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Blender Essential Training

Navigating 3D views


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Blender Essential Training

with Roger Wickes

Video: Navigating 3D views

When we look into our 3D space and especially when we are modeling, we need to have some fixed reference perspectives that we can consistently go back to in order to be precise in our modeling. Our brain has to perceive this 3D space as real and it has to be able to jive with our notion of reality, so that we can model things accurately. Now, I know that we are in a user perspective here because I'm looking at our little Access Orientation icon down here in the lower left-hand corner and it's showing me the different orientation as I move the perspective around.
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  1. 12m 5s
    1. Welcome
      1m 16s
    2. Using the exercise files
      58s
    3. Using Blender's full capabilities
      4m 16s
    4. Getting and installing Blender
      3m 8s
    5. Mouse and keyboard differences on the Mac
      2m 27s
  2. 1h 6m
    1. Blender oddities
      7m 38s
    2. Introducing the User Interface, Console, and Render windows
      3m 8s
    3. Configuring the desktop for an efficient workflow
      6m 27s
    4. Using the mouse and tablet on a PC or a Mac
      5m 7s
    5. Acquiring keyboard skills
      7m 38s
    6. Window panes and types
      7m 53s
    7. Exploring the default scene
      5m 53s
    8. Setting themes, UI colors, and user preferences
      4m 0s
    9. Understanding how to safeguard your data with autosave and backups
      6m 52s
    10. Appending and linking assets
      7m 27s
    11. Using the open-source movies and assets
      4m 18s
  3. 2h 7m
    1. Working with objects in 3D space
      6m 24s
    2. Navigating 3D views
      4m 23s
    3. Understanding Blender modes
      1m 51s
    4. Understanding meshes
      2m 8s
    5. Editing a mesh
      3m 28s
    6. Using the Mirror modifier
      2m 55s
    7. Working with Vertex groups
      2m 35s
    8. Using Bézier curves
      3m 52s
    9. Working with text objects
      5m 23s
    10. Using reference images
      3m 38s
    11. Modeling boots by extruding circles and joining meshes
      8m 59s
    12. Applying the Mirror modifier to duplicate the boot and rotate
      1m 58s
    13. Modeling a helmet with NURBS and the Boolean modifier
      7m 14s
    14. Modeling a belt and pants by making a compound object from multiple primitive objects
      3m 51s
    15. Modeling legs by using edge loops and the Knife tool
      6m 9s
    16. Modeling a chest and arms using edge loops
      5m 30s
    17. Stitching the shoulders and neck
      5m 13s
    18. Modeling hands with the Proportional Editing tool
      9m 4s
    19. Linking vertices to create knuckle joints
      4m 7s
    20. Reinforcing modeling basics to create the face, eyes, nose, and ears
      13m 6s
    21. Appending and linking assets
      3m 54s
    22. Sculpting basics
      3m 3s
    23. Using the Subsurf modifier to smooth
      2m 34s
    24. Parenting
      2m 7s
    25. Working with groups
      2m 1s
    26. Understanding the endless possibilities for editing mesh with modifiers
      2m 37s
    27. Duplicating objects using the Array modifier
      1m 54s
    28. Modeling a set
      7m 52s
  4. 39m 41s
    1. Lighting overview
      4m 25s
    2. Using the Omni lamp
      4m 50s
    3. Working with the Area lamp
      2m 57s
    4. Using the Spot lamp
      4m 9s
    5. Using the Sun, Sky, and Atmosphere lamps
      4m 51s
    6. Using the Hemisphere lamp
      2m 3s
    7. Working with Ambient and Radiosity lighting
      7m 34s
    8. Lighting with three-point and other multipoint lighting rigs
