Blender 3D Basics 3rd Edition
Blender 3D Basics 3rd Edition
Blender 3D Basics 3rd Edition
© 2004, 2006, 2009 third edition by James Chronister. This document may be reproduced in whole or in
part without permission from the author. Feel free to use this manual for any and all educational
applications. I enjoy emails from other educators, so please let me know how you’re using the book.
You may not bundle this tutorial with any software or documentation that is intended for commercial
applications (marketing for a profit) without expressed written approval from the author. Inquiries and
comments can be directed to jchronister@cdschools.org. This document, and other information, can
be found at http://www.cdschools.org/cdhs/site/default.asp. At this site, look under “Academics” in
“Drafting and Design Technology”.
Information regarding the Blender program and development can be found at www.blender.org. Blender
users can also find information on how to use the program at www.blenderartists.org. Daily Blender
news can be found at: www.BlenderNation.com.
Table of Contents
Introduction ........................................................................................... 1
Rendering and Animation Basic Concepts.................................... 2
Basic Key Commands ........................................................................ 4
Chapter 1- The Blender Interface ..................................................... 6
The Blender Screen
Window Types
Open, Saving and Appending Files
Packing Data
Importing Objects (from other file formats)
Chapter 2- Working with Viewports (windows) ............................. 12
Creating Viewports
Changing Window Type
Moving Around in 3D Space
Chapter 3- Creating and Editing Objects ....................................... 17
Working with Basic Meshes
Using Main Modifiers to Manipilate Meshes
Edit Mode- Mesh Vertex Editing
Proportional Vertex Editing
Joining/Separating Meshes, Boolean Operations
Chapter 4- Materials and Textures .................................................. 35
Basic Material Settings
Halo Settings
Basic Texture Settings
Using Images as Textures
Displacement Mapping
Chapter 5- Setting Up a World .......................................................... 50
Using Color, Stars and Mist
Creating a 3D Cloud Background
Using an Image in the Background
Chapter 6- Lighting and Cameras .................................................... 56
Lighting Types and Settings
Camera Settings and Options
Chapter 7- Render Window Settings ............................................... 61
Basic Setup Options
Rendering a JPEG Image
Creating an FFMPEG Movie File
Chapter 8- Raytracing (mirror, transparency, shadows) ............ 65
Lighting and Shadows
Reflection (mirror) and Refraction (transparency)
Chapter 9- Animation Basics ............................................................ 68
Timing, Moving, Rotating and Scaling
Working with the IPO Window & Auto Keyframing
Animating Materials, Lamps and World Settings
Chapter 10- Adding 3D Text ............................................................... 76
Blender 3D Text Settings
Converting to a Mesh
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Table of Contents (continued)
Chapter 11- NURBS and Meta Shape Basics ................................. 80
Using NURBS to create lofted shapes
Liquid and droplet effects using Meta Shapes
Chapter 12- Modifiers ......................................................................... 83
Subsurf (mesh smoothing)
Build Effect
Mesh Mirroring
Wave Effect
Boolean Operations (cutting and adding)
Chapter 13- Particle System and Interactions .............................. 88
Particle Settings and Material Influence
Using the Explode Modifier
Particle Interaction With Objects and Forces
Using Particles for Hair
Chapter 14- Child-Parent Relationships ........................................ 98
Using Child-Parented Objects
Adjusting Object Centers (pivot points)
Chapter 15- Working With Constraints .......................................... 101
Tracking To An Object
Following Paths and Curves
Chapter 16- Armatures (bones and skeletons) ............................ 106
Using Armatures to Deform Meshes
Creating Vertex Groups
Using Inverse Kinomatics (IK) and Other Constraints
Chapter 17- Relative Vertex Keys (shape keys) ........................... 112
Creating Mesh Keys
Using Action Editor Sliders
Chapter 18- Object Physics ............................................................... 116
Using Soft Bodies
Creating Cloth Effects
Creating Fluid Effects
Chapter 19- Working With Nodes .................................................... 123
General Node Information
Using Nodes for Depth-Of-Field Camera Effects
Chapter 20- Creating Springs, Screws and Gears ....................... 128
Duplicating Meshes to Create Screws and Gears
Using Mesh Editing to Create Revolved Shapes
Chapter 21- Game Engine Basics (real-time animation) ............ 132
Setting Up The Physics Engine
Using Logic Blocks
Applying Materials
Using Game Physics in Animation
Chapter 22- Video Sequence Editor ................................................ 138
Producing a Movie From Individual Clips and Images
Adding an Audio Track
ii
Practice Exercises
1. Viewports ...................................................................................... 16
Chapter 2 Practice Exercise-Multiple Viewport Configuration
iii
Practice Exercises (continued)
iv
Introduction
About Blender
Blender can be a difficult program to learn with limitless possibilities. What do you teach in
the time you have to teach? That’s a tough question because you can’t teach it all. This tutorial
book is designed to get you up and running in the basics of creating objects and scenes and
animating. The best advice I can give you about learning this program is Don’t Give Up! Any
rendering and animation program has a tough learning curve and Blender is no exception.
After a few weeks, things get easier. This tutorial has been developed to be used in conjunction
with daily lesson planning and demonstrations. Because of this, some areas of Blender have
not been described as fully as they could be. If you are using this guide as a stand-alone
teaching or “self-help” tool, you may need to seek additional help from reputable places like
www.blender.org and www.blenderartists.org to make sense of things. These sites give you
access to help forums and tutorials. There are literally thousands of Blender users world-
wide that browse the forums to give and get advice. Make use of that vast knowledge base!
Version Information:
The current release at the time of this printing is version 2.49. Since Blender is developed by
a worldwide pool of individuals giving freely of their time, releases can happen in as little as 4
months and as much as 1 year. Because of such a large number individuals contributing to
Blender, major changes can occur between releases showing substantial improvements.
1
Rendering and Animation
Rendering and Animation Basics
RENDERING:
You can control the way an object appears by applying color and textures. Materials
provide realism with added effects. You an control glossiness (specularity), self-emitting
lighting characteristics, transparency and pattern repetition. Raytracing can provide
reflection (mirror) and refraction( transparency) effects. Textures can be made from
any scanned photograph or drawn object in an image-editing or painting-type program.
Images in almost any format (jpeg, bitmap, png) can be used. Blender also has many
built-in texture generators that can simulate a variety of surface characteristics such
as wood, marble, clouds, waves and surface roughness.
Lighting:
Lighting provides the realism to your scene through reflections and shadows. You can
control the type of light, intensity and color. Some lights can give a “fog” or “dusty” look
with a halo or volume lighting effect. Illumination distances can also be set.
