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Blender 2.6 Essential Training
Maria ReƱdon

Blender 2.6 Essential Training

with George Maestri

 


This course provides an overview of modeling, animating, and rendering 3D graphics in the open-source software Blender 2.6. Beginning with a tour of the Blender interface, author George Maestri shows how to create and edit basic objects, work with modifiers and subdivision surfaces, and apply materials and textures. The course also demonstrates lighting 3D scenes, setting up and using cameras, animating objects, and assembling basic character rigs.
Topics include:
  • Navigating in 3D space
  • Selecting, rotating, and scaling objects
  • Using Snap to move objects precisely
  • Creating mesh primitives and extrusions
  • Subdividing meshes
  • Creating a simple creature
  • Joining mesh objects and stitching vertices
  • Organizing a scene with layers, groups, and hierarchies
  • Assigning glossy and reflective materials to objects
  • Creating bump maps
  • Creating sky and ambient light
  • Understanding ambient occlusion
  • Adding motion blur and depth of field
  • Editing animation in the Graph Editor
  • Building and animating a simple character

show more

author
George Maestri
subject
3D + Animation
software
Blender 2.6
level
Beginner
duration
7h 26m
released
Dec 21, 2011

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Introduction
Welcome
00:04Hi! I'm George Maestri and welcome to Blender 2.6 Essential Training.
00:09Blender is a very powerful 3D modeling, animation, and rendering application.
00:15It can be used to create visuals for animation, special effects, and gaming.
00:22Probably one of the best things about Blender is that it's free, it's an open
00:25source application so you can download it whenever you want and use it on OS X,
00:30Windows, or Linux.
00:34In this course we're going to go over the basics of the Blender 2.6 interface,
00:39then we're going to show you how to model, we're going to go over polygonal
00:42modeling, so that you can build your own objects and characters.
00:46After that we're going to take a look at materials, we're going to look at how
00:50to create glossy, reflective, and transparent materials.
00:54After that we'll take a look at textures including how to apply bitmaps to
00:58your objects and how to map them in the UV Editor, we're going to take a look
01:03at lighting and rendering, so that you can create realistic scenes and
01:07realistic environments.
01:09And finally, we're going to take a look at animation including character rigging
01:13where we will build a simple character rig.
01:17So let's go ahead and get started with Blender 2.6 Essential Training.
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Using the exercise files
00:00If you've purchased the DVD or our premium subscriber to lynda.com, you will
00:05have access to the Exercise Files.
00:08Now these will be located in a file called Exercise Files.
00:12If you download them place them on your Desktop, and in there you will have 11
00:18chapters worth of content, and if you place it on your Desktop, you should be
00:23able to get to it exactly the same way that I do in the course.
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Downloading Blender
00:01For those of you who are new to Blender, you can find the Blender download
00:05at www.blender.org, and once you get to that website there should be a download link.
00:12Find the version for your particular operating system and install it.
00:17Now Blender will work for Windows both 32 and 64 bit, Linux 32 and 64, Mac OS X,
00:23as well as FreeBSD.
00:29So you have a wide range of operating systems you can use with Blender.
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Using Blender on a Mac
00:00Blender on the Macintosh OS X Operating System works pretty much the same as the
00:07Windows Operating System.
00:08They've made pains to keep the interface consistent through our versions, but
00:13the keyboard of the Macintosh is a little bit different than the PC keyboard, in
00:18that it doesn't have an Alt key.
00:20So to substitute for the Alt key we use the Option key on the Mac.
00:26So for example Ctrl+Alt+Q on the PC will be Ctrl+Option+Q and that will put you
00:33into an out of quad view.
00:36So just remember to substitute the Option key on the Mac for the Alt key.
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Using Blender on a laptop
00:00If you're using Blender on a laptop, you may not have a keyboard with a Number Pad.
00:06If that's the case then you won't be able to do certain functions in
00:10Blender such as switch views from the Number Pad, but we can fix this by
00:16setting a preference.
00:17We can go into File>User Preferences and under Input select Emulate Numpad, and
00:26this will make the number keys along the top of your keyboard emulate the Number
00:30Pad along the side of the keyboard allowing your laptop to be fully functional.
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1. The Blender Interface
Overview of the Blender interface
00:00Let's get started by taking a look at the default Blender interface.
00:04Now, this is the interface you should see when you first open Blender.
00:08Now, if you've opened an existing Blender file, you may see a different layout
00:14or a different interface, that's because the layout is actually saved with the
00:17file, but just know that you can always get back to this default interface, and
00:22I'll show you how to do that in a little bit.
00:24Now, the interface is composed of individual panels, and inside each panel is
00:29what's called an Editor, and you can tell what the Editors are because they have
00:33an icon either on the top-left corner, such as this, or at the bottom-left
00:38corner, such as here.
00:40Now, those little icons in the corner tell you what type of Editor it is.
00:45So let's go to the very top-left corner here, and we see this little icon here
00:49with the letter I in it.
00:50In fact, if we left-click on this and pull this down, you can see these are all
00:53the different types of Editors we have, and the one we're using here at the top
00:57of the interface is called the Information window or the Info window.
01:01Now, this window is pretty straightforward, it just has a File Menu, which
01:07allows us to Open, Close, Import, and Export files.
01:11It also has what's called an Add Menu, which allows us to add objects into
01:16the scene, such as Meshes, Armatures, Cameras, Lights, pretty much whatever you want.
01:21We also have a Render Menu, and the Render Menu allows us to render images or animation.
01:28And we also have a Help Menu, which brings up web-based help from Blender.
01:33Now, next to this we have our Layout Menu.
01:37Now, as you can see, we're on the Default Layout.
01:40If I go over here just to the left of this, you'll see I have a pull-down
01:43menu, and this actually allows us to choose whatever type of Window Layout is appropriate.
01:49Now, these are just some of the presets that come with Blender, but you can
01:53also make your own.
01:55So for example, if I was using Animation, I could just click on this and it
02:00would reconfigure the Windows so that it was easier for me to animate.
02:04If I was working with UV Editing, again, it would change the Window Layout.
02:10Now, let's go ahead and go back to our Default Layout.
02:14If you can't find the Default Layout, we can always reset Blender to get to this.
02:20So all I have to do is find the File Menu and just do Load Factory Settings.
02:25Once we do that, it loads all default preferences and it basically resets the package.
02:31Be careful when you do this, because if you have custom hotkeys set up, it will
02:36revert them back to the original settings, so just be aware of that.
02:41Again, along the top of the Information window, we have a Scene Menu here, this
02:45is just a pull-down menu, allows us to select different scenes.
02:48We have a place where we can select which Renderer we're using, and if you have
02:52plug-in renderer, it would show up here.
02:55And then we also have basically an Information Panel here, which shows us the
02:58Version of the Blender and information about the object that we have selected.
03:03Now, along the right side of Blender we have two Editors.
03:06The first one here on top is called the Outliner.
03:10The Outliner is basically a list of everything in the scene and it allows us to
03:14choose whatever objects we want just by clicking on them.
03:17Now, if you notice here, I'm having to scroll up and down through the Outliner
03:22window because it's kind of sized a little small.
03:25We can resize any one of these Editors simply by clicking over the edge and dragging.
03:31So if I put my cursor over the bottom edge of the Outliner, left-click and drag,
03:35you can see how I can expand it so I can see everything in the scene.
03:41We can also expand it horizontally, so if I left-click and drag over this window
03:45here, I can actually drag this open as well.
03:48Now, this brings us to the Properties Panel, which is the one below the Outliner.
03:53And you'll notice how this window is contextual;
03:56it changes a little bit depending upon the object that we have selected.
03:59So for example, if I select the Cube, I get a number of different icons here.
04:04In fact, let me bring this out a little bit so we can see all of these.
04:08So you'll see a number of different buttons here, and each one of these buttons is a tab.
04:13So this one here allows us to see the Render properties;
04:18this one here shows us Scene property, if we want to see properties about the
04:21object itself, and this will change depending upon what we have selected.
04:26So these are basically just properties attached to whatever we're working with.
04:32So in this case we have Materials, because it's actually a physical object;
04:36if we're working with a Camera, well, Cameras really don't have Materials
04:40applied to them, so this will change.
04:44Now, along the bottom we have a Timeline, this is where we can scrub animation,
04:49we can also set keyframes and do playback.
04:53Now, above here is this really big window and this is called a 3D View.
04:59And the reason it's a 3D View, well, it's because this is where we see our 3D objects.
05:03This is really the main part of Blender, this is where we can do most of our work;
05:09we can do modeling, animation, rendering, a lot of that happens in this 3D View.
05:16Now, if you haven't noticed, we can actually take these icons that tell us
05:20what type of window it is and actually change the type of Editor that we're working with.
05:25So as you can see here, we're working with a 3D View, but if I want to, I can
05:29change that into any other type of Editor.
05:32So if I wanted to I could change this to a really big Outliner or I can change
05:37it into what's called a DopeSheet.
05:39So I can change these into pretty much anything that I want.
05:44But I'm going to go ahead and change this back to a 3D View.
05:51So those are some of the basics of the Blender interface.
05:55As you can see, the interface can be very configurable, but we can always get
06:00back to our default settings, which is what we're going to be using for most
06:04of the course.
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Understanding 3D view windows
00:00Now let's take a look at the basics of the 3D View window.
00:04Now, this is the window that you're going to be using the most in Blender.
00:09Now, the 3D View window is really this area of the screen.
00:13You can see here at the bottom-right corner we have this icon here, it says 3D
00:16View, and then that goes all the way diagonally up to this corner here.
00:213D View window is our 3D Viewport, it's where we can rotate, we can zoom, and so on.
00:27But let's take a look at what surrounds this before we get into actual navigation.
00:33So if you notice here we've got a panel that's on the left side of this window,
00:39this is called the Object Tools Panel.
00:41Now, this allows us to Translate, Rotate, Scale objects, as well as do
00:46some additional tools.
00:48Now, this window will change a little bit depending upon what object you have selected.
00:53So if we go over here to the Outliner, and I select the Chair, you'll see that
00:58we have one set of tools;
01:00if I select the Camera, you'll see that these tools change just a little bit.
01:05As with all panels, this Object Tools Panel can be scaled.
01:11So I can scale it to the right, or if I push it all the way to the left I
01:15can make it disappear.
01:17Now, when I make it disappear, you'll notice a little plus sign shows up
01:21here, and if I click on that, it allows me to get that Object Tools Panel.
01:26Now, if we go over to the right side, you'll see we have another plus sign
01:29and under this is what's called the Properties Panel, and this allows us to do
01:34things such as Transforms and change the Camera View, and so on.
01:39And just as with the Object Tools Panel, I can scale this and I can make it
01:44disappear just by dragging it to the right.
01:47Now, along the bottom we actually have a menu and some additional buttons, and
01:52we're going to go through a lot of these buttons, but let's start with this one
01:56here, and this is our Viewport Shading button, and this tells us how we're
02:01actually shading this particular 3D View.
02:04So let's go from the bottom to the top, if I select Bounding Box, it turns
02:08everything into boxes, and this really just shows you a very rough approximation
02:13of where things are in the scene, but it will render very fast.
02:18So if you have a very complex scene, this can actually help you scrub in real-time.
02:22A little more detail, we go up to Wireframe, and this gives us the Wireframe
02:28version of the scene.
02:29Then we have the Solid View of the scene, which is basically just solid shading,
02:35so we can actually see the objects as they're shaded.
02:38And then if we have textures on our objects we'll see a Textured View, and this
02:43will actually put the photographic textures that we have applied into the scene.
02:48I'm going to go ahead and put this back on Solid, and let's take a look at some
02:52of these other menus here.
02:54Now, this one here we have a contact- sensitive menu called the Object Menu, and
02:58this can change to the Edit Menu or other menus just depending upon what mode
03:04we're in and we'll get to that in a little bit.
03:07We have a Select Menu, which allows us to select objects and, most importantly,
03:11we have a View Menu.
03:12Because this is a 3D View, this allows us all sorts of control about how we view the scene.
03:19So the first one I want to do is one here at the top and it's called Toggle Full Screen.
03:23Now, if you notice here to the right of all of these we have a hotkey, and in
03:29this case Toggle Full Screen has the hotkey of Ctrl+Up Arrow.
03:35So if I toggle it from here, you can see my 3D View goes to Full Screen, all the
03:43other panels disappear.
03:45If I hit Ctrl+Up Arrow again, it comes back, so this is really just a toggle;
03:49so Ctrl+Up Arrow to make it big, Ctrl+Up Arrow to shrink it back down again.
03:55Now, another one that's another toggle is called Toggle Quad View, and hotkey
04:00for this is Ctrl+Alt+Q. So when I Toggle Quad View, it actually brings up four
04:06Viewports in this one 3D View.
04:09So in the top-right we have a Perspective View, then we have Orthographic or
04:14Drafting View, so we have a Top, Front, and Right View.
04:18Now, this can be very helpful when you're modeling and you need to get very
04:22precise views of your scene.
04:25Now, again, this is a true toggle, so if I hit Ctrl+Alt+Q, it will bring it back.
04:32Now, notice how it brought me back to a different Viewport than I went in as.
04:37So if I use Ctrl+Alt+Q to toggle back to my Quad View, let me show you a little trick here.
04:43When it toggles back to a Full View, it's going to toggle back to wherever
04:47the mouse is located.
04:49So if my mouse is over the Perspective window, it toggles to Perspective.
04:55If I'm over the Top Orthographic window, it will toggle to Top Orthographic.
05:02So just be aware of that as you go back and forth between these, your mouse
05:06position is important.
05:09So these are some of the basics of the 3D View window.
05:12Now, remember you can resize the panels on either side of the screen and
05:17also change the shading.
05:18We're going to get into navigation in the next lesson.
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Navigating in 3D space
00:00Now, let's take a look at how to navigate in Blender.
00:04Navigation is done using the middle mouse button, so you really need a three
00:08button mouse in order to use Blender efficiently.
00:12Pressing down the middle mouse button and dragging will orbit the Camera.
00:17So if I drag left and right, it orbits left and right;
00:20up and down orbits up and down.
00:23If I go anywhere in between, it will just orbit around kind of in circles.
00:28Now, if you hold down the Ctrl key and middle click, you zoom, so I'm zooming in
00:34and out by moving my mouse up and down.
00:37Now, a lot of mice have a middle scroll wheel and you can also use that to zoom.
00:43So if I scroll my wheel in and out, again, it will zoom.
00:48If I hold down the Shift key and middle-click, I pan.
00:52So I can pan up and down, left and right just by holding down Shift and middle-click.
00:58So let's go over that one more time.
00:59Middle-click by itself orbits, Ctrl+middle-click zooms, but you can also zoom
01:07using the scroll wheel, Shift+middle-click pans.
01:12So using these three tools we can pretty much set our view to however we want.
01:18So for example, if I wanted to zoom in on this Chair a little bit, I can
01:22just position that and pan over and position my mouse so that I have that
01:28Chair in the Viewport.
01:31Now, as we work through the scene, we may actually zoom into something, but need
01:35to see the entire scene.
01:37Blender has a number of automatic zooming options here, and those are called Align View.
01:43So if we wanted to zoom out to see everything, all we have to do is go Center
01:48Cursor and View All, and the hotkey for that is Shift+C.
01:53So when you do that, it basically zooms out so you see everything that's in the
01:58scene, and this could be really handy if you're working and tied in one area,
02:01you want to zoom out so you can go over to another place in the scene.
02:05So again, if I zoom in, change my View, all I have to do is hit Shift and the
02:10letter C and it will always zoom out to the extent of the scene.
02:15Now, on the other side, if I want to zoom into a specific place, one of the
02:20easiest things to do is to zoom in to an object.
02:23So if I were to go into my Outliner here and left-click on the Couch to
02:29highlight that, I could go View>Align View>View Selected.
02:34Now, the hotkey for this is Numpad.
02:37or Numpad period.
02:39When I do that, it zooms into the Couch.
02:43So if I were to move my View a little bit, select, for example, the Chair here
02:47and then click back in the Viewport to make it active and hit the period, it
02:51will zoom into that Chair.
02:54And again, Shift+C zooms out to everything.
02:57Now, there will also be times when I will need kind of a standard Viewport here,
03:02so let's say I wanted to view the scene from the left side.
03:06Well, I can kind of approximate it, but I don't know if I'm exactly going right
03:12along the axis that creates a Left View.
03:14Well, we can do that here, again, in the View Menu just by selecting any one of
03:19these standard Views, so if wanted the Left View, I could do a Left View;
03:23if I wanted the Back View, I could do a Back View, Top View, and so on.
03:29Now, notice how these Views here are not what we'd call Orthographic, they're
03:35not square to the camera.
03:38These are what are called Perspective Views.
03:40So you can see here what type of View we have, we have a Left Perspective View.
03:46Now, this is nice for if we want to actually view the scene, but if we want
03:49to do something more technical, such as modeling, we may need a straight on Orthographic View.
03:55Well, we can toggle that, again, in the View Menu by using View
04:00Prospective/Orthographic, and the keystroke for that is Numpad5.
04:06So when I hit Numpad5, it toggles between Perspective and Orthographic.
04:11So if you notice the Orthographic View is the square on View, which allows us to do modeling.
04:18Now, if you notice a little bit of a pattern here, a lot of these View commands
04:23are on the number pad of the keyboard.
04:26In fact, there is a whole list of standard views on that number pad.
04:31In fact, we can see them here, if we go into View>Navigation, you can see we
04:37have a bunch of different functions here that are all based on the numpads, so
04:42let's go through some of those.
04:44If we hit the Number 7 key, in other words, the top left of that, we get a Top
04:50View, so again, Number 7 key is the Top View.
04:54The Number 1 key is a Front View, and the Number 3 key is a Right View, and
05:03remember that 5 toggles between Perspective and Orthographic.
05:08So again, 7 is Top, 1 is Front, 3 is Right, and I can toggle Orthographic
05:15just by hitting that 5.
05:16So I'm going to put this into Perspective View, and there's also two additional
05:23sets of keys that allow us to rotate or orbit the scene.
05:27If I hit the 4 and the 6 key on the number pad, I can orbit Left and Right.
05:35So again, if I'm hitting the 4 key I'm orbiting this way, if I hit the 6 key, I orbit this way.
05:41If I hit the 8 and the 2 key, I can orbit Up and Down, so the 8 key orbits Up,
05:48the 2 key orbits Down.
05:50Now, if you want to zoom, the Plus and Minus keys on the keypad allow us to zoom.
05:57So if your mouse runs out of battery, you can still orbit Blender by using that
06:03number pads, so that can be really handy if you're kind of working and closing,
06:07you just need to nudge the view a little bit, sometimes that number pad is a
06:11little bit more efficient than trying to get that view with the mouse.
06:16So those are some of the basics of navigating in Blender.
06:21Go ahead and practice navigating through the scene.
06:24We're going to really need to get our navigation skills up to speed as we dive
06:29deeper into Blender.
06:30So once you get the hang of it, it is pretty simple.
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Configuring user preferences
00:00As you start using Blender, you may want to change your User Preferences to make
00:06it interact differently.
00:07So let's take a look at how to do that.
00:10User Preferences can be found in one of two places.
00:14The first, you can actually make it into an Editor.
00:16So if I click down here, you can see I've got a User Preferences option which I can use.
00:22That's probably not the best way to go about it.
00:25If I want I can also get to it through the File Menu, so do File>User
00:29Preferences, and this brings up a floating menu, which is probably a little bit better.
00:34Now, in this we have a number of different tabs for different types of
00:39preferences, different categories of preferences.
00:41The first one is Interface, and along here we have basically how big the
00:47manipulator is here, we can change the size of our Manipulators, change the size of our axes.
00:54Probably one of the ones you want to take a look at here is whether you not you
00:57want to display Tooltips.
00:59So if I hover over an option here, you'll see this little black box comes up and
01:04it tells me two types of Tooltips.
01:07One is the top one in bold is just a regular Tooltip, and then at the bottom is
01:12the Python Programming Hints.
01:15So if you're going to be programming back-end for Blender, then that can be helpful.
01:20Well, one thing is, I like to turn off the Python Tooltips, because it makes
01:24that Tooltip a little bit smaller, and if I want I can also turn On and Off
01:29Object Info, frames per second, and so on.
01:33So if we go over to Editing, these are basically preferences that we want
01:37if we're going to do editing, such as our Keyframing defaults and that sort of stuff.
01:42The next one is Input, and that's actually probably the one we're going to
01:45spend most of our time, so let's actually come back to this and go through the rest of these.
01:50We have Addons, this is basically for plug-ins to Blender, where you can
01:53actually configure your plug-ins.
01:55Themes, this is our default Colors, and if you want to change the Colors of anything here;
02:01we can change Colors of our 3D View, Graph Editors, basically anything here.
02:06So this is kind of a nice way to change the look and feel of Blender.
02:10File, System, if you have default locations for your files you can put them in here.
02:16System Preferences, now, these are stuff like OpenGL Preferences.
02:19What's the default light Color, where is it coming from?
02:23Are we going to be using Sound and how are we going to be using Sounds, so what
02:27type of Sound Driver I'm going to be using, that sort of thing?
02:31Let's go back to the Input Panel and go through that.
02:35Under Presets we have a couple of different Presets for the Mouse and for the hotkeys.
02:42Let's go through the Mouse first.
02:44Under Presets, we have Presets for Blender or Maya.
02:47So if you're familiar with the Maya mouse and the way the Maya mouse works, you
02:52might want to use that.
02:53So let's go ahead and just go to our standard Blender Presets and just go through them.
02:57Do we want the mouse to Emulate 3 Button Mouse?
02:59Well, hopefully you have a 3 Button Mouse, but if not, you can do that emulation.
03:04Do you want Continuous Grab, and that's really just how you move objects?
03:08Do you want to Select With the Left or the Right mouse button?
03:12By default, Blender selects with the Right mouse button, and that's sometimes a
03:18little counterintuitive, because most other 3D packages select with the Left.
03:22So if you want you can change that;
03:24I'm going to leave it at the default.
03:26What Orbit Style do you want, do you want Trackball or Turntable?
03:30Let me show you the difference of these.
03:32I'm going to leave this on Trackball, and if you want you can see how when I
03:36middle-click and drag, it's kind of a different feel to the Trackball.
03:43So let's go back into our User Preferences here and change it to Turntable.
03:48Now, this is probably more similar to Maya, where when you middle-click, it's
03:54kind of more Left, Right, Up, and Down than continuous.
03:56It's a little harder to get that angled view in a trackball.
03:59It defaults more to a square Up and Down View, which I tend to like, but however
04:05you want to set it up is fine.
04:07And then, how do we want a Dolly?
04:09And there are some additional ones here.
04:13Also here is where we can set up our hotkeys.
04:17By default we're going to be using the Blender hotkeys for this lesson, but if
04:22you're familiar with Maya, or if you plan to use Maya in the future, you might
04:27want to start getting used to the Maya hotkeys here.
04:30And so you can just change your hotkeys to Maya, and if you want you can also
04:34change your Mouse Presets to Maya, and now Blender will operate a lot more like Maya.
04:41So instead of middle-click and drag, you have to hold down the Alt key,
04:46left-click orbits, middle-click pans, right-click zooms, so that's the standard for Maya.
04:57And if you're familiar with Maya navigation and Maya keystrokes, this might be
05:01an easy way to get more familiar with Blender without having to learn a whole
05:05new method of navigation.
05:08But for this course we are going to be using the standard Blender hotkeys
05:11and mouse operations.
05:14So if we want, once we get our default set, we can just use them in Blender.
05:21So whatever I've changed I can use it here.
05:24But if I want to continue using these preferences, I need to Save as Default,
05:30and what that does is it saves whatever I've set up as my default.
05:34So the next time I load Blender, my hotkeys, my mouse operations, will all be there for me.
05:41So before you go making a lot of changes, it's always a good idea to just make
05:46the changes, use Blender for a little bit, and if you like them, then go back
05:50into the User Preferences window to go ahead and save them out.
05:54Now, if you change some Preferences and you kind of mess things up, very easy to get back;
05:59all we have to do is, again, go to Load Factory Settings and it brings it right
06:04back to the standard default views and the standard hotkeys.
06:08So go ahead and set up your User Preferences to the way you want.
06:12If you're a Maya person, go ahead and use the Maya keys, I'm going to use Blender.
06:17If you're just starting with Blender, you might want to stick with the Blender
06:20hotkeys, just so you can follow along with me a little bit more easily.
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Creating custom layouts
00:00There will be times when the standard default Blender interface won't be working for you.
00:06So what we can do is we can actually create our own presets and create our own
00:11custom layouts within a scene so that you can work as efficiently as possible.
00:16So we have this scene which is using the default layout and let's go ahead
00:21and start modifying it.
00:22But before we start modifying it too much, I actually want to create a new preset.
00:28So let me show you why I want to do this.
00:30So, let's say for example we kind of mess around with the scene a little bit and
00:34I kind of make this bigger and open up this panel.
00:38Now what happens is no matter what changes you make to this layout, it actually
00:43saves it in whichever preset you have available.
00:47So right now I'd made these changes to Default, and if I go into for example
00:53Animation, you can see it completely changes, but when I come back to Default,
00:58those changes are still there.
00:59So whatever changes we make, actually still wind up in whatever precept we have up there.
01:05So I'm going to do ahead and put this back and resize these windows down and put
01:08it back to pretty much the Default interface.
01:11And before we start really drastically reconfiguring this interface, I'm going
01:15to create a new preset and so that way I can keep my default pretty pristine.
01:22In that way can always come back to that default setting.
01:25So all I'm going to do is hit the plus sign here and what that does is
01:30it just takes whichever view you were in, makes a copy of it and makes another preset.
01:35So if I do the scroll down here, I now have Default and Default.001.
01:39Now any changes I make to Default.001 will stick there and then when I go back
01:45to Default, it will go back to that original one.
01:48So let's go to Default.001 and start doing some changes.
01:53The first thing I'm going to do is I'm going to take this Object Tools panel and
01:56scale it down, so I have a full user perspective window.
02:00Now, there are a lot of times you're going to want to have more than one
02:04view into the scene.
02:05Now we can do this by doing the Quad view, but there are also ways of creating
02:10your own custom layouts, and let's show you how to do that.
02:13If you notice, each one of these windows has a little kind of a crosshatch in
02:19the top right corner.
02:21So we have little kind of diagonal crosshatch here and here.
02:25We can use this to actually split our windows.
02:29So if I left-click and drag, I can split window.
02:32So in this case, I'm going to split this window vertically.
02:34So I'm going to left click here and drag to the last and you see as I do that it
02:41creates a second window.
02:43Now, each one of windows is unique.
02:46So, if I pan in this user perspective window, this one doesn't get affected.
02:52I can also change each window to whatever view I want.
02:55So for example, if I want to change it to orthographic, I can do that.
02:59If I want to I can also change it to a top view just by hitting the number 7 on the number pad.
03:06Now I also can split them horizontally.
03:09So if I left-click and drag down, I split the window again.
03:15So now I have three views here.
03:17So let's go ahead and change this Top view here to a Right view.
03:23You can also create floating windows.
03:26So, if I position my cursor above this icon here, hold down the Shift key and
03:32drag, you'll see that it actually creates a floating window that I can also use.
03:38Now, this might not be as useful for viewports, but it's very useful for things
03:44like the Properties panel.
03:46So if I take the Properties panel, Shift and drag you can see I've detached this
03:52Properties panel here.
03:54Now, this is great if you're using multiple monitor setups and you want to have
03:58floating palettes on one monitor and your viewport on another.
04:02So basically, you can just Shift+Drag and take your Outliner and your Properties
04:07panel and just put them into another monitor.
04:10So this can be very handy for that.
04:12I'm going to go ahead and close this.
04:15Now, once we have our layout the way that we want, we can rename it.
04:20Right now, we've been working with this as Default.001, but if we want we can
04:26give it a more descriptive name.
04:27So, all I have to do is left-click in there and type in the name.
04:30So I'm going to call this TriView because it's three windows here.
04:35And now I've changed the name of that preset, so if I click here you can see now
04:39I have TriView and I can go back to my Default and I can go back to TriView.
04:46Now, we can also collapse windows.
04:49I know we've actually added a bunch of new panels here, but we can actually get
04:53rid of those basically using the same method we used to create them.
04:58So, all I have to do is again, left-click on this icon here and if I drag up
05:03instead of down, it basically creates this arrow that you can see, and when I
05:09let go, it collapses one window into another.
05:13So, if I want to collapse this view here, I have to start here and left-click
05:18and drag to the right instead of the left and you can see how it basically
05:22expands that window.
05:24Any change that I've made to this will show up in this TriView preset.
05:29So if I go to my default here, I still have that, but if I go to my TriView,
05:34then that basically stays.
05:37So again, try to name them descriptively, and then if you're going to do a drastic
05:41change, create a new preset.
05:44All of these presets actually save with the scene.
05:49If you want you can save preferences and it will save all of your defaults as well.
05:56So this will give you a lot more flexibility in how you arrange and organize
06:01your workflow in Blender.
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2. Selecting and Translating Objects
Selecting objects
00:00So let's take a look at selecting objects in Blender.
00:04We already learned a little bit about selecting objects by clicking on them in the outliner.
00:08So if I have to click on an object here you can see how I can select them.
00:12But we can also select objects in the viewport and we do that by right-clicking.
00:18So if I were to position my mouse over this cube and right-click on it, you
00:23would see that it highlights and that tells me it's selected.
00:28If I look in the outliner, you will also see a little circle here that tells me
00:32it's selected as well.
00:33If I were to right-click over another object, say the Cylinder, it would highlight.
00:38And I can do this for any object.
00:41So if I wanted to select one object at a time, right-click is all I need.
00:44Now if I want to select multiple objects, then I have to hold down the Shift
00:49key and right-click.
00:51So if I have this Cube selected and I hold down the Shift key and select the
00:56Cylinder, you will notice how the Cylinder highlights.
01:00So now I have two objects selected.
01:02But also notice how the highlight around the Cube turned dark.
01:06And this is just a little bit of information that tells me that the Cylinder is
01:10the last object that I have selected.
01:13So if I were to hold down the Shift key and select the Cone, and the Torus, you
01:20can see how that highlight follows you around.
01:23So this way you know the last object that you've selected.
01:26And this can be important for certain operations such as booleans that require
01:30you to select objects in a certain order.
01:33Now if I want to deselect objects, I can again hold down the Shift key and just
01:38click on the object.
01:39Now if the object is highlighted with a dark color, you have to click twice so
01:44if I hold down the Shift key and click here, notice how the first click
01:48transit light, then the second click completely deselects and we can do that for all of these.
01:56Another way to select objects is to simply select everything in the scene.
02:00And we can do this using the letter A . So if I hit the A key, it selects
02:06everything in the scene, including cameras and lights.
02:10But what's really cool is if I hit the A key again it deselects everything in the key.
02:15So this is a really nice toggle to select everything or to deselect everything.
02:20And this even works if I have just a few items selected.
02:24So I were just to select three items I can deselect them just by hitting A.
02:29Now there are a couple of other ways to select objects within Blender.
02:33And a lot of these are in the Select menu.
02:37And the two most important are Border and Circle Select.
02:41Now what's really cool is that these are labeled A for select all, B for Border
02:45Select and C for Circle Select.
02:48So you can just remember it by A, B, C. So we've already covered A which is Select All.
02:54Let's go ahead and look at B which is Border Select.
02:57If I hit the B key, notice how these crosshairs come up.
03:01All I have to do is left-click and drag, and you can see I can draw a selection box.
03:07If I let go, anything within that box is selected.
03:12Now if I were to do this again, hit the B key and select for example the Cone,
03:19it would just add to the existing selection.
03:21So I don't deselect the old objects I just add to my existing selection.
03:27I have to hit the A key to deselect.
03:30Now also with Border Select is that anything within that border gets selected.
03:36So if I were to Border Select this sphere and just the top corner of this
03:42Cube, the Cube would still be selected, even though it wasn't completely
03:46within that border.
03:49Now another tool that we can use is the Circle Select Tool.
03:52And that is the hotkey of C. Remember A, B, C. So if I hit C, notice how this
03:59little circle comes up and I can just start clicking on individual objects and
04:04just selecting multiple objects.
04:07To cancel this mode, either hit the Escape key or just right-click out of it.
04:13Now one of the nice things about this Circle Select Tool is that you can
04:16increase or decrease the size of the circle.
04:19So I am going to hit the C key again and if you have a mouse with a middle mouse
04:24button, you can just roll that mouse button to size it.
04:28If you don't have a middle mouse button the Plus and Minus keys on your
04:33keypad will also size it.
04:35So if I were to size this fairly big, then get a couple of objects within it,
04:39I can select multiple objects just by making sure that they fall within that circle.
04:47And again, right-clicking gets you out of this mode.
04:50Now in addition to these tools, there is a couple of rather really handy tools.
04:54Couple of them here are Random which just selects a random number of objects, so
05:00if I were to hit Random again it will just select a random number of things in
05:05the scene which can be handy.
05:07But another one is Inverse.
05:09So if I hit Ctrl+I or hit the Inverse menu option, it'll select everything
05:15that wasn't selected.
05:16Now one more that I want to show you is called Select Pattern.
05:21But before I do that, remember every object in Blender has a name.
05:26And in this case we have names such as Cone, Cube and Cylinder, very simple names.
05:30But we can use those as criteria for a selection.
05:35So if were to go Select Pattern and type-in for the Pattern cube, we'd select the cube.
05:44If I were to Select Pattern and just type C with the asterisk, it would
05:50select anything starting with the letter C. And in this case that would be the
05:55camera, the cone, the cube and the cylinder.
06:00So those are some of the basic tools for selecting objects within Blender.
06:04So go ahead and practice with selection.
06:07It's really fairly straightforward and you should get the hang of it
06:10fairly quickly.
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Moving objects
00:00There are many times when you'll need to move your objects around in 3D space.
00:05And we do that by using the Transform Tools.
00:09Before we actually start transforming objects around, we need to know where
00:13we're going to be transforming them.
00:14We need to do a little bit about how 3D space works in Blender.
00:19So if I start orbiting my scene, you will notice I have a little icon in the
00:23bottom corner of this screen and I also have some green and red axes, and these
00:29just tell me where my X, Y and Z axes are.
00:34Now my Z axis is my vertical axis which isn't showing up on my grid, but just
00:39know that Z is up and down and X and Y move you left, right and forward back.
00:46So if I want to move an object, probably the easiest way to do that is to hit
00:51the Translate key here in the Object Tools Panel.
00:56I can also get to that by using the G hotkey.
00:59Now G stands for Grab.
01:01So if I were to right-click on an object say the table and hit G, notice how it
01:07turns white and now I can translate that object.
01:12Now I really don't know exactly where I'm translating.
01:16You see in the bottom of the screen, it kind of has these numbers here of Dx,
01:20Dy, and Dz, which kind of tell me where it's moving.
01:24But because I've got a 2D screen and a 3D space, I can't tell exactly whether I
01:30am removing it left or right or up and down or back and forth.
01:33Probably the easier way to do this is to constrain the motion of the objects.
01:39So if I were to hit the Translate key again, and this time hit the X key, you
01:44notice how I can actually move it along the X axis.
01:49If I were to hit the Y key, notice how I can move it along Y and the same for Z,
01:55you can move it along the Z axis.
01:57Now this is great because it allows you to constrain the way that the object moves.
02:04Now another way to get more constraint over the way an object moves is to use an
02:10orthographic viewport.
02:12So if I were to hit the number 7 key on my numpad, go to my top viewport and
02:17then hit 5 to go to orthographic, then when I grab this object and move it, I
02:24am basically only moving it in the X, Y plane, because I'm looking straight down at it.
02:29I'm just rearranging it along the floor.
02:33So I am going to go ahead and bring this back into Perspective Mode, by just
02:37orbiting my camera and hitting the number 5.
02:39Now another way to move the object is to actually move it by discrete numbers.
02:46We can do this in a number of places.
02:50If I go over to my Properties Panel here and I hit Object, you will see that I
02:54have numbers here for translation.
02:58So I can move my X position here, my Y position here or my Z position here.
03:06So for example, if I wanted it exactly at 0 and Z, I could just type 0 and it would go to 0.
03:12Now I can also get to these tools by bringing out the Properties Panel here.
03:19So if I want to I have my object that's selected, again I can go X, Y, and Z. So
03:29those are two additional ways to transform objects.
03:33And that way you can also type-in very precise numbers.
03:38I am going to go ahead and get rid of those here.
03:40One additional way to translate objects is to use the transform gizmo.
03:46And you can do this by going down to the bottom of your 3D viewport and clicking here.
03:52But what you would be able see here is this Arrow, the Curve, and this
03:58little Scale Tool here.
03:59But I want to make sure it's on the Arrow.
04:00And when it's on the Arrow, this little gizmo comes up and it allows me to just
04:05grab either the X, the Y, or the Z axis and move it.
04:10So if I hit the red cliff I'm moving in X;
04:14green, I am moving in Y;
04:16and blue I am moving in Z. Now I also can move multiple objects.
04:22All I have to do is just Shift+Select them and I can move many objects at once.
04:29So those are some of the basics of how to translate objects, within Blender.
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Rotating objects
00:00Rotating objects is another important thing to learn in Blender.
00:04So let's take a look at how to do that.
00:06Now we can rotate just similar to transform by hitting the Rotate Tool and the
00:12shortcut for that is R. So if I right-click over this chair to select it, hit
00:17the R key, you can see how I can rotate it around this viewport.
00:24This might not be how you really want to rotate it, but again, just like with
00:30the Move Tool we can constrain it to specific axes.
00:35So if I hit the X key, I can rotate around the X axis, if I hit Y, I can rotate
00:41around Y. Now remember we are rotating around that axis, so think of the Y axis
00:48is more or like the X wheel.
00:50If I were to go for the Z axis, we would rotate around that vertical axis.
00:55Then I am going to right-click off of this to cancel.
00:59So if I hit the R key and hit it as second time, you get a different type of rotation.
01:06You can actually rotate this object almost like it's on a trackball.
01:10So if you move it up and down, you're kind of moving along the Y direction, if
01:15you move it left and right, you're moving it along the Z direction and so on.
01:22So you can kind of play with that as well.
01:24And again, right-clicking cancels the operation.
01:27Now just like with transform, if I want to type-in specific numbers, I can also do that.
01:34I can go over to the Properties Panel for the chair here or I can expand the
01:42Properties Panel here and I have my Rotation options here.
01:46So If I wanted to rotate it around Z say 90 degrees, I can just type that in or
01:53if I can left-click and drag on these sliders, I can again spin the chair
01:58however I want, and I am going to hit Ctrl+Z here to undo that.
02:02And I am going to go ahead and close this, and now again, just like with the
02:07Move Tool, we also have a gizmo that we can interact with to rotate objects.
02:14So if I go down here to my viewport and click on this Rotate Manipulator,
02:20you'll see this Manipulator comes up and it has three colors, red, green, and
02:25blue for the three axes.
02:28So I have just by clicking on that I can -- you can see how it changes to my X, Y, and Z axes.
02:38So those are some of the basics of how to rotate objects.
02:42So go ahead and practice with that and get used to the different rotation modes
02:46that Blender offers.
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Scaling objects
00:00If you want to make objects bigger or smaller, you can do that using the Scale Tool.
00:06This is very similar to translate and rotate.
00:09We have a Scale button here in the Object Tools Panel and the shortcut for that
00:15is S. So if I right-click on my chair, hit the letter S for Scale, I can scale
00:22the chair up and down.
00:25By default it scales uniformly, so it scales in all three axes evenly.
00:31If I hit the X key, I can scale in X, if I hit the Y key, I can scale in Y, and
00:39if I hit Z I can scale up and down in the Z axis.
00:44And again right-clicking cancels the scale operation.
00:49If I have numeric values that I want to scale by, I can just type those in, in
00:55the Properties Panel either here or if I expand that in the viewport I can type it here.
01:01So for example, if I wanted the chair to be really deep, I can type 2 into Scale
01:06and then it will double the depth of the chair, you want to make it wider, I can
01:11make it wider in Y by typing 2 into that number as well.
01:15Or I can just spin these just like I can with all the other options to make
01:21those, whatever I want.
01:22I am going to go ahead and type 1 in to both of these just to reset it.
01:27And then I am going to go ahead and hide this Properties Panel.
01:30If I want to, I can also use a Manipulator to scale and this is just like the
01:36Translate and the Rotate Manipulator.
01:38It's at the bottom of every 3D view.
01:40All I have to do is click on this and a three pronged icon comes up, a Manipulator.
01:47If I grab the red one, I scale in X, if I grab the green one I scale in Y, and
01:55if I grab the blue one, I scale in Z. If I want to flip an object, if I want to
02:01mirror it, I can just scale it in the opposite direction.
02:05So I can just go past the origin and scale it negative.
02:10So those are some the basics of how to scale objects in Blender.
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Understanding transform orientation
00:00When you start moving objects around in Blender, there are times when you need
00:04to move them at angles.
00:06So in other words, we need to them at different orientations.
00:10So we have a feature in Blender called Transform Orientation that can help us with this.
00:16So I have a simple table and chair here.
00:19So if you want to take a look at this kind of from the top, I've got these two
00:23chairs and I want to go ahead and put this one chair underneath the table.
00:28So I am going to right-click on it and rotate it so that it's kind of in the
00:32same direction as the table, so it's fairly square to the table, and then I am
00:37going to select my Translate Manipulator.
00:40And if you'll notice here, I've got this manipulator actually is along the
00:45global X and Y axis.
00:46So in other words, I can't slide it directly in to the table.
00:52I can move it this way or this way, and so if I wanted to, I can kind of edge my
00:56way into it, but I can't do it in one smooth motion.
01:01I can change that by using the transform orientation.
01:04And that's this little box here next to our Move and Rotate and
01:09Scale manipulators.
01:11So right now it's set to Global and that's the default, and so this Manipulator
01:17will match the X, Y, and Z axis of the scene, the Global axis.
01:24But if I want, I can change this to match the axis of each individual object.
01:29But if I want to, I can change this.
01:31Each individual object has its own set of coordinates and we can use those.
01:36So I go from Global to Local, notice how that flips.
01:43And now I can just slide that chair straight in, well, it's a little bit off
01:46there, but yeah, I can pretty much slide that chair straight in, rather than
01:51having to do it this way, where I have to kind of work it in one axis at a time.
01:57So typically, when you build an object, you should build it square to the X, Y, and Z axis.
02:04And when you do that, by nature, your local axis will keep with the object.
02:12We have a number of additional axis here.
02:14The ones you're going to use most are Global and Local.
02:17We have another one called Gimbal, and that's for, when you're working with
02:21bones and that sort of thing.
02:23We have Normal and this actually aligns it to the normal direction of the surface.
02:28So this is something you would use when you're actually doing Mesh Modeling.
02:33And then also the other one is aligned to view, and this can also be very important.
02:38So what it does is gives you an X and Y that are actually always
02:41perpendicular to the cameras.
02:43So no matter how I move the camera, I can always move it square to that camera.
02:50So if I move it this way, then I can still continue to move it square to the camera.
02:55Now this can be very important if you're doing things where you need to move
02:58things directly horizontally to where ever the camera is and this will go ahead
03:04and calculate that properly.
03:06Also don't forget that these methods also work for the other tools.
03:12So for example, if I wanted to scale this chair, I would go into a Local mode
03:17in order to scale it.
03:18So if I wanted to scale it left and right or back and forth, going on the
03:24Local axis gives me that.
03:27If I did the Global axis, then my scaling wouldn't be aligned with my object.
03:32And the same goes for rotation.
03:34I can rotate around the Global axis or around the Local axis and I can also
03:40rotate around the view.
03:44So by using Transform Orientation, we can Rotate, Move and Scale objects using
03:50different sets of axis.
