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# Working with objects in 3D space

## Video: Working with objects in 3D space

When you first start out in modeling and computer graphics, you are presented with this screen that presents a viewport into your 3D world. Now, your 3D world is almost like you are floating in space and you can go in any direction for almost an unlimited amount of distance. And your 3D view shows you this virtual reality. Inside to this reality we have a couple of default objects that are already there to kind of give you a sense of perspective and help you orient yourself.

## Working with objects in 3D space

When you first start out in modeling and computer graphics, you are presented with this screen that presents a viewport into your 3D world. Now, your 3D world is almost like you are floating in space and you can go in any direction for almost an unlimited amount of distance. And your 3D view shows you this virtual reality. Inside to this reality we have a couple of default objects that are already there to kind of give you a sense of perspective and help you orient yourself.

And we have the cube that's positioned in the center and we have a ground plane here. So, we can kind of think of ourselves as sitting here with the camera, looking out of the cube, sitting on this ground plane and by clicking the middle mouse button, we can view and rotate in any direction that we want. Now a 3D space, you have to have some orientation, some axis. So what we have adopted and what I'd like to work in is the X, Y, Z coordinate system.

You could think of Y as being in front of you and going away from you. X being left and right and then Z being up and down. So, if you looked up you would be looking up into the Z direction, up into the sky. Now a typical CG scene consists of hundreds of objects and the most of the time you are going to be wanting to add the objects into this virtual reality at some point. Now in Blender, the object is always added wherever the 3D cursor is, which is this red and white dashed circle.

So, if we click somewhere we have positioned that 3D cursor somewhere in that space and when we press the Spacebar, we get the Add menu, there's other menu options there that I'll explain later. But here's the kinds of objects that you can add into your 3D space. There's mesh objects. Now Mesh object is like the skin of something and that outside part has a materials and textures and things that we'll get into. And those Meshes, what we call Meshes or other people call them polygonal surfaces, consist of a couple of primitives and we build up a very complicated model from very simple primitives.

Primitives that are readily supported by Blender include a Plane, a Cube, a Circle, a UVsphere, which is a sphere, a regular ball if you will, an Icosphere, which is a special kind of ball that looks like a soccer ball, a Cylinder and a Cone. So if you add say a ball, click on UVsphere and for most of those primitives a sub-menu will come up that allows you to tailor how big the object is initially in Blender units and then how detailed it is.

Let's go ahead and accept the defaults for now. And now we have added a ball into our scene. We can move this ball by pressing G, which grabs the ball, and then as we move our mouse cursor the ball moves with it. If we wanted to make the ball smaller or bigger, we want to scale it. So if we press S and move the mouse towards the object, it scales it down and makes it smaller. If we move the mouse away from the object, it scales it up.

It's almost as if the mouse cursor was pulling on this thing to make it bigger. The other thing we can do is rotate the object and rotating a ball doesn't really show much. So I'm going to right-click on the cube and we are going to press R and then that rotates the cube around whatever perspective the 3D view is in and rotates the cube. If we don't want the cube anymore we can press X and that deletes it. If we select something and we press X by accident and we don't want to delete it, simply move your mouse outside of that pop-up window and that pop-up window will go away and Blender will not execute that action. That aborts that action.

The other way to select objects in 3D views, what we call the bounding box selection and we have let's say these lights here. So if you press B, your cursor changes to a crosshair. I hope you can see that in the training video. If you left click and drag your cursor now, you are actually making a box and when you let up everything that was partially within that box is selected. To deselect the things you press B again, and now this time you can right-click and drag and now everything that falls within the box when you let up on the button is deselected.

Now as you add objects to your 3D scene. it's going to get kind of busy. So here we are going to add a Plane. We are going to add a NURBS Curve, we are going to add some text and as we add these elements our scene can get filled up pretty quickly and get pretty complicated. So Blender supports the notion of layers where we have different objects on different layers and then when we want to work on certain objects that are related, we just select only that layer.

So right now we are going to look at only Layer 1 and as you can see, we have most of our stuff on Layer 1. But when I clicked on Layer 1 some other things went away. That ground plane went away. Where did it go? Well, it's over here and Blender shows you where things are and if there's something is on the layer it shows you by having a dot on that little layer. So, if I just left-click on that layer button, I see that this layer, Layer 10, they are numbered 1 through 5, 6 through 10, 11 through 15 and 16 through 20.

Now this layer has three objects on it, the Plane and two lights. If I want to move something to another layer, I press the M key to move it and then just click the layer that I want it to be on. Now that layer has a little dot that tells me that something is on that layer. To select multiple layers, I just hold the Shift key and select those layers and now everything is selected. I can just very quickly select all of the layers by pressing the Tilde key, which is Shift and then you hit the button on the American keyboard right next to the 1 at the top of your keyboard.

That selects all of the layers. All right so that's basic mousing around objects in 3D space.

Show transcript

#### This video is part of

Blender 2.48 Essential Training

131 video lessons · 25882 viewers

Author

Expand all | Collapse all
1. ### Introduction

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. ### 1. The Blender Interface

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
7m 27s
11. Using the open-source movies and assets
4m 18s
3. ### 2. Modeling

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
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
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. ### 3. Lighting

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
3m 22s

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
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. ### 5. Animation

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. ### 6. Simulation

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. ### 7. Rendering

21m 29s
1. Using Render controls
6m 18s
3m 31s
3. Stamping text on video
2m 32s
4. Setting up test renders
4m 43s
5. Rendering image sequences
4m 25s
9. ### 8. Compositing

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. ### 9. Sequencing

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. ### Conclusion

5m 26s
1. Putting it all together: Captain Knowledge visits lynda.com
5m 12s
2. Goodbye
14s

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