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| The Dojo The sacred hall of learning - Here you can participate on Workshops and read tutorials issued by the Sensei - Be open to new ideas/methods. |
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| | #1 (permalink) |
| Divine Penguin Realname: Craig Robinson Join Date: May 2006 Location: Rochester, UK Age: 39
Posts: 1,771
| Blender For the Faint Hearted - 02 : Basic modeling and getting around Blending for the faint hearted - Sphynx's guide to Blending Tutorial 2: Basic modeling and getting around If you've followed the Introduction to Blending for the faint hearted, then you've got a grasp now of some of the basic concepts behind 3D and Blender in particular. So now, we'll take a look at some of the basics of modeling in Blender, and how we get around in the 3D world.Primitives In 3D modeling, we of course have 'meshes' - the interlinking of vertices, edges and faces into shapes. We also have a very specific type of mesh however, called a 'primitive'. The primitives represent the simpler shapes that can be constructed in the 3D environment, and which effectively provide the building materials for our more complex models. In Blender, the primitives are the plane, cube, circle, UV sphere, icosphere, cylinder, tube, cone, grid and.., er.., the Monkey (said in a quite whisper).Exercise - Deleting an object If you've started Blender and have the default scene, we need to empty it. Blender is nice enough to add some basic elements to the scene but we don't really want them for this exercise, or else we're not learning anything. If you've got a cube displayed in the middle of your 3D view (remember that if you are just looking from one plane, it may just appear as a square), select it with your mouse using whichever selection button you decided to use in Tutorial one. If you use the wrong one then you'll know immediately as the 3D cursor will suddenly jump to a different place. Don't bother trying to put it back as you won't be using it very often and it usually just gets in the way, so just leave it where it is. Exercise - Our first primitive So now its time to create our first primitive. Drop the cursor somewhere near the centre, but deliberately NOT in the centre. I'm going to show you something later, and we specifically do not want the cursor too perfect for now.Editing Modes Right, so why does the cube look so different to the one we just deleted? The reason for this is because you've just added a new primitive mesh to the scene and Blender has obligingly put you into a different editing mode. There are two modes that you will use a lot when modeling: Object mode (which is what you saw earlier when you deleted your pink cube), and Edit mode (which is what you are looking at now). There are other modes, but we'll cover them later.Exercise - Switching modes Press [Tab] now. As the cube is the currently selected object, when it drops back into Object Mode, it will already be pink. Press [Tab] again, and it will change back to the black-edge and yellow-vertex version.All primitives have their origins... You will notice in the centre of the cube a small yellow or pink ball. I'll call it a ball rather than a 'point' as it sort of has a bit of reflection to it to make it more obvious. This ball is the 'origin' of the object. It will be yellow when the object is not selected, and a slightly darker pink when the object is selected. If you are positioning an object, it is this 'origin' to which the co-ordinates refer.Moving Around Now that we've got something to look at, lets find out how we move around. There are two main input devices that I use, and these seem to be the most drastically changing of the two so I'll confine myself to these for this tutorial. For probably 95% of the readers, the first will be far more important.Is that a wheel-mouse, or is it made of plastic? The first method is by using a combination of mouse and keyboard shortcuts. I'll assume that a wheel mouse is in use. If you have not got a wheel-mouse, then I am afraid that you will have to rely even more on shortcuts.Exercise - Zooming Place your mouse over a 3D view and scroll you mouse-wheel back and forth without pressing any buttons. Do it a few times and get comfortable with this zooming facility. The same facility is provided by the numpad [+] and [-] keys. Make sure that you are comfortable with both methods before moving on. Exercise - Panning Panning, or moving from side-to-side or up-and-down is performed by using the [ctrl] and [shift] keys in conjunction with the wheel-mouse. Again, do it a few times using alternate combinations of the [ctrl] and [shift] keys. The same facility is provided by using [shift] and [ctrl] in combination with the numpad cursor keys ([2]=down, [4]=left, [6]=right and [8]=up). Make sure that you are comfortable with both methods before moving - chances are that you'll be doing this a lot. Exercise - Rotating Looking at one side of an object is fine, but sometimes it's just not enough. You really need to see a quick 3D view of it to make sure it is correct. To do this there is no way to comfortably do it with the mouse so you'll always need to use the keyboard shortcuts. These are numpad 2, 4, 6 and 8 - the numpab cursor keys - but without any keyboard modifiers like [ctrl] or [shift]. You use then by themselves. Do this now in one of the 3D views and watch how the object rotates. Keep doing it till you are familiar with the keyboard system, then try panning around as well. Get used to switching between the [ctrl] and [shift] versions of how these keys operate and you will be much more comfortable later when you come to do some serious modeling. How observant are you? Have you noticed something when you started to rotate the 3D view? No? Take a look at the background grid - previously, this grid had a fainter, 'sub-grid' behind it, but now its gone. What does this mean?Take one tablet, twice a day... The other main input device that I use is a Wacom graphic tablet. The only reason that I raise this in the tutorial is that it (and probably track-balls) are the main alternative - and this has a big impact on how you move around. Personally, as soon as I noticed the differences between using the mouse and pen tablet, I grab the pen as soon as I want to do some Blending.Exercise - Zooming with the pen Place your pen in one of the 3D views but do NOT press the tip to the pad (usually this is pen-button 1). Hold down [ctrl] and move your pen around with pen-button 2 pressed in (usually the lower of the two buttons on the side of the pen). I find that for a right-handed person, moving the pen