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Blender 2.6 Essential Training

Working with scenes


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Blender 2.6 Essential Training

with George Maestri

Video: Working with scenes

Another way to organize your data within Blender is to use scenes. Now, scenes can be used to create different setups of the same objects or completely different sets within your project. So by default Blender has a scene and we can see that here in the Outliner. We also have a window up along here in the Information Panel, and this allows us to see the available scenes. Now, if we want to add one, we can certainly do that.
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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

Working with scenes

Another way to organize your data within Blender is to use scenes. Now, scenes can be used to create different setups of the same objects or completely different sets within your project. So by default Blender has a scene and we can see that here in the Outliner. We also have a window up along here in the Information Panel, and this allows us to see the available scenes. Now, if we want to add one, we can certainly do that.

We have a Plus sign here which allows us to add scenes. We have a couple of options here. One is New, and the other one is Copy the Settings and Link the existing Objects and so on. Let's go through these. The first one is a New Scene. So if I do that it creates an entirely new scene. If you look here we have Scene and then we have Scene.001, and notice how that shows up in the Outliner as well. Now, because we just created a New Scene, we actually created a blank palette in which we can place anything.

So if we wanted to we could add in a Sphere, for example. So now that Sphere is in this Scene. If I click over to the other scene, it's all the objects that were in that scene. So we have two completely different setups here in each individual scene. Now, if I want I can make copies of my existing scene and I can either Link or not Link the Objects. Let me show you what I mean.

So in this case we want to do a Link Objects Scene. So we are going to create Scene 2, and this one, if you open it up, you will see that, well, it looks exactly like the scene I had before. So I'd go to my original scene and then I'd go to Scene 2, it's the same. Well, let's try and change it. Let's go ahead and move the Chairs around. I am going to go ahead and push those Chairs further apart. Now, if I go back to my original scene, you'll see that, well, the Chairs are still in the same place, and that's because we created what's called a Linked Scene.

So the objects that move in one scene also are reflected in the other scene. Now, if I want I can make differences in this second scene, but if I wanted to I can make the second scene different, but that means adding in additional things. So let's go ahead and add in a big Cube here, and we can see now I've got an additional object in this scene that I don't have in the other. So that's the difference, is that I'm adding things into it. Now, if we want we can also take this original scene and just make a copy of it.

So if I click here and go Full Copy, what this does is it actually creates an additional scene, in this case, Scene 3 that has all those objects, but they're not linked. So if I move the Chairs in this one and go back to the original, you'll see that I've got my differences here. And in this third scene, which is a Full Copy, I have copies of every single object in that scene.

Now, with the scene is, when you actually go into these scenes, these are used for organization, but they can also be used for rendering. So if I were to render this particular scene, you would see that I can render these objects separately. So in other words, what I'm creating here is separate scenes for organization and for rendering. So you can have a scene for your long shot and then another one for the close up, different scenes with different lighting options and so on.

This can be very flexible in the way that you use Blender.

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