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Blender Essential Training
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Window panes and types


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Blender Essential Training

with Roger Wickes

Video: Window panes and types

In this video I'll explain all the major functionality that's available in Blender through all the different window types just to really kind of touch on each one so that you are aware of what's there and what it does and what it's used for. So the first one is the User Preferences window. Hover over the border and click- and-drag to resize the window. People usually visit right off the top of the bat in order to talk about how they want to view and setup their basic controls and their basic mouse actions.
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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

Window panes and types

In this video I'll explain all the major functionality that's available in Blender through all the different window types just to really kind of touch on each one so that you are aware of what's there and what it does and what it's used for. So the first one is the User Preferences window. Hover over the border and click- and-drag to resize the window. People usually visit right off the top of the bat in order to talk about how they want to view and setup their basic controls and their basic mouse actions.

You have edit methods that enable Undo, which is also very handy. We have the Language and Fonts. We support international fonts as well as changing the native language of Blender so that all of your prompts and menu options are in your native language. We also have Themes that we'll be setting up a little later on. Auto Save, there is a special video on that as well as configuring Blender to make the maximum use of your computer.

And then also if you want to save objects or save files in a specific directory or a specific location on your computer, you can do that here in the File Paths. Click-and-drag to resize this window back. The 3D View is the most commonly used modeling viewport. It provides a window into your 3D space. Now, this particular layout has four different 3D views, but each of them are in a different perspective. Going this way, we have the camera view, the side view, the front view and the top view.

So each window can operate independently or can be locked in sync to the other windows. Usually, when you make a selection or make a change in one window, the change is automatically reflected in the other windows in real-time. So even though you are making a change over here in one windowpane because it has some affect on something else in some other windowpane, the changes are all synchronized and coordinated. The Buttons window is almost on every Desktop layout and it provides a window into all of the different properties in some of the tools that are commonly available in Blender.

This Properties window as I like to call it, has a bunch of panels. Those panels can be expanded and collapsed by clicking on the little arrow. And the arrow changes to a down arrow when it's expanded or a right facing arrow when it's collapsed. You can also rearrange these windowpanes just by clicking-and-dragging on the windowpane. Sort of like a tear-off function. Now, you have to be a little careful with some of these panels because if you drop one panel on top of another one, Blender will tab them and now I have a Window panel that actually has two tabs and that's simply to save up some space.

When you collapse that kind of tabbed window, the active panel is the name that's shown there. So if you can't find for example, the SSS panel it might be tabbed behind another panel. The File Browser window comes up when you just go File > Open, one of your windows will change to a file browser. And this is the browser window that you use to locate assets and other blend files, and image files and texture files on your computer.

It has a couple of things, one is the P button moves up a level in your directory tree and this selector visits all of the drives, the hard drives, devices that are on your computer, your documents and your desktop settings. As well as every time you save a blend file then Blender can, if you configure it in the User Preferences, save the name of that and then provide you with most recently used list. There is scrollbar here on the right. If I had more files in this folder then it could fit in the display and the File Browser indicates the kind of file by a little colored box here.

I can change and sort to things by the time or by the size, by clicking on the selections down here in the header. Any windowpane can be brought to full screen by either clicking this Full Screen icon, in which case then this window expands to fill all of your available space or by pressing Ctrl+Up key I can toggle any windowpane between full and windowed size. The UV Image Editor is kind of a really neat file because I can use it to open any kind of image file on my computer and also then do some paintings.

So there is like a mini paint program built into Blender as well. I can also then use the UV Image browser to display the latest render result. So if I'm over here on the Mac and I click the big Render button or on Windows or Linux machines press F12, I get the current render and then I can use the UV Image Editor to display that result. Blender also has an Image browser that allows you to see thumbnails and select images that you are going to be using.

Blender also has an Outliner that allows us to examine the contents of the scene and as we select an object over here in the Outliner, we also see it's selected over here in 3D View. We have a Search function where we know the name of what it is we are looking for, we can simply search for it and we can also restrict the view of this Outliner to say for example, show me only things that are of the same type of this object. So in this case I have two mesh objects, one is Cube and another is a Floor.

I can expand and collapse information about these objects by clicking the little expand and collapse arrows as well. When we get into Composting and Sequencing, we are going to have what's called the Timeline window, which I'm showing down here at the bottom. This Timeline window allows us to scroll forward and backward in our animation in time, as well as it has VCR controls here that allows us to play our animation, fast forward and skip to the very end and skip back to the beginning. We can also set the range of our animation here in these controls.

To set any control you just simply click into the number field and you can type the number in using your keyboard if you want or you can also just click and then drag to the left or the right and then you will change that way. The IPO window, which is probably the most commonly used in animation, allows us to set and control Bezier curves that control the motion of each object. The IPO window operates on a series of channels. So if I key the location of this object now these channels come up and I can select these channels very simply.

The Action Editor is used to combine series of actions together in order to create reusable types of motions and then the NLA Editor combines those actions and sequences them into a complete animation that we can then render out. The Sequencer is used to sequence a series of video strips together into a final composite output and a Text Editor is available to both edit text that we can later then convert to a object in the scene or just to keep notes and keep a time card about what's going on in your project and document notes and comments about the project.

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