NE-SW gives a good result. Exercise - Panning with the pen Place your pen in one of the 3D views but again, do not press the tip to the pad. Hold down [shift] and move your pen around with pen-button 2 pressed in. The view pans around wherever you move your pen - there are no separate key strokes for up-down or left-right movements. Exercise - Rotating with the pen Rotating is even easier - just press pen-button 2 with the pen in a 3D view and move your pen around (yet again, without the tip touching the pad). As with panning, this is all free-movement. Perfect placement I mentioned in Tutorial 1 that it was possible to place the cursor at specific points in the 3D view. Well the same is true of objects and points. To do this, we get direct access to the location, rotation and size information of a selected object by pressing [n] on the keyboard.Exercise - repositioning the cube We deliberately placed our cube in a position other than the centre - but now we're going to correct that and re-position the cursor at the same time. You should be in object mode - if not, press [Tab] until you are, then make sure that the cube is selected. If it isn't, select it now (remember, the cube will turn pink). Snapping We have already discussed two methods of placing the cursor at a specific known point. Both of these are accessible by pressing [shift-s] on the keyboard to display the 'Snap' context-menu. As we've raised this, we'll look at all of the options now.Exercise - Perfect positioning the cursor We have decided that we want the cursor to be perfectly placed at position LocX=2.500, LocY=3.720 and LocZ=4.234 - a painstaking task to do manually. Instead we will use a combination of positioning an empty, and snaping the cursor. A final note on perfect positioning Perfect positioning is not just relegated to objects however - we can use the same process to very accurately position individual vertices as well. Exercise - Perfect positioning a vertex If you are not already in Object Mode, switch to it using [Tab]. Select the cube so that it goes pink, then switch into Edit Mode again using [Tab]. You should now see your cube displayed as a series of black lines with coloured vertices at each corner. Unlike Object Mode, these vertices are selected when they are yellow and unselected when they are pink. Select any one of these points now - which one is irrelevant. Understanding what you are looking at The last topic we'll cover in this tutorial is making a little more sense of what we are looking at on screen. A cube is not so bad - we only have 12 lines and usually only two or three cross over each other, even when we are rotating the model in 3D space. Once we get more edges and polygons on screen, it will start to get more confusing.Saving your work We're running out of space in this tutorial, but there is one more thing that we need to do. We need to save our cube. The 'empty' is not so important, so you can select it and delete it if you want to - you already know how to do that.What's in tutorial 3? In tutorial 3 we'll reload our cube and start to play with it. We'll start to explore the basics of manipulating the mesh, changing its shape and appearance as well as using some of the mesh tools and attaching some materials. We may also delve into the basics of SubDivided meshes to see what we can do with even such a basic mesh as a cube. Copyright (c) 2006, Craig Robinson ("Sphynx") Permission has been granted for inclusion only on www.scifi-meshes.com and www.industrial-meshes.com |
| No question is a stupid question if you don't know the answer - If you need help (and you can find us), ask the (Sens)A-Team. Personal website (updated, Mar 2007) :: Industrial-meshes.com :: Professional website (Updated, Feb 2007) Last edited by Sphynx; 01-26-2008 at 02:06 PM. | |
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| Senior Member Realname: Mark Farrington Join Date: Jul 2006 Location: Mississippi Age: 38
Posts: 174
| I've got a Wacom Intuos3 and I can rotate as you described but panning and zooming don't seem to be working. |
| Cleric of the Holy Blenderite Church Ignorance can be fixed. Stupidity lasts forever. | |
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| | #3 (permalink) |
| Divine Penguin Realname: Craig Robinson Join Date: May 2006 Location: Rochester, UK Age: 39
Posts: 1,771
| It may be a difference in Tablets and drivers - I'm using a Wacom Graphire3 and it all seems fine. I'll take a look at my wife's intuos and get back to you. |
| No question is a stupid question if you don't know the answer - If you need help (and you can find us), ask the (Sens)A-Team. Personal website (updated, Mar 2007) :: Industrial-meshes.com :: Professional website (Updated, Feb 2007) | |
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| The Nerd next door | How do I add another object to the scene that was created as a project? |
| "Live Long and Prosper" gene roddenberry's Vulcans. My K-Bop W.I.P. , A.O.T.T. Cardassians have no honor what so ever!!! - Mauiman Captain and Owner of the Starship U.S.S. Celtic Blood NX-1007389 (Sovereign Class) : C-1 , C-2 , C-3 , C-4 , C-5 | |
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| | #5 (permalink) |
| Divine Penguin Realname: Craig Robinson Join Date: May 2006 Location: Rochester, UK Age: 39
Posts: 1,771
| If mean another primitive, just use the [Add] option from the normal menu again. If you mean that resides in another file, use [Append] and drill down into the other blend file to find the object that you require. If this is not directly about this tutorial however, it would be far better if you opened a query in teh Q&A section - you've got far more chance of other Blender users answering this question even before I see it. |
| No question is a stupid question if you don't know the answer - If you need help (and you can find us), ask the (Sens)A-Team. Personal website (updated, Mar 2007) :: Industrial-meshes.com :: Professional website (Updated, Feb 2007) | |
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| | #7 (permalink) |
| Divine Penguin Realname: Craig Robinson Join Date: May 2006 Location: Rochester, UK Age: 39
Posts: 1,771
| It was lost during the re-working that Ace has done. Looks like a lot of threads older than a certain age have been dropped. I'm looking for it in my archive, and will try to replace it. |
| No question is a stupid question if you don't know the answer - If you need help (and you can find us), ask the (Sens)A-Team. Personal website (updated, Mar 2007) :: Industrial-meshes.com :: Professional website (Updated, Feb 2007) | |
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