Vous êtes sur la page 1sur 128

BlenderCourse.

com
for Blender v2.60a

Basics V2.1

Bas van Dijk

Copyright (c) 2013 - Bas van Dijk You may redistri ute and copy this document as !ong as it remains unchanged and it "i!! e provided in its origina! #ormat$ %o commercia! printing o# this e- ook is a!!o"ed$ & recommend not pu !ishing this 'D( on your o"n "e site) ut !ink to http*++ !endercourse$com instead$ &n this "ay peop!e a!"ays have the !atest version$

Preface
B!enderCourse teaches you a out 3D mode!!ing and provides you short tutoria!s a out a speci#ic su ject$ ,he main thought is* -.ust do it/0 During di##erent courses you "i!! !earn various techni1ues$ &# necessary) there is a sma!! instruction) ut in my opinion you "i!! !earn est y doing the e2ercises yourse!#$ B!enderCourse is intended #or everyone "ho can use a computer$ ,his means you must understand terms as 3dou !e c!ick4 and 3ta -key4$ You do not need any 3D-mode!!ing kno"!edge5 the terms used) "i!! e e2p!ained during the di##erent courses$ B!enderCourse started ack in 2006$ 7t the time it "as one o# the #e" coherent e- ooks a out B!ender$ 8ince the B!ender 2$60 re!ease the "ho!e user inter#ace has een changed$ ,here#ore & decided to re"rite the B!enderCourse Basics ook and mark this edition "ith 3924$ :ere and there & have changed some o# the Courses in order to make them more reada !e and teach you even more techni1ues$ &# you see an error or something unc!ear) do not hesitate to contact me via #eed ack; !endercourse$com$ <ore B!enderCourse materia! can e #ound at http*++"""$ !endercourse$com$ You might a!so "ant to visit the B!enderCourse (ace ook page at http*++#ace ook$com+ !endercourse &# there are ne" updates these "i!! e pu !ished on this (ace ook page$ 7re you a teacher "ho is using this e ook #or education= '!ease drop me an e-mai!/ 7s an author it is great to kno" "hich schoo!s are using the ook you have "ritten$ :ave #un "ith this B!enderCourse/

Bas van Dijk 'urmerend) the %ether!ands) >cto er 2013

Introduction
Be#ore you start reading this e- ook) p!ease make sure your e ook is the !atest version avai!a !e$ You can do"n!oad the !atest version #rom http*++ !endercourse$com During these !essons "e "i!! e using the 3D mode!!ing too! B!ender 3D) ut "hat is this kind o# too! #or= ?ith B!ender you can create 2D- and 3D-images and it is possi !e to make animations+movies$ B!ender is an open source project and #ree!y avai!a !e at http*++ !ender$org ,he 37ppendi2 @* B!ender ga!!ery4 is a sma!! sho"case a out the possi i!ities o# B!ender$ Be#ore you can start "ith a !esson you #irst have to read a sma!! piece o# te2t "hich descri es the techni1ues o# the !esson$ 7t the end o# every !esson is an image o# 3,he cha!!enge4$ ,he idea is that you can reproduce the image y using the techni1ues !earned during the !esson$ ,he !ast t"o chapters do not have a cha!!enge ecause these are a out animation$ 7!! B!ender #i!es needed are provided "ith this B!enderCourse$ You can #ind these in the 3Course <ateria!4 #o!der$ B!enderCourse uses the same notation #or every document$ Be!o" is the e2p!anation o# this notation* 7n arro" () means instruction$ ,his means you have to #o!!o" the step a#ter it$ Example: C!ick "ith the right mouse utton on the o ject$

7 te2t et"een A and B means a key on the key oard$ Example: 'ress ACnterB to con#irm the operation$ 7 com ination o# more than one key "i!! e "ritten "ith the p!us sign (D)$ Example: 'ress A7!tB D A(@B to e2it the program$ Note: If in this book <Ctrl> is mentioned, Mac OSX sers sho ld se <Cmd> instead! 7 utton on the screen "i!! e "ritten et"een E and F$ Example: C!ick at E>GF to c!ose the "indo"$ &# there is an arro" () et"een t"o "ords) this means a c!ick se1uence in a menu$ Example: Choose (i!e 8ave

7 ne" techni1ue or additiona! in#ormation "i!! e "ritten inside a grey o2$ Example:

,his is ho" this techni1ue "orks$

Table of contents
're#ace$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 3 &ntroduction$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ @ Hesu!ts per course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ I Course 1 J <esh and verte2 editing &$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ I Course 2 J <esh and verte2 editing &&$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ I Course @ J 'roportiona! Cditing$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 10 Course K J Curves$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 10 Course 6 J <ateria!s and ,e2tures$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 10 Course L J Might$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 11 B!ender Nuick ,our$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 12 Course 1 J <esh and verte2 editing &$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 1@ <eshes) vertices and #aces$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 1@ 9ie"s and a2is$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 1@ Hendering$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 1K <ode!!ing a house$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 1K ,he cha!!enge$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 26 8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 26 Course 2 J <esh and verte2 editing &&$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 2L Basic meshes$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 2L Creating a pi!!$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 2L <ateria!s$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 3L ,he cha!!enge$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ @1 8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ @2 Course 3 J Hender options$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ @3 8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ @I Course @ J 'roportiona! Cditing$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ K0 'roportiona! Cdit (a!!o##$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ K6 8u 8ur#$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ K6 8u division !eve!$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ KL ,he Cha!!enge$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ KI 8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ KI

Course K - Curves$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 60 7 chair out o# Curves$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 60 BeOier Curve$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 61 Convert to mesh$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 62 ,he cha!!enge$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ L6 8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ L6 Course 6 J <ateria!s and ,e2tures$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ LL HPB7 co!ours$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ LQ ,e2tures$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Q3 Cmitting materia!$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ QL 8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ QL Course L J Might$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ QQ Mamp 'ane!$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ IK ,he cha!!enge$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ IL 8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ IQ Course Q J 7nimation$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ II (rames) key#rames and #ramerate$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$II (rame navigation$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 100 9ideo codec$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 102 ,he cha!!enge$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 10K 8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 10K Course I J ,ips and ,ricks$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 106 'arent+Chi!d$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 106 Change origin o# an o ject$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 10I 8pin$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 110 7!ignment$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 112 <oving around the vie"$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 113 C2tending meshes$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 11@ Cutting meshes$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 116 7ppendi2 1* ,he insta!!ation o# B!ender $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$11Q ?indo"s$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 11Q <ac >8R$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 11Q 7ppendi2 2* Gey oard shortcut overvie" $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 120 > ject <ode$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 120 Cdit <ode$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$122

7ppendi2 3* Conso!e rendering$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 123 &ntroduction$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 123 'arameters$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 123 Hendering a sing!e #rame using B!ender interna! render system $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$123 Hendering an animation using B!ender interna! render system $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$12@ 7ppendi2 @* B!ender ga!!ery$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 126

Results per course


Be!o" are a!! the resu!ts #rom the di##erent e2ercises in this B!enderCourse$

Course 1 !es" and verte# editin$ I

"o se

Course 2 !es" and verte# editin$ II

#ill

B!enderCourse Basics 92

Course % Proportional &ditin$

Mo ntain scener$

Course ' Curves

Chair

Course ( !aterials and Te#tures

Material

B!enderCourse Basics 92

10

%ireframe

Course ) *i$"t

&o' li'ht

B!enderCourse Basics 92

11

Blender +uick Tour


Be#ore "e start "ith Course 1 "e #irst need to kno" some asics a out the B!ender user inter#ace$ &# you are a!ready #ami!iar "ith the B!ender inter#ace) #ee! #ree to skip this chapter and continue "ith Course 1 J <esh and verte2 editing &$ &nsta!! B!ender according to 7ppendi2 1* ,he insta!!ation o# B!ender 8tart B!ender ?hen B!ender starts) the centre o# the screen sho"s !ike #igure 1$

fi' re (

&n this startup "indo" you are a !e to 1uick!y open the !ast B!ender scene you have een "orking on$ ,he !e#t part contains some use#u! !inks to "e sites as "e!!$ 'ress the AC8CB key in order to c!ose the "indo" sho"n in #igure 1$

B!enderCourse Basics 92

12

?e no" see the "ho!e B!ender "orkspace !ike #igure 2$

K
fi' re )

By de#au!t the B!ender "orkspace has #ive di##erent sections* 1. Menubar ,he menu ar is used #or menu actions !ike #i!e saving 2. Tools pane! Ssed to se!ect operations !ike dup!icate) rotate) sca!e etc$ 3. 3D View 8ho"s a the content o# a scene in 2D o# 3D 4. Properties panel 7!!o"s you to set measurements and coordinates etc$ 5. Ti eline 8ho"s "here in time "e are "orking on the scene ,his is a!! you need to kno" in order to start "ith Course 1$

B!enderCourse Basics 92

13

Course 1 !es" and verte# editin$ I


!es"es, vertices and faces
7 3D-o ject) !ike a cu e) sphere or cy!inder is ca!!ed a es! (#igure 1)$ ,his cu e

consists o# eight points$ >ne o# these points is ca!!ed a verte" (p!ura! vertices)$ &n a cu e) #our vertices together #orm a fa#e$ Cach #ace has at !east three vertices$

fi' re (

Vie-s and a#is


&n 3D space "e are using three a2is* R-) Y- and T-a2is$ &n the ottom !e#t o# the 3D vie" (#igure 2) is sho"n in "hich direction these a2is are pointing$ (igure 3 is a screenshot o# the cu e "hich is sho"n "hen B!ender starts$ :ere you can see ho" the a2is match the o ject$

fi' re )

B!enderCourse Basics 92

1@

Renderin$
&n B!ender "e are "orking "ith some kind o# "ire#rame (#igure 3)$ ,his "ire#rame is not the actua! resu!t o# your design (#igure @)$ ,he "ire#rame needs to e 3trans!ated4 into an image) this process is ca!!ed rendering$ During this process the C'S ca!cu!ates things !ike !ight) shado") re#!ections etc$

fi' re *

fi' re +

!odellin$ a "ouse
During this course "e are going to ui!d a simp!e house$ 8tart B!ender$ <ove "ith your mouse cursor to the centre o# the cu e and c!ick "ith the right mouse utton to se!ect the cu e$ &n the ottom !e#t o# the vie" you can see "hich o ject you have se!ected (marked in red in #igure K)$

fi' re ,

B!enderCourse Basics 92

1K

,he green and red !ines mark the 0-!eve!$ ,he cu e is !ocated ha!# e!o" these 0!ines$ ,he ne2t steps sho" you ho" to move the cu e up"ards$