Cameras:
Your camera is your point-of-view for the scene. Just like a real camera, you can control
lens length to achieve close-ups or wide angles. Clipping distance can also be set to
control how far and near the camera sees. Depth-of-field can now be controlled using
nodes.
ANIMATION:
An animation is a series of rendered images that form a movie. The quality of your
movie is controlled by all of the above mentioned features including frames per second
(fps), output size, file type and compression. The most common method of animation
is called keyframing. Key frames are created at various points in the animation while
the computer generates all of the transition frames between the two keys. Basic
animation options include changing size, rotation and location of objects.
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Rendering and Animation
Time Factors:
In order to animate, you must first set the length of your animation in frames and your
frames per second (fps). The length in time can be calculated from these.
Frame Rate Options:
NTSC- U.S. and Japan video standard of 30 fps
Film- Movie standard of 24 fps
PAL- European video standard of 25 fps
Custom- set your own fps
*We typically use a frame rate of 25-30 fps depending on computer speed or if we
plan to save the file to DVD. Hit the “PAL” or “NTSC” setting buttons for these.
Creating Keys:
A key is placed at the beginning and end of a desired move, size change or rotation of
an object. Think in terms of how long you want a change to occur and relate it to your
fps. For example, if you want an object to move from point A to point B in 2 seconds
and you have 30 fps, place 2 keys 60 frames apart.
In most animation programs, a camera can follow a path or object (or both) as it moves.
This feature saves a lot of animation time and reduces the number of keys needed.
Output Options:
We typically save our movies in MPEG format for Windows. This type of file plays
easily on most media players and at a high quality. Depending on how you plan to use
your movie (i.e. on the web, saved to DVD, played in a presentation), you may wish to
use different formats. Examples include Apple Quicktime and Windows AVI formats.
Different formats also allow you to adjust the quality settings. For example, AVI formats
can be compressed using a variety of compressors called CODECs.
Real-time animation allows you to add physical properties to your objects and use the
keyboard and other features to control them. You can create actors, change masses,
control dampening (friction), set force and torque in x, y, and z planes and create
relationships with other objects within the scene. With time and practice, interesting
3D games and real-time architectural walk-throughs can be created.
Blender allow you to use the physics engine to create animation tracks. You can now
use the physics to create realistic falling, rolling, etc. animations and use them in movies.
3
Basic Key Commands
Basic Blender Commands
This is just a partial list of Blender commands. Please visit the Blender.org website for more details.
TAB key- Toggles between edit mode (vertex editing) and object select mode. If you’re in
edit mode when you create a new object, it will be joined to the selected object.
Ctrl “Z” The global UNDO command. With each press, one step will be undone (up to 32 steps
possible by default). If in edit mode, it will only undo editing steps on the selected object.
Alt “U” Brings up a list of Global UNDO steps to choose from (default- last 32 steps you’ve done).
“Z” key- Toggles view from wireframe to solid.
Alt “Z”- Toggles a texture/shaded view.
“R” key- Rotates an object or selected vertices.
“S” key- Scales a selected object or vertices.
“G” key- Grabs or moves the object or selected vertices.
“A” key- While in edit mode it’s good for selecting all vertices for commands like remove
doubles and subdivide. “A” twice will clear selected and reselect.
Alt “A” Plays animation in selected window. Your cursor must be in that window for it to play.
Ctrl “A”- After an object has been resized and/or rotated, this can reset the object’s data to 1 and 0.
“W” key- Brings up a “Specials” menu while in edit mode of specific edit mode options.
Shift-“D”- Duplicates or copies selected objects or selected vertices.
“E” key- While in edit mode, selected vertices can be extruded by pressing E.
“O” key- The “O” key (not zero) will put you into proportional vertex editing while in edit mode.
“B” key- Gives you a box (window drag) to select multiple objects. In edit mode, works the
same to select multiple vertices, but hitting “B” twice gives you a circle select that
can be sized by scrolling the mouse wheel. Press LMB to select, press wheel to deselect.
Space Bar- Brings up the tools menu where you can add meshes, cameras, lights, etc.
Number Pad- Controls your views. “7” top, “1” front, “3” side, “0” camera, “5” perspective, “.” Zooms on
selected object, “+ and –“ zoom in and out. The + - buttons also control affected vertices size
in proportional vertex editing.
Mouse- Left to manipulate (LMB), right to select (RMB), center wheel to zoom and rotate view. If you
hold down “shift” and center wheel you can pan around on the screen.
Shift Key- Hold down the shift key to make multiple selections with the right mouse button. Holding
down the Shift key while clicking in a text box allows for easier keyboard entry of numbers.
Arrow Keys- Used to advance frames in animation. Left/right goes 1 frame at a time, up/down goes 10
frames at a time.
“P” key- While in edit mode, pressing P will seperate selected verticies. In object mode, pressing P
will cause you to enter into the game (real-time) mode. Press Esc to exit game mode.
ATL/CTRL “P”-Creates or breaks child/parent relationships. To create C/P relationships, hold
down shift key and select child first, then parent. Hit Ctrl P. To clear a relationship, do the
same except hit Alt P.
“U” key- In Object Mode, brings up the Single-User menu to unlink materials, animations (IPOs),
etc. for linked or copied objects.
“M” key- Moves selected objects to other layers. Mirror in edit mode, “M” will give you a mirror
command (all verticies selected, then press x,y,z for axis of mirror).
“N” key- Brings up the numeric info. on a selected object (location, rotation and size). Info.
can then be changed in the window.
Ctrl “J”- Joins selected objects together.
“F” key- Makes a face in edit mode of the selected vertices. You can only select 3-4 vertices at a
time to make a face. By selecting 2 verticies and pressing F will close shape.
Shift-”F”- Makes all faces on a selection of closed verticies (as opposed to only one face with F).
Ctrl “F”- Brings up a “Face Specials” menu with other face options.
“X” or Delete- Delete selected objects, vertices or faces.
“K” Key In edit mode, K will bring up the Knife tool menu with specific options for slicing faces.
Shift- “S” In both edit and object modes, this will give you options to locate objects or the cursor to
assist in precise placement.
4
Basic Key Commands
Function Keys- F1-Load File; F2-Save File; F3-Save Image; F4-Lamp Buttons; F5-Material
Buttons; F6-Texture Buttons; F7-Animation Buttons; F8-Real Time Buttons; F9-
Edit Buttons; F10-Display Buttons; F11-Last Render; F12-Render
“I” Key- The “I” key is used to insert animation keys for various things. Objects can be
animated with basic Rotation, Location and Size keys and combinations there of.
If your cursor is down in the buttons portion of the screen, animation keys can be
added to lights, materials and world settings.
