Beruflich Dokumente
Kultur Dokumente
45
Basics
Bas van Dijk
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Preface
BlenderCourse teaches you about 3D modelling and provides you short tutorials about a
specific subject. The main thought is: ‘Just do it!’ During different courses you will learn
various techniques. If necessary, there is a small instruction, but in my opinion you will
learn best by doing the exercises yourself.
BlenderCourse is intended for everyone who can use a computer. This means you must
understand terms as “double click” and “tab-key”.
You do not need any 3D-modelling knowledge; the terms used, will be explained during
the different courses.
If you see an error or something that is not clear, I want to ask you to contact me
through feedback@blendercourse.com. More Blender Course material can be found at
http://www.blendercourse.com.
I would like to thank Erik van der Kouwe, Nynke Dokkum and Andrew Vander Molen for
correcting this document.
The “Appendix 4 – Blender gallery” is a small showcase about the possibilities of Blender.
Before you can start with a lesson you first have to read small a piece of text which
describes the techniques of the lesson. At the end of every lesson is an image of “The
challenge”. The idea is that you can reproduce the image by using the techniques learned
during the lesson. The last two chapters do not have a challenge because these are about
animation.
All Blender files are provided with this BlenderCourse. You can find these in the “Course
Material” folder.
This document is using several symbols. Below is the explanation of these symbols:
An arrow () means instruction. This means you have to follow the step after it.
A combination of more than one key will be written with the plus sign (+).
If there is an arrow () between two words, this means a click sequence in a
menu.
Example:
This is how this technique works.
Table of contents
Results per Course................................................................................................. 7
Course 1 – Mesh and vertex editing I .................................................................... 7
Course 2 – Mesh and vertex editing II ................................................................... 7
Course 3 – Render options and Proportional Editing ................................................ 7
Course 4 – Curves .............................................................................................. 8
Course 5 – Materials and light .............................................................................. 8
Course 4 - Curves................................................................................................ 43
A chair out of Curves......................................................................................... 43
Bezier Curve .................................................................................................... 43
Convert to mesh ............................................................................................... 44
The challenge................................................................................................... 54
Skills from this course ....................................................................................... 54
Course 6 – Animation........................................................................................... 70
Frames, keyframes and framerate ...................................................................... 70
Frame navigation.............................................................................................. 70
Video codec ..................................................................................................... 72
Skills from this course ....................................................................................... 74
Course 7 – Tips and Tricks.................................................................................... 75
Parent/Child..................................................................................................... 75
Change centre of object..................................................................................... 76
Spin ................................................................................................................ 77
Alignment ........................................................................................................ 79
House
Pill
Mountain scenery
Chair
figure 1 figure 2
In case of the cube four vertices make a face. Each face has a minimum of three
vertices.
figure 3
Rendering
In Blender we are working with some kind of wireframe (figure 4). This wireframe is not
the actual result of your design (figure 5). The wireframe needs to be “translated” into an
image, this process is called rendering. During this process the CPU calculates things like
light, shadow, reflections etc.
figure 4 figure 5
TOP SIDE
FRONT CAMERA
figure 6
Start Blender.
Move with your mouse cursor to the centre of the cube in the “Front View” and
click with your right mouse button to select.
In the bottom left of the view you can see which object you have selected (marked in red
in figure 7).
figure 7
The horizontal line in the Front View is the 0-line. The cube is located half below this 0-
line. The next steps show you how to move the cube upwards.
Move with the mouse cursor to the centre in the Front View and press <G>
(move), you can now move the cube (move the mouse around and see what the
result is in the other views).
Press <Esc> to cancel the movement; the cube is placed back to its original
location.
You can see moving a cube around is not easy. You can define the axis where the object
needs to move along. In order to do this press <G> and the letter of the axis which you
like to lock (<X>, <Y> or <Z>).
If you hold down <Ctrl> during the movement you make sure the object moves along
the grid.
You can now see the axis which you have locked, in this case the light blue Z-axis (figure
8).
figure 8
Now hold <Ctrl> down while moving the cube upwards till it is on the 0-line.
Click with your left mouse button or press <Enter> to confirm the movement.