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Changing an object's origin
00:00Whenever we move, rotate or scale objects in Blender, Blender needs to keep
00:06track of where all of these objects are.
00:09So every object in Blender is assigned some numbers that tell Blender where
00:13that object is in space.
00:16Now we can take a look at these on the Properties Panel.
00:18I am just going to open that up.
00:19This particular wheel, if I right-click on it, you can see that its Location is
00:24at 0 0 0, in fact, Rotation is at 0 and Scale is at 0, so this is perfectly
00:30positioned at the origin of the scene.
00:34But if you notice it, well, it's not perfectly positioned because actually the
00:39wheel itself is much bigger than just the origin of the scene.
00:44It actually comprises of volume that contains many points.
00:48But Blender has to have one point to say this is where that object is.
00:53And that point is called the origin of the object or other people call it that
00:57pivot point of the object.
00:59So I am going to go ahead and scale this down here so we can take a look at this.
01:03When you select an object, you will notice that the pivot point is highlighted
01:08by a little orange dot.
01:10So you can see this orange dot here, and when I right-click on this tire, you
01:14can see that my manipulator surrounds that orange dot.
01:19So if I were to rotate this object, it rotates around the origin of the scene.
01:27This is fine if the tire is rocking back and forth on the ground or something
01:31like that, but if we were to attach this tire to a vehicle and we wanted it
01:37to roll down the street, we might want to have this tire rotate around its center point.
01:43And what that means is that we have to move this point to the center of our object.
01:50A Blender is very handy in that it does have a number of tools that we can
01:55use to move this origin or this pivot point to anywhere we want in the scene or in the object.
02:03So you can find these tools under Object> Transform and we have three of them here.
02:09We have Geometry to Origin, Origin to Geometry and Origin to 3D Cursor.
02:15Now the middle one Origin to Geometry just centers the pivot.
02:19So when I select that, it centers it to that object.
02:23It calculates how big the object is.
02:25It finds the exact center of it and then it puts the pivot point there.
02:31And when I do that on this tire, now I have it centered so I can rotate my tire.
02:37Now there are times when you might need the pivot point in a different place.
02:41And we can change that place by using something called the 3D Cursor.
02:47And this is the 3D Cursor here.
02:49Now if I left-click anywhere in the window, notice how this little circle with
02:54some crosshairs follows me around.
02:57And this is what's called the 3D Cursor.
02:59And in Blender, this 3D Cursor can be used as a placeholder for things to happen.
03:05So if you create a new object, it will create it at the 3D Cursor.
03:10We can also snap our pivot point to that cursor.
03:14But the problem with this 3D Cursor is that, well, we are moving a 3D object
03:20into the space, so we don't have a very precise idea as to where this is.
03:24Is this behind or in front of the Y axis, we really can't tell for sure.
03:29So in this case in order to position it, we have to use orthographic views.
03:34So I am going to go ahead and Toggle Quad View, in fact I am going to zoom out
03:38here and I'm going to just go ahead and center my tire here.
03:47So if I want to move my 3D Cursor to a specific place, I can use these
03:52orthographic views to get it exactly where I want.
03:55So let's say I wanted to be up here where the tire for example might be hanging
04:00on a wall or something like that, all I have to do is just click here in my
04:06right view and click here in my front few, to get it aligned.
04:10And then when I Toggle my Quads View back off, I can see that, that 3D Cursor is
04:16kind of right there at the back of the tire.
04:18So now that I have that, I can just do Object>Transform>Origin to 3D Cursor.
04:25When I do that, it snaps the origin to that cursor.
04:29And now, it's like the tire is hanging on a peg on the wall.
04:35So this can be very handy when you're doing animation.
04:39Anytime you need to rotate an object, the position of that origin or pivot point
04:44is very, very critical.
04:47Now we also have one more tool in our toolkit and it's basically the opposite of
04:52the first one that we did.
04:54We did Origin to Geometry, which means we snapped this pivot point to the
04:59tire, but we also have Geometry to Origin, which means we can snap the tire to the pivot point.
05:05And again, that will center it, so that way the tire will rotate.
05:10So we have three options to change where our pivot points or our origins are.
05:16We can snap Geometry to the Origin, the Origin to the Geometry or we can set a
05:223D Cursor at a very specific location and place the origin there.
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Selecting pivot points
00:00When you start manipulating, rotating, scaling multiple objects, you add some
00:05additional variables to your equation.
00:09In other words, do you want to rotate all of your objects as a group, do you
00:12want to rotate them individually, and when you do rotate multiple objects,
00:17around which axis do we rotate them?
00:20Within individual objects, it just rotates around that centre origin point, but
00:26in terms of multiple objects, we have multiple origins, so we need to determine
00:31how do we manipulate all of these objects.
00:34So let's take a look at this a little living room scene here.
00:37I'm going to right-click and Shift+Select everything in the scene.
00:42If I select my Rotate Manipulator, you can see that at this point it's centered
00:47on the couch, which was the last object that I have selected.
00:51So when I rotate the scene, I'm rotating around the couch.
00:54I'm going to go ahead and undo that by doing Ctrl+Z and let's go through and see
01:00what the options we have for rotating all these objects.
01:04We find the options here under this little icon and its labeled Pivot Point and
01:09this is where we determine how these objects pivot.
01:13So let's go from the bottom up.
01:14Now, the bottom one is called Bounding Box Center and what this does is it
01:19draws a box around all of your objects, finds a center of the box and that's where we rotate.
01:24So this will basically just rotate around the average middle of our objects.
01:29We will go ahead and undo that and let's go to the next one, which is 3D Cursor.
01:35This again uses that 3D Cursor we saw in the last lesson and this 3D Cursor can
01:41be used as a pivot point to rotate objects.
01:44Now, it might not be the perfect pivot point for this scene, but you can imagine
01:49there will be a number of situations where the 3D Cursor can come in very handy.
01:53Let's say you have a bunch of objects and you want to rotate them around a
01:56circle or something like that, where you can place the 3D Cursor in the center
02:01of that circle and then when you rotate all those objects, they'll rotate
02:05around that center point.
02:08The next option that we have is Individual Origins.
02:11So what this does is it basically just rotates each object around its individual
02:17center point or origin point.
02:21The next one is Median Point and this pretty much works the same as Bounding Box.
02:27It's just the average position of everything, but it takes into consideration
02:32the relative volumes of objects.
02:33So it's not just a bounding box, it's a little more sophisticated than that.
02:38And then the last one is Active Element, which again, was where we started and
02:42that's basically rotate around the last object that you've selected.
02:46So if I were to deselect everything, select the couch, both chairs and select
02:51the table last, then we would rotate around the table.
02:55So again, order of selection can be important depending upon what you do in Blender.
03:00So anyways, those are some of the ways to rotate and manipulate multiple objects.
03:06This also works for scale as well.
03:09So if you're scaling objects, do you want to scale them around their individual
03:12origins or do you want to scale everything globally.
03:16So this works for a number of different things in addition to rotation.
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Using Snap to move objects precisely
00:00When you want to move objects precisely in Blender, you'll need to use some of
00:05the snap options that are available.
00:08Now, probably the easiest way to snap objects is just to snap to the grid, and
00:14we can do that by using the Snap option in the viewport.
00:18So we have this little magnet icon here and when this is active the objects will
00:24snap when you move them.
00:26So if I right-click on this cube and I select my Move Manipulator, then you can
00:32see as I move this object, it snaps to the size of that grid.
00:38Now, what it's snapping is this origin or center point of the object.
00:44If I select multiple objects, it will also snap those to the grid.
00:50So again, if I select everything it will snap as I move everything.
00:55I'm going to go ahead and right-click on the Torus and we have some additional
01:00options here for snapping.
01:02I'm going to go ahead and right-click on this cube and now the grid that we're
01:08using is just our standard grid.
01:11If we want we can change that grid as well.
01:13The easiest way to do that is to go into the Properties panel by expanding it,
01:18and if we go down here under Display, we can actually change the display for
01:23this viewport and we can change the scale of that Grid and that will change
01:28the snapping options.
01:30Now, another thing we can do is we can actually snap one object to the other.
01:36So I'm going to go ahead and right- click on the Torus and under here we have
01:41Increment, which is basically snapped to grid, but we also can snap to parts of
01:45other objects, such as the Vertex, Face and Edges.
01:49Now, these are mostly designed for mesh modeling, but they will work with object surface.
01:54Select Vertex here, and when I move, you can see how it's snapping to the
01:58vertices of that cube.
02:01In addition to these interactive snap options, we also have a few menu options
02:06that allow us to snap.
02:07I'm going to go ahead and turn off Snap in the viewport here, and then under
02:11Object we have a Snap menu.
02:15So we can Snap to Grid, and again, that's just the same, that will just snap to
02:21the closest grid object.
02:22So if we go Snap>Selection to Grid, it will just snap it to the closest grid point.
02:28So if I move this off again, let me try this one more time, Snap to Grid.
02:33You can see how that moves.
02:34Another thing we can do is we can Snap to Cursor.
02:38So, in other words, it's going to snap to our 3D Cursor, this is another place
02:43where we can use that cursor.
02:45So when I snap to there, it snaps all the way over here to this 3D Cursor.
02:50Now, if I want to move that cursor and do that again, Selection to Cursor, it moves there.
02:55Now, you can also use snap to move the 3D Cursor.
03:00So, if I go into here, Object>Snap, you see I have a number of options to move my 3D Cursor.
03:06So, if I want I can snap my cursor to whatever I have selected.
03:12I can snap my cursor to the center of the scene, in other words, just bring
03:17it back to the origin.
03:19I can Snap>Cursor to Grid.
03:21So if my cursor is somewhere here in the middle, I can snap it to the closest
03:26grid point, and cursor to whatever is active.
03:32And again, if you have one object selected, that would be active.
03:36So snapping the 3D Cursor can allow you to not only use it as a snap point for
03:42moving objects, but to position pivots or create new objects.
03:47So, we have a number of options with snap, and as you start modeling and working
03:52with Blender, you'll start to get used to these.
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3. Modeling
Creating mesh primitives
00:00Now let's go ahead and get started with modeling in Blender.
00:03We're first going to take a look at some of the basic primitives that we have
00:06that we can use as springboards to create our own models.
00:11Now, we've already dealt with the first of these primitives and that's the cube
00:14and that's actually part of our Default interface.
00:17When you start Blender by default, you get this little cube.
00:22Now let's go ahead and just show you how to add in primitives.
00:25So, I'm going to go ahead and right-click on this and hit the Delete key
00:28and then I'm just going to say OK to Delete, and I'm going to have a clean stage here.
00:34Now, if we want to add in a primitive, we can do it by using the Add menu here
00:39in the info editor and we have a number of Mesh objects that we can add in.
00:45We can get this exact same menu by hitting Shift+A on the screen, and again,
00:52this gives us all of these things that we can add in.
00:55In this case, I'm just going to add in a Cube one more time.
00:59Now, when we do that, you'll see how this little box here comes up and it says Add Cube.
01:06In fact, if I scroll this up you can see that I have a couple of different options.
01:10One is, where do I want it on the screen, and also what Rotation?
01:16I also have a switch here to align it to view.
01:19In other words, it will align one face of that cube to your view.
01:23Now, once I have brought that into the scene, I can just click off of it, and
01:28then when I click back on, notice how that little creation menu goes away.
01:32So that really only happens when I first create that object.
01:36So again, I'm going to right-click on this and hit Delete.
01:40Now, another thing you need to be aware of is that when you create any sort of
01:44primitive, it comes in at the 3D Cursor, which in our case was right here at the
01:50center, but if I move it someplace else and then add in that cube again, you'll
01:57see how it comes in at that 3D Cursor.
02:01So this can be both a benefit and a curse.
02:03On the plus side, you can place objects wherever you want, just as long as you
02:07remember to place the 3D Cursor in that location.
02:11On the other side, a lot of times we forget about the 3D Cursor and we'll bring
02:15in an object and we won't know where it is.
02:18So you have to kind of look for that 3D Cursor to find the new object that
02:22you've put into the scene.
02:23So I'm going to go ahead and delete this one again, and let's go ahead and
02:28center that 3D Cursor.
02:30We can do that by hitting Shift+C on the keyboard and that centers the 3D Cursor
02:35and frames everything.
02:37Now, I'm going to go ahead and zoom-in just a little bit here.
02:40So we can see where we're working, and I'm going to go ahead and add in
02:44another type of Mesh.
02:46In this case, I'm going to add in what's called a UV Sphere.
02:50Now when I do that notice how the sphere comes in and I have a box here that
02:55has all of my options.
02:56In fact, if I scroll this up you can see that I've got a number of different options.
03:00And we may want to actually turn this into Wireframe, just so we can see what happens.
03:06The first option is how many Segments do we have?
03:09Now we can type in the number or we can left-click and scroll to add more or less segments.
03:17So if I wanted this to be 16 segments, I could click in here, type 16 and hit
03:21Return and you can see how this has fewer segments.
03:24If we wanted the number of Rings, these are the vertical options that go up and down.
03:29Let's say we wanted 8, and you can see how I can add or subtract detail from
03:35this sphere, and if you look at in Solid mode, you can also see the facets.
03:40Then we also have Size, so how big is this.
03:44And then just like with the Cube, we have Align to View, as well as Location
03:51and Rotation as well.
03:53So we can rotate it over any one of these axes, and when you're done, just
03:57deselect it, and now we have this object in our scene.
04:02So let's quickly go through some of the other types of primitives, just so that
04:08we can become familiar with our options.
04:10So again, I'm just going to hit Delete after all of these just so that we can
04:13look at them individually.
04:15So again, I'm going to hit Shift+A, we added in a Cube, a UV Sphere, which has
04:21basically latitude and longitude lines, we also have what's called an Icosphere,
04:26and what that is, is a geodesic dome type topology.
04:31So number of Subdivisions just gives it a higher or lower order.
04:35Now, this can actually be a better sphere, because it doesn't have the regular
04:40geometry, sometimes it renders a little bit better.
04:43So you just have to kind of pick and choose which one you want to use, and
04:48again, I'm going to go ahead and Delete this.
04:49And let's do another Shift+A, and let's take a look at the Cylinder.
04:54So, the Cylinder again is basically just a can, and we have number vertices
04:59surrounding it, so this is number of Vertices that define the circle on the top,
05:05the Radius, as well as the Depth, which is basically the height.
05:11So, we're going to go ahead and Delete this and let's go ahead and take a
05:15look at another one.
05:16We also have a Cone, which again is very similar to the Cylinder in that it has
05:21number of vertices, as well as a radius and a height.
05:24Let's go and get rid of this, Delete.
05:28Some other ones here, these all seen fairly familiar.
05:31The Torus again, it's very similar.
05:34We have our Major Radius, which is how big is the Torus;
05:38we have our Minor Radius, which is how thick it is, as well as Segments
05:44for Major and Minor.
05:47And then the last one is kind of just a fun one here, and that's the Monkey.
05:52There are really no options for this, other than we actually have a monkey
05:58head that we can use in our scene, if we, for some reason just desperately
06:02need a monkey head.
06:04And this is kind of the mascot of Blender, and it actually can be very handy
06:09when testing out things like materials and rendering and that sort of thing,
06:13because it has a more complex shape.
06:16You can actually just toss it into a scene to see how lighting and
06:19rendering will work.
06:20It's much better than a sphere or a cube in that respect.
06:24So those are some of the basic mesh primitives that we have in Blender.
06:28They are the fundamental building blocks of anything you're going to create in Blender.
06:33So become familiar with them.
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Selecting vertices, edges, and faces
00:00When you start modeling in Blender, probably the best way to do it is to just
00:04start with a primitive and then reshape it, add detail and turn it into the
00:09model that you want.
00:11Now, you don't have to start with a primitive, but a lot of times it's the best way to start.
00:15Now in order to edit any object, including primitives, we need to go into
00:21Edit mode in Blender.
00:23So, right now we're in what's called Object mode, where we can select the actual
00:28objects in the scene.
00:30So I'm going to right-click on the sphere and then I'm going to go into Edit mode.
00:34So we can get to it here, we have Object Mode, and then we have a number of
00:38other modes, but the one we want to go to right now is called Edit Mode.
00:42And notice, when I do this, the actual look of the object changes.
00:47We get this wireframe on shaded look, and this exposes the underlying structure
00:54of my object, and so now I can start reshaping it.
00:59Now in order to do this, I need to select vertices, edges or faces.
01:04So let me show you the difference between each of these.
01:08Now, we have some buttons here along the bottom, and they basically switch us
01:13between the different modes.
01:14So, I'm going to go ahead and click on the leftmost one, and this is the Vertex button.
01:20So when I right click to select any one of these, I can select the vertices,
01:27which are basically the points.
01:29If I go over here to Edges, I can right-click on any one of these to select the
01:36edges, which are basically lines.
01:37If I go here, then I can select faces, which are basically plains that define
01:46the surface of the object.
01:48Now, another way to get to these and this is probably going to be a little bit
01:52faster, is to hold down the Ctrl key and touch the Tab button.
01:56When you do that, we have a little menu that pops up and allows us to switch
02:01between Vertex, Edge and Face.
02:07So, any one of these can be used to reshape an object.
02:11So, if I'm in Vertex mode here, I can move that vertex however I want.
02:19If I'm in Edge mode, and again, right-clicking on the edge, I can move the edge.
02:25Hit Ctrl tab again and select Face, then I can select that Face and move that as well.
02:32Now, before we actually get into actual editing of moving objects around, let's
02:36take a look at some more selection options that we have.
02:39I'm going to go ahead and hit Ctrl+Tab and go into Vertex mode and then I'm
02:44going to hit A to deselect everything.
02:47In fact, the A key in Edit Mode works very much the same as the A key in Object
02:53Mode except it only works on that particular mesh that you have active.
02:57So, if I hit A that selects everything in my mesh, but it doesn't select
03:02everything in the scene, only that stuff in the mesh.
03:06Hit A again, and it deselects.
03:09So I'm going to go ahead and deselect everything and let's take a look at some
03:12more selection tools.
03:14Well, obviously we know about A, but remember in Blender we also have B and C.
03:20So if I select B it brings up my crosshairs just like it does in Object Mode,
03:26and I can left-click and select some additional vertices.
03:30If I hit B again, I can select some more, and again, A, deselects.
03:38Now, C is again my Circle Tool, so if I want I can hit my plus or minus
03:44keys on my num pad or just roll my mouse wheel to make this bigger or smaller,
03:49and then I can select however, many of these that I want.
03:53In fact, if I want, I can click and drag and actually just paint my selection,
03:58which is kind of nice, and right-click ends that mode.
04:03And again, I'm going to hit A to get rid of that.
04:07Now, another really handy tool, which you don't have in Object Mode is the lasso
04:11select, and you can do this with your left-click and your Ctrl button.
04:16So, I hit Ctrl+Left-Click and I can lasso select whatever I want.
04:23So that can be very handy, particularly if you're trying to select in very tight areas.
04:29This could be a very good way to select very specific types of vertices.
04:34So those are some ways of selecting Edges, Faces and Vertices in Blender.
04:41So, go ahead and practice with these tools, and then let's go ahead and get into
04:45actually modeling, in the next lesson.
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Editing mesh objects
00:00Now let's take a look at how to actually reshape and edit objects in Blender.
00:06Now I have a simple sphere here and let's go ahead and put it into Edit Mode.
00:10So I'm going to right-click on it to select and hit Tab to go into Edit Mode.
00:15Now probably the easiest thing to do is just to select the single vertex
00:18and move it around.
00:20So if we want to make sure that we're in Vertex Mode, we can either check our
00:23little icons here and click on Vertex Mode, or we can hit Ctrl+Tab and select
00:29our Mesh Select Mode here, so I'm going to go into Vertex Mode.
00:33Now if I right-click on a vertex, you will see that a manipulator comes up and
00:39if I want, I can move this manipulator.
00:42But sometimes when you move vertices, you don't really want to move them
00:46relative to the world, you need to move them relative to the object.
00:51So right now my manipulators are set to Global, which means it follows the X, Y,
00:56Z coordinates of the world.
00:59We can certainly change that to Local.
01:01That's not really going to do much because my object is also aligned to the world.
01:05But if we go to Normal, what happens is this aligns to the object.
01:13It actually aligns to the Normal of that vertex.
01:17And what that means is that it actually is moving so that the Z axis moves it in
01:23and out and the X and Y axis move it basically along the left and right and up
01:28and down axis of that sphere.
01:31I can also select multiple, so if I Shift and right-click and select say couple
01:35more of these vertices, you can see how now if I have four of them selected,
01:40they still move along the normals.
01:43Now this may change depending upon how many vertices we have selected.
01:47So notice when I have three selected, it's a little bit different than when I
01:51have one, two, or four selected.
01:54And this is because what it's doing is it's averaging the normals.
01:59But again, this can be very handy when you need to move things relative to the
02:03object rather than the world.
02:05So I'm going to hit the A key to deselect.
02:08Now if we want, we can also select multiple vertices.
02:13One way to do it is to use the B Tool, so we can actually just hit B and box-select.
02:20I'm going to hit A again to deselect that.
02:21Another way to do it is to use the Lasso Tool, so I'm just going to hold down
02:26the Ctrl key and left-click and lasso these vertices.
02:31Now here's a little thing that is going to probably get you, is that if we'd
02:35scroll around here, we did not select the back-facing vertices.
02:41Now the reason is because we can't see those back-facing vertices.
02:46So basically you're only going to be able to select those things that you can actually see.
02:51One way around this is to either put the object into Wireframe Mode and we can
02:56do that by either selecting it here or hitting the Z key and that toggles
03:01between shaded and wireframe.
03:03Another really handy method is used what's called X-ray Mode.
03:07So if I click this little button, what it does is it gives me a shaded view but
03:11I can still see through it to see the wireframes.
03:14And so if I can see these vertices, then I can select them.
03:18Again, all I have to do is hold down the Ctrl key and I've got them.
03:23Okay, so now I have an entire row of vertices.
03:27Now I can do this again for the top, so if I want to, I can hit Ctrl and
03:32select more if I want.
03:34Now another way to select is to basically just select the simple thing and grow
03:39and shrink my selection.
03:41I'm going to go ahead and turn off X-ray Mode so we can see this a little bit better.
03:44So I'm going to go ahead and select that one vertex at the top.
03:49And under the Select menu we have a couple of options and one of the ones that
03:53we want is More and Less.
03:56Notice how the hotkey is Ctrl+Numpad Plus and Minus.
04:00So I'm going to do it here at the menu and hit More, but I can also do it as the hotkey.
04:06So Ctrl+Plus on the Numpad selects More, Minus selects Less.
04:12So once I have that, I can actually start editing this.
04:15So if I wanted to, I could scale that up.
04:19If I wanted to scale that, make that a little bit bigger, I could do that very simply.
04:23So I'm going to hit A to deselect this.
04:28Now we also can work with edges and faces, so I'm going to hit Ctrl+Tab and
04:33let's go into Edge Mode.
04:36Now edges are actually kind of a nice way to work because what you can get
04:40is you can actually get these rings of edges and these are actually called edge loops.
04:45And if I hit the Alt key and right-click, I actually select a whole ring of edges.
04:50It's a very quick way of selecting multiple edges.
04:54So if I, for example, were to select this edge, hit Alt+Right-Click, I can
05:00select that, Alt+Right-Click, I can select that.
05:03If I hold down the Shift key and Alt+Right-Click, I can select multiple edges,
05:09so if we wanted to scale those down or whatever.
05:12So if I were to select this one here, I could again just scale it.
05:17So if I wanted to scale it up, I could and if I wanted to move it, I could.
05:31So now we're getting this shape and we can do that again here.
05:34So if I again, Alt+Select this, I could again scale it, shrink it down, and
05:41maybe move it up like this.
05:43Okay, maybe we're getting kind of this mushroom shape here.
05:46Now this is a very easy way to select and manipulate parts of your object.
05:53Now we can also edit faces.
05:54So if I were to hit Ctrl+Tab and go from Edge to Face Mode, notice how the mode changes.
06:01And again, I can just select individual faces and move them if I want, or if I
06:06wanted to select multiple faces, I could do that as well.
06:10I'm going to go back into X-ray Mode here and I'm going to hit the Ctrl key and
06:16Lasso+Select all of these.
06:19So now that we have all of these, we could actually move them if we wanted to,
06:23but there are some additional operations that we can do with these.
06:28Now if you notice here over in the Mesh Tools, we have Translate, Rotate, and
06:32Scale, and we've been working with those already.
06:35But we also have two additional ones and these are actually nice to use on faces.
06:39One is called Shrink/Fatten, the other is Push/Pull.
06:41Let me show you the difference between these.
06:44Shrink/Fatten is as soon as you click it, you can move the mouse up and down.
06:50And when you move it up, it shrinks and this is kind of more like a squash and stretch.
06:54So it's basically stretching, and if you move it down, it's basically squashing.
06:59So you have kind of this nice way of manipulating multiple faces and kind of
07:05getting a proportional type of edit.
07:06Now if I left-click off of that, it goes away.
07:10Let's do the same thing for Push/Pull.
07:12Now this is a little bit different.
07:14Now what this does is it moves each face in and out over its normals.
07:20And again, as I move my mouse up and down you can see how as I move it up, it
07:24moves those faces in along their normals.
07:27As I move down, it moves them out along their normals.
07:32So those are some of the basic ways of selecting and editing meshes in Blender.
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Proportional editing
00:00When you start working with organic objects in Blender, you probably want to
00:04learn about Proportional Editing and this allows us to edit a little bit more
00:08softly than just selecting individual vertices.
00:11Let me show you what I mean.
00:13I have this character's head.
00:14I'm going to right-click on it to select, hit Tab to go into Edit Mode.
00:19Now let's go ahead and just select one vertex at the tip of his nose,
00:24let's reshape his nose.
00:26Now if I start moving this, you'll see that I get this really sharp edge here.
00:31I don't have any sort of falloff.
00:34And even if I were to select multiple vertices, if I hit Ctrl+Plus to do a
00:39select more, you'll see that I'm still getting sharp edges wherever I move those vertices.
00:45And this is really an inefficient way to edit these sorts of objects.
00:48I mean I could conceivably edit them by selecting alternating rows and vertices,
00:53but proportional editing will make this a lot easier.
00:57Now we can get to this in several different places.
01:00If we go into the Mesh menu, you'll see we have a Proportional Editing menu
01:04option and we can go Disable, Enable, or Connected.
01:08And Connected is for if you have multiple discrete objects in the scene.
01:13And then Falloff is how does proportional editing work.
01:17Now this is probably the least desirable place to get to because we actually
01:20have a button that enables it right here at the bottom of the viewport.
01:25All we have to do is just click on this and hit Enable and notice how a second
01:30button comes up to set our falloff.
01:34Now the hotkey for this is the letter O. So if I hit the letter O, you can see
01:38how that toggles it On and Off.
01:41Now if I leave it On, you can see how -- when I start moving those vertices,
01:46I already get this kind of nice proportional falloff, so I'm not getting
01:50those hard edges anymore.
01:52Now this maybe enough to edit however you want, but we can actually further
01:57modify it by changing the actual falloff.
02:01And we do this by hitting the G key, which is basically the Grab key.
02:06And when I hit G, what happens is this little circle comes up.
02:10Now I can scroll my middle mouse wheel to size this up and down, or I can hit
02:18Page Up and Page Down on the keyboard to do the same thing.
02:23And once I have this, all I have to do is move the mouse, I don't have to click.
02:29So by moving the mouse and scaling that up, you can see how I can actually
02:33affect a much wider or narrower area.
02:38Now if I right-click on this, it cancels.
02:42If I hit G again, move it, and left-click, it solidifies.
02:46So let's try this again one more time at the top of the character's head.
02:52In fact, this works for not just vertices but for faces and edges as well.
02:57So let's go ahead and select some faces.
02:58I'm going to go into Face Edit Mode here and just right-click and
03:03Shift+Right-Click a few of these vertices towards the top of his head.
03:07And now if I start moving those, you can see how I already have Proportional
03:10Editing on, it doesn't go off when I change modes.
03:14And if I hit the G key, I can scale that up and really start to affect how his head works.
03:22Now if I want to, I can also hit scale and scale that up or down as well and
03:29I can also rotate it.
03:31So it really works with any sort of operation.
03:34If I hit Tab to get out of it, you can see how I've actually modified that just a little bit.
03:40Go ahead and start playing with these tools, play with the different falloffs,
03:43you'll get the hang of it fairly quickly.
03:45And this can be very instrumental in making nice smooth organic models.
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Sculpt mode
00:00Another way to do organic modeling is to use Blender's Sculpt Tools.
00:04Now these are highly interactive, but they also require a little more density to the mesh.
00:10So I took this particular character, added a little density, and let's take a
00:14look at how to use the Sculpt Tool.
00:16Now the Sculpt Tool is actually its own mode.
00:20So if I right-click on this object to select it, you'll see that I have Edit
00:24Mode but we also have Sculpt Mode.
00:28And this allows us to actually sculpt the object.
00:31Now as soon as this comes up, notice how my cursor changes to the circle which
00:36is basically a brush.
00:38All I have to do is left-click and drag on the object and you can see how I
00:42can sculpt the object.
00:44I'm going to hit Ctrl+Z to undo that and let's get a little more control over this.
00:50All of our options for sculpting are here in the Tools Panel or the Brush Panel.
00:56So I'm going to go ahead and open this up so we can take a look at it.
00:59Now we have a couple of options.
01:01One is the Radius of the brush.
01:03I can make it smaller or bigger just by moving this option here.
01:10If I hit F, we can also change the Feather of the brush as well which is kind of nice.
01:19Then we also have an Autosmooth amount, we have Add and Subtract.
01:24So in this case, this will pull vertices out, add them, in this case it will
01:30subtract them, push them back in, and again, I'm going to undo that.
01:34Now we also have what's called Symmetry.
01:38Now this can be very important particularly in things like character modeling.
01:42So I'm going to drop down here to the Symmetry Panel, roll that out, and open it up.
01:47And you can see, if we want we can actually have symmetry over any axis.
01:53And in this case, he is kind of sitting along the X axis, so I want my symmetry there.
01:59And when I do that, you can see how now when I start sculpting, it actually
02:04sculpts on both sides.
02:06So if I change this to Add and maybe bring my brush size up just a little bit by
02:11hitting F, I can start to puff out this character's cheeks.
02:16And you can see how it's very easy to do that with the brush.
02:21Now we also have a number of different tools that we can use and let's go to that rollout.
02:26And we have the Draw Tool which is the default and this just allows us to
02:31basically draw on the character.
02:33But we also have a number of other ones, one is called Blob, Clay, Crease, Draw,
02:39which is what we're using.
02:41One of the nicer ones is called Smooth, so let's take a look at that.
02:45And if you start modeling, you might get little bit of blobiness here but we can
02:49actually use the Smooth Brush to kind of put things back.
02:52Now another way to use that Smooth Brush is to get rid of Creases.
02:57So I'm going to hit F to go down a little bit.
03:00And if we want, we can paint over this hairline here and smooth out that crease
03:07and turn him from a guy with hair to a guy with no hair.
03:11So if I want, I can increase my brush size and maybe smooth that out just a little bit more.
03:17And again, because I have Symmetry turned On, it's very easy to sculpt this
03:22character so that he comes out just fine.
03:25Now we have additional tools.
03:27Inflate is a great one that just pulls things out, it's very similar to Draw,
03:31but it's a little bit different.
03:33So if I go to the top of this character's head, you can see how I can basically
03:37inflate his head, give him a big giant brain or really whatever I want, turn him
03:42into a brainy alien or something like that.
03:45Or if I want, I can turn this big mass now into hair and I can put that crease back.
03:52So I have a Crease Tool here, so if I hit the F key and shrink down my brush a
03:59little bit, I can start to put a crease in.
04:02But I've got the crease going the wrong way because I have Add On instead of Subtract.
04:06So I'm going to undo that, Ctrl+Z and hit my Subtract Tool and then just kind of
04:12paint in another crease.
04:17And again, I can just paint in kind of a nice crease for where his hair is.
04:22So as you can see, this can be very, very handy.
04:26It's a really nice way to sculpt creatures, organic objects, really a lot
04:31of different things.
04:33So go ahead and start playing with all these tools, there is a lot of options here.
04:37I just wanted to kind of show you some of the basics of this to get you started,
04:41but you can go pretty deep into this if you want.
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Working with edges and edge loops
00:00When you start working with mesh modeling in Blender, you need to pay
00:04attention to edge loops.
00:06Now edge loops are basically just loops of edges that define areas of a
00:10character or an object.
00:12Now I have a little creature here and let's take a look at how his edge loops work.
00:17I'm just going to go ahead and right-click to select them and hit Tab to go in Edit Mode.
00:21Now I'm in Face Mode here, so I'm going to go into Edge Mode.
00:25Now if you notice here we've got all sorts of edges but a lot of these
00:29edges tend to go in loop.
00:31So if I hit Alt and one of these edges, you can see I have a loop around his
00:36legs, the top of his arm, it kind of has a loop, and we also have one around his waist.
00:42Now if I want, I can use these to actually manipulate and edit my character.
00:49So if I wanted to, I could make him a little bit skinnier, I could hit S to
00:54scale down his waist and I could scale that down.
00:57One thing you want to notice is how this is kind of going asymmetrically.
01:01Now that's because I selected this edge and we're scaling around the center of that.
01:09And that's because we have our 3D Cursor set to Active Element.
01:14So I'm going to go ahead and undo that and let's set this to Bounding Box Center
01:20which basically just sends it to the center of all the edges.
01:23And again, I'm going to hit S to scale and now when we scale down, you can see
01:28how that goes symmetrically.
01:30But the edge loops here are actually what define that whole waist.
01:35And so by working with them as a loop, we have a little bit more control over
01:40how to manipulate our character.
01:43So I can move those again and I can rotate them and I can actually reshape him fairly nicely.
01:51Now if I wanted to add more detail, I could also do that.
01:55Now there is a very nice tool that Blender provides and that's called Loop Cut and Slide.
02:00It's over here in the Mesh Tools Panel.
02:02So if I hit Loop Cut and Slide, what happens is wherever I place my mouse, it
02:10will find the edge loop in between those.
02:12So if I put it here, you see I've got an additional edge loop.
02:16All I have to do is left-click and then once I left-click, I can slide that loop
02:21wherever I want and then left-click again and it's selected.
02:27So if I wanted to, I could hit scale again and scale that down to give him a
02:31little bit more of a waist.
02:34Now if I want, I can also select additional edge loops here.
02:39Now if I select the one up here, notice how the selection stops right here.
02:45Now edge loops are basically just ones that go over these two-way junctions.
02:50When I get to this three-way junction, then it's going to stop.
02:54So what I have to do is hit Shift+Alt, right-click again to get that area,
03:00right-click again to get this, and right-click one more time to get that third area.
03:06Now once we have all of these, then I can do things such as scale and rotate to
03:12change this profile.
03:14Now this works also with things such as his arms.
03:18Let's say we wanted more detail in his arms, we can again hit Loop Cut and
03:22Slide, and again, just position the cursor over that area, and again, I can
03:28add additional detail.
03:30So as you can see, edge loops really are a very powerful way to add symmetrical
03:35detail to an object or a character.
03:37There are also ways to manipulate that detail efficiently.
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Extrusions
00:00Probably one of the most important tools in any mesh modeling program is the
00:05Extrude Tool, and Blender is no different, the Extrude Tool is used a lot.
00:10So let's take a look at how to use it.
00:12I have two objects here, I'm going to go ahead and select the cylinder by
00:16right-clicking on it and let's go ahead and tab into that.
00:20Let's go ahead and take a look at how to extrude on faces first.
00:24So I'm going to hit Ctrl+Tab and go into Face Mode, and let's just go ahead and
00:30select just one face here and let's just see how this tool works.
00:34Now if we go to our Mesh Tools palette, we have two options here.
00:39One is Extrude Region, one is Extrude Individual.
00:42For a single face, these two work identically.
00:46So I'm just going to go ahead and hit Extrude Region, and then move my
00:50mouse right and left.
00:52And you can see that when I move it to the left, it makes a little hole and it
00:57makes an extrusion when I move it to the right.
00:59Left-click cancels it.
01:02So there I have some additional geometry.
01:05So you can see how this can be used to make branches or arms on a character,
01:09legs, those sorts of things.
01:11You can really use this to make a lot of different objects.
01:15Now the difference between this Extrude Region and Extrude Individual shows up
01:20when you start extruding multiple faces.
01:23So I'm going to hit A to deselect that face and then Shift+Right-Click
01:28three faces right here.
01:31So let's take a look at Extrude Region first.
01:34When I do that, pretty much operates the same way that it did for the single face.
01:40I can actually just extrude in to make a hole or extrude out to make an extension.
01:46Now these three faces move together as a block because we're extruding them as a region.
01:53If we extrude them individually, something completely different happens.
01:59So let's take a look at this, we're going to go ahead and do Extrude Individual.
02:04And when I do that, you can see how I actually get separation between these.
02:10So if I go in to create a hole, you can see how I get a border between those.
02:16And if I extrude them out, we actually have separate faces.
02:22So just understanding those two differences can really show you how they work.
02:27And in fact, this Extrude Individual can be used to do a lot of really
02:31cool little effects.
02:32I'm actually going to zoom out here and move over to this sphere and I'm just
02:36going to show you something very quickly.
02:38I'm going to go ahead back into Object Mode, right-click on the sphere, and hit
02:44Tab to go back into Edit Mode.
02:47Now when you do that, everything should be selected.
02:49If not, hit A once or twice to select everything and we should still be in Face Mode.
02:56If we hit Extrude Individual for all of these, watch what happens.
03:00If we move them out, we actually get a sea urchin type of thing, we have a
03:05lot of different faces.
03:07And if I set my Pivot Point to Individual Origins and hit S for scale, you can
03:15see how I can bring those down to points.
03:19So I can make some very interesting objects very, very quickly.
03:23So I'm going to go ahead and deselect that, let's go back into Object Mode,
03:27right-click and select our cylinder.
03:30Now Extrude doesn't work just on faces, it also works on edges and vertices.
03:37So let's take a look at how some of that works.
03:39Again, I'm going to go back into Edit Mode on my cylinder and let's go into
03:44Vertex Mode and go ahead and just select a single vertex and let's go ahead and
03:50do an Extrude Region.
03:51Now this actually isn't very interesting because when you extrude a vertex, all
03:56it does is create an edge that connects it to that object.
04:01So this really isn't usable geometry that we can work with, so if I'm going to
04:05go ahead and delete those vertices just by hitting the Delete key.
04:09But probably more interesting is extruding edges.
04:13I'm going to hit Ctrl+Tab again and go into Edge Mode and just right-click
04:18on one of these edges.
04:20And in this case, when I Extrude Region, you can see how it actually extrudes a plane.
04:25So when I do that, I actually get a nice additional surface.
04:30Now for a single edge, that might not be useful, I'm going to go ahead and hit
04:33Ctrl+Z to undo this.
04:35But for edge loops this can be very useful.
04:38So I'm going to hit Alt and right-click on those edges so I select that very top
04:44edge loop, and again, just do Extrude Region.
04:47And what happens is I'm extruding this very nice surface and then if I want to,
04:52I can scale that up or down to create some additional geometry that actually
04:58might look good depending upon what you're modeling.
05:01So these are some of the options for Extrude.
05:04Now Extrude adds geometry.
05:06We can extrude in a region, in other words as a block, or we can extrude
05:10individually which basically breaks apart the faces.
05:14We also can extrude edges and vertices.
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Smooth shading objects
00:00There are times in Blender when your models will look like they have facets, in
00:05other words, they don't look smooth.
00:08You can see them here on this sphere that we have.
00:11Each individual face is kind of rendered flat almost as a plane, so that as it
00:17moves through the light, you can see how that sphere looks less smooth and more
00:22like just a series of planes, which actually is what it is.
00:25But we can get around this by using smooth shading.
00:29So all I have to do is right-click on my sphere and in the Object Tools palette,
00:35you'll see I've got an option here for Shading.
00:38Flat shading gives you this;
00:41Smooth shading smoothes that out so that you can actually have a
00:46smoother looking object.
00:49You can apply this on a per face basis.
00:53So let's go ahead and switch this back over to Flat and then hit the Tab key
00:59so that way I can go into Edit Mode and I am going to hit Ctrl+Tab and select faces.
01:07So I am going to deselect all the faces by hitting A and then I'm just going to
01:11go ahead and select about six or seven faces.
01:15So I am just going to select a bunch of faces here.
01:18Let's actually go ahead and select eight faces here, let's select all of these.
01:23All I have to do now is scroll down and find that Shading option again and I can hit Smooth.
01:28Now what this does when I deselect these is, it actually smoothes out only those
01:36faces, so you can see how inside of this area, it's not faceted.
01:42Let's go ahead and do this for the whole top of this object.
01:44So I am going to go into X-ray Mode so I can select all of these faces and I am
01:48just going to do Ctrl+Select here.
01:51So now that I have every face selected, the whole top half of this sphere is selected;
01:56I am going to shade those as Smooth and then when I deselect here, you can go
02:02out, you can see how the bottom is quite faceted, but the top is totally smooth.
02:08So this actually can be used to your advantage in modeling;
02:12if you want something to have a crease or a sharp edge, smooth it as flat.
02:17If you want it to be more smooth then you can always use smooth shading.
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Subdividing meshes
00:00Probably one of the most common ways to add detail to a Mesh model is to subdivide it.
00:07Now there are two ways to subdivide models in Blender.
00:10The first is to just subdivide them by themselves;
00:13the second is to do what's called subdivision surfaces.
00:17We are going to get into that in the next chapter;
00:19we're just going to look at subdividing by itself right here.
00:23Probably the easiest way to look at subdivision is to just take a simple
00:27cube, which I have here.
00:29So let's go ahead and zoom in on the cube, and right click to select it and then
00:35in order to subdivide, we do need to be in Edit Mode.
00:39So I am going to hit Tab and then I am going to hit the A key to make sure we
00:43have everything selected.
00:45Now if you scroll down here in the Mesh Tools Panel, we've got an option
00:50here called Subdivide.
00:52So once I click on this, you'll see an option comes up here in the bottom and
00:57also notice how the Mesh has already subdivided.
01:01Remember, we only had one face along each side of this cube, now we have four,
01:07and basically that's what subdivision is.
01:09It takes one face and it cuts it into many pieces.
01:14So the number of cuts we have is a variable that we can use right here.
01:19So if I bring this up, you can see we have two, three, four cuts so we can
01:23actually add more-and-more detail.
01:25Now one of the things you'll notice is that the detail that I'm adding here is
01:30still keeping the shape of that cube.
01:33I'm just adding additional faces.
01:36If I want, I can also work with this Smoothness parameter to smooth out those edges.
01:43So as I bring my Smoothness up, notice how this kind of actually starts to
01:48go towards a sphere.
01:50In fact, if I bring up the number of cuts even more, it's going to get even more spherical.
01:56So this is actually really great way to turn a square-shaped polygonal object
02:01into something more organic.
02:03Now we have a couple of other options here.
02:06One is called Fractal and that we probably are not going to use that a lot
02:09because what it does is just randomizes those vertices, and generally, we
02:13probably don't want to do that.
02:15And then we also have the Corner Cut Pattern and we can do it either as a
02:19Fan, Inner Vertex, or Path, almost all the times we're going to keep it on Inner Vertex.
02:23Now another thing with this tool is that we don't have to subdivide
02:27everything at once.
02:29So I am going to go ahead and click off of this and then hit Ctrl+Z to undo.
02:35So I am going to bring this back to the way that it was.
02:38Now I am going to go ahead and hit A to deselect and right-click on this top
02:44face and let's go ahead and just subdivide that top face.
02:48So I am going to go here into Subdivide and you can see how already the geometry
02:54is changing a little bit because I am only subdividing part of it.
