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Blender 2.6 Essential Training

Creating custom layouts


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Blender 2.6 Essential Training

with George Maestri

Video: Creating custom layouts

There will be times when the standard default Blender interface won't be working for you. So what we can do is we can actually create our own presets and create our own custom layouts within a scene so that you can work as efficiently as possible. So we have this scene which is using the default layout and let's go ahead and start modifying it. But before we start modifying it too much, I actually want to create a new preset. So let me show you why I want to do this. So, let's say for example we kind of mess around with the scene a little bit and I kind of make this bigger and open up this panel.
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  1. 3m 42s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Using Blender on a Mac
      42s
    5. Using Blender on a laptop
      36s
  2. 30m 32s
    1. Overview of the Blender interface
      6m 6s
    2. Understanding 3D view windows
      5m 23s
    3. Navigating in 3D space
      6m 35s
    4. Configuring user preferences
      6m 24s
    5. Creating custom layouts
      6m 4s
  3. 32m 29s
    1. Selecting objects
      6m 12s
    2. Moving objects
      4m 35s
    3. Rotating objects
      2m 48s
    4. Scaling objects
      2m 16s
    5. Understanding transform orientation
      3m 53s
    6. Changing an object's origin
      5m 27s
    7. Selecting pivot points
      3m 22s
    8. Using Snap to move objects precisely
      3m 56s
  4. 44m 15s
    1. Creating mesh primitives
      6m 36s
    2. Selecting vertices, edges, and faces
      4m 48s
    3. Editing mesh objects
      7m 39s
    4. Proportional editing
      3m 52s
    5. Sculpt mode
      4m 45s
    6. Working with edges and edge loops
      3m 42s
    7. Extrusions
      5m 18s
    8. Smooth shading objects
      2m 23s
    9. Subdividing meshes
      5m 12s
  5. 50m 31s
    1. Working with modifiers
      5m 52s
    2. Working with subdivision surfaces
      3m 48s
    3. Creating a simple creature
      7m 54s
    4. Symmetrical modeling with the Mirror modifier
      8m 21s
    5. Joining mesh objects
      3m 37s
    6. Stitching vertices
      4m 52s
    7. Finalizing a simple creature
      4m 48s
    8. Creating text
      3m 29s
    9. Boolean tools
      2m 59s
    10. Vertex groups
      4m 51s
  6. 22m 36s
    1. Using the Outliner
      8m 22s
    2. Using layers
      4m 30s
    3. Creating groups
      2m 48s
    4. Working with scenes
      4m 2s
    5. Creating hierarchies
      2m 54s
  7. 54m 26s
    1. Assigning materials to objects
      8m 4s
    2. Diffuse shaders
      6m 47s
    3. Working with specularity
      5m 56s
    4. Using the Ramp Shader options
      9m 45s
    5. Additional shading options
      2m 37s
    6. Creating reflections
      8m 29s
    7. Adding transparency and refractions
      6m 49s
    8. Subsurface scattering
      5m 59s
  8. 51m 48s
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor
      8m 28s
    4. Using UV projections
      5m 56s
    5. UV mapping a character
      6m 11s
    6. Fine-tuning UV mapping
      6m 7s
    7. Creating Bump and Normal maps
      3m 15s
    8. Displacement mapping
      3m 48s
    9. Using the Node Editor
      4m 59s
  9. 53m 9s
    1. Adding lamps to a scene
      8m 44s
    2. Fine-tuning ray-trace shadows
      4m 32s
    3. Using spot lamps
      4m 20s
    4. Fine-tuning buffer shadows
      6m 19s
    5. Using Hemi lamps
      2m 32s
    6. Working with Area lamps
      5m 17s
    7. Creating sky and ambient light
      4m 49s
    8. Adding background images
      3m 19s
    9. Creating sunlight
      6m 6s
    10. Ambient occlusion
      7m 11s
  10. 30m 8s
    1. Working with cameras
      4m 47s
    2. Creating camera targets with constraints
      3m 43s
    3. Render properties
      5m 7s
    4. Rendering animation
      5m 13s
    5. Adding motion blur
      4m 10s
    6. Creating depth of field
      7m 8s
  11. 32m 30s
    1. Understanding the Timeline
      4m 3s
    2. Animating objects
      6m 26s
    3. Animating properties
      4m 0s
    4. Editing animation in the Graph Editor
      8m 36s
    5. Using the Dope Sheet
      4m 53s
    6. Path animation
      4m 32s
  12. 39m 59s
    1. Facial animation using shape keys
      4m 40s
    2. Understanding armatures
      6m 2s
    3. Fitting an armature to a creature
      7m 23s
    4. Deforming a character with an armature
      3m 49s
    5. Setting up inverse kinematics
      3m 53s
    6. Controlling the hips and body
      2m 1s
    7. Animating in Pose mode
      2m 47s
    8. Creating a test animation
      9m 24s
  13. 15s
    1. Goodbye
      15s

