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Blender 2.6 Essential Training

Using the Outliner


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Blender 2.6 Essential Training

with George Maestri

Video: Using the Outliner

Now let's take a look at how to get organized in Blender. Probably the first place that you need to get organized is in the Outliner. This is a great interface into your scene. Now, we've used the Outliner just a little bit in this course. The thing that you know how to do is to select objects by name. So for example, I can click on the Chair and select it. I can left-click on the Couch and also select it. Now, before we go too deep into this, let me go ahead and expand this window here so that we can get a full look at the Outliner.
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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

Using the Outliner

Now let's take a look at how to get organized in Blender. Probably the first place that you need to get organized is in the Outliner. This is a great interface into your scene. Now, we've used the Outliner just a little bit in this course. The thing that you know how to do is to select objects by name. So for example, I can click on the Chair and select it. I can left-click on the Couch and also select it. Now, before we go too deep into this, let me go ahead and expand this window here so that we can get a full look at the Outliner.

Now, if you notice here we have individual entries for each of these objects and clicking on them selects the object, and also notice, when I click it, the selected object actually has a little circle around it that tells me it's selected. Now, next to it, I have this little +/-. So if I were to select the Couch and hit the Plus sign, you'll see that I've got more options underneath here. If I were to hit the Plus sign on this little vertex thing, you'll see that this is actually the geometry of the object and attached to that geometry I have the Materials.

Actually, I have two Materials; one for the fabric of the Couch, the other for the Legs. If you go down here, you'll see that I also have some Vertex Groups for this object as well. So each one of these entries can contain kind of subheads or additional information about this object. So if I hit the Minus signs, I can collapse them all. Now, another thing you can do in the Outliner is you can name and rename objects.

So for example, if I were to select the Floor, I could right-click over it and hit Rename, and then I could type in a new name. Let's call it Rug. When I do that, you'll notice how it resorts this list. Rug goes a little bit further down. That's because this is an alphabetic list. Now, another way to rename it is to Ctrl+left-click, and that just gets you instantly into that Rename, and I can hit Floor, just type in the name again, and you'll see it resorts that list.

Now, along the top you'll see we have a couple of menus here. The first one is the View Menu, and this basically shows whether or not these columns here Show, these are called Restriction columns, and we'll get to those in a little bit. And then we can also do what's called Show Active, which is actually everything in the scene is active right now. And probably the most important one is we can Show or Hide the levels of the Outliner. So let me just show you what this does. When I hit Show/Hide One Level, it expands every single one of these.

So it's like it hit the Plus sign on every single one and it expanded all of those. Now, I can get to this more quickly by hitting the Plus sign on the number pad, and when I do that, it expands it a little bit more. Now, if I want to collapse it, all I have to do is hit the Minus sign on my number pad. So I hit minus sign once, it collapses it one level, hit minus sign the second time, it collapses it to where we were. The third time, it collapses it to just the scene.

Now, we can have multiple scenes in Blender; we'll get to those in just a little bit. So I am going to go ahead and expand this scene and see everything that's in there. Now, the second option is a Search Menu. So we have some Search options; we can do Case Sensitive or not, or we can just type something into this Search Menu. If I type in Chair, you can see that the Chairs show up. Now, this brings me to another thing that I need to talk about and that's naming scheme.

This search box only works if you know what the names of the objects are. So as you start building objects in Blender, be sure to give them logical names, because that way you can get to them very easily using the search box. If you have a really complex scene, you may be scrolling through your Outliner quite a bit trying to find those objects, but a really good naming scheme allows you to search them very easily. Now, let's take a look at this column here; this is called the Restrictions column, and what it does, it restricts Blender from doing certain things.

Now, this first column is visibility in the Viewport. Now, it's only visible in the Viewport itself. So if I were to click off both of those Chairs, they would become invisible in the Viewport, so I can't see them. But, and this is important, they do show up in rendering. So if I were to do a quick render of this image by selecting Render>Render Image, or just hitting F12, then I can see how the render shows up.

Now, even though these objects are invisible on my Viewport, they are visible in the Render. So that can actually clear up a lot of confusion, and you'll say, well, my scene looks like this, but it's rendering differently; go ahead and take a look, make sure that the objects aren't just hidden. Now, another way to hide objects is through the Object Menu. So if I were to right-click on this Chair and go into Object Menu, go up to the top here, you'll see I have a Show/Hide option.

So if I wanted to I could just Hide Selected. Now, what it does is it hides the object and it also just clicks that option off in the Viewport. And I have some additional options here, so I can show the hidden objects. And another really cool thing is that if I select one object or a couple of objects, I can hide the unselected objects. In other words, I can hide everything but the objects that I'm looking at.

Now, this can be a really great way to isolate certain parts of your scene. So again, I'm going to go ahead and just Show Hidden. Now, remember, all of this works just in the Viewport; it doesn't render. So if we want things not to render, we actually have a column for that as well, and that's this far right column where you have all of these cameras. So if I were to turn these off, that means the objects themselves won't render. So if I turn off the Chairs, hit F12 to Render, you'll see that the Chairs don't render, even though they're showing in the Viewport.

Now, this can be used very effectively to isolate certain parts of your scene. If you wanted to render certain parts and leave other parts unrendered, you can do that. It's a great way to do a simple type of render layers functionality. There's a lot of things that you can do with this Render option here. So I am going to go ahead and turn those back on. Now, the last one is this middle column, and this basically just turns selection on or off. In other words, it restricts me from selecting the object.

So if I were to click off the selection for the Chairs, I could select the Table, I could select the Floor, but when I click over the Chairs, I can't select them. If I were to hit A to Select All, it selects everything here. In fact, you can see it here, all of these options have little circles around them, which means they are all selected except for the Chairs. So that's, again, another great way to control your scene and keep it organized.

If there is an object there and you really don't need to select it, just go ahead and turn it off here and that way you won't be accidentally selecting the wrong thing every time. So those are some of the basics of the Outliner, and we'll continue to go deeper into the Outliner as we work our way through the course, but hopefully this will give you a much clearer view of how the Outliner works.

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