SAnet Me Blender3DABeginners15StepExercise
SAnet Me Blender3DABeginners15StepExercise
SAnet Me Blender3DABeginners15StepExercise
Thomas Mc Donald
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Blender 3D: A Beginners 15 Step Exercise Book
Introduction
This book is designed to guide new users of the Blender 3D software through
the interface and as the book progresses we take on some practical exercises
the reader can follow along to. The exercises provides a “learn by doing
approach” that is fundamental to understanding and mastering Blender. The
first section provides information on the different areas within Blender when
you first open the program. Here we quickly cover the main areas and their
functions. The secret to Blender is gaining an understanding of the process,
and theory, and by putting that understanding into practice, practice, practice.
You can quickly go through this book in a day and the reality is most people
don’t have a whole lot of time to spare. If you assign 30 minutes to an hour a
day and follow the exercises, then repeat those exercises until you no longer
need the book. This will give you a strong foundation in understanding the
fundamentals of Blender. Visit https://blenderzen.com/ for more resources.
Getting Started
You may already have a copy of Blender installed on your computer. To get the
latest version of Blender visit www.Blender.org and click the Download button.
This will bring you to the download page. Here you can simply select a Blender
suitable for the operating system you have installed on your computer. There
are three supported, Windows, Mac and the Linux operating system. Choose
between 32bit or 64bit, this will depend on your system hardware, go to your
system settings and check the system type if you are unsure.
Getting Set up
Blender uses add-on, a feature that extends its functionality through the use of
scripts. These pieces of software code written in python can be enabled or
disabled by going to:
File > User Preferences > Add-ons > Enable the Add-on by clicking and placing
a check mark inside the box. The Add-on will now be activated once you select
Save User Settings. Some Add-ons are switched on by default but please note
the following add-ons need to be enabled to follow along to the exercises in
this book:
User Interface: Pie Menus Official: Enables short cut keys for efficient
workflow.
File > User Preferences > Input > Select with > Left.
File > User Preferences > Input > Emulate Numpad > Enable this option by
clicking and placing a check mark inside the box
Another Add-on that needs to be enabled for the exercises that follow in this
book is the Auto Run Python Scripts. To enable this add-on go to:
File > User Preferences > File > Enable > Auto Run Python Scripts
Note: After making changes in User Preferences always Save User Settings
before exiting to update those changes.
The Areas form the screen layout and contain the Editors. They can be dragged
out or squeezed into an arrangement that best suits the user’s workflow and
interface needs.
Editors consist of a header and one or more region. Headers are horizontal
panels top or bottom containing menus and commonly used tools.
The Editors
The Outliner Editor lists alphabetically by default every object within your
scenes. Here you can easily maintain control of an objects visibility in the scene
or during rendering. Here you can double click an object to rename, select it or
delete it. In a large scene with many objects press the period key to quickly
bring the outliner window right to that object. To avoid accidently selecting or
modifying an object in a scene you can make it disable its selection option.
The Info Editor by default is displayed horizontally across the top of the screen.
This editor contains the main menu bar displaying your current screen layout,
current scene, current engine and resource information.
The Timeline Editor runs horizontally along the bottom of the screen and
provides a visual display for the placement of key frames. These key frames
store an object’s properties (position, scale etc) at a moment in time, allowing
for interpolated animation between a second key frame.
The Properties Editor stores data for the active object and current scene. We
will take a closer look at each tab on the Properties Editor later in this book.
The default Cube is a mesh object and one of a number of primitive mesh
shapes you can begin modelling with. Press Shift + A (Add menu) to view or
add the other primitive mesh shapes.
The Lamp object is used to add light to a scene. There are four lamp types
supported in Blender each one offering unique shadow and shading options.
Lamps can be easily moved, duplicated and controlled within the scene. The
properties editor header has the settings related to the lamp.
The Manipulator has three separate icons to represent each type of transform
option currently selected. These transform options are Translate, Rotate and
Scale. Used together or separately and accessed through the short cut keys
Ctrl + Spacebar they provide a way of manipulating certain parts of the mesh
quickly. You can change the orientation of the transform manipulator using the
transform orientation menu. These options allow the object, its faces and
edges to be edited in a variety of different rotations relative to themselves or
the global orientation.
The tool shelf is located on the left hand side of the 3D editor and can be
accessed by the short cut key T. This shelf contains tools that you will access
frequently either from this area or by the use of short cut keys. The tool shelf
options will change depending on the mode selected (Object mode, Edit mode
etc).
When adding a new mesh to the scene initial mesh options become available
on the tool shelf for that mesh. Here you can make any modifications to the
default mesh before continuing. Please note that once any modifications are
made to the mesh in the 3D view, e.g. transform, scale etc these initial options
on the tool shelf will no longer be available. Any further modification will have
to be performed in Edit mode.