8"itch y using the numeric A1B (this is the right part o# the key oard) to the (ront 9ie"$ You no" see 3(ront 'ersp4 in the top !e#t corner o# the 3D vie" (#igure 6)$

fi' re -

,here are more vie"s avai!a !e than just the (ront 9ie"$ ,he other numeric keys correspond to the #o!!o"ing vie"s*

A1B A3B ALB A0B A$B

(ront 'erspective 9ie" Hight 'erspective 9ie" ,op 'erspective 9ie" Camera 'erspective 9ie" Sser 'erspective 9ie"

A@B A6B AQB A2B ADB AJB

Hotate 9ie" Me#t Hotate 9ie" Hight Hotate 9ie" ,op Hotate 9ie" Bottom Toom 9ie" &n Toom 9ie" >ut

AKB

8"itch et"een 'erspective and >rthographic 9ie"

<ove "ith the mouse cursor to the centre in the (ront 9ie" and press APB (move)) you are no" a !e to move the cu e around #ree!y$ 'ress ACscB to cance! the movement5 the cu e is p!aced ack to its origina! !ocation$ 'ress the numeric AKB in order to s"itch to >rthographic vie"$

B!enderCourse Basics 92

16

<ove the cu e around) just !ike "e did e#ore and notice the di##erence et"een 'erspective and >rthographic 9ie"$ <ove the cu e around and c!ick the !e#t mouse utton to re!ease$ 8"itch "ith the numeric keys et"een vie"s to see the see the resu!t$

You might notice that moving a cu e around is not very easy$ You can !ock the movement on the a2is o# your vie"$ &n order to do this press APB (move) and the !etter o# the a2is "hich you !ike to !ock (ARB) AYB or ATB)$ &# you ho!d do"n ACtr!B during the movement you make sure the o ject moves a!ong the grid$

<ove ack "ith your cursor in the centre o# the cu e in the (ront 9ie" and press APB #or move and ATB to !ock the T-a2is$ ,he 3D 9ie" sho"s "hich o# the a2is you have !ocked) in this case the !ight !ue T-a2is (#igure L)$

fi' re .

%o" ho!d ACtr!B do"n "hi!e moving the cu e up"ards ti!! it is on the 0-!ine$ C!ick "ith your !e#t mouse utton or press ACnterB to con#irm the movement$ &# everything "orked out "e!! you screen shou!d !ook !ike #igure Q$

B!enderCourse Basics 92

1L

fi' re /

,his cu e is the ase o# our house) "e no" need to create the roo#$ &n order to ui!d the roo# "e need another cu e on top$ ,o achieve this "e are a out to dup!icate the o!d one$ 8e!ect in the (ront 9ie" the cu e (move cursor to the centre o# the cu e and press the right mouse utton)$ 'ress A8hi#tB D ADB (dup!icate o ject)$ You can no" move the dup!icated cu e #ree!y around$ 'ress ATB to !ock the T-a2is$ :o!d do"n ACtr!B and move the cu e ti!! it is on top o# the #irst one$ C!ick "ith the !e#t mouse utton or press ACnterB to con#irm the movement$

&# everything "orked out "e!! you no" have t"o cu es as sho"n in #igure I$

B!enderCourse Basics 92

1Q

fi' re 0

?ith the scro!!"hee! (A8cr!B) you are a !e to Ooom or out$

:o!d A8hi#tB "hi!e moving the scro!!"hee! up and do"n"ards$ You "i!! notice you scro!! the vie" vertica!!y$ :o!d ACtr!B "hi!e moving the scro!!"hee! up and do"n"ards$ You "i!! notice you scro!! the vie" horiOonta!!y$

B!ender uses t"o di##erent modes* $b%e#t Mode and &dit Mode$ &n > ject <ode you are "orking "ith the o ject as a "ho!e$ &n Cdit <ode you can edit the o ject per verte2 or mu!tip!e vertices$ You can s"itch et"een these modes y pressing A,a B$

8e!ect the top cu e$ 'ress A,a B #or s"itching into Cdit <ode$ You have no" s"itched into Cdit <ode$ You "i!! e a !e to kno" this y the visi !e vertices and the te2t 3Cdit <ode4 in the vie" menu ar (red marked #igure 10)$

B!enderCourse Basics 92

1I

fi' re (1

&n the ne2t steps "e are going to make the roo# sharp$ 8"itch) y using the numeric ALB key to the ,op 9ie" 'ress A7B to dese!ect a!! vertices$ <ake sure 3Mimit se!ection to visi !e4 is ena !ed (marked red in #igure 11)) other"ise you "i!! se!ect the vertices at the ottom o# the cu e as "e!!$

fi' re ((

'ress ABB #or !ock se!ection and drag a rectang!e around #our vertices (#igure 12)$

fi' re ()

B!enderCourse Basics 92

20

You can sca!e o jects y pressing A8B) to rotate you can press AHB$ 7!so "ith these operations you can use ARB) AYB and ATB to !ock the a2es$

<ove your cursor in a corner o# the vie" and press A8B #o!!o"ed y ARB to !ock the R-a2is$ &# "e did not !ock on the R-a2is "e "ou!d have a pyramid$ <ove your cursor to the centre o# the vie" ti!! the roo# is getting sharp !ike #igure 1@$

fi' re (*

Con#irm your operation y pressing the !e#t mouse utton or press ACnterB$ &# everything "orked out "e!!) you no" have a house "ith a sharp roo# just as (#igure 1K)$ 8"itch to the Camera 9ie" y pressing the numeric A0B key$ 7s you can see the house #a!!s part!y out o# the camera vie" (#igure 1@)$ ?e are going to correct this$

fi' re (+

8"itch to the (ront 9ie" y pressing the numeric A1B key$

B!enderCourse Basics 92

21

'ress A,a B to s"itch ack to > ject <ode$ 8e!ect ("ith the right mouse utton) the camera in the (ront 9ie" (marked red in #igure 1K)$ &ts co!our changes to orange$

fi' re (,

'ress APB #o!!o"ed y ATB and move the camera up"ards ti!! the "ho!e house sho"s up in the Camera 9ie" (s"itch "ith the numerica! A1B and A0B in order to see i# the camera is at the correct position)$ Con#irm your movement y pressing the !e#t mouse utton or press ACnterB$ Your Camera 9ie" shou!d no" !ook !ike #igure 16$

fi' re (-

B!enderCourse Basics 92

22

&t is time to save our "ork$

&n B!ender you can save y pressing ACtr!B D A8B or choose (i!e 8ave$ ,he #irst time B!ender prompts you #or a #i!ename) every ne2t time your #i!e is over"ritten automatica!!y$

'ress ACtr!B D A8B$ ,he 3D 9ie" changes into a save dia!og (#igure 1L)$

fi' re (.

Change untit!ed$ !end into c01$01$ !end and press ACnterB$ Bro"se to the correct #o!der and c!ick E8ave 7s B!ender (i!eF$

Your #i!e is saved5 you can see this in the "indo" tit!e o# B!ender (#igure 1Q)$ ,his is the #i!ename in "hich your #i!e is saved$

fi' re (/

(ina!!y "e are a out to 3render4 our house$ 7s descri ed ear!ier) this operation trans#orms our "ire#rame into the #ina! image$

B!enderCourse Basics 92

23

Choose Hender Hender &mage (#igure 1I) or press A(12B in order to start the render process$ 7nother option is to press E&mageF on the render ta in the properties pane (marked red in #igure 20)$

fi' re (0

fi' re )1

,he 3D "indo" changes into the render vie") "hich sho"s the rendering process (#igure 21)$

fi' re )(

B!enderCourse Basics 92

2@

'ress AC8CB to c!ose the render "indo"$ 'ress A8hi#tB D ACtr!B D A8B "hich is 8ave as Change c01$01$ !end into c01$02$ !end and press ACnterB$

8ometimes it is hard to see ho" the di##erent o jects "ithin a scene are shaped since there are so!id o jects in #ront o# it$ 'ressing the ATB key s"itches et"een so!id and "ire#rame vie"port shading$ You can a!so pick other vie"port shading methods #rom the se!ection menu at the ottom o# your 3D 9ie" as sho"n in #igure 22$

fi' re ))

'ress ATB and notice ho" the shading !ooks in "ire#rame mode (#igure 23)$

fi' re )*

'ress ATB again to s"itch ack to so!id vie"port shading$

B!enderCourse Basics 92

2K

T"e c"allen$e

fi' re )+ 2 castle 2 bc1(!1*!blend

.kills from t"is course


<oving) rotating and sca!ing o jects Mocking a2is Cditing vertices o# an o ject Dup!icating o jects 8aving #i!es Hendering scenes

B!enderCourse Basics 92

26

Course 2 !es" and verte# editin$ II


&n this course "e are continuing "ith editing meshes and !earn to "ork "ith some ne" B!ender meshes as "e!!$

Basic mes"es
Be#ore you start dra"ing your 3D-mode!) you need to keep in mind "hich primitives he!p you to create the asis o# your 3D-mode!$ (or e2amp!e) our house o# Course 1 "as ui!d out o# the 3cu e4 mesh$ B!ender contains the #o!!o"ing asic meshes* '!ane) Cu e) Circ!e) S98phere) &cosphere) Cy!inder) ,u e) Cone) Prid and <onkey$ (igure 1 sho"s a!! the rendera !e meshes$ 7 circ!e #or e2amp!e is not visi !e "hen rendering$ ,he mesh <onkey is the mascot o# B!ender and is named 8uOanna$ You can use this mesh as a ready-to-use mesh "hich might e use#u! "hen checking materia!s$

'!ane

Cu e

S98phere

&co8phere

,u e

Cy!inder
fi' re (

Cone

<onkey

Prid

Creatin$ a pill
&n this chapter "e are a out to make a pi!! (#igure 2)$

B!enderCourse Basics 92

2L

fi' re )

,he #irst 1uestion "e can ask ourse!ves* "hich asic meshe(s) are "e going to use #or making this pi!!= 7 !ogica! ans"er "ou!d e a Cy!inder "ith t"o S98pheres on each end$ &nstead) "e are going to use on!y one mesh* the S98phere$ 8tart B!ender$ Choose (i!e %e" (#igure 3) or press ACtr!B D A%B$

fi' re *

C!ick "ith the right mouse utton on the cu e in order to se!ect the cu e$ 'ress ARB to de!ete the cu e$ 7 menu appears (#igure @)$

fi' re +

Choose EDe!eteF$ ,he cu e is de!eted no"$ (rom the top menu choose 7dd <esh S9 8phere (#igure K)$

B!enderCourse Basics 92

2Q

fi' re ,

You have no" added a sphere to your scene (#igure 6)$ ?e are no" going to make one ha!# o# the pi!!$

fi' re -

'ress A1B in order to s"itch to the (ront 9ie"$ 'ress AKB to s"itch #rom >rthographic to 'erspective mode

8ometimes you do not need the properties menu$ You can ma2imiOe a vie" y pressing ACtr!B D AB$ 'ressing ACtr!B D AB again s"itches you ack$

B!enderCourse Basics 92

2I

:ide the properties menu y pressing ACtr!B D A B$ ,he (ront 9ie" is ma2imiOed no" (#igure L)$

fi' re .