02:57So as I add more cuts, you can see how it's trying to make sure that I can just
03:03cut this face and still keep it connected to the others.
03:07And if I add smoothness, you can see how.
03:09Again, I can just subdivide part of the object and not just the whole thing.
03:14So I am going to go ahead and deselect this and Hit tab to go back into Object Mode.
03:20Now probably the most common use of subdivision surfaces is in organic modeling.
03:26So I've got this head that we've kind of been working with and this is a very
03:30low res version of this head.
03:33This is kind of just a very low polygon version of this.
03:36This is basically how you'd probably model something like this.
03:39So I am going to go ahead and hit Tab to go in Edit Mode and make sure that all
03:44of my faces are selected, and let's go ahead and subdivide this.
03:50Now again, if we subdivide this with smoothness, notice how it starts to get
03:55a lot more organic.
03:57So if I have one cut, two cuts, notice how we are actually getting a lot more
04:01detail in that model.
04:04Now one of the things you need to be aware of is that each one of these cuts
04:09quadruples the number of vertices.
04:12So one cut will make one vertices into four, two cuts will make four into 16,
04:18three cuts will add 64.
04:19So you're geometrically multiplying the number of faces that you have in your model.
04:26So be very careful.
04:27If you get much above three or four cuts, you are going to start getting so many
04:31polygons that you may run out of memory in your system and that sort of thing. So be careful;
04:36don't go too high on those number of cuts.
04:39Also, another thing to be aware of is that the more detail you have in your
04:43model, the harder it's going to be to animate.
04:46So typically, when we actually subdivide, we subdivide as little as possible and
04:52then when we get into using subdivision surfaces, that's where we can kind of go
04:57crazy with the subdivisions to get things really super smooth.
05:01But at this point when you're modeling, you don't want to go too deep into subdivisions;
05:06just enough to give you the room you need to create the shapes that you want.
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4. Advanced Modeling
Working with modifiers
00:00Now let's go little bit deeper into modeling and take a look at Modifiers.
00:05Now up until this point, we've been working mostly with editing tools on the
00:10Object Tools Palette, and those are pretty much one time operation.
00:14So if you were to extrude a face for example, once you have extruded it, it's
00:19done and you move on to the next operation.
00:21Modifiers are a lot more interactive and that you can come back to them and
00:26change parameters later.
00:28So this can be really handy for more complex objects.
00:33So let's take a look at these.
00:34I am going to go ahead and right-click on my box and expand my Properties Panel,
00:41so that way I can see all of my tabs here.
00:43And I am going to look for the little wrench here and that's my Object Modifiers tab.
00:48Now once I open that up you will see, well I don't have much in here.
00:53But I do have an Add Modifier button.
00:56So let's click on that and when we do, you'll see that we have a whole lot of
01:02different modifiers that we can add to our object.
01:06And if you have installed plug-ins into Blender, you may see even more than this.
01:09But right now, we just want to understand the concept of modifier and how it works.
01:15So let's just pick one simple modifier and use it just to understand how
01:19modifiers apply to objects and then we can move on to the more complex ones later.
01:24So let's go head under Deform and find the one that says Simple Deform.
01:29And let's just go ahead and left-click on that and as soon as we do, you will
01:33notice how the box kind of twists a little bit and that's because that's what
01:37the modifier is doing, in fact, if you can see here, the Simple Deform is in
01:41Twist Mode and we can see that.
01:43But before we get to this part, let's go through the actual Modifier Panel and
01:48see what sort of options we have.
01:50Now the first option here is basically just the name of the Modifier and
01:56then here we have this little camera and that basically turns it on and off in the Renderer.
02:02So if we don't want this to render, turn that off, typically we keep it on.
02:06Now this second one, the little Eyeball here, that turns it on and off in the Viewport.
02:13So if you want to kind of toggle it on and off to see what effect it's having,
02:17this can be a very handy button.
02:19This third button just shows the Modifier when you're in Mesh Edit Mode.
02:23Right now we are in Object Mode but if we were to hit Tab you can see how we can
02:27actually get into Mesh Edit mode.
02:30And now this Mesh Edit Mode here we are seeing the solid version is actually
02:35what happens with the Twist but we're also seeing the cage of the mesh as well.
02:41So we are kind of seeing two objects.
02:43If we want those two to sync up we are going to hit this little triangle box and
02:47that will go ahead and sync them up.
02:49Now I really want to stay in Object Mode so I am going to go ahead and hit Tab
02:53and go back into that.
02:54Now to the right of this, we also have tabs that move up and down, and what
02:59those do is basically just rearrange modifiers in the stack.
03:03Right now we only have one modifier applied but we actually can apply as many as
03:07we want and rearrange them if we need to.
03:09Now along the bottom here we have a couple of options, and the most
03:13important one here is Apply.
03:15Now what Apply does is basically apply whatever we've created with this modifier
03:20and just apply to the mesh and get rid of the modifier.
03:24So if I were to hit this, basically the modifier goes away, and my options to
03:29change anything goes away and it kind of freezes my mesh at that point.
03:35But actually I want to get this back so I am going to hit Ctrl+Z to bring back
03:39my modifier and hit an undo.
03:41And now let's go through the actual modifier itself, and this is again is a Simple Deform.
03:47So right now we're in Twist Mode and if you notice we have a bunch of different
03:51modes, we will go through these in a second.
03:53But we also have a couple of options here.
03:56This particular modifier has a Deform factor which is how much are we
04:00twisting this object.
04:01And we also have Limits as where does this twist start and where does it end.
04:06Now we can also add additional ones.
04:09We can turn this into a Bend.
04:11So we can actually Bend the object as much as you want.
04:14We can Taper the object, we can also do Squash and Stretch.
04:18So if I wanted to stretch this object I could.
04:20So, each one of these is in this Simple Deform Modifier.
04:24Now let's say I wanted to add a Stretch and a Twist.
04:28Well that's actually pretty easy.
04:29All we have to do is add a second modifier.
04:33So again, we just go up to the Add Modifier pull-down, and again select Simple
04:38Deform and now we have Stretch and if we scroll down, we also have that second
04:46one, which is called Twist.
04:48And if I want I can expand or collapse these just by hitting this button here,
04:52so I am going to collapse that first modifier.
04:55Now let's take a look at this Twist Modifier and let's go ahead and twist.
04:59So now what we're doing is we are actually using two modifiers, we are
05:03stretching it in the first one and the second one is twisting it.
05:08So now we have basically two modifiers affecting this object.
05:13And so if I wanted to I could still go back up to the first one which is the
05:16Stretch, and stretch it some more, add some Limits to it, really do whatever I
05:22want and everything will interact just fine.
05:26Now if I want I can also switch these around by reorganizing them.
05:30So if I wanted to put the Twist on top of the Stretch, I could do that.
05:35And now if I look here my Twist comes first and then we stretch.
05:41So those are some of the basics of Modifiers, and if you understand this
05:45workflow and as we use more complex modifiers, you'll also be able to
05:50understand them.
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Working with subdivision surfaces
00:00Now let's take a look at Subdivision Surfaces.
00:03This is basically a modifier that does pretty much the same thing as the
00:07Subdivide command in the Object Tools Panel.
00:10But this is more interactive, it's basically live so we can actually modify an
00:14object and have it subdivide at the same time.
00:17It's really great for character animation and anything where you need organic
00:21shapes that animate.
00:22So I am going to go ahead and select this box and expand out my Properties Panel
00:29just a little bit so I can get into my Modifiers and then I am going to add
00:34Subdivision Surface.
00:35Now notice what happens, as soon as I add this, it starts subdividing
00:40this particular surface.
00:42So if I want I can add more subdivisions in my View and also more in my Render.
00:50Now with this you got to be a little careful not to add too many because you
00:53can very easily get millions of polygons if you bring this up much above three or four.
00:59So you have to be very careful with this.
01:01But we can actually dial in Resolution and we can have a different resolution
01:07for the Viewport and for the Render, which can be really, really nice.
01:11Now what really is cool about Subdivision Surfaces is when you start editing the original mesh.
01:17So right now I am in Object Mode, if I hit Tab I am going to go into Edit Mode.
01:22Now what shows up here is the original box.
01:25So if I were to delete this, okay with no Modifier that's my box.
01:31But when I put the modifier back on you'll sea that it actually subdivides that.
01:37And so as I add more detail in terms of subdivisions I have a smoother object.
01:43Now what's really cool is that I can actually modify the original mesh, in
01:48other words that original box that I have and it will actually, the underlying
01:53surface will follow along.
01:56So if I were to select for example some of these vertices here, I can actually
02:01start making a very curved surface, and that's pretty cool.
02:06And if I wanted to go into Face Edit Mode and Shift+Select a couple of faces I
02:11could actually go through and use some of these Object Tools such as Extrude
02:15Region and I can make an extrusion, and let's go ahead and do another one here.
02:20And now notice how as I do this we get additional detail, but also that
02:27detail is smoothed.
02:29Now one of the things you probably should be aware of is that that smoothing
02:33really depends on how close together the edge loops are.
02:37So, if I were to go into Edge Mode here and Alt+Select this edge, you can
02:43see how when I slide it this way the more distance I have here, the more curve I have.
02:50If I push it closer you'll see that this curve is tighter.
02:54So this can actually control how much curvature we have in our model and this
03:00is another reason why Edge Loops can be important particularly for this sort of modeling.
03:05So if I drag this Edge Loop in here you'll see it's tighter or it's looser.
03:11So as you start modeling one of the nice things you can do is to actually model
03:16with a Subdivision Surface applied, in that way you can model your object simply
03:22and then you can see the smoothed or more complex result as you model.
03:27But the actual model that you're using is the simple box rather than the more
03:33complex curved surface underneath.
03:35And we're going to be using this a lot more during the course.
03:38So go ahead and practice editing this object and get used to how Subdivision
03:43Surfaces works, because we are going to be using those a little bit more
03:46later in the course.
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Creating a simple creature
00:01Now let's go ahead and start putting our modeling skills to use and build
00:06an actual character.
00:07We are going to build this little creature here and we are going to start off
00:11just very simply and just build him using a number of Blender's tools.
00:17So the first thing we want to do is just hit File>New and I just want to start
00:22off with a new scene.
00:23Now we are actually going to just build him up starting with a cube.
00:26So the first thing I am going to need is some additional detail with which to model.
00:32So the first thing I want to do is subdivide this cube.
00:35So I am going to hit the Tab key and then hit Subdivide in the Mesh Tools widow
00:42and then our Number of Cuts, I am going to bring it up to about 3.
00:46Now what I want is enough detail to model, but not enough so that I have too much detail.
00:51So with modeling it's always kind of a balance between enough detail and too much.
00:56So let's start with three cuts in the Subdivision and then I'm going to go
01:01into Edge Mode here and I'm going to Alt+Select and then Shift+Alt+Select
01:08these vertical edges.
01:09Okay, so what I want is I want all four edges of that cube selected.
01:16And now I'm just going to use my Scale Tool and I don't want to scale this
01:20evenly, I just want to scale it in the Y direction and then in again along X, I
01:26don't want to scale it vertically.
01:27So if I use just a global scale, it would shrink it down vertically.
01:31And really what I am trying to do is just kind of soften those edges just a
01:34little bit, so that way I don't have corners so to speak when I'm working
01:39with this character.
01:40Now next thing I want to do is as I've got this all selected, I am going to hit
01:44the A key twice to select all and I just want to scale that up a little bit, he
01:49is actually a little bit taller than what I had and then let's go ahead and
01:52start moving him up.
01:54Now if I want to I can actually apply a Subdivision Surface Modifier to this, so
02:01I can see what my modeling looks like.
02:03So let's go ahead and do that and then we'll start adding some more detail to this character.
02:08So I am going to go again over to my Modifiers Panel here and just add
02:14Subdivision Surface and then in terms of Subdivisions, 1 is fine, if you want
02:19you can bring it up to 2 that should be enough for this type of modeling here.
02:23Let's go ahead and start working on the legs.
02:25So I am going to move this up and I'm going to go into Face Mode.
02:29So I am going to hit Ctrl+Tab, select Faces and then just right-click and then
02:34Shift+Right-click on these faces, okay.
02:38And then in order to get the legs, the easiest thing to do is just do an Extrude
02:41Region, so I am going to extrude those down, just a little bit at first because
02:46really I want enough for a leg joint.
02:48And if I want I could actually scale these in just a little bit.
02:52I want to make sure that my Pivot Point is on something that will work, either
02:57Individual Origins or Bounding Box Cursor or something like that, and then just
03:01scale that in so those are somewhat square.
03:04If you look each one of those is square and then let's go ahead and Extrude
03:08again and Extrude one more time.
03:11Now what I am trying to do is kind of a smaller Extrude towards the bottom and
03:14that will give him a little bit more of a footpad there.
03:19Okay, so now we've got his basic legs.
03:22Now if we want we can start reshaping the body a little bit and again I'm
03:27just roughing this out.
03:28So, let's go ahead and actually go back to Edge Mode.
03:31So again, I am hitting Ctrl+Tab+Edge and then just right-click on the edges here
03:36towards the front of his body, so basically that, and then let's just go ahead
03:42and move that up and in perhaps.
03:45Again, I am just kind of trying to give him a little bit of a belly and again
03:49we're just kind of, just playing with this a little bit.
03:52Now one of the things also is that we do need to start blocking out the area
03:56for the character's arms and his mouth, so let's go ahead and actually start with the mouth.
04:03The first thing I want to do is I want to get a little more detail in this area
04:08so that I can start working on the character's mouth.
04:11So what I need to do is add in some Edge Loops.
04:14So I am going to do a Loop Cut and Slide, and first I am going to do a
04:19vertical one right here and I'm not going to really slide it, I am just going
04:23to keep it in the middle.
04:24We'll worry about positioning this a little bit later.
04:27I am going to do that again, right here.
04:29Okay, so I've done it on either side of that center line and then let's do
04:34one across this way.
04:37Now this should give me enough detail to start modeling the character's mouth.
04:42Now I am actually going to do it what seems to be a little bit high, but I'm
04:47going to take this Edge Loop here and just move it up a little bit and then I am
04:51going to start moving vertices down to make his mouth.
04:56So I need to go into Vertices mode, go here Vertex, middle click on that one,
05:02move it down and then right-click on that one, move it down and then
05:06Shift+Right-click on each one of these and move those down.
05:10Now what I am trying to is get this area to look a little bit like a mouth, we
05:14can certainly fine tune it after we get the detail kind of blocked in.
05:19So again, I am just starting rough and then we are going to be adding detail as we go.
05:24So now that I have this you can see that these four faces can be at the start of
05:29the character's mouth.
05:30So actually I am going to kind of flatten that out just a little bit like that, okay.
05:34So now I've got something pretty close and again, we can change this later.
05:38So let's go back into Face Mode, again Ctrl+Tab, right-click on these four faces.
05:43Now this is going to be the character's mouth.
05:46So let's do an Extrude Region and the first one, I am just going to Extrude it
05:50just a little bit, because I want a harder edge to that mouth cavity.
05:55So right now I am just going to bring it in just a little bit, in fact it might
05:59be better to hide my Subdivision Surface Modifier right now and just see exactly
06:05what I'm working on in the mesh.
06:08So if I make this deep like this, then we're going to have a very gradual edge to his mouth.
06:14I really want this to be fairly shallow like this, so that way we kind of have a
06:18hard edge going into his mouth.
06:20So I am going to hit Extrude Region one more time and this will create his mouth
06:25cavity and because this is his mouth cavity we can also scale this up a little
06:30bit just to give a little bit of room to make it look a little more like an
06:34empty mouth, and then let's go ahead and just turn this on again.
06:37I'm going to go over to my Subdivision Surface Modifier, turn on my little
06:40Eyeball here and you could see now I've got the basics of a mouth.
06:44So as you could see, we're starting to block out the basic shape of the character.
06:49We still have a lot of refining to go, but let's do just do a little bit more.
06:53I am going to go ahead and select these faces at the top and let's choose a
06:59little bit of proportional modeling here.
07:00So I am going to go ahead and Enable Proportional Modeling and then just kind of
07:04pull his head up just a little bit.
07:06So again, we are trying to get that curve at the top of his head and so now as I
07:10lift this up you can see that the mouth also proportionally is a little bit
07:15lower on the character, so that makes it a little bit easier in terms of size.
07:19And if want, I could actually scale of this.
07:21Hit the S key, scale that head up just a little bit and as you can see we're
07:26starting to block out this character.
07:29Now I am going to go ahead and stop here, because our next step is modeling
07:33the character's arms.
07:35I am going to use another modifier with that.
07:37So, at this point we've blocked out the basic shape of the character, his legs,
07:41his mouth and the shape of his head.
07:44But we still have a long way to go.
07:46But just remember, when modeling something like this you basically just start
07:50with a simple shape and then just add detail as needed.
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Symmetrical modeling with the Mirror modifier
00:01Now let's take a look at how to do Symmetrical Modeling.
00:04In Blender this is done using the Mirror Modifier.
00:07Now I have this basic character and we've got some of the parts blocked out, but
00:12we still need to block out the character's arms.
00:14Now the arms are kind of a symmetrical thing where you have a right arm and a left arm.
00:19Now, I could just model them individually, I am going to hit Tab and go in here.
00:24For example, if I wanted to I could take the faces around where the arms socket
00:30would be and I could just extrude those by doing Extrude Region.
00:34But what I'm doing on the left side of the character is not reflecting on the
00:40character's right side.
00:42So, there is a very distinct possibility that this won't be exactly symmetrical.
00:46So I am going to go ahead and undo that.
00:48Now one way you can do it in some programs is to select both of them and extrude
00:54them at the same time, but that doesn't really work quite as well in Blender.
00:58So probably the best way to do these sorts of modeling is to use the Mirror
01:02Modifier and this is actually a really good modifier, I like this one a lot.
01:07So what we have to do first is we have to cut our character in half.
01:11So I am going to go into X-ray Mode here, just by clicking this little button
01:16down here and I'm going to position the character so that I'm seeing him pretty
01:21much from the front.
01:22I could go into a front view at this point, but it looks like I can get it from
01:26here and then I am going to hit B to do a Box select and just select all of the
01:32faces on the character's right side.
01:35Now I am going to scroll around here just to make sure that I've got everything
01:40and I do, so I am just going to go ahead now and hit the Delete key.
01:44Now a Menu option comes up and it asks you what you want to delete, the
01:47Vertices, the Edges, the Faces, do you want to delete everything.
01:50Well, in this case I just want to delete the Faces and when I do that the
01:55character is cut in half.
01:57So now that we have that, we can start mirror modeling him.
02:02But before I do that I want to actually get rid of my Subdivision Surface
02:05Tool and start from scratch, because really we want, we want a mirror and then subdivide.
02:12So I want the mirror to be at the bottom.
02:14So I am just going to delete Subdivision Surfaces, add in the Mirror Modifier
02:18and again we're in the Modifier Panel here.
02:21And once we do, what you get, actually you do get a little bit of some extra
02:25geometry, but it doesn't seem to be right.
02:28Well that's because by default the mirror modifier is going along the X-axis, so
02:33it's in other words just going along this red axis here.
02:37We're actually modeling along the Y-axis, so if I click on the Y-axis and click
02:42off the X-axis, you'll see that it makes a perfect mirror of the character.
02:48And down here we have what's called a Merge Limit, and what that does is it just
02:52says any vertices that are within this limit will get stuck together.
02:58So because we started with our character exactly in the middle, this should just
03:02stick together all the way.
03:04Now one of the things you don't want to do is start moving this centerline.
03:08So if I go into Vertex Mode for example and I move one of these, you'll see that
03:13everything is mirrored, but we really don't want that to happen.
03:17So be sure to respect the center line.
03:19But we can continue to model anywhere on the character and it will be reflected
03:25on the other side, which is really, really nice.
03:28So, let's use this to actually start creating the character's arms.
03:32So the first thing I am going to do is let's go ahead and go into Edge Mode here
03:37and I'm going to select this Edge Loop here and just move it up just a little
03:41bit, because what I want to do is kind of bring this amount of detail down just
03:45a little bit and then I'm going to go into Face Mode.
03:48I am going to select these four faces on the side of the body, right here and
03:54we're going to extrude.
03:56So I am just going to do an Extrude Region.
03:58And notice how when I extrude that actually mirrors on the other side, which is
04:03really kind of cool.
04:04So, now that I have this I can use my Scale Tool to kind of square this up a
04:09little bit and may be shrink it down and again, I want this arm to have kind
04:14of a circular profile.
04:16So I will need to bring in the edges and the vertices.
04:19So let's go ahead and go into Edge Mode here and I want this to move down and
04:26then I am going to go into Vertex Mode, select the corners of this box, hit S
04:33to scale and scale them in just so that we get more of a circular outline, so there we go.
04:40So now, again Ctrl+Tab go into Face Mode, shift those and now we can extrude the
04:47rest of the character's arms.
04:49So I am going to do an Extrude Region, extrude out a little bit more.
04:52I am going to scale those down just a bit and then do another Extrude Region.
04:58So this is basically the roughed out arms.
05:01We're going to finish these a little bit later.
05:03So I just kind of want to show you some of that as to how the Mirror Tool works.
05:08Now let's go ahead and use the Mirror Tool to add some more detail.
05:11We still need an eye socket for our character.
05:14So we can do that by going into Edge Mode.
05:17So I am going to deselect, go into Edge Mode and for this character I am going
05:23to go ahead and turn off X-ray here.
05:25I want his eye to be almost on the outside of the top lip.
05:29So I want some detail on this side and on this side and enough to make a
05:34circular outline so that I can extrude an eye socket into the character's head.
05:40So we're going to need a few more Edge Loops.
05:43So I am going to select Loop Cut and Slide and I'm going to select right here on
05:49the inside of the mouth and lay one in here, lay one on the outside of the
05:54mouth, right there, okay.
05:56So that gives me enough vertical detail.
05:59I still need more horizontal detail.
06:02And again, we're going to do another Loop Cut and Slide.
06:04So I am going to go ahead and add in one here, one here and one more and again
06:11remember, we click, drag and then click again.
06:15So what I've created is enough detail, so that when I go into Face Mode, I can
06:21select these four faces and that will be the outline of the character's eye.
06:28Now, if I zoom in here, you'll see that well it's still square.
06:32Just like with the arm I will need to kind of bring in the edges of this and
06:36that's pretty easy to do, because all we have to do is go into Vertex Mode and
06:41then deselect everything and then just right-click and Shift+Right-click and
06:46select all of these.
06:47Hit Scale, bring those in, so that way you can even see it's starting to
06:52look like an eye, okay.
06:56Now, I've got some of these here are a little bit too far forward, so I am just
07:01going to go ahead and move those in just a little bit as well as these.
07:07And then let's go into Face Mode, so I am going to go ahead and select
07:10these, position them, make sure that they are pretty flat and then let's do another extrude.
07:16So I am going to do Extrude Region, make the inside of the eye socket and do one
07:20more to give the eye socket some depth.
07:22So again, just like with the mouth, we want kind of a little tight ring around
07:26here and then a little bit of depth to hold that eye socket.
07:30Deselect and look what we have.
07:32So, this is some of the workflow for symmetrical modeling.
07:36As you can see this could be very, very powerful.
07:39Now we still have a lot more reshaping to do on our character, we could
07:42probably add some more detail around the belly and still reshape the
07:46character's eyes and that sort of thing.
07:48But you can see that we've got most of the major shapes already blocked out.
07:53Now the Mirror Tool is something that we'll eventually want to apply.
07:59Once we have our character fully modeled and we've got the symmetry where we
08:03want it, we will hit Apply to that Mirror Modifier.
08:07But not right now, we actually want to keep this on as we continue to refine the
08:12character, and once he is done then we'll apply it and it will bring the
08:17character back to one entire mesh.
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Joining mesh objects
00:01Another way to add complexity to a Mesh Model is to join multiple meshes together.
00:06Now, we can do that with this particular character, by joining his hand to his body.
00:12But before we do that, let me give you a little background on how this all works.
00:18So before we do anything, I'm just going to do a simple File>New, and this
00:23brings up a simple Cube.
00:25Now, I'm going to move this Cube out of the way.
00:27And we've done this before, where we actually take an object and we add a new one.
00:32So I'm just going to add in a Mesh>UV Sphere, and this is basically pretty simple.
00:38We have two objects in the scene;
00:40we have the Cube and we have the Sphere.
00:44Now, something different happens when you're in Edit Mode.
00:48So I'm going to right-click on this Sphere, hit Tab to go into Edit Mode.
00:53Now I'm going to add in, using Shift+A, a Mesh, and I'm going to add in another UV Sphere.
01:01Now, when I do that, you'll see that, well, I get a Sphere here, but if you look
01:08over here in the Outliner, I only have one object.
01:12If I hit Tab to go out of Edit Mode, notice how both of these objects are selected.
01:18In other words, they're actually the same object.
01:22So when I added the first Sphere in, in Object Mode, it came in as an object,
01:29but when I added in the second object in when I was in Edit Mode, it added in
01:34the faces and combined the two as one.
01:37Now, this can actually be quite handy, because if you just need some additional
01:41detail and you want it attached to the model, you can do it very quickly.
01:46Now, if you want to do this after the fact, then you can also join them
01:51together externally.
01:52So if I select my Sphere and then Shift +Select my Cube, we can combine them.
01:58Now, this is important, the last object you select will be the master object,
02:04so in this case, the Cube is the last one selected, so the Sphere will go into the Cube.
02:10And we can join them by doing Object> Join, and the hot key for that is Ctrl+J.
02:16And once we do that, notice how the original Sphere goes away and all we have
02:21now is a Cube object.
02:23And that contains all of those vertices.
02:26In other words, the detail from all of those objects goes into one.
02:30So now, if your brain has been going in fast forward, you can see how we can do
02:34this with the hand on our character.
02:37So I'm going to go ahead and just open up that file one more time, and let's go
02:41ahead and scroll in.
02:43Now, I've got basically a separate object here, and this is just a hand;
02:48I can hit Tab here so you can see how this is built.
02:51Basically, I just took a Cube and extruded out a thumb.
02:54So he is going to have mitten hands, he is not going to have full fingers, but
02:59that's fine for this particular character.
03:01But what we want to do is just join this together.
03:05So I'm going to select my hand and then Shift+Select my character, whose name is
03:09still Cube, and then we're going to do Object>Join.
03:14And now, they're one object.
03:17And also notice how, because I still have the Mirror Modifier on them, that it
03:23actually mirrors the additional geometry, which is kind of cool.
03:28So now, the next step is to actually go in, and stitch together this open space,
03:34and we'll do that in the next lesson.
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Stitching vertices
00:00Now that we've joined our hand to our character, we still need to stitch up
00:04the gap between the two parts, and we can do that using either the Merge Tool or Remove Doubles.
00:10I'll show you how to do both.
00:11Now, the first thing we need to do is we need to connect up that gap.
00:16So I'm going to Zoom in here and we're going to do a little bit of modeling here.
00:20I'm going to right-click to select my object, hit Tab, and the first thing we
00:25need to do is we need to delete these faces so that we have open edges.
00:29So I'm going to go into Face Mode, right-click, and Shift+select these eight
00:37faces, so basically I'm selecting the faces on both sides.
00:41Hit the Delete key, while deleting faces.
00:44So now we've got kind of this open edge and all we have to do is connect them together.
00:49So we can do that in Vertex Mode using Snap.
00:53So if I go into Vertex Mode, select one of these, and I'm going to go ahead and
00:59turn on Snap and turn on Snap to Vertex.
01:04Then, I'm going to hit G for Grab and that should Snap to any one of those vertices.
01:12And once I do that, I can left-click to let go and then right-click on the next
01:17one, hit G and then Snap.
01:20So it's basically, pattern is, right-click, G, Snap.
01:25So I'm just going to go ahead and just go all the way around and just Snap
01:30all those together.
01:31So it's only eight vertices, it shouldn't take too long.
01:36So now that we have these snapped together, you might fool yourself into
01:41thinking, oh, well, that's all we have to do.
01:43No, what we have here is we have a situation where we have multiple
01:49vertices stuck together.
01:51So first thing I want to do is go ahead and turn off Snap, but if I were to
01:54select one of these, you can see that I still have kind of a double;
01:58I have two vertices basically snapped to the same point in space.
02:03So if I wanted to, I could just merge them together.
02:08So we have a Merge command here, and all I have to do is select both vertices.
02:14So I'm going to go ahead and deselect, and let's go ahead, and I'm going to use
02:17my Circle Tool here.
02:18So I'm going to hit C and select these two vertices, so hopefully that will
02:23select both of those.
02:25And then all I have to do is merge them together.
02:29So I can do this under Mesh>Vertices, we have an option here called Merge, but
02:33let me show you a quick little secret.
02:35Vertices, Edges, and Faces, each one of these have their own menu, and all you
02:40have to do is hit Ctrl and the first letter of each one, so Ctrl+V for Vertices,
02:45Ctrl+E for Edges, and Ctrl+F for Faces, and we can get that menu very quickly.
02:52So if I want I can do Ctrl+V>Merge, and where do we want to merge, we want to
02:57Merge those At Center and it should merge those.
03:00And if we wanted to, we could go around and merge all of them individually, but
03:06if you have a lot of Vertices, that's going to get very, very tedious.
03:09So let me show you the faster way to do this.
03:12First thing, I want to do is select all of this.
03:15So I'm going to turn on X-Ray Mode and then I'm going to just Lasso+select by
03:22holding down Ctrl+Left Arrow, and I'm Lasso selecting all of those.
03:27So now what I've done is, I've actually selected each one of these, and each one
03:33of those is a double vertex.
03:34In other words, they're basically called doubles.
03:37I'm going to hit Ctrl+V to bring up my Vertex Menu, and we have an option here
03:41called Remove Doubles.
03:43So once I do that, you'll see here it says Removed 8 vertices.
03:48Well, that's the number I have around there, so basically what it's done is it's
03:52merged those together in one operation.
03:55Makes it much nicer.
03:57So if I go into each Vertex, you can see now it's all tied together.
04:04If you go into Face Mode, you can see that the edges are stuck together.
04:09So now I've got my parts stuck together.
04:13So now I have my hand on my character and it's also mirrored on the other side.
04:19So now all I have to do is just go through and do some modeling to kind of clean
04:25that up and make it proportional.
04:28So let's just go over this process one more time.
04:31In order to stitch together two objects, you need two open edges that have the
04:37same number of vertices, and then you snap vertices from one to the other, and
04:43then once they're all snapped together, you select all the vertices and then
04:47you do Remove Doubles.
04:49It should work every time.
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Finalizing a simple creature
00:01Once the character's hands are stitched to the body, the character is pretty
00:05close to being finished.
00:06Now, we do have a few things that we should do as we start to finalize this mesh.
00:11One is, we still need to fit the eyes to the eye socket.
00:16So the eyes are going to be just simple Spheres, so let's just go ahead and
00:19add in a UV Sphere.
00:22Now, this comes in a little bit big, so we definitely want to scale that down
00:26to about the size of that eye socket, and let's go ahead and just move that into place.
00:34And I'm just kind of getting it pretty close.
00:38Now, one of the things I'm kind of realizing is that the eye might be a little
00:41bit big, but actually, it's nice to have the eye a little bit bigger than the
00:45eye socket, that gives you a little bit more room to play with.
00:49So maybe I can scale it down just a hair, but not too much.
00:52You don't want it so it's inside the eye socket, you actually want it a little bit bigger.
00:57And now, once I have that, then all I have to do is select my mesh, go into Edit
01:02Mode, and then just kind of tweak the position of those edges here.
01:07So I'm basically just going to select Double Vertices.
01:12So I want to make sure I select this outline.
01:15Notice how we have this kind of double line around his eye, so I want to make
01:20sure that when I select one vertices, I also select the inner and the outer one.
01:25Now, these vertices at the back really don't matter, because we're not going to
01:28see those, those are just to give a little bit more depth.
01:31And again, I'm just trying to bring these in so that they're kind of
01:35sitting around the eyeball.
01:37Now, we also can play with these.
01:39Obviously, as we get into animating character, these are going to be able to be
01:43manipulated to give them a little bit of expression as well.
01:46So when I have this on X-Ray Mode there is the possibility of selecting Back
01:50Facing Vertices, and so you have to be careful of that.
01:53So if I, for example, click here, I'm actually selecting this vertices in the
01:57back, so I want to make sure I don't do that, which I was doing.
02:02And again, I'm just going to go ahead and just dial this in, as closely as I can.
02:07Now, I'm not going to get too precise there, but I think you understand what the process is.
02:13Now, once I have that eye pretty much in place, I'm going to hit Tab, we can see
02:18how it looks, we can actually put a Subdivision Surface Modifier on it, just to
02:23make sure how it looks.
02:24Now, one of the things I'm noticing is that, that eye is a little far into the
02:28eye socket, and maybe I can bring that out a little bit. Yeah, there we go.
02:32That makes it look a little bit better.
02:34So once I have that, then I can also just duplicate that eye, and we just hit
02:39Duplicate Objects in order to duplicate that, and I can just move that over in
02:44the Y direction, and it should just match up pretty closely.
02:49The eyes are pretty much in place.
02:51And so now we still have this character mirrored, and we still have
02:54Subdivision Surfaces on him.
02:56So let's go ahead and first thing I want to do is just apply that Mirror Modifier.
03:02And when I do that, now the character is one mesh.
03:08So I'm going to hit Tab to go into Edit Mode, just to make sure that
03:11everything went properly, and looks like the mesh is pretty much in place and
03:17the way that I want it.
03:19Now, if I want to do some more work on this, one of the things I could do is use
03:23some of sculpting tools just to smooth things out.
03:27So actually, I am going to do that.
03:29I'm going to go out of Edit Mode into Sculpt Mode, and I want to make sure that
03:35my Symmetry is turned on and, again, we're symmetrical around Y for this
03:39particular character.
03:41And then for the Tool, I'm actually going to do a Smoothing Tool, because one
03:47of the things I'm noticing is that there's a little bit of unevenness here, if
03:51you can kind of see it in the light, and that's just because of the way that it was modeled.
03:54So I want to make sure that my brush is fairly big, and then I'm just going to
03:59kind of stroke him a little bit and that will smooth him out.
04:04Now, you can see how that's already just kind of evening out some of that rough
04:08spots in the character.
04:10Now, I don't want to get too much on his head but, again, I can just smooth
04:17that out, and you can see how that's already giving him a much better sort of profile.
04:24And again, we can also decrease the Strength of this, so that way it's not too tough.
04:31In other words, we have to do a few more clicks, but that's not that big of a deal.
04:34Now, once you get the character the way that you like it, go ahead and Save him out.
04:41Also make sure that he's smooth shaded, and then the next step to do is to
04:45actually put some textures on him.
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Creating text
00:00Now, let's take a look at how to create text in Blender.
00:04I'm going to go ahead and just start with File>New, and we're just going to
00:08start with a blank file here.
00:10I'm going to go ahead and right-click on this Cube and delete it, and that way
00:15we have some free space with which to work.
00:18So the first thing I'm going to do is go ahead and Add some Text.
00:22And when we do, well, the word Text comes up, and there is our text.
00:27Now, if you want to edit the text, just like you would do with a mesh, you go
00:31into Edit Mode, you do the same for text.
00:33So when I go into Edit Mode, a little cursor comes up, and I can hit my
00:37Backspace and I can type whatever I want.
00:41So you can basically just type, and then when you hit Tab to go back into Object
00:46Mode, you're in Object Mode.
00:48Now, when we have text, we have a special tab here in the Properties Panel for the Text.
00:55So we can have a number of options here, such as what's the Resolution for Render.
01:02In other words, how much does it in-between that shape.
01:06And do we want to Fill both the Front, the Back, or None.
01:09So, in other words, do I want to see this from the Back and the Front.
01:13Texturing, basically how do you want to texture that.
01:16We'll get into Texturing a little bit later.
01:18And then Geometry, do you want this to be Offset.
01:22In other words, do you want it skinnier or bigger or smaller?
01:25I'm going to go ahead and set that to actually back to 0.
01:30The next option is Extrude;
01:32do you want to extrude this, and if so, how much?
01:35So I'm going to extrude it just a little bit so that we have a little bit of depth there.
01:41And then, do we want to Bevel the Front of that, do we want to Bevel it or not?
01:46And then what's the Resolution of that Bevel, do you want it kind of Circular or
01:50do you want it Angular, and that's what this will do.
01:53Now, we can also change the Font.
01:56Now, this gets a little technical, because you need to know where your Fonts are
02:00stored on your computer.
02:02Now, on a UNIX system it's in usr/lib/fonts, I believe.
02:08On a Windows system, it's in the Windows folder, under Fonts.
02:13And then all of the Fonts are here.
02:16Now, if you want you can just select whichever Font you want, and if it's a
02:20valid Font, it will come up.
02:22And once you've loaded the Font, you can go to the Font Menu here and now you have 2.
02:27Now, this Bfont is just the one that comes stocked with Blender, but we can add
02:33in any additional Fonts.
02:34So if I wanted to add in one more, I could do that, and I have a lot of Fonts on this system.
02:41But basically, just select whichever Font you want, and there you go.
02:45So now I can pick between any one of these.
02:51Now, in addition to this, we also have Paragraph alignment.
02:55Now, this typing box isn't limited to just one line of text, you could actually
02:59type entire paragraphs.
03:01And in that case, we want to have Center, Left, Right, Justified, just all of
03:06your standard type of text options here.
03:10We can also add Boxes around the text if we want.
03:15And once you've created your text, it does show up as a standard object in the Outliner.
03:22So now I have my Text Object here as well as any other object I would want in
03:28my scene.
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Boolean tools
00:00Another nice modifier is the Boolean Modifier.
00:04Now, this is familiar to anybody who has used CAD or solid modeling, and what
00:09it does is it allows you to take one object and use it to cut away or add to another object.
00:15So let's take a look at how to use this.
00:17I've got two objects here;
00:19I've got a Cylinder and a Cube.
00:22So I am going to go ahead and select the Cylinder and move it down so that
00:26it overlaps the Cube.
00:28In fact, we should probably take a look at this in Wireframe.
00:31I just want this to make sure that it's intersecting that Cube.
00:35Now, I'm going to select the Cube, itself leaving the Cylinder unselected and we
00:42are going to go over to the Modifiers Panel of that Cube and add a Modifier, and
00:46in this case we are going to add the Boolean Modifier.
00:49Now, at this point it's not doing anything, and that's because we need to select
00:55the object to be the effecter.
00:58In other words, the object is going to cut or add to the Cube.
01:02If we click here, we can select Cylinder and now something happens.
01:08In fact, it's probably better to take a look at this in Wireframe, because the
01:12highlighted orange is really the effect of the Boolean operation.
01:18So we have three options;
01:20Intersection, which is the area of the Cube that intersects with that Cylinder;
01:26Union, in other words, the Cube plus the Cylinder.
01:31You can see how the orange Wireframe completely encloses the Cylinder.
01:36And then we also have Difference, and what that does is it creates a little hole
01:42where the Cylinder intersects with the Cube.
01:46Now, this is actually live, so if I were to move the Cube, you can see that the
01:52Intersection spot actually moves with that Cube.
01:57So once we have a Boolean and we like it, probably the easiest thing to do is to hit Apply.
02:02Now, once I hit Apply, that freezes the effect and now we can move the Cube
02:10off of the Cylinder.
02:12And if I go into a Solid Mode, you can see what happened.
02:16So Booleans are really good for creating mechanical objects, hard surface objects.
02:22Typically you don't use Booleans for things that are going deform, like
02:26characters and those sorts of thing.
02:28And the reason is because when you create a Boolean, you see how we get all of
02:35this additional geometry, and so that makes it very hard to deform the object.
02:41Now, this may look clean and render very nicely, but if we start to move
02:45vertices around, the model will break up.
02:47So remember, Boolean is an active operation until you hit Apply and also use
02:54it on solid objects.
02:55Deformations and Booleans don't agree.
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Vertex groups
00:00Now, as you start working with more complex meshes, there are times when you'll
00:04want to identify certain parts of that mesh and be able to come back to it
00:09later, and this is where Vertex Groups comes in handy.
00:13It allows you to save off groups of vertices that you can select later, and this
00:19can be really important, particularly if you have difficult selections that take
00:23a while to construct.
00:25You can save those selections and then come back.
00:28So let's take a look at how this works.
00:30So I've got this simple character here, and I am going to go ahead and select
00:33him and go into Edit Mode, and I want to make sure that I'm in Vertex Mode as
00:38well, so I am going to be selecting Vertices, and let's go ahead and just
00:42select one of his hands.
00:43I am going to go ahead and select his left hand or the vertices that
00:46comprise his left hand.
00:48And once I have these selected, I want to go over in the Properties Panel to
00:53this little triangle here, and this stands for the vertices.
00:58So if you'll scroll down here, you'll notice we have a roll out here
01:02called Vertex Groups.
01:03And right now that's empty, but we can create a new group to hold these vertices.
01:10So I am going to go ahead hit Plus and that creates a blank group, but I want to
01:15give this a more descriptive name.
01:16So I am going to go ahead and call it Lt_Hand.
01:19Now once I have this, it's still an empty container.
01:23I don't have those vertices in that left hand group yet.
01:28In order to do that I have to hit the Assign key, and once we do that, those
01:33vertices are now in that left hand group.
01:36So I can now select or deselect those vertices simply by highlighting those and
01:43hitting Select or Deselect.
01:45Now, if I wanted to add more vertices to this group, I could.
01:49I could right-click this vertices here and Hit Assign, and now when it selects,
01:53it selects all of those.
01:55Or if I wanted to, I could remove that from the group.
01:59So when I Select or Deselect, it's removed from the group.
02:03So you can Assign or Remove individual vertices or groups of vertices from the Vertex Group.
02:10Now, this can be really handy if you can select a few of them, you can assign
02:14them to the group and then turn them all around and select a few more and,
02:18again, assign them to the group and kind of have this additive way of
02:21building that group.
02:22So that's one way of doing it.
02:25Now, there's another way of creating groups and that's actually a little bit quicker.
02:29So I am going to scroll over here, and let's go ahead and select the vertices in the right hand.
02:35Now, if I wanted to I could create an empty container and then assign those
02:40vertices to that, but there's actually a faster way, and there's actually three
02:44ways of getting to it, so let me show you all three ways.
02:47The first one is the longest path, we hit Mesh>Vertices, and then we scroll
02:52down and there's a Vertex Groups option, and here's where we can actually do all of our work.
02:58But this is three menus.
03:00So if we wanted to, we could cut it down to two menus by hitting Ctrl+V, and
03:05that brings up just that Vertices Menu and, again, we can scroll down to Vertex
03:09Groups and we have all of that.
03:11But actually the fastest way of doing it is just hit Ctrl+G for Group and this
03:16way we can either Assign it to a New Group, Assign it to the Active Group, or
03:22Remove it or even Set the Active Group.
03:25So there's a number of options here.
03:27Right now we're just going to Assign it to a New Group.
03:31So what happens is it creates a blank group and then assigns those vertices.
03:36So it's really just a one step process, much easier than actually creating the
03:41empty group and assigning them.
03:42Now, again, we have a left hand group and this one, well, this one needs to be renamed again.
03:48So let's call it right hand.
03:50And once we have that, we can Deselect or we can Select.
03:55And we also have our Left Hand one, where one can Select or Deselect, and we can
03:59actually Select both of them or Deselect either one of them.
04:04Now, notice here how we have a Vertex Group here in the Outliner, underneath my
04:11Character, and this really is just a way to set which group is the Active Group.
04:16So notice how when I select this one or that one, you can find those groups.
04:21So those are some of the basics of Vertex Groups.
04:25As you can see, it's a really good way of taking complex selections and making
04:30them easy to reselect.
04:32Now, one example is perhaps the character's mouth.