If everything worked out well you screen should look like figure 9.
figure 9
This cube is the basis of our house, we only need the roof. In order to build the roof we
need another cube on top. To achieve this we are about to duplicate the old one.
Select in the Front View the cube (move cursor to the centre of the cube and
press the right mouse button).
Hold down <Ctrl> and move the cube till it is on top of the first one.
Click with the left mouse button or press <Enter> to confirm the movement.
If everything worked out well you now have two cubes as shown in figure 10.
The cubes fall almost out of sight. If you use the scroll wheel (<Scrl>) when holding
<Ctrl>, <Alt> of <Shift> you can change this. This only applies to the view in which you
are currently working.
<Alt> + <Scrl> = Zoom view in and out
<Ctrl> + <Scrl> = Move view horizontal
<Shift> + <Scrl> = Move view vertical
Move your cursor in the Front View and hold <Shift> while moving the scroll
wheel downwards till the cubes are in the middle of your view (figure 11).
figure 11
Blender uses two different modes: Object Mode and Edit Mode. In Object Mode you are
working with the object as a whole. In Edit Mode you can edit the object per vertex or
multiple vertices.
You can switch between these modes by pressing <Tab>.
You have now switched into Edit Mode. You can know this because of all the visible
vertices and the text “Edit Mode” in the view menu bar (red marked figure 12).
Press <B> for block selection and drag a rectangle around the topmost two
vertices (figure 13).
figure 13
You can scale objects by pressing <S>, to rotate you can press <R>. Also with these
operations you can use <X>, <Y> and <Z> to lock the axes.
Move your cursor in a corner of the Top View (top left) and press <S> followed by
<X> to lock the X-axis. If we did not lock on the X-axis we would have a pyramid.
Move your cursor to the centre of the view till the roof is getting sharp.
Confirm your operation by pressing the left mouse button or press <Enter>.
If everything worked out well, you now have a house with a sharp roof just as (figure
14).
As you can see the house falls partly out of the camera view (bottom right). We are
going to correct this.
Select (with the right mouse button) the camera in the Front View (marked red in
figure 14). Its colour changes to purple.
Press <G> followed by <Z> and move the camera upwards till the whole house
shows up in the Camera View.
Confirm your movement by pressing the left mouse button or press <Enter>.
figure 15
In Blender you can save by pressing <Ctrl> + <W> or choose File Save. The first time
Blender prompts you for a filename, every next time your file is overwritten
automatically.
Move you cursor in the Front View and press <Ctrl> + <W>.
figure 16
With the button marked in figure 17, you can change the drive letter.
figure 17
Browse to the folder in which you like to save your file and press [Save File].
Your file is saved; you can see this in the window title of Blender (figure 18). This is the
filename in which your file is saved.
figure 18
Finally we are about to “render” our house. As described earlier, this operation
transforms our wireframe into the final image.
figure 19
figure 20
The challenge
Basic meshes
Before you start drawing your 3D-model, you need to check of which basic meshes your
object consists. In the previous assignment our basic mesh was the “cube”.
Blender contains the following basic meshes: Plane, Cube, Circle, UVSphere, Icosphere,
Cylinder, Tube, Cone, Grid and Monkey.
Figure 1 shows all the renderable meshes. A circle for example is not visible when
rendering.
The mesh Monkey is the mascot of Blender and is named Suzanna. You can use this
mesh as a ready-to-use mesh.
Pill
In this chapter we are about to make a pill (figure 2).
figure 2
The First question we can ask ourselves could be: which basic meshes are we going to
use for making this pill? The most logical answer would be a Cylinder with two UVSpheres
on the end. Instead we are going to use only one mesh: the UVSphere.
figure 3
figure 4
Press <Spacebar>.
A menu appears.
figure 5
Press <Enter> twice to confirm the standard number of segments and rings.
You have now added a sphere to your scene (figure 6). We are now going to make a half
of the pill.
You have been switched into Edit Mode automatically and can see the yellow vertices of
the sphere.