'ress ATB to s"itch to "ire#rame mode Toom in (8cro!!"hee! up) ti!! the sphere takes a out 2KU o# the vie"$ (#igure Q)$

fi' re /

&n order to se!ect mu!tip!e vertices "e are using Blo#' (ele#t$ You use !ock se!ect y pressing ABB "hi!e in Cdit <ode$ &# you ho!d do"n your !e#t mouse utton) you can drag a rectang!e around the vertices$ 7!! vertices in this rectang!e "i!! e se!ected (ye!!o" co!oured are the se!ected ones)$ &n Cdit <ode you can press A7B to se!ect or dese!ect a!! vertices$

B!enderCourse Basics 92

30

'ress A,a B to s"itch to Cdit <ode 'ress A7B to dese!ect a!! vertices$ 'ress ABB and drag a rectang!e around a!! the vertices right #rom the centre-!ine (#igure I)$ Do not se!ect the centre !ine itse!#) on!y the vertices on the right side o# it/

fi' re 0

'ress ARB 7 menu appears (#igure 10)$

fi' re (1

Choose E9erticesF

B!enderCourse Basics 92

31

You are no" seeing ha!# a sphere (#igure 11)$

fi' re ((

8e!ect "ith ABB the rightmost ro" o# vertices (marked red in #igure 11)$ 'ress ACB #or C2trude$ 'ress ARB to !ock the R-a2is$ <ove the mouse to the right$ &n the ottom !e#t o# the vie" is disp!ayed ho" #or the 3pi!!4 is stretched (#igure 12)$

fi' re ()

,his num er has an accuracy o# #ive decima!s$ 'recise!y adjust to 3$0000 is hard$ 'ress AC8CB to cance! the C2trude operation$ 'ress ACB again 'ress A3B

B!enderCourse Basics 92

32

,he ottom !e#t o# the vie" menu ar sho"s 3 (#igure 13)$

fi' re (*

'ress ACnterB to #inish the C2trude operation$ Toom out "ith your A8cro!!"hee!B ti!! the ha!# covers your vie"$ You are no" having ha!# a pi!! (#igure 1@)$

fi' re (+

'ress A0B #or Camera 9ie" 'ress ATB to s"itch to so!id vie"port shading$ You can see the pi!! is sti!! ho!!o" (#igure 1K)$

fi' re (,

B!enderCourse Basics 92

33

C!ick in the vie"port menu ar at E<eshF 7 menu appears (#igure 16)$

fi' re (-

Choose (aces <ake Cdge+(ace or press A(B ,he 3D 9ie" no" sho"s a 3c!osed4 pi!! (#igure 1L)$

fi' re (.

8ave your "ork as c02$01$ !end (ACtr!B D A8B)$ ,he !e#t part o# our pi!! is ready) no" "e are continuing "ith the right part$ 'ress ALB to s"itch ack to the (ront 9ie"

B!enderCourse Basics 92

3@

Sse ACtr!B D 8cro!!"hee! in the (ront 9ie" #or moving the pi!! to the !e#t side o# the screen (#igure 1Q)$

fi' re (/

'ress A,a B #or > ject <ode$ 'ress ATB #or "ire#rame vie"port shading$ 'ress A8hi#tB D ADB to dup!icate the mesh$ 'ress ACnterB to con#irm the dup!ication$ ,he pi!! is no" dup!icated) ut the dup!ications are sti!! on top o# each other$ 'ress AHB #or rotate$ ,ype A1B AQB A0B to rotate the ha!# pi!! 1Q0 degrees and press ACnterB$ ,here are no" t"o ha!# pi!!s over each other (#igure 1I)$

fi' re (0

B!enderCourse Basics 92

3K

'ress APB to move the mesh$ ,ype A6B and press ACnterB$ ,he meshes are no" tight together (#igure 20)$

fi' re )1

(igure 21 sho"s the red part o# the pi!! is s!ight!y igger than the "hite part$ ?e can achieve this y using the sca!e method$

fi' re )(

8e!ect the right part o# the pi!!$ 'ress A8B #or sca!e$ ,ype A1B A$B A1B and pressACnterB$ ,he (ront 9ie" sho"s the right part igger than the !e#t one (#igure 22)$ Because o# the sca!ing the t"o parts over!ap each other$

fi' re ))

B!enderCourse Basics 92

36

'ress APB #or move$ 'ress ARB to !ock the R-a2is$ ,ype A0B A$B A3B and press ACnterB$

!aterials
B!ender uses detai!$ aterials$ 7 materia! descri es properties o# a materia! such as

co!our) re#!ection) so#tness and structure$ Course 6 descri es materia!s in more

8e!ect the right part o# the capsu!e$ 'ress ACtr!B D AB to sho" the properties pane!$ C!ick on the sphere icon #or the materia! ta $ ,he <ateria! 'ane! appears (#igure 23)$

fi' re )*

C!ick at ED %e"F to add a ne" materia!$ You have no" added a ne" materia!$ 7 ne" pane! appear (#igure 2@)$

B!enderCourse Basics 92

3L

fi' re )+

,he materia!s previe" is sho"n in the 'revie" 'ane!$ ,he co!our o# this o ject is grey$ ,he name is 3<ateria!$0014$ C!ick in the te2t o2 "hich sho"s the name (marked red in #igure 2@) and change <ateria!$001 into Hed$

fi' re )+

Cach co!our consists o# three primitive co!ours* red) green) !ue$ C!ick on the "hite area under the di##use header (#igure 2K)$

fi' re ),

B!enderCourse Basics 92

3Q

7 co!ourpicker pops up (#igure 26)$ Drag the s!iders to the #o!!o"ing va!ues* H at 1$000) P at 0$000 and B at 0$000$

fi' re )-

%o" se!ect the !e#t part o# the pi!! and make a materia! ca!!ed 3?hite4 "ith the va!ues* H at 1$0) P at 1$0 and B at 1$0$ C!ick on the materia! pane! to c!ose the co!ourpicker 'ress ATB #or so!id vie"port shading You no" see a "hite and a red part op the pi!!*

fi' re ).

'ress A0B #or the Camera 9ie" You see the pi!! is not centred in the camera$ 'ress ALB #or the ,op 9ie"

B!enderCourse Basics 92

3I

Toom out so you can see the camera 8e!ect the camera "ith the right mouse utton$ 'ress APB to move the camera$ <ove the camera in a so the "ho!e pi!! is disp!ayed in the Camera 9ie"$ 8ave your "ork (A8hi#tB D ACtr!B D A8B) as c02$02$ !end 'ress A(12B to render your mode!$ &# everything "orked out #ine the image shou!d !ook !ike #igure 2Q$

fi' re )/

Cverything !ooks serrated$ B!ender has a techni1ue ca!!ed s

oot!in)$ ,his makes

your o ject smoother$ ,he 3smoother4 your o ject) the !onger it takes to render$

8e!ect the red part o# the pi!!$ (rom the ,oo!s 'ane! se!ect E8moothF under the shading header (marked red in #igure 2I)$

B!enderCourse Basics 92

@0

fi' re )0

8et smooth shading #or the "hite part as "e!!$ 'ress A(12B to render$ You can see the red part is a !ot smoother than the "hite part (#igure 3@)$

fi' re *1

8ave your "ork (A8hi#tB D ACtr!B D A8B) as c02$03$ !end

T"e c"allen$e

B!enderCourse Basics 92

@1

fi' re *- 2 rocket 2 bc1)!1+!blend

.kills from t"is course


HecogniOing asic meshes 9erte2 editing 38mooth4 o jects Cntering coordinates manua!!y %aming and recognising <ateria!s Changing the <ateria! co!our

B!enderCourse Basics 92

@2

Course / Render options


During this course "e are going to e2p!ore a !itt!e it more o# the 8cene 'ane!0s possi i!ities$

Scene Panel
,he 8cene 'ane! sho"s a "ide variety o# settings regarding the rendering$ 7n e2amp!e o# such a setting is the image siOe o# the #ina! rendered image$ B!ender renders #rame y #rame$ &# "e create a sti!! image on!y #rame 1 is rendered$ 7nimations are se1uences o# mu!tip!e sti!!s$ ,he render engine gets its in#ormation #rom our 3D scene$ ,he more comp!e2 the scene the !onger it takes to render the image$ ,he same ho!d #or the image siOe* rendering a K0002K000 image take a !ot more time than a 1002100 image since a !ot more pi2e!s needs to e ca!cu!ated$

?e are going to adjust severa! render setting in order to see their in#!uence on the #ina! render$ >pen c02$03$ !end (ACtr!B D A>B) #rom the previous course$ 'ress A(10B #or the 38cene 'ane!4 o# c!ick on the camera icon (#igure 1)$

fi' re (

,he 8cene 'ane! sho"s !ots o# other 'ane!s inc!uding* Hender) Mayers) Dimensions) 8hading and >utput$

B!enderCourse Basics 92

@3

Sncheck the E7nti-a!iasingF check o2) i# this one "as ena !ed$ 'ress A(12B$ ?atch c!ose!y to the order et"een the red and the "hite part o# the pi!! (marked red in #igure 2)$ ,his order !ooks serrated$

fi' re )

B!ender can app!y a techni1ue "hich is ca!!ed anti*aliasin)$ ,his makes the edges o# our meshes !ook a !ot smoother$ 8ometimes this techni1ue is ca!!ed oversa plin) +$(,-$

Be!o" the E7nti-a!iasingF check o2 are severa! other uttons* EKF) EQF) E11F and E16F (#igure 3)$ ,his uttons are the grade o# anti-a!iasing$ Geep in mind* the higher the num er) the s!o"er the rending process$

fi' re *

Check the E7nti-a!iasingF check o2 and EQF to ena !e oth (#igure 3)$ 'ress A(12B$

B!enderCourse Basics 92

@@

,he resu!t (#igure @) is smoother orders than #igure 2$

fi' re +

,he render o# the previous e2ercises are rendered at I60 y K@0 pi2e!s (K0U o# 1I20210Q0)$ ,his siOe can e adjusted in the 3Dimensions 'ane!4 (#igure K)$

fi' re ,

Change 1I20 into 102@ and press ACnterB$ Change 10Q0 into L6Q and press ACnterB$

Image sizes
7!though you can se!ect any siOe #or your image) B!ender has some prede#ined images siOes$ (rom the !ist sho"n in #igure 6 you can pick prede#ined siOes$

B!enderCourse Basics 92

@K

fi' re -

'ress A(12B to render the scene$ 8ometimes you "ant to make a test render to see the #ina! resu!t$ &n this situation you don0t "ant to render the #u!! image siOe a!! the time$ (or this reason B!ender has a s!ider "hich represents the percentage o# the #u!! image siOe to render (#igure L)$

fi' re .

