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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.
When you start working with organic objects in Blender, you probably want to learn about Proportional Editing and this allows us to edit a little bit more softly than just selecting individual vertices. Let me show you what I mean. I have this character's head. I'm going to right-click on it to select, hit Tab to go into Edit Mode. Now let's go ahead and just select one vertex at the tip of his nose, let's reshape his nose. Now if I start moving this, you'll see that I get this really sharp edge here.
I don't have any sort of falloff. And even if I were to select multiple vertices, if I hit Ctrl+Plus to do a select more, you'll see that I'm still getting sharp edges wherever I move those vertices. And this is really an inefficient way to edit these sorts of objects. I mean I could conceivably edit them by selecting alternating rows and vertices, but proportional editing will make this a lot easier. Now we can get to this in several different places. If we go into the Mesh menu, you'll see we have a Proportional Editing menu option and we can go Disable, Enable, or Connected.
And Connected is for if you have multiple discrete objects in the scene. And then Falloff is how does proportional editing work. Now this is probably the least desirable place to get to because we actually have a button that enables it right here at the bottom of the viewport. All we have to do is just click on this and hit Enable and notice how a second button comes up to set our falloff. Now the hotkey for this is the letter O. So if I hit the letter O, you can see how that toggles it On and Off.
Now if I leave it On, you can see how -- when I start moving those vertices, I already get this kind of nice proportional falloff, so I'm not getting those hard edges anymore. Now this maybe enough to edit however you want, but we can actually further modify it by changing the actual falloff. And we do this by hitting the G key, which is basically the Grab key. And when I hit G, what happens is this little circle comes up. Now I can scroll my middle mouse wheel to size this up and down, or I can hit Page Up and Page Down on the keyboard to do the same thing.
And once I have this, all I have to do is move the mouse, I don't have to click. So by moving the mouse and scaling that up, you can see how I can actually affect a much wider or narrower area. Now if I right-click on this, it cancels. If I hit G again, move it, and left-click, it solidifies. So let's try this again one more time at the top of the character's head. In fact, this works for not just vertices but for faces and edges as well.
So let's go ahead and select some faces. I'm going to go into Face Edit Mode here and just right-click and Shift+Right-Click a few of these vertices towards the top of his head. And now if I start moving those, you can see how I already have Proportional Editing on, it doesn't go off when I change modes. And if I hit the G key, I can scale that up and really start to affect how his head works. Now if I want to, I can also hit scale and scale that up or down as well and I can also rotate it.
So it really works with any sort of operation. If I hit Tab to get out of it, you can see how I've actually modified that just a little bit. Go ahead and start playing with these tools, play with the different falloffs, you'll get the hang of it fairly quickly. And this can be very instrumental in making nice smooth organic models.
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