04:34If you wanted to, you could select all of the vertices around the character's
04:37mouth, which may be difficult to select at first, but once we have it, we can
04:41make it into a group and come back to it.
04:44So there's all sorts of uses for this tool, and I'm sure you'll get a lot
04:49of good use out of it.
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5. Staying Organized
Using the Outliner
00:00Now let's take a look at how to get organized in Blender.
00:04Probably the first place that you need to get organized is in the Outliner.
00:08This is a great interface into your scene.
00:12Now, we've used the Outliner just a little bit in this course.
00:16The thing that you know how to do is to select objects by name.
00:20So for example, I can click on the Chair and select it.
00:24I can left-click on the Couch and also select it.
00:28Now, before we go too deep into this, let me go ahead and expand this window
00:33here so that we can get a full look at the Outliner.
00:37Now, if you notice here we have individual entries for each of these objects
00:43and clicking on them selects the object, and also notice, when I click it, the
00:48selected object actually has a little circle around it that tells me it's selected.
00:53Now, next to it, I have this little +/-.
00:58So if I were to select the Couch and hit the Plus sign, you'll see that I've
01:02got more options underneath here.
01:04If I were to hit the Plus sign on this little vertex thing, you'll see that
01:08this is actually the geometry of the object and attached to that geometry I
01:15have the Materials.
01:16Actually, I have two Materials;
01:18one for the fabric of the Couch, the other for the Legs.
01:21If you go down here, you'll see that I also have some Vertex Groups for
01:26this object as well.
01:28So each one of these entries can contain kind of subheads or additional
01:33information about this object.
01:37So if I hit the Minus signs, I can collapse them all.
01:41Now, another thing you can do in the Outliner is you can name and rename objects.
01:47So for example, if I were to select the Floor, I could right-click over it and
01:52hit Rename, and then I could type in a new name. Let's call it Rug.
01:58When I do that, you'll notice how it resorts this list.
02:02Rug goes a little bit further down.
02:05That's because this is an alphabetic list.
02:07Now, another way to rename it is to Ctrl+left-click, and that just gets you
02:12instantly into that Rename, and I can hit Floor, just type in the name again,
02:18and you'll see it resorts that list.
02:21Now, along the top you'll see we have a couple of menus here.
02:25The first one is the View Menu, and this basically shows whether or not these
02:31columns here Show, these are called Restriction columns, and we'll get to
02:35those in a little bit.
02:36And then we can also do what's called Show Active, which is actually everything
02:41in the scene is active right now.
02:43And probably the most important one is we can Show or Hide the levels of the Outliner.
02:49So let me just show you what this does.
02:50When I hit Show/Hide One Level, it expands every single one of these.
02:55So it's like it hit the Plus sign on every single one and it expanded all of those.
03:01Now, I can get to this more quickly by hitting the Plus sign on the number pad,
03:07and when I do that, it expands it a little bit more.
03:09Now, if I want to collapse it, all I have to do is hit the Minus sign on my number pad.
03:15So I hit minus sign once, it collapses it one level, hit minus sign the
03:19second time, it collapses it to where we were.
03:23The third time, it collapses it to just the scene.
03:26Now, we can have multiple scenes in Blender;
03:30we'll get to those in just a little bit.
03:32So I am going to go ahead and expand this scene and see everything that's in there.
03:36Now, the second option is a Search Menu.
03:40So we have some Search options;
03:43we can do Case Sensitive or not, or we can just type something into this Search Menu.
03:50If I type in Chair, you can see that the Chairs show up.
03:54Now, this brings me to another thing that I need to talk about and that's naming scheme.
04:00This search box only works if you know what the names of the objects are.
04:05So as you start building objects in Blender, be sure to give them logical names,
04:13because that way you can get to them very easily using the search box.
04:17If you have a really complex scene, you may be scrolling through your Outliner
04:22quite a bit trying to find those objects, but a really good naming scheme allows
04:27you to search them very easily.
04:29Now, let's take a look at this column here;
04:32this is called the Restrictions column, and what it does, it restricts Blender
04:36from doing certain things.
04:38Now, this first column is visibility in the Viewport.
04:42Now, it's only visible in the Viewport itself.
04:45So if I were to click off both of those Chairs, they would become invisible in
04:52the Viewport, so I can't see them.
04:53But, and this is important, they do show up in rendering.
04:58So if I were to do a quick render of this image by selecting Render>Render
05:03Image, or just hitting F12, then I can see how the render shows up.
05:08Now, even though these objects are invisible on my Viewport, they are visible in the Render.
05:15So that can actually clear up a lot of confusion, and you'll say, well, my scene
05:20looks like this, but it's rendering differently;
05:22go ahead and take a look, make sure that the objects aren't just hidden.
05:25Now, another way to hide objects is through the Object Menu.
05:31So if I were to right-click on this Chair and go into Object Menu, go up to the
05:37top here, you'll see I have a Show/Hide option.
05:40So if I wanted to I could just Hide Selected.
05:43Now, what it does is it hides the object and it also just clicks that option
05:47off in the Viewport.
05:49And I have some additional options here, so I can show the hidden objects.
05:55And another really cool thing is that if I select one object or a couple of
06:02objects, I can hide the unselected objects.
06:07In other words, I can hide everything but the objects that I'm looking at.
06:10Now, this can be a really great way to isolate certain parts of your scene.
06:16So again, I'm going to go ahead and just Show Hidden.
06:20Now, remember, all of this works just in the Viewport; it doesn't render.
06:25So if we want things not to render, we actually have a column for that as well,
06:30and that's this far right column where you have all of these cameras.
06:34So if I were to turn these off, that means the objects themselves won't render.
06:39So if I turn off the Chairs, hit F12 to Render, you'll see that the Chairs don't
06:47render, even though they're showing in the Viewport.
06:50Now, this can be used very effectively to isolate certain parts of your scene.
06:55If you wanted to render certain parts and leave other parts unrendered, you can do that.
07:01It's a great way to do a simple type of render layers functionality.
07:05There's a lot of things that you can do with this Render option here.
07:09So I am going to go ahead and turn those back on.
07:11Now, the last one is this middle column, and this basically just turns
07:16selection on or off.
07:18In other words, it restricts me from selecting the object.
07:22So if I were to click off the selection for the Chairs, I could select
07:27the Table, I could select the Floor, but when I click over the Chairs, I can't select them.
07:34If I were to hit A to Select All, it selects everything here.
07:39In fact, you can see it here, all of these options have little circles around
07:44them, which means they are all selected except for the Chairs.
07:48So that's, again, another great way to control your scene and keep it organized.
07:55If there is an object there and you really don't need to select it, just go
07:58ahead and turn it off here and that way you won't be accidentally selecting the
08:03wrong thing every time.
08:06So those are some of the basics of the Outliner, and we'll continue to go deeper
08:12into the Outliner as we work our way through the course, but hopefully this will
08:17give you a much clearer view of how the Outliner works.
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Using layers
00:01Another way to organize your scene is to organize it into layers.
00:05Now, Blender has a Layers Panel that's at the bottom of every 3D Viewport, and
00:11we have a total of 20 layers.
00:15So we have groups of 5 times 4 to make a total of 20 layers.
00:21In this scene I've actually added those objects into a couple of different
00:25layers, and if we start clicking these buttons here, we can see what layers are active.
00:31So if I click on this button here, you can see that the first layer contains the
00:36Furniture, the Chairs, and the Tables.
00:39This second layer contains the accessories, in other words, the Bowl of fruit,
00:46and the third layer contains the Floor.
00:49Now, if I want to turn all the layers on, all I have to do is hold down the
00:54Shift key while selecting them.
00:56Now, notice how the layers actually are dark when they are active.
01:02If they're inactive, they turn gray.
01:06Now, one of these layers actually has an orange dot in it, and that's because
01:10that's the layer with the active objects.
01:14So if I were to select the Floor, the Layer 3 shows up.
01:18If I were to right select the Bowl, Layer 2 shows up.
01:22If I click on a piece of Furniture, then Layer 1 shows up.
01:27So those are some of the basics of how to look at layers.
01:30Let's show you a little bit about how to create layers.
01:34So I am going to go ahead and do a File>New, and we basically just have a Cube in the scene.
01:42Now, in this case when you first create a brand new scene, it only has one
01:47layer, as you can see here.
01:49Now, if I click on the second layer, you'll see that, well, there is nothing in
01:53any of these additional layers.
01:55I am actually going to go ahead and click on Layer 2 and add in a UV Sphere, and
02:02I am going to move this over a little bit.
02:05Now, as you can see, now we have two active layers;
02:09I have the layer with my Cube, as well as with my Lights and my Camera, and I
02:17have the layer with the Sphere.
02:20Now, if I want I can Shift+Select and show both of those layers.
02:25Now, if I click on the layer with the Cube and add in another object, let's
02:32go ahead and add in a Torus and move that over, that object shows up in the
02:40layer that's active.
02:42So I've got Layer 1 was active when I created that Torus.
02:47Now Layer 2 is still just the Sphere.
02:51Now, if I want to move that Torus over to Layer 2, I can do that.
02:56So I just need to make sure that I highlight that, and I can do it in one of two ways.
03:02One is to go into the Object Menu, and there's an option here called Move to
03:07Layer, and the hotkey for that is M. So let's just go ahead and hit M, and
03:12you'll see that I get an option here that tells me which layer I can put it in.
03:18So if I want to I can click on Layer 2 and now that object is in Layer 2.
03:25So when I click on Layer 2, now I have those two objects.
03:29Now, objects can also exist in multiple layers.
03:34So if I were to select the Torus again and hit M, all I would have to do is hit
03:41Shift and select both of these layers, and now the Torus is in two layers.
03:48So when I select this layer, Layer 1, it's in this layer, and when I select
03:54Layer 2, it's also in that layer.
03:58So layers are a really handy way to hide and show objects and also restrict
04:05portions of your scene, so that way you can work more efficiently.
04:10One common way to use layers is to put your Lights and your Cameras in separate
04:14layers, so that way you can hide them if you want.
04:18Another way to use layers is to put the background objects in a separate layer.
04:22And I am sure as you start creating more complex scenes, you'll find plenty
04:27of uses for layering.
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Creating groups
00:00You can also organize your scene into groups.
00:03Now, groups are basically just names that are attached to objects, and so you
00:10can use groups to do common operations on larger groups of objects.
00:16Let me show you the simplest way to use groups, and that's as a way to
00:19select multiple objects.
00:22So I have this scene here.
00:23In fact, I am going to go ahead and pull up my Properties Panel so I can see it
00:27a little bit more, and I am going to go ahead and right-click and Shift+Select
00:32both of the Chairs, and then I'm going to group them.
00:36So I am going to go Object>Create New Group.
00:39Now, the hotkey for this is Ctrl+G. So when I do that, you can see how the
00:45outlines turn green and that tells me they are in a group.
00:50If I go over to the Object Panel here and I scroll down, you will see that I
00:55have a group for these objects, and by default it's called Group.
01:01We can certainly rename it.
01:03I am going to go ahead and rename that group, Chairs.
01:07So now both of these objects are in a group called Chair.
01:11So if I deselect them, select this object, it's in Chairs.
01:15Select this object, it's in Chairs.
01:18If I select the Table, well, that's not there.
01:21Let's go ahead and Shift+Select both of those Tables and make a group for them.
01:26So I am going to go ahead and hit Ctrl+G, and that creates a Group.
01:31Now, if I look here in the Groups, you will see that this Group was added.
01:38Now all I have to do is rename it.
01:40I am going to call it Table or Tables, and now I have a group for the Tables and
01:47a group for the Chairs.
01:49So how does this help me?
01:51Well, now that I have them defined as parts of a group, I can select
01:56everything in that group.
01:57So if I go into my Select Menu, under Grouped, I can select Group.
02:03Now, the hotkey for this is Shift+G.
02:07So if I select something else, say the Chair and hit Shift+G and select Group,
02:13it selects both of those Chairs.
02:15If I select the Table, hit Shift+G and select Group, it will select everything
02:21in the Tables Group.
02:23So this is a really nice way to select multiple objects.
02:28Now, one of the really cool things is that objects can belong to more than one
02:33group, which means we can have all sorts of varying types of selection sets, and
02:39this can be very handy when you're working with complex scenes and want to
02:44select certain groups of objects all at once.
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Working with scenes
00:01Another way to organize your data within Blender is to use scenes.
00:05Now, scenes can be used to create different setups of the same objects or
00:10completely different sets within your project.
00:14So by default Blender has a scene and we can see that here in the Outliner.
00:20We also have a window up along here in the Information Panel, and this allows us
00:26to see the available scenes.
00:28Now, if we want to add one, we can certainly do that.
00:32We have a Plus sign here which allows us to add scenes.
00:35We have a couple of options here.
00:37One is New, and the other one is Copy the Settings and Link the existing Objects and so on.
00:43Let's go through these.
00:45The first one is a New Scene.
00:48So if I do that it creates an entirely new scene.
00:52If you look here we have Scene and then we have Scene.001, and notice how that
00:59shows up in the Outliner as well.
01:01Now, because we just created a New Scene, we actually created a blank palette in
01:07which we can place anything.
01:09So if we wanted to we could add in a Sphere, for example.
01:14So now that Sphere is in this Scene.
01:17If I click over to the other scene, it's all the objects that were in that scene.
01:23So we have two completely different setups here in each individual scene.
01:28Now, if I want I can make copies of my existing scene and I can either Link or
01:35not Link the Objects.
01:37Let me show you what I mean.
01:40So in this case we want to do a Link Objects Scene.
01:44So we are going to create Scene 2, and this one, if you open it up, you will see
01:49that, well, it looks exactly like the scene I had before.
01:53So I'd go to my original scene and then I'd go to Scene 2, it's the same.
01:58Well, let's try and change it.
02:00Let's go ahead and move the Chairs around.
02:03I am going to go ahead and push those Chairs further apart.
02:05Now, if I go back to my original scene, you'll see that, well, the Chairs
02:10are still in the same place, and that's because we created what's called a Linked Scene.
02:15So the objects that move in one scene also are reflected in the other scene.
02:21Now, if I want I can make differences in this second scene, but if I wanted to I
02:27can make the second scene different, but that means adding in additional things.
02:31So let's go ahead and add in a big Cube here, and we can see now I've got an
02:36additional object in this scene that I don't have in the other.
02:41So that's the difference, is that I'm adding things into it.
02:44Now, if we want we can also take this original scene and just make a copy of it.
02:51So if I click here and go Full Copy, what this does is it actually creates an
02:58additional scene, in this case, Scene 3 that has all those objects, but
03:04they're not linked.
03:05So if I move the Chairs in this one and go back to the original, you'll see that
03:15I've got my differences here.
03:17And in this third scene, which is a Full Copy, I have copies of every single
03:22object in that scene.
03:24Now, with the scene is, when you actually go into these scenes, these are used
03:30for organization, but they can also be used for rendering.
03:32So if I were to render this particular scene, you would see that I can render
03:39these objects separately.
03:42So in other words, what I'm creating here is separate scenes for
03:46organization and for rendering.
03:48So you can have a scene for your long shot and then another one for the close
03:53up, different scenes with different lighting options and so on.
03:57This can be very flexible in the way that you use Blender.
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Creating hierarchies
00:00Parenting is another way to organize objects.
00:03It allows you to connect objects in what are called Hierarchies, so that you can
00:08move one thing and others will follow along.
00:12A simple example will be this Tray, which has a Teapot and a Cup and a Saucer on top of it.
00:17Now, if I select the Tray and I move it, you'll see that, well, nothing
00:23moves along with it.
00:24That's because these are all separate.
00:27If you look here in the Outliner, we have the Cup, the Plate, the Spoon are all
00:31separate, we don't have them connected together in a Hierarchy.
00:34Now, we can fix that by creating the Hierarchy.
00:38So let's go ahead and start with the Cup and the Saucer.
00:42So if I take the Plate here and move it, you'll see that the Cup and the Spoon
00:46don't move along with it, but I can fix that by parenting.
00:50So if I select the Cup and Shift+Select the Spoon, and then select the Plate
00:58last, now this is a case where selection order matters.
01:02I have to select the parent object last.
01:04Now, once I have everything selected, I can go over to Object>Parent>Set and
01:12then we can set it to the object.
01:14But probably the easiest way is to hit the hotkey, which is Ctrl+P. So when I
01:19hit Ctrl+P, it asks me, do I want to set the Parent to the Object, I click Yes,
01:25and now, notice how it's changed in my Outliner.
01:30I have the Plate, but if I expand that, you'll see I have a Cup and a Spoon underneath.
01:36So if I right-click on the Plate and move it, the Cup and the Spoon move along with it.
01:42Now, if I take the Cup and I move it off of the Plate, it's still attached, so I
01:48have to make sure that everything is properly placed.
01:52Now, I can have multiple levels of Hierarchy.
01:54So let's say we wanted the Plate and the Teapot to be parented to the Tray, we
02:01can do that as well.
02:01All I have to do is right-click on the Plate, Shift+right-click on the Teapot,
02:07and again, Shift+right-click on the tray last.
02:10Again, the parent object is the last selected.
02:13Then I hit Ctrl+P, set Parent to Object, and now look at how the Outliner has changed.
02:20We have the Tray is now the parent of the Plate and the Teapot, and the Plate is
02:26the parent of the Cup and the Spoon.
02:29So when I take my Tray and I move it around, everything follows along, and I
02:35can still take my Plate and move it, and the Cup and the Spoon will move along with it.
02:40So we are really getting multiple levels of parenting.
02:44These are called Hierarchies, and they're very important, not only for
02:48organizing your scene, but as you'll see later, they are very important
02:51for animation as well.
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6. Applying Materials
Assigning materials to objects
00:00Once you've modeled an object, the next step is to add some color and shading to that object.
00:07We can do this using Blender's materials.
00:10So in this lesson, we're going to go through some of the basics of materials and
00:14how to apply them to your objects.
00:18So in this scene I have a simple sphere and a cylinder.
00:22So let's go ahead and start off with the sphere.
00:24I am going to right-click on it and go over here to the Properties panel.
00:29Now materials are applied and managed under this panel here.
00:35It has a little circle here, and it looks like a sphere.
00:39And in this case, we have no materials in the scene, so nothing shows up.
00:42It's kind of blank.
00:44If we want, we can add in a material.
00:46If there are materials in the scene, you will find them here.
00:49And obviously, we don't have one, so we're going to have to create a new one.
00:53So I am going to hit on this plus sign here for New and all of a sudden the
00:58interface lights up.
00:59We have a material here up on our slot, and we can have multiple materials per
01:04object, and we'll get to that in just a little bit.
01:07Then each material has a name.
01:10So when you start creating materials, it's always a good idea to have
01:13somewhat descriptive names.
01:15In this case, I am actually going to do something a little bit generic and I am
01:19going to call this Color_A.
01:21So we're just going to create a color.
01:23And under here we have some options for the material.
01:26One is to create it as a surface, which is, 9 times out of 10, what we'll be doing.
01:31But we also have options to create the material as a wireframe;
01:34a volume, which is kind of for special effects;
01:37or a halo, and notice how it changes in the viewport as well.
01:41But I am going to go ahead and click on surface and keep it there.
01:45Now below this, we have a preview, and we can preview just the color.
01:50We can preview it on an object such as a sphere, a cube, the monkey, or we can
01:57look at it as strands or as a volume.
02:00Well, I am going to go ahead and keep it on a sphere.
02:03And then below this, we have a bunch of other options.
02:07We have Diffuse, which is the main color of the object;
02:10Specular, which is the highlights; how it shades;
02:14transparency;
02:15Mirror, which is reflecting;
02:17Subsurface Scattering, which just kind of gives you a translucent effect,
02:21strands for hairs those sorts of things;
02:24and a number of other options such as how it shadows, and so on.
02:28Right now, we are just going to stick to some of the basics.
02:30All we're going to do is change the color of this.
02:32So I am going to click on the Diffuse option here, and when I do, you can see a
02:38color picker comes up.
02:39Now you're probably familiar with color pickers if you've used any other type of
02:43graphic software, but let's go through some of the basics.
02:46We have as our first picker an RGB slider here, and so you can slide your R,
02:52your G, or your B. And notice how these go from 0 to 1.
02:57Some packages go to 255;
03:00these go to 0 to 1, but they pretty much work the same regardless.
03:04We also have a spectrum here, so we can change the color however we want.
03:09We have another way of picking which is Hue, Saturation, and Value.
03:14So obviously, we can change the Hue here, Saturation, and Value, which is light and dark.
03:21If we want, we can also do Hex.
03:24So, if you have a hex number for the color, you can just type that in.
03:27Or you could also eyedropper any color in the scene.
03:31So I am just going to go ahead and create kind of a nice cool color, like maybe
03:35a blue or a green or something like that, and then just click off of this.
03:39Once we've put a color in that Diffuse channel, notice how our preview shows up,
03:44and also notice how the object itself reflects that color.
03:49So color is applied to this object and so now we can kind of see that in the viewport.
03:55Now, the color is not applied to the second object because it doesn't have
03:59any materials applied.
04:01So let's go ahead and take a look at that.
04:02We're going to go ahead and right-click on the cylinder.
04:05And again, we can add in either a new material or we can choose an existing one.
04:11In this case, we actually do have an existing material.
04:14We have Color_A, which if we want, we can apply it.
04:17But let's go ahead and create a new material for this.
04:21So I am going to go ahead and click on that New button again.
04:24And in this case, we're going to have another material called Color_B.
04:30And let's just go straight to the Diffuse color picker, and I'm going to go
04:34ahead and just make a kind of a reddish color.
04:37So now we have two colors here.
04:39If I want, I can now change the color of the object.
04:43So if I want to change this cylinder from Color_A to Color_B, all I have to do
04:49is just click here and now I actually have some menu options.
04:53So if I want to, I can change it to Color_ A or click again and change it to Color_B.
04:59So that's one way of adding color to an object.
05:02Now, if you want, we can also add multiple colors to an object as well.
05:07So if I click on my sphere, right now I only have one color in here.
05:13I have just one slot for color.
05:15And if I want, I could do the same thing I just did.
05:17I can add Color_B, which then just replaces this, or Color_A.
05:22But if I want, I can create another slot for another material.
05:27So all I have to do is hit the plus sign here and it creates a whole new place
05:33to create a material.
05:34So if want, I can either select an existing material or select New and
05:40create another color.
05:41So let's go ahead and create one more color here.
05:45So now I have another material.
05:47We can call it Color_C.
05:49So now I have Color_A and Color_B available to this sphere.
05:55But, as you can see, it's only using that first color, Color_A.
06:00If I want to apply that second color then I need to tell it where to assign
06:06that, and we can do this in Edit mode.
06:08So I am going to hit Tab, go into Edit mode, and then hit the A key to
06:13deselect everything.
06:15And then let's go in to Face mode.
06:17I am also going to go into X-ray mode here, and then just Lasso+Select that
06:23top part of the sphere.
06:26So you can see, I have selected a bunch of faces here.
06:29Now, once I have those selected, I can then assign them to a color.
06:35Notice how once I went into Edit mode, this additional set of buttons came up.
06:40So if I want, I can assign that color to those faces.
06:47If I deselect here, you can see now my sphere has two different colors.
06:52Now, what's really cool is I can also select by material.
06:57So if I want, I can create a material just to select things with.
07:00So if I want, I can select those faces or deselect them, and I can also assign.
07:05So let's do this one more time.
07:06Let's go ahead and hit plus.
07:09We're going to create one more slot.
07:11And in this case, we're going to choose Color_B.
07:15So now I have three colors available, but only two of those were assigned.
07:19So let's go ahead and do a Lasso+Select of the bottom of the sphere, and now I
07:24am going to select Color_B and assign it.
07:28So now I have three colors on here.
07:31I have A, B, and C. So now when I go back out in Object mode, you can see how it's assigned.
07:39So those are some of the basics of materials.
07:42Now, we can assign materials to the entire object, or we can have multiple
07:47materials assigned to individual faces within the object.
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Diffuse shaders
00:00Now let's take a look at the various diffuse shaders we have available in Blender.
00:05Before we get started, let me explain that I've set up my interface a little bit
00:10differently. I have an image editor on the left and a viewport on the right.
00:15This way, when I hit Render I can see my image immediately in that viewport
00:22and still keep working.
00:23So in order to render, probably the easiest thing to do is just hit the F12 key
00:28and that will very quickly render your image.
00:32So let's talk about diffuse shaders.
00:34In the default Blender material, we have two main options here: Diffuse, which
00:40provides the color and Specular, which provides the highlight.
00:45So in this one you notice how the color is kind of a blue and the highlight is white.
00:51If I wanted to, I could change the color of that highlight, so make it a much
00:56brighter color, something like that, and if I hit F12, you can see how it's
00:59kinds of little bit yellower. But for right now, let's just take this out of the equation.
01:05I'm going to go ahead and just remove specularity, so this way we're just
01:10dealing with the diffuse shader.
01:12So if I hit F12, you'll see that I get kind of matte-colored object.
01:18In other words, it's all diffuse with no specularity--and we'll get to
01:23specularity in just a little bit. But let's take a look at some of these diffuse shaders.
01:28By default we have the Lambert shader applied, and notice how there's about five
01:33other defaults that we have.
01:35Now the Lambert is just a good all-around diffuse shader, and what it does is it
01:41takes your basic color--in other words this diffuse color--and then it shades it
01:46to a darker color depending upon where the light is hitting.
01:51So in this default render here, we get where the area is lit, we get this color,
01:56and then as a light becomes less intense, or in other words as it falls off, we
02:02go to a dark color.
02:04Now the shader really controls how this light-dark shading applies, so if we go
02:11from Lambert to the next one-- and that's called OrenNayar--
02:15notice we have a new parameter and that's called Roughness.
02:20By default, that's set to 0.5. When it's at 0 it's pretty much like the Lambert
02:26shader, but what the Roughness does is it adds a little bit of roughness to the
02:30surface so that it scatters light a little bit more.
02:35So if I were to hit F12 and render this, you can see that it gets a little bit
02:39rougher, and then as I bring it up--let's go ahead and bring up to somewhere about
02:441.6 or so--you can see how it starts to kind of even out these areas. And you can
02:52see it pretty nicely here in the preview.
02:55So you notice as I increase the Roughness, it kind of makes it a little bit darker.
03:01If I decrease the Roughness, you can see how I get lighter areas.
03:06The next one is the Toon shader.
03:08Now what this does is it basically is a two- tone shader. Either it's light or it's dark.
03:15In other words, the shading just goes almost immediately from light to dark. So
03:19if I were to render that, you can pretty much see how that works.
03:23Now, the only options we have here is the size.
03:27In other words, at what point does it go from light to dark?
03:31So if I increase the size that will give me more lit area. And then we also
03:37have a smoothing option, and that just gives me a little bit of a gradient between those.
03:42So if I were to bring smoothing all the way up, it becomes a Lambert shader, so
03:47that smoothing is really what your hard edge is.
03:50If I bring this all the way down, you can see I get a very hard edge.
03:55The next one after that is the called the Minnaert shader, and this actually
03:59gives you kind of a rim light affect.
04:03By default, we have this option here called darkness, and let's go ahead and just
04:07render it at default, and you can see that well,
04:10it's pretty close to that Lambert shader. But if I bring darkness all the way
04:15down to 0, notice how it kind of lights up and I get this rim-light effect, so
04:21let's take a look at how that actually renders.
04:24You can see I get this kind of rim- light effect around the object, and this is a
04:29really good way to get kind of a backlight or rim-light effect without having to
04:34actually put a light behind the object.
04:38If we go the opposite direction, if we bring the Darkness above 1, let's say we
04:43bring it up to, say, 3, what happens is we get a dark center.
04:49So really anything above 1 starts to accentuate this effect.
04:53Now if this is desirable or not, that's really up to you, but typically when
04:58you use this, you tend to keep the darkness between 0 and 1 to get that rim-light affect.
05:06Now the final shader is called the Fresnel shader.
05:09Now this works very similar to a Fresnel lens, and what it tends to do is bend
05:14the shading towards the side.
05:16So if I were to render it like this, you'd get kind of almost a hard line here,
05:21because what it's not doing is it's not really shading.
05:24So if I bring my Fresnel effect up-- let's say I bring it up to let say about 1--
05:32and I bring my factor, which is kind of multiplication factor, up to about 2,
05:37you can see how it starts to get darker where it was normally lighter.
05:42It's almost like an inverse shader.
05:44So when I render that, you can see how I get that darkness and if I bring that
05:49down a little, that factor, you can kind of see how we can dial that in.
05:54Now the last value--let's go back to the Lambert value here.
05:58Now the last option that we have--and this applies to all of these shaders--is
06:02the intensity, and this is really just the intensity of the color.
06:07So it's almost like a color fader. So if I want to, I could bring down the
06:11Intensity to fade that color out to black.
06:15Now typically they keep the color at 0.8, but if you want, you can again
06:21bring it up or down.
06:24So those are some of the basics of diffuse shaders.
06:26Now one of the really interesting things about Blender is that it does decouple
06:32diffuse and specular, which kinds of makes it a little bit nicer in terms of
06:36creating your own custom looks.
06:39But for right now, just understand how the diffuse shaders work and we're going
06:43to move on to specularity in the next lesson.
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Working with specularity
00:00Specularity basically shows the highlights or the shininess of a surface.
00:07Specularity can also be used to show the character of a surface, such as the roughness.
00:12If you can imagine a service that's fairly rough, it would have kind of modeled
00:16or diffuse type of specular highlights.
00:20It also can be used to show the shape of an object.
00:23So specularity can be very important in the way that we create materials.
00:29So in Blender we have a number of options for specularity.
00:34As we've seen before, we can change the color of our specular highlights, so if
00:39I were to click here and basically make it a color, somewhat like teal, we could
00:44see how that shows up.
00:46If I hit F12 to render, you can see that on my actual object.
00:51Now I'm going to go ahead and turn my specularity back to white, and let's take a
01:00look at some of the specular shaders that we have.
01:03Now we have a whole list of specular shaders here, and this is actually pretty
01:08cool because Blender allows us to mix and match our diffuse and specular
01:14shaders. A lot of software doesn't allow us to do that.
01:17So this actually gives us maximum flexibility in the way that we construct our materials.
01:24Now, in this case the default material is called CookTorr or Cook Torrance, and
01:30this is a good overall shader.
01:32It can be used for a lot effects.
01:34It's pretty good at doing plastic or kind of shiny-type surfaces, and it has two options.
01:41As with all specular shaders, we have an Intensity.
01:45As we have seen before, if we turn the Intensity down to 0, it goes away.
01:49If I turn the Intensity up, you can see how it gets very intense here. And we also
01:54have a Hardness control.
01:57So this basically controls this soft edge between the center of specular
02:02highlight and how much it falls off. So if I turn the Hardness down all the way,
02:08you can see how it basically can consume the entire object.
02:12If I make it very, very hard and I turn it way high up, say to around 200 or
02:17so, you can see how you get a very, very hard highlight, and you can see that in
02:22the rendering as well.
02:23Now by default, this is set to 50, and so let's go ahead and set it back there.
02:29And let's go ahead and set our intensity back to 0.5.
02:33Now the next one is called Phong and again, it's very similar to Cook Torrance.
02:39Phong is actually used a lot in glass.
02:43It actually is a little bit softer.
02:45So if I increase the intensity, you'll notice I don't get as much of a hard
02:49circle in the center. But it's basically about the same as Cook Torrance in
02:54that it has a Hardness control as well as an Intensity.
03:00The next one is Blinn.
03:02If you've used other 3D software, this is a very popular one there, and it's
03:06actually probably one of the more natural ones.
03:08You can use it for a lot of different options here.
03:11So in addition to Intensity and Hardness, we have another one called IOR, which
03:18is Index of Refraction.
03:20Now Index of Refraction is just another way of doing Hardness.
03:24If I bring this up fairly high to, say, 10 and I'll also bring my Hardness up, you
03:31can see how I can get a very, very tight highlight here, and that's almost like
03:36kind of a glassy ceramic-y type surface. But I can go the other direction too.
03:40I can bring my Hardness down and drop my Index of Refraction down, and you can
03:48see I can get kind of nice dull kind of shine type of surface.
03:52So this actually is just another way to create custom types of specularity.
03:59Now, the next one is Toon.
04:01Now this is pretty straightforward.
04:03It's very similar to the Toon diffuse, and basically it has the same controls.
04:08It has a Size as well as a Smooth, so the Size will basically just control how big that is.
04:14In other words, where does it fall off from the specular highlight to nothing?
04:19And then the smoothness,
04:20we can go from hard edge here all the way down to a softer type of highlight.
04:29Now, one of the cooler things about the Toon specularity is that you can use it
04:36on other diffuse shaders, so you don't have to use it on the Toon shader.
04:41Obviously if you use with a Toon shader you can use it together, but you don't have to.
04:46You can use it with the Lambert or an OrenNayar, really any one.
04:50This is a good example of where you can mix and match specularity and diffuse shaders.
04:56Now the last one is called Wardlso and again, it hasn't Intensity control and it
05:02also has a Slope control.
05:05So if I turn up the intensity a little bit here, this Slope control is kind of a
05:10cross between feathering the Hardness control and the Index of Refraction. And
05:16again, it just gets a little bit of a different effect.
05:19You can see how I have that, so if I turn it way up, let's say I turn it up to
05:230.4, you can see how I can get a very nice diffuse one. And if I turn all the way
05:30down, let's say to almost 0 or just above 0, say 0.05, you can see how I can get
05:38a very, very hard highlight.
05:41So I find this one to be a very flexible one, but really, they all have their
05:46own characteristics and their own benefits.
05:48Probably the best thing to do is just to play with them and experiment with
05:52them to see what works for you.
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Using the Ramp Shader options
00:00In addition to adding color to your diffuse and specular channels, you can also add ramps.
00:07Now, ramps are basically a gradation of both color and transparency that can
00:12really transform the way that your materials look.
00:16So right now we're going to work with ramps in the Diffuse channel.
00:20So I'm going to down Specularity so we can see exactly how these ramps work.
00:25So I'm going to take Specularity, turn it down to 0, and let's hit F12 just to
00:31see how this renders.
00:33Now, you'll notice in both the Diffuse and Specular channels we have a check box for Ramp.
00:39If I check it in the Diffuse channel, you'll see how the preview really changes a lot.
00:46And that's because we've added in this ramp that goes from black and transparent
00:51on the left to white and opaque.
00:56Now, we can really see how this works by using this control along the bottom
01:01called Factor, and really what is happening here is that this ramp is being laid
01:06over the diffuse color.
01:09So underneath this we have a red diffuse color and we're laying over the white.
01:15Now, if we turn this Factor control down, we're basically turning off the ramp.
01:21This is kind of a mixer as to how much that ramp affects the diffuse color.
01:27So at 0 it's 100% diffuse, and as we turn up, notice how the lit areas of the
01:36object are starting to turn white.
01:40That's because this is how this ramp works.
01:43The left side is the shaded areas of the object;
01:49the right side is the lit areas.
01:52So if I were to change this color, you can change it to, for example, yellow,
01:59and you can see how I'm now fading from yellow down back to the original red.
02:05And if I were to render this, you could see this a little more clearly.
02:08So the lit areas are yellow, which is in the ramp, and the shaded areas are red,
02:16which is in that diffuse color.
02:18Now, if I want, I can change everything in this by clicking on the right side
02:24here, and you notice how this little black square comes up.
02:27If I click on that, I get a color picker.
02:30And so I'm going to go ahead and turn up my value here, and let's go ahead
02:35and change it to blue.
02:38In addition to the RGB values, we also have an additional one called A for
02:44alpha, and this shows up here in this checker box square.
02:48So as I dial it in, you can see how it's becoming more and more opaque.
02:54So if I bring it up to 1, this completely replaces that red color underneath.
03:01And so when I render this, now I'm going from yellow to blue.
03:07So, now by taking out all of the transparency and making this completely opaque,
03:13I've replaced my red diffuse color with a yellow-blue gradient.
03:18Now, this can be used for all sorts of things.
03:21One of the ways I like to use it is to add a little more pop to my shading.
03:26If I turn my Factor down, let's take a look at how the default shading works.
03:32In fact, I'm going to hit F12 to see this.
03:34And what we have here is we're going basically from a red color down to black.
03:40So essentially what this does is it just starts here and it just shades it all
03:46the way down to black, so it's really just using this one slider.
03:50Now, if you know anything about the way color works, basically what this is
03:54doing is it's doing a gradient across a maximum of 256 colors.
04:00But if we want to get a little bit more of a rich shading, we can make this
04:04go over more colors.
04:06So let's go ahead and pick a default color for our shading, so let's say let's
04:10go ahead and pick something like a light green, or something like that.
04:14And then let's go ahead and pick a color for our shading.
04:17So we could start with that light green but maybe make it a little bit more
04:21bluish or something like that, maybe a darker blue, and even bring down by
04:26Intensity a little bit like that.
04:28So now once I have that and I dial it up by dialing up my Factor, you'll see
04:34that when I render this, it's now going from green to kind of a darker blue.
04:41So what I'm getting here is I'm getting a much richer color.
04:44In fact, if I saturate that just a little bit more, you can see it probably even
04:50a little bit better here. So let's do this.
04:52So you can see how I'm not just going from green to black;
04:55I'm going from green through blue, and then ultimately to black.
05:00So this allows your colors to go over a greater range and can give you a
05:03little bit more pop.
05:06Now, this gradient is not just limited to two values.
05:09We've been basically just clicking on the right and left side of this to get our
05:14values, but if we want, we can add in as many points as we want.
05:20So we have a button here that basically can move from left to right here, so
05:24each point is numbered.
05:26So right now we have two points:
05:28we have .0 on the left, .1 on the right.
05:32But if we want, we can add in a middle point.
05:35So all I have to do is hit Add and it adds this third point in the middle.
05:40And now we can change where that middle point is.
05:45We can also change that color.
05:47So if I were to click on this, I could make it another type of color.
05:51So you can see now we have a more interesting gradient here.
05:55And I can move this however I want.
05:57If I want to, I can also add in additional colors.
06:01So if I wanted to, I could add in that purple there and take this third
06:06color and make it more of a green, and again just change it and affect it
06:13however I want.
06:16If I want to step through these, I can just hit this button here to step through
06:21each one of these points, or I can just click on the point.
06:25Another way to add additional points is to hold down the Ctrl key and just
06:29left-click and that gives you an additional point.
06:32If you want to, you can just get rid of additional points by just hitting
06:35the Delete key here.
06:37So I'm going to go ahead and delete all these out and make it back into
06:40a two-point gradient.
06:44In addition to this, we have Mix controls, and these are very similar to the way
06:49that Photoshop Mix controls work.
06:52And this is basically how does it mix back into the original color?
06:58Typically, we keep this on Mix, but you can change it if you want.
07:02And another really cool little option here is this Input.
07:06Now, we've been working with this as a shader, but we can also take the input
07:12from different places.
07:13In other words, the input for the ramp is the shader.
07:17So again, right side is the lit portion, left side is the shaded portion.
07:24But we can change this.
07:25We can say the lit portion is dependent on the energy in the scene, in other
07:31words, the way that the light hits the object.
07:34And a lot of times this can provide a lot smoother sort of transition.
07:39This actually is a little bit more realistic, and I actually like the way this works.
07:44Another really cool option is to change the shading based on where the normals are.
07:48Now, if you're not familiar with normals, normals are basically the direction
07:53that the surface is pointing.
07:54So if the surface is pointing directly towards us, it's the lighter color;
07:59if it's pointing away from us, it's the darker color.
08:02So let's go ahead and play with this.
08:04Let's go ahead and make this kind of the whole thing a darker color here,
08:07like maybe a purple.
08:09And then I'm going to go ahead to this color here and let's make it lighter.
08:13Let's make it kind of almost like a yellow type of color.
08:16I'm going to increase my value here.
08:18And what you can see here is that we can almost create like a rim-light effect.
08:23So when I shade this, you can see how the portions of that surface that are
08:28facing away from us are the lighter color.
08:32And this can be really handy in areas such as creating transparent or
08:37translucent surfaces, like as a glass kind of curves away from you, you're
08:42starting to see through more of a thickness of the glass, so you're seeing less
08:46transparency and more of the color of the glass, and this can really help to
08:50sell that effect as well.
08:52Now, you don't have to use this with just the Lambert shader as well.
08:57You can add in, for example, if you wanted to work with the Toon shader, you
09:01can do it that way.
09:02Or if you want, you can use it with the Minnaert shader.
09:05And that's actually kind of cool because if you decrease the darkness, you can
09:10actually combine the edge light of the shader with the color itself, so then you
09:17can get actually kind of almost double that effect.
09:21So those are some of the ways that you can use ramp shaders.
09:24Now remember, ramps are laid over the diffuse color.
09:29You can have as many points as you want within a ramp, and you can mix it
09:33however you want to the original color.
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Additional shading options
00:00Now, let's take a look at some additional shading parameters that we have for
00:05our materials. And these are all just little tiny parameters that we can use, and
00:10they're found under the Diffuse and Specular options. In fact,
00:13I am going to go ahead and collapse these so that we can just see these Shading options.
00:19Let's go ahead and render the object as it is.
00:22Now, the first one is basically just called Shadeless, so it takes off all of
00:28the shading and it just makes it a solid-color object.
00:31Now, this can be useful if you want something to just be a light emitter and you
00:35just want it to be a solid color.
00:37This is a great way to do this.
00:40Down the side here we also have what's called Tangent Shading, and what this
00:44does is it really changes the way that the specular highlight works.
00:50Next one is Cubic Interpolation, and this again just changes a little bit the
00:55way that it interprets the shading. It basically will add a little bit more
01:01shading, depending upon how the light hits it.
01:03Now, we also have three additional sliders.
01:07This one is called Emit, and as you can see, as you dial it up, it basically
01:13allows it to emit lighting.
01:15So this is kind of a way to create an object that self-illuminates.
01:18So if I set it to about 0.5, you can see how I still get a specular highlight,
01:25which I don't get with Shadeless,
01:27but my shading itself starts to go away.
01:31So this affects the Diffuse channel.
01:33Now, if I turn it down pretty low, to say about 0.1, this actually is a great way
01:40to get the simulation of ambient, or bounced, lighting in the room.
01:43It's a great way to soften your shadows.
01:46So if you have just a little bit of emit on your object, you can kind of soften
01:51the look of your scene.
01:52So this is with Emit at 0.1. If I bring it back down to 0 and do a render, you
01:58can see how these shadows get a lot darker.
02:01Now the next one depends upon the amount of ambient light in the room.
02:05Now, we can add ambient light into a scene, and this is how much of that ambient
02:10light the object receives.
02:12Finally, we have a Translucency effect, which basically makes the object
02:17slightly translucent. And as you can see, it changes it just a little bit, and
02:22you'll see it a lot at the edges. And if we have a light behind the object, you
02:27would see it the most.
02:31So those are some additional shading options you can use to fine-tune
02:35your materials.
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Creating reflections
00:00Now let's take a look at how to do reflections in Blender.
00:04I have a simple scene here, and it's got a couple of spheres, a cylinder, and a camera.
00:11And let's go ahead and just do a quick render.
00:13I am going to hit F12. And what you can see here is that, well, there are no reflections.
00:19We have a couple of solid spheres and the checkerboard on our floor plane.
00:24So I am going to go ahead and add reflections to the sphere, and we will go
00:27through so many options for reflections on that object.
00:31So I am going to go ahead and expand this up a little bit here so we could see it.
00:35So I have my sphere and it has a texture on it called Sphere.
00:40Let's go ahead and change that to Reflective so that way we have a more
00:45descriptive name, and let's scroll down to the Mirror rollout here. And this is
00:52where we can add reflections. But before I do that I'm actually going to go
00:57ahead and collapse some of these rollouts, so that way we can see it along with the preview.
