Before you start drawing your 3D-model, you need to keep in mind which primitives
help you to create the basis of your 3D-model. For example, our house of Course 1
was build out of the cube mesh.
Blender contains the following basic meshes: Plane, Cube, Circle, UVSphere,
Icosphere, Cylinder, Tube, Cone, Grid and Monkey.
Figure 1 shows all the renderable meshes. A circle for example is not visible when
rendering.
The mesh Monkey is the mascot of Blender and is named Suzanna. You can use this
mesh as a ready-to-use mesh which might be useful when checking materials.
figure 2
The first question we can ask ourselves: which basic meshe(s) are we going to use for
making this pill? A logical answer would be a Cylinder with two UVSpheres on each end.
Instead, we are going to use only one mesh: the UVSphere.
Start Blender.
figure 3
Click with the right mousebutton on the cube in order to select the cube.
figure 4
Choose [Delete].
figure 5
You have now added a sphere to your scene (figure 6). We are now going to make one
half of the pill.
figure 6
Sometimes you do not need the properties menu. You can maximize a view by
pressing <Ctrl> + <>. Pressing <Ctrl> + <> again switches you back.
figure 7
Zoom in (Scrollwheel up) till the sphere takes about 25% of the view. (figure 8).
figure 8
In Edit Mode you can press <A> to select or deselect all vertices.
Press <B> and drag a rectangle around all the vertices right from the centre-line
(figure 9).
Do not select the centre line itself, only the vertices on the right side of it!
figure 9
Press <X>
Choose [Vertices]
figure 11
Select with <B> the rightmost row of vertices (marked red in figure 11).
In the bottom left of the view is displayed how for the pill is stretched (figure 12).
This number has an accuracy of five decimals. Precisely adjust to 3.0000 is hard.
Press <3>
The bottom left of the view menu bar shows 3 (figure 13).
figure 13
Zoom out with your <Scrollwheel> till the half covers your view.
figure 14
figure 16
The left part of our pill is ready, now we are continuing with the right part.
Use <Ctrl> + Scrollwheel in the Front View for moving the pill to the left side of
the screen (figure 18).
figure 18
The pill is now duplicated, but the duplications are still on top of each other.
Type <1> <8> <0> to rotate the half pill 180 degrees and press <Enter>.
There are now two half pills over each other (figure 19).
figure 19
figure 20
Figure 21 shows the red part of the pill is slightly bigger than the white part. We can
achieve this by using the scale method.
figure 21
The Front View shows the right part bigger than the left one (figure 22). Because of the
scaling the two parts overlap each other.
figure 22
Materials
You have now added a new material. A new panel appear (figure 24).
figure 24
The materials preview is shown in the Preview Panel. The colour of this object is grey.
The name is Material.001.
Click in the textbox which shows the name (marked red in figure 24) and change
Material.001 into Red.
Click on the white area under the diffuse header (figure 25).
figure 25
Drag the sliders to the following values: R at 1.000, G at 0.000 and B at 0.000.
figure 26
Now select the left part of the pill and make a material called White with the
values: R at 1.0, G at 1.0 and B at 1.0.
figure 27
Move the camera in a so the whole pill is displayed in the Camera View.
Press <F12> to render your model. If everything worked out fine the image
should look like figure 28.
Everything looks serrated. Blender has a technique called smoothing. This makes
your object smoother. The smoother your object, the longer it takes to render.
From the topleft [Shading/UV's] tab select [Smooth] under the shading header
(marked red in figure 29).
figure 29
You can see the red part is a lot smoother than the white part (figure 34).
During this course we are going to explore more of the Scene Panels possibilities.
Scene Panel
The Scene Panel shows a wide variety of settings regarding the rendering. An
example of such a setting is the image size of the final rendered image.
Blender renders frame by frame. If we create a still image only frame 1 is rendered.
Animations are sequences of multiple stills. The render engine gets its information
from our 3D scene. The more complex the scene the longer it takes to render the
image. The same hold for the image size: rendering a 5000x5000 image take a lot
more time than a 100x100 image since a lot more pixels needs to be calculated.
We are going to adjust several render setting in order to see their influence on the final
render.
