An edition of Blender steps (2012)

Blender steps

create photoreal still images and animations using blender 2.63, the amazing free 3D art tool

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May 28, 2022 | History
An edition of Blender steps (2012)

Blender steps

create photoreal still images and animations using blender 2.63, the amazing free 3D art tool

  • 0 Ratings
  • 2 Want to read
  • 1 Currently reading
  • 0 Have read

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Publish Date
Publisher
Truth Engine Books
Language
English
Pages
282

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Previews available in: English

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Table of Contents

Part One. Working with the Blender Interface
Topic 1. To change one kind of window into another kind of window Page 7 Topic 2. To split one window into two Page 7 Topic 3. To delete a window Page 7 Topic 4. To cancel an operation in progress Page 8 Topic 5. To undo an operation Page 8 Topic 6. To redo an undo Page 8 Topic 7. To enter Edit mode Page 8 Topic 8. To enter Object mode Page 9 Topic 9. To find the "Tool Shelf" Page 9 Topic 10. To find the "Properties Shelf" Page 9 Topic 11. To find The "Object Data" button Page 9 Topic 12. To turn perspective on or off Page 10 Topic 13. To change your point of view as you work on your scene Page 10 Topic 14. To change the "Viewport Shading Type' in the 3D View window Page 12 Topic 15. To open a Blender file Page 14 Topic 16. To render your scene as an image Page 14 Topic 17. To render and save a simple animation of the 3D View Page 16 Topic 18. To save a render of a still image Page 17 Topic 19. To save your scene as a new file Page 18 Topic 20. To save your project after you've already saved it at least once Page 18 Topic 21. To change the names of the datablocks Page 19
Part Two. Geometrical Properties
Topic 22. To select items Page 20 Topic 23. To deselect items Page 30 Topic 24. The Blender coordinate systems Page 32 Topic 25. To move/rotate/scale: transforming Page 33 Topic 26. To move/rotate/scale a face such that new faces are created to accommodate the change; or to duplicate a vertex or an edge and move/rotate/scale the duplicate such that new edges and faces are created to accommodate the change: EXTRUDING Page 58 Topic 27. To add an object to your scene, (a) keeping it an independent object or (b) turning both it and an existing object Into one multi-part object Page 62 Topic 28. To separate one mesh object into two Page 63 Topic 29. To join two or more objects of the same general type into one (i.e: to have Blender view them as parts of one object) Page 63 Topic 30. To create a new object or new geometry which is a duplicate of an existing object or geometry (includes making a mirror copy; includes making a series of copies in an "array") Page 63 Topic 31. To duplicate the geometry and/or material (not the rotation or scaling) of object A not by creating a new object or new object-like part of the object, but by turning object B into a copy of object A, or to duplicate one material by turning a different material into it Page 69 Topic 32. To turn an object that's linked to other objects into an independent object Page 70 Topic 33. To create a parent-children relationship Page 71 Topic 34. To remove a "child" object from its 'parent" object Page 72 Topic 35. To put object(s) into an object group Page 72 Topic 36. To see what object groups an object is in Page 73 Topic 37. To remove object(s) from an object group or from all object groups Page 73 Topic 38. To create a group not of objects, but of parts of a mesh object; that is, to create a "vertex group" Page 73 Topic 39. To add one or more vertices to a vertex group Page 74 Topic 40. To remove one or more vertices from a vertex group Page 74 Topic 41. To put one or more objects onto a different layer Page 74 Topic 42. To remove an object from one or more layers Page 75 Topic 43. To make layers visible in 3D View and in the render Page 76 Topic 44. To make layers invisible in 3D View and in the render Page 76 Topic 45. To make a copy of an object or a copy of an Action which is in one Blender file (say london.blend), and put this copy into another Blender file (say, paris.blend), such that the objects in both files can be edited independently–In other words, to append an object or Action Page 76 Topic 46. To make a copy of an object (or camera, lamp, material, etc but not a group) which is in one Blender file (say, chicago.blend), and put this copy into another Blender file (say, boston.blend) , such that the copy in boston.blend can be edited only by editing the original in chicago.blend Page 77 Topic 47. Import a reference image into your scene (any image from your hard drive, used as a reference as you build your model) Page 78 Topic 48. To merge vertices on a mesh, dragging part of the geometry with the moved vertex/vertices Page 79 Topic 49. To create an edge Page 79 Topic 50. To create a Face (in Blender versions through 2.62, faces could be only 3- or 4-sided; with 2.63's BMesh system, faces can have any number of sides) Page 79 Topic 51. To make cuts across face(s), using Blender versions before 2.63 Page 80 Topic 52. To make cuts through face(s), using Blender versions starting with 2.63 Page 81 Topic 53. To reposition object A's object origin onto a vertex on object B, without moving object A's geometry Page 83 Topic 54. To subdivide an object's faces while adjusting the faces to smooth its shape; for the Subsurf method, go to A; for the "Subdivide Smooth" method, go to B; for the Multires method, go to C Page 83 Topic 55. To smooth edges Page 87 Topic 56. To sculpt your mesh using the sculpting "brushes Page 87 Topic 57. To position an object's origin without moving the object's geometry Page 98 Topic 58. To position the 3D cursor Page 98 Topic 59. To retrieve a lost 3D cursor Page 99 Topic 60. To shape a Bezier curve, to shape a Nurbs curve, a Bezier circle, or a Nurbs circle Page 99