Ctrl “T”- Used to create a Track To Constraint to make one object follow another (like a camera with
a target).
Ctrl “S”- Used to Save your Blender file
Alt “C”- Used to convert meshes, text and curves. For example, text can be converted into a
mesh for other transform options.
“Shift” “Space” Toggles between multiple screens to full screen of active viewport.
Ctrl “0”- If using multiple cameras, this will switch to the selected camera. (Number pad
“0”)
Armatures- Meshes can be controlled by “bones” or armatures. Create a mesh with vertices
at the joint locations, then create an armature string within it. Child/Parent the
mesh to the armature using the armature option. You can then animate the
armature in Pose Mode.
Ctrl-Tab- Puts you into Pose mode for manipulating armatures.
Import/Export- Blender accepts .DXF and VRML(.wrl) files. Just use the OPEN option from the
file menu to insert these types of files into an already existing scene. When
inserting other Blender files or objects into another scene, use the APPEND
option from the file menu and select the appropriate options. Multiple objects can
be selected with Shift-Right mouse button.
Springs/Screw-Blender can create these objects in the edit buttons. You need a profile of the
object, the cursor at the center of revolution, and 2 vertices to show the length of
the revolution. The profile and the length vertices need to be in the same object.
All vertices need to be selected when performing the operation. You will also
need to be in the front view. There are several tutorials to help with this
operation. Results are great!
Multiple Viewports- To create multiple viewports, move your cursor over the edge of the
viewport (to start, you only have the drawing window and the button window-
move your cursor to the break between them). Right click on the break and select
split area.
Basic Button Panels
These buttons change depending on
left-hand button options
5
Chapter 1- The Blender Interface
The Blender Screen
When I first looked at Blender and read some tutorials I thought that this looked easy and
made sense. After taking the program for a test run, I decided to forget about it for a while
because I couldn’t make anything. The interface is different than any other programs I’ve
experienced before. I thought I’d try again and after a few week however, things began to
make sense and I realized the potential of the program. Here’s what you are looking at when
you open the program:
3D Window
Cube and 3D Cursor
Lamp
You are looking down at a scene consisting of a cube, lamp and a camera (top view). The
cube is a basic mesh object to give you something to look at, a lamp to illuminate the scene,
and a camera to show the scene. Older versions of Blender may open with different scenes
(a plane instead of a cube and a light), but the idea stays the same. The 3D cursor in the
middle of the cube is used to locate where new items will be placed. It can be
moved around on the screen by clicking the Left Mouse Button (LMB). Along with
familiar pull-down menus like other programs, you have a viewport along the
3D Cursor bottom that changes every time you select a different button. This ”Buttons Window”
can be changed around, but for now, lets keep it where it’s at.
Blender works with layers much like other programs where objects can be placed in different
layers and displayed as needed. It’s a good idea to get comfortable with layers because as
6
Chapter 1- The Blender Interface
your scenes get bigger, turning layers on and off help with the speed of your work and being
able to see things better. To change things between layers, select the object with the Right
Mouse Button (RMB) and type “M” for move. Try it with the
cube and change layers. By the way, if you put it in a layer that’s
turned off, it will disappear. To turn that layer visible, click on that
button. To turn on multiple layers, hold down “Shift” and click on
the buttons. Layers containing objects will display a dot.
RoboDude Asks:
“How do I select multiple objects in Blender?”
Hold down the “shift” key while using the RMB (Right Mouse Button).
Window Types
Blender has a variety of different window types and every window can be set to any type. For
example, your initial screen has 3 windows, the top one with the toolbars, the 3D window, and
the bottom buttons window. You can set all 3 of them to display the
buttons if you like (but I’m not sure why you would want to). The various
window types are as follows:
The window types that we are most interested in right now are:
7
Chapter 1- The Blender Interface
Settings of interest to us at this time in the User Preferences window-
• View and Controls- tool tips and mouse settings
• Edit Methods- how things are linked and duplicated, undo settings
• Language and Fonts- text style and sizes
• System and OpenGL- change some system settings
• File Paths- tells Blender where to look for certain things
Keyboard Options
Game Settings System & OpenGL
(for laptops)
If you would like these changes to always be in place whenever you start Blender, press the
Ctrl- “U” keys and save as User Defaults. You will need to use the LMB and click on the
actual words “Save User Defaults” for the save to occur.
Be careful to only use this setting at the beginning of a drawing session and on
your own personal machine (not school computers). If a drawing is open at the
time, that drawing will automatically open every time you use Blender. It will be-
come the default scene and replace the cube, lamp and camera basic setup!
8
Chapter 1- The Blender Interface
Open, Saving and Appending Files
After you type the file name, & hit enter, hit save
9
Chapter 1- The Blender Interface
The Append or Link Command
When you need to insert elements from one Blender (.blend) file into another one, you need to
use the Append or Link command from the file pull-down menu. While in Append, you need
to navigate to the Blender file you wish to insert from, then select what you want to append into
the open file. You can append anything from cameras, lights meshes, materials, textures,
scenes and objects. For most purposes, use the Object option. By appending objects, any
materials, textures and animations that are linked to that object will automatically come in with
it. Right Mouse Button (RMB) clicking on objects will select\deselect them. Typing “A” will
select them all. After you select all objects to append, click the “Load Library” button in the
upper right corner of the screen.
The Link option allows you to link to another Blender file rather than inserting it into the open
file. This option allows for changes to the linked file that will be automatically updated when
the other file is opened.
Packing Data
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Chapter 1- The Blender Interface
Importing Objects
One of Blender’s strong points is the program’s ability to accept several generic types of 3D
files from other programs. The most popular used are:
VRML (.wrl) files- Many programs are able to export their files as
VRMLs. SolidWorks is a good example that we use.
These files import into Blender without any problems
in most cases.
.DXF files- A very popular file format for exporting and sharing.
AutoCAD and SoftPlan architectural software
traditionally exports with .dxf formats. Again, Blender
usually accepts these files flawlessly.
To save a file as one of these types from another program, you will need to find an export
command or a “save as” option. This will vary dependig on the program you are using. Refer
to that program’s help files. To import a VRML or DXF file into a Blender scene, open a new
drawing or one you wish to insert the object(s) into. You will simply need to use the Open
command in the File pull-down menu. The program knows that you are trying to open something
other than a .blend file and will insert it into your current scene. Now you need to find the
object(s) you just inserted. Depending on how that object was drawn, it may need to be resized
or rotated.