      5m 30s
    9. Understanding shadows
      3m 22s
  5. 1h 21m
    1. Realism overview
      2m 56s
    2. Creating a world in less than seven days
      6m 36s
    3. Applying ambient occlusion
      3m 47s
    4. Working with basic materials
      3m 24s
    5. Working with node materials
      4m 27s
    6. Applying Pipeline options
      2m 51s
    7. Painting vertices
      3m 13s
    8. Using shaders
      7m 59s
    9. Using mirrors
      4m 41s
    10. Working with transparency
      4m 28s
    11. Using halos
      2m 40s
    12. Simulating with Subsurface Scattering (SSS)
      4m 26s
    13. Applying textures
      9m 34s
    14. Mapping image textures to an object to create a decal
      4m 19s
    15. UV unwrapping
      4m 54s
    16. Applying multiple materials to a single object
      3m 31s
    17. Painting in 3D
      4m 14s
    18. Using bump maps
      3m 14s
  6. 1h 25m
    1. Understanding animation
      4m 14s
    2. Keyframing objects
      6m 15s
    3. Keyframing materials
      3m 14s
    4. Creating Shape keys
      2m 28s
    5. Creating Facial Shape key animation using reference video
      2m 12s
    6. Animating by combining Shape keys
      2m 53s
    7. Working with lattices
      3m 37s
    8. Using hooks
      1m 30s
    9. Working with Vertex groups
      2m 33s
    10. Creating armature objects
      3m 44s
    11. Mirroring armatures for bilateral creatures
      3m 43s
    12. Attaching mesh to the armature by way of skinning
      5m 7s
    13. Posing a character
      4m 43s
    14. Using inverse kinematics
      4m 29s
    15. Creating a walk cycle with inverse kinematics
      6m 34s
    16. Completing the walk cycle
      3m 49s
    17. Limiting range of motion and degrees of freedom
      3m 47s
    18. Managing actions using the Action Editor
      3m 52s
    19. Blending actions together using the Non-Linear Animation Editor
      4m 34s
    20. Tracking
      3m 2s
    21. Following a path
      2m 21s
    22. Mimicking an existing animation
      3m 47s
    23. Using the grease pencil
      2m 56s
  7. 50m 43s
    1. Understanding particle systems
      2m 20s
    2. Working with game engine physics
      3m 52s
    3. Spewing particles
      7m 25s
    4. Guiding particles
      3m 43s
    5. Creating reactions and collisions with particle systems
      3m 15s
    6. Creating hair and fur
      4m 25s
    7. Grooming hair and fur
      3m 26s
    8. Jiggling and squishing soft bodies
      3m 43s
    9. Simulating cloth
      6m 10s
    10. Simulating fluids
      5m 47s
    11. Using boids to simulate swarms, schools, and flocks
      6m 37s
  8. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 1h 5m
    1. Viewing node thumbnail images on certain Macs
      1m 31s
    2. Overview and integration
      2m 12s
    3. Render passes and layers
      4m 27s
    4. Using Input nodes
      6m 22s
    5. Using Output nodes
      3m 54s
    6. Working with Color nodes
      4m 29s
    7. Color mixing and layering
      3m 27s
    8. Using Distort nodes individually and in combination
      7m 15s
    9. Using Vector nodes
      6m 46s
    10. Creating effects with Filter nodes
      8m 49s
    11. Using Converter nodes
      6m 7s
    12. Chroma keying with Matte nodes
      6m 15s
    13. Understanding node groups and reuse
      4m 17s
  10. 38m 43s
    1. The Video Sequence Editor (VSE)
      11m 47s
    2. Integrating audio
      3m 31s
    3. Using VSE Greenscreen and other plug-ins
      5m 40s
    4. Integrating the Compositor with the VSE
      7m 50s
    5. Layering and splicing video
      6m 18s
    6. Speeding up and slowing down sequences
      3m 37s
  11. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye
      14s