Working in just a quarter of the screen is sometimes not practical. You can maximize a
view by moving your cursor into a view and press <Ctrl> + <>. With <Ctrl> + <>
you are switch back.
figure 7
Move your cursor to the centre of the Front View (bottom left) and Zoom in
(Scrollwheel up) till the sphere takes about 25% of the view. (figure 8).
figure 8
figure 9
In order to select multiple vertices we are using Block Select. You use block select by
pressing <B> while in Edit Mode. If you hold down your left mouse button, you can drag
a rectangle around the vertices. All vertices in this rectangle will be selected (yellow
coloured are the selected ones).
In Edit Mode you can press <A> to select or deselect all vertices.
Press <B> and drag a rectangle around all the vertices right from the centre-line
(figure 10).
Do not select the centre line itself, only the vertices on the right side of it!
figure 10
figure 11
Press <X>.
figure 12
Choose [Vertices].
figure 13
Press <Ctrl> + <> to see all view again. We continue working in the Front View.
Select with <B> the rightmost row of vertices (marked red in figure 13).
figure 14
figure 15
In the bottom left of the view is displayed how for the “pill” is stretched (figure 16).
figure 16
This number consists of a lot of decimals. To adjust till 3.0000 is quite hard.
Press <3>.
The bottom left of the view menu bar shows 3 (figure 17).
figure 17
Press <Enter> to accept the Extrude operation. You are now having half a pill
(figure 18).
In the Camera View (bottom left) you can see the pill is still hollow (figure 19).
figure 19
Click in the view menu bar of Front View (bottom left) at [Mesh].
figure 19
The Camera View (bottom right) shows a “closed” pill now (figure 21).
The left part of our pill is ready, now we are continuing with the right part.
Use <Ctrl> + Scrollwheel in the Front View for moving the pill to the left side of
the screen (figure 22).
figure 22
The pill is now duplicated, but the duplications are still on top of each other.
Type <1> <8> <0> to rotate the half pill 180 degrees and press <Enter>.
In the Front View there are two half pills over each other (figure 23).
figure 23
figure 24
Figure 25 shows the red part of the pill is slightly bigger than the white part. We can
achieve this by using the scale method.
figure 25
The Front View (bottom left) shows the right part bigger than the left one (figure 26).
Because of the scaling the two parts overlap each other.
figure 26
Materials
Blender uses materials. A material describes properties of a material such as colour,
reflection, softness and structure. Course 5 describes materials in more detail.
Press <F5>.
figure 27
You have now added a new material. New Panels appear (figure 28).
figure 28
The materials preview is shown in the Preview Panel. The colour of this object is grey.
The name is “Material.001”.
Click in the textbox which shows the name (marked red in figure 29) and change
Material.001 into Red.
figure 29
Drag the sliders (marked red in figure 30) according to the following values: R at
1.0, G at 0.0 and B at 0.0.
figure 30
Now select the left part of the pill and make a material called “White” with the
values: R at 1.0, G at 1.0 and B at 1.0.
Select in the Top View (top left) the camera (marked red in figure 31). The
Camera View is shown in the bottom left view.
figure 31
Move the camera in a so the whole pill is displayed in the Camera View.
Press <F12> to render your model. If everything worked out fine the image
should look like figure 32.
figure 32
Select the red part of the pill and press <F9> (Editing Panel).
Click [Set Smooth] (figure 33), this makes the mesh look smooth.
figure 33
You can see the red part is a lot smoother than the white part (figure 34).
figure 34
Make this part also smooth in the same way as we did with the red part.
Press <F12>.
The challenge
Scene Panel
The Scene Panel shows lots of settings which affects the rendering, for example the
rendered image size.
The render process goal is to render an image or animation. This rendering is done
according to our model. The more effects used, the longer it takes to render your image.
The same hold for the image size: rendering an 5000x5000 image take a lot more time
than a 100x100 image.
We are going to adjust several render setting in order to see their influence on the final
render.
figure 1
The Scene Panel shows four different Panels: Output, Render Layers, Render, Anim and
Format.
Disable the [OSA] button on the Render Panel, if this one was enabled.
Press <F12>.
Watch closely to the border between the red and the white part of the pill (marked red in
figure 2). This border looks serrated.
figure 2
Below the [OSA] button on the render panel are several other buttons: [5], [8], [11] and
[16] (marked red in figure 3). This buttons are the grade of anti-aliasing. Keep in mind:
the higher the number, the slower the rending process goes.
figure 3
Press <F12>.
figure 4
The render of the previous exercises are rendered at 800 by 600 pixels. This size can be
adjusted in the “Format Panel” (marked red in figure 5).