The properties shelf is located on the right hand side of the 3D Editor and can
be accessed by the short cut key N. The properties shelf has transform data for
the selected object. The location of the 3D cursor can be controlled here. The
display options for the scene, such as the grid floor and relationship lines can
be controlled here. It also has scene shading options that can be used to
improve visibility while modelling, for example. You can add background
images to the scene to aid in the modelling of objects etc. The properties shelf
data will change depending on the mode selected (Object mode, Edit mode
etc).
By default Blender begins in Object Mode. Blender is mode based and each
mode within Blender has a specific function. Modes can be accessed through
the shortcut key Tab once an object has been selected. This shortcut displays
the Object interaction menu. The remainder of this book will be dealing with
Object mode and Edit mode. Edit mode is where an object will be modelled
into the desired shape. In Edit mode only the selected mesh object can be
edited. Objects can be joined and edited together or parts of an object can be
separated to form individual objects.
Exercises
The following exercises are conducted with the default Blender setup.
It is important to start by beginning a new scene so go to:
File: New: Reload: Start-Up File
The following add-ons must be enabled in order to complete these exercises:
Go to:
File - User Preferences
Add-ons - Enable: Mesh: LoopTools (Allows the user add additional edges to the mesh in Edit Mode)
Add-ons - Pie Menus Official (Enables short cut keys for efficient workflow) Very last one on list
When all 5 have been enabled be sure and Save User Settings. This ensures the next time you open
Blender that these settings will still be enabled.
The following abbreviations will be used throughout this book and are as follows:
LMB >Left Mouse Button
RMB > Right Mouse Button
MMB> Middle Mouse Button
Each Exercise has a video available to watch on YouTube where the entire
series can be viewed from the playlist “Exercises”.
(Notice an orange outline around the object once it has been selected)
7 With the Cursor in the 3D View you can now roll the MMB to zoom in
and Out.
8 Press and Hold the MMB and slowly drag the Mouse to Rotate the
Camera View to a position you require.
Summary: You Can Toggle back and forth between the Camera view and the
previous view by pressing zero. When there are multiple cameras in the scene,
select the camera and press Ctrl + Zero to make it the active Camera.
Summary: Save your work often. Blender has a nice feature when you save
your work; it saves a copy with the file extension .Blend1. This contains the
data prior to you saving your work and can prove very useful if something gets
corrupted or deleted by accident.
Unit of measurement
The image above shows the cube in front orthographic view. (Press 1 for front
view, press 5 for orthographical view, and roll the mouse wheel to zoom in.)
You will notice the screen is divided into grids of equal length and height. The
cube on screen measures 2 meters and equal in length to two large grid
divisions, each one measuring 1 meter. Zoom in further to reveal each grid
divided into ten equal parts, each measuring 10 centimetres with these divided
into 1mm divisions.
The view info is located at the top left hand side of the screen and displays the
current view type and unit range.
The first picture above shows the selected cube in Edit mode (With the cube
selected in object mode press: Tab > Edit mode). You will notice the header of
the 3D view will change to include Vertex, Edge and Face select.
Take the cube in the second picture as an example of selection methods within
Blender. The default cube is a mesh object consisting of three basic elements.
The Cube has 6 Faces, 12 Edges and 8 Vertices. The vertex is a point in 3D
space while 2 connected vertices form an edge and four edges connected form
a face. Each element of the structure Face, edge and vertex are used to edit
the cube.
13 Press E (Extrude)
14 Type 2 and Press Enter
Viewport Shading
The Viewport Shading menu (Pictured below) and set to solid as default, can
be accessed through the shortcut key Z. The shading menu options display the
object depending on the material applied and or the lighting setup. The most
commonly used shading options when modelling are solid and wireframe
shading.
The 3D Cursor
The 3D Cursor is Blenders placement and pivot tool. The properties shelf holds
the 3D Cursor panel with its x, y and z coordinates. To accurately place objects
within the scene or to one another use the snap menu Shift + S.
Pivot Points
Pivot Points allow for the rotation, scaling and mirroring of objects around a
point in space. The Pivot Point menu provides a list of 5 to choose from each
with their own uses. The Medium Point is the default Pivot Point, uses the
centre mass of an object for determination and is the most commonly used.
Summary: This exercise highlights the difference between the mesh selection
methods and what can be selected when one of the options is active. It is
possible to have all three methods active at once (On the 3D view editor
header, with the shift key held, select the first, second and third)
Layers
Layers are used as a way to separate objects within the scene and provides the
user control over how an object is lit, how forces affect them and how they are
rendered and the properties applied. In this way layers help organise the
objects within the scene allowing efficiency and creating the ability for
uncluttered workflow. The Active layer has a darker shade when on. When an
object is selected a small orange circle indicates the layer the object is placed
on. To move an object to a different layer select the object, press M and select
the layer you wish to move it to.