11
Chapter 2- Working with Viewports
Creating Viewports (also called windows)
Most times, you need more than one 3D window to work with since you’re trying to locate
objects in three dimensions. Most rendering and animations programs allow for multiple
viewports along with graphical views of various data. Blender allows the same. Remember
that Blender starts with 3 viewports that are set to User Preferences, 3D Window and the
Buttons Window. You can change the size of any of these windows by using the LMB and
draging on the line between the viewports. You will notice the ar-
row pointer changes to a double headed arrow while over the line.
In order to split the screen and create another viewport, while
the cursor is over the line, Right Click (RMB) and select “Split
Area”. Drag the line to a desired location and size. By moving the
mouse to either side of the viewport line, you select the side to
split. Joining viewports together works the same way. There’s no
limit to the number of times you can split your windows. I like to
traditionally work with 2 views like the example shown below. I use the left view to flip between
my principle views (top, front, side) and the right view for camera view and animation tracks
(which we’ll discuss later).
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Chapter 2- Working with Viewports
Changing Window Types
Now that you’ve added some viewports, remember that the viewport can be
changed to a different type (refer to page 7). As you become more familiar with
Blender, you will need to use the IPO, Action Editor windows and more.
Traditionally, Blender has placed the Buttons Window at the bottom of the screen, but has
recently given us an option to arrange them vertically on the side like some other 3D programs
out there. This has been done in an effort to make learning the program easier for new users.
You first need to split your 3D window in half, then select the Buttons Window type from the
menu.
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Chapter 2- Working with Viewports
Moving Around in 3D Space:
In a 3D program, not only do you have to worry about where you are in 2 dimensions (height
and width), but you also need to consider depth (how close or far away). Before you can work
in 3D space, you should have some skills in 2D drawing and layout. Moving around in the
3D window is controlled by the mouse and the keyboard number pad. Think of a
standard 3-view orthographic drawing- top, front and right side views. These views match up
with the number pad 7,1 and 3 keys (look at their arrangement on the keyboard- just like the
views). Put your cursor in the 3D window and try typing those numbers. Typing “0” will put you
into camera view (what the camera sees).
The number pad 5 key will toggle you between perspective and orthographic views. The
number pad arrow keys (2,4,6,8) will rotate you around in 3D space. The “+” and “-” keys on
the number pad will zoom in and out. The number pad “.” (period) key will center your view up
on the selected object on your screen.
The mouse serves a number of functions. The Left Mouse Button (LMB) will move the 3D
cursor around on the screen and for dragging windows for selecting objects. Wherever the
3D cursor is located is where the next item you create will be placed. The 3D cursor serves
other purposes that we will discuss later. The Right Mouse Button (RMB) is used to select
object or vertices (in edit mode). The mouse wheel serves 2 purposes. Scrolling the wheel
zooms in and out (like the + and - keys). Holding down the mouse wheel will let you rotate the
view. Holding down Shift and Mouse Wheel will let you pan around on the screen.
Now that you know what you’re looking at and how to move around on the screen, we can
begin making objects in Blender!
14
Chapter 2- Working with Viewports
Typical Views and Buttons:
Here are some typical views used to model in 3D and the buttons on the number pad to go
along with them. In order to make them work, you need to have the “Num Lock” button pressed.
Get use to working with the principle views (top, front, side) in orthographic mode when locating
the 3D cursor. You will usually need to check the location of the cursor in at least 2 views when
placing objects.
Top View
(7 key)
Free-rotation
orthographic view
Side View
(3 key)
Front View
(1 key)
Camera View
(0 key)
Perspective Views
(5 key toggles between
orthographic and
perspective views)
15
Viewports Practice Exercise
In order to get some experience with these commands, set up a screen with four viewports
using a top, front, side and camera or perspective views as displayed below:
Be prepared to be able to demonstrate the following techniques to the instructor when asked:
16
Chapter 3- Creating & Editing Objects
Working with Basic Meshes
Now that we know how to move around in Blender, let’s start doing some basic building and
shaping. In this chapter we will talk about creating basic shapes and using modifiers to form
them. There are a lot of different types of things to draw in Blender. Right now we will only
discuss Meshes.
Start a new drawing in Blender and save it in your “My Documents” directory. Call it Sculpture.
In Windows XP, in order to get to your “My Documents” folder, do the following:
1. Go to File- Save
2. Select the C: drive (see page 9 in Open, Save, and Append section)
3. Click on the “Documents and Settings” folder, find your login folder.
4. In your folder you will find “My Documents”
5. Type in the file name (Sculpture), hit enter, then “Save”
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Chapter 3- Creating & Editing Objects
Another way to switch between Edit and Object mode besides
using the Tab key is to use the Mode menu at the bottom of the
3D screen. Notice that there are a few more modes than just Edit
and Object. Some of these will be dicussed in later chapters.
Mesh Types
When pressing the space bar and choosing to add a mesh, you will notice several mesh
types (often called primitives) available. They are:
Plane- A simple two-dimensional shape. Can be sub divided and used with
proportional vertex editing to make nice hilly terrain or shaped.
Cube- Basic 3D shape. Nice object to start with to shape into rectangles and
other shapes.
Circle- Won’t display as a 3D object unless filled, but can be extruded and
shaped.
UV Sphere-A sphere generated with rings and segments, like the latitude and
longitude of the earth.
Icosphere-A sphere generated with triangular shapes. Like Epcot
Center
Cylinder- Like a can, with ends closed, but if you leave the ends off, it is a tube
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Chapter 3- Creating & Editing Objects
Using Main Modifiers to Manipulate Meshes
Before we look at actually changing the shape of the meshes and turning them into other
shapes, we should become comfortable with creating, moving, rotating and scaling basic
meshes. The three main modifying commands used in Blender (in Object mode) are:
“G” key- move or grab and object
“S” key- sizing or scaling an object
“R” key- rotating an object
A relatively new feature to the program is the transform widget menu. Rather than typing R,S
or G to manipulate an object, you can turn on the widget feature and simply grab the axis you
wish to change. You can also change the motions to reflect Global (normal X,Y,Z planes) or
Local (X,Y,Z planes in relation to the object) movement.
Grab directional lines with LMB to manipulate
** You do not have to make a monkey-this is just an example of using the meshes! **
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Chapter 3- Creating & Editing Objects
Edit Mode- Mesh Vertex Editing
After you have created a mesh, you can go into Edit mode (Tab key)
and change its shape. In edit mode, you can work with the shape’s
individual verticies (mesh intersections) to create the shape you want.
You know you’re in edit mode when you see pink or yellow dots on the Edit Mode for Sphere
selected object. Pink dots are unselected verticies while yellow dots
are selected verticies.
RoboDude Asks: How Do I UNDO a mistake?
Pressing CTRL-Z will take you back 1 step at a
time (edit or object modes). ALT-U will show you a
list of steps.