8!ide the s!ide to 2KU 'ress A(12B$ %o" you can see your image rendered at 2KU o# the origina! #ormat$

,i!! no" "e have rendered images) ut not stored them on the hard disk$ B!ender can render images in various #ormats !ike .'CP) '%P and B<'$

,he image #ormat can e set in the >utput 'ane! (#igure Q)$

B!enderCourse Basics 92

@6

fi' re /

'ress A(11B to sho" the !ast rendered image$ 'ress A(3B to save your rendered image or se!ect &mage 8ave 7s &mage #rom the 3D vie" too! ar (#igure I)$

fi' re 0

,he 3D 9ie" changes into a (i!e 'ane!$ ,ype 3capsu!e$png4 as #i!ename (#igure 10)$

fi' re (1

C!ick on E8ave 7s &mageF (#igure 11)$

B!enderCourse Basics 92

@L

fi' re ((

,he image is saved as 3capsu!e$png4$ 8ometimes you "ant to print some meta data "ithin the image$ &n order to achieve this "e use the 38tamp 'ane!4 as sho"n in #igure 12$

fi' re ()

&n the 8tamp 'ane! you can se!ect a!! the in#ormation you "ant to e rendered over your image as "e!! as the #ont) #ont siOe and co!our$ Check the E8tampF check o2$ 'ress A(12B to render the image$ 7s sho"n in #igure 13) a!! the metadata is printed over the image$

B!enderCourse Basics 92

@Q

fi' re (*

.kills from t"is course


Change image siOe Change the amount o# anti-a!iasing 8ave your rendered image as a '%P #i!e 'rint metadata on top o# the image

B!enderCourse Basics 92

@I

Course % Proportional &ditin$


,his chapter teaches you ho" to create a mountain scenery "ith the 'roportiona! Cditing techni1ue$ 8tart B!ender "ith a ne" scene$ Crase the cu e (se!ect "ith the right mouse utton) press ARB and choose EDe!eteF)$ %o" our scene on!y contains a !amp and a camera$ 'ress ALB #or ,op 9ie" 'ress A8pace arB type 3p!ane4 as sho"n in #igure 1$

fi' re (

'ress ACnterB to add the primitive '!ane to your scene$ 'ress A0B #or Camera 9ie"$ You no" see a #!at sur#ace as sho"n in #igure 2$

fi' re )

'ress A8B to sca!e the '!ane$

B!enderCourse Basics 92

K0

,ype A1BA0B to sca!e the '!ane times and press ACnterB (#igure 3)$

fi' re *

'ress ALB #or ,op 9ie" Toom the ,op 9ie" ti!! the "ho!e '!ane covers the vie" (A8cr!B do"n"ards)$ 'ress AKB #or >rthographic 'erspective 'ress A,a B #or Cdit <ode ,he '!ane consists out o# #our vertices (one on each corner)$

fi' re +

>n the !e#t o# the 3D vie" is a pane! ca!!ed 3<esh ,oo!s4$ ,his pane! contains a utton ca!!ed 38u divide4 (marked red in #igure K)$ ,his divides the mesh$

B!enderCourse Basics 92

K1

fi' re ,

'ress the utton once and see "hat happens to the '!ane$ ,he '!ane is no" sp!itted and consists out o# nine vertices as sho"n in #igure 6$

fi' re -

C!ick 3 more times on E8u divideF$ ,he '!ane no" consists out o# a !ot o# vertices (#igure L)$

B!enderCourse Basics 92

K2

fi' re .

?e are a out to ena !e 'roportiona! Cditing$ &n the 3D 9ie" menu ar c!ick at the circ!e and choose ECna !eF (#igure Q)$

fi' re /

,he short key #or Proportional &ditin) is A>B in Cdit <ode$

'ress A7B to dese!ect a!! vertices$ 8e!ect ("ith the right mouse utton) the verte2 sho"n in #igure I (@ th #rom !e#t and @th #rom the top)$

fi' re 0

'ress A1B #or the (ront 9ie"

B!enderCourse Basics 92

K3

'ress APB #or move and ATB to !ock the T-a2is$ <ove the mouse up"ards$ You "i!! notice the mountain is very sharp instead o# smooth (#igure 10)$

fi' re (1

'ress ACscB to cance! the movement$ (igure 10 sho"s a "hite circ!e at the initia! !ocation o# the verte2$ ,he vertices "ithin this circ!e "i!! e stretched in the direction o# the moving verte2$ 'ress APB again and press ATB to !ock the T-a2is$ <ove the verte2 up again$ Do not con#irm the movement yet) #irst press A'age-SpB 10 times or A8cro!!"hee!B Sp$ A'age-SpB increases the radius$ ,he igger the radius the more vertices "i!! #o!!o" the movement$ C!ick to con#irm the movement$ ,he mountain no" !ooks !ike #igure 11$

B!enderCourse Basics 92

K@

fi' re ((

'ress A,a B #or > ject <ode$ 8e!ect the Camera 'ress APB #or move and ATB to !ock the T-a2is$ <ove the camera unti! the mountain #its the camera (Sse A0B to s"itch to Camera 9ie" and ack to the (ront 9ie")$ 8ave your "ork (A8hi#tB D ACtr!B D A8B) as c0@$01$ !end 'ress A(12B to render the image$

,he resu!t shou!d !ook !ike #igure 12$ You "i!! notice the angu!ar !ook o# the mountain$ ,his is "hat "e are going to change "ith the 3su sur#4 techni1ue$

fi' re ()

B!enderCourse Basics 92

KK

Proportional &dit 0alloff


,here are di##erent "ays o# creating the 3mountain4$ ,he utton right #rom the utton to ena !e 'roportiona! Cditing sho"s an icon o# a sharp chart (#igure 13)$ ?hen c!icking this utton a !ist appears in "hich you can set the "ay the vertices are reacting to the movement o# one verte2$

fi' re (*

.ub.urf
(ub(urf means 8u divisions 8ur#ace$ Hemem er* the more divisions the smoother the sur#ace$ You can speci#y the amount o# divisions$ ?ith this you can contro! the smoothness o# the #ina! resu!t$

8e!ect our 3mountain4 >n the 'roperties 'ane! se!ect the ta "ith the "rench image (#igure 1@)$

fi' re (+

B!enderCourse Basics 92

K6

C!ick on E7dd modi#ierF and choose E8u division 8ur#aceF (marked red in #igure 1K)$

fi' re (,

?atch care#u!!y to the e##ect o# the 8u 8ur# modi#ier$ (igure 16 is "ithout 8u 8ur#) "hi!e #igure 1L uses 8u 8ur#$

fi' re (-

fi' re (.

.ubdivision level
,he 8u 8ur# modi#ier pane!s sho"s t"o kind o# !eve!s (#igure 1Q)$ ,he 39ie"s4 means the su division !eve! sho"n in the vie"s) the 3Hender4 means the su division !eve! during render time$ (or a good resu!t during render time it is recommended to keep the 39ie"s4 !o" and on!y adjust the 3Hender4$ ,his makes "orking in the vie" easier and #aster$ Geep in mind* the higher the 3Hender4 the !onger the render process takes$

B!enderCourse Basics 92

KL

fi' re (/

7djust the Hender Meve!s to @$ 'ress A(12B to render the scene$ Your mountain shou!d !ook a !ot smoother (#igure 1I)$

fi' re (0

8ave your "ork (A8hi#tB D ACtr!B D A8B) as c0@$02$ !end 'ress A,a B #or Cdit <ode$ %o" you can move severa! other vertices in order to create a mountain scenery$ C2periment "ith changing the radius "ith A'age-SpB and A'age-Do"nB$ Geep in mind i# the mountains a#ter rendering don0t !ook smooth you increase the 3Hender4 va!ue o# the 8u 8ur# modi#ier$ (igure 20 sho"s an e2amp!e o# a possi !e resu!t #or the previous e2ercise$

B!enderCourse Basics 92

KQ

fi' re )1

8ave the resu!t (A8hi#tB D ACtr!B D A8B) as c0@$03$ !end

T"e C"allen$e

fi' re )( 2 scale 2 bc1+!1+!blend

.kills from t"is course


Ssing the 8u 8ur# modi#ier Changing the num er o# divisions o# the 8u 8ur# modi#ier 'roportiona! Cditing

B!enderCourse Basics 92

KI

Course ' 1 Curves


2 c"air out of Curves
B!ender has the a i!ity to mode! "ith curves$ ,hese curves can e 1uite handy "hen creating organic shapes !ike a round vase or tree !eaves$ B!ender contains t"o types o# curves* BeOier and %SHB8$ ,his course #ocuses on the BeOier Curves$

8tart a ne" scene (ACtr!B D A%B)$ Crase the cu e (se!ect the cu e "ith the right mouse utton$ 'ress ARB and choose EDe!eteF)$ 'ress ALB #or ,op 9ie"$ 'ress AKB #or >rthographic 'erspective$ Choose 7dd Curve BeOier (#igure 1)$

fi' re (

Toom in ti!! the curve #its the screen$

B!enderCourse Basics 92

60

Be3ier Curve
,he #ront vie" no" sho"s a Be.ier /urve$ ,his curve has a coup!e o# anchor points$ Cach o# them has t"o hand!es5 these hand!es are used to end the curve$