Press <F10> for the Scene Panel of click on the camera icon (figure 1).
figure 1
The Scene Panel shows lots of other Panels including: Render en Dimensions.
Watch closely to the border between the red and the white part of the pill (marked red in
figure 2). This border looks serrated.
figure 2
Blender can apply a technique which is called anti-aliasing. This makes the edges
of our meshes look a lot smoother. Sometimes this technique is called
oversampling (OSA).
Below the [Anti-aliasing] checkbox are several other buttons: [5], [8], [11] and [16]
(figure 3). This buttons are the grade of anti-aliasing. Keep in mind: the higher the
number, the slower the rending process.
figure 3
Check the [Anti-aliasing] checkbox and [8] to enable both (figure 3).
Press <F12>.
The render of the previous exercises are rendered at 960 by 540 pixels (50% of
1920x1080). This size can be adjusted in the Dimensions Panel (figure 5).
figure 5
Image sizes
Although you can select any size for your image, Blender has some predefined
images sizes. From the list shown in figure 6 you can pick predefined sizes.
Sometimes you want to make a test render to see the final result. In this situation you
dont want to render the full image size all the time. For this reason Blender has a slider
which represents the percentage of the full image size to render (figure 7).
figure 7
Press <F12>.
Now you can see your image rendered at 25% of the original format.
Till now we have rendered images, but not stored them on the hard disk. Blender
can render images in various formats like JPEG, PNG and BMP.
The image format can be set in the Output Panel (figure 8).
Press <F3> to save your rendered image or select Image Save As Image from
the 3D view toolbar (figure 9).
figure 9
figure 10
figure 11
Sometimes you want to print some meta data within the image. In order to achieve this
we use the Stamp Panel as shown in figure 12.
figure 12
In the Stamp Panel you can select all the information you want to be rendered over your
image as well as the font, font size and colour.
As shown in figure 13, all the metadata is printed over the image.
This chapter teaches you how to create a mountain scenery with the Proportional Editing
technique.
Erase the cube (select with the right mouse button, press <X> and choose
[Delete]).
figure 1
Press <Enter> to add the primitive Plane to your scene. (You could add the plane
via the [Create] tab as well)
Press <0> for Camera View. You now see a flat surface as shown in figure 2.
figure 2
Type <1><0> to scale the Plane times and press <Enter> (figure 3).
figure 3
Zoom the Top View till the whole Plane covers the view (<Scrl> downwards).
figure 4
On the left of the 3D view is a tab called [Tools]. This tab contains a button called
[Subdivide] (marked red in figure 5). This divides the mesh.
Press the button once and see what happens to the Plane.
The Plane is now splitted and consists out of nine vertices as shown in figure 6.
figure 6
In the 3D View menu bar click at the circle and choose [Enable] (figure 8).
figure 8
Select (with the right mousebutton) the vertex shown in figure 9 (4 th from left and
4th from the top).
figure 9
You will notice the mountain is very sharp instead of smooth (figure 10).
figure 10
Figure 10 shows a white circle at the initial location of the vertex. The vertices within this
circle will be stretched in the direction of the moving vertex.
<Page-Up> increases the radius. The bigger the radius the more vertices will follow the
movement.
Press <G> for move and <Z> to lock the Z-axis. Move the camera until the
mountain fits the camera (Use <0> to switch to Camera View and back to the
Front View).
The result should look like figure 12. You will notice the angular look of the mountain.
This is what we are going to change with the subsurf technique.
figure 12
There are different ways of creating the mountain. The button right from the
button to enable Proportional Editing shows an icon of a sharp chart (figure 13).
When clicking this button a list appears in which you can set the way the vertices
are reacting to the movement of one vertex.
figure 13
SubSurf
SubSurf means Subdivisions Surface. Remember: the more divisions the smoother
the surface. You can specify the amount of divisions. With this you can control the
smoothness of the final result.
On the Properties Panel select the tab with the wrench image (figure 14).
figure 14
figure 15
Watch carefully to the effect of the SubSurf modifier. Figure 16 is without SubSurf,
while figure 17 uses SubSurf.
figure 16 figure 17
Subdivision level
The SubSurf modifier panels shows two kind of subdivisions (figure 18). The
Views means the subdivision level shown in the views, the Render means the
subdivision level during render time. For a good result during render time it is
recommended to keep the Views low and only adjust the Render. This makes
working in the view easier and faster. Keep in mind: the higher the Render the
longer the render process takes.
figure 19
Now you can move several other vertices in order to create a mountain scenery.