Object Mode for Sphere
Selecting Verticies:
While in edit mode, to select a single vertex, RMB click on the vertex. To select multiple
verticies, hold down the Shift key while RMB clicking on them. To drag a window around
verticies, type “B” key and drag a window to select. Typing the “B” key twice will bring up a
circular selection tool that can be sized by pressing the “+ or -” keys on the number pad.
Scrolling the center mouse wheel will do the same as “+ and -” keys. Pressing “Esc” will get
you out of the circular selection tool. In order to select all verticies or deselect currently
selected ones, hit the “A” key (for all) once or twice.
Edit Mode Selection Options:
By default, you are selecting
verticies, but you can also select
edges and faces.You can find
these options at the bottom of the
Vertex Select Edge Select Face Select
3D window while in edit mode.
Basic Modifiers: In solid view mode, this button will
hide back faces
After selecting the verticies, you can use the same basic modifiers we talked about in the
previous exercise (“G”-grab or move, “S”-scale, “R”-rotate).
Sometimes you need to add more verticies to some or all of the mesh in order to manipulate
it to your desired detail. To do this, you must first select all the verticies you wish to split, then
look at the bottom Buttons Window and find the edit button (looks like a plane in edit
mode). Find the
Subdivide button and
click it as many times as
you need to.
21
Chapter 3- Creating & Editing Objects
Specials Menu:
In edit mode, pressing the “W” key will bring up a shortcut menu that will give you
a variety of editing options. Most of these options can also be selected in the
edit buttons as discussed on the previous page.
Center Points:
Every object you create in Blender has a small dot somewhere in the object (by
default, usually in the center of that object). This is the object’s center, or pivot
point. Beginners in Blender often get these center points moved around to points
other than where they want them. This happens because they move all the verticies of the
object in edit mode, but the center point fails to move. If you want to move an entire object,
hit tab to get out of edit mode and into object select mode. Using the “G” key to move
the object in this mode will move the center point along with the object. If you ever need to
relocate an object’s center point, move the 3D cursor to the desired center location, then find
the “Center Cursor” button in the edit buttons. This will change the object’s center location. If
you select “Center”, The object’s data (points and faces) will move to center around the
object’s center. If you select “Center New” , the program will move the center point to the
object data’s mathematical center.
Viewport Shading
Usually by default, the viewport is set to Solid shading. Many times, you will
need to work with your objects in Wireframe mode. All shading does is
changing the way you see your objects. Shading also affects the way you
can select verticies in edit mode. In solid shading, only visible verticies can
be selected. In Wireframe, all verticies can Wire
be selected. To change between
Solid and Wire modes, press the “Z” key
or select the shading mode from the
toolbar.
22
Chapter 3- Creating & Editing Objects
Using the Set Smooth-Set Solid Options and Auto Smooth
Extruding shapes:
Shapes can be lengthened by selecting a group of verticies, then by pressing the “E” key
and confirming by clicking “ok”, you will make a duplicate of those verticies. They can then be
“G” (moved), “S” (scaled), and “R” (rotated). Blender has added a few more options to the
extrude menu. Feel free to experiment with them. The one that you will usually want to use is
the Region option. When you select the region option, the verticies will be extruded along a
locked axis. To free the verticies so you can move them in any direction you wish, click the
Center Mouse Wheel once or twice (don’t scroll, press the wheel like it’s a button). Below is
an example of a cube, extruded from the right side several times using scale and rotate.
Basic Cube
Extrude is a great command for making long tubes and tunnels. It is also good when you don’t
want to subdivide an object too much in order to add detail.
23
Chapter 3- Creating & Editing Objects
Proportional Vertex Editing:
Proportional Vertex Proportional Vertex Sharp Falloff Smooth Falloff Small Area Large Area
Editing “Off” Editing “On”
Knife Tool:
The Knife Tool allows you to split edges differently than the subdivide
command. To use the knife tool, type “K”, choose your option, draw your
line and then hit “Enter” on the keyboard to create the cut.
Creating Ground:
You can use proportional vertex editing to create flowing landscape easily.
The first thing you need to do is create a plane in the top view (7 key). While
in edit mode, make sure all verticies are selected (verticies are yellow). You
can use the “A” key to select them all. Press “W” key for specials menu, then
select “Subdivide”. Do this a few times. Select a single vertex somewhere
near center.
Next, switch to a front view (“1” key on number pad) and press the “O”
key to enter proportional vertex editing mode. Select sharp or smooth
falloff depending on what effect you want. Type “G” to grab (move) the
vertex. Use the “+ -” keys on number pad or scroll mouse wheel to
change the size of the selection.
Experiment with different size selections and different falloffs.
To see your final work in a smooth display, exit edit mode (“Tab”
key) and ,with the object selected, go to the edit buttons and
find the “Set Smooth” button. This will smooth the mesh in display
and final output. Finally, hit the “Z” key to shade your view.
24
Basic Editing- Landscape and Lighthouse
Over the next several chapters, we will be developing a nice landscape scene in an effort to
build your Blender skills while you become more comfortable with the program. Below is an
example of what we will be completing:
This is the basic scene, but as you work through the chapters, you will be encouraged to add
more elements and details to your lighthouse and landscape to make it your own. We will
eventually add rain to our “stormy night at sea” scene and animate the water, light and camera.
The first thing we need to do is create a new Blender scene and save it as “Landscape
Scene”. Again, we will be using this file for the next several chapters, so keep it safe and
save often! Split the workspace into 2 viewports as shown on
the next page. We will use the left viewport for working in and
the right one for camera and 3D views.
While in the top view (number pad 7) erase the initial cube
from the scene, then add a plane from the mesh menu (space
bar- add- mesh- plane).
25
Basic Editing- Landscape and Lighthouse
This plane will be used for our ground. Our next step is
to scale it up a bit. To do this precisely, we will use the
numeric input window (transform properties). With the
plane selected and out of edit mode (tab), press “N” to
bring up the transform window. Press the “Link Scale”
button and set the Scale X number to 10.000. The Link
Scale button will change them all. Close the Transform
window (x).
Next, go back into edit mode (tab) and make sure all
verticies are selected. Press the “W” key for the Specials
menu. Select “Subdivide Multi” and set the number to
40. Your plane should have 40 subdivisions.
Selected
Deselect all verticies using “A” and
press “B” twice for the circular
selection tool. While holding down the
LMB, select half the verticies as
shown. Keep the edge random
similar to what is shown so it looks
like a rough shoreline. If you select too
many verticies, remember that by
Deselected holding down the mouse wheel, you
can deselect verticies.