'ress A,a B #or Cdit <ode$ 8e!ect the !e#t anchor point "ith the right mouse utton (#igure 2)$

fi' re )

'ress APB to move this anchor point and AYB to !ock the Y-a2is$ %otice ho" the curve reacts on the movement$ ,ype A1B and con#irm the movement "ith ACnterB$ ,he curve is no" moved up"ards (#igure 3)$

fi' re *

B!enderCourse Basics 92

61

Centre the curve in the vie"port "ith A8hi#tB D A8cr!B$ 8e!ect the upper hand!e (marked red in #igure 3)$ 'ress APB to move and AYB to !ock the Y-a2is$ ,ype A-B A2B and press ACnterB$

,he side vie" sho"s the seat o# the chair (#igure @)$

fi' re +

8ave your "ork (ACtr!B D A8B) as c0K$01$ !end 'ress A,a B to return to > ject <ode$

Convert to mes"
>ur curve is just a simp!e !ine$ ?e !ike the seat to have some more depth$ &n order to do this) "e have to convert our curve into a mesh$

Choose in the vie" ar > ject Convert ,o <esh #rom Curve+<eta+8ur#+,e2t or press A7!tB D ACB (#igure K)$

B!enderCourse Basics 92

62

fi' re ,

Your curve is no" converted into a mesh$ 'ress AHB to rotate and ARB to !ock the R-a2is$ 'ress AIB and A0B 'ress ACnterB to con#irm the rotation 'ress A,a B #or Cdit <ode$ 'ress A7B to se!ect a!! vertices$ 'ress ACB #or e2trude$ 'ress AYB to !ock the Y-a2is$ ,ype A1B and press ACnterB$ ,he seat no" ecomes 3D (#igure 6)$

B!enderCourse Basics 92

63

fi' re -

'ress A0B #or Camera 9ie"$ &n the Camera 9ie" Ooom in ti!! the chair #its the vie"port (#igure 10)$

fi' re .

,he seat !ooks a !itt!e it crude$ 'ress A,a B #or > ject <ode$ 'ress E8moothF in the 8hading 'ane! (marked red in #igure Q)$

B!enderCourse Basics 92

6@

fi' re /

%o" you can see the seat having a smooth sur#ace (#igure I)$

fi' re 0

'ress A(12B to see the resu!t$ 'ress A,a B #or Cdit <ode$ 'ress A7B to se!ect a!! vertices$ 'ress ACB to e2tract the mesh$ 'ress ATB in order to !ock the T-a2is$

B!enderCourse Basics 92

6K

,ype A-BA0BA$BA1B$

%o" the seat got a!so depth (#igure 10)$

fi' re (1

8ave your "ork (ACtr!B D A8B) as c0K$02$ !end 'ress A,a B #or > ject <ode$ 'ress A1B #or (ront 9ie"$ Choose 7dd Curve BeOier 'ress AHB #or rotate and ARB to !ock the R-a2is$ ,ype AIBA0B and press ACnterB$ 'ress A,a B #or Cdit <ode$ 8e!ect the !e#tmost hand!e (marked red in #igure 11)$

B!enderCourse Basics 92

66

fi' re ((

'ress APB #or move and ARB to !ock the R-a2is$ <ove the se!ected hand!e unti! it touches the side o# the seat (#igure 12) C!ick "ith the !e#t mouse utton in order to con#irm the movement$

fi' re ()

'ress AHB #or rotate$ ,ype A1BAQBA0B and press ACnterB$ 7#ter rotation the curve shou!d !ook !ike #igure 13$

B!enderCourse Basics 92

6L

fi' re (*

8e!ect "ith the right mouse utton the most right hand!e (marked red in #igure 13)$ 'ress APB #or move$ <ove the hand!e to the position marked red in #igure 1@$

fi' re (+

>ur curve is a !itt!e it too short$ ,his is not a pro !em$ B!ender can e2tend curves "ith as much anchor points as you !ike$ :o!d ACtr!B and c!ick ("ith the !e#t mouse utton) on the spot marked red in #igure 1K$

B!enderCourse Basics 92

6Q

fi' re (,

,he curve has a ne" anchor point$ (#igure 16)$

fi' re (-

8e!ect ("ith the right mouse utton) the hand!e "hich is marked red in #igure 16$ 'ress AHB #or rotate$ ,ype A-BA1BA0BA0B and press ACnterB$

Your chair shou!d !ook !ike #igure 1L$

B!enderCourse Basics 92

6I

fi' re (.

'ress A,a B #or > ject <ode$ 8ave your "ork (A8hi#tB D ACtr!B D A8B) as c0K$03$ !end Choose 7dd Curve Circ!e (#igure 1Q)$

fi' re (/

'ress A0B #or Camera 9ie"$ ,his circ!e is #ar too !arge (#igure 1I)$

B!enderCourse Basics 92

L0

fi' re (0

'ress A8B #or sca!ing$ ,ype A0BA$BA0BA6B and press ACnterB to con#irm$

,he ottom !e#t o# the 3D 9ie" sho"s the name o# our circ!e* 3BeOierCirc!e4 (#igure 20)$

fi' re )1

8e!ect our #irst curve "ith the right mouse utton$ >pen the > ject Data 'ane! (#igure 21)

fi' re )(

>n the Peometry section se!ect 3BeOierCirc!e4 #rom the Beve! > ject dropdo"n !ist (#igure 22)$

B!enderCourse Basics 92

L1

fi' re ))

,he circ!e no" #o!!o"s our curve "hich makes it !ook !ike a ho!!o" tu e (#igure 23)$

fi' re )*

&n the ,op 9ie" (ALB) Ooom in ti!! the chair #i!!s the vie"$ 8e!ect the CurveCirc!e$ 'ress A8B #or sca!e$ %otice "hat happened (the tu e is a!so sca!ed/)$ 'ress ALB #or ,op 9ie" 'ress A8hi#tB D ADB (dup!icate)$ 'ress AYB to !ock the Y-a2is$ ,ype A1B and press ACnterB$ ,he chair no" has t"o supporting tu es (#igure 2@)$

B!enderCourse Basics 92

L2

fi' re )+

'ress A3B #or Hight 9ie"$ 'ress AHB #or rotate$ ,ype A-BA1BAKB and press ACnterB 8e!ect the other tu e 'ress AHB #or rotate$ ,ype A1BAKB and press ACnterB 'ress A(12B to render the chair$ &# "e !ook c!ose!y to the chair "e sti!! see our CurveCirc!e$ &t is not possi !e to just de!ete the circ!e$ &# "e do) the curve does not kno" the eve! o ject anymore$ 8e!ect the BeOierCirc!e #rom the >ut!iner 'ane! (#igure 2K)

B!enderCourse Basics 92

L3

fi' re ),

C!ick on BeOierCirc!e "ith the right mouse utton 8e!ect EDe!eteF #rom the menu (ina!!y "e sca!e up our chair ecause it appears a !itt!e it sma!!$ 'ress A3B #or the Hight 9ie" 8e!ect the t"o supporting tu es y ho!ding A8hi#tB during the se!ection$ 'ress A8B #or sca!e and AYB to !ock the Y-a2is$ ,ype A0BA$BAQB and press ACnterB to con#irm$ 'ress A(12B again to render$ ,he resu!t is a screen #i!!ing chair (#igure 26)$

B!enderCourse Basics 92

L@

fi' re )-

8ave your "ork (A8hi#tB D ACtr!B D A8B) as c0K$0@$ !end

B!enderCourse Basics 92

LK

T"e c"allen$e

fi' re ). 2 paperclip 2 bc1+!1,!blend

.kills from t"is course


8moothing meshes Creating BeOier Curves 7dding anchor point to a curve Beve!!ing curves Converting a curve into a mesh

B!enderCourse Basics 92

L6

Course ( !aterials and Te#tures


&n course 2 "e app!ied di##erent co!ours to the pi!! y using 3materia!s4$ ,his chapter sho"s ho" "e can change materia! properties$

8tart a ne" scene (ACtr!B D A%B)$ 8e!ect the cu e and de!ete it #rom the scene (ARB EDe!eteF)$ &n the ,op 9ie" (top !e#t) press A8pace arB and type* Svsphere$ 8e!ect Svsphere #rom the !ist$ ,he centre o# your scene no" contains a sphere$ ?e are a out to smooth this sphere and add a materia!$ Choose E8moothF #rom the > ject ,oo!s 'ane! (marked red in #igure 1)$

fi' re (

>pen the <ateria! 'ane! (#igure 2)$

fi' re )

'ress E%e"F to add a ne" materia! to the sphere$

B!enderCourse Basics 92

LL

%ame the materia! 3Ye!!o"'!astic4 (marked red in #igure 3)$

fi' re *

R4B2 colours
Cvery co!our is ui!t out o# the co!ours Hed) Preen and B!ue$ &n B!ender you can speci#y a va!ue #or each co!our$ ,his va!ue shou!d e et"een 0$000 and 1$000$ Besides H) P and B) eside these three) there is a #ourth va!ue a##ecting co!ours$ ,his va!ue is the 7!pha va!ue$ ,his va!ue means the degree o# transparency$ 1$000 means opa1ue) 0$K00 means K0U transparent$ You "i!! #ind the 7!pha va!ue under the 3transparency4 section$ ,here are three "ays to speci#y a co!our va!ue* typing (c!ick on a va!ue "hi!e ho!ding A8hi#tB)) s!iders (s!ide the s!ider) or c!ick on a co!our (a co!our pick dia!og appears)$

7djust the Ye!!o"'!astic Di##use co!our va!ues to H* 1$000) P* 1$000 and B* 0$000 (#igure @)$

fi' re +

B!enderCourse Basics 92

LQ

,he 3'revie"4 'ane! sho"s an e2amp!e o# your materia!$ ,he si2 uttons (marked red in #igure @) speci#y "hich o ject is sho"n in the 'revie" 'ane!$ 'ress A(12B the render our scene (#igure K)$

fi' re ,

,he sphere does not !ook !ike it is made out o# p!astic ecause the materia! does not re#!ect the !ight in a shiny "ay$ Mook at the 8pecu!ar ,a (#igure 6)$

fi' re -

,he "hite area is the specu!arity co!our) the intensity is ho" right the specu!ar re#!ection is$ :arness is ho" hard (sharp) the specu!ar re#!ection is$ 8et hardness to K11 (ma2imum)$ 8et intensity to 1$00 (ma2imum)$ 'ress A(12B to render the scene (#igure L)$

B!enderCourse Basics 92

LI

fi' re .

