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Vertex groups

From: Blender 2.6 Essential Training

Video: Vertex groups

Now, as you start working with more complex meshes, there are times when you'll want to identify certain parts of that mesh and be able to come back to it later, and this is where Vertex Groups comes in handy. It allows you to save off groups of vertices that you can select later, and this can be really important, particularly if you have difficult selections that take a while to construct. You can save those selections and then come back. So let's take a look at how this works. So I've got this simple character here, and I am going to go ahead and select him and go into Edit Mode, and I want to make sure that I'm in Vertex Mode as well, so I am going to be selecting Vertices, and let's go ahead and just select one of his hands.

Vertex groups

Now, as you start working with more complex meshes, there are times when you'll want to identify certain parts of that mesh and be able to come back to it later, and this is where Vertex Groups comes in handy. It allows you to save off groups of vertices that you can select later, and this can be really important, particularly if you have difficult selections that take a while to construct. You can save those selections and then come back. So let's take a look at how this works. So I've got this simple character here, and I am going to go ahead and select him and go into Edit Mode, and I want to make sure that I'm in Vertex Mode as well, so I am going to be selecting Vertices, and let's go ahead and just select one of his hands.

I am going to go ahead and select his left hand or the vertices that comprise his left hand. And once I have these selected, I want to go over in the Properties Panel to this little triangle here, and this stands for the vertices. So if you'll scroll down here, you'll notice we have a roll out here called Vertex Groups. And right now that's empty, but we can create a new group to hold these vertices. So I am going to go ahead hit Plus and that creates a blank group, but I want to give this a more descriptive name.

So I am going to go ahead and call it Lt_Hand. Now once I have this, it's still an empty container. I don't have those vertices in that left hand group yet. In order to do that I have to hit the Assign key, and once we do that, those vertices are now in that left hand group. So I can now select or deselect those vertices simply by highlighting those and hitting Select or Deselect. Now, if I wanted to add more vertices to this group, I could.

I could right-click this vertices here and Hit Assign, and now when it selects, it selects all of those. Or if I wanted to, I could remove that from the group. So when I Select or Deselect, it's removed from the group. So you can Assign or Remove individual vertices or groups of vertices from the Vertex Group. Now, this can be really handy if you can select a few of them, you can assign them to the group and then turn them all around and select a few more and, again, assign them to the group and kind of have this additive way of building that group.

So that's one way of doing it. Now, there's another way of creating groups and that's actually a little bit quicker. So I am going to scroll over here, and let's go ahead and select the vertices in the right hand. Now, if I wanted to I could create an empty container and then assign those vertices to that, but there's actually a faster way, and there's actually three ways of getting to it, so let me show you all three ways. The first one is the longest path, we hit Mesh>Vertices, and then we scroll down and there's a Vertex Groups option, and here's where we can actually do all of our work.

But this is three menus. So if we wanted to, we could cut it down to two menus by hitting Ctrl+V, and that brings up just that Vertices Menu and, again, we can scroll down to Vertex Groups and we have all of that. But actually the fastest way of doing it is just hit Ctrl+G for Group and this way we can either Assign it to a New Group, Assign it to the Active Group, or Remove it or even Set the Active Group. So there's a number of options here. Right now we're just going to Assign it to a New Group.

So what happens is it creates a blank group and then assigns those vertices. So it's really just a one step process, much easier than actually creating the empty group and assigning them. Now, again, we have a left hand group and this one, well, this one needs to be renamed again. So let's call it right hand. And once we have that, we can Deselect or we can Select. And we also have our Left Hand one, where one can Select or Deselect, and we can actually Select both of them or Deselect either one of them.

Now, notice here how we have a Vertex Group here in the Outliner, underneath my Character, and this really is just a way to set which group is the Active Group. So notice how when I select this one or that one, you can find those groups. So those are some of the basics of Vertex Groups. As you can see, it's a really good way of taking complex selections and making them easy to reselect. Now, one example is perhaps the character's mouth. If you wanted to, you could select all of the vertices around the character's mouth, which may be difficult to select at first, but once we have it, we can make it into a group and come back to it.

So there's all sorts of uses for this tool, and I'm sure you'll get a lot of good use out of it.

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This video is part of

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Blender 2.6 Essential Training

94 video lessons · 23919 viewers

George Maestri
Author

 
Expand all | Collapse all
  1. 5m 50s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Notes on Blender 2.7 NEW
      2m 8s
    5. Using Blender on a Mac
      42s
    6. 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. 49m 18s
    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 (Updated for 2.7) NEW
      5m 3s
    6. Sculpt mode
      4m 45s
    7. Working with edges and edge loops
      3m 42s
    8. Extrusions
      5m 18s
    9. Smooth shading objects
      2m 23s
    10. 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. 1h 6m
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor (Updated for 2.7) NEW
      7m 43s
    4. Mapping textures in the UV Editor
      8m 28s
    5. Using UV projections
      5m 56s
    6. UV mapping a character (Updated for 2.7) NEW
      6m 35s
    7. UV mapping a character
      6m 11s
    8. Fine-tuning UV mapping
      6m 7s
    9. Creating Bump and Normal maps
      3m 15s
    10. Displacement mapping
      3m 48s
    11. 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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