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Joining mesh objects

From: Blender 2.6 Essential Training

Video: Joining mesh objects

Another way to add complexity to a Mesh Model is to join multiple meshes together. Now, we can do that with this particular character, by joining his hand to his body. But before we do that, let me give you a little background on how this all works. So before we do anything, I'm just going to do a simple File>New, and this brings up a simple Cube. Now, I'm going to move this Cube out of the way. And we've done this before, where we actually take an object and we add a new one.

Joining mesh objects

Another way to add complexity to a Mesh Model is to join multiple meshes together. Now, we can do that with this particular character, by joining his hand to his body. But before we do that, let me give you a little background on how this all works. So before we do anything, I'm just going to do a simple File>New, and this brings up a simple Cube. Now, I'm going to move this Cube out of the way. And we've done this before, where we actually take an object and we add a new one.

So I'm just going to add in a Mesh>UV Sphere, and this is basically pretty simple. We have two objects in the scene; we have the Cube and we have the Sphere. Now, something different happens when you're in Edit Mode. So I'm going to right-click on this Sphere, hit Tab to go into Edit Mode. Now I'm going to add in, using Shift+A, a Mesh, and I'm going to add in another UV Sphere. Now, when I do that, you'll see that, well, I get a Sphere here, but if you look over here in the Outliner, I only have one object.

If I hit Tab to go out of Edit Mode, notice how both of these objects are selected. In other words, they're actually the same object. So when I added the first Sphere in, in Object Mode, it came in as an object, but when I added in the second object in when I was in Edit Mode, it added in the faces and combined the two as one. Now, this can actually be quite handy, because if you just need some additional detail and you want it attached to the model, you can do it very quickly.

Now, if you want to do this after the fact, then you can also join them together externally. So if I select my Sphere and then Shift +Select my Cube, we can combine them. Now, this is important, the last object you select will be the master object, so in this case, the Cube is the last one selected, so the Sphere will go into the Cube. And we can join them by doing Object> Join, and the hot key for that is Ctrl+J.

And once we do that, notice how the original Sphere goes away and all we have now is a Cube object. And that contains all of those vertices. In other words, the detail from all of those objects goes into one. So now, if your brain has been going in fast forward, you can see how we can do this with the hand on our character. So I'm going to go ahead and just open up that file one more time, and let's go ahead and scroll in. Now, I've got basically a separate object here, and this is just a hand; I can hit Tab here so you can see how this is built.

Basically, I just took a Cube and extruded out a thumb. So he is going to have mitten hands, he is not going to have full fingers, but that's fine for this particular character. But what we want to do is just join this together. So I'm going to select my hand and then Shift+Select my character, whose name is still Cube, and then we're going to do Object>Join. And now, they're one object. And also notice how, because I still have the Mirror Modifier on them, that it actually mirrors the additional geometry, which is kind of cool.

So now, the next step is to actually go in, and stitch together this open space, and we'll do that in the next lesson.

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This video is part of

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Blender 2.6 Essential Training

90 video lessons · 21991 viewers

George Maestri
Author

 
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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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