01:03So when I turn on Mirror, it gives me a bunch of controls. The most important
01:08control is called Reflectivity, and this is how much it reflects.
01:12And you can actually see how this works in the preview.
01:15So if I turn it up, you can see how that checkerboard is reflected in that viewport.
01:22So let's just put this right in the middle. Let's just put it a .5 and just hit F12 to render.
01:28So you can see how this adds some additional reflectivity. So this makes us ball
01:35from a white ball into kind of a shiny metal ball, or a mirrored ball.
01:41And so if we want we can bring up Reflective a whole lot. If we bring it up all
01:46the way, it becomes perfectly reflective, which is not so natural,
01:50so let's go ahead and roll that back a little bit.
01:52I am going to keep it at .75, just so that we have a pretty good reflection for this example.
02:00Below this we have a color picker. So right now it's set to white, which means
02:07it will reflect whatever color is given to it, but we can tint the reflection
02:12with this color picker.
02:14So if I click on it and I give it kind of a purple hint here, you can see how
02:20that affects my preview, and it also affects my scene.
02:26So the saturation of this color determines how much it's tinted.
02:31So if I go over to my HSV here, I can turn down the Saturation and you can see
02:37how it becomes less of an effect.
02:40So you can really still see the tint here in the whites of that checkerboard,
02:45but as the Saturation goes down, that tinting goes down as well. And I am going
02:50to go ahead and turn that to 0.
02:51Now over here to the right we have Fresnel effect, and that's pretty much the
02:57same as the Fresnel effect we saw before when using ramps,
03:01but let's go ahead and take a look at it.
03:03I am going to turn this up to 3, and you can see how it affects the reflections.
03:09Basically what it does is it pushes the reflections off to the side. So when I
03:14have the Fresnel up above 1, that actually tends to make the center less
03:20reflective and the edges are the ones that receive all the reflections.
03:25Now this Blend control basically just controls how that Fresnel effect blends
03:31into the object here, and you can see how that works in the preview.
03:36So I am going to go ahead and turn Fresnel off.
03:38We are going to turn it back to 0 here.
03:40And now let's take a look at Depth.
03:43Now Depth controls how many times an object or material reflects.
03:49So in this case I have it set to 2, so when I render, I can have up to two reflections.
03:56This doesn't work as well with just one object in the scene, because what we
04:01need to do is have something reflecting a reflection in order to see how this works.
04:06So let's go ahead and make the floor reflective.
04:08I am going to go ahead right-click on the object called Floor; in fact, you can
04:12see it here in the outliner.
04:14And if I scroll up here, you will see I have a checker pattern applied, or a
04:20checker material applied.
04:22So if I hit my material selector here, I can scroll down and find the Reflective
04:27material that we created.
04:29And when I do that, both the floor and the sphere have that reflective material.
04:36So I am going to go ahead and scroll back up so we can see our options here.
04:40So let's take a look at Depth.
04:42I am going to go ahead turn Depth down to 0 and do a quick render.
04:49And this shows it very, very well, because really we are not reflecting any
04:54reflections. So the sphere sees the plane without reflections, so it sees it in
05:00kind of a neutral color.
05:02Same for the floor. The floor sees the sphere.
05:05It's not reflecting the reflections.
05:07If I turn that up to 1, you can see that little bit more clearly.
05:12So what we've got here is now I'm reflecting the reflection one time.
05:17It still creates a little bit of a spot there.
05:20So if we want, we can turn it up to say 3 or 4 and then render again.
05:26Once you get enough iterations, you get a realistic effect.
05:30So it depends on how many reflective objects you have in the scene.
05:34Now more Depth will affect render performance because you're bouncing
05:37more light waves around.
05:40So I am going to go ahead and select the plane again, and I'm going to change it
05:46back to that checker pattern, and then let's go ahead and right-click back on the sphere.
05:52And I want to take a look at Max Distance.
05:56So if I do a quick render here, you'll see that it's basically reflecting
06:00everything, and this controls how far an object reflects.
06:05So when Max Distance is at 0, it reflects everything. As soon as we bring it up
06:11above 0--let's bring in up to 6.
06:14So if I render this with a Max Distance of 6, you will see that, well, it's kind
06:20of seeing the spheres, but it doesn't have enough distance to see the cylinder,
06:26and it certainly doesn't see the sky.
06:28So what we can do is we can actually limit how far things reflect, and that can
06:33actually be very useful.
06:35So if I want, I can turn this up to a larger number, let's say about 20, and if
06:42I render, there you can see how now it's starting to get a little bit of the
06:46sky, but it's not perfect.
06:48So if I set it back to 0, you can see how it does a perfect reflection.
06:54Now the last parameter is called Gloss, and that's over here.
06:59By default it's at 1 and makes the object perfectly glossy.
07:04How you use this is you turn down the Gloss. And by default it can be kind of sensitive,
07:09so let's go ahead and just turn it to .9 and do a quick render,
07:14and you'll instantly see a little bit of a difference. You will see how the
07:18reflections are a little bit blurry.
07:21They're not perfect, and this can be great.
07:23What it says is that surface is not perfectly reflective.
07:27As we turn it down--let's go ahead turn it down to say .7--and do another render,
07:34you see how it starts to fizzle out actually pretty quickly. So something
07:39even as high as .8 will give you some effect, but again, it will blur it out fairly quickly.
07:46Now also notice how this might be a little bit modeled.
07:49This is because we have a number of samples. And the higher the number of
07:54samples the more accurate this will be, but again, at the expense of rendering time.
08:01So those are some of the basics of how to add reflectivity to some of your
08:06materials in Blender.
08:08Now reflections can add a lot of realism, but if they're too perfect, they
08:13start to lose realism.
08:15So try to find ways either using Max Distance or Gloss or even the Fresnel effect
08:21to give it a little bit of variation in its reflectivity, which will add a lot
08:25more life to your objects.
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Adding transparency and refractions
00:00If you want to create materials like glass or translucent plastic, transparency
00:06becomes a very important component of those materials.
00:09So let's take a look at transparency and how we can use it in Blender.
00:14So I've got a basic scene here with a white sphere in the little and it's
00:21obscuring a couple of the objects behind it.
00:23This is a great way to show off how transparency works.
00:27So let's go ahead and do a quick render of the scene, and as you can see, there's
00:32no transparency in here as of yet.
00:35So I'm going to go to my Camera Perspective window, right-click on that white
00:39sphere, which is this one here, and let's go to the Materials panel.
00:43Now I have a one material applied to the sphere and it's called Sphere.
00:48But let's go ahead and just change the name to Transparent, just so that we
00:53have a descriptive name. And let's go ahead and scroll down to our options.
01:00So if I want to make this transparent, we have an option here
01:03called Transparency.
01:04I'm going to go ahead and click this on, but so that we can see everything,
01:09I'm going to go ahead and close down some of my rollouts here.
01:14So when I click this on, you'll notice we have three options.
01:18The important ones here are Ray Trace and Z Transparency.
01:22Now Z Transparency is really just a simple, basic, rudimentary transparency
01:28with nothing like refractions or any sort of handling of lights. But it's pretty simple.
01:34We have an Alpha which basically just turns down the visibility of the object.
01:40So if I want to set that at .5, you can see how it's now 50% transparent. And
01:47when I render, you can see how--okay, I've got some transparency, but this
01:51really doesn't look like glass or any sort of object.
01:55Now for this we also have a Fresnel effect, which again just works like any
02:01other Fresnel effect.
02:02It tends to push the effect towards the edges. So if I type in 3 and hit F12,
02:09you can see how it kind of gives a little bit more of an effect.
02:12In other words, it tends to keep the transparency in the middle and fades it out
02:18towards the edges. And this is actually a little more realistic, because if you
02:22think about it, a transparent sphere, as you go towards the edges, you actually
02:27have more material blocking you, because it's at a different angle, so you get a
02:32little bit more of a realistic effect.
02:34But if you want to get a really, really good realistic effect, you want to go to
02:39the Raytrace parameters here.
02:41Now this retains all of these other controls, so it retains Alpha and Fresnel.
02:48So if I do a quick render of this with nothing else added, it looks pretty much
02:53the same. But these additional controls really give us a lot more ways to affect it.
03:00The most important one is Index Of Refraction, IOR, and this tells you how much
03:06of a lens effect this is going to give.
03:10In this case, this is a sphere, so we're going to actually have a lower index of
03:15refraction. So let's go ahead and just put this down to say .9.
03:19And as you can see what happens in the Preview is that as this goes down, you
03:24can see how it tends to refract towards the center.
03:28If I go above 1, you can see how it pushes it out. So let's go ahead and put
03:33it back to .9 and do a quick render.
03:38Hit F12 and now you can see how I've got a much more glassy effect.
03:44This is actually refracting the checkers on the floor as well as the objects behind it.
03:49If I put it up a little bit higher, say at .95, I get a little bit less of an
03:55effect and it becomes probably a little bit more realistic.
03:58And if I want to, I can put it above one. Let's go ahead and just put it to
04:021.05, just a little bit over 1, and you can see how it has an immediate affect.
04:09It tends to push those out. And for this shape object that's not really
04:14a realistic effect, so again, let's just put it back to .95 and do a quick render.
04:20Now just like with reflections, we also have a Depth control right here, and
04:27this controls how many things you can see through.
04:31So let's go ahead and take this green sphere,
04:36let's go ahead and apply the Transparent material to that. And then I'm going to
04:40go ahead and move that in front of the other sphere.
04:46Let's go ahead and go down to our Transparency panel, and I'm going to select the
04:50Depth and turn it to 0.
04:54When I hit F12, you'll see that I have no depth to my transparency,
05:01so it's really not transparent at all.
05:04If I bring it up to 1 and do a quick render, you'll see that oh, okay, well, I
05:09get transparent stuff for what's behind it, but I can't see through two
05:14transparent surfaces at once.
05:17So this one is transparent to the floor and the objects behind it, but where
05:22we have this intersection, I can't see through the transparency of the object behind it.
05:29So if I turn it up to 2, you'll see how--okay, I'm starting to get that,
05:36but really you need to turn it up to 3 in order to get a complete
05:41transparency there.
05:42All right, let's go ahead and turn up to 4, and again, just to get a little
05:46bit more bounce here.
05:49So as you can see, the Depth will limit how many things you can see through.
05:54So if you have multiple transparent objects in the scene, you'll want to turn
05:59that up a little bit.
06:00Now the last one is Gloss and again that's very similar to the gloss that we
06:05used in reflections.
06:07So if I keep this to a fairly small number, say .95 or so, and do a quick
06:13render, you can see how it gives kind of a translucent frosted-glass effect.
06:19Now this can be very handy because not everything is perfectly transparent.
06:23We have smudges and oily surfaces and all that, and this can help you to
06:28simulate these within Blender.
06:32So those are some of the basics of transparency in Blender.
06:36Now Raytrace is your best option for realistic transparencies.
06:42It will take a little bit more render time, and you will need to have Raytrace
06:45turned on in your render.
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Subsurface scattering
00:00If you want to add additional realism to your scene, you might want to consider
00:05using Subsurface Scattering.
00:07Now Subsurface Scattering basically stimulates the scattering of light beneath a
00:13surface, so in other words subsurface scattering.
00:16And this can be particularly good for semi-translucent objects.
00:21Marble is a great candidate for subsurface scattering, as are things like
00:25translucent plastic or milk. Skin is another one that can really benefit from
00:31subsurface scattering.
00:33So let's take a look at how to do some skin on this little creature that
00:38we've been building.
00:39Now right now I have a very neutral material on my character, so if I hit F12 to
00:44render, you can see how-- well, he looks pretty solid.
00:49Now in this scene I have two lights: I have one in front of him and one
00:54directly behind him--
00:55in fact, if I select that, you can see how that kind of comes up behind his head.
01:00Now when I zoom into this render, you can see the effects of that light.
01:06It lights the top of his arm, but also, because it's behind his head, you don't
01:11really see through that head, and this is what gives it the impression of
01:16being fairly solid.
01:18Subsurface scattering can give kind of a nice transparent look to the skin.
01:24So if I turn it on, you'll see we have a number of controls here.
01:29Probably the best way to get the hang of it is to just to play with a few of
01:32the presets. So we have a number of them here: Chicken, Apple, Cream, Marble is another great one.
01:40We're going to go ahead and select Skin2, and let's just do a quick render just
01:46to see the instantaneous effect of this.
01:51Now notice how this renders a little bit more slowly.
01:54This is because Subsurface Scattering is computing-intensive.
01:58It will increase render times.
02:01Now that it's rendered though, let's take a look at this a little bit more in detail.
02:05Notice how this arm is no longer shaded;
02:08it's more lit up by this backlight.
02:11We also have the same effect that's almost like that rim light effect on this
02:16side of the head, and it looks much more like skin.
02:20Now we have a number of controls here. One is Index Of Refraction, in other
02:26words, how does it bend light?
02:28Scale is basically the scale of the object, and so it basically just determines
02:35how the light is scattered, how deep it goes.
02:38It gives you kind of a sense of scale in the scene. So basically larger objects
02:43will have less subsurface scattering than smaller ones.
02:46Next, we have RGB Radius, which is basically how much does it blur and what
02:51colors does it blur?
02:53So in this case, we've got red fairly high, which means that the scattering is
02:58a little bit more biased towards red, which is how we got that orangey kind of color.
03:04Now down here we also have Scattering Weight: Does it scatter towards the front
03:09of the object or the back?
03:10The other ones affect the color of the skin of the character. So in this case we
03:17have this color here,
03:20and by default we're not blending that color in.
03:24So if we were to turn this totally up, you can see how in the preview it goes
03:31from being mostly white to being this color.
03:36If I were to render this now, you can see how the character is now starting to
03:41take on the color of the skin. But we still have the subsurface scattering here,
03:48and a lot of that is determined by this RGB Radius.
03:52Now this will also work with textures.
03:56Now we haven't really gotten into textures at this point.
03:59That's going to happen in the next chapter. But let's just get a little preview here.
04:03I'm going to go over to this panel here, which is our Texture panel, and you'll
04:08see I actually do have a texture applied to this character.
04:11And all I need to do is just turn it on in order for it to take effect. So I'm
04:16going to scroll down here to a rollout called Influence, and we're going to
04:20click on the Color option here, make sure that it's at 1.
04:25And then I'm going to go ahead and do a quick render.
04:29Now notice how that texture comes in pretty nicely; in fact, if I turn on
04:38texturing in my viewport, you can what the original texture looks like,
04:42and you'll see that in the original texture his face or his belly area is
04:47white. And what we have here though is we have it coming in this kind of the
04:51skin color, and the reason is because it's actually blending both the color
04:56here, and the texture.
04:59But more importantly, notice how we still get our translucent effect, and we
05:06still kind of get that rubbery skin look.
05:09Now if I wanted to use just this texture, all I have to do is just turn down
05:14that color and leave the texture where it is.
05:18And know when I render, you'll see that I get just the texture itself, but
05:25with subsurface scattering. So you can see that pretty nicely here in the arm
05:30and around the head.
05:32And also notice how the white is still a little bit kind of skin colored, and
05:38that's because again this RGB Radius determines the scattering color, and we've
05:43got some scattering coming both from the front and the back.
05:47So as you can see, Subsurface Scattering is a really cool feature.
05:51It can give you a nice, natural look with just a few tweaks to the presets.
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7. Adding Textures
Adding a simple texture
00:00In this chapter, we are going to go over textures.
00:04Now textures can add additional realism to your materials, and they can
00:09be bitmapped images.
00:10They can be procedurals.
00:12There's a whole array of ways to create textures, and we'll get in to those.
00:17But before we do that, we need to understand a little bit about the Texture panel
00:21and how textures relate to materials.
00:24So we are just going to add a very simple texture so we can understand some of that process.
00:30So we are going to start off very simply.
00:32I just have the default scene open here, and I am going to go ahead and select my default cube.
00:39Now I am going to go ahead into my Materials panel here. In fact, I am going to
00:44go ahead and expand that so we have a lot of room to see what we are doing here.
00:47I am just going to keep the standard default material, and we are going to go
00:52ahead and just change the diffuse color a little bit so that it's a little bit more blue.
00:57Now this is just a solid color, but if we want to add something a little bit
01:02more rich, we can use a texture.
01:05You can find Textures over here under this little checkerboard button, and this
01:09brings up the Textures panel.
01:11Notice how this is very similar to the Materials panel in that we can have a
01:15list of multiple textures and we can apply multiple textures to an object.
01:21But right now let's just stick with the default texture, and that's called Tex.
01:25If we want, we can change the name to whatever we want, but let's just go ahead
01:30and keep it to default.
01:32Now under here we have a Type.
01:34This is the type of texture that we want to apply.
01:37If I click on this, you will see I get a list. And we can have anything from
01:42Clouds, if we want we can just go through some of these Clouds.
01:45Here you can see these are cloud textures.
01:48Environment maps. Images or movies, this would be for bitmaps. We can do Marble.
01:53We can do Stucco, that sort of thing.
01:57And each one of these, if you notice, they have their own parameters, and each one
02:03has its own custom things that you can do. So if I change this to Marble, you can
02:07see the number of options expands.
02:10But we are not going to get into that too much right now.
02:13Now as you start changing the texture, you do want to be able to see how it looks on the material.
02:19So we have a preview here of the marble, but we can see it either on the
02:25material itself or on both.
02:28So you can see this is my texture and this is how it looks on the object. In
02:32fact, if I go over to my Materials panel, you'll see that that texture has
02:37overridden my diffuse color.
02:40And you'll say, well, it doesn't really override it because I have white and
02:44black here and in my material I have blue and fuchsia.
02:50Well actually that is what it's doing, and let me show you where that's affected.
02:56If we go all the way down to the Influence rollout here, you'll notice that this
03:01has a color associated with it, and that seems to be that color.
03:07Well it is, and what we can do is we can actually change this color if we want.
03:11And if we look at this, we will see that what's happening with this particular
03:15texture is that it's overlaying the original color, so it's almost like an alpha channel.
03:22So where this is black the original color shows up; where this is white the new
03:29color shows up. And in this case it's that yellow color.
03:34Now this is just one way for these textures to work.
03:36If we were to apply a bitmapped texture it would completely override the color.
03:41But let's stick with this for just a little bit and take a look at how
03:45this Influence works.
03:47The Influence is basically what is the texture affecting?
03:51So in this case, and by default, it affects the color.
03:55So if I turn this off, you'll see that well the additive color goes way. If I turn
04:01it on, you can see I can dial it back to 0 or dial it up.
04:07But we don't have to affect just color;
04:09we can affect other parameters.
04:12So if I were to click on Intensity, you can see how that kind of pops in.
04:16If I were to affect Emit, what this does is it takes the white and it adds that
04:22to the Emit value in the shade. Or in other words it makes itself illuminate
04:27where it's white and keeps it the standard color where it's dark. In fact if
04:32I turn off Color, you can see how that affects it, so basically it turns up Emit for those areas.
04:38So I am going to go ahead and turn that off. And we can also affect things like
04:42Specular or Geometry.
04:44If I turn this on for Normal, you can see how all of a sudden this white-and-
04:49black area now becomes a normal map.
04:53So in other words it creates bumps on the surface of our object.
04:57So I am going to go ahead and turn this off.
05:00Now how this blends back into the original color is determined by this
05:05Mix parameter here.
05:07So how this color blends back into the original depends on this Blend parameter
05:13here. By default it's set to Mix, but we can certainly do an additive--in other
05:18words, add to the original color.
05:20We can multiply the original color, we can darken, and so on. If you're familiar
05:26with Photoshop, you would probably be familiar with these as well, because these
05:30are very similar to the Blend modes you find in Photoshop.
05:34But I am going to go ahead and turn this back to Mix.
05:36Now once we have this texture applied, it does show up in my material.
05:43Now the one thing is you don't really see in the material where that texture is coming from.
05:49If you're in another package, such as Maya or something like that you might see
05:52a little marker here that tells me that my diffuse color is coming from something else.
05:57So it's a little bit different than some packages, but just know that you have
06:01your texture here and the Influence determines which channel in the shader or in
06:07the material that it's affecting.
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Using bitmaps
00:01Now let's take a look at how to use image maps as part of a texture.
00:06Now I have a very simple chair here in my viewport and we have a basic material applied.
00:12Let's go ahead and add in a texture.
00:15So I am going to go over here to my Texture panel here at the little
00:18checkerboard, and you will see that I have no textures in the scene at the moment.
00:22So let's go ahead and hit the New button.
00:25You will see that by default it brings in this procedural texture.
00:28Now this is not what we want; we want an image.
00:32So I am going to go ahead and click on this and scroll up until I find the entry
00:35that says Image or Movie, and let go.
00:39And you will see that, well, its dark.
00:41Well that's simply because we haven't loaded the image yet, but we can find that
00:46under this file browser here. Under Image, I am going to hit Open.
00:50Fabric_Dots is the name of it in the Chap07 folder, and hit Open Image.
00:56So this is just a polka-dotted fabric pattern.
00:59So if I want to see this on my material, I can. You can see how I've got my
01:04polka dots and they're applied to my object.
01:07But they look a little stretched. In fact, let's go ahead and do a quick render
01:11here. And you can see that I am getting that same stretching on my object.
01:17Now this actually brings up one of the fundamental concepts of image mapping.
01:22We have a 2D image.
01:25We have a flat image that only has X and Y coordinates.
01:29But we have a 3D model. So we need to map this 2D image to the 3D model. In
01:36other words, we kind of have to gift- wrap our flat paper on to this object to
01:41make sure that all the textures apply.
01:43Now we do that using Mapping.
01:45Now in our Texture panel, we should have a Mapping rollout here.
01:50And this has a number of options. The one that we want to focus on right now is
01:55called Coordinates. By default, it's set to Generated, which are basically just
02:00Blender-generated coordinates for the default objects.
02:03But we really don't want that; we want more specific mapping.
02:07Now this chair has already been mapped and to use the mapping that's baked
02:11into the object, we select UV Mapping. And this is probably what you will use most of the time.
02:19Now you can see when I selected that that my sphere stops streaking, and I have
02:25the texture applied little bit more rationally here.
02:29And if I render this, you can see how the mapping that's already baked into the
02:33chair takes effect and now I get a pretty good application of that texture.
02:40Now once we have this, you will say, well, I also want to see this in the viewport.
02:45Well we do have a textured option in our viewport shading, and let's go ahead and
02:49take a look at that.
02:51And we will instantly see that, well, we have a little bit of a quirk here.
02:56This actually brings up one of the quirks of Blender.
02:59The image used in the viewport shading does not have to be the same one in the
03:05material; in fact, they are separate.
03:08So this is really because I can actually have multiple textures in a material
03:13and Blender doesn't really know which one to choose.
03:16I mean I could have a texture for the color,
03:18I could have one for the transparency, one for bump mapping.
03:23So Blender doesn't know which one to show in that viewport.
03:27So we have to tell it.
03:29We can do that by using the UV Editor. The easiest way to get to this is to just
03:35use one of the standard layouts, so I am going to click here and scroll down
03:39until we get UV editing.
03:41And what this does is it just brings up a standard layout here where we've
03:45got the UV/Image Editor on the left side and then just a standard viewport on the right.
03:53Now, in this viewport I am going to go ahead turn on the texture even though we
03:56are not going to see it--we will see it pop up once we get this fixed.
04:00What we have to do is we have to select the faces of this object and then
04:05apply that image to them.
04:08So in order to get to the faces, I need to go into Edit mode. I can hit Tab or
04:14select it from here.
04:15Now notice how as soon as I hit this, all of those polygons show up in this UV
04:22image viewport. But I want to make sure that I get into Face mode, so I am just
04:26going to go ahead and click here, or you can do Ctrl+Tab to make sure you are in Face mode.
04:31And then I want to make sure that I have everything selected,
04:34so I am going to go ahead and hit A. And once I've done that then all I have to
04:39do is apply that image to those objects.
04:42So I am just going to go here, over into my UV Image Editor, and you'll see along
04:47the bottom I have an entry here called Image. Click on that. Hit Open Image. And
04:54I'm going to select the same fabric dots that I had before.
04:59And once I do that, you can see how now it shows up in the viewport.
05:03So all I have to do is hit Tab, and there it is, and then when I render, it looks to same.
05:11Now we still have a bit of a disconnect because this image here is not
05:16necessarily the image that we render.
05:19So let's go through this process again and just load a different image so I can
05:23show you how that works.
05:25I am going to go into my perspective viewport, hit Tab, and make sure that all of
05:31my faces are selected.
05:33Then over here, since I already have an image selected, I can just change it
05:37here. So I am going to go under Image, select this little file browser, and this
05:41time I am going to select a different image. I have one out there called
05:44CardboardBox that we can use.
05:47And when I do that notice how that image changes. So if I hit Tab, you'll see
05:52that well now I've got this image on my chair, but that's only for the viewport.
05:58If I hit F12, you will see that it's still rendering my materials,
06:04and that's because, if I go over to my default here, you'll see that I still have
06:09that as my texture selected here.
06:13So just be aware that the texture that you have in your viewport may not match
06:18the one you have in your materials, and if that's the case, then make sure you
06:22select all the faces in your object and apply the proper texture.
06:27So to refresh, in order to add a bitmapped texture you need to load it in the
06:34Texture panel and then make sure that your Mapping Coordinates are set to UV.
06:40In order for the bitmap to show up in the viewport, you need to go into the UV
06:45Editor, select all the faces in the object, and then load the image onto those faces.
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Mapping textures in the UV Editor
00:00Now let's use the UV Image Editor to precisely align a bitmap to an object.
00:07Now we already touched on this editor a little bit in taking a bitmap image and
00:13just showing it in the viewport, but we also can use it to precisely map the
00:17image to the object.
00:19So let's go ahead and select this object here and go over to Materials panel,
00:24add a new material--just hit that plus sign--and then let's go to the Textures
00:30panel, and you will see we have no textures either, so I will just go ahead, hit
00:33plus, add in a texture.
00:36On this Type, we are going to add Image or Movie, and then we are going to go
00:40down to our image and click Open. And we are going to hit CardboardBox, which is
00:46the image that we are using.
00:47And you can see now we have that cardboard box image.
00:50Now if we hit F12 to render, you'll see that, well, it's not mapping properly.
00:56And part of that is because we just don't have our mapping coordinates set to UV,
01:01so let's go ahead and set those to UV. And let's take a look at both here. And
01:09let's go ahead and do another render. And you can see it's still not right.
01:15So let's go ahead and start mapping this image to the box.
01:21So what we need to do is open up a UV Image Editor.
01:25Now I need this open at the same time as my viewport, so probably the easiest
01:29thing to do is to just left-click up here and drag over another window and then
01:35change this one on the left to the UV/Image Editor.
01:39Now what this does is it shows an image and then what I can do is I can map this
01:45object against that image.
01:48Now we did this before, so let's go ahead and just do the basics here. In our
01:52User Perspective viewpoint we are going to hit Tab and we are going to go into
01:58Face mode and hit A to select all faces.
02:05Now, in here we are just going to go ahead and open up the image that we want.
02:09We are going to go into our Chap07 folder and open up CardboardBox.
02:14Now when I do that you can see how when I am in Texture mode now, that shows up.
02:23So you can see that I have that image of the box mapped one to each face.
02:30Well, that's not really what I want.
02:32I really want to match the unfolding of this box to this image. And you can
02:37notice how this image is basically just a box that's been unfolded and laid flat.
02:43Now this UV/Image Editor, if I expand it, you can see how it has a number of controls here.
02:51Now probably the most important ones are down here.
02:54This allows us to basically select edges, faces, and vertices.
02:59So if I were to select faces here, what I'm doing is I am selecting the faces
03:04that are on this object.
03:08So if in here, in this UV Editor window, if I hit G for grab, I can move that
03:14face, and you can kind of see how I have all of these faces connected. In
03:19fact if you see here, you can see how as I move that face, it changes the
03:25mapping on the object.
03:28So what we have here is basically a way to match the faces on this object to
03:35the flat image map.
03:37But the easiest way to do this is to unfold my box. In order to do that, I need
03:42to create some scenes.
03:45And I can do that by going into Edge mode. So I am going to hit Ctrl+Tab, go
03:51Edge, and then start selecting the edges that I want.
03:57Now if we look at this image, you will see that we have three panels connected
04:02here and then the top panel is also connected.
04:06So what I want to do is select those three panels here. So I want one, two, three.
04:12These are edges, so in other words, that's this edge here, swivel over to the
04:18other side, and then Shift+Right-click to select these edges.
04:25So now that I have all of these edges selected, I need to define them as the scene.
04:33So we go into Mesh > Edges > Mark Scene.
04:38And when I do that, notice how they turn red. And that shows me this is how
04:43this object will unwrap.
04:46So anything that's not red will be continuous; anything that is red is one of these scenes.
04:52So now that I have that, I can go into Face mode, select all my faces, and unwrap it.
05:01So I am going to select Mesh > UV Unwrap. Notice that we have a lot of options
05:06here, but I just want to pick this top one called Unwrap, which recognizes those
05:10scenes and unwraps the object. And as soon as I do that, notice how this
05:15interface here changes.
05:18What we have now is the faces of this object are now unwrapped according to
05:23those scenes, and it actually looks pretty close.
05:26So what we can do here is go through our UV Editor and align those so that it lines up.
05:34So what I can do is I can actually select faces, edges, or vertices here.
05:42And so, if I want, I can select each one of these faces individually and in order
05:47to move them I just use the keyboard shortcuts G for grab. So if want, I can
05:52select those faces, I can select this face here, hit G for Grab, and move it.
05:56And notice how it's moving in that right user perspective viewport.
06:00Now if I want I can select all of them, so all I have to do is hit A and that
06:06selects all of these. And if I hit G for grab, that means I can move these, and
06:12you can see how now my bitmap, as I dial this in, it's starting to line up.
06:18So I am going to go ahead and try and position this fairly accurately. And now
06:25what I can do is I can go in and fine-tune it.
06:29So if you can see here, I've got it actually pretty close here.
06:34I've got my box pretty much lined up.
06:37It seems like the bottom scene though isn't quite working, but we can fix that.
06:41So let's go ahead and navigate over to here and just select this face here, hit
06:48G to grab, and just move it down a little bit.
06:52Now if I want to, I could actually go through a face at a time, an edge at a
06:56time, same commands for this as it is for regular viewport. Basically I select
07:01an edge, you can just right-click to select those edge, G to move it if I want.
07:07Or if I want I can align it however I want.
07:10So again, if I want to select this edge here and hit G to grab and move, you can
07:16see how I'm aligning this. Notice the top of that box. I can totally change how
07:22this bitmap maps to my object.
07:24So let's go ahead and select some vertices here. Again, it's just right-click, G
07:29for grab, and we can move those around.
07:33Now, you also have other commands besides grab.
07:36You can certainly scale.
07:38You can certainly rotate as well.
07:40So for example, if I were to go into Face mode here, select a face, I could G
07:47grab and move it, or I could hit R to rotate it, or I could hit S to scale it.
07:55Okay, so you have a lot of different options here.
07:59So those are some of the basics of how to use this UV Editor.
08:02Now when I hit Render you can see how this pretty much lines up. And this is how
08:08we assign those UV coordinates that we are using in that Textures panel.
08:14So when I go over here to Textures and I say the Coordinates are UV, this is
08:20where it's pulling it from.
08:21So now once we have these assigned, we can use this bitmap and it will
08:26map perfectly.
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Using UV projections
00:00In addition to unwrapping objects by defining scenes, we can also create
00:06projection mapping, which basically projects a sphere or a cylinder or a cube
00:12onto our object to get some rough mapping that we can later tweak.
00:17So let's take a look at how to do that.
00:19I've got a basic cylinder here, which is basically just a soup can, so let's go
00:24ahead and just select that and apply a texture to it.
00:28So I am going to go into my Texture panel here, create a new texture, scroll
00:33down to Type, select Image or Movie,
00:37open the image, and in this case we are going to open up SoupLabel, and you could
00:42see that's a very simple label of soup.
00:45And then for Coordinates, again we want to make sure that we're on UV Coordinates.
00:50So let's do a quick test render. And that is not anywhere near what we want, so
00:55let's go ahead and start mapping this.
00:57So I need to go into a UV editing mode, so let's just go ahead and use the
01:02default UV editing layout here.
01:05So I've got my can, and let's turn that onto Textured so we can see what's going
01:10on. And now let's go ahead and see what the mapping is.
01:13So I am going to tab into Edit mode, hit Ctrl+Tab to make sure I am in Face mode,
01:19and make sure all my faces are selected. And then under Image, here in the UV
01:24Editor, I am going to go ahead and open that SoupLabel image.
01:30So as you could see, we've just mapped a face at a time to the image.
01:32So each face has that image mapped entirely, which is kind of what we had
01:37with the box before.
01:39But let's go ahead and use projection mapping to get our image a little bit closer.
01:45So I am going to go ahead and scale this down, so we can see our UV Image Editor
01:49and open this up just a little bit.
01:53Now I have all of the faces selected. So under Mesh, we have UV Unwrap.
02:00Now we previously did Unwrap, but we have a number of additional options here.
02:07One is called Smart UV Project, and what that does is it takes the object and it
02:14projects a cube onto the object and it tries to find everything that connects.
02:22And in some instances, this can be a great place to start, but I think we
02:26can actually do better.
02:28So under Mesh again, we have UV Unwrap.
02:31We also have some additional ones, such as Follow Active Quads. But the most
02:36commonly used ones are these three here.
02:38One is called Cube Projection, so basically it surrounds the object with a cube
02:42and finds the closest faces to that cube.
02:47Cylinder Projection which seems oddly appropriate to this object here, or Sphere
02:52Projection which projects from a spherical projection.
02:56So in this case, let's go ahead and use Cylinder Projection.
02:59What that does is it creates a projection, and it doesn't actually look quite right here.
03:05But under Cylinder Projection, if we scroll down to this tab here, we've got a
03:11number of options here.
03:13One is, do we want to view this on the equator, on the poles, or align it to the
03:19object which is basically what we want to do, and then how do we want to align
03:23it? Do we want to align it to Polar XY or Polar ZX?
03:29And then also, what's the radius of the object, and do we want to clip this to
03:34bounds or do we want to scale it to bounds?
03:37And when I scale to bounds, what it does is it scales the edges of that to the
03:42edges of my bitmaps, so pretty much aligns it very, very closely.
03:49So once I click off of that, then I can go in and start editing.
03:54Now if you'll notice here, I've got the soup label pretty much aligned.
03:59That's because these thin narrow faces are aligned.
04:04But the tops and the bottoms aren't quite right, and that's because, again, it's
04:11cylinder-projecting this, so it's not doing the top and bottom properly because
04:16those don't need to be cylinder projected.
04:19They need to be planar projected, or they need to be flat.
04:23So we can change that very easily.
04:25All we have to do is select those faces.
04:28So I am going to go ahead and deselect this and then just do a Ctrl+Lasso here,
04:34left-clicking, to select the top of my object.
04:38And now I can again just take this part of the object and do another type of unwrap.
04:45So in this case I am going to do UV Unwrap.
04:49Let's try Smart UV Project, which basically does just a smart way projecting that,
04:54and we are going to hit OK. And yes, that does work, and because those were the
04:59only ones selected, it projected those.
05:02And you can see how it just made it snap to the edges of that border, but we can
05:07actually scale that pretty easily.
05:09So what I am going to do here is select either those faces or here we can
05:15actually select the whole object, because it's disconnected. And I am just
05:19going to go ahead and right-click on this, and then just hit Scale to scale
05:23this down and then G to move it. And I am just going to move it over part of that red area.
05:32So now if we select everything, you see that these faces are cylinder projected
05:39whereas this one is pretty much planar projected.
05:43So as you can see we can take different parts of the object and use different
05:47types of unwrapping techniques to fine-tune each part of the object to the best
05:54mapping technique that we have.
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UV mapping a character
00:00Now let's use our knowledge of UV mapping to map something a little bit more
00:04complex, and that would be this character that we've been working on.
00:08So let's go ahead and get this character set up and the rough UV mapping
00:13applied, and then we'll fine-tune it.
00:15I am going to select my character here, and the first thing I am going to do is
00:18turn off Subdivision Surfaces.
00:20It will make it a lot easier to apply these maps.
00:23So I am going to go to my Modify panel here, find my modifier, which is my
00:28Subdivision Surface, and go ahead and click off the visibility here.
00:33We can turn this on later.
00:34Now this character already has a material applied.
00:39And let's go ahead and go over to Textures and apply the texture.
00:43So I am going to hit New, create a slot for that texture. Under Type, we're going
00:49to add in an image and open that image, and it's going to be called Body-1.jpg.
00:58Now once it's there, we also should probably change our coordinates from
01:03Generated to UV, and do a quick render, and obviously we need to do some work here.
01:11So, let's go into UV Edit mode. Probably the easiest way to get there is to go
01:16into the UV Edit Layout from the Standard Layouts here. And we've got our
01:22character and a UV editor.
01:25Now before we actually get into this UV editor, we need to set up the seams on our character.
01:33So we need to unwrap the character, and in order to unwrap it, we need to tell
01:38Blender where the seams are.
01:40So if you think about it, probably the easiest way to visualize where the seams
01:45need to go is to think of this character as a stuffed animal.
01:50And how would you do a pattern for a stuffed animal?
01:54Well, if I were going to do it, I would go ahead and create a front and a back
01:58and then the do the arms separately as well.
02:01So let's go into Edit mode. And to create the seams, we need to be in Edge mode.
02:07So I am going to go ahead and turn off X-ray here, so we can see exactly what we're doing.
02:12And I want to make sure that I am in Edge mode here. And so I want to
02:17select this Edge Loop.
02:19So I can do that by hitting Alt and right-clicking on that edge loop.
02:23Now I want this to go around to the arms, but I really want the arms to be separate.
02:29But actually, it's easier to make this all a seam and then remove the seam from the arm.
02:33So I am going to go ahead and hit Mesh > Edges > Mark Seam.
02:38So now I have a seam all the way around that character, but now I want to go
02:43ahead and unmark the arm.
02:44So I am going to go into my front view here, and I'm going to deselect
02:51everything and then just do a Lasso+Select of each arm.
03:01And now I've selected all of the edges on that arm here, but we can just go
03:06ahead and clear that out.
03:07So I am going to go Edges > Clear Seam. And when I've done that, now you can see
03:12how it's pretty much cleared out all the seams except for these two little nubs
03:17here, so I am going to go ahead and Shift+Select these, on both sides, and again
03:25just do a Clear Seam. Let me show you a little shortcut here.
03:28If I hit Ctrl+E, I can pull up that Edge menu and just do a Clear Seam that way.
03:33So now I have everything but these little rings around the arms, so I can
03:37just go ahead and hit Shift and right-click on these to select the areas
03:44around the arm, on both sides.
03:52Now that I have both of these selected, again we're going to do Mark Seam.
03:57So now that I have these seams marked, I can now start to unwrap my character.
04:05So I'm going to go into Face mode, select everything, Mesh > UV Unwrap > Unwrap.
04:14And now that puts it out into my UV editor.
04:18Now you see I have four little groups of faces here.
04:25In fact, if we click on this little button here, this allows us to select each
04:30one of these groups of faces here.
04:33But before we do that, let's go ahead and put the image in so that way we
04:37can lay this against our texture map.
04:40So I am going to go ahead and hit Open Image, Body-1.jpg, and now that we've
04:46opened it, you can see how I've got all of these against that.
04:51Now all I have to do is fit these to this image.
04:54Now I am going to go ahead and turn on Textured in my perspective viewport here,
04:59so we can see how this fits.
05:01Now before we do that, let's go ahead and fix the arms.
05:06When we unwrap the arms, you can see how it unwrapped them from kind of a bad angle.
05:12So let's go ahead and select those particular faces and unwrap them in a different way.
05:19So I'm going to go ahead into the X-ray mode here, and I want to make sure I'm
05:25still in Face mode. I am going to deselect everything by hitting A, and then I
05:31am going to Ctrl+Left-click to Lasso select both the left and right side. And
05:38I want to get up to there, so all I have to do is hit Ctrl+Plus to add some more in there.
05:43And so now I have these, all I have to do is to Mesh > Unwrap > Cylinder Projection,
05:51and what that does is it again unwraps them as if they were a cylinder.
05:57So now when I select everything, you can see how each one of these is unwrapped
06:02pretty flat and now I can start tweaking these in the UV editor, and we are going
06:08to do that in the next lesson.
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Fine-tuning UV mapping
00:00At this point, we should have our character basically unwrapped, but we don't
00:05have our flat pieces fitted to our image, and that's what we are going to do in this lesson:
00:11we're going to fine-tune the mapping.
00:14So I'm going to go ahead and start by selecting each individual island.
00:19So I am going to make sure I'm in Island Select mode here and just right-click
00:23on the island that's his arm and hit S to scale. And I just want to scale that
00:29down enough so that I can hit G for grab and position it over a part of the mesh
00:37that's all purple, so somewhere like right around there.
00:41And I can do the same for this other one: right-click on it, hit S for scale, G
00:46for grab, and I might have to scale this down little bit more.
00:51And as I move it, you can see how it actually affects what's going on in this
00:55viewport here. So I am going to hit G for grab to move this and again, I may
00:59have to scale this down just a little bit more.
01:02So now I've got that off to the side, so now my arms are purple.
01:06And I also want to take the back of the character and again keep him purple.
01:11So again, I want to scale that down just a little bit.
01:13And what I am trying to do is just make sure that this is not over any of this white area.
01:20And what's really cool is I can actually overlap, so I can actually use the
01:23purple in the map for both the arms and the back of the character.
01:27Now, most of our fine-tuning is going to be with the front of the character,
01:32which is this little island here.
01:34So I am going to go ahead and move that roughly into place. And notice how this
01:39black spot is going to be the mouth. We have the mouth as right here.
01:43So I wan to make sure that I position that fairly centered, and then scale it up
01:48so that I've got it about the right scale.
01:53And again, just move that down, just somewhere around there.
01:57And again, you can see on this character how that mesh is applied.
02:03In fact, I want to make sure I turn off X-ray here so you can see that a little bit better.
02:12Now, probably the most important part is this area around the mouth.
02:15You could see how this black part of the mouth is spilling out onto the sides of his lips.
02:20So let's go ahead and start there and affect that.
02:24So, I am just going to zoom in and again, the navigation in this window is the
02:29same as navigations in many of the 3D windows.
02:31So I am going to go ahead and select all of these faces.
02:34I am going to go down here, select in the Face mode, and just Shift+Right-click
02:41each one of these faces.
02:43I can hit B to box select as well.
02:46So I want to make sure I select these, and now I can continue to select with the Shift key.
02:51I am going to fine-tune these ones here.
02:55They are a little thin, so it's kind of hard to get them with Box Select.
02:58So now I've got all of those rings.
03:01I can hit G to move and so I am going to go ahead and center that, and then S to scale.
03:08So I am going to scale that up so the edges of this are beyond the darkness of
03:15that dark spot there.
03:16And then I can scale in Y as well.
03:20So I can hit S to scale, and I can scale up and down in Y, so S and Y to scale up and down.
03:27And now I've just got to fix these corners here.
03:31So I can go into either Edge or Vertex mode--let's go into Vertex mode here--and
03:38just sort of right-click on Opposite Vertices.
03:41So I am going to right-click here and here, hit G for grab and Y to constrain it
03:47vertically, left-click to set that, and again Shift+Right-click to select these
03:55ones and again move them down.
03:58And so what I am trying to do here is just get this outline closer to what
04:04I have on my object.
04:07So again, G Y. And again, I'm just kind of moving these into place.
04:17And now I can go into these other vertices here, get those out of the way.
04:25And now as you can see, I'm starting to get--the inside of his mouth is black and
04:30the outside is white.
04:32And so we can also start playing with other parts of the character.
04:37So we can start fine-tuning how his white belly fits into the equation here.
