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Blender Essentials: How to Work with Modifiers

Working with modifiers provides you with in-depth training on 3D + Animation. Taught by George Maest… Show More

Blender Essential Training

with George Maestri

Video: Blender Essentials: How to Work with Modifiers

Working with modifiers provides you with in-depth training on 3D + Animation. Taught by George Maestri as part of the Blender Essential Training
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  1. 5m 50s
    1. Welcome
      1m 22s
    2. Using the exercise files
    3. Downloading Blender
    4. Notes on Blender 2.7
      2m 8s
    5. Using Blender on a Mac
    6. Using Blender on a laptop
  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 20s
    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)
      5m 3s
    6. Sculpt mode
      4m 45s
    7. Working with edges and edge loops
      3m 42s
    8. Extrusions
      5m 19s
    9. Smooth shading objects
      2m 23s
    10. Subdividing meshes
      5m 13s
  5. 50m 32s
    1. Working with modifiers
      5m 52s
    2. Working with subdivision surfaces
      3m 49s
    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 37s
    1. Using the Outliner
      8m 22s
    2. Using layers
      4m 30s
    3. Creating groups
      2m 48s
    4. Working with scenes
      4m 3s
    5. Creating hierarchies
      2m 54s
  7. 54m 8s
    1. Assigning materials to objects
      7m 53s
    2. Diffuse shaders
      6m 47s
    3. Working with specularity
      5m 56s
    4. Using the Ramp Shader options
      9m 38s
    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)
      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)
      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. 40m 1s
    1. Facial animation using shape keys
      4m 40s
    2. Understanding armatures
      6m 3s
    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 25s
  13. 15s
    1. Goodbye

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Working with modifiers
Video duration: 5m 52s 7h 47m Beginner Updated Aug 13, 2014


Working with modifiers provides you with in-depth training on 3D + Animation. Taught by George Maestri as part of the Blender Essential Training

3D + Animation

Working with modifiers

Now let's go little bit deeper into modeling and take a look at Modifiers. Now up until this point, we've been working mostly with editing tools on the Object Tools Palette, and those are pretty much one time operation. So if you were to extrude a face for example, once you have extruded it, it's done and you move on to the next operation. Modifiers are a lot more interactive and that you can come back to them and change parameters later. So this can be really handy for more complex objects.

So let's take a look at these. I am going to go ahead and right-click on my box and expand my Properties Panel, so that way I can see all of my tabs here. And I am going to look for the little wrench here and that's my Object Modifiers tab. Now once I open that up you will see, well I don't have much in here. But I do have an Add Modifier button. So let's click on that and when we do, you'll see that we have a whole lot of different modifiers that we can add to our object.

And if you have installed plug-ins into Blender, you may see even more than this. But right now, we just want to understand the concept of modifier and how it works. So let's just pick one simple modifier and use it just to understand how modifiers apply to objects and then we can move on to the more complex ones later. So let's go head under Deform and find the one that says Simple Deform. And let's just go ahead and left-click on that and as soon as we do, you will notice how the box kind of twists a little bit and that's because that's what the modifier is doing, in fact, if you can see here, the Simple Deform is in Twist Mode and we can see that.

But before we get to this part, let's go through the actual Modifier Panel and see what sort of options we have. Now the first option here is basically just the name of the Modifier and then here we have this little camera and that basically turns it on and off in the Renderer. So if we don't want this to render, turn that off, typically we keep it on. Now this second one, the little Eyeball here, that turns it on and off in the Viewport. So if you want to kind of toggle it on and off to see what effect it's having, this can be a very handy button.

This third button just shows the Modifier when you're in Mesh Edit Mode. Right now we are in Object Mode but if we were to hit Tab you can see how we can actually get into Mesh Edit mode. And now this Mesh Edit Mode here we are seeing the solid version is actually what happens with the Twist but we're also seeing the cage of the mesh as well. So we are kind of seeing two objects. If we want those two to sync up we are going to hit this little triangle box and that will go ahead and sync them up.

Now I really want to stay in Object Mode so I am going to go ahead and hit Tab and go back into that. Now to the right of this, we also have tabs that move up and down, and what those do is basically just rearrange modifiers in the stack. Right now we only have one modifier applied but we actually can apply as many as we want and rearrange them if we need to. Now along the bottom here we have a couple of options, and the most important one here is Apply. Now what Apply does is basically apply whatever we've created with this modifier and just apply to the mesh and get rid of the modifier.

So if I were to hit this, basically the modifier goes away, and my options to change anything goes away and it kind of freezes my mesh at that point. But actually I want to get this back so I am going to hit Ctrl+Z to bring back my modifier and hit an undo. And now let's go through the actual modifier itself, and this is again is a Simple Deform. So right now we're in Twist Mode and if you notice we have a bunch of different modes, we will go through these in a second. But we also have a couple of options here.

This particular modifier has a Deform factor which is how much are we twisting this object. And we also have Limits as where does this twist start and where does it end. Now we can also add additional ones. We can turn this into a Bend. So we can actually Bend the object as much as you want. We can Taper the object, we can also do Squash and Stretch. So if I wanted to stretch this object I could. So, each one of these is in this Simple Deform Modifier. Now let's say I wanted to add a Stretch and a Twist.

Well that's actually pretty easy. All we have to do is add a second modifier. So again, we just go up to the Add Modifier pull-down, and again select Simple Deform and now we have Stretch and if we scroll down, we also have that second one, which is called Twist. And if I want I can expand or collapse these just by hitting this button here, so I am going to collapse that first modifier. Now let's take a look at this Twist Modifier and let's go ahead and twist.

So now what we're doing is we are actually using two modifiers, we are stretching it in the first one and the second one is twisting it. So now we have basically two modifiers affecting this object. And so if I wanted to I could still go back up to the first one which is the Stretch, and stretch it some more, add some Limits to it, really do whatever I want and everything will interact just fine. Now if I want I can also switch these around by reorganizing them.

So if I wanted to put the Twist on top of the Stretch, I could do that. And now if I look here my Twist comes first and then we stretch. So those are some of the basics of Modifiers, and if you understand this workflow and as we use more complex modifiers, you'll also be able to understand them.

Find answers to the most frequently asked questions about Blender Essential Training .

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Q: This course was updated on 8/12/2014. What changed?
A: We added a single movie on unwrapping objects, a technique that works differently in Blender 2.7. The rest of the instructions in the course work equally well with Blender 2.6 and Blender 2.7.





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