Part Three. Material Properties
Topic 61. The base material is the material that has to be applied to your entire object before you can give the object any material properties beyond a very light gray color and simple shading: Also, a base material must have already been applied before you can apply a material to a part of the object. The cube that Blender gives you, by default, when you first open a new scene already has a base material, but any other object that you add to your scene will have no base material until you give it one. To determine whether or not the object has a base material Page 107 Topic 62. To give your object a base material Page 107 Topic 63. To find the name of a face's (or surface's) material Page 108 Topic 64. To change the name of a material Page 108 Topic 65. To replace all (not just part) of material myMaterial1 (for instance) with existing material myMaterial2 Page 109 Topic 66. To replace part of an existing material Page 109 Topic 67. To give material myMaterial1 (for instance) the properties of myMaterial2, while myMaterial1 remains myMaterial1 Page 110 Topic 68. To change the substance color of any material Page 111 Topic 69. To change the color of the highlights of a material's specular color Page 114 Topic 70. To change the lit-to-unlit gradation across the surface–Shaders Page 114 Topic 71. A short overview of transparency, mirror reflectivity, and the non-geometrical layers–vertex paint, texture, and ramp Page 116 Topic 72. To make a material transparent Page 117 Topic 73. To make the selected material mirror-reflective Page 118 Topic 74. To add a texture to your selected material such that the texture can appear in the render Page 120 Topic 75. To see or render your textured material Page 127 Topic 76. To set up an existing UV map in the UV/Image Editor window, with the 3D View showing in another window, so that you can edit the UV map Page 128 Topic 77. To change the properties of a material's texture Page 128 Topic 78. To do projection painting Page 158 Topic 79. To apply a ramp Page 165 Topic 80. To apply Vertex Paint Page 167
Part Four. Lighting and Environment
Topic 81 Lighting 1. How to arrange your lamps Page 170 Topic 82. Lighting 2: How to add a new lamp to your scene or to change an existing lamp into another kind of lamp Page 170 Topic 83. Lighting 3: To position, to aim, or to otherwise modify a lamp in some way, or to create and control ambient light Page 171 Topic 84. To set up your scene’s environment—Part One: To create a sky Page 179 Topic 85. To set up your scene’s environment—Part Two: To show and modify the sun itself Page 181 Topic 86. To set up your scene’s environment—Part Three: To specify atmospheric properties Page 181 Topic 87. To set up your scene’s environment—Part Four: To put a background image into your scene Page 182
Part Five. Tools That Are of General Use—That Can Be Used in Creating Both Still Images and Animation—But That Are Primarily for Use in Animation
Topic 88. Rigging a Mesh Model—Part One: Overview and General Procedures for Working with an Armature Page 185 Topic 89. Rigging a Mesh Model—Part Two: To Build an Armature inside Your Human-Shaped Mesh Page 191 Topic 90. Rigging a Mesh Model—Part Three: To Set Things Up So That the Mesh Will Move Along with the Armature; That Is, to "Skin" the Mesh to the Armature Page 193 Topic 91. Rigging a Mesh Model—Part Four: Making Changes to the Rigging After You've Skinned the Model Page 196 Topic 92. If You Want to Practice Constructing Your Armature for a Human-Shaped Figure, and Skinning the Model, Here Are Steps for Creating a Crude Human-Shaped Figure That You Can Work with Page 204 Topic 93. To Pose Your Armature Page 205 Topic 94. To Stretch an Object or a Bone, Which Is Named, Say, Item1, Toward Object or Bone, Item2 Page 207 Topic 95. To Have an Object or a Bone, Which Is Named, Say, Item1, Track Object or Bone, Item2 Page 208 Topic 96. To create an invisible plane (which you might make coincident with a visible plane) which your object, which is named, say, Obj1, must stay on one side of Page 208 Topic 97. To put a limit on how close to or how far from some object or bone, call it Item1 (the "target"), object Obj1 can be Page 209 Topic 98. To put limits on where, in the Global coordinate-system space, an object, which is named, say, Obj1, can be located Page 211 Topic 99. To make an object, say, Item1 the child of another object, say, Item2 (or of a vertex group of Item2, say Group1), in a way that gives you more control over the parenting than the CTRL+P method does, and in a way that allows you to make Item1 the child of more than one parent Page 211 Topic 100. To place object, Obj1, visually (but not actually) at the location of object or bone, Item1 (which may be an Empty)_or of a vertex group of Item1, say Group1, in a way such that you can re-position Obj1, placing it at locations intermediate between its original location and Item1's location Page 212 Topic 101. To set things