26
Basic Editing- Landscape and Lighthouse
Now it’s time to make some fine
adjustmenst to the mesh to make the cliff
edge a bit more random. Turn on the
proportional editing button (only visible
in edit mode- small bull’s eye) and ex-
periment with different types of falloff.
Select single verticies, “G” to grab and
scroll the mouse wheel to change the af-
fected areas while moving.
The scene’s looking better, but a bit angular. Exit edit mode
(tab) and go to the edit buttons. There you will find the “Set
Smooth” button. Press it and you should see a much better
looking landscape (you must be in object mode to see the
smoothing).
After adding the Empty, RMB click on the camera to select it. We
will now add a Tracking constraint to the camera to always point
toward the Empty. With the camera se-
lected first, hold down the Shift key and
RMB click on the Empty. Both objects will be highlighted. Press
Ctrl-T and add a “TrackTo Constraint”. You will notice a dashed
line between the two objects indicating the link. RMB click on the
camera so only the camera is selected. Type “G” to move the
camera. It should always be pointed toward the Empty. If the link
appears to work backwards, it means you had the Empty se-
lected first. Use the UNDO command to back up and try again.
27
Basic Editing- Landscape and Lighthouse
It’s time to place the camera and Empty into good rendering locations. You will need to use
the move command (“G” key) and place the Empty and camera using your principle views of
Top (#7), Front (#1), and Side (#3). Try to get the camera low so it looks as though you are
viewing the shore line from a boat. Place the Empty on the cliff line. Use the picture below to
frame up your view. You do not want to see any edges on your rendering. Use the “F12” key
to render out a picture.
Camera View
(0 on the number pad)
Here is the final render. We’re still missing water, textures and a few other things, but it’s a
good start. Feel free to develop and refine the landscape contour any way you wish. The
more time you spend with it, the quicker you will become comfortable with the program and
the more realistic it will become.
28
Basic Editing- Landscape and Lighthouse
Now it’s time to start shaping a lighthouse using the Extrude and Scale commands. Begin
by deleting the default cube and add a Circle (Space Bar- Add- Mesh- Circle) in the Top
View (#7). Use the default set-
ting of 32 verticies, radius of 1,
and Fill off. These setting will be
fine for what we are making. De-
pending on what you are mak-
ing and what it will be used for,
you may require more or less
verticies.
You will now need to switch to the Front View (#1) so the
circle appears as a line. Make sure all verticies are selected
(yellow) and press “E” to Extrude, se-
lecting the “Only Edges” option. As
you extrude, you will need to press the
“Z” key to lock your movement verticle.
Extrude the lighthouse 2-4 Blender grid
blocks high and LMB click to place
them. Hit “S” to Scale them in slightly. This is your lighthouse- feel
free to adjust sizes as desired. Remember to stay in the front view
throughout this process! Rotated views will cause a distored light-
house.
Continue extruding and shaping to get the light area and the
roof. The point of the roof will actually have 32 verticies which
you could scale very small so that it appears to be a single
point, but we will use a Specials command in the next step
to correct this.
29
Basic Editing- Landscape and Lighthouse
You now need to turn the top into a point. With the top 32
verticies selects, press “W” to bring up the editing short-
cut “Specials” menu. Select the “Merge” option and “At
Center”. It will tell you that 31 verticies are being removed,
leaving only one.
Exit edit mode (tab key). In the Edit Buttons, press the
“Auto Smooth” button, then the “Set Smooth” button. Ig-
nore how the lighthouse look on the screen. Render a pic-
ture with “F12” to see the results. You will notice a degree
angle below the Auto Smooth button. Leaving it a the de-
fault of 30 degrees should work well, but feel free to ex-
periment with other setting. Basically, this setting deter-
mines which faces are smoothed and which ones are kept
sharp.
30
Chapter 3- Creating & Editing Objects
Joining/Separating Meshes and Boolean Operations
Now that you have some experience with basic editing, here’s a few more options:
Joining Meshes:
To join 2 or more meshes together, Hold down the “Shift” key to select
them, then press “Ctrl” and “J” to join them. They will retain any
materials you have placed on them, but will be one object.
Separating Meshes:
In order to break up a mesh, you need to be in edit mode (Tab Key) and
select the verticies you wish to separate from the rest of the mesh. With
verticies selected, type the “P” key (I like to think of it as partition) and
select your option. You also an option to separate all loose parts.
Deleting Vertices/Edges/Faces:
If you want to make a hole in a mesh, select the verticies, edges, or faces you wish to remove,
then hit the “Delete” key.
Adding Faces:
Bevel Command:
The newer, more reliable method is the Boolean modifier panel. This
is just another way of creating a Difference, Union or Intersect. To
add a modifier, select the ob-
ject you wish to modify, then
go to the Edit buttons
, Modifier Panel, then
select Boolean. In the modi-
fier panel, type the name of
the other mesh, select Differ-
ence, Union or Intersect and hit
Apply. The mesh should show
the operation.
To find the name of a mesh, select
the mesh. The name will be displayed
in the lower left of the viewport.
Names are Case Sensitive!
32
Boolean Editing - Lighthouse Windows
To begin this exercise, start by opening up your Lighthouse file from the last exercise. We
are going to use Boolean operations to cut some simple windows in your lighthouse.
Remember that there are two methods for Boolean operations in Blender. We are using the
newer method of adding a modifier since it has received the most recent amount of work
and upgrades.
33
Boolean Editing - Lighthouse Windows
Below, you will see the information needed to complete the Boolean operation.You first need
to type the name of the mesh you are cutting out in the Ob: box. The default option above
that block is Intersection which will probably give you something you don’t want. It will re-
move everything not shared by the two shapes. Don’t worry- you can continue to make changes
before you hit the “Apply” button. Try all three Boolean options to see the results. The one
you probably want is
“Difference”. You
should notice the mesh
change to reflect the
cut-out of the cube. If
the mesh appears cor-
rect, hit the “Apply” but-
ton which sets the
mesh permanently to
that shape and re-
moves the modifier
from the list. Move the
cube from the light-
house and render
(F12) a picture to see
your results.
RoboDude Asks: Why can’t I enter the mesh name in the OB: block?
Reason #1- Check to see if you need capital letters. Reason #2- you
forgot to select the lighthouse and still have the cube selected.
These are the setting most used under the basic materials panel. There are several we haven’t
discussed here, but feel free to experiment with them to see what they do. There are also
raytracing settings in this panel that will be discussed in a later chapter.
RoboDude Asks: How can I see all the panels on the screen?
At times, you will notice that the button panels are wider than the screen.
Zoom in and out by pressing +/- on the number pad with cursor in window.