Experiment with changing the radius with <Page-Up> and <Page-Down>. Keep in
mind if the mountains after rendering dont look smooth you increase the
Render value of the SubSurf modifier.
The Challenge
Blender has the ability to model with curves. These curves can be quite handy
when creating organic shapes like a round vase or tree leaves.
Blender contains two types of curves: Bezier and NURBS. This course focuses on
the Bezier Curves.
Erase the cube (select the cube with the right mouse button. Press <X> and
choose [Delete]).
figure 1
Bezier Curve
The front view now shows a Bezier Curve. This curve has a couple of anchor
points. Each of them has two handles; these handles are used to bend the curve.
Select the left anchor point with the right mousebutton (figure 2).
figure 2
Press <G> to move this anchor point and <Y> to lock the Y-axis.
The side view shows the seat of the chair (figure 4).
figure 4
Our curve is just a simple line. We like the seat to have some more depth. In order
to do this, we have to convert our curve into a mesh.
figure 5
figure 6
In the Camera View zoom in till the chair fits the viewport (figure 10).
figure 7
figure 8
Now you can see the seat having a smooth surface (figure 9).
figure 9
Type <-><0><.><1>.
figure 10
figure 11
Move the selected handle until it touches the side of the seat (figure 12)
figure 13
Select with the right mousebutton the most right handle (marked red in figure
13).
Press <G> for move. Move the handle to the position marked red in figure 14.
Our curve is a little bit too short. This is not a problem. Blender can extend curves with
as much anchor points as you like.
Hold <Ctrl> and click (with the left mousebutton) on the spot marked red in
figure 15.
figure 15
Select (with the right mousebutton) the handle which is marked red in figure 16.
figure 17
figure 18
figure 19
The bottom left of the 3D View shows the name of our circle: BezierCircle (figure 20).
figure 21
On the Geometry section select BezierCircle from the Bevel Object dropdown list
(figure 22).
figure 22
The circle now follows our curve which makes it look like a hollow tube (figure 23).
figure 23
In the Top View (<7>) zoom in till the chair fills the view.
Press <S> for scale. Notice what happened (the tube is also scaled!).
figure 24
If we look closely to the chair we still see our CurveCircle. It is not possible to just delete
the circle. If we do, the curve does not know the bevel object anymore.
figure 25
Select the two supporting tubes by holding <Shift> during the selection.
In course 2 we applied different colours to the pill by using materials. This chapter
shows how we can change material properties.
Select the cube and delete it from the scene (<X> [Delete]).
In the Top View (top left) press <Spacebar> and type: Uvsphere.
The centre of your scene now contains a sphere. We are about to smooth this sphere and
add a material.
figure 1
figure 2
RGBA colours
Every colour is built out of the colours Red, Green and Blue. In Blender you can
specify a value for each colour. This value should be between 0.000 and 1.000.
Besides R, G and B, beside these three, there is a fourth value affecting colours.
This value is the Alpha value. This value means the degree of transparency. 1.000
means opaque, 0.500 means 50% transparent.
You will find the Alpha value under the transparency section.
There are three ways to specify a colour value: typing (click on a value while
holding <Shift>), sliders (slide the slider) or click on a colour (a colour pick dialog
appears).
Adjust the YellowPlastic Diffuse colour values to R: 1.000, G: 1.000 and B: 0.000
(figure 4).
figure 4
The Preview Panel shows an example of your material. The six buttons (marked red in
figure 4) specify which object is shown in the Preview Panel.
figure 5
The sphere does not look like it is made out of plastic because the material does not
reflect the light in a shiny way.
figure 6
The white area is the specularity colour, the intensity is how bright the specular reflection
is. Harness is how hard (sharp) the specular reflection is.
figure 8
figure 9
figure 10
figure 11
figure 12
You can also create a wireframe material which makes the object rendering as a
wireframe.
figure 13
You can now see the blue sphere being rendered as a blue wireframe (figure 14).
figure 14
In the previous part we only adjusted the reflection of the material. A material also
has some kind of structure. This structure is defined with one or more textures.