up so that object or bone, Item1, visually (but not actually; that is,not internally) will rotate in sync with object or bone, Item2 (or with a vertex group belonging to Item2, say, Group1) when Item2 (which may be an Empty) (or its vertex group) is rotated Page 212 Topic 102. To set things up so that object or bone, Item1 visually (but not actually; that is,not internally) will scale in sync with object or bone (or with a vertex group belonging to Item2, say, Group1), Item2 when Item2 (which may be an Empty), is scaled Page 213 Topic 103. To make an object follow a curve Page 214 Topic 104. To set things up so that a set of vertices (in a mesh) or a set of control points (of a curve object) will be moved, rotated or scaled by moving, rotating or scaling another object, an Empty, and so that the amount of such control by the Empty over the vertices or control points can by made greater or less – That is, to create a Hook Page 215 Topic 105. To create a bundle of shaping data, and to shape the object in accord with that data: Shapekeys Page 215
Part Six. Animation
Topic 106. To Animate Your Scene – An Overview Page 218 Topic 107. To Animate an Element Page 224 Topic 108. To Apply (Link) a Saved Object Action to an Object, or to Apply (Link) a Saved Shapekey Action to an Object Page 234 Topic 109. To Unlink an Object Action from a Bone or Object, or to Unlink a Shapekey Action from an Object Page 234 Topic 110. To see what Object Action is currently applied to an object or a bone-or to see what Shapekey Action is currently applied to an object Page 235 Topic 111. To copy a rigged model's pose at, say, frame 30,and paste it at say, frame 60 Page 235 Topic 112. With any given frame of an armature/character animation showing in the 3D View window: To see a "ghost" image of previous and subsequent frames ("onion skinning") Page 236 Topic 113. To manage the DopeSheet Modes (or "Contexts"), namely, the DopeSheet Mode, the Action Editor Mode, and the Shapekey Editor Mode–and to manage the F-Curve Editor. Page 236 Topic 114. To edit a keyframe Page 237 Topic 115. To loop an Action in the 3D View window Page 237 Topic 116. To combine the content of two or more Actions Page 237 Topic 117. A note about the NLA Editor Page 239 Topic 118. To play your animation in the 3D View window Page 239
Part Seven. Creation and Animation of Particles, Hair, Fluids, Cloth, Soft Bodies
Topic 119. To Create and Animate Hair (Grass is Similar) - An Example: Long, Brown Hair Blowing in the Wind Page 240 Topic 120. To Create a Smoke/Fire Animation Page 243 Topic 121. To Create Flowing Water Page 246 Topic 122. To Create a Soft, Bouncing, Jiggling Object - An Example: Dropping a Soft Cube onto a Plane Page 248 Topic 123. To Create a Piece of Cloth; One, for Instance, That Falls onto Another Object, Draping Itself Over That Object Page 249 Topic 124. To Have a Stream of Particles Emitted into the Scene, to Have the Particles Effected by a Force Field and to Have Them Bounce off of a Surface: For Example, to Shoot a Stream of Little Yellow Cones into the Scene, to Have Them Blown by the Wind and Bounce off of a Wall Page 250
Part Eight. Creating and Retrieving Scenes
Topic 125. To Create a New Scene Page 252 Topic 126. To Retrieve a Stored Scene Page 252
Part Nine. Post-Processing
Topic 127. About Post-Processing Page 252 Topic 128. To Use the Compositor or the Sequencer (Video Sequence Editor) to Do Post-Processing Page 253 Topic 129. To Use the "Compositor" Function of the Node Editor Window to Add Post-Processing to Your Still or Animated Ordinary Renders-That is, to Use the Compositor Function of the Node Editor Such That, When You Render, the Render Will Happen in Two Stages: the First, Ordinary, Render Will Be Automatically and Immediately Followed by a Final Render, Which Will Add Post-Processing Effects Page 253 Topic 130. To Use the Sequencer (the Video Sequence Editor) Page 264 Topic 131. To Render a Compositor-Modified Still Image of the 3D View (That is, If You Have Set Up the Compositor to Add Effects to Your Scene, Follow These Steps So That Blender Will Create a Simple Render of the 3D View Window's Scene as a Preliminary and Transitory Render, and So That It Will Then Immediately and Automatically Create a Final Render That Incorporates Your Compositor Effects) Page 271 Topic 132. To Render a Still Image of a Frame from a Strip in the Video Sequence Editor Page 273 Topic 133. To Render and Save a Compositor-Modified Animation of the 3D View (That is, If You Have Set Up the Compositor to Add Effects to Your Scene, Follow These Steps So That Blender Will Create an Animation in a Way Such That; for Each Frame: a Simple Render of the 3D View Window's Scene Will Be Created as a Preliminary and Transitory Render, and Then, Immediately and Automatically a Final Render of the Frame Will Be Created, a Render That Will Incorporate Your Compositor Effects) Page 274 Topic 134. To Render and Save an Animation of the Material in Your Video Sequence Editor Page 275

Edition Notes

Includes index.

Other Titles
Create photoreal still images and animations using blender 2.63, the amazing free 3D art tool

Classifications

Dewey Decimal Class
006.6
Library of Congress
TR897.7 .C75 2013

The Physical Object

Pagination
282 pages
Number of pages
282

ID Numbers

Open Library
OL38212928M
Internet Archive
blenderstepscrea0000cris
ISBN 10
0615709664
ISBN 13
9780615709666
OCLC/WorldCat
847799326

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