35
Chapter 4- Materials and Textures
Transparency Using Z-Transparent
Halo Settings:
By using Halos on objects, you are basically only making the verticies visible when rendered.
Halo effects give you a star-like image on every vertex. Sometimes, it adds a nice effect to
take a plane and delete all verticies except for one. This one vertex can be used like a
shooting star or a “Tinkerbell” effect in an animation. Tie it to a particle effect (discussed in a
later chapter) and you can produce some interesting results. When you press the “Halo”
button in the material panel, here are your options:
Halo Size- used Rings, Lines, Stars- add
Halo Sample Material Color to determine the different features to your
size of your halo halo effect
effect.
37
Applying Materials-Landscape
Now that you’ve adjusted the color and specularity in the materials panel, Press “F12” to
render a new image.
We’re now ready to add some water to our scene. For this we need to add a Plane from the
Top View (#7) (Space Bar- Add- Mesh- Plane).
Water Plane
38
Applying Materials-Landscape
Now it’s time to add a new material to the water plane exactly as we did for the landscape.
Add a new material, name the material and adjust the sliders for a shade of blue. Keep
Specularity up for this material since water should have a gloss.
Finally, render a picture using “F12”. Your sceen should now look similar to the one below. A
green landscape with blue water.
39
Chapter 4- Materials and Textures
Basic Textures Settings
After you create a material and would like to add some kind of texture to the object (i.e. brick,
carpet, woodgrain, etc), you then click on the Texture button beside the Material button.
After you click the “Add New” button, you have some choices in the texture buttons.
First, you need to decide if you wish to use one of Blender’s preloaded texture generators or
provide your own JPEG image as
a texture. Blender is capable of
using any JPEG (.jpg) image Texture Sample
whether created in a paint program
or is a photographic image.
Blender can even place a movie
on an object as a material!. This is
a good effect if you want to add
animation within your animation.
What the texture is Browse data
linked to block arrows
RoboDude Says: You can’t add a texture unless you’ve already added
a material. Material and Texture properties work together!
Wow- the sample block looks nice, but I don’t often see much
purple and gray marble around. Time to set the colors. You
can set the base color in the material color sliders. To get rid
of the purple, you need to select the “Map To” tab and adjust
the sliders. Now you need to set the size of the texture. To do
this, click on the “Map Input” tab (beside the “Map To” tab).
In there, you will find Offset (Ofs) and Size X,Y, and Z sliders.
The Offset sliders will move the texture in different directions
on your object. The size keys default is 1 (100%). You can
adjust the sliders to increase or decrease the size of the tex-
ture. To keyboard in exact numbers for the slider val-
ues, hold down the “shift” key and LMB click in the box.
This works for all Blender key entry boxes. For most
cases, adjusting the X and Y sliders is sufficient. Press “F12”
to see your rendered scene and make adjustments from
there. With practice and patience, you will be able to make
adjustments easily.
RoboDude Says: Hold down “Shift” and LMB click in any number box
to type a number. This is the easiest way to access the number.
Stucci Texture:
The stucci texture provides interesting effect on the surface of your object. In the Texture
Buttons, select it as you do for any of the other texture generators and adjust the settings.
Next, go back to the material buttons and click the “Map To” tab, click the “Nor” button for
normal. You will see a “Nor” slider that will adjust the amount of the effect. Play with the
setting to get a bumpy effect. Turning the setting way down can also give you a grainy effect.
41
Chapter 4- Materials and Textures
Using JPEG (.jpg) Images as Textures
The basic texture generators are nice, but not complete. Most of the time you need to place
textures like grass, brick, metal, fabrics and such into your model. Anything that can be
saved as a JPEG image can be used as a texture in Blender. If you want to put a picture
of your face on an object- you can! Movie files can also be placed on an object as a material.
To use a JPEG as a texture, add a material as before, go to the texture buttons and select the
“Image” option. When you select this, another panel opens that looks like this and the options
we want to look at: After loading an image
Rotate 90- if your or movie, you will see
image points the more options in this
The Image Button wrong direction panel
Load Image Button- hold down the “Ctrl” key and click
X and Y repeat- used to duplicate button to bring up the image window (thumbnails of
your image into a pattern images). Just clicking the button without the control
key will only bring up a text list- no pictures.
By using the Control key and clicking the Load Image button, you see a list of thumbnail
images at the current folder. Without holding the control key and just pressing the Load
Image button, you will only see a list of file names without the thumbnails. Browse through
your folders to get to your images. Blender can be set to always look to the same folder when
you click the load image button (see page 8). Select Image, then click this
“Select Image” button
When loading an image or movie, the Image
panel will display this:
Type of image or Delete, reload or
movie selected load another image
42
Chapter 4- Materials and Textures
Once you’ve loaded the im-
age, adjust your setting.
There you can make addi-
tional corrections to the im-
age. Other textures can be
loaded onto your object for
combined effects (i.e. Stucci with a loaded jpeg image) by clicking on an empty texture chan-
nel in the list, then clicking the “Add New” button. When you finish in the texture buttons, go
back to your Material buttons to make additional adjustments. Switch to the “Map Input” tab
and look at the following settings: Specularity, Hardness and Emit-
settings discussed before, will ef-
fect your end results
Different ways to wrap the texture around your Offset and Size ad-
Important object. Watch the sample as you try it. Flat, justments as dis-
Stuff ! Cube, Tube, Sphere cussed before effect
your image
43
Chapter 4- Materials and Textures
Displacement Mapping:
Displacement Mapping is using a texture effect to deform the mesh. Basically, you can make
a cube, sphere, etc. look wrinkled without having to move verticies around to do it. To start,
create a cube or sphere. If you start with a cube, go into Edit Mode (tab) and select all
verticies, press the “W” key to get the Specials Menu, and subdivide a few times.
Displacement works off of verticies so if you don’t have it subdivided a few times, you won’t
get a good effect. Next, put a material and a texture on the object. I used the cloud texture in
Blender. Go back to the Material Buttons and render a sample (F12). This is what I get:
Displacement On
Here are the effects of the paint image on the objects mapped with
the Cube wrap. The quality of the cuts and extrudes is determined
by the subdivision (verticies) on the mesh.
RoboDude Aks: I’ve worked with all these settings, but the texture still
won’t map correctly- what’s wrong? Textures can be affected by rotation
and scaling of objects. Try pressing Ctrl-”A” to reset scale and rotation.
44
Applying Textures-Landscape and Lighthouse
Let’s start by texturing your lighthouse. Open your “Lighthouse” model, switch to a front
view (#1), and enter edit mode (tab). Make sure you are in wireframe view (“Z” key). Deselect
all verticies using the “A” key (remember- deselected verticies are pink, selected verticies
are yellow). Zoom in on the top portion of your lighthouse.