When you try to click “800” or “600” you can not immediately change these values. In
order to do this you should hold <Shift> while clicking on the value.
figure 5
Hold <Shift> and click with the left Mouse button on 800.
Image sizes
You can select any size for your image to render. Even though there are a few common
used sizes:
320x240
640x480
1024x768
1280x1024
1600x1200
3200x2400
You can see the image is rendered larger but is still Sharp. Blender has some predefined
render sizes. You can select these sizes by pressing one of them in the Format Panel
(marked red in figure 6).
figure 6
Sometimes you want to make a test render to see the final result. In this situation you
don’t want to change the image size all the time. For this reason Blender has a couple of
buttons (marked red in figure 7). With these buttons you can adjust the percentage to
render of the specified size.
figure 7
Click on [25%].
Press <F12>.
Now you can see your image rendered at 25% of the original format.
The image format can be set in the Format Panel (figure 8).
figure 8
figure 9
figure 10
figure 11
figure 12
Type <1><0> to scale the Plane times and press <Enter> (figure 13).
Zoom the Top View till the whole Plane covers the view (<Alt> + <Scrl>).
The Plane now only consists out of four vertices (marked red in figure 14).
figure 14
The third panel is called “Mesh Tools”. This panel contains a button called “Subdivide”
(marked red in figure 15). This divides the mesh.
Press the button once and see what happens to the Panel.
The Plane is now splitted and consists out of nine vertices (marked red in figure 16).
figure 16
figure 17
Click in the Top View bar, at the circle and choose [On] (figure 18).
figure 18
Select in the Top View (with the right mouse button) the vertex shown in figure
19 (4th from left and 4th from the top).
Press in the Front View (bottom left) on <G> for move and <Z> to lock the Z-
axis.
You will notice the mountain is very sharp instead of smooth (figure 20).
figure 20
Figure 20 (marked red) shows a grey circle at the initial location of the vertex. The
vertices within this circle will be stretched in the direction of the moving vertex.
<Page-Up> increases the radius. The bigger the radius the more vertices will follow the
movement.
figure 21
The result should look like figure 22. You will notice the angular look of the mountain.
This is what we are going to change with the “subsurf” technique.
figure 22
figure 23
SubSurf
SubSurf means Subdivisions Surface. Remember: the more divisions the smoother the
surface. You can specify the amount of divisions. With this you can control the
smoothness of the final result.
The bottom of the screen shows the Modifiers Panel (figure 24). Here are several mesh
modifiers listed.
Watch carefully to the effect of the SubSurf modifier (figure 25). The left image is
without SubSurf the right one with.
figure 25
Subdivision level
The SubSurf modifier panels shows two kind of levels (figure 26). The “Levels” means the
subdivision level shown in the views, the “render levels” means the subdivision level
during render time. For a good result during render time it is recommended to keep the
“Levels” low and only adjust the “Render Levels”. This makes working in the view easier
and faster. Keep in mind: the higher the “Render Levels” the longer the render process
takes.
figure 26
Now you can move several other vertices in order to create a mountain scenery.
Experiment with changing the radius with <Page-Up> and <Page-Down>. Keep in
mind if the mountains after rendering don’t look smooth you increase the “Render
Levels”.
figure 28
Erase the cube (select the cube with the right mouse button. Press <X> and
choose [Erase All]).
Press in the Front View (bottom left) <Space> and choose Add Curve Bezier
Curve (figure 1).
figure 1
Bezier Curve
The front view now shows a Bezier Curve. This curve has a couple of anchor points.
Each of them has two handles; these handles are used to bend the curve.
Select the left anchor point with the right mouse button (marked red in figure 2).
figure 2
Press <G> to move this anchor point and <Z> to lock the Z-axis.
figure 3
The side view shows the seat of the chair (figure 4).
figure 4
Convert to mesh
Our curve is just a simple line. We like the seat to have some more depth. We have to
convert our curve into a mesh in order to do this.
Choose in the view bar Object Convert Object Type (<Alt> + <C>) (figure 5).
figure 6
Choose [Mesh].