04:43So I can for example, select some of these and scale them in X to bring them in,
04:50or I can select some of these and scale them out.
04:55And so you can see how if I scale them in or scale them out you can see how it
05:00affects how this positions to the character.
05:04So we can keep going with this, but I think you get the general gist of how this works.
05:10So I am going to go ahead and stop here, and let's go back into our default
05:14layout and turn on Texturing to see what we have. Okay.
05:18So that actually does look pretty good.
05:20I am going to go into my Modifiers and turn on Subdivision Surfaces, and you could
05:26see I actually have it pretty close.
05:28We can continue to fine-tune these, but as you can see, it's a bunch of simple
05:32tools and just a lot of patience is what you need to get these UV maps aligned.
05:38So just to go over the process, we need to, first of all, create our seams, so
05:44think of the character as a stuffed animal, or how would you create a fabric
05:50version of this object, and then create the seams for that pattern, unwrap, and
05:57then start to fine-tune the position of the character's mesh to the image map
06:05in the UV editor.
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Creating Bump and Normal maps
00:00Textures can also be used to create normal and bump maps, and these will allow
00:06you to create the illusion of a rough surface.
00:11So I have a simple sphere here and it already has a material applied.
00:16Let's go ahead and add in a texture and turn that into a bump map.
00:21So I am going to just go ahead and click on New. And right now we have Clouds as
00:27the default, but let's go ahead and scroll down and select Wood. And I like this
00:32because it has these nice stripes here.
00:35Now, we can certainly modify this as we want, but let's just use this basic
00:40standard wood material here.
00:42And you can see how it is mapped to the object, and so we can get a few more stripes here.
00:48Let's just put this on Object mode, and let's just do a quick test render here
00:52to see what we have.
00:54So we've got the stripes going around our object.
00:57I am going to go ahead and expand this so we can see it.
01:02Now we can set bump mapping here in the Influence tab.
01:07All we have to do is just click under Geometry > Normal.
01:11It's actually normal and bump mapping, and as soon as we do, look at what
01:15happens to the material.
01:17We have a bumpy surface. And if I were to render this, you could see I have a
01:23pretty good approximation of that bump map.
01:26But also notice how we're getting a little bit of aliasing here, and that's
01:30because of the resolution of our mesh.
01:35If we wanted to get a little bit more resolution, we could actually subdivide this,
01:40so let's go ahead and do that.
01:41We are going to go into our Modifiers and select Subdivision Surface and turn
01:47the Render up to about 3.
01:48I am going to go back over to my Textures here, and let's go ahead and do a quick render.
01:54Notice how this takes a little bit longer to render.
01:56That's because you have more surface to work with.
02:00But as we add in subdivisions, you can see how we get a much better look here.
02:04Now we can affect the bump mapping either by the normal size, so basically how
02:11much normal mapping we have.
02:13So if we turn this up a lot, you will see we get a much deeper effect. I
02:19am going to turn that back down to about 1. And we also have the method of bump mapping.
02:27Do we want to just do the default method?
02:29We have another one called Compatible which is compatible with other bump maps,
02:33the Default method, another one here called Best Quality, which actually does
02:38give you the best quality, again at the sacrifice of render time.
02:42So we can also, if we want to, go over here and make it a negative bump map, in
02:49another words make the bumps into holes.
02:54Now with bump mapping, just remember that the light colors are what's creating
03:00the bumps. Dark colors create no bumps; light colors create bumps. And you can
03:06use not only these procedural texture, such as wood, but you can also use bitmaps
03:12or really any sort of image map.
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Displacement mapping
00:00Now when you use bump mapping, it basically is a render effect.
00:05It creates the illusion of a bumpy surface.
00:08It doesn't actually change the geometry of an object.
00:13To do that, we require displacement mapping.
00:17Now let's take a quick look at bump mapping again, just to see how it works. So
00:21I have this cube and if I do a quick render of it, you see that, well, it's got
00:27this black-and-white texture on, which we can use as a bump map or a displacement map.
00:33So if we go over to our Texture panel here, so we can see under Influence, it's
00:38influencing the color of the object. And you can see that here in the preview.
00:44Now, if I turn this off for color and go over to Geometry here, under Influence,
00:51and turn on Norm, you can see how I can create a normal map, or bump map, that
00:58has that cross effect.
01:01So if I do a quick render, you can see how yeah, I do get those lines embossed on that surface.
01:09But if we scroll in, you can see that well it's not really affecting the
01:12geometry of the object.
01:15To do that we need a displacement map.
01:18So I am going to turn off the Norm and turn on Displacement.
01:23Now, this particular cube doesn't have a lot of detail.
01:28If I look at it in Edit mode here, you will see that I only have a few
01:34subdivisions on each side. And this is actually going to be a problem when it
01:38comes to actually displacing this object.
01:41That's because it doesn't have enough detail to displace.
01:45Now remember, displacement mapping actually changes the structure of the object.
01:50It actually displaces the geometry.
01:53So in order to displace geometry, I need more geometry.
01:58Now I can do that in one of two ways.
02:00I can simply make my mesh more complex, which is really going to bog down my
02:04scene, but probably the more efficient way is just to add a subdivision
02:08surface to my object.
02:10So I am going to go select my object, go over to Modifiers here, and add in a
02:16subdivision surface. I can probably keep my Render settings at two, and let's
02:21just see what happens.
02:22This is the default. And you can see that, okay, so now that displacement
02:28really works. If I turn up my Render settings to, say, 3 or 4 and hit
02:34Render, you can really see how this works.
02:38The displacement map actually changes the structure of the geometry to
02:45match that image map.
02:48So this is a very efficient way of creating additional geometry.
02:52Now if I go over here, you can see I have a Displacement option here, and this
02:56is actually a physical displacement. Actually, it's an actual measured value, so
03:01if I want to, I can make it a bigger number, or I can go negative to turn those bumps into divots.
03:11In other words it becomes a channel rather than a bump.
03:16So the one downside to displacement mapping is that you do need more geometry,
03:21but Subdivision Surfaces can help you add this without too much overload.
03:27So remember bump mapping is a surface effect;
03:29it does not change the underlying geometry. Displacement mapping, however, does,
03:34although you do need enough geometry to displace.
03:39So go ahead and use these as you want.
03:41I would tend to opt for bump mapping first and if that doesn't work, then going
03:46to displacement mapping.
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Using the Node Editor
00:00Another way to create textures for your objects is to use the Node Editor.
00:04Now this allows us to connect multiple textures together into a network of nodes
00:10that create a more complex texture.
00:13Let me show you how this works.
00:15The Node Editor is a separate window here.
00:18So I'm right now in my 3D viewport.
00:21So I am going to go ahead and size this down here, and I am going to click on my
00:25top-right corner here and create a new viewport. And under that I'm going to
00:30select the Node Editor.
00:33Now this is just another window, but it allows us to do a number of different things.
00:39Now we have three modes here:
00:41we can use this for materials,
00:43we can use us for textures, and we can use it for images.
00:48I am going to select the middle button here for textures.
00:51Now I have my cube selected, and on that cube I have a default material.
00:57Now I want to add in a texture.
01:00Now typically, I would just go over to this Texture panel and hit New.
01:05But when I am in the Node Editor, you can hit that same button here. So these
01:11two buttons are equivalent.
01:12So if I hit it in the Node Editor, notice how it creates a new node in my
01:18Properties panel. But I don't want to use my default node here, I want to
01:22actually use the nodes in the Node Editor.
01:25So if I click Use Nodes here, notice how some nodes pop up. And by default it
01:32just gives us a basic checkerboard pattern.
01:35So if I want, I can actually change this, and I can basically make a texture, such
01:40as a blue-and-white checkerboard. And if I want, if I hit Render, you'll see that
01:45it actually shows up on that cube.
01:49So what we have here is we have a node here called Checker which is feeding into
01:56this output, which is what's feeding this preview.
02:00So if I disconnect this node, notice how this output and the preview go blank.
02:06If I select this color node here, you'll see that I can drag out a line and I
02:11can plug that into my color channel, and again that shows up in my preview.
02:16Now I am not limited to checkerboard.
02:19So, if I select this node and just hit the Delete key, then that goes away and I
02:24can add in any other type of node I want.
02:27If I go here to the Add menu, you will see I have a number of different types of
02:33nodes that I can use to either add in texture or to modify them.
02:38So for example here, we have our standard textures, such as Clouds and Wood and
02:42Stucco and all of that, but we also have patterns such as the checkerboard we
02:47just used. Or we have Bricks.
02:49So let's go ahead and select Bricks and bring that up and you will see that
02:54nothing really shows up in this panel until we plug it in.
02:57So I am going to go ahead and left-click on this color, drag out this line, and
03:02plug it into the color of this output node. And you can see how it shows up in my preview.
03:10Now, I have a number of options here that I can change.
03:13I can change the thickness of my mortar.
03:16I can change my offset of the bricks. So for example, and if I want to, I can
03:20make my mortar thicker or thinner, just by dragging this.
03:24I can change the color of the mortar.
03:26So if I want I can left click on this mortar and we can make it a
03:30lighter-colored mortar.
03:32I can also change the color of my bricks.
03:34So if I click on this yellow brick, I can change it to red.
03:37Now I am not limited to just what's in these panels here.
03:42If you notice here, we also have inputs into all of these. Just like we had
03:46input this Output node, I can also feed into any one of these an additional
03:53color, or an additional node.
03:55So if I want to, I can add in another node. So if we go here to Textures and
03:59let's say I wanted to add in Clouds, that node will come up, and I can left-click
04:04and drag that and this cloud has an output of a color.
04:09So if I want to, I can take this color of the clouds and plug it into the
04:14mortar of my brick color. And you can see how now this cloud color is showing
04:20up as my mortar color.
04:23Now, this is a little extreme, but I can certainly change this.
04:26So if I wanted to, I could take my black color and make it a little bit more
04:31gray, and you can see now my mortar is a more modeled type of gray. And you can
04:37see how this also shows up in my preview.
04:41Now if I hit F12 to render, you can see how this shows up on my object.
04:47So as you can see, there are a lot of possibilities here.
04:51You can certainly plug nodes into other nodes, so it's a really great way to
04:55create highly custom textures and materials.
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8. Working with Light
Adding lamps to a scene
00:00Now let's take a look at lighting in Blender.
00:03Lighting not only illuminates the scene, but it also can add mood and drama to
00:09your scene, so lighting is very important.
00:12So we are going to start off by taking a look at a very simple light called the
00:16point light, and then move on from there.
00:18So in this scene I have a simple cup and saucer, and it has no lights in the scene.
00:24If I hit F12 to render, you will see that, well, you won't see much actually,
00:29because there is no light in the scene; it renders black.
00:33So we can fix this of course by adding a light.
00:37So I'm going to go into my Add menu. And lights in Blender or called lamps, so we
00:43have five different types of lamps. We have Point lamps, Sun, Spot, Hemi, and Area
00:49lamps, and I am going to select the Point lamp.
00:52Now when this comes up, you will see that I have it selected, and if I want to
00:58see a rough approximation of the light, I can turn on Textured mode, and you'll
01:04see that the light actually can be seen in my viewport.
01:08So if I move the light up, you will see how it affects the lighting of the scene.
01:13Now this is a point light, which means it's kind of like the bare light bulb in the room.
01:17It generates energy in all directions.
01:20So with it directly above the cup, you'll see I am not getting any shading on
01:24the side of the cup, so I need to move this.
01:26I am going to move this in Y a little bit over here so I have a pretty nice illumination.
01:34Now with this light at default, it may or may not be bright enough. Let me go
01:40ahead and do a quick render and we will see what happens.
01:43And this scene actually looks a little bit dim, and part of this is because of
01:48the way default lights work in Blender.
01:52If I have this light selected, I can go over to my Lighting panel, and this
01:58allows me to control all the different lights.
02:01For right now, let's just jump straight down to the Falloff value. And this is by
02:07default set to Inverse Square, which is actually natural lighting. Real-world
02:13lights fall off with the square of distance from the object.
02:17That's why things get dimmer the further you are from the light.
02:20But for this, let's go ahead and set this to something else.
02:24We are going to set this to Constant, so this provides constant illumination,
02:28the light has no Falloff, and it illuminates everything evenly.
02:32So if I do a quick render, you will see that I get a pretty decent render here.
02:38So with this, let's go ahead and take a look at some of these other
02:41parameters for this lamp.
02:43Along the top here, we have a selection list of all the different types of
02:48lamps. So I selected Point Lamp from the Add menu and that's what I got, but if
02:54I want to decide to change it, I can, later;
02:57I can make it a Sun, a Spot, a Hemi or an Area lamp.
03:01Now notice how when I change this, the controls I have for each light change as well.
03:07So each light is a little bit different in the way that it works.
03:11Now with the point light the first parameter that you will come across is this
03:15color picker, and this basically just allows us to change the color of light.
03:20And you can see that here in the camera perspective window.
03:24I can make my lights really any color I want.
03:28I am going to go ahead and leave it at the default of white.
03:31Now right below that we have an energy variable, and that is basically my light
03:36dimmer. It makes a light brighter or dimmer.
03:39So if I bring it up, make it a larger number, say let's make it about 3, and I do
03:45a quick render, you will see that I have too much light in the scene, and it's
03:49blowing out the highlights.
03:51And this is actually a very common thing that you want to cross when lighting a
03:54scene is that you have too much light in the scene.
03:57So it's always best to pay careful attention to this energy variable. And if you
04:02have too much light in the scene, you can always turn the light down.
04:05So if I bring it down say below 1 and do a quick render, you can see how again
04:11the scene is getting a little bit dimmer because I have less light.
04:16Now one reason why you have too much light in the scene is because you have
04:20more than one light,
04:21so always pay attention to that Energy value.
04:24I am going to return this to 1, and let's go through the rest of these.
04:29The next one is a negative light and this basically just allows the light to
04:32subtract light out of the scene.
04:35So if you had too much light in the scene, you can either turn down the
04:38energy, or you could turn on a negative light, which would suck out that much
04:43light out of a scene.
04:45So if this was a negative light with an Energy of 1, it would basically
04:49counterbalance that much light in the scene.
04:51So this is kind of great for fine-tuning your lighting.
04:54Now below this we have Specular and Diffuse, and these are actually pretty
04:59important, and this allows us to separate out the specular and diffuse channels
05:04in the light, and we can turn it on and off.
05:07Now notice how in this render we have a little specular highlights around the
05:10rim of the cup and the rim of the handle.
05:14Now if I turn off Diffuse here and just render the Specular, you'll see what I mean.
05:20These are the specular areas. This is where my specular highlights are showing up.
05:25So if I want to, I can just render those. And this is really nice for
05:31anything where you are going to do compositing later and you will want a
05:34separate render channel.
05:35Another cool way to use it is to have multiple lights: one illuminates
05:39specularity, the second illuminates diffuse, and you can mix and match and have
05:44separate lights that make the specularity pop or whatever.
05:49So if I turned off Specularity and just render Diffuse, you will see that, well,
05:54I get a pretty basic scene, but there is no highlights. It's pretty flat.
05:59So I am going to go ahead and leave both of those on.
06:01Now if we circle all the way back around to our Falloff, we had it set to
06:06Constant, but we have a number of other options.
06:09We have Inverse Linear, which is basically a straight-line falloff.
06:14It's not quite inverse square, but it gives you a bit of a falloff for your lights.
06:19We also have Inverse Square, which we talked about, which is realistic lighting.
06:24We also have Custom Curves, which allow you to fall the light off however you want.
06:29And we also have a weighted light, which, again, is more of a custom setting.
06:34I am going to go ahead and return this to Inverse Square, and let's again do a
06:39test render. But before I do that, let's go ahead and turn up the energy.
06:44Remember, this light is falling off with distance, so in order to get something
06:49a little bit brighter, we need to turn up the energy.
06:53So I am going to go ahead and turn this up to 8 and do a quick render.
06:58When I do that, you can see how now that light actually does illuminate the
07:02scene. In fact, it seems to be over- illuminating it just a bit, so we can
07:06certainly turn that down.
07:08Let's turn that down to about 5 here and again just do a quick render.
07:13And you see how when you have a falloff set, your lights are going to have to
07:19be brighter to illuminate something than they would with a constant falloff.
07:24Now also notice when this energy goes up, your preview changes.
07:29Now this preview is kind of set for a constant value of lighting.
07:32It doesn't calculate falloff, so you are not going to get accurate
07:36representation in your viewports.
07:39The last value we have is this Distance value. So if I dial this down, you see
07:44that there's actually a sphere that surrounds our light, and when we click that
07:49sphere on, we can see the maximum distance that this light can fall.
07:54So this is actually kind of nice.
07:55If you have a light that's maybe illuminating something it shouldn't, you can
08:00actually turn on the Sphere to look at the distance, to make sure that you're
08:05not illuminating something you shouldn't.
08:07It's a great way to limit the effect of lights in the scene.
08:12So if I turn that on and render this, you'll see that it actually darkens the
08:16scene again, because what happens with this distance is at this line, the light
08:23is at half its intensity,
08:25so that's kind of your sphere of influence for that light.
08:30So those are some of the basics of how to use the point light.
08:33Now remember, the point light extends light in all directions, and you can have
08:39multiple types of falloff, as well as many different types of color.
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Fine-tuning ray-trace shadows
00:00In the real world, lights actually cast shadows, areas where light is blocked.
00:05Now in a 3D program you can turn shadows on and off, and we have multiple types of shadows.
00:12So let's take a look at ray-trace shadows in Blender.
00:16Now I have this basic scene setup, which is our point light shining on a cup and
00:22a saucer, and let's just do a quick render of that scene.
00:26So as you can see, we get shading on the side of the cup, but the scene doesn't
00:31look realistic because there is no shadow. And we can add that in very simply.
00:36Now this is a point light so we have an option for no shadow or ray-traced shadows.
00:42Let's go ahead and turn this on, but when you turn on shadows, you do need to
00:48make sure they are turned on in renderer as well.
00:52So I am going to introduce you to this panel here, which looks like a little
00:55camera, and that's our Render panel. And if we scroll down here, you'll see under
01:00Shading, we have a number of options.
01:03One is, do we want to see textures, another is, do we want to see ray tracing, and
01:09that's things like the reflections in the table? And because we're using ray-
01:14trace shadows, we need to make sure that this is turned on, and obviously we
01:19also need to make sure that these Shadows option is turned on as well.
01:23So once we have Ray Tracing and Shadows turned on, we can go ahead and do a quick render.
01:30Now notice as soon as we turn on Shadows, the render time goes down just a
01:34little bit, and that's because shadows do take time to render.
01:38But we do have a very defined shadow here.
01:42Now, it's pretty black, and it's kind of hard edged, but we can change that as
01:47well. But we are getting shadows in the scene.
01:50Now if you don't want actual black shadows, there are a number of ways to get rid of them.
01:55One is to add more ambient light in the scene, but another easy way is just to
01:59change the color of the shadow, and this color picker allows you to do that.
02:04So I am going to go ahead and just change the color of the shadow to a dark
02:08gray, instead of black, and let's just do a quick render.
02:13So as you can see, even a dark-gray shadow adds a little bit more realism. We
02:18can actually see into the shadows.
02:20They are not completely black and opaque.
02:22We can actually see what's beyond that shadow.
02:25So that actually adds a little bit of realism.
02:27If we want to, we don't have to have just gray shadows;
02:30we can certainly make them a different color. So if I wanted to make a dark blue
02:34shadow, I could do that as well.
02:38Now in this scene, a dark blue shadow might not be the exact thing we want, but
02:42if we had something that was semi-transparent or something like that, that
02:46might work very well.
02:47So I am going to go ahead and make sure I turn off my saturation here
02:51and just make it into a dark shadow.
02:55Now this shadow that we have is very hard edged.
02:58You can see here, we have got here a very crisp edge, that shadow, and
03:01sometimes we want that,
03:03but there are times where we don't want a hard-edged shadow;
03:06we want something as a little bit fuzzier.
03:09We can change that under the Sampling option.
03:13One is the number of samples. So when we ray-trace we fire rays of light towards
03:19the object and that will give us our shadows.
03:22So with only one ray, we are going to get that sharp edge.
03:27So what we need to do is bring this up.
03:29So I am going to bring it up to 8.
03:32But we also need to affect this value here for Soft, and so we want to
03:37bring that up a bit.
03:38So let's bring it up to about 1.5 or so. And now with 8 samples and a Soft
03:44value of 1.5, you will see that we are actually going to get a softer edge on this shadow.
03:51So one thing you'll notice is that with more samples you have longer render times,
03:56so you have to kind of balance quality against the number of samples.
04:01In this case, I'm looking at the shadow and it's a little modeled.
04:05It's not quite smooth enough.
04:08So I'm going to actually bring up my samples to say 16, which again will
04:12increase my render time, but it should give me a more accurate result.
04:18So with 16 samples you see you get a much softer edge with a little less graininess.
04:24So higher samples increase render time but also increase the quality of
04:30the soft shadows.
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Using spot lamps
00:01The Spot lamp is probably the next most popular lamp in Blender, and it allows
00:06you to confine light to a very specific beam of light.
00:10Think about it like a spotlight in the theater where it highlights a certain area.
00:14A flashlight or car headlight would be another good example of this type of light.
00:19Now we can add these in under the Add menu and go under Lamp > Spot. And when I
00:25bring it in, it brings in basically this lamp, and you can see that it has this
00:30cone of light that we can work with.
00:32Now if I turn on Texturing in my camera viewport, I can see how this works.
00:38So if I move my light up, you will see how we get this kind of pool of light
00:45over the cup, and that's because we are confining the light to this cone.
00:51Now if I were to move this back and forth along the Y axis, you can see how this
00:56pool of light moves with the actual light.
01:00So as this cone moves off the cup, the light moves off as well.
01:05But I can also rotate this into position here, and you can see now we have
01:10this light on the cup.
01:11Now when we go into our Light tab here--it looks like a little spot light--
01:16you'll see that under this we have a lot of the same controls we had for the point light.
01:22We have Color, Specular, Diffuse.
01:24We also have Falloff.
01:25And I am going to go ahead and set my Falloff to Constant.
01:28We also have a number of different types of shadows.
01:31We actually have what's called a buffer shadow, which we will get to in a little
01:35bit, but I am going to turn on Ray Shadows.
01:37Now let's just go ahead and do a quick render of this light.
01:42So the render shows that we actually have a cone of light that's
01:46illuminating our object.
01:48I am going to go ahead and size down this Shadow rollout, and you'll see we have
01:54an option here called Spot Shape.
01:57The first one is the size of the beam, so is this going to be narrow?
02:02In fact, let's just go ahead and see this in solid view here. Is this going to be
02:07narrow or is it going to be wide?
02:11So if I make it more narrow, if we render that here, we could actually render
02:16just part of that cup.
02:18Okay, so I have got this really focused down. Or we can make it a little bit wider.
02:24We also have a Blend option, and this controls the sharpness of the edge.
02:29So if I bring this out so it's just above the cup here and turn this all the
02:35way to 0 and render, you'll see that this pool of light has a very, very hard edge.
02:42This Blend option allows you to change that from hard edge to soft edge, so if I
02:48bring it way up--you can see how we have this inner value here.
02:52So if I bring this up to say 0.75, you see, when I render it, it goes from a
02:57very sharp to a very soft edge.
03:01So this is really just the softness of the edge of that cone.
03:05Now typically, the default is about 0.15, but we can make it whatever we want.
03:11We also have the option of making this a square instead of a circle.
03:16So if I were to render this as a square, you can see how this turns from a
03:21circular beam of light to a square beam of light.
03:23Think of it as having barn doors on your light.
03:28We also have an option here called Show Cone, and this is actually kind of nice
03:32because it allows you to see exactly what the light is illuminating, and this is
03:37really just for visualization of where the light is falling.
03:42So if I would have to render this,
03:43it would render pretty much the same as we had here.
03:47But if we want to, we can turn on what's called a halo, and that's actually kind
03:52of a volumetric render effect.
03:54So if I were to render this with a halo, you can see how you can actually
03:58see that beam of light.
04:01Now the actual intensity of this halo is controlled here.
04:05So if I dial it down, I get less of an effect, or more.
04:10So those are some of the basics of Spot lamps, a more controlled lamp that allow
04:15you to place light exactly where you want.
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Fine-tuning buffer shadows
00:00When you use Spot lamps you have an additional type of shadow that you can use,
00:05and that's called the buffer shadow.
00:07Now these are shadows that are created using a bitmap, rather than ray tracing,
00:12and they can render much more quickly.
00:15So if you're using Spot lamps, it's a good idea to take a look at buffer
00:18shadows to see if they'll work for you.
00:20Now I have a simple scene here with a Spot lamp shining on a cup, and this is the
00:27scene we used in the last lesson. And let's go ahead and select the lamp and
00:31change the shadow from Ray Shadow to Buffer Shadow.
00:36Now we have a number of options with Buffer Shadow. The first one is the color
00:41of the shadow, which is pretty much the same as you have for the Ray Shadow.
00:44And then down here we have controls for this specific type of shadow. And we
00:49have a couple of different buffer types, as well as controls for those buffer types.
00:55Now we're going to take a look first at Classic-H, which is probably the one
00:59you're going to use most. It's actually an update of the Classical one.
01:04It actually works a little bit better.
01:06So under this we have, first of all, Filter Type, and this is basically how
01:11does it blur the shadow?
01:13We're just going to leave this on Box. And then down here we have a Softness
01:17control, a Size control, in other words, the size the bitmap uses calculate
01:23the shadow, a Bias control.
01:25Now this controls how the shadow aligns with the object. Remember, this is a
01:30bitmap that is overlaid on the image, so this controls how that works. And then
01:35the number of Samples.
01:36Now this is the number of samples to create a soft shadow. So let's go ahead and
01:40just do a quick render here to see what the default give us. And as you can see,
01:46it's a very workable shadow. So let's take a look at some of these controls.
01:51Now the first one is called Soft, and let's go ahead and just dial that down to
01:550 and render. And as predicted, we get a very hard-edged shadow, because softness
02:03is 0, and not soft is hard.
02:07So if we want, we can dial up the number of samples and that can make the
02:12shadow even crisper.
02:13Now this size here is just the size of that bitmap that it calculates.
02:19If you get too big, you're going to have more bitmap than you have image,
02:23so large numbers really kind of give you a diminishing return; after a certain
02:27size, they don't really have much effect. But you can see when I turn it up to
02:312048, I get a much crisper shadow.
02:35That's because a 512, I'm actually under-sampling in relation to the image, so
02:41you can see how I'm getting a much crisper shadow here.
02:44Now I'm going to turn that back down to 512, and let's go ahead and turn
02:49softness all the way up.
02:51I'm going to turn it up to a very high number.
02:54Originally, it was at 3, but I'm going to bring it up to 32. And this will
02:58actually shows you how it calculates this shadow.
03:02So with a very high value for Soft, it shows you how it calculates a sample.
03:07You can see we have a bunch of different samples of this shadow from different angles.
03:14It moves the light around to give you different shadows, and then it blends
03:18those together. But the larger this soft value, the further it moves the light,
03:25and so you get this multi-shadow affect if you have not enough samples, and that
03:31brings us down to this.
03:32This is actually the number of samples we're using. How many times do we move that light?
03:37So with 3, with a Soft value of 32, you notice you're not going to get a really
03:42good-looking shadow, but we can certainly bring that up. So let's bring that up
03:46to, say, 10 and then do a render.
03:49Now with more samples, that means it moves the light more times and it has more
03:54sub-shadows to blend together to make this soft shadow. And notice how the
03:59shadow looks soft and it looks really nice, and more importantly, it renders a
04:05lot faster than a ray-trace shadow.
04:08Now I'm going to bring my Samples back down to 3 here, and I'm going to bring my
04:13Soft value back down to 4, and then I'm going to do a quick render here.
04:19Now we're using the Classical-H buffer type.
04:22Now one of the reasons we use the Classical-H buffer type is because it's a
04:27new algorithm that Blender instituted back in 2.4 or so, and what it does is
04:33it prevents objects from self-shadowing and actually corrects some errors in
04:38the original algorithm.
04:40So with these values, if I go into a Classical buffer type, you'll actually see
04:46some of the errors that we can get. So because of the specific values I have, we
04:51actually have a little bit of an error here in that we have a white spot in our
04:55shadow, and that's what can happen when you use this Classical buffer type.
05:00So I tend to always keep it on Classical-H.
05:05Now if you want, we do have some additional buffer types. We have what's called
05:09a Deep buffer type.
05:10Now this has all the same controls as Classical and Classical-H, but it has a
05:17compression value for the shadow, and what that does is it gives you more bit
05:23depth in the shadow area so that way you can get more image in that shadow.
05:29This is really better if you render at higher bit depths.
05:32Now the last one is called a Regular Shadows, and that's really just a very
05:37simple, basic shadow and it basically just renders a simple shadow like this. And
05:43we only have one control which is for Bias, and so a higher biased value, say such
05:50as 3, will give you a slightly different result.
05:55In other words, the bias basically just moves the shadow. Notice how the shadow
05:58moved a little bit forward here.
06:00So I tend to keep my shadows on Classical-H. Classic-H
06:05is probably the best general-purpose algorithm to use. But remember, buffer
06:11shadows are based on a bitmap, which means they render faster, particularly
06:17for soft shadows.
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Using Hemi lamps
00:00When lighting a scene there are times when you'll need an overall general
00:05light, such as light coming from a specific direction.
00:08This is where we use the Hemi lamp, which just creates directional light.
00:14So we're going to go ahead and add in a lamp called a Hemi.
00:17When we bring it in, you can see how it looks kind of like a hemisphere, and
00:24basically this light is an infinite hemisphere that projects light.
00:28So it's kind of like a spotlight in that the light is directional, but it
00:33doesn't have a specific source, so it doesn't create a cone, such as a spotlight.
00:38If we go into the Properties panel for this, you can see that the Hemi light
00:43has very few controls.
00:45We have control for Color, and Energy, Specular, and Diffuse, and that's about it.
00:50The Hemi light does not cast shadows, but it does have direction.
00:55So if I were to bring this directly above that cup and just do a quick render,
01:02you can see that we get a general light from above that cup.
01:07You can probably see this a little bit more if I point the light in a
01:10specific direction.
01:12So if I were to point this light completely to one side, such as this, then if I
01:19render, you can see that I'm getting light coming from the back of the cup.
01:25So if there is was a light coming from here, you can see I get shadows here and
01:29here. And we can do the same on the other side.
01:32So if I were to point the light that way, you can see how I'm getting light coming
01:38from this direction on the cup as well.
01:40Now one of the things about this light is that it's not location-specific, so
01:47even though I have this icon here floating in space, it doesn't mean that that's
01:53where the light is originating.
01:55Again, the light originates from infinity, so it doesn't really matter where this is;
02:00this just controls the direction of light, not the position.
02:04So if I were to even keep this light above the cup and point it straight up, I
02:10should get a nice under-lighting affect, okay.
02:13So as you can see, this light can be very useful in creating directional light.
02:19Its only control really is the direction of the light and the color.
02:24There is no position of the light.
02:26There are no shadows. But you can use it for a nice general illumination.
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Working with Area lamps
00:00Blender's Area lamp provides light from a specific region, rather than a point or a source.
00:08So let's take a look at how to use this.
00:10I'm going to add in an Area lamp and when you bring it in, if we zoom in, you'll
00:16notice that it's a square, and this is where the light is originating. So we're
00:21actually projecting light from the square.
00:24This is really great for something like a soft box or a window that's generating
00:29light, because when you combine this with shadows, it actually can create some
00:34interesting effects.
00:35But let just look at the basics of how to use this.
00:38I'm going to click on the Area Light tab in my Properties panel, and you'll
00:43notice that, just like with most lights, we have a color, Energy.
00:47We also have Distance and Gamma.
00:50Gamma is actually contrast, but Distance is actually very important. Let's go
00:55ahead and position this light.
00:57I'm going to go ahead and move it up and move it over and I'm going to rotate it into place.
01:05So I'm going to go ahead and rotate it just like I did with that spotlight
01:07so that is just pointing at the cup. So let's do a quick render, see what this looks like.
01:12Well, this is awfully blown out, and that's because the area light doesn't
01:18have any sort of falloff except for this Distance control and if we zoom out,
01:23you can see that this light has a dotted line. At the end of that line is
01:28where this distance is.
01:29So this is typically where that light is evenly illuminating the scene.
01:35So we have a choice:
01:36we can move the light back or reduce the distance. Probably easier to reduce the
01:41distance, so let's go ahead and do that.
01:42I'm going to drag this Distance down and bring it up so that it's just touching
01:47the top of the geometry there, so somewhere around there.
01:51In this case I have around 7 or so. And now let's go ahead and do a render.
01:59So when we do the render, you can see how the exposure of that scene is much
02:04better. But we can continue to control how this light works.
02:09If you scroll down here, you'll see that we have an Area Shape.
02:13So if I take a look at this area light here, you see right now it's a square.
02:18We can change the size of the square or if we want, we can turn it into a rectangle.
02:25Now by itself, this shape doesn't have that much of an effect. So if I were to
02:30make this, for example, a long rectangle, you'd think that okay this is going to
02:35be like a tube light or something like that. But when I actually do the render,
02:39you'll see that, well, it looks pretty much the same. But where this really
02:45takes effect is when you have shadows.
02:49So let's go ahead and turn this back to a square and bring it back down to
02:52the default Size of 1.
02:57And let's go ahead and open up Shadows, and you'll see that Area Lights have a
03:01Ray Shadow option. And just like with all ray shadows, we can actually give it a
03:06color, and then we have a number of different types of samples. Just go ahead
03:11and leave this at the default and just do a quick render.
03:17Now with the Samples at 1, you'll see that the render has a very hard edge, and
03:22this is typical for most ray-trace shadows. That's because we're only casting one
03:27ray of light and so we're going to get a sharper shadow. But if we bring the
03:32number of Samples up, say to 4, and go ahead and do another render, you'll see
03:37that the shadow gets a little bit softer.
03:42So as you can see, with more samples, we're getting a softer shadow.
03:47That's because we have an area from which to project those samples, or in
03:52other words, rays of light, and this is where the size of your area light comes into play.
03:58If we make the Size smaller--let's go ahead and bring it down to say 0.25--and
04:04keep everything else the same, when we render, we're going to get a much sharper shadow.
04:12So as you can see, with a smaller light we get sharper shadows.
04:16That's because the sample rays are coming from a smaller area.
04:21So conversely, if we bring this up to, say, 5 and make it a really big light,
04:26you're going to get much softer shadows.
04:31So with a bigger light I get much softer shadows, but also notice that the
04:36bigger light creates a much grainier shadow, and that's because we don't have
04:41enough samples to cover a light of that area.
04:44So if we are going to use bigger lights then we're going to need more samples,
04:49so I'm going to bring this up to 16 and then do another render.
04:54So as you can see, with more samples, the render becomes all a lot smoother.
05:00Now one of things you'll notice with area lights is that they're very render-intensive.
05:05It takes a long time to render with area lights.
05:08So if you can get soft shadows or the same effects using different types of
05:13lighting that are more efficient, please go ahead and use them.
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Creating sky and ambient light
00:00When you start rendering scenes, there are many times when you'll need a
00:04background to go behind your objects.
00:07Take a look at this house, for example.
00:08We have basically a black background behind the house, and this is the Blender default.
00:14Now typically, if the house isn't being shot at night, you'd want to see
00:19something like a sky or something behind that house that isn't black. Well, we can
00:24change this by using the World settings within Blender.
00:28So all we have to do is go over here to this little panel here that looks like a
00:33planet Earth and click on it, and you'll see that it's the World panel.
00:38Now in here we have a number of controls to add color and gradients to our background.
00:44Now the first one you want to take a look at is the Horizon Color.
00:48If I click on this, it brings up a color picker. And so let's say I wanted to
00:53have a blue-sky background, so all I have to do is find the blue that I like and click OK.
01:01So once I have that, I can hit a render and you'll see that this horizon color is
01:08now my background color.
01:10Now if I want, I can go even further.
01:13We have two additional colors: one is Zenith Color, the other is Ambient Color.
01:18Zenith Color allows you to create a ramp.
01:22So if I click on the middle option here, which is called Blend Sky, you can
01:28see that the Zenith Color becomes active. And by default it's black, so we go
01:33from black to blue, but we can change it to whatever we want. So let's go
01:37ahead and make a sunset.
01:38So I'm going to go ahead and change
01:40my Horizon Color to kind of a yellow here, a yellow orange like it's being
01:49sunset, and let's change our Zenith Color to a darker purple.
01:55And so now that I have this, you can see I have this gradient. So when I hit
02:01Render, you'll see that that gradient shows up.
02:05Now in this case, it maps this gradient here to a virtual sphere around your
02:12scene. So you may not get that purple at the very top and you may not get the
02:18yellow at the very bottom.
02:19That's because it's mapping it more to the world than to my actual image.
02:24If I want to map this exactly to my frame, all I have to do is click Paper Sky.
02:29Notice how it changes a little bit here, and when I render again by hitting
02:33F12, you can see how the top of that image is my Zenith Color, and towards the
02:39bottom, it's my Horizon Color. So that's the way to fit that gradient exactly to your screen.
02:46Now we have another option here called Real Sky, and if I click on this, you'll
02:51notice that I get the sky on the top and on the bottom, and then in the middle I
02:57get this horizon color.
02:58And what this does is it creates an actual sky where the horizon is at the
03:05horizon in the scene. So if were to do a render of that, you'll see that I get
03:10kind of yellow band through the middle.
03:12So if you use Real Sky, you have to have your camera placement exact, so that
03:17way this horizon matches up with the horizon in your scene.
03:21So I'm going to go ahead and click that off.
03:24Now the last option we have here is called Ambient Color, and this really just
03:29controls the over all base light in the scene. So this is basically the darkest
03:34you can ever go in a scene. By default, it's black. And you can really see it
03:39here in the shadows.
03:41I have basically just one light here in the scene, and it's creating a very dark shadow here.
03:48Now if I wanted to, I could actually change the color of that shadow in the
03:52light, but if I want to create an overall ambient light, I can do it here.
03:57So if I click on this Ambient Color and just bring it up to 30 or 40% gray here,
04:03and let's go ahead and render,
04:05you can see how everything in that scene is grayed out, so the darkest color is this color.
04:11So typically, you'll want to keep this fairly low, maybe slightly above black, so
04:15that we don't get exact pure black, but we get stuff that's fairly dark, and so
04:20something like this is probably a little more realistic.
04:24But again, you can use this very creatively. If you want to tint an entire scene,
04:28you can do that with the Ambient Color.
04:30So to refresh, the Horizon Color and the Zenith Color both create a ramp
04:35for your background.
04:36Horizon Color alone will just create a single color.
04:41If you want to match your sky to your frame, then be sure to use Paper Sky.
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Adding background images
00:00Many times you'll want to use something other than a gradient for your background.
00:04Often we'll use a bitmap of a sky or something like that to create a background.
00:10So let's show you how to add a bitmap to your background.
00:13Now I have the scene I was working on before, and in my world I have this
00:19gradient set up. So let's do a quick render to see what we have.
00:23So we have this set up to Paper Sky and a Blend Sky with this Horizon and Zenith color.
00:30Now if you want to add a background image, it's very similar to working with materials.
00:36All you have to do is keep the World selected and then go immediately over
00:41to the Texture panel, and when we do that we can add in a new texture. It
00:47understands that you came over from the World panel here, so we have
00:50Texture, World, or Both.
00:52So with the default Clouds, you can see it's overlaying the clouds over that
00:58gradient. But in this case I really don't want to use a procedural texture;
01:03I want to use a bitmap, so I'm going to go select Image or Movie. And then under
01:08the Open tab here we're going to select sky. Open Image. And you'll see I have
01:13a blue sky with white clouds, and what it's doing right now is overlaying that over the gradient.
01:21So let's scroll down and see how we can adjust this.
01:25So I'm going to close off a bunch of my rollouts and go to the Influence rollout
01:30here. And the most important one here is this Blend Control. What this does
01:36is it blends in the bitmap over the gradient.
01:42Now if I turn that off, you'll see that I have just a gradient and this has the blend.
01:48Now we have a couple of Blend options here.
01:51We can have Add, Subtract, Overlay, all sorts of different ones,
01:55Darken, Saturation, and so on.
01:58And some of these may work, some of these may not, but I'm going to keep this
02:03at Mix for the moment.
02:05And what we're going to do is we're going to blend in the bitmap here using
02:09these ones along the bottom.
02:10So I'm going to click on Horizon, and then I'm going to turndown Blend here all the way off.
02:17So basically we're not blending anything; we're just replacing the Horizon color,
02:22which was yellow, with the sky bitmap.
02:25So once I do that, you'll see that I get sky at the horizon, and then its still
02:31fades up to the Zenith color, which is that purple color.
02:37Now if I want, I can replace the entire gradient with the bitmap just by
02:42clicking on at Zenith color. And I can now have a complete bitmapped sky with none
02:49of that gradient behind it.
02:51And now if I want, I can mix in the Horizon color. Let's say I did want kind of
02:56a yellowish horizon.
02:58I can still do that just by bringing this slider down, and so I can still
03:02have that Horizon color.
03:04So those are some of the basics of adding a bitmap as your background image.
03:10Now remember, just start on the World tab and then go immediately to the Texture
03:14tab and add in whichever texture you want.
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Creating sunlight
00:00Now let's take a look at the last lamp in Blender, and that's the Sun lamp.
00:05And this creates a good approximation of sun, and it can also add in sky as well.
00:12So let's go ahead and add in a Lamp > Sun.
00:15Now the Sun lamp basically works the same as a Hemi lamp, in that it is
00:20directional and not positional.
00:22So really the only thing that matters is the direction of the light.
00:26So I can basically keep this light here at the origin where it came in, or if I
00:31want, I can move it anywhere I want in the scene.
00:34Now I'm going to move it a little bit up here so we can just see it, but the
00:38direction of the light is really all that matters.
00:40So if I rendered this as is, you'll get light from above. In other words, you'll
00:46get pretty much noon sky.
00:49Now if I want to I can rotate this, so if I rotate it this way, then you can see
00:54how the light now comes from the front of the building.
00:59So if I change this to Local and I angle this a little bit more, you can see how,
01:05again, I can get light from the side.
01:08One of the big differences between the Sun lamp and the Hemi lamp is that the
01:12Sun lamp allows you to do shadows.
01:14So if I go down to the very bottom here you'll see I have a Shadow rollout, and I
01:19can cast a ray shadow. And the parameters for this are pretty much the same as
01:24for the point light, so I won't go into those, but let's just go ahead and see
01:28that we can cast a shadow with this light.
01:31Now probably the most interesting feature with this light is the Sky &
01:36Atmosphere controls, and these allow the light to create an artificial sky as
01:42well as an artificial sun.
01:45So I'm going to go ahead and turn this on, and as you can see, it creates a
01:50horizon with a sky. And if we render this, you'll see that my sky gets replaced by
01:57this particular sky.
02:00Now we have a number of options here for controlling this effect, but if you
02:05want, an easier place to start are with a couple of standard presets we have. We
02:10have a Classic sky, we have a Desert sky, and we have a Mountain sky.
02:16Now the only difference between these is that it just changes the settings to
02:20reflect the preset, so once we dial in, say, a mountain sky, we can still continue
02:26to tweak the effect.
02:27So let's take a look at what this looks like in render.
02:30And so you can see it basically just has a gradient, but we don't have the
02:34sun visible in the sky.
02:36Well, that's because the sun is actually behind the camera.
02:40Now if you look in this scene, you can see that the camera is here, facing at
02:44about a 30-degree angle towards the house.
02:48Now in order to see the sun, we have to actually point the sun at the camera. So
02:55I'm just going to go ahead and change the angle of my sun so that it's
02:59pointing pretty much towards that camera, and you can kind of see it here in this viewport.
