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Blender 2.6 Essential Training
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Using Snap to move objects precisely


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Blender 2.6 Essential Training

with George Maestri

Video: Using Snap to move objects precisely

When you want to move objects precisely in Blender, you'll need to use some of the snap options that are available. Now, probably the easiest way to snap objects is just to snap to the grid, and we can do that by using the Snap option in the viewport. So we have this little magnet icon here and when this is active the objects will snap when you move them. So if I right-click on this cube and I select my Move Manipulator, then you can see as I move this object, it snaps to the size of that grid.
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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 Snap to move objects precisely

When you want to move objects precisely in Blender, you'll need to use some of the snap options that are available. Now, probably the easiest way to snap objects is just to snap to the grid, and we can do that by using the Snap option in the viewport. So we have this little magnet icon here and when this is active the objects will snap when you move them. So if I right-click on this cube and I select my Move Manipulator, then you can see as I move this object, it snaps to the size of that grid.

Now, what it's snapping is this origin or center point of the object. If I select multiple objects, it will also snap those to the grid. So again, if I select everything it will snap as I move everything. I'm going to go ahead and right-click on the Torus and we have some additional options here for snapping. I'm going to go ahead and right-click on this cube and now the grid that we're using is just our standard grid.

If we want we can change that grid as well. The easiest way to do that is to go into the Properties panel by expanding it, and if we go down here under Display, we can actually change the display for this viewport and we can change the scale of that Grid and that will change the snapping options. Now, another thing we can do is we can actually snap one object to the other. So I'm going to go ahead and right- click on the Torus and under here we have Increment, which is basically snapped to grid, but we also can snap to parts of other objects, such as the Vertex, Face and Edges.

Now, these are mostly designed for mesh modeling, but they will work with object surface. Select Vertex here, and when I move, you can see how it's snapping to the vertices of that cube. In addition to these interactive snap options, we also have a few menu options that allow us to snap. I'm going to go ahead and turn off Snap in the viewport here, and then under Object we have a Snap menu. So we can Snap to Grid, and again, that's just the same, that will just snap to the closest grid object.

So if we go Snap>Selection to Grid, it will just snap it to the closest grid point. So if I move this off again, let me try this one more time, Snap to Grid. You can see how that moves. Another thing we can do is we can Snap to Cursor. So, in other words, it's going to snap to our 3D Cursor, this is another place where we can use that cursor. So when I snap to there, it snaps all the way over here to this 3D Cursor. Now, if I want to move that cursor and do that again, Selection to Cursor, it moves there.

Now, you can also use snap to move the 3D Cursor. So, if I go into here, Object>Snap, you see I have a number of options to move my 3D Cursor. So, if I want I can snap my cursor to whatever I have selected. I can snap my cursor to the center of the scene, in other words, just bring it back to the origin. I can Snap>Cursor to Grid. So if my cursor is somewhere here in the middle, I can snap it to the closest grid point, and cursor to whatever is active.

And again, if you have one object selected, that would be active. So snapping the 3D Cursor can allow you to not only use it as a snap point for moving objects, but to position pivots or create new objects. So, we have a number of options with snap, and as you start modeling and working with Blender, you'll start to get used to these.

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