Centre your mesh in the Side View (top right) as shown in figure 7.
figure 7
figure 8
figure 9
In the Camera View zoom in till the chair fits the viewport. (figure 10).
figure 10
Press [Set Smooth] the Link and Material Panel (marked red in figure 11).
figure 11
Now you can see the seat having a smooth surface (figure 12).
figure 12
figure 13
Choose [Region].
Type <-><0><.><1>.
figure 14
In the Front View (bottom left) move the view with <Shift> + <Scrl> in such
way, that the chair stands in the upper part of the view (figure 15).
figure 16
Move the selected handle until it touches the side of the seat (figure 17)
Click with the left Mouse button in order to confirm the movement.
figure 17
figure 18
Select with the right mouse button the most right handle (marked red in figure
18).
Press <G> for move. Move the handle to the position marked red in figure 19 (the
bottom of the view shows the coordinates).
Our curve is a little bit too short. This is not a problem. Blender can extend curves with
as much anchor points as you like.
Hold <Ctrl> and click (with the left mouse button) on the spot marked red in
figure 20.
figure 20
figure 21
Select (with the right mouse button) the handle which is marked red in figure 21.
figure 22
In the Side View (top right) press <R> and <X> to lock the X-axis.
In the Top View (top left) press <Spacebar> and choose Add Curve Bezier
Circle (figure 23).
figure 23
figure 24
The bottom left of the Side View shows the name of our circle: “CurveCircle” (figure 25).
figure 25
Type in the Curve and Surface Panel at BevObj (Bevel Object) “CurveCircle”
(marked red in figure 26) and press <Enter>.
figure 26
The circle now follows our curve which makes it look like a hollow tube (figure 27).
figure 27
In the Top View (top left) zoom in till the chair fills the view.
Press <S> for scale. Notice what happened (the tube is also scaled!).
The chair now has two supporting tubes but one is mirrored! (figure 28).
figure 28
If we look closely to the chair we still see our CurveCircle (marked red in figure 29). It is
not possible to just delete the circle. If we do, the curve does not know the bevel object
anymore.
figure 29
Select in the Side View (top right) the left support tube.
Convert these into a Mesh just as you did for the seat (<Alt> + <C>).
figure 30
Select in the Top View (top left) the CurveCircle and press <X>.
The circle no longer appears in our render (figure 31). Finally we scale up our chair
because it appears a little bit small.
Select in the Side View (top right) the two supporting tubes and the seat by
holding <Shift>.
figure 32
Select the cube and delete it from the scene (<X> [Erase Selected]).
In the Top View (top left) press <Spacebar> and choose Add Mesh
UVsphere.
The centre of your scene now contains a sphere. We are about to smooth this sphere and
add a material.
figure 1
RGBA colours
Every colour is built out of the colours Red, Green and Blue. In Blender you can specify a
value for each colour. This value should be between 0.000 and 1.000. Besides R, G and
B, beside these three figure 2 also shows a “A”. This A value represents the Alpha value.
This value means the degree of transparency. 1.000 means opaque, 0.500 means 50%
transparent.
There are three ways to specify a colour value: typing (click on a value while holding
<Shift>), sliders (slide the slider) or click on a colour (a colour pick dialog appears).
The “Preview” Panel shows an example of your material. The six buttons (marked red in
figure 2) specify which object is shown in the Preview Panel.
Press the buttons which are marked red in figure 2 to see the effect.
figure 3
figure 4
The sphere does not look like it is made out of plastic because the material does not
reflect the light in a shiny way.
figure 5
figure 6
Press in the Front View (bottom left) <Shift> + <D> to duplicate the sphere.
Right under the Links and Pipeline tab (figure 7) press the arrow button and
choose [Add New] to add a new material.
figure 7
figure 8
figure 9
Blender does not do what we expected. The blue sphere does not appear transparent
even though we set the Alpha value to 0.500. This is because we made the colour
transparent but not the object itself.
figure 10
figure 11
Click on [Wire] in the Links and Pipeline Panel (marked red in figure 12).
Set to A: 1.000.
figure 12
You can now see the blue sphere being rendered as a blue wireframe (figure 13).
figure 13
Textures
In the previous part we only adjusted the reflection of the material. A material also has
some kind of structure. This structure is defined with one or more textures.