Proportional Editing
Snap Options
There are two Snap features in Blender. The first one we discuss is contained
on the 3D Editor’s Header and is represented by the magnet icon. This feature
is referred to as Snap during transform and when enabled the selected object
will translate, scale or rotate in increments based on the zoom level and the
element selected. Snap is set to increment as default and can be changed to
the other options through the menu.
Exercise 6 Snapping
Notice the Info editor on the Resource Information tab that 6 Vertices have
been removed. Extra geometry can inhibit our ability to select the edges or
vertices we want to and should be removed when possible.
Summary: Use the Snap during transform option whenever you need to
accurately place or move objects within your scene. There are multiple options
available to choose from in the menu.
1 Press and hold the middle mouse button and Rotate the view back
around out of orthographic
2 Select the front Vertex shown in the picture with the LMB
Notice how the cylinder has been added to the scene with its origin at the 3D
cursor.
Notice on the Tool Shelf the initial settings for the cylinder that include the
vertices count, Radius, depth and Cap Fill Type. We will leave these unchanged
but for future reference once you move, rotate etc these settings will no
longer be available and any changes will have to be done manually in Edit
Mode.
8 Press R (Rotate)
9 Press Y (Restrict the operation to the Y Axis)
10 Type 90 (Rotates the object along the Y Axis by 90 degrees)
11 Press S (To scale)
12 Type .8 and Press Enter (Scales it down by 20 percent)
13 Press G (Translate)
14 Press Z (Restrict to the Z Axis)
15 Type -1 and Press Enter (Move the cylinder down the Z Axis by 1 unit)
16 Press S (Scale)
17 Press X (Restrict to the X Axis)
18 Type .3 (Reduces the cylinder by 70 percent in the X Axis)
19 Press Enter (Confirms the operation)
Render Layers allow you render certain layers of your scene separately. The
advantage to this is in compositing where you can adjust individual elements
differently. This also allows you to re-render individual layers rather than
having to waste time rendering everything in the scene.
The Scene tab contains properties relating to the active scene including units,
physics and colour management. Also switch between cameras within the
scene.
The World tab provides properties for the environment lighting, ambient
occlusion, mist and sky colour. Depending on the render engine used, the
options for the world settings will change. Here you can add HDR images for
effective lighting.
The Object tab displays data for the selected or active object including
transformation, display and duplication setting.
The constraints tab provides the ability to control an object’s behaviour with
tracking, transformation and other aspects of the relationships with other
objects within the scene.
The Object Modifiers tab provides time saving operations to complicated tasks
such as subdividing the surface of an object, adding a mirror modifier to
duplicate in real time the modifications to the mesh on the opposite side. They
also include simulate modifiers
The Object Data tab contains information specific to the current object such as
vertex groups, shape keys and UV Maps etc.
The Material tab allows you to set up material for an object or part of an
object. Depending on the render engine chosen the results will vary. With the
cycles render engine enabled the nodes tabs provides a graphical node setup.
The Particles tab controls any Particles systems deployed in the scene. There
are two main types of particle systems you can choose from, Emitter and Hair,
each with their own unique properties. Particles systems can be used to
simulate hair, fur, grass or birds and fish. Particles systems are emitted from
the selected mesh object up to a maximum of 100,000 and each mesh may
contain many particle systems. Particle systems can be influenced by force
fields etc and require large amounts of computer memory.
The physics tab has controls for simulating real world phenomena in Blender.
With an object selected you can choose from a range of options each with
their own unique properties.
Exercise 8 Modifiers
Summary: The subdivision modifier is now added to this object and displayed
in the modifier section. The subdivision modifier provides a smoothing effect
to the faces of the mesh. Multiple modifiers can be added to an object and
“stacked” one underneath the other. The order of this stack will influence the
modifier and the affect it has on the object. The modifiers can be rearranged
by using the up and down arrows on the header. To apply a modifier the object
must be in Object mode. Applying modifiers causes a permanent change to the
object, in the case of the subdivision surface modifier it increases the number
of faces and can affect the response of the computer’s memory if the scene
has lots of these modifiers.
Exercise 9 Material
We are going to use the cycles render engine to render material in the
following exercise. Please go to the Info Editor and change the engine type to
Cycles.