,he sur#ace o# the sphere !ooks more g!ossier$ 'ress A8hi#tB D ADB to dup!icate the sphere$ 'ress ARB to !ock the R-a2is$ ,ype A2B and press ACnterB to con#irm the movement$ 'ress EDF (marked red in #igure Q) to add a ne" materia!$

fi' re /

Change the name o# the materia! #rom Ye!!o"'!astic$001 to B!ue,ransparant (#igure I)$

fi' re 0

B!enderCourse Basics 92

Q0

7djust the B!ue,ransparant co!our va!ues to H* 0$000) P* 0$000) B* 1$000 (#igure 10)$

fi' re (1

?e are no" going the make the !ue sphere transparant$ Check the EtransparencyF and adjust the 7!pha s!ider to 0$K00$

fi' re ((

'ress A(12B to render the resu!t (#igure 12)$

fi' re ()

B!enderCourse Basics 92

Q1

8ave your "ork (ACtr!B D A8B) as c06$01$ !end You can a!so create a "ire#rame materia! "hich makes the o ject rendering as a "ire#rame$ C!ick on E?ireF in the Minks and 'ipe!ine 'ane!$

fi' re (*

8et the 7!pha s!ider ack to* 1$000$ 'ress A(12B to render the image$ You can no" see the !ue sphere eing rendered as a !ue "ire#rame (#igure 1@)$

fi' re (+

8ave your "ork (A8hi#tB D ACtr!B D A8B) as c06$02$ !end

B!enderCourse Basics 92

Q2

Te#tures
&n the previous part "e on!y adjusted the re#!ection o# the materia!$ 7 materia! a!so has some kind o# structure$ ,his structure is de#ined "ith one or more te"tures$

,urn on E8ur#aceF #or the 3B!ue,ransparant4 materia! instead o# E?iredF$ >pen the ,e2ture 'ane! (A(6B)$ ,he ,e2ture 'ane! contains a !ist (marked red in #igure 1K)$ ,his !ist can contain !ayers "hich construct a te2ture$ ,hese !ayers are ca!!ed ,e2ture Channe!s$

fi' re (,

C!ick on ED %e"F to create a ne" te2ture$ &n the dropdo"n o2 e!o" 3,ype4 (#igure 16) you can se!ect di##erent types o# te2tures$ Cach o# these te2tures do have speci#ic properties$

B!enderCourse Basics 92

Q3

fi' re (-

Choose #or E<ar !eF$ %ame your te2ture 3<ar !e4 (marked red in #igure 1L)$

fi' re (.

You can see the <ar !e 'ane! containing severa! properties "hich can e adjusted$ 'ress A(KB #or the <ateria! 'ane!$ (igure 1Q sho"s our te2ture is eing used #or our ne" materia!$ ,he 'revie" 'ane! sho"s pink mar !e parts on our materia!$

B!enderCourse Basics 92

Q@

fi' re (/

'ress A(12B to render our scene (#igure 1I)

fi' re (0

,he de#au!t co!our #or a te2ture is pink$ ?e are a out to adjust this co!our$

B!enderCourse Basics 92

QK

fi' re )1

C!ick on the ,e2ture 'ane! and scro!! to the ottom o# the ,e2ture 'ane! (#igure 20)$ Change the pink co!our to H* 1$000) P* 1$000 and B* 1$000$ ?hich are the va!ues #or the co!our "hite$ 'ress A(12B to render the scene$ You can see the pink co!our has ecome "hite (#igure 21)$

fi' re )(

,he <ap ,o 'ane! a!!o"s you to adjust "here the te2ture "i!! e app!ied to$

B!enderCourse Basics 92

Q6

&mittin$ material
Mike a !amp) a materia! can emit !ight$ ,his is done y changing the emit va!ue o# the materia!) ut a!so y ena !ing ECmitF at a te2ture$

&n the 8hading 'ane! set the ECmitF va!ue to 1$00 (marked red in #igure 22)$

fi' re ))

'ress A(12B to render your scene$ You can see it !ooks !ike the "hite part o# your sphere is emitting !ight (#igure 23)$

fi' re )*

8ave your "ork (A8hi#tB D ACtr!B D A8B) as c06$03$ !end

.kills from t"is course


Creating spheres <aking materia!s transparent Hender meshes as "ire#rames 7pp!y te2tures to a mesh Create an emitting materia!

B!enderCourse Basics 92

QL

Course ) *i$"t
7 3D-scene "ithout !ight "ou!d resu!t in a !ack image$ B!ender has #ive di##erent !ight sources* !amp) area) spot) sun and hemi$ &n this course "e are just !ooking at the !amp and spot !ight source$ 7 spot is a !ight source "hich comes #rom one point "here the !ight spreads in a cone shape "hereas a !amp is a !ight source "hich emits !ight to every direction$

8tart a ne" scene (ACtr!B D ARB)$ Crase the cu e$ 7dd a p!ane$ 'ress A%B ,he ,rans#orm 'ane! appears (#igure 1)$

fi' re (

B!enderCourse Basics 92

QQ

&n the trans#orm properties you can adjust the position) rotation and sca!e o# an o ject$ 8et the #o!!o"ing va!ues) 8ca!eR* 10) 8ca!eY* 10$ 'ress A%B to c!ose the ,rans#orm 'roperties$ 'ress A8pace arB and type 3uv sp4 and press ACnterB

fi' re )

'ress A%B$ ,ype #or MocT) 1$0 'ress A%B to c!ose the ,rans#orm 'roperties$ 8et the shading to E8moothF on the > ject ,oo!s 'ane! (marked red in #igure 3)$

fi' re *

'ress A(12B to render the scene$

B!enderCourse Basics 92

QI

%o" you can see a shado" appearing at the sphere$ ,his is made y the one and on!y !amp in our scene$

fi' re +

'ress A1B #or (ront 9ie"$ 7 !amp appears in a scene as a dot "ith a dashed circ!e around (marked red in #igure K)$

fi' re ,

'ress ALB #or ,op 9ie"$ &n the ,op 9ie" press A8pace arB and type 3!am4 and press ACnterB$ 7 menu appears$ Choose 3'oint4

B!enderCourse Basics 92

I0

You have no" added a ne" !ight to your scene$ 'ress A%B$ (i!! in these va!ues under !ocation* R* -@) Y* 3 and T* 10$ You can use A,a B to jump 1uick!y et"een the te2t#ie!ds$ 'ress A%B to c!ose the ,rans#orm 'roperties$ 'ress ATB #or ?ire#rame 8hading

You can see a !amp shining #rom the ack o# our sphere to the #ront (#igure 6)$

fi' re -

'ress A(12B and imagine "here you think the shado" shou!d appear$ ,he resu!t is not "hat "e e2pected$ ,he shado" o# on!y one !amp is visi !e instead o# t"o shado"s (#igure L)$

B!enderCourse Basics 92

I1

fi' re .

'ress A(KB #or the > ject Data 'ane! (#igure Q)$

fi' re /

C!ick in the 8hado" 'ane! on EHay 8hado"F (#igure I)$

fi' re 0

'ress again on A(12B$ %o" you see t"o shado"s (#igure 10)$

B!enderCourse Basics 92

I2

fi' re (1

8ave your "ork (ACtr!B D A8B) as c0L$01$ !end 8e!ect the right-hand !amp$ 'ress ARB and choose EDe!eteF to de!ete the !amp$ ?e are a out to make a spot out o# the !e#t !amp$ 8e!ect the !e#t-hand !amp$ >pen the > ject Data 'ane! 8e!ect E8potF in the Mamp section (#igure 11)$

fi' re ((

B!enderCourse Basics 92

I3

,he !amp has ecome a spot instead o# a !amp (#igure 12)$

fi' re ()

7 spot has a conic shape5 this cone sho"s "here the !ight und!e appears$ 'ress A%B$ (i!! in the #o!!o"ing Hotation va!ues R* 0) Y* -2K) T* -3K$ 'ress A%B to c!ose the ,rans#orm 'roperties$ 'ress A(12B to render the scene$ ,he ground sho"s the shape o# the spot (#igure 13)$

fi' re (*

B!enderCourse Basics 92

I@

,he shado" does not appear to e smooth$ >pen the > ject Data 'ane! 8e!ect EHay 8hado"F (marked red in #igure 1@)$

fi' re (+

*amp Panel
,he !amp pane! (#igure 1K) is a!most the same #or a!! !ight types$ ?ith Distance you can adjust the range o# your !ight$ Cnergy adjusts the intensity o# the !ight and the "hite area is the !ightVs co!our$

B!enderCourse Basics 92

IK

fi' re (,

8et the !amp co!our to H* 1$000) P* 0$000 and B* 0$000$ 'ress A(12B to render your scene$ ,he !amp co!our no" changed into red$ C!ick E:a!oF in the 8pot 8hape 'ane! (#igure 16)$

fi' re (-

'ress A(12B to render your scene$ ?hen ha!o is ena !ed) the eam o# !ight ecomes visi !e$ 8et the &ntensity to 2$K 'ress A(12B to render the scene$ ,he eam o# !ight has ecome more dense no" (#igure 1L)$ &n the 8pot 8hape 'ane!) 8iOe de#ines the ang!e o# the eam$

B!enderCourse Basics 92

I6

fi' re (.