03:05So when I change the angle so that it points at the camera, you can see how now I
03:10can see that sun in the sky.
03:12In fact, if I angle it up just a hair here, it might actually come in a little bit
03:16lower in the sky so you can see it.
03:18Now you may think that because the sun is here in the viewport, that's where
03:23it is here in the render, but that's not really the case. Again, the sun is not positional;
03:29it's just angular, so it really depends on the angle in relation to the camera.
03:33So even if I move this sun completely out of the frame here in the perspective
03:37viewport, I would still get the same render.
03:41Remember, it's really the angle in relation to that camera.
03:46So now that we can actually see the sun in our render, let's go ahead and start
03:50playing with some of these parameters.
03:52Now one of the first ones is Blending.
03:54This is how it blends to the original background. And again, we have all of our
04:00blending controls here, but the one that's most important is Factor.
04:03If I dial this down to zero, I get the original background.
04:07If I dial it up, then I start to get the sun, okay.
04:12And typically this is at 1, which basically just completely replaces that
04:16blend sky with my sun.
04:19Now I can also create a brightness for my horizon, so how bright is it down here?
04:26And again that shows up very nicely in that render. Or if I want, I can turn my
04:31Brightness down to zero to have a not-bright horizon.
04:35The other important one is the Sun controls. How bright is this sun?
04:41So we can certainly make the sun brighter and so that will definitely show up in my render.
04:46I can make it dimmer.
04:49I can also change the Size of the sun. So a smaller sun with the same
04:55brightness will make the actual ball of the sun smaller, but the brightness
04:59will stay the same.
05:00So if I make my sun bigger, you'll notice that it actually looks a little bit
05:04bigger in relation to that.
05:07Again, I can see my sun a little bit better.
05:09These parameters can really be tweaked as much as you want.
05:13I would suggest starting with one of the presets and working from there.
05:16Now, the final control here is Atmosphere.
05:20So again, do you want to add in atmosphere to your render? And that basically
05:25just gives you kind of a fog effect here. So as I add in Atmosphere, I can start
05:31to see how much Atmosphere I have, in terms of how much does a sun affect it, as
05:37well as what's the distance of that atmosphere?
05:41So again, the higher the distance, the more atmosphere I have; the lower, the
05:45less effect I have.
05:46So you can create a hazy morning effect again just by adding in a little bit of
05:51Intensity here and not too much.
05:54So those are some of the parameters that you can use with the Sun lamp, and you
05:59can see this is a very, very versatile tool that you can use to create
06:03realistic skies.
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Ambient occlusion
00:00Another popular form of lighting in Blender is called ambient occlusion.
00:05Now this is very similar to ambient lighting, but it adds in additional shading
00:10that gives it a much more realistic effect. So let's take a look at this scene.
00:15I have my standard cup and saucer, but I've removed all the textures so you can
00:20see the effect more clearly.
00:22Now let's go ahead and render this scene. And as you can see, there are no
00:27lights in the scene.
00:28Now ambient occlusion does not need a light to work.
00:33It's kind of like ambient lighting, in that it's just an overall lighting in the scene.
00:39It's not a specific light.
00:41So we can get to ambient occlusion by going into our World panel and scrolling
00:46down to Ambient Occlusion.
00:48When I click that on, you'll notice how two panels light up: Ambient
00:52Occlusion and Gather.
00:54Let's just go ahead and do a quick render of ambient occlusion.
00:58Now as you can see, we get shading in the scene.
01:02That's because we're creating an overall ambient light.
01:05Now ambient occlusion can be controlled. So we have a factor here, which is
01:10basically how much ambient lighting are we adding into this scene?
01:14We can either add or multiply against the existing background.
01:20So if we turn this down, say to 0.24, 0.25 or so, and do a quick render, you'll
01:27see that the overall ambient lighting has been reduced, and this is great
01:32if you're going to be using this in conjunction with other lights, so that you
01:35can have another light actually doing this specular of the diffuse, but you
01:38still have an overall ambient lighting in this scene.
01:41I'm going to go ahead and turn this up to 1.00 again.
01:45Now the color of the ambience is based on the Ambient Color in the World
01:50setting. So right now it's black,
01:52so my darkest Ambient Color is going to be black.
01:56I can change this to any color I want.
02:00Usually we can change it to something like a dark gray to give it just a little
02:04bit of a brighter effect. Or if we want, we can tint this by adding in a color.
02:11So if I wanted to, for example, make this a green color, I could, and you'll see
02:17that now my overall ambient lighting is green.
02:21I'm going to go ahead and turn that back down to a dark gray, something like
02:27that, and then let's just do one more render.
02:30Now another way to control how this effect looks is to go down to the Gather tab.
02:36By default, it's set to Raytrace, and so it uses ray tracing to create that
02:42overall ambient effect.
02:44Now ray tracing can be expensive in terms of render time.
02:49So we have a number of samples here that can control how much ray tracing it uses.
02:56So with the default sample of 5, you can see how in this particular image we
03:00still get a little bit of graininess. But if we want to, we can turn that up.
03:05Let's say we bring it up to 10.
03:07We can render that again, and you can see how with more samples it smoothes out
03:13the graininess. But it also adds render time.
03:17So you have to find balance between acceptable graininess and the render time.
03:22So if we want, we can also do another type of gathering, and that's
03:27called Approximate.
03:28And what this does is it just approximates the ambient occlusion effect, and
03:33sometimes this may just be good enough.
03:35If we do a render with the default settings here, you'll find that in this
03:40particular scene we get kind of a harsh effect.
03:42You'll see that the dark areas are very dark and the light areas are very light,
03:48but we can smooth that out by using sampling.
03:52So if I bring up my Sampling passes just to 1, you'll see that this moves out very nicely.
03:58But again, the more passes you have, the more render time.
04:02But overall Approximate Gather is actually a little bit faster than ray tracing,
04:07at the expense of accuracy.
04:09Now I'm going to go ahead back to Raytrace and turn my samples down to 5.
04:14Now we have another way of doing ambient occlusion, and that's using what's
04:20called Environment Lighting.
04:22Now if I switch off ambient occlusion and turn on Environment Lightning, if I
04:27render that, you'll see I get pretty much the same effect, because really
04:31Environment Lightning is just another form of the ambient occlusion.
04:35Now Environment Lightning pulls its color not from the Ambient color here, but
04:40from a selection that we have.
04:42By default it's at white, but we can use the Sky Color or the Sky Texture.
04:49So if I change this to Sky Color, I can turn on my Blend Sky here and give it a
04:56Horizon color, let's say a dark blue, and a Zenith color, let's say a very pale,
05:01blue, and what we can do now is use that to create my ambient occlusion.
05:07So when I hit Render on this, the dark areas will be my Horizon color, the
05:13light areas will be my Zenith color, so you can see I get an overall tint of the scene.
05:19Now if I wanted to change this a lot, I could for example, change my Zenith
05:23color to a yellow or something like that, and then again render and you can see
05:29how it goes from yellow to blue.
05:32Now another way to do this is with a Sky Texture.
05:36Now we did this before in a previous lesson, but if we want to, we can go over to
05:41the Texture panel and add in a new texture.
05:45By default, it's set to Clouds, but let's go ahead and pull in an image.
05:49We're going to pull in that same sky background that we used in the previous lesson.
05:56Now in order for this to show through, we need to change our Influence.
06:01So I'm going to go ahead and turn my Blend down to 0 and turn on Horizon and
06:06Zenith, and this will go ahead and make this bitmap show up as the background.
06:12Now if I go back to my World settings and make sure this is set to Paper Sky, I
06:17can use this to create my ambient lighting.
06:20So if I turn this Environment Lightning on to Sky Texture, it will now derive my
06:26Environment Lighting from this bitmap texture. So if I hit Render, you'll see how this works.
06:34So with that render complete, you can see how it's pulling the colors from my sky.
06:40This is a great way to get very realistic lighting.
06:44You create a Sky texture, turn on Environment Lighting, and then you can balance
06:48this using the energy in the scene against the real lighting.
06:54So just to refresh, ambient occlusion creates an overall ambient lighting, and we have two forms:
07:01we have ambient occlusion, which is just a simple color or if we want to have
07:06more complex lighting, we can use Environment Lighting.
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9. Cameras and Rendering
Working with cameras
00:00Now let's take a look at cameras and rendering in Blender.
00:04We're going to start off with the basics of cameras.
00:07So I have a camera here and if I select it, you'll see that we have a Properties
00:13panel here. And if we click on the little camera icon, we can see what the
00:18camera properties are.
00:20Now the camera has Lens parameters as well as Display parameters.
00:25So let's take a look at the Display parameters first, and then we'll get
00:29into Lens parameters.
00:30Now your Display properties really just show the limits of the camera--and we'll
00:34get into these as we go through the other variables here.
00:38You can turn on whether or not it shows how far the mist comes from the camera.
00:42You can also turn on Title Safe, and you can see that here in the camera
00:46perspective window, and this just shows where you have your safe area in your render.
00:53We can also turn auto off and on the name of the camera, and this is in case you
00:57have multiple cameras in the scene and you want to know which one you're looking through.
01:00Now in addition to this, we have a Size parameter, which basically just grows or
01:06shrinks the size of the camera icon, and then this Passepartout is basically
01:13just how much gray do we have on the outside of this camera, in the camera
01:18perspective viewport?
01:20Now let's get into actually using the cameras, and we have a couple of
01:25options, here under Lens.
01:26Now by default, it's set to Perspective, which is typically what we're going to be using.
01:31You want this to behave like a real-world lens.
01:35If you want, you can switch it to Orthographic, which flattens out the
01:39perspective and makes it a very flat render.
01:42I'm going to keep it on Perspective.
01:44Now when you have perspective, you can have basically a focal length, which is
01:49typically in meters, but you also can do a focal angle in degrees.
01:54They're basically the same.
01:56Now the focal length is 35 millimeters, so this is the same as a 35-millimeter
02:01lens on a 35-millimeter camera.
02:03Now this is basically a mild wide-angle lens and if we want, we can change this
02:09to zoom in by making the focal length longer. So let's say we make it about 135,
02:15which is a good portrait lens, and you can see how that zooms in.
02:20You can also see how it kind of flattens out the perspective.
02:24So if I were to move this camera back-- let me zoom out here, here we go--
02:29to get that character in my title safe, you can see how I've got a much
02:34flatter perspective.
02:35If I change this back to 35 millimeters, you see how it basically goes a lot
02:41further away, but when I bring that character in so he's aligned to my title
02:46safe I have much more depth in the image.
02:49In fact, I can exaggerate this by going wide wide-angle, in fact going fisheye.
02:54Let's go ahead and make this into an 8-millimeter lens and as you can see, as I
02:58get much closer, I get a real distorted perspective, which may be good for
03:03certain types of scenes.
03:04You also can see how close that camera is to his face to get him completely in the scene.
03:10Now I'm going to go ahead and just put this back to 35 millimeters, and again
03:15truck back the camera so that he is within my title safe.
03:20Now in addition to this, we have a number of parameters here.
03:23One is called Shift and the other is called Clipping.
03:26Now Shift basically just shifts your camera up or down depending upon what these
03:32values are, and so this is a really good way to just really fine-tune and tweak
03:37the positioning of a camera.
03:38Now in addition to this, we have Clipping, and this is basically how far into the
03:44scene can the camera see?
03:46Now this actually can be useful with special effects if you want to do stuff in
03:50the foreground and then background stuff, because what you can do is, if you move
03:54this back, as we get closer, you can see how it's starting to eliminate the grit
04:00here, and then as we get around 16 or 15, you'll see how it starts to basically
04:06illuminate the character. So this is as far as that camera will render.
04:11So if I bring it all the way in, you can't see anything, because we don't have
04:16anything in front of the camera.
04:18It's completely clipped.
04:19So as soon as I hit his face, you can see that. And if I were to actually do a
04:23render of this by hitting F12, you can see how it only renders up to that point.
04:29We're not getting his ears or the rest of the character.
04:32So I'm going to go ahead and put that back out to a longer number.
04:36Now we have one more option here, and that's called Depth of Field, and we'll get
04:39into that a little bit later.
04:41So those are some of the basics of how to operate a camera in Blender.
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Creating camera targets with constraints
00:00When you add a new camera into a scene, you'll need to place that camera so that
00:05it's pointing at the object that you want to frame.
00:08So let's take a look at some ways to position our cameras.
00:12Now, we can do this manually or we can do it with a constraint.
00:16So let's go ahead and add a camera into the scene.
00:20Now, when the camera comes in, it comes in at the 3D cursor, and it's facing down.
00:25Now, if we want to look through the camera, all we have to do is select a
00:28viewport and turn it on to Camera.
00:31Now, we can move this camera just using our Move tool and as you can see as I
00:36move this camera up, you can see the top of the character's head. Or if I want, I
00:40can rotate that camera a little bit and move it into place.
00:44Now, I can switch between global and local moving.
00:48So, if I move this, say, here globally, you can see how that works.
00:54Now, if you want to actually manipulate the camera along its own axis, you
00:58would set your coordinates to Local. And this is actually kind of nice because
01:03the blue axis is kind of your truck and then your red and green axes are your up and down.
01:10Okay, so it just depends on how you want to move your camera, but a lot of times
01:14putting it in Local mode helps a lot.
01:16Now, sometimes this isn't always the best way to position your camera.
01:23A lot of times you will want to have your camera pointing at something and you
01:26just want to move it around and always keep that object centered.
01:30We can do this by creating what's called a constraint.
01:33So, I have my camera selected, and I'm going to go over to my Properties panel
01:37and click on this little chain link here, and that's called Object Constraints.
01:42So we can add in a constraint to have this camera always pointing at something.
01:48Probably the easiest one to use is called Damped Track,
01:52so I'm going to select that, and we actually only have a few options here.
01:55One is what's the target?
01:57In other words, what is this camera pointing at?
02:00So, all I have to do is select any object in the scene, and in this case we
02:04want it to point at the head.
02:06But you can see as soon as I do that, it flips over, and it's pointing at
02:10the wrong direction.
02:11But we can change that just by selecting which axes we want that to move along,
02:16and in this case the -Z axis seems to be the one that works.
02:21Now, once we do that, our motion controls will actually keep the camera
02:26pointed at that object.
02:29No matter where I move the camera, it's going to automatically rotate to have
02:34that object in the view.
02:35Now, often we don't really want to point at a specific object;
02:39we want to be able to place our target in the scene.
02:42So, in this case we want to create a helper object that we can point at and we
02:46can place that helper object wherever we want.
02:49So, we're going to add in a new type of object, and it's called an Empty object.
02:54So, when I click on that, it's basically just an empty object.
02:58It's a little cross that we can see in the viewport.
03:01It doesn't render, and we can also see it in the outliner.
03:04So, I'm going to reselect my camera and under Object Constraints, instead of my
03:09target being Head, it's going to be that Empty object.
03:12Now, I can take this Empty object and place it wherever I want in the scene
03:17and also move the camera to match that.
03:20Now, and order to make this a little bit more understandable, we can rename this
03:25Empty object into say Target, and now we have a target which we can select and
03:32that will be where the camera is always pointed.
03:36What's really cool about this is that you can animate the target or you can
03:39position the camera and animate it as well.
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Render properties
00:00Now let's take a look at some of the properties we have with rendering.
00:04We have been playing a little bit with the Render menu as we've been working
00:09through the course, but let's go through it now in detail to understand all of
00:13our render options and properties.
00:15Now, in any scene you have, in your Properties panel, you'll have a little
00:20camera option here, and this is the same for any object that you have selected,
00:25so this is actually kind of a common property to anything in the scene. And
00:30under this, we can control everything that we need to control about rendering.
00:34So, our first rollout here is what are we rendering, an image or an animation?
00:40Now, these two actually are duplicated here under the Render menu, and we can
00:46hit F12 or Ctrl+F12 to render, and that's the exact same thing as hitting this button.
00:51Now, when we render, how do we want to display?
00:55Do we want to display in the Image Editor? Do we want to display Full Screen, in
01:01a new window, or do we want to keep the existing UI.
01:04Well, I'm going to go ahead and render this in a new window and you can see how
01:08it creates a brand-new window that we can actually render into.
01:12Now, this window is actually the same as an Image Editor window here, and we can
01:18actually use that if we want, but I also have an Image Editor in my current
01:23layout here, so it also will render into that as well.
01:26I'm going to go ahead and set this back to Image Editor.
01:30Now, in addition to this, we have Layers, which we'll get to in just a little
01:34bit, and that allows you to render out layers so you can composite them later.
01:38Now, the next rollout is actually very important and that's the dimensions of our scene.
01:44We have a number of render presets here.
01:46We have a bunch of HD presets here for both 1080 and 720p, and we can select any
01:53one of those we want.
01:54And notice how when you select a preset it changes the Resolution settings, the
01:59Aspect Ratio settings, and the Frame Rate.
02:02So, if I go to, say, NTSC 4:3, notice how the Frame Rate goes to 29.97. And again,
02:08we can change this to whatever we want.
02:10Now, also notice, when we have NTSC 4:3 it's giving us that 720x486 ratio.
02:18Now, this is a ratio originally created for D1 video, and it actually
02:22has non-square pixels,
02:25so the pixels are actually narrower in the vertical direction and so we have an
02:30aspect ratio that's not one to one.
02:33Typically, when you do NTSC- or D1-type rendering, you'll do a 0.9 ratio, and you
02:39could actually do that here as well.
02:41You can just put 1 into the Y- direction and 0.9 into the X, but 10 and 11
02:47also do the same thing.
02:48Now, if we scroll down on here a little bit further, you'll see Anti-Aliasing,
02:52and this is really how it smoothes out the edges of the scene as it renders.
02:57Now, we have a number of different algorithms that we can use, and you can go
03:02ahead and play with those.
03:04We also have different levels of anti- aliasing. And just know that the higher the
03:09Anti-Aliasing number, the longer it will take to render.
03:13Now, below this we have a Shading rollout, and we've played with this a little bit here.
03:17We can turn Ray Tracing on and off, as well as Shadows, and just remember that if
03:22things like shadows or ray tracing aren't coming through, go ahead and check
03:26here to make sure that it's not accidentally clicked off.
03:30Now, below that we have Performance and this basically tells us how much of the
03:36computer it will use to render.
03:38Now, if we have it set to Auto-detect it will pick up how many processors you
03:43have in your system.
03:44This particular one has four processors, and it will render on all of them.
03:50If we want, we can also have a fixed number of threads, which means we can limit
03:55resources it's using for rendering.
03:56So, if you want to continue to work and render in the background, you can set
04:00this to a number lower than the number of processors you have in your system.
04:05Now, finally, at the bottom here, we have an Output option, and this is where it's
04:10going to be saving files, as well as what format.
04:14So by default it's saving to your tmp directory. On Windows that will be C:/tmp,
04:22and it will save in the PNG format, or any one of these other formats, so we can
04:28do JPEG, Targa, TIFF.
04:30We can also do HDR formats.
04:32There is a lot of different formats that Blender supports.
04:36And we can also select whether we want BW, RGB or RGB with Alpha (RGBA). And do you
04:43want to add file extensions and do you want to overwrite existing files?
04:47So, if we're going to render over something, do you want it to overwrite a file or not.
04:52So those are some of the options that we have with rendering.
04:56So, as you start to render your final scenes, just be aware of all of these
05:01properties that can help you to render more accurately and faster.
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Rendering animation
00:00Up until this point, we've been rendering individual images in Blender, but we
00:05can also render animation.
00:08So let's take a look at how to do this.
00:10I have a scene already set up with animation.
00:14Now we haven't really gone through animation at this point, but we're just
00:17going to render it, so let's take a look at this scene.
00:20We have a pool ball that's rolling into the scene.
00:24So, if I want to, I can left click on my timeline and scrub it or if I want to
00:30play it, I can hit this Play button down here and we can see a quick preview of the scene.
00:37Now, I'm going to go ahead and hit Stop, and let's go ahead and render this.
00:41Now, if we want, we can just hit this button that says Render Animation, but
00:45we really don't have everything set up to render to the proper place and in the proper format.
00:51So let's go ahead and do that first.
00:54So, if we scroll down here to our Dimensions, we can see we have a number
01:00of different options.
01:01I'm going to go ahead and select HDTV 72p, and this will render a slightly
01:08smaller file so that it will render quicker for this demonstration.
01:12Now, we also have a Frame Range that we can render.
01:16At this point, I have 30 frames on my timeline, but I'm going to go ahead and
01:22bring that down to 10.
01:24So I'm just going to type in 10.
01:27Now, if I want, I can create a frame step, which means I can render every second,
01:31every third or every fourth frame, or whatever number I type in here.
01:36We're going to leave this at 1.
01:38Now the Frame Rate is important if we render to a movie file.
01:42Now, if we're rendering single images, it won't matter as much because the frame rate
01:48will be determined when we re-import those images into our editor or After
01:53effects or whatever we're using to finish off our animation.
01:57Now that I have these set, we can go down to the bottom and make sure we're
02:00outputting to the right place with the right name.
02:04Now, under Output we have a path as to where this will render.
02:10If we want, we can click on this folder and browse to the place where we want a render.
02:14So, I'm going to go to my Desktop/ Exercise Files/Chapter 09/Render, hit
02:21Accept and now you can see it's at//render/.
02:25Now, this double slash in the front means it's just going to be relative to
02:31where this file is located.
02:34So, this file is already in the Chapter 09 folder.
02:38So I'm going to go ahead and also type a prefix in this.
02:42Since this is a pool table, I'm going to type Pool_ and then after that it will
02:48fill in the rest of the information.
02:51Now under here we have a File Extensions check box, and I can either turn this
02:58on or off, and this will basically just put an extension after the file name.
03:03Typically we keep this on.
03:04And then we also have an Overwrite button.
03:06Will this overwrite an existing image with the same name, and I'm going to
03:11go ahead and keep that on as well.
03:13Now, in this case I'm going to render to a JPEG file, but we have a number
03:19of different options here.
03:20We have a bunch of different image files, including Cineon and HDR files.
03:26We also have movie files, so you can render to an AVI, you can render to H264,
03:30MPEG, Ogg, a number of different movie codecs and files.
03:37But we're going to just keep this simple; we're going to render to JPEGs in RGB.
03:42Now that we have this all set, let's go ahead and render the animation by
03:46hitting this button or hitting Ctrl+F12.
03:51Now, I actually have a file browser open here, and you can see these images as
03:57they render and come in.
03:59So when this renders, it takes that prefix that we had, Pool_, and then appends a
04:06four-digit number with the frame number.
04:10Now, if we were to render incremental frames, it would actually jump.
04:14So if I was rendering every second frame, it would do 1, 3, 5, and so on.
04:19But as you can see, this renders fairly quickly.
04:22Now, if were to render a movie file, it would just create one file and render that.
04:28Now typically, it's probably better to render individual images, particularly if
04:33you have long sequences.
04:35If you're rendering a movie file and the render gets interrupted, you kind of
04:39have to go back to the beginning.
04:41Rendering individual frames gives you a much better security, because you can
04:46have that individual frame and if the render fails or if your computer gets
04:51turned off accidentally, you still have all the frames that were rendered.
04:55Now, let's just take a look at this animation.
04:57I'm just going to go ahead and open this with Windows Photo Gallery here. And we
05:02can just step through the images and see how that renders.
05:08So those are some of the basics of rendering in Blender.
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Adding motion blur
00:00When you render animation, a lot of times you'll want to have motion blur
00:05applied to your scene.
00:07Now this just adds another layer of realism, and it creates the blur effect
00:12you have when you take a picture of an object that moves within the length of the exposure.
00:19So I have a simple scene here, and it's basically just a pool ball rolling into the scene.
00:26Now if I put it around frame 22, so it's somewhere near the center of the
00:31screen and I do a quick render, you'll see that it doesn't look like it's
00:36moving in this scene.
00:38Now if we were to actually animate this and play it back, you'd see it kind of
00:42go from frame to frame, and it wouldn't have a sense of realism because it
00:47wouldn't have a blur to it, or a motion blur.
00:50We can fix that by adding in motion blur.
00:54We do this under the Render Properties panel.
00:57There is a rollout here called Sampled Motion Blur.
01:01Let's go ahead and open that up and click that on.
01:04Now if we just render with the default settings, we get nothing, because we need
01:11to have multiple motion samples.
01:14We have two properties here: we have Motion Samples and Shutter Length.
01:20So if I turn Motion Samples up to 4, you can see how this effect works.
01:26Now what it's going to do is it's actually going to render the scene four times.
01:32And if you notice, each time it renders, that ball moves just a little bit.
01:37And then at the end, it takes those four renders and then combines them together
01:42into a single image and then creates the motion blur.
01:47Now, the amount of blur that we have is dependent upon the Shutter Length, so
01:52this is how long the shutter is open.
01:55At a default level of 0.5, it's open for half of whatever my frame rate is.
02:01So if I'm at 24 frames a second, it's open for a 48th of a second.
02:07Now, I can certainly bring this down and this would lessen the effect, or I can bring it up.
02:13So let's bring this up to, say, 1, and let's take a look at it again.
02:18Now again, it's going to render four times, and because I've got my shutter
02:23open wider, you can see that the ball is moving more in each render and I'm
02:29getting more motion blur.
02:31Now you can go above 1, and that will give you an enhanced motion blur, but you
02:37have to be careful because in that instance, the ball may actually move ahead of
02:42where it's supposed to be.
02:43But let's go ahead and give a larger value for our shutter speed, just to see how this works.
02:50So I'm going to put in 3, and you'll see that it's actually going to render that
02:54ball moving quite a bit in each frame.
02:58Now when this happens, you'll see a little bit of a problem here,
03:03and the problem is that I don't have enough motion samples.
03:06I only have four samples, but the ball is moving quite a bit with each sample.
03:14And so what I'm going to have to do is up the number of samples to compensate
03:18for the fact that I'm opening the shutter for so long.
03:21Now this will also apply to objects that are moving very quickly.
03:26So the faster an object moves through a scene, the more samples you'll need.
03:31So in this case, let's go ahead and add in, say, 10 samples, and the render is
03:36actually going to take quite a bit longer because we have to render that scene ten times.
03:41But you'll notice that in each render the ball itself is moving just a little bit less.
03:48That's because I'm dividing that three into ten parts.
03:53So when I actually have more samples, you can see I get a much better and much
03:58smoother motion blur.
04:01So those are some of the basics of motion blur.
04:03And yes, it does add a little bit of render time, but it can a lot more realism.
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Creating depth of field
00:00One more way to add realism to your scene is to add depth of field.
00:05Now this simulates the blurring you get when you have some objects in and out of
00:10focus within a scene,
00:12so it's basically a camera-focus effect.
00:14Now we do this by setting up what are called composite nodes in Blender, so
00:20we're going to get a little taste of those as well.
00:22Now I have a simple scene here with three coffee cups and a camera and one
00:28light in the scene.
00:29Now if I hit F12 to render, you will see that, well, the coffee cup looked
00:34just fine, but they're all in focus, which is really what this will be
00:38without any depth of field.
00:40So let's go ahead and add in some depth of field to get some selective focus.
00:46We do this in a couple of steps.
00:48First, we have to set up the camera. Then we have to set up composite that
00:52actually creates the depth of field.
00:55So I'm going to go ahead and right- click on my camera, go over to my Camera
01:00Properties panel, and down here we have an entry called Depth of Field.
01:05But before I do that, I'm going to turn on Display > Limits.
01:10Now this displays a number of things.
01:14The one thing you want to take a look at is this little cross right here at the camera.
01:19This is really my depth of field distance.
01:23So if you scroll up to Depth of Field here, you can move this number up and down,
01:28and notice how that cross moves along that line. And this tells the camera where
01:35it's going to focus.
01:37Now if we want, we can actually pick any object in the scene and have that set as the focus.
01:42So if I were to select Cup_02, it would set that so that I have that in focus.
01:49But regardless of how you set this, this is really going to be your focal point.
01:56Now if we do a render right now, we're not going to get anything, because we
02:00really haven't set up Depth of Field to take advantage of this number.
02:04We do that by setting up what are called compositing nodes.
02:08And so what I have to do is go into my Node Editor.
02:11So I'm going to select this 3D View, and I'm going to go into the Node Editor.
02:16Now I'm going to click on the far-right button here which has these pictures, and
02:22that's my composite nodes.
02:24And what it does is it adds a node- based compositing program that allows us to
02:29do all sorts of effects.
02:30So I'm going to click on Use Nodes,
02:33and when I do that, you see we actually only have two nodes.
02:37We have our Render layer and then our Output here.
02:41Now if I hit F12 to render, you'll see the image will show up in that render layer.
02:47Now this is a node-based compositor and so we can add in any sort of nodes we want.
02:54So if I wanted to, I could add in a filter.
02:58I could add in an effect, Distortion, any sort of effect.
03:03So for example, if I just wanted to do brightness and contrast, I could do Color >
03:06Brightness/Contrast and we can actually create a network to allow us to add
03:11brightness and contrast.
03:13So what I have is my render, and before I actually go to final output, I'm going
03:17to plug my render into the image input of this Brightness/Contrast, take the
03:23image output of that and plug it into the image input of my output,
03:28and now I can have brightness or contrast in my scene. So you could see I can
03:33make this a lot more contrasty if I want.
03:36And you could do all sorts of effects with this composite node.
03:41But right now we're here to actually create depth of field, so I'm going to go
03:45ahead and select this composite node and delete it,
03:48and then we're going to add in a different node.
03:50We're going to add in a filter called Defocus.
03:56And what that does is that gives me my depth of field.
03:59So again, I'm going to take my render layer, click on Image, and find the
04:04image input on my Defocus, and then select the image output on my Defocus and
04:10plug it into my output.
04:13Now because this is a depth-based effect, I also need to connect my Z-Buffer.
04:19So here on my Render layer I have a Z output.
04:23So I'm going to left-click on that and plug it in to Z here, and this should
04:29give me a Defocus here.
04:31So now all I have to do is click on Use Z-Buffer and I can start to get my effect.
04:38Now I have a number of controls here.
04:40One is fStop, and then Maximum Blur and then Threshold.
04:45Let's start with fStop.
04:47Now if you're familiar with cameras, you'll know that high fStops mean
04:51infinite depth of field.
04:53So an fStop of my default here of 128 means I'm not going to get any defocusing.
04:58The lower the fStop, the more depth of field you get.
05:02So I'm going to bring this down to a very small number.
05:04Let's bring this note to, say, f-2.
05:07And as soon as we do, you can see that I'm getting my defocus effect.
05:13So we also have a Maximum Blur, so we can actually turn that up or down.
05:20But the other one is actually kind of nice.
05:21It's called Threshold, and this determines how wide my focal area is.
05:27So a bigger number puts more stuff in focus.
05:31So if my Threshold is bigger, you'll see that it kind of stretches out.
05:37And then we also have how many samples are we using to actually create this effect?
05:43So if we want to, we can type in a bigger number to get less graininess, and that
05:49will create a better effect.
05:51Now another option here is the Bokeh Type.
05:55Now if you're familiar with camera lenses, you'll know that this is
05:58representative of how the aperture of the camera works.
06:03So by default, it's circular, but we can change it to any shape we want, so
06:08basically triangular, square, hexagonal, and so on.
06:11A lot of times Hexagonal works a little bit better, and it can give you
06:15another type of effect.
06:17Now if I want to change the focus in the scene, I can certainly change my
06:22depth of field here.
06:24I can either select a different object, so let's say Cup_01 and go ahead and
06:30render, and that will put that object into focus.
06:34Or if I want, I can basically select that, hit Backspace, and then my Depth
06:41number comes back up here, and then I can dial it in if I want.
06:46So as you can see, adding depth of field is a little more complex than other
06:51effects in Blender, but you can get some really great results.
06:56All you have to do is set your depth of field in your camera and then just add a
07:01Defocus filter in between your Render layer and your Output in the Node Editor.
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10. Basic Animation
Understanding the Timeline
00:00Animation is probably one of the more important features of Blender,
00:03so let's take a look at animation, and we're going to start with the Timeline
00:09which is the core of the animation process in Blender.
00:13Now I have a simple scene here, and you may have seen the scene before.
00:17It's billiard balls on a pool table. And we have our Timeline at the bottom of the screen.
00:24It's this window, from here down, and it's basically where we can scrub our
00:30animation as well as set keyframes and step through our animation.
00:34Now the easiest way to use the Timeline is to simply left-click in this window
00:39and we can scrub through the animation.
00:43So as you see, the frames are numbered along the bottom, and we basically just
00:47jump from frame to frame as we move from left to right.
00:51Now we also can go from frame to frame here, using this box, where we can just
00:58step through the frame number. Or if we want, we can type in a frame number if
01:03we want to jump to a specific frame.
01:06Now if you want to play back your animation, we have animation controls here.
01:12The forward-facing triangle plays forward.
01:16And when you activate that, notice how it turns into a pause button.
01:21If I hit the pause button, I can then reselect the backwards-facing triangle to play backwards.
01:27Now we have a couple of other options here.
01:30This goes to the very end or the very beginning, and this steps forward and back
01:35a keyframe at a time.
01:37So you have to have keyframes enabled in your scene.
01:41Now when you're playing back, do you want to sync--and that's this option here--
01:45do you want to sync, do you want to sync to AV?
01:48If we're using audio, that's what we might need. Or do you want to drop
01:53frames to maintain sync?
01:55So if we have this at 24 frames a second, do we want to play it at 24 frames a second?
02:02If it can't make that frame rate, it will drop frames.
02:06No Sync means it will play as fast as it can up to the maximum rate.
02:12So if it's at 24 frames a second, it will never go over, but it might play slower.
02:17Now, we also have start and end frames here,
02:21and this basically shows you how much time we have for animation.
02:26So our start frame can be at 1, it can be at 0,
02:29we can certainly just bring these up and down by clicking the arrows, or we
02:34can type in a number.
02:36So if I want this to be a longer animation, I could type in, say, 60, and you could
02:41see how when I do that, it goes beyond the end of the window here.
02:47But we have the ability to zoom in and out in our window, and this operates just
02:54like any other viewport.
02:55All I have to do is either roll the middle mouse button or hit Ctrl and the
03:01middle mouse button and I can zoom in and out.
03:03Now if I hit Shift and the middle mouse button, I can pan this left or right.
03:10Now another thing you'll notice is that along the bottom we have our frame
03:14numbers, but if you notice on each side of these, we have a little dot.
03:18So if you click on that dot, you can also zoom.
03:22So if I click on this dot and then move it right or left, you can also zoom your Timeline.
03:28Now we also have options for keyframing, which we'll get into in the next lesson.
03:34And we also have some View options here.
03:36Do we want to view the selected channels, in other words, the object that we have selected?
03:41Do we want to view all the keyframes?
03:43And then also, do we want to see this in frames or in seconds?
03:47So if I change this, you can see how it's actually showing me seconds plus
03:51frames or just frames by themselves.
03:55So those are some of the basics of Blender's Timeline, and we're going to get
04:00into animation in the next lesson.
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Animating objects
00:00In Blender we create animation by setting keyframes, so let's go ahead and
00:05create a simple animation and learn about how to set keyframes.
00:10I have a simple scene here with a car sitting on a ground plane, so let's go
00:15ahead and animate this car driving across the screen.
00:19Now before we do this, I'm going to actually scale down the length of my animation.
00:24By default, we have this set to 250 frames, and it'll definitely take a lot less
00:31than 250 frames for this car to drive across the screen.
00:35So I'm going to go down to my Start and End values here and I'm going to type in
00:3960 for my End value.
00:41Now when I do that, notice how a lot of Timeline goes away and my active area
00:46just shrinks down to the left side of the screen.
00:49Now, I can expand this in a couple of ways, but probably one of the easiest is to
00:53grab this little dot here on the side and then just drag. What that does is it
00:57scales up my Timeline.
01:00Now if I want to center this, I can just left-click on the Timeline anywhere I
01:05want and move left or right and that will pan the Timeline itself.
01:09I can also grab the other side, but really any side works, and so what I want to
01:13do is get this Timeline centered.
01:16Now that I have it, let's go ahead and set our first keyframe.
01:20I'm going to right-click to select my car. And what we need to do is position
01:24the car at the beginning of the animation and also set the Timeline to the
01:28frame that is the beginning of the animation.
01:31So I'm going to scrub my Timeline so that my cursor is at frame 1, and you can
01:35see that here, and then I'm going to just move this car back to the edge of this plane.
01:43Now moving the car itself does nothing.
01:45We need to be able to set a keyframe.
01:48We can do that in a couple of ways.
01:51The first way is to explicitly set the keyframe. In other words, you tell
01:55Blender exactly when and where you want to set a keyframe.
01:59We can do that either in the Transform panel of the car's Properties panel, or
02:04we can do it here in the Transform panel.
02:06These are basically the same value. So it doesn't matter if we do it here on the
02:12viewport or in the Properties panel;
02:14it's the same process.
02:16Now all we have to do is just right- click and say Insert Keyframes, or we can
02:21just hover over that menu and hit I, which is the hotkey. So if I hover over
02:28this and hit the letter I on the keyboard, notice how we get this yellowed out,
02:32and that tells me that there is a keyframe.
02:35I'm going to go ahead and close this Transform window. And so yellow means
02:39we have a keyframe here, and also if I scrub my Timeline, you'll see that I have
02:44another keyframe here. Again, it's a yellow keyframe.
02:48This tells me that I have a key set in the Timeline.
02:51So in order for something to animate, we need at least two keyframe, so I'm going
02:56to go ahead and scroll over to, say, frame 50, and then I'm just going to move my
03:00car over towards the end of the screen.
03:05Now doing that by itself will not animate. In fact, as soon as I move my
03:09Timeline, you'll see it snaps back.
03:12I have to create another keyframe.
03:16Now we can do that in one of two ways.
03:18I can just position the car and hit I again, like I did before.
03:23Another way to do it is to just automatically set the keyframe, and we can do
03:28that here by pressing this little red button. And what this does is it sets
03:33automatic keyframe. So whenever you move the object, it'll set a keyframe to
03:38reflect that position.
03:39This can be very easy to use.
03:41It can also be a little hazardous, because if you accidentally move an object,
03:46you'll also create a keyframe.
03:48So be a little bit careful when you use this option. But by clicking this button,
03:54all I have to do now is just move the car and you can see how it brings up the
03:59keyframe not just for the location of the car, but for everything.
04:04And the reason it does that is because next to this, we have an option here.
04:10This tells you what gets automatically set for keyframes, basically any
04:15Available channel, Location, Rotation, and we can go down to Scale and those
04:20sort of things. But it's set to Available, which means it'll set a keyframe for
04:25just about anything.
04:28And so once we have this, we can just hit the Play button, and you can see the
04:32car drives across the screen and rolls to a stop.
04:36Now if I want to, I can create additional keyframes. So let's go over to the
04:42middle of this and go to frame 25, and let's go ahead and slide the car over, so
04:47let's go ahead and make the car do a curvy path, and as soon as I do that, you'll
04:51see I get another keyframe.
04:54So once I do that, you can see how the car moves from one place to the other.
04:59But it doesn't look realistic, because in order for the car to move to that
05:04spot, it needs to be facing in that direction. Well, we can change that simply by
05:10adding a key for rotation.
05:12Now if you notice, the first key I set was for just Location.
05:17Rotation and Scale are set as green, and what that means is that they don't
05:22have a keyframe at frame 1. At frame 25, they're both yellow, as well as 50,
05:29they're both yellow, but green means that something is animating, but we're not
05:34on a specific keyframe.
05:36So if I want, I can just rotate this car to go into the direction of travel, and
05:45now you can see it's driving around that corner. And again, once we get here, we
05:50also need to make it pointing in that direction of travel.
05:55So now once I have this, I can play it back.
06:02So as you can see, there are several different ways of setting keys.
06:06You can explicitly set keys in Blender by hovering over any value and hitting the I key.
06:14If we want to automatically set keys, then we need to press this little button
06:18on the Timeline and then be careful to only move the object when we want to
06:24set a key.
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Animating properties
00:00One of the really nice things about Blender is that you can animate just about anything.
00:05Now we took a look at how to animate an object's position and orientation in
00:09space, but you can animate really any property of an object. Everything from
00:14the color of an object to the brightness of the light, really anything that
00:19you can add a number to, you can animate.
00:21So let's take a look at how to animate some lights in this scene to see how to
00:25animate things other than motion.
00:28Now I have this scene here, which is the car driving through the scene from the
00:32last lesson, and we have a light in that scene.
00:36It's called point light.
00:38Now, if we want to see it, we can go ahead into our viewport and just turn on
00:42Textured mode and we can the brightness of the light in this mode.
00:47So you see we have an Energy value for this light that we can turn up and down.
00:52So let's go ahead and turn the light off and dim it back on.
00:56This Energy is kind of like the dimmer for a light, so let's go ahead and animate it.
01:00So we are going to go ahead and start with this at 0.
01:04Now I can either slide it to 0 or just type in 0, and once we do that, we need to set a keyframe.
01:11Now we do this exactly the same way we did for position in the last one:
01:15we just hover the mouse over the value and hit the letter I on the keyboard.
01:20Now notice how that turns yellow, and that tells me that I have set a keyframe
01:25for that property. And you can also see the keyframe on the Timeline.
01:30So let's go forward to, say, frame 10 and turn up the lights.
01:35So I can just slide this up, but if I do, you'll see that I don't have a keyframe
01:40set, because I don't have automatic keyframing.
01:44Now if I want, I can turn on automatic keyframing here and turn that light up.
01:51So you can see how this value automatically comes up, and now when I go over
02:01here, say to frame 40, I want to go ahead and keep this at that value.
02:06So if I want, I can turn this off and do it the same way.
02:09I can just hit I and again, that will just set the keyframe.
02:13So either way it works. So what we've done is we've turned on the light, we've
02:18kept the light on until frame 40, and then a frame 50, I am going to go ahead
02:23and just type in 0 and then hit I, since I am already here, to turn that off.
02:29So let's go ahead and just play this. And as you can see, the lights go on and off.
02:37Now we don't just have to animate single values;
02:41we can also animate things such as color.
02:44So we can, for example, change the color of the light.
02:48So let's go to frame 15 here, and we have the color of the light in this value here.
02:55Now again, all we have to do is hover our mouse over the value and hit I and it sets.
03:02So let's go into the middle of this animation and set the color to a different
03:06value. Let's go ahead and turn the light into kind of a reddish color here, and
03:12go ahead and hit I. Now notice how when I animate color, it creates a yellow
03:21box around the color.
03:23It doesn't actually make the box itself a color, because we want to be able to see that color.
03:28So we can go ahead and turn that light back to white if we want. Again, just go
03:33ahead and max it all out here and then again just hit I. So once we've done
03:40that, you can see how I've turned the lights up, changed the color, changed the
03:45color back, and turned the lights off again.
03:48Now that's just one small example of how to animate things other than position.
03:53You can animate almost any variable or any property in Blender using
03:58these methods.
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Editing animation in the Graph Editor
00:00When you animate in Blender and you set a lot of keyframes, but you also need to
00:05be able to edit your animation and change the values of those keyframes, change
00:10how things interpolate, and we can do a lot of that in our Graph Editor.
00:16Now the Graph Editor is a separate editor that we can include on the interface.
00:21Now when you start using the Graph Editor you kind of need to make decision as
00:25to how you want to organize your layout.
00:28Now a lot of people will take their Timeline and just change it over to the Graph Editor.
00:33You can do that by clicking here and left-clicking on Graph Editor and it
00:37will change it over.
00:39But a lot of times that kind of eliminates the functionality of the Timeline,
00:42which can be very handy when you're working with animation.
00:46So I am going to leave my Timeline on, and let's create a separate panel just
00:52for the Graph Editor.
00:53So I am going to go up to my top corner here, left-click and drag, and create a new window.