The Texture Panel contains a list (marked red in figure 15). This list can contain layers
which construct a texture. These layers are called Texture Channels.
figure 15
In the dropdown box below Type (figure 16) you can select different types of textures.
Each of these textures do have specific properties.
figure 17
You can see the Marble Panel containing several properties which can be adjusted.
Figure 18 shows our texture is being used for our new material. The Preview Panel shows
pink marble parts on our material.
figure 19
The default colour for a texture is pink. We are about to adjust this colour.
Click on the Texture Panel and scroll to the bottom of the Texture Panel (figure
20).
Change the pink colour to R: 1.000, G: 1.000 and B: 1.000. Which are the values
for the colour white.
You can see the pink colour has become white (figure 21).
figure 21
The Map To Panel allows you to adjust where the texture will be applied to.
Like a lamp, a material can emit light. This is done by changing the emit value of
the material, but also by enabling [Emit] at a texture.
In the Shading Panel set the [Emit] value to 1.00 (marked red in figure 22).
figure 22
You can see it looks like the white part of your sphere is emitting light (figure 23).
figure 23
A 3D-scene without light would result in a black image. Blender has five different
light sources: lamp, area, spot, sun and hemi. In this course we are just looking at
the lamp and spot light source. A spot is a light source which comes from one point
where the light spreads in a cone shape whereas a lamp is a light source which
emits light to every direction.
Add a plane.
Press <N>
figure 1
figure 2
Press <N>.
Set the shading to [Smooth] on the Object Tools Panel (marked red in figure 3).
figure 3
Now you can see a shadow appearing at the sphere. This is made by the one and only
lamp in our scene.
A lamp appears in a scene as a dot with a dashed circle around (marked red in figure 5).
figure 5
In the Top View press <Spacebar> and type lam and press <Enter>.
Press <N>.
You can see a lamp shining from the back of our sphere to the front (figure 6).
figure 6
Press <F12> and imagine where you think the shadow should appear.
The result is not what we expected. The shadow of only one lamp is visible instead of two
shadows (figure 7).
figure 8
figure 9
figure 11
figure 12
A spot has a conic shape; this cone shows where the light bundle appears.
Press <N>.
figure 13
figure 14
Lamp Panel
The lamp panel (figure 15) is almost the same for all light types. With Distance you
can adjust the range of your light. Energy adjusts the intensity of the light and the
white area is the light's colour.
figure 16
The beam of light has become more dense now (figure 17). In the Spot Shape Panel,
Size defines the angle of the beam.
The challenge
In the previous chapters we have only created static images. Blender offers another
output format as well: animations. An animation is a sequence of static images.
These static images are called frames.
An animation shows a number of images per second. This number is called the
framerate which has the abbreviation: fps (frames per second). Common used
framerates are 25 or 30.
Blender uses keyframes. These keyframes are reference points in the animation.
Imagine an animation which takes for about 90 frames. During these 90 frames a
cube moves from left to right. The advantage of keyframes is you do not have to
define the position of the cube for each frame. You only need to define two
keyframes: the position of the cube for frame 1 and another for frame 90. Blender
can do the math for you and calculate all the positions in between.
The sections marked red in figure 1 show the current frame number.
figure 1
The arrow keys help you in navigating through the frames: <> and <> moves
one frame forward or backward. <Shift> + <> or <Shift> + <> moves 10
frames forward or backward.
A menu appears (figure 2). In this menu you can choose between different kinds of
keyframes. The choice defines which object properties are stored inside the keyframe.
figure 2
Choose [Location] in order to make a keyframe for the location of the cube.
Press <I> again in order to create a location keyframe for frame 51.
Keep pressing <> until you reach frame 1; you will notice that the cube is
moving back to its original position.
The Dimensions Panel shows from and to which frame the animation runs (here 1 to 250)
(marked red in figure 3).
figure 3
You now see the animation running. The green line on the Timeline Panel shows the
current frame (figure 4).
figure 4
JPEG and PNG are designed for stills. For animations there are other formats like
AVI, MPEG en MOV. A raw stored animation can take a huge amount of disk space.