1 With the Cylinder selected go to the properties editor and Select the
Material tab
2 Select New
3 Double click “Material” and rename to Tyre
4 Select the + sign to the right of the material slot
5 Select new
6 Double click this new material and rename it “Hub”
7 Left Click into the Colour swatch and drag down the slider on the right
hand side until it becomes a dark colour
8 Select the Hub material
9 Change the surface type to Glossy
10 Change the roughness value to .5
Now back in the 3D View
6 Change the Timeline Editor to the Graph Editor and expand the Graph
Editor Area
7 On the Graph Editor header change F-Curve to Drivers mode
8 Select the X Euler Rotation
9 In the graph area press N (Properties Shelf)
10 Scroll down to the bottom of the properties shelf and change X
Location to Y Location
11 In the Expr box change the value to Var*-1
12 In the OB/Bon box Select Cube
13 Back in the 3D View with the wheel selected Press and hold shift and
select the main body (Cube)
14 Press Ctrl + P (Set Parent Menu)
15 Select Object (Keep Transforms)
Next we want to mirror the Wheel to the four corners of the car
Summary: The four wheels can now be controlled by the movement of the
main car body (Cube).
You can now change the bottom editor back from the graph editor to the
timeline Editor for use in later exercises.
7 Back in the 3D view bring the car into view, rotate and zoom if
necessary. When you have the car in a good viewing position
Press Ctrl + Alt + Zero
8 Press N (Properties Shelf)
9 Put a Check mark in lock camera to view and position the car so you
have a good view of the front and near side
10 You can uncheck Lock camera to view
11 Press Z Select Rendered
The Process: Select the face Press I (Insert) Type .1 Press Enter (Confirms
operation)
We begin this exercise in Object mode and out of camera view. First we need
to position the car on the grid floor
1 With the car selected Turn on snapping on the 3D view header and
choose increment from the menu
2 Press 3 (Right View)
3 Press 5 if necessary for right orthographic view
4 Select the manipulator by the Z directional arrow and drag it up
(Zoom in if necessary and the car should snap incrementally up
until it reaches the green line)
5 Turn snapping off (Shift + Tab)
36 Select the two outer faces, one on the left and the other on the right
(Select the first, press and hold shift to select the second)
37 On the material tab click the plus sign to add a new material slot
38 Select New
39 Double click the new material and rename it to Grass
40 Change the colour to a dark green
41 Select Assign (This assigned the material to the selected parts of the
plane)
The next exercise looks at adding animation to the scene. Here we will have
the car travel along the road with the camera capturing the action. With the
Road selected:
1 Press the period key and select Median point
11 Next, hover the cursor in the top right hand corner of the 3D view until
the cursor changes to a narrow cross icon, then Press and hold
the LMB and drag this new window out into the centre of the
screen. In the Left hand window over the cursor and Press Zero
(Camera View) and in the Right hand window with the camera
selected drag the camera nearer the car with the manipulator
and frame it up
Next we will add key frames for both the camera and the car. The timeline will
need to be the Editor at the bottom of the screen
16 Press I and Select Location (Inserts a key frame for the cars location
at the current frame of 250)
17 Type 1 into the current frame box and press enter
Notice how the car now goes back to its saved position on the first key
frame
Now back in the 3D View and the camera set up with the car in view
24 Press R (Rotate)
25 Press Z (Restricts the rotation to the Z Axis)
26 Drag the cursor to rotate the camera and get the car in shot and Press
the LMB to confirm the operation
27 Press I (Insert menu)
28 Select LocRot (Inserts a Key frame for the cameras current location
and rotation)
Now let’s add a second camera to the scene and jump from one camera
to the other as the car travels along the road
Next we want to add a tracking constraint to the camera and have it track the
car as it approaches and passes by.
41 Next drag the camera forward along the X Axis to the front of the road
and drag it up slightly in the Z direction so it is above the road
42 Now let’s add a marker for this camera on the Timeline Editor
43 Set the current frame to 48
With the new camera selected and the cursor on the timeline
Summary: This is a very simple exercise on the timeline and animation within
Blender. You can delete key frames if you are unhappy with the result by
placing the green Timeline marker on the yellow key frame and Pressing Alt + I
and Selecting Delete Key frame.
6 With those basic settings in place you can Click the animation button.
It is a good idea to save your work prior to rendering just in
case of a crash.
Blender will then begin to render each frame into the folder you
selected. When this rendering process is complete I like to start a New
Project to keep the editing separate from the final scene, that way the
changes made won’t affect the final scene if I need to return to change
something.
13 Navigate to the folder where you saved the rendered images and
Press A to select all the Images
14 Press the add images button on the top right hand side of the page
15 Back in the video editor you can Press play to view the image strip in
sequence
17 Next we need to change the Graph Editor on the top left hand side to a
Properties Editor.
19 Go to the Dimension panel and select HDTV 720p from the render
presets menu
The images will be outputted in Xvid format and can be played on a media player
such as VLC which is available to download online.
Well Done! By completing the foregoing exercises you now have the tools to
create images limited only by your imagination.
Remember to re-do the exercises until you are completely familiar with the
commands.
Have fun devising your creations.