As also shown when working with materials, the Texture Panel also has a Preview Panel
(figure 14), on the right you can see the number of layers a texture can consist of (max.
10). These layers are called Texture Channels (marked red in figure 14).
In the dropdown box below “Texture Type” (figure 15) you can select different types of
textures. Each of these textures has specific properties.
figure 15
figure 16
You can see the Marble Panel containing several properties which can be adjusted.
Figure 17 (marked red) shows our texture is being used for our new material. The
Preview Panel shows pink marble parts on our material.
figure 17
figure 18
The default colour for a texture is pink. We are about to adjust this colour.
figure 19
You can see the pink colour has become white (figure 20).
figure 20
The Map To Panel allows you to adjust where the texture will be applied to.
Emitting
Like a lamp, a material can emit light. This can be done by changing the emit value of
the material, but also by enabling [Emit] at a texture.
You can see it looks like the white part of your sphere is emitting light (figure 22).
figure 22
Light
A 3D-scene without light would result in a black image. Blender has five different light
sources: lamp, area, spot, sun and hemi. In this course we are just looking at the lamp
and spot. A spot is a light source which comes from one point where the light spreads in
a cone shape. A lamp is a light source which emits light to every direction.
In the Top View (top left) add a plane (<Spacebar> and press [Add] [Mesh]
[Plane]).
figure 23
figure 24
Now you can see a shadow appearing at the sphere. This is made by the one and only
lamp in the scene.
figure 25
figure 26
In the Top View press <Spacebar> and choose [Add] [Lamp] [Lamp].
Press <N>.
You can see a lamp shining from the back of our sphere to the front (figure 27).
figure 27
Press <F12> and imagine where you think the shadow should appear.
figure 28
figure 29
Click in the Shadow and Spot Panel on [Ray Shadow] (figure 30).
figure 30
figure 31
With <Z> you can switch between Shaded and Wireframe mode.
figure 33
figure 34
A spot has a conic shape; this cone shows where the light bundle appears.
Press <N>.
figure 36
Lamp Panel
The lamp panel (figure 37) is almost the same for all light types. With Dist (Distance) you
can adjust the range of your light. Energy adjusts the intensity of the light and R, G and
B specify the lights colour.
Set the HaloInt (Halo intensity) to 2.5 (marked red in figure 38).
figure 38
The beam of light has become more dense now (figure 39). In the Shadow and Spot
Panel, SpotSi defines the angle of the beam.
figure 39
The bottom left of each viewport shows the current frame number (marked red in figure
1).
figure 1
Frame navigation
The arrow keys help you in navigating through the frames: <> and <> moves one
frame forward or backward. <> or <> moves 10 frames forward or backward.
Press in the Top View <I> in order to make a new keyframe in frame 1.
figure 2
Choose [Loc] (location) in order to make a keyframe for the location of the cube.
Keep pressing <>; you will notice that the cube is moving back to its original
position.
The third Panel from the left shows the Anim Panel. This Panel shows from and to which
frame the animation runs (here 1 to 250) (marked red in figure 3).
figure 3
Change 250 into 75 by holding <Shift> and click on the number “250” and type
75.
Move your cursor inside the Camera View (bottom right) and press <Alt> + <A>.
You now see the animation in the Camera View. The frame number on the bottom left of
the viewport runs through the animation.
Click in the Format Panel at [Jpeg] and choose [AVI Codec] (figure 4).
figure 4
figure 5
In the Scene Panel make sure [OSA] is disabled and the format is [25%] (figure
6).
figure 6
Press [Anim] (marked red in figure 7) in order to start the animation rendering
process.
During the animation rendering, your cursor changes into a black box with a number.
This number is the current rendered framenumber.
When the render process has been finished, the render window shows “Fra: 75” in the
top left corner (marked red in figure 8).
figure 8
figure 9
figure 10
figure 11
Choose [LocRot].
figure 12
Now you can see the change of location and rotation from the camera.