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Blender Essential Training
9h 54m Beginner Jul 15, 2009

Viewers: in countries Watching now:

Blender is a powerful open-source tool for 2D and 3D graphics, full-on animation, compositing, and post-production. It is used to create movies and special effects, even in HD. In Blender Essential Training, Roger Wickes offers new Blender users a thorough explanation of its interface, tools, and features. He also demonstrates practical techniques and shows how to access the online and openndash;content resources of this amazing tool. Specific 3D techniques covered include navigating in 3D space, using cameras and lights, and rendering. Roger demonstrates how to rig, animate, and composite a character over live action. Exercise files accompany the course.

Topics include:
  • Navigating Blender's user interface and accessing open assets
  • Modeling with vertices, Bézier curves, and NURBS surfaces
  • Lighting and using multi-point light rigs
  • Working with cameras in a 3D environment
  • Painting and shading 3D objects
  • Creating realistic hair, smoke, and swarms
  • Animating objects and characters
  • Compositing rendered layers
  • Sequencing video strips with audio into a final product
Subjects:
3D + Animation Modeling Rendering Character Animation
Software:
Blender
Author:
Roger Wickes

Navigating 3D views

When we look into our 3D space and especially when we are modeling, we need to have some fixed reference perspectives that we can consistently go back to in order to be precise in our modeling. Our brain has to perceive this 3D space as real and it has to be able to jive with our notion of reality, so that we can model things accurately. Now, I know that we are in a user perspective here because I'm looking at our little Access Orientation icon down here in the lower left-hand corner and it's showing me the different orientation as I move the perspective around.

When I press 3 on the num pad I'm looking at the side view, but it would be nice if Blender would tell me that I was looking in the side view. So, let's turn that on now by coming up to our User Preferences and in our Views & Controls context, click on View Name. Now the name of the view is showing in the 3D view. So, now we can say that okay, now I'm looking at the right, now I'm looking at the front and now I'm looking at it how I want to look at it. As we are modeling, when we want to work on this side, we can switch to side view and then when we want to work on the front, we can switch to front view, but that quickly becomes pretty tiring to keep switching this view back and forth.

So, what I have done is create another Desktop layout that has multiple views active at the same time. If you come up here and select Desktop Screen Layout number 2-Model 4-up, we now have a Screen Layout that has four 3D views. Each of the 3D View windowpanes is oriented a different way. As you can see we have Top, Front, Right and the Camera. Each of these views is looking at the cube from a different perspective. It's almost like we have four different people in our 3D space, looking in on our view from their different perspectives.

Now we do this so that we are a lot more productive. If I want to work on this side a little bit, I can work in this window. But then if I want to hop over and work on the top of the cube, I can come over and just move my mouse over into this window and I don't have to switch the actual view around. As I move my cube in one view, it moves in all the other views as you can see, according to how I'm moving it. So, all of the views are updated and then synchronized immediately. Then when we are modeling something very precise, we want to use what's called Orthographic Mode, which is a grid type of layout where we can use and do blueprints and use blueprints as reference images to model something very precisely.

However, our eye does not see things like that and when we look through the camera, we see things from a perspective view point, which is where things are distorted the further they go away from or towards us. So to switch any view into a Perspective Mode, you just press 5 on your num pad. Now, when I look through this view, it looks a little more real. It looks a little more like the way I would see it and helps my brain perceive that this is a real cube. To switch the view back, I just press 5 again and to switch this back to the Top view, I just press 7.

Now these views are laid out the same way they are on your num pad. If you look at your num pad on your keyboard, you have the 3 here, the 1 in this lower-left position and the 7 in the upper-left. Now as the scene gets pretty complicated and I'm working in these different views, I probably don't want to be distracted by all of this other stuff that's in this scene. So to look at just this cube, I'll activate Local Mode, which is the Slash key on the keypad. Now, only this cube is shown in this view. To go back to the Global view, I just press Slash again.

Now all of these settings and views, if in case, you forget all the num pad keys or whatever, they are all in the View menu and they are listed right here for you and you can select them from here. So, as you are modeling, use these different views to get the right perspective, so that your brain can perceive this space as real. To switch to the other side, right now I'm looking at the right hand side, if I want to look at the left side, I just press the Ctrl key and hit the appropriate num pad key. So Ctrl+3 makes me look at the left side or just the 3 makes me look at the right side.

If I want to look at this cube, like as if I was underneath it looking up, I just can switch to Bottom view by pressing Ctrl+7 over here and now I'm looking up at the cube. So being able to select and change these views is essential to great modeling.

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