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Blender 2.6 Essential Training
7h 26m Beginner Dec 21, 2011

Viewers: in countries Watching now:

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
Subject:
3D + Animation
Software:
Blender
Author:
George Maestri

Creating custom layouts

There will be times when the standard default Blender interface won't be working for you. So what we can do is we can actually create our own presets and create our own custom layouts within a scene so that you can work as efficiently as possible. So we have this scene which is using the default layout and let's go ahead and start modifying it. But before we start modifying it too much, I actually want to create a new preset. So let me show you why I want to do this. So, let's say for example we kind of mess around with the scene a little bit and I kind of make this bigger and open up this panel.

Now what happens is no matter what changes you make to this layout, it actually saves it in whichever preset you have available. So right now I'd made these changes to Default, and if I go into for example Animation, you can see it completely changes, but when I come back to Default, those changes are still there. So whatever changes we make, actually still wind up in whatever precept we have up there. So I'm going to do ahead and put this back and resize these windows down and put it back to pretty much the Default interface.

And before we start really drastically reconfiguring this interface, I'm going to create a new preset and so that way I can keep my default pretty pristine. In that way can always come back to that default setting. So all I'm going to do is hit the plus sign here and what that does is it just takes whichever view you were in, makes a copy of it and makes another preset. So if I do the scroll down here, I now have Default and Default.001. Now any changes I make to Default.001 will stick there and then when I go back to Default, it will go back to that original one.

So let's go to Default.001 and start doing some changes. The first thing I'm going to do is I'm going to take this Object Tools panel and scale it down, so I have a full user perspective window. Now, there are a lot of times you're going to want to have more than one view into the scene. Now we can do this by doing the Quad view, but there are also ways of creating your own custom layouts, and let's show you how to do that. If you notice, each one of these windows has a little kind of a crosshatch in the top right corner.

So we have little kind of diagonal crosshatch here and here. We can use this to actually split our windows. So if I left-click and drag, I can split window. So in this case, I'm going to split this window vertically. So I'm going to left click here and drag to the last and you see as I do that it creates a second window. Now, each one of windows is unique. So, if I pan in this user perspective window, this one doesn't get affected.

I can also change each window to whatever view I want. So for example, if I want to change it to orthographic, I can do that. If I want to I can also change it to a top view just by hitting the number 7 on the number pad. Now I also can split them horizontally. So if I left-click and drag down, I split the window again. So now I have three views here. So let's go ahead and change this Top view here to a Right view.

You can also create floating windows. So, if I position my cursor above this icon here, hold down the Shift key and drag, you'll see that it actually creates a floating window that I can also use. Now, this might not be as useful for viewports, but it's very useful for things like the Properties panel. So if I take the Properties panel, Shift and drag you can see I've detached this Properties panel here.

Now, this is great if you're using multiple monitor setups and you want to have floating palettes on one monitor and your viewport on another. So basically, you can just Shift+Drag and take your Outliner and your Properties panel and just put them into another monitor. So this can be very handy for that. I'm going to go ahead and close this. Now, once we have our layout the way that we want, we can rename it. Right now, we've been working with this as Default.001, but if we want we can give it a more descriptive name.

So, all I have to do is left-click in there and type in the name. So I'm going to call this TriView because it's three windows here. And now I've changed the name of that preset, so if I click here you can see now I have TriView and I can go back to my Default and I can go back to TriView. Now, we can also collapse windows. I know we've actually added a bunch of new panels here, but we can actually get rid of those basically using the same method we used to create them.

So, all I have to do is again, left-click on this icon here and if I drag up instead of down, it basically creates this arrow that you can see, and when I let go, it collapses one window into another. So, if I want to collapse this view here, I have to start here and left-click and drag to the right instead of the left and you can see how it basically expands that window. Any change that I've made to this will show up in this TriView preset.

So if I go to my default here, I still have that, but if I go to my TriView, then that basically stays. So again, try to name them descriptively, and then if you're going to do a drastic change, create a new preset. All of these presets actually save with the scene. If you want you can save preferences and it will save all of your defaults as well. So this will give you a lot more flexibility in how you arrange and organize your workflow in Blender.

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