Duplicate (<Shift> + <D>) the cube in the Front View (bottom left).
figure 1
A dotted line shows the relationship between the objects (marked red in figure 2). The
upper cube has become “parent”, the lower “child”.
figure 2
You now can see the lower cube moving along with the upper cube.
figure 3
You now can see the bottom cube not moving along. The parent-child relationship can be
very useful when modelling a animation character. The eyes are child of the head, the
head is child of the body, the hair is also a child of the head etc.
figure 4
figure 5
figure 6
The centre of the cube has been moved to the location of the 3D-cursor.
Rotate the cube randomly; you will see the cube rotating around its new centre.
Spin
Sometimes you would like to create multiple instances of an object, rotated over a
certain angle. An example can be the hour dashes on an analogue clock, which is copied
11 times over 360 degrees. Another example can be when drawing a gear.
Click in the Front View (bottom left) with the left Mouse button, four grid squares
below the cube in order to move the 3D-cursor (marked red in figure 7).
Below on the Mesh Tools Panel is a textbox with “Degr” for the number of degrees of the
rotation. Steps are the number of steps of the rotation (marked red in figure 8).
figure 8
Press [Spin].
Your cube has been multiplied ten times around 360 degrees (figure 9).
figure 9
figure 10
Selection -> Grid and Selection -> Cursor aligns the object to the grid or to the location
of the 3D-cursor.
Cursor -> Grid and Cursor -> Selection moves the 3D-cursor to the grid or the centre of
the selected objects.
Browse to http://www.blender.org/download/get-blender/.
Click under heading “2.45” on a mirror near you (marked red in figure 1).
figure 1
figure 2
Choose [Run].
figure 3
When the file is downloaded successfully a security warning appears (figure 4).
Choose [Run].
figure 5
figure 6
If necessary you can pick the folder in which Blender needs to be installed. If you do not
know what to do just leave the default location.
figure 8
figure 9
File files are now being copied to the hard disk (figure 10).
figure 11
figure 12
figure 13
The installation is finished. To follow the lessons of BlenderCourse some settings need to
be adjusted. These are described in “Appendix 2 – Configure Blender”.
When starting Blender you can see our screen consisting of three parts: menu bar, a
window with a centred square and a window with some buttons. These windows are
called “Panels”.
The square is the top view of a cube. For easy 3D modelling we like to have multiple
views. These views are: front-view, top-view, side-view and camera-view.
The next steps will guide you into how to create these views.
Click with the right mouse button on the border between the panel containing the
cube and the bottom panel (red spot in figure 1).
figure 1
Move with the cursor to the centre of the cube. You see a vertical line following
your cursor (figure 2).
Click with the left mouse button as soon as the line intersects with the centre of
the cube.
figure 2
Now you are having two views next to each other. Both views show the top-view of the
cube (figure 3).
Right now we have two views, but initially we want to have four. To make four views we
have to split up each view again.
Click with your right mouse button on the border between both views (red spot in
figure 4).
figure 4
Now you have three views each representing the cube’s top-view (figure 5).
figure 5
figure 6
If everything worked out well you have four views (figure 7).
figure 7
All the four views are top-views now, in the next steps we are about to change this.
There is a menu bar located under each view (figure 8). With this menu you can adjust
several settings for this view.
figure 8
Click on [Front].
figure 9
The view has been changed from top-view into front-view (figure 10).
figure 10
Now click on [View] in the menu bar of the top right view and choose [Side]
(figure 11).
figure 12
Click on [View] in the menu bar of the bottom right view and choose [Camera]
(figure 13).
All views are now properly adjusted. The top left view does not need any adjustment
since it is already displaying the top-view. Your screen should look like figure 14 (the
names of the views are displayed in the red boxes).
TOP SIDE
FRONT CAMERA
figure 14
Because we do not want to do previous instructions every time we start Blender we are
going to save them as default.
Click on [File] which is located on the top left of your screen and choose [Save
Default Settings] (figure 15).
The settings are now saved as the standard settings for each new scene.
<F1> Open
<F2> Save as
<F3> Save render
<F5> Shading Panel
<F6> Texture Panel
<F9> Editing Panel
<F11> Show latest render
<F12> Render scene
Edit Mode
<A> Select or deselect all vertices
<B> Block selection
<E> Extrude
<O> Proportional Editing
<Shift> + <F> Face Fill
Richie
SpeedTiti
Malefico Andauer
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