8ave your "ork (ACtr!B D A?B) as c0L$02$ !end

T"e c"allen$e

fi' re (/ 2 classic st$le discofloor 2 bc1.!1*!blend

B!enderCourse Basics 92

IL

.kills from t"is course


Ssing ,rans#orm 'roperties (A%B) 8etting shado"s #or !ights 7djusting !ight co!ours Ssing spots and !amps 7pp!ying ha!o to spots 7djusting the ha!o co!our

B!enderCourse Basics 92

IQ

Course 5 2nimation
0rames, ke6frames and framerate
&n the previous chapters "e have on!y created static images$ B!ender o##ers another output #ormat as "e!!* animations$ 7n animation is a se1uence o# static images$ ,hese static images are ca!!ed fra es$

7n animation sho"s a num er o# images per second$ ,his num er is ca!!ed the fra erate "hich has the a reviation* fps (#rames per second)$ Common used #ramerates are 2K or 30$ B!ender uses 'e0fra es$ ,hese key#rames are re#erence points in the animation$

&magine an animation "hich takes #or a out I0 #rames$ During these I0 #rames a cu e moves #rom !e#t to right$ ,he advantage o# key#rames is you do not have to de#ine the position o# the cu e #or each #rame$ You on!y need to de#ine t"o key#rames* the position o# the cu e #or #rame 1 and another #or #rame I0$ B!ender can do the math #or you and ca!cu!ate a!! the positions in et"een$ Computing the duration o# an animation is very straight#or"ard$ &# you have an animation "ith a #ramerate o# 30 and you "ant the !ength o# the animation to e 3 seconds) the tota! amount o# #rames is then 3 2 30 W I0 #rames$

8tart a ne" scene (ACtr!B D A%B)$ ,he sections marked red in #igure 1 sho" the current #rame num er$

fi' re (

B!enderCourse Basics 92

II

0rame navi$ation
,he arro" keys he!p you in navigating through the #rames* A B and AB moves one #rame #or"ard or ack"ard$ A8hi#tB D AB or A8hi#tB D AB moves 10 #rames #or"ard or ack"ard$

'ress A&B in order to make a ne" key#rame in #rame 1$ 7 menu appears (#igure 2)$ &n this menu you can choose et"een di##erent kinds o# key#rames$ ,he choice de#ines "hich o ject properties are stored inside the key#rame$

fi' re )

Choose EMocationF in order to make a key#rame #or the !ocation o# the cu e$ 'ress K times A8hi#tB D AB ti!! you reach #rame K1$ 'ress APB #or moving$ 'ress ARB to !ock the R-a2is$ ,ype AKB and press ACnterB$ 'ress A&B again in order to create a !ocation key#rame #or #rame K1$

B!enderCourse Basics 92

100

Choose #or EMocationF$ Geep pressing AB unti! you reach #rame 15 you "i!! notice that the cu e is moving ack to its origina! position$ 'ress A(10B #or the 8cene 'ane!$ ,he Dimensions 'ane! sho"s #rom and to "hich #rame the animation runs (here 1 to 2K0) (marked red in #igure 3)$

fi' re *

Change 2K0 into LK$ 'ress AB to jump to #rame 1$ 'ress A7!tB D A7B to run the animation$ You no" see the animation running$ ,he green !ine on the ,ime!ine 'ane! sho"s the current #rame (#igure @)$

fi' re +

'ress ACscB to cance! the animation$

B!enderCourse Basics 92

101

Video codec
.'CP and '%P are designed #or sti!!s$ (or animations there are other #ormats !ike 79&) <'CP en <>9$ 7 ra" stored animation can take a huge amount o# disk space$ &n order to shrink these #i!es) 9ideo Codecs "ere invented$ ,hese codecs 3encode4 the animation in a very smart "ay "hich makes the #i!e sma!!er$

C!ick in the (ormat 'ane! at E.pegF and choose E79& .'CPF (#igure K)$

79& .'CP is and a codec "hich just p!aces a!! the #rames in an 79& #i!e "ithout compressing the #rames$ ,his codec takes a !ot o# disk space$ &nstead you can choose to render using <'CP or :$26@ "hich save a !ot o# disk space$ You might "ant to use 9MC p!ayer to p!ay your video #i!es$ 9MC p!ayer is #ree!y avai!a !e at http*++"""$video!an$org+v!c+

fi' re ,

,he de#au!t output #o!der is +tmp you can change this to any ar itrary directory$

B!enderCourse Basics 92

102

fi' re .

'ress E7nimationF (marked red in #igure Q) in order to start the animation rendering process$

fi' re /

During the animation rendering) you "i!! see (ra* 1) (ra* 2 etc$ ,his num er is the current rendered #ramenum er$ ?hen the render process has een #inished) the render "indo" sho"s 3(ra* LK4 in the top !e#t corner$

fi' re 0

,he animation "i!! e stored as c*XtmpX0001Y00LK$avi or +tmp+0001Y00LK$avi #or <ac >8R users$ You can open this #o!der in either ?indo"s C2p!orer or (inder #or the <ac >8R users$ 8ave your "ork (A(2B) as c0Q$01$ !end 8tart a ne" scene (ACtr!B D A%B)$ 'ress ALB #or ,op 9ie"$ 8e!ect the Camera$ 'ress A&B to create a ne" key#rame$ Choose EMocHotF (Mocation and Hotation)

B!enderCourse Basics 92

103

%avigate to #rame K1 (KZ A8hi#tB D AB)$ <ove and rotate the camera !ike #igure 10$

fi' re (1

'ress A&B in order to add a key#rame #or #rame K1$ Choose EMocHotF$ 'ress AB in order to go to the previous key#rame$ 'ress A(10B #or the 8cene 'ane!$ Change the end#rame #rom 2K0 into 60$ 'ress A0B #or the Camera 9ie"$ 'ress A7!tB D A7B to vie" the animation$ %o" you can see the change o# !ocation and rotation #rom the camera$ 8ave your "ork (A8hi#tB D ACtr!B D A8B) as c0Q$02$ !end$

B!enderCourse Basics 92

10@

T"e c"allen$e
7nimate the !ights o# the disco#!oor "e have created in the previous chapter$ You might a!so "ant to animate the camera and move it around the disco#!oor$

.kills from t"is course


7nimating y using key#rames De#ining 9ideo Codecs #or your animation '!aying animations De#ining the animation duration

B!enderCourse Basics 92

10K

Course 7 Tips and Tricks


Parent8C"ild
8ometimes you have an o ject "hich needs to have a #i2ed position "ith respect to another o ject$ &n this case you "ant to have the chi!d moving a!ong "ith the parent$

8tart a ne" scene$ 8e!ect the cu e$ Dup!icate (A8hi#tB D ADB) the cu e$ 'ress ATB to !ock the T-a2is$ ,ype A3B and press ACnterB$ 8e!ect the !o"er cu e$ :o!d A8hi#tB and se!ect the upper cu e$ 'ress ACtr!B D A'B$ 7 menu appears (#igure 1)$

B!enderCourse Basics 92

106

fi' re (

Choose E> jectF 7 dotted !ine sho"s the re!ationship et"een the o jects$ ,he upper cu e has ecome 3parent4) the !o"er 3chi!d4$

fi' re )

8e!ect the upper cu e$ 'ress APB #or move$ <ove the cu e random!y$ You no" can see the !o"er cu e moving a!ong "ith the upper cu e$ 8e!ect the !o"er cu e$

B!enderCourse Basics 92

10L

'ress APB and move random!y$ ,he upper cu e does not move a!ong$ 8e!ect the !o"er cu e$ 'ress A7!tB D A'B$ 7 menu appears (#igure 3)$

fi' re *

Choose EC!ear 'arentF$ ,he chi!d-parent re!ation has een removed$ 8e!ect the upper cu e$ 'ress APB to move$ <ove the cu e random!y$

You no" can see the ottom cu e not moving a!ong$ ,he parent-chi!d re!ationship can e very use#u! "hen mode!!ing an animation character$ ,he eyes are chi!d o# the head) the head is chi!d o# the ody) the hair is a!so a chi!d o# the head etc$

B!enderCourse Basics 92

10Q

C"an$e ori$in of an object


7n o ject a!"ays rotates around its centre) or so ca!!ed origin (marked red in #igure @)$ 8ometimes you "ant to move this centre$

fi' re +

8tart a ne" scene$ C!ick in the ,op 9ie" (ALB) "ith your !e#t mouse utton on the top right corner o# the cu e$ Do the same in the (ront 9ie" (A1B)$ 8"itch to the Camera 9ie" "ith A0B ,he 3D-cursor has moved as sho"n in #igure K$

fi' re ,

8e!ect the cu e "ith your right mouse utton$

B!enderCourse Basics 92

10I

C!ick on E>riginF in the > ject ,oo!s 'ane! (#igure 6)$

fi' re -

7 menu appears$ Choose E>rigin to 3D CursorF ,he origin o# the cu e has een moved to the !ocation o# the 3D-cursor$ 'ress AHB #or rotate$ Hotate the cu e random!y5 you "i!! see the cu e rotating around its ne" origin$

.pin
8ometimes you "ou!d !ike to create mu!tip!e instances o# an o ject) rotated over a certain ang!e$ 7n e2amp!e can e the hour dashes on an ana!ogue c!ock) "hich is copied 11 times over 360 degrees$ 7nother e2amp!e can e "hen dra"ing a gear$

8tart a ne" scene$ 'ress A1B #or (ront 9ie" 'ress AKB #or >rthographic 9ie"

B!enderCourse Basics 92

110

C!ick "ith the !e#t mouse utton) #our grid s1uares e!o" the cu e in order to move the 3D-cursor (marked red in #igure L)$

fi' re .

'ress A,a B #or Cdit <ode$ C!ick E8pinF on the <esh ,oo!s 'ane! (marked red in #igure Q)$

fi' re /

You no" see mu!tip!e cu es dup!icated around the Y-a2is (#igure I)$

fi' re 0

B!enderCourse Basics 92

111

?ith the 8pin 'ane! you are a !e to modi#y the 8pin <odi#ier parameters$ Change the Degrees to 360 (#igure 10)$

fi' re (1

Your cu e has een mu!tip!ied nine times around 360 degrees (#igure 11)$

fi' re ((

'ress E,a F #or o ject mode to #inish the operation$

2li$nment
'!acing o jects on the grid can e 1uite di##icu!t$ ,here#ore B!ender is e1uipped "ith an a!ignment #unction$

8tart a ne" scene$ 'ress APB to move the cu e$

B!enderCourse Basics 92

112

<ove the cu e at random$ 'ress A8hi#tB D A8B$ 7 menu appears (#igure 12)$

fi' re ()

Choose E8e!ection to PridF$ ,he cu e is no" a!igned to the grid$

!ovin$ around t"e vie8ometimes you "ant to move a certain o ject to the centre o# your vie" or you "ant to have the 3D-Cursor centred in your vie"port$

8tart a ne" scene$ 'ress A1B #or (ront 9ie"$ 'ress AKB #or >rthographic 9ie"$ Dup!icate (A8hi#tB D ADB) the cu e and p!ace it at an ar itrary position$ 'ress A$B on your numeric keypad to centre the o ject in the vie"$

B!enderCourse Basics 92

113

C!ick "ith your !e#t mouse utton on an ar itrary position to move the 3D Cursor$ 'ress ACtr!B D A$B on the numeric keypad to centre the vie" around the 3D Cursor$

&#tendin$ mes"es
8tart a ne" scene$ 'ress A1B #or (ront 9ie"$ 'ress AKB #or >rthographic 9ie"$ 8e!ect the cu e$ 'ress A,a B #or Cdit <ode$ 'ress A7B to dese!ect a!! vertices$ <ake sure 3Mimit se!ection to visi !e4 is disa !ed (marked red in #igure 1@)$

fi' re (+

'ress ABB #or B!ock 8e!ection and drag a rectang!e as sho"n in #igure 1K$

fi' re (,

'ress ACB #or C2trude Hegion$

B!enderCourse Basics 92

11@

:o!d do"n ACtr!B "hi!e moving one grid to the right$ 'ress A0B #or Camera 9ie"$ You have no" e2truded your mesh as sho"n in #igure 16$

fi' re (-

'ress A1B #or (ront 9ie"$ 'ress A7B to dese!ect a!! vertices$ 'ress ABB #or B!ock 8e!ection and drag a rectang!e as sho"n in #igure 1L$

fi' re (.