01:00Now I like to have a horizontal window, mostly because I am working with time
01:04and you want to be able to scrub left and right.
01:07So then all we have to do is change this to the Graph Editor.
01:11And here is the Graph Editor.
01:13Now you can see it has a Timeline along the bottom, very similar to the Timeline
01:19that we have here. And if I left click and scrub in my Timeline, you can see how
01:25it moves in conjunction with whatever frame I am at.
01:28And you can also see that we have some animation here in the scene.
01:32So we have this ball moving up and down.
01:35Okay, so the Graph Editor really is for editing animation curves in Blender.
01:43So let's right-click to select our object and then in the Graph Editor window, we
01:47are going to do Select All. Or we can just hit A. What that does is it shows all
01:52of the animation curves for that object.
01:56Now you'll notice here on the left side of the screen, we have all the different
02:01channels that we're animating.
02:03So you can see here in my Transform panel that I'm animating Location,
02:07Rotation, and Scale, and that's what I have here for my animation curves. And if
02:13I left-click on any one of these, they will highlight. So you can see that Y
02:17location basically moves from one value to the next. My Z location basically goes up and down.
02:24That's this blue line.
02:26X, well X really doesn't do much, because the object isn't moving in X. And
02:31Rotation and Scale aren't doing much either.
02:33Really we are just animating Y and Z in this particular scene.
02:37Now next to each one of these we have a couple of buttons here that allow us to
02:42mute animation, as well as to lock.
02:45So if I were to select my Z location here and hit this button, notice how the
02:50blue line goes gray. And what that does is it just turns off that curve, so it
02:55doesn't have any effect.
02:57So because the ball was here on the ground at the point where I turned it off,
03:02it will stay on the ground throughout the animation.
03:05But if I turn this on, you will see it comes back.
03:10Now the effect of this is dependent upon where you turn it on and off.
03:13So if the ball is in the air when I turn it off, it will just stay at that value.
03:19If the ball is on the ground, it will stay at that value. And then next to this
03:28we have a lock, and notice how it turns this curve into a dotted line, and that
03:32means we can't edit it.
03:34This can be really handy if you are only working with a few curves and you don't
03:38want to accidentally select other curves.
03:40Now if we move over to the right, we actually have our Curve Editor viewport.
03:45This is just a 2D editor, like any other 2D editor in Blender, which means we can
03:50navigate through it using our middle mouse button. So if I middle-click, and
03:55drag, you can see how I can pan.
03:58If I roll my middle mouse button, I zoom in and out.
04:02If I hold down the Ctrl key and middle mouse button, if I move my mouse left and
04:07right, we zoom left and right, up and down, we zoom up and down. So I can zoom
04:13this way or this way or both.
04:17Now we do have a cursor in this viewport as well.
04:21So if I left-click and drag on this, I can slide my animation.
04:25But notice how we have a second line that intersects with this, and that's kind
04:30of a 2D cursor, very similar to the 3D cursor we have in the viewport.
04:35So in the viewport we have this 3D cursor which can be a point of action,
04:40so if we create an object that comes into that place, and so on. And the same
04:44thing happens here in this viewport.
04:46But typically we don't need it, so I tend to scrub animation towards the bottom
04:51here so that this doesn't quite get in the way.
04:54Now we can also select and edit keyframes.
04:57So let's go ahead and move our cursor over. And if I want to, I can right-click
05:01over a key. So if I right-click on any one of these keys, notice how this
05:07Curve Editor comes up.
05:09It is basically a Bezier handle. And if I right-click and drag, you can see how I
05:15can actually change the value.
05:17Now if you look over here under Transform, you can see how that value actually
05:21changes as I move the curve.
05:25So this is basically just literally changing the value that we have for that.
05:30Now, on either side of this we have Bezier handles, so you can right-click and
05:36drag and then you can actually let go and position that curve however you want.
05:42And once you have that curve positioned exactly the way you want it, you can
05:46right-click to set that.
05:48And so what that does is it actually creates a different type of curve.
05:52Notice how now the ball is going dipping down a little bit before it jumps up,
05:57and that's just because all we did was change the character of that curve.
06:02Now these curves are Bezier by default, but we can change the type of curve as well.
06:07A lot of times we will want to have a linear curve so that things move very evenly;
06:13they don't slow in or slow out.
06:14We also can have constant curves, which allow you to move from one position to the other.
06:20So we can select multiple curves in our editor using the same tool we use for
06:263D editing and that's by hitting the B key and doing a box select. So this
06:31looks very familiar. All we have to do is left-click and select all of our keys.
06:36And then if we want, we can go into our Key menu here and we can change how it interpolates.
06:42So we have Constant Interpolation, Linear, and Bezier.
06:46By default it's Bezier, and also notices how the hotkey is called T, for Interpolation.
06:53So go ahead and hit this to Linear, and notice how all the curves really go
06:57away and it just become straight lines. And so now the object is basically
07:01moves in straight line.
07:03And for some animation this may be advantageous. And notice how also the
07:08Bezier handles go away.
07:11Now if we want, we can again hit T, and that just brings up this menu, and we can
07:17change it to Constant. And this is basically a square wave.
07:20So it basically goes from one value to the next, and it just hops from value to value.
07:26Now if we hit T again and go back to Bezier, it actually will remember your old interpolation.
07:33So remember how I changed this curve so that it dips down. It will remember
07:37that and bring that back.
07:39Now we have a number of other options here, and one of the ones I do want to
07:43show you is the Filters option here, and this allows you to filter what you're
07:48looking at in the Graph Editor.
07:49If you have a lot of things selected or a lot of animation going on, you'll
07:54often want to pare down the things that are showing up on the screen, and these
07:59filters can turn off anything that you want.
08:02So for example, if I click on this one here, it will turn off all location
08:07information. Or it can turn off materials if you are animating those lights, if
08:11you are animating those, and so on.
08:13So those are some of the basics of the Graph Editor.
08:16Now just understand that you can have multiple curves showing up in the Graph Editor.
08:21It works pretty much like any 2D viewport: you can zoom around and you can edit
08:27the curves to create custom effects.
08:29It can be very powerful and hopefully you'll get to use this a lot more as
08:34you animate in Blender.
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Using the Dope Sheet
00:00Another way to edit animation is to use the Dope Sheet.
00:04Now this doesn't use animation curves;
00:06it basically just allows you to move keyframes around and create new ones.
00:10But it can be a lot faster than the Graph Editor in a lot of situations.
00:15So let's go ahead and open up a window to add in a Graph Editor.
00:18So I'm going to go up into the right corner of my viewport here and left-click
00:23and drag down a horizontal window.
00:25And again, because I'm working with time, I like to have a horizontal window
00:29to put my editor in. And so we're going to find the Dope Sheet and go ahead and select that.
00:35Now this actually has all of the animation in the scene represented as
00:41little diamonds here.
00:43And if I want, I can scroll in by grabbing this little icon here. And you'll see
00:48that I have a number of options here, but basically the ones I want to look at
00:53are the ones for the billiard ball.
00:55In fact, let's go ahead and zoom down a little bit. And you can see that each
00:59key here is actually broken down into separate keys for X, Y, and Z, so in that
01:06respect it's similar to the Graph Editor, but we don't have curves between them--
01:11we just have the keys themselves.
01:13Now this is a simpler way of looking at your animation. But you don't have all
01:19the curves in place. It's just a really easy way to move keys around, and a lot
01:23times it can be faster.
01:25So as we scroll through, you can see how we've got a set of keys in the middle,
01:29where the billiard ball is reaching the top of its arc.
01:33So you can see, as we play this, the ball basically just does a quick bounce. And
01:39so we have a key here.
01:41Now if we want, we can move that key or just parts of that key. So if I
01:46right-click and drag, you can see how I'm dragging that key.
01:50Now look down on the Timeline.
01:52You can see how it's snapping along with the keys in the Dope Sheet.
01:57So if I put it on frame 12 and left-click to lock it in, now my ball goes up a
02:04lot quicker and down a lot slower.
02:06So if I wanted to move that back, again, all I do is right-click over it and
02:12drag, and once I let go of that right-click, it's locked until I left-click to set it.
02:19So another thing we can do is change individual keys. So let's say we want it to
02:26have its peak somewhere earlier.
02:29Let's say I want to move that key for Z Location up a little bit.
02:32I can right-click on just that key and drag, and now you can see how I'm just
02:38moving that one key for that one channel.
02:41So if I move that, say, to 10, left-click and lock it in, you'll see I get another
02:46key here at 10, but when I go to that key, you'll see that the only thing keyed
02:52is location for Z; everything else is not keyed.
02:56And when I go over to 15, everything is keyed except for that one I move. So I
03:01can move individual channel keys around if I want.
03:07Now I can also use this as a keyframing interface. So if I go over here
03:12somewhere around 21 or so, I have a Key menu here, so that we can insert
03:18keyframes and the hotkey for that is I. So if all I do is hit I over this, we
03:23can key all channels or only the selected channels, which will be, in this case, Z Location.
03:29So if I hit I, only selected channels that creates one key for that. And again I
03:35can move that around if I want, and again, left-click to lock it in.
03:41Now another thing we can do is we can actually duplicate keys, so if I were to
03:45select, for example, this and Shift+ Select another one, you can actually use the
03:49same selection tools we have in any other part of Blender.
03:53So if I select Y and Z here at frame 26,
03:58I can go Key > Duplicate and then it allows me to dial that additional key in
04:06and then left-click to lock it in.
04:09So it's a great way to actually duplicate keys as well.
04:13Now another thing you want to be aware of is that any value that isn't really
04:18animating will show up with this black bar.
04:21So remember, in this animation we were really only animating Y and Z. X and all
04:28the other variables were pretty much held constant throughout the animation.
04:32So if something is constant from one frame to the next, it will show up as a dark line.
04:38So those are some of the basics of the Dope Sheet, and as you can see, it's a
04:42very fast way to move keys around and reorganize and re-time your animation, so
04:48I'm sure you'll find it valuable as you continue to animate in Blender.
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Path animation
00:00There are many times when you'll need to animate objects in very specific paths,
00:05and you can use animation paths to do that.
00:08So let's take a look at how to attach an object to a path for animation.
00:13Now in order to do this, we need to first create an animation path.
00:18Now this is called a curve. And we really haven't dealt too much with curves,
00:22but we can find them under Curve > Path. And once we have that, we can zoom in
00:28on it, and you'll see it's basically a Nurbs type of curve.
00:33Now we can edit this curve by going into Edit mode. You'll notice we have
00:38a lot of little chunks there, but you'll see that we have individual vertices here.
00:43And just by pushing and pulling those vertices, we can reshape that curve.
00:47So if wanted to, I can move this really wherever I want.
00:52In fact, if I wanted to, I can go into my Quad view and that might make it a
00:55little bit easier to edit.
00:57So as you can see here in my top ortho view, we can go ahead and create a nice
01:03curve for this object to move around.
01:06So I'm just going to go ahead and right-click on each of these and move them
01:10around, and you can see how the curve kind of sticks to those points here.
01:17And this is a classic Nurbs-based curve, in that the curve itself doesn't
01:22move over the points;
01:24it actually moves in between them. So the points define the outer edge of the
01:29curve rather than the curve moving through the points.
01:33So once I have this curve defined-- and you can actually put the curve into
01:383D space if you want.
01:39So I'm going to go back to Quad view here, and let's go ahead and take a look at
01:46this curve. In fact, again I can select each one of these and just move them up,
01:51so let's say we want to have this go up in a little bit of an arc.
01:55Okay, so that should be a pretty good curve.
02:01So you can make whatever shaped curve you want, but the idea here is to get a
02:06curve, and once we're done, we can tab out of Edit mode.
02:09Now in order to attach the object to the curve, you need to use what's called a constraint.
02:15Now we've used constraints a little bit, but you can find them here under this
02:19little chain link here. So I'm going to right-click on my billiard ball here and
02:24click on the Constraints tab.
02:28So we're going to add in a constraint.
02:30Now we have a number of them here. One is called Follow Path, but that's
02:35actually kind of the old technology way of doing it. The better way to do it is
02:39to use what's called Clamp To.
02:42So I'm going to add in a Clamp to constraint, so this object will be constrained
02:47to a target, and that target has to be a curve, and that curve is called Nurbs
02:52Path. And as soon as I do, it snaps to that path.
02:57Now we can select which axis of the object we're using to move along that path.
03:04Let me show what I mean.
03:05If I select X, that means that moving the objects X translation moves it along the path;
03:13Y means if I move it along the green axis; and Z means I'll have to move it
03:18along the blue axis.
03:19So I'm going to keep this on the Y. And then all we have to do to move this
03:23along the path is just to set some keyframes.
03:26So I can move it over here and basically set a keyframe for location.
03:34So all I have to do is hit I, and you can see I have a keyframe, move my
03:39Timeline, and again, red is what moves it.
03:43If I move green or blue, it doesn't. Red is X, so I can move this all the way
03:48over here, set it another keyframe, hit I, or I can just turn on automatic
03:53keyframing, and then I can move that wherever I want.
03:58So now I've basically just moved it and wherever it moves, it moves along that path.
04:05Now if you want, we can go back to the constraint, and if you click on Cyclic, it
04:10will actually cycle that as well.
04:17So those are some of the basics of animating to a path.
04:20Now remember, you have to start with a pathed curve, and then once you get your
04:24curve into the proper shape, you attach the object using a Clamp To constraint.
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11. Character Rigging
Facial animation using shape keys
00:00Now let's dive into character rigging.
00:02We're going to start with facial animation and take a very quick look at how to
00:08create facial shapes for animating your characters.
00:12I'm going to start with this little creature that we've been building. And the
00:17way that you do facial animation in Blender is using what are called shape keys.
00:22Now, you can find these under the Object Data panel.
00:27So if I select my object and under my Object Data panel, you'll see a rollout
00:32here called Shape Keys.
00:34Now what this does is it remembers various shapes that you model into the character.
00:41So this is a little bit different than morphing or blend shapes in that
00:45everything is located here.
00:47You don't create separate models and then combine them together;
00:50you just create them on the fly.
00:53So I'm going to hit the plus sign here, and this creates a key called Basis, and
00:58that's just my basic key.
01:00This is my neutral position of my character. And I'm going to keep that like it is.
01:06And I'm going to add in a second one by hitting the plus key again. And let's
01:11just do a really simple mouth shape.
01:14I'm going to go ahead and do one called Closed_mouth, and we're just going to type that in.
01:19And now, all we have to do is model that.
01:21So let me show you very quickly how this works.
01:25I'm going to hit the Tab key to go into Edit mode, and I want to be in Vertex
01:30mode right now. And I just want to close the character's mouth.
01:35So I'm going to turn on Proportional Editing--
01:40that will help me a little bit--and make sure that I've got my proportions right
01:46by hitting G and rolling my middle mouse button.
01:49And now once I do, I'm just going to go ahead and start moving parts of his
01:54mouth so that we can close his mouth. And again, I'm just
01:59Shift+Right-clicking and selecting these vertices here, and so I'm just
02:03trying to get that mouth closed.
02:09So as I start to move up, you'll notice that my proportional editing is pushing
02:13that part of the mouth up, so I'm just going to turn that off for a second here
02:17and try and get his mouth fairly closed. And I can even pull it down a little
02:25bit from the top here,
02:26so I'm just going to go ahead and select that vertices along the top of his
02:30mouth and pull that down as well, and there we go.
02:36So now I have another shape.
02:39Now I can continue to model this.
02:41I can make really any shape that I want, but once I'm there, all I have to do is
02:45jump to Object mode and the object goes back to the base key.
02:50Now, this closed mouth that I just created has a number associated with it, and
02:56that is the value that we get right here.
03:00So I've got my character now opening and closing his mouth.
03:04Now you can see it probably a little bit easier if I put on a
03:08subdivision surface.
03:09So I'm going to go over to my Object Modifier panel and select Subdivision
03:13Surface and then go back to my Object Data panel, and let's go ahead and see how
03:18he closes his mouth.
03:20Okay, so now his mouth isn't quite closed, but we can certainly fix that by going
03:25back into Edit mode.
03:27So when I go into Edit mode, you can see that because I have Closed_mouth
03:31selected, I have that key, no matter what it's dialed in at.
03:36So then I can select these underlying vertices here. Actually, I'm going to go
03:41into Edge mode and select these.
03:44There we go and there we go.
03:51So now I've got his mouth closed.
03:53So we can continue along with this.
03:56This is just a real basic example here.
03:59You can do multiple mouth shapes.
04:01You can do shapes for the eyes.
04:04You can do blinks, that sort of thing.
04:06You can really create as many shapes as you want. And once you have multiple
04:10shapes, you can dial them in or mix them.
04:13Now, I have one that I've already done here, and this is called Chap11_02.blend,
04:20and in this one I added in another shape key, and that's a blink.
04:24So what I can do is I can take that and I can blink the character and I can
04:29close the mouth, so these are additive.
04:32So you can add them together and mix them together just like you would with any
04:37other type of shape animation.
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Understanding armatures
00:00Facial animation is just one component of building a character and rigging him.
00:06That shape animation really doesn't affect things like the arms, the legs, and the body.
00:11For that, we really need an armature.
00:14Now, armatures are basically like bone systems that go through your character
00:19and allow you to deform the character by moving the bones.
00:23Now, before we actually fit an armature to this character, let's go through some
00:27of the basics of armatures so that way we really understand what we're working
00:31with before we proceed.
00:33So I'm going to take this little character that we have and I'm just going to go
00:37ahead and hide him by clicking on this little eye icon in the viewport. And
00:42let's just do a quick look at how armatures work.
00:45I'm going to go into a front orthographic viewport and under my Add menu, I'm
00:53going to select armature.
00:55Now, armatures and bones in Blender are a little bit different than the ones you
01:00find in other packages such as Maya or 3ds Max.
01:04Everything stems from a single bone, so when you create an armature you're
01:09basically creating a single bone and then growing that bone into your character.
01:15So let's take a look at the basics of a bone.
01:19We have three modes for an armature.
01:22We have Object mode, which is the object itself, and that way I can move it in space.
01:30Then we have Edit mode, and this is for creating the armature in the character.
01:35In other words, this is where you actually build your skeleton for your
01:40character, and this allows you to go into each bone and find individual parts of
01:46that bone and work with them.
01:48Then finally, we have what's called Pose mode, and this is where we actually do animation.
01:54But right now we're going to kind of hang out in Edit mode, and so let's go
01:58into this and see what we have.
02:00Now, each bone has a base, a body, and the tip.
02:07Now if you select the body, you can move the whole bone in Edit mode.
02:12If you select the tip or the base, you can position that bone.
02:17Now under the Properties panel we do have an option for Armature, and we also
02:24have an option for each individual bone.
02:27Right now, let's take a look at the Armature panel.
02:31We do have a couple of Display options.
02:33By default, it sets it to this octahedral display, which is pretty much what you
02:39would expect from any type of bone.
02:41These look very similar to the bones in other packages.
02:44We can also display the bones in Sticks, as Box Bones, Envelopes.
02:49Now this is actually very important because you can actually see what parts of
02:53the mesh each bone is affecting using this mode. Or we have Wire, which is a
02:59very light way of seeing it.
03:01Now if you want, you can click on names for the bones.
03:04You can show the axes of each individual bone, and that can be very important
03:10for things such as seeing which axes you need to rotate.
03:16If you want, you can also turn on X-Ray mode, and what that does is it allows you
03:19to see the bones through the skin of the character. And then if you want, you
03:24can do Delay Refresh.
03:26Now sometimes if you have a complex character, it's going to try to refresh the
03:31deformation of the mesh while you pose a character and that can slow you down,
03:36and this will give you a little bit faster interaction so you pose the skeleton
03:39and then the character will snap to skeleton.
03:42Now in addition to this, we can group bones.
03:45We have Pose Libraries, which we'll get into, and we can do Ghosting when we
03:49get into animation.
03:51Now that we understand the components of a bone, let's show you how to
03:55actually build those into a skeleton.
03:58We actually do it by using Armature tools here.
04:02Now, if you notice, we actually have some modeling tools for our bones. One is
04:08Extrude, another is Subdivide.
04:10So if we want to, we can actually extrude bones.
04:13I'm going to go back into my front viewport here, and let's go ahead and hit
04:19Extrude, and when you do, you can see how this bone actually extrudes.
04:25So if I want a bone on top of this one, I can simply extrude it. And if I want, I
04:31can extrude it again, and so this is how we create a chain of bones.
04:36If we want, we can also subdivide bones.
04:38So I can right-click on the body of a bone and subdivide it, and I can move that
04:43subdivision as well.
04:44So if I want to reposition bones, I can do that. And again, the tip of the bone
04:49defines where it's positioned.
04:51So if you select the tip of the bone underneath, it will go ahead and scale
04:56underneath, so you can see that.
04:57Now, if we want to create trees of bones we can do that.
05:01We can select the bone here and extrude to one side or the other.
05:07So I can extrude out this way, hit Extrude again, and extrude out this way.
05:14It's very similar to 3D modeling.
05:19And again, each one of these has a name associated with it, and it's all located
05:26underneath this Armature object in the Outliner.
05:30So if we scroll down and select the armature, you'll see that we can select
05:34each individual bone.
05:36If we want, we can Ctrl+Left-click on these to give them a name, so we can just
05:42type in a new name if we want.
05:45So these tools allow us to literally grow a skeleton for our characters.
05:51We're going to start with a single bone and then extrude, subdivide, and add
05:56additional bones to create the skeletons that our characters need.
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Fitting an armature to a creature
00:00Once you understand the basics of armatures, you can start creating an armature
00:04for your character.
00:06We're going to create an armature for this little creature here, and I'm going to
00:10go ahead and select him. And let's go into Wireframe mode. And you'll notice that
00:15he is actually pretty dense in his wireframe, and that's because I have a
00:19Subdivision Surface modifier.
00:21I'm going to go ahead and delete this so that he looks a little bit simpler.
00:25Then let's go ahead and just click here and restrict selection so that way I
00:31don't accidentally select him.
00:33Now probably the easiest way to build an armature is in a quad view, so let's go
00:39ahead and do Toggle Quad View so we can see our character. And I'm going to go
00:44ahead and get him centered here. And let's go ahead and add in an armature.
00:52So when we add in an armature, we really only have one option, Single Bone, and
00:56that brings it in at our 3D cursor. And the first thing we want to do is leave it
01:01in Object mode and position the base of that armature. So I'm going to position
01:07it right about here.
01:09Now what I'm trying to do here is get this aligned to edge loops of the character.
01:16Now if you think about it, his hips are going to be right around here and the
01:19bottom of his belly is here, so I really want to try and get that first bone
01:24placed properly. And then let's go ahead and start positioning and adding in new bones.
01:32So I do that by going into Edit mode.
01:34I can just hit Tab and that puts us into Edit mode. And I can select
01:38individual bones, move them around, or I can just select the tips or the
01:42bases of the bones.
01:44So I'm going to go ahead and select the tip of this bone and scale it down so
01:48that it's pretty much even with this edge loop towards the middle of his waist,
01:53so right around here, and this will be the start of what we're going to use to
01:57deform that part of the body.
01:59So next we need to add more bones, and probably the easiest way to do that is
02:04under Modeling, and we can just hit Extrude.
02:07I'm going to right-click off of that and just use my Move option here to move it into place.
02:14And another way that extrude is just to use you're the hotkey E for Extrude. So
02:19I'm going to position this bone right about here, and again I'm looking at the
02:24edge loops of this character. And before I go too far, I need to start giving
02:30everything descriptive names.
02:32So if we go into our Outliner here, you'll see under Armature we have the
02:38armature itself and then there are bones. So that first bone can be renamed, and
02:43then we have a second bone, so let's go ahead and rename this.
02:46I'm going to hit Ctrl+Left-click to activate Rename and let's just call this one Spine.01.
02:54And the second one, we're going to just call that Spine.02. And as we start
03:00creating bones, I want to keep in mind that I want to name them, so that way I
03:03have to go back through and rename them all at once. And if we want, we can go
03:07into our armature and display the names so that way we know exactly which bones we have.
03:13So let's go ahead and add in another bone.
03:17I'm going to hit E for Extrude, and I'm going to extrude this next bone. And
03:22because I've been naming these .01, .02 it gives me a .003 in my name, which is
03:30actually nice, because it's kind of automatically naming it.
03:34So now once I've got this spine, I can start creating my branches.
03:38I can go up into my head or I can create my arm. Let's go ahead and do the arm first.
03:45So again I'm going to extrude, and this time I want to place this right around
03:50where that shoulder is going to be.
03:53So if you think about it, your shoulder is just above and outside of the armpit,
03:59so somewhere around here. So if you think about proper placement of these bones,
04:04think about it anatomically, because this arm is going to rotate around this
04:09point, so I want to make sure I get this aligned properly.
04:13And again, you want it slightly to the outside of that armpit; otherwise,
04:17you're going to get your armpit going into the body and it's going to look unnatural.
04:21So once I have that--let's go ahead and expand that out and I can't quite see
04:26this I'm going to have to squish this down. And let's go ahead and rename this
04:32Shoulder.L. And let's go ahead and keep extruding.
04:36So I'm going to hit Extrude again, and this time I'm creating my bicep and my
04:40elbow, so I want to make sure I place my elbow bone here. And let's go ahead and
04:45rename that Bicep.Left, and you can see how we're doing this.
04:49I'm just going to go ahead and create the rest of the bones, so that way it's pretty easy.
04:54So I'm going to select this, E for Extrude, create the wrist, E for Extrude again,
05:00and create the tip of the finger.
05:02Now I have my character aligned very precisely along the zero points of each
05:08axis, so I'm pretty confident that when I draw these bones they're going through
05:13the center of the character.
05:15So that's the basics for the arm structure. Let's take a look at how to do the
05:20leg structure as well.
05:21So again, we can just click on this bottom bone here and extrude again, and this
05:26is going to be our hip. And I'm not going to name these right now, because I
05:29want to go ahead and go through this really quickly, create a knee, an ankle.
05:37And if we want it depends on the character and the character type, but we may
05:40want to create a foot bone, so I'm going to go ahead and do that, just create a
05:43little bone here and that represents his foot, even though it doesn't really have a
05:48foot, but I'll just go ahead and make that small.
05:51So those are some of the basics of creating the armature.
05:54Now another thing you may want to do is create additional bones to help with the
05:59deformation of the character.
06:02So if, for example, we have this character, he is pretty chubby, so we may need
06:07additional bones to get the effect of the spine out to the edge of his belly.
06:13If we were to bend, for example, this arm, you can see that the spine and the
06:19elbow are almost equidistant from the edge of his hip.
06:24So if want this to be defined by the spine then we need to create a bone to do that.
06:30So we can basically just zoom in, select this area, and again E for Extrude, and
06:36extrude a bone out for that side, middle again, E Extrude, another bone for this
06:43side, and we can also do it front and back.
06:45So again, select this, Extrude, and one more for the back, and we can continue to do
06:54that around his body.
06:56Now, when you get to his head you may want to create ones that specifically
07:01deformed his eyes, so that way his eyes move along with the head.
07:05But those are some of the basics for how to position your armature bones to the mesh.
07:13Now go through your character and make a full skeleton, and then we'll come back
07:18and learn how to use that skeleton to deform a character.
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Deforming a character with an armature
00:00When you get your armature fitted to the mesh, the next step is to deform the
00:05mesh to the armature.
00:07So let me show you what I have here in Wireframe mode.
00:10You can see I've got this armature here, and I have got basically right and left
00:16legs and I also have some extensions here on the spine just to help with
00:23deformation of the body itself.
00:26And so now that I have all of this in place, I can now deform the mesh using the armature.
00:33So the way that we do that is we select the mesh and then we Shift+Select the armature.
00:40So the armature is the last thing selected.
00:44Then under Object, we do Parent > Set > Armature Deform, or we can just do it by
00:51hitting Ctrl+P, and this will say Armature Deform.
00:56Do we want to do it With Empty Groups, Envelope Weights, or Automatic Weights?
01:01Envelope Weights uses the weights that surround each bone to deform the mesh.
01:08Automatic just gives it its best guess. For this character, Automatic
01:12should work fairly well,
01:13so let's go ahead and just select that. And now that we have it, it's
01:17pretty much deforming.
01:19Now again, once I have this mesh deformed, I don't want to move it.
01:25So again, I am going to go ahead and restrict selection in the viewport for that creature.
01:31And let's take a look at how this mesh deforms my character.
01:34We can go back into Solid mode here, but when we do, we can't see the armature.
01:40We can't see what we're working with.
01:42But we can go over to our armature's Object Data panel and scroll down and click on X-Ray,
01:49and that allows me to see the armature through the mesh.
01:53Now once you have your armature fitted, in Edit mode, we can go to the next mode,
01:59which is Pose mode. So we have Object mode, which we are in now.
02:03If we hit Tab we would be in Edit mode, which allows us to move the bones
02:06around. And then finally we have Pose mode, which allows us to actually post and animate the mesh.
02:14So I can take my meshes here and I can start to rotate them, up and down, back
02:24and forth, and see exactly how that mesh works.
02:29I can do this either globally or locally.
02:31Okay, so it is deforming my character.
02:37Now there are parts of the character that you may not want to deform, or there
02:42may be bones that you don't want to move.
02:45Like for example, if I have this eye bone here, you can see that yeah, I can do
02:50that to deform the head, but I don't really want to move that.
02:53So one of the things we can do is we can start to lock down the action of bones
02:58so only some bones can rotate and others can't. We can do that in the Transform
03:04menu. So we can just select bones and just start locking them off, and you can see
03:09how as I lock off my Rotation here, then I can actually move those bones.
03:16So for example, some of these bones in the head I might now want to rotate
03:19because I want to rotate the head from down here.
03:23Another thing you can do is you can restrict bones to certain axes so that you
03:28can only rotate them around a specific axis.
03:31This will be good for the elbow for example, which only really moves along one axis.
03:37So the next step is to go through and understand how your bones are rotating
03:42and restrict those bones that you may not want to accidentally rotate when
03:46animating the character.
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Setting up inverse kinematics
00:00When you create a basic armature, the bones manipulate the character by
00:05rotating, and this is called forward kinematics.
00:08But there are times when you'll need inverse kinematics, which will stick a bone
00:13to an actual object or position in the scene.
00:16This is particularly useful in the feet of the character.
00:19You want the feet to stay planted on the ground, but you may want to move the
00:23hips of the character or the rest of the character around to position them above the feet.
00:27So let's take a quick look at how to set up inverse kinematics.
00:31Now I have my character here, and I am just going to put him into Wireframe mode
00:35so we can kind of see what we're doing with him.
00:38And I want to take the legs and put an inverse-kinematics chain at the ankle so
00:44that way I can keep the feet planted on the ground.
00:47So we are going to do this by going into Pose mode.
00:50Now we are going to do this by creating an object to use as our end effector for
00:58the inverse kinematics.
01:00So I'm going to add in just an empty object.
01:05And this is just an object that doesn't render, and we can use this as our end
01:09point of our IK chain.
01:12Now I am going to go ahead and rename this.
01:13We are going to call this IK_Right, so it's the right side IK, so I am going to
01:18move it under that ankle there.
01:21And this is a little big, so I am just going to go ahead and scale it down so
01:24it's a little bit more proportional to my character.
01:28And I just want to make sure that it is underneath that ankle or is close to
01:32that ankle bone as I can make it.
01:34So now once I have that placed, I can right- click to select my armature and go into Pose mode.
01:43Now what I want is I want this bone here to point to this object.
01:49And that way, when I move the object, it will control the chain.
01:53So we can create IK by using a constraint.
01:57Bones in Pose mode have an additional tab in their Properties panel, and that's
02:02called Bone Constraints.
02:04You will not see this in Edit mode. So if I go into Edit mode, that disappears, so
02:09we have to be in Pose mode. Select the bone with a little chain on it and we hit
02:14Add Constraint > inverse kinematics.
02:17And now it's going to ask you for two things.
02:20One is what is the Target?
02:23And that's going to be IK_Right, and notice how when I do this it snaps to that object.
02:29The other one is called the Pole Target,
02:32and that basically just controls where the knee is pointed.
02:36Because this character has such tiny, little knees, we probably won't need
02:40to worry about that.
02:41Now once I have this in place, you can see how a little line shows up.
02:46And this basically controls the entire chain. So I have my IK actually goes not
02:52just from my ankle to my hip, but actually to the center of the character.
02:57So if I right-click on IK_Right, you can see how when I move that, it's actually
03:03moving this character at the hip, which really is not what I want to do.
03:06So I am going to go ahead and select this bone, and make sure I'm still in Pose mode,
03:11and then under the Bone panel, you will see we have a rollout here for
03:15Inverse Kinematics.
03:17And what we can do is we can actually just turn off inverse kinematics for this
03:21bone, so I am just going to go ahead and lock this down in all three directions,
03:25and notice how that kind of just goes right back into place.
03:29And then when I move this bone, it will just move these two bones rather
03:34than the entire chain.
03:36So this now allows me to position and move the character.
03:41So if I were to go back into Object mode here, I can move my entire character
03:48and his feet will still stick to those objects.
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Controlling the hips and body
00:00Once you have your IK handle set up, you can now start to manipulate your character,
00:06but often it's a good idea to add a third control at the hips so that way you
00:10have your classic three- point control for your character.
00:14So right now I have two little IK handles here and those control the feet of the character.
00:22But I really want to also be able to control the hips.
00:25Now right now I can select the armature itself and go into Object mode and move
00:30that, but that's kind of a little tedious.
00:33I'd like to be able to just grab another object in the scene rather than
00:38going into that armature.
00:39So I am going to turn this back to Pose mode, and let's go into Wireframe here.
00:44So what I want to do is add something around the hips that I can grab so I
00:47can move the character.
00:49Probably the easiest thing to do is just to add a curve called a circle.
00:53We are often ready with circles here. And just go ahead and move that up so that
00:58it's somewhere around the hips.
01:00In fact, if we want to we could snap, but it's just along as it's close, we should be okay.
01:06Once we have that in place, let's go ahead and rename this Hips.
01:11Then all I have to do is parent my creature's armature to the hips.
01:17So I am going to select a bone here.
01:19I am going to go back into Object mode.
01:22So that way I can select the entire creature armature.
01:25Then I am going to Shift+Right-click on my circle.
01:29Then all I have to do is parent. So I can do Object > Parent > Set > Object, or
01:35just take Ctrl+P, and I can set my parent.
01:39Now once I have this, I have three objects that I can use to control my character.
01:45So when I move my circle, the body of the character moves and when I select any
01:51one of these IK handles, they can move as well.
01:55So this gives us real good control of the lower part of the character.
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Animating in Pose mode
00:00Now that we have our hips and our feet in place and we have inverse kinematics
00:05set up for the lower body,
00:07we can also animate the upper body using forward kinematics, in other
00:11words using rotations.
00:14Now if we wanted, we can continue to rig the upper part of the character, but we
00:18can't just animate in Pose mode, so to keep things simple, this is how we will
00:23animate this particular character.
00:26Now my character still has a skeleton on the inside and in order to animate, we
00:32do need to be in Pose mode, so I am going to go ahead and select my armature and go to Pose mode.
00:37Now I want to be able to see my character as I animate, so with my armature
00:43selected, I am going to go over to my Armature Properties panel. Let's go
00:47ahead and turn on X-Ray, and this will show the bones through the skin of the character.
00:53But these octahedral bones are pretty big, and you really can't see the
00:57character through those, so we can either set it to Stick, Bounding Box Bone,
01:02Wire, any one of those.
01:04I kind of like Stick because it's substantial enough so I can select it, but not
01:08so much that I can't see the character.
01:11A lot of times you can also animate in Wire.
01:14But let's go ahead and put it into Stick mode.
01:16Now in order to actually animate a joint, you just need to keep it in Pose mode
01:22and then select that joint by right-clicking and we can animate.
01:26Now you do need to set keyframes on a joint. So if I was to select this right
01:32shoulder, all I have to do is go ahead and hit I to set my key.
01:38Then I can move the character forward and then rotate that and again set a key
01:45by hitting I. Now if I want, I can keep Automatic Keyframing as well on and that
01:52will go ahead and set keyframes for everything. So if I were to rotate this, it
01:58would set keyframes for everything.
01:59So probably the easiest thing to do is just keep Automatic Keyframing on and you
02:04can see how I can animate my character.
02:07So if I wanted to, I can move forward to another frame, turn him,
02:11and again I can just use this to create a test animation if I want.
02:15So as you can see, I can set keyframes for everything, but when I set my
02:21keyframes for my body motion, I needed to make sure that I at least set a first keyframe.
02:28So you want to make sure you set that first keyframe and then go ahead and
02:33set your remainders.
02:34So as you can see, it's fairly easy to animate in Pose mode.
02:41So let's go ahead in the next lesson and actually do a quick animation.
Collapse this transcript
Creating a test animation
00:00Let's go ahead and set up this character in a simple scene so that way we can animate him.
00:06Now I already do have a camera in the scene and if we want, we can just animate
00:11to that camera. So if I hit numpad 0, you can see that I have a camera set up,
00:17and we can use that to animate to.
00:19But I do want to have a couple of viewports open so that way
00:24I can see him from the top or the left view,
00:27so I am going to go ahead and rearrange my layout here.
00:29I am going to left-click on the top corner here, and I am just going to drag out
00:33another window here, and we will just make that a regular perspective window.
00:38And then over here on the left side, I am going to go to my top-right corner,
00:42drag this down, and we can make this into a top view by hitting 7.
00:48So that way I have a couple of different views into my scene and I can still use
00:53my camera here in the bottom-left corner to see exactly how the scene looks.
00:59So let's go ahead and make this character take one step into the scene and wave to the camera.
01:03So we're going to start off with our first, initial pose.
01:07So we're going to go ahead and start creating keyframes.
01:10So I'm going to set my first pose here.
01:14So I am going to go ahead and grab my IK handle here, my IK_Right, move his
01:20foot back just a little bit, and I do want to go ahead and keep this open so I
01:26can go ahead and start setting keyframes for this particular node here.
01:30I am going to ahead and grab the right one and maybe put his foot forward just a
01:34little bit. And again, I am going to hit I just to set some keyframes.
01:39And let's go ahead and just turn on Automatic Keyframing so that way it just
01:43goes more naturally here.
01:45So I am going to go ahead and turn on Automatic Keyframing.
01:48And I'm going to rotate him slightly away from the camera.
01:52And then I'm going to take his arms, and I'm going to go into Pose mode, and we're
01:58going to start rotating his arms.
02:02And I want to make sure I set I just so that I have rotation keys for
02:07these objects here.
02:08So I am going to go ahead and also pick my waist here and rotate that. And I want
02:14to stay in Local mode here so I can see exactly how I'm moving my character.
02:19So now my character is kind of facing away from me on the screen, kind of has
02:24his side to the camera, and let's go ahead and fix this arm here. Oops. So I
02:32am going to go ahead and fix these arm so we can get him into place here, and there we go.
02:38Okay, so now I've got this basic pose, and let's go ahead and make him step into the scene.
02:45Now a step for a character really is dependent upon how big the character is and
02:50how slow or fast he is, but for this character, I am just going to take it at a
02:558-frame step. So we are starting at frame 1.
02:57I am going to scrub the Timeline forward to frame 9. And again I'm going to
03:04make this character step here, so I am going to grab his IK handle and we're going to move him.
03:12So I am going to go ahead and just grab in the top view, and I want to make sure
03:16I get that leg somewhere around the other leg.
03:20Now notice how this is kind of pointing towards that, but we have to rotate the body to match.
03:25So I am going to take this body and then rotate that and maybe even move it just
03:31a little bit so that it lines up.
03:37So this is going to be my final footstep pose, and you can see in camera view,
03:41it's not quite right, but once I squinch him over just a little bit, you can see
03:46how I've got a better pose.
03:48And again this is a pose from the camera view. So he is a little forward on his
03:52feet. Maybe I can move him back just a little bit.
03:55So once I get that, then I can just go ahead and start scrubbing.
03:58You can see how already he's turning into the camera.
04:03But this isn't really a step;
04:05it's more of a foot-slide.
04:07We need to actually lift his foot up and also drop his weight a bit because as
04:11he lifts up, he is going to have to lean forward and do some other stuff.
04:14So let's go ahead and start with the foot.
04:16Let's go ahead and select this IK handle and just lift up his foot.
04:22So now he takes a real step, okay.
04:26But as he takes a step, he's going to drop down a little bit. Because of his
04:31weight he is going to drop to this side and maybe move over,
04:35and he also may lean forward just a little bit.
04:38So we can actually take that on his spine and we can rotate his spine forward
04:45just a little bit here.
04:51So as you can see here in this viewport, he is now kind of leaning into that
04:57turn, and then we are going to go ahead and straighten him back up.
05:05So now you can see how he comes in and then he just kind of looks at the camera.
05:13So, very simple. In fact we can probably give him a little bit more bounce in
05:18his vertical direction here,
05:20so what I am going to do is as he comes up, I am going to bring him down
05:25here, bring him up as he comes up, like this, and then just kind of settle
05:34him down into his pose.
05:38So now you can see how he kind of settles in.
05:42And then let's just go ahead and make him wave.
05:45So going to lean him over, so I am going to go ahead and move forward to, say,
05:51about 22 or so. And so he is going to wave with his right hand, so I want to
06:01make him lean a little bit more to his right, right-click on there, and bring that arm up.
06:10Now that arm is coming up a little too fast, so I am going to go ahead and
06:17rotate it down at frame 14 and then bring that up.
06:25And then just kind of bring it back down again into a more natural pose here.
06:37And then maybe even straighten him up a little bit at the end.
06:46Then there we go. Very simple.
06:52Now if we want, we can also add facial animation on top of this. So I am going to
06:56go ahead and deselect my mesh here, and let's go ahead and come out of Pose mode,
07:03back in Object mode.
07:04And I am going to open up my creature and select him.
07:09So I am going to make sure I turn on selection here, make sure that's on, and
07:14go ahead and select my creature, and then go over to the panel that has the Shape Keys.
07:21So, we can start off with his mouth close and maybe have him do a little blink
07:26and then open his mouth.
07:29So we're going to go ahead and start here.
07:31We are going to set a keyframe for Mouth Close at value of 1. So we are going to
07:37start him with his mouth closed, and then as he comes up he is going to blink
07:42when he comes down and then his mouth is going to open.
07:45So we are going to send another value here at frame 14 and then as he waves, we
07:51are going to go ahead and open his mouth. So there we go. Very simple.
07:58And we can also do the same thing for Blink.
08:00So I can again hit I to set a keyframe at the beginning for my blink. And then I
08:06want him to start blinking as he turns,
08:09so at frame 6 I am going to keep it at a value of 0, frame 10 I'm going to blink
08:17his eyes, and then at frame 16 I'm going to open them up.
08:22So now he does kind of a blink as he comes in and opens his mouth.
08:28So let's do a quick playback. As you can see, he's pretty animatable.
08:33So now let's go ahead into my armature of my character.
08:37I am going to go ahead and select his armature again, turn off X-Ray so we
08:42don't have to see that,
08:43and let's go into our camera view and turn on Textured so we can actually
08:48see him in place here.
08:50So I am going to go ahead and expand this so we can actually see this window a little
08:54bit bigger, and let's go ahead and just hit Play. So there he is.
09:02He is pretty much animating, and he looks pretty good.
09:06And so as you can see, rigging isn't rocket science.
09:10It's just a bunch of little tools that you can connect together to create a character rig.
09:16And go ahead and continue to play with this little character and build your own
09:21and create your own creatures in Blender.
Collapse this transcript
Conclusion
Goodbye
00:01Well that's just about it for Blender 2.6 Essential Training.
00:05I am George Maestri for lynda.com, and I hope you enjoyed the course.
00:10So have fun with Blender and make some really great images.
Collapse this transcript


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