In order to shrink these files, Video Codecs were invented. These codecs encode
the animation in a very smart way which makes the file smaller.
Click in the Format Panel at [Jpeg] and choose [AVI JPEG] (figure 5).
AVI JPEG is and a codec which just places all the frames in an AVI file without
compressing the frames. This codec takes a lot of disk space. Instead you can
choose to render using MPEG or H.264 which save a lot of disk space. You might
want to use VLC player to play your video files. VLC player is freely available at
http://www.videolan.org/vlc/
figure 5
The default output folder is /tmp you can change this to any arbitrary directory.
figure 8
During the animation rendering, you will see Fra: 1, Fra: 2 etc. This number is the
current rendered framenumber.
When the render process has been finished, the render window shows Fra: 75 in the
top left corner.
figure 9
figure 10
Choose [LocRot].
Now you can see the change of location and rotation from the camera.
Parent/Child
Sometimes you have an object which needs to have a fixed position with respect to
another object. In this case you want to have the child moving along with the
parent.
Choose [Object]
A dotted line shows the relationship between the objects. The upper cube has become
parent, the lower child.
figure 2
You now can see the lower cube moving along with the upper cube.
figure 3
You now can see the bottom cube not moving along. The parent-child relationship
can be very useful when modelling an animation character. The eyes are child of the
head, the head is child of the body, the hair is also a child of the head etc.
An object always rotates around its centre, or so called origin (marked red in figure
4). Sometimes you want to move this centre.
figure 4
Click in the Top View (<7>) with your left mousebutton on the top right corner of
the cube.
figure 5
figure 6
A menu appears.
The origin of the cube has been moved to the location of the 3D-cursor.
Rotate the cube randomly; you will see the cube rotating around its new origin.
Spin
Sometimes you would like to create multiple instances of an object, rotated over a
certain angle. An example can be the hour dashes on an analogue clock, which is
copied 11 times over 360 degrees. Another example can be when drawing a gear.
figure 7
Click [Spin] on the Mesh Tools Panel (marked red in figure 8).
figure 8
You now see multiple cubes duplicated around the Y-axis (figure 9).
figure 9
figure 10
Your cube has been multiplied nine times around 360 degrees (figure 11).
figure 11
Alignment
Placing objects on the grid can be quite difficult. Therefore Blender is equipped with
an alignment function.
figure 12
Sometimes you want to move a certain object to the centre of your view or you
want to have the 3D-Cursor centred in your viewport.
Press <.> on your numeric keypad to centre the object in the view.
Press <Ctrl> + <.> on the numeric keypad to centre the view around the 3D
Cursor.
Extending meshes
Start a new scene.
Make sure Limit selection to visible is disabled (marked red in figure 14).
figure 14
Press <B> for Block Selection and drag a rectangle as shown in figure 15.
figure 15
figure 16
Press <B> for Block Selection and drag a rectangle as shown in figure 17.
figure 17
Cutting meshes
Start a new scene.
Move the mouse to the top edge of the cube, a purple cut line will appear (figure
19).
With the moving the scrollwheel up and down of press <Page Up> or <Page Down> we
can adjust the number of cuts.
We have now cut our mesh in four parts as shown in figure 20.
figure 20
This appendix provides a step by step guide about the Blender installation progress.
Browse to https://www.blender.org/download/.
Windows
Click under heading 2.78a on a mirror near you (marked red in figure 1).
figure 1
Mac OSX
Click under heading 2.78a on a mirror near you (marked red in figure 2).
figure 2
When you are starting Blender for the first time you will see something like figure 3.
Object Mode
<F1> Open
<F2> Save as
<X> Delete
Edit Mode
<E> Extrude
Introduction
Sometimes rendering using the console is much easier than from the Blender program.
This might be the case when a large amount of scenes needed to be rendered.
Parameters
Before we start rendering we will take a look at the parameters of the Blender
executable.
Linux:
$ blender b untitled.blend f 1
Windows:
The commands below show how to render an animation using the Blender internal
renderer.
$ blender b untitled.blend s 1 e 5 -a
Windows:
This means Blender we render an animation from frame one till frame five. In this
example we have used a scene which renders to a jpg-avi file. The console output should
look like:
Blender quit
Richie
SpeedTiti
Malefico Andauer
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