'ress ACB #or C2trude Hegion$ :o!d do"n ACtr!B "hi!e moving t"o grid to the top$ You have no" e2truded your mesh as sho"n in #igure 1Q$

B!enderCourse Basics 92

11K

fi' re (/

Cuttin$ mes"es
8tart a ne" scene$ 'ress A1B #or (ront 9ie"$ 'ress AKB #or >rthographic 9ie"$ 8e!ect the cu e$ 'ress A,a B #or Cdit <ode$ ?ith 3Moop cut and s!ide4 "e are a !e to sp!it meshes$ 'ress ACtr!B D AHB #or 3Moop cut and s!ide4$ <ove the mouse to the top edge o# the cu e) a purp!e cut !ine "i!! appear (#igure 1I)$

B!enderCourse Basics 92

116

fi' re (0

?ith the moving the scro!!"hee! up and do"n o# press A'age SpB or A'age Do"nB "e can adjust the num er o# cuts$ 8et the num er o# cuts to 3 ?e have no" cut our mesh in #our parts as sho"n in #igure 20$

fi' re )1

B!enderCourse Basics 92

11L

2ppendi# 19 T"e installation of Blender


,his appendi2 provides a step y step guide a out the B!ender insta!!ation progress$ Bro"se to http*++"""$ !ender$org+do"n!oad+get- !ender+$

:indo-s
C!ick under heading 32$634 on a mirror near you (marked red in #igure 1)$

fi' re (

>pen the insta!!er and #o!!o" the instructions on the screen$ You are no" a !e to run B!ender

!ac ;.<
C!ick under heading 32$634 on a mirror near you (marked red in #igure 2)$

fi' re )

C2tract the do"n!oaded Oip #i!e >pen the e2tracted #o!der 3 !ender-2$63a-re!ease->8RY10$KYi3Q64 in (inder Drag B!ender to your app!ication #o!der

B!enderCourse Basics 92

11Q

You are no" a !e to run B!ender

?hen you are starting B!ender #or the #irst time you "i!! see something !ike #igure 3$

fi' re *

B!ender is no" ready to use$

B!enderCourse Basics 92

11I

2ppendi# 29 =e6board s"ortcut overvie;bject !ode


APB ARB APB AYB APB ATB <ove over R-a2is <ove over Y-a2is <ove over T-a2is

A8B ARB A8B AYB A8B ATB

8ca!e on R-a2is 8ca!e on Y-a2is 8ca!e on T-a2is

AHB ARB AHB AYB AHB ATB

Hotate over R-a2is Hotate over Y-a2is Hotate over T-a2is

ACtr!B D AB ACtr!B D AB

<a2imise vie" Back to previous siOe

A7!tB D ACB A7!tB D A7B

Convert o ject type '!ay ack 7nimation

B!enderCourse Basics 92

120

Ssing numeric keys* A1B A3B ALB A0B A$B (ront 'erspective 9ie" Hight 'erspective 9ie" ,op 'erspective 9ie" Camera 'erspective 9ie" Sser 'erspective 9ie" A@B A6B AQB A2B ADB AJB Hotate 9ie" Me#t Hotate 9ie" Hight Hotate 9ie" ,op Hotate 9ie" Bottom Toom 9ie" &n Toom 9ie" >ut

ACtr!B D A8B ACtr!B D A>B

8ave >pen !ast used #i!e

A(1B A(2B A(3B A(KB A(6B A(IB A(11B A(12B

>pen 8ave as 8ave render 8hading 'ane! ,e2ture 'ane! Cditing 'ane! 8ho" !atest render Hender scene

A8cr!B ACtr!B D A8cr!B A8hi#tB D A8cr!B

Toom vie" in and out <ove vie" horiOonta! <ove vie" vertica!

B!enderCourse Basics 92

121

ANB ARB A%B A&B

Nuit B!ender De!ete ,rans#orm 'roperties &nsert Gey#rame

&dit !ode
A7B ABB ACB A>B A8hi#tB D A(B 8e!ect or dese!ect a!! vertices B!ock se!ection C2trude 'roportiona! Cditing (ace (i!!

B!enderCourse Basics 92

122

2ppendi# /9 Console renderin$


Introduction
8ometimes rendering using the conso!e is much easier than #rom the B!ender program$ ,his might e the case "hen a !arge amount o# scenes needed to e rendered$

Parameters
Be#ore "e start rendering "e "i!! take a !ook at the parameters o# the B!ender e2ecuta !e$ render in ackground5 renders "ithout starting B!ender the #rame you "ant to render scene name starting #rame num er end #rame num er render animation he!p

-b -f -S -s -e -a -h

Renderin$ a sin$le frame usin$ Blender internal render s6stem


3in x: $ blender b untitled.blend f 1

%indo4s: c:\program files\blender\blender.exe b untitled.blend f 1

B!enderCourse Basics 92

123

?hen e2ecuting the command you see something !ike* C:\Program Files\ lender!blender -b untitled.blend -f 1 Compiled "ith P#thon $ersion %.&.%. 'import site' failed( use -$ for tracebac) *arning: could not determine arg$+,- path Chec)ing for installed P#thon... .o installed P#thon found. /nl# built-in modules are a$ailable. Continuing happil#. Fra:1 0em:,.%,0 1 Preparing Scene data Fra:1 0em:,.%,0 1 Preparing Scene data Fra:1 0em:,.%,0 1 Creating Shado"buffers Fra:1 0em:2.%%0 Sce: Scene 3e:2 Fa:4 5a:1 Fra:1 0em:2.%%0 1 Creating 6n$ironment maps Fra:1 0em:2.%%0 1 SSS preprocessing Fra:1 0em:2.%%0 Sce: Scene 3e:2 Fa:4 5a:1 Fra:1 0em:17.870 1 Part 1-14 Fra:1 0em:17.870 1 Part %-14 Fra:1 0em:17.870 1 Part 9-14 Fra:1 0em:17.870 1 Part :-14 Fra:1 0em:17.870 1 Part &-14 Fra:1 0em:17.870 1 Part 4-14 Fra:1 0em:17.870 1 Part 7-14 Fra:1 0em:17.870 1 Part 2-14 Fra:1 0em:17.870 1 Part 8-14 Fra:1 0em:17.870 1 Part 1,-14 Fra:1 0em:17.870 1 Part 11-14 Fra:1 0em:17.870 1 Part 1%-14 Fra:1 0em:17.870 1 Part 19-14 Fra:1 0em:17.870 1 Part 1:-14 Fra:1 0em:17.870 1 Part 1&-14 Fra:1 0em:17.870 1 Part 14-14 Fra:1 0em:8.%70 Sce: Scene 3e:2 Fa:4 5a:1 Sa$ed: C:\tmp\,,,1.;pg <ime: ,,:,1.&8 Some scripts ma# not run.

Renderin$ an animation usin$ Blender internal render s6stem


,he commands e!o" sho" ho" to render an animation using the B!ender interna! renderer$

B!enderCourse Basics 92

12@

3in x: $ blender b untitled.blend s 1 e & -a

%indo4s: c:\program files\blender\blender.exe b untitled.blend s 1 e & -a

,his means B!ender "e render an animation #rom #rame one ti!! #rame #ive$ &n this e2amp!e "e have used a scene "hich renders to a jpg-avi #i!e$ ,he conso!e output shou!d !ook !ike* Created a$i: =tmp=,,,1>,,1,.a$i C:\Program Files\ lender!blender -b untitled.blend -s 1 -e & -a Compiled "ith P#thon $ersion %.&.%. 'import site' failed( use -$ for tracebac) *arning: could not determine arg$+,- path Chec)ing for installed P#thon... .o installed P#thon found. /nl# built-in modules are a$ailable. Continuing happil#. Created a$i: C:\tmp\\,,,1>,,,&.a$i Fra:1 0em:,.%,0 1 Preparing Scene data Fra:1 0em:,.%,0 1 Preparing Scene data Fra:1 0em:,.%,0 1 Creating Shado"buffers Fra:1 0em:2.%%0 Sce: Scene 3e:2 Fa:4 5a:1 Fra:1 0em:2.%%0 1 Creating 6n$ironment maps Fra:1 0em:2.%%0 1 SSS preprocessing Fra:1 0em:2.%%0 Sce: Scene 3e:2 Fa:4 5a:1 Fra:1 0em:17.820 1 Part 1-14 +...Fra:& 0em:17.820 1 Part 14-14 Fra:& 0em:8.%20 Sce: Scene 3e:2 Fa:4 5a:1 ?ppend frame & <ime: ,,:,1.42 lender @uit Some scripts ma# not run.

B!enderCourse Basics 92

12K

2ppendi# %9 Blender $aller6

Hichie

8peed,iti

B!enderCourse Basics 92

126

8peed,iti

<a!e#ico 7ndauer

B!enderCourse Basics 92

12L

To!tan <ik!osi

Bas van Dijk

7!! images are copyrighted y their o"ner$ B!enderCourse$com has e2p!icit permission #or using these images #rom their o"ners$ ,hese images are not a!!o"ed to e copied or "hatsoever$ Contact the o"ners i# you "ant to use them$

B!enderCourse Basics 92

12Q