Begin by box selecting (“B” key) the top of the lighthouse (roof
only) as shown. We will seperate these verticies from the rest
of the mesh, making it easier to apply a different material and
texture to that part of the lighthouse. Press the “P” key to
partition (seperate) and choose the “Selected” option. The top
of the lighthouse is now a
seperate mesh.
Exit edit mode (tab) and zoom out to see the entire lighthouse.
The base of the lighthouse should be selected. Go to the
Shading and Material buttons. Select “Add
New”. In the “Links and Pipeline” panel, name
the material LH Base. Take the “Spec”
(specularity) setting down to 0.1. This will
keep the gloss down. We do not need to set
a color in the RGB sliders since we will be
applying an image texture to the mesh.
45
Applying Textures-Landscape and Lighthouse
Now it’s time to add a stone image in
the texture buttons. You will need to find
a texture to use. You can search the
internet for free stone textures, look
through the Blender websites, or go to
http://www.cdschools.org/cdhs/site/
default.asp and look under
“Academics” and “Drafting and Design
Technology” for a compiled zip file.
Once you have some saved images, go
to the Texture buttons and select the
Image option. To see thumbnails, hold
the Ctrl key while clicking the “Load”
button. Pick your image and hit the
“Select Image” button at the top. Hit F12
to render an image like the one below:
46
Applying Textures-Landscape and Lighthouse
Go back to the Texture
buttons and find the
Xrepeat and Yrepeat
settings. Change them
from 1 to a higher
number. For this
example, we used 3 for
each, but depending on
the texture you used, it
may be different. If your
image shows a bad line
at the seams, try
clicking the Mir buttons
by each repeat setting.
This will mirror the
image to minimize
repeats.
Continue texturing all other parts as desired following these steps. It’s your lighthouse so
use your imagination. After all parts are textures, it is time to cut some windows around the
top so the lighthouse beam can shine out. We will do this easily by deleting faces in edit
mode.
delete groups of 3 First, select the tube mesh and enter edit mode (tab).
faces
Change from selecting verticies to faces. (see page 21).
You will need to select every 3 faces and delete “faces”. You
will leave 1 face (as the post between the windows), and
delete the next 3 faces. Continue all the way around. Since
there are 32 divisions, it should work out perfectly all the
way around.
47
Applying Textures-Landscape and Lighthouse
With the faces deleted, exit edit mode and render
a picture. Your lighthouse should look something
like the picture to the right.
48
Applying Textures-Landscape and Lighthouse
Let’s work on the water now. Select the
plane representing the water. Again, use the
material we previously created. Keep
Specularity high since water is glossy. We
will be using Blender’s built in cloud
generator instead of an image for this one.
Go to the Texture buttons and add a Cloud
texture. If you render a picture, you will see
the original blue and the pink color. Go back
to the Materials buttons and change the
secondary color in the Map To panel to a
slightly different shade of blue/gray.
Ambient Color- gives you an over- Mist Settings- gives Star Settings- used
all lighting effect. Good if you have you a fog effect. Can be to create a space
only a few lights and still want every- used as a consistent scene. Can control
thing to be illuminated fog or one that fades distances and size.
from ground
Mist
When using Mist, You will need to set both the Ze-
nith and Horizon Sliders to the color of the mist
you desire (middle gray for a real fog), turn on the
mist button, then adjust the Start (start from camera
distance) and Dist (depth of mist). You also have a
Height setting to vary fog height. The Misi slide can
adjust intensity.
50
Chapter 5- Setting Up a World
Stars
51
Chapter 5- Setting Up a World
Using an Image in the Background
If you plan to use an image in your world settings, use one that is large and high quality. Low
resolution images have a tendency to be grainy and unrealistic. To use an image, create a
world as described before, then go to the texture buttons. This time, select the “Image-
Load Image” options to select your image (described in the Materials and Textures chapter).
Go back to the world settings. In Blender version before 2.4, the sample will look horrible!
Take your Zenith color sliders all up to 1(white). After you do this it should look much better.
If you hit “F12”, the background image shows up, but may look like a black-and-white image.
In order to correct this you need to go to the “Map To” panel and select “Zen Up”. You may
also want to hit “Paper” by the preview. This should correct the problem and display the
proper colors. In the newest version of Blender, it looks like this feature has changes and you
may need to press the “Zen Do” button also.
52
Adding a World to Your Landscape
Open your “Landscape Scene”. Before we add a world
to your scene, we need to Append your lighthouse into
the scene. Append was discussed back in Chapter 1
(page 10) and is used to bring elements from one
Blender file into another one. With the Landscape Scene
open, go to “File” and “Append or Link”.
53
Adding a World to Your Landscape
It’s time to add a world to our scene. Feel free to experiment with any of the settings, but we
are actually looking for a “dark and stormy night”, say, at late day or dusk. I imaging it being
foggy, with a billowing effect.
54
Adding a World to Your Landscape
This foggy scene looks good, but it would be nice to see some depth. Many times, a fog can
appear “billowy” with varying density. For this, we will add a Cloud Texture. Go to the
Texture buttons and add
a Cloud texture. Make
sure World is selected
by the preview. Try
different Noise Basis
settings to get the look
you want.
At this point, go back to the World buttons, render an image and make adjustments as
needed. You can adjust the sizes of the cloud texture, adjust the colors, work with the mist
settings (Dist, Misi). You may also want to go back to the texture settings and adjust the
Noise Basis. We will animate this fog rolling by in a later chapter.
55
Chapter 6- Lighting and Cameras
Lighting Types and Settings
When you create a scene in Blender, you start with a few basic elements that will include a
camera, but may or may not include a light. Remember that what the camera sees is what will
render out as a picture or movie depending on what you tell the program you want as a final
output. To get a simple rendered view, press the “F12” key. This will open a window that will
display the rendered output of what the camera is focused on. If the picture is black, you do
not have a lamp or the lamp settings or placement is incorrect. To exit the render window,
press the “Esc” key.
In most cases, you will need more than one lamp in order to properly illuminate your scene.
Most scenes usually require 3-4 lamps. Be careful not to use too many lamps! The different
types of lamps available for you to use are as follows:
In traditional Blender rendering, only spotlights are able to cast shadows. However, with the
introduction of Raytracing (discussed in a later chapter) all lamps can cast shadows.
Lamp Settings:
To create a lamp, position the 3D cursor in a desired location and press the “Space Bar”
and select Lamp, then type. The lamp will be placed on the screen. You now have several
options to select. With the lamp selected, click the Shading button and Lamp
button to bring up the adjusting options. Here’s what you see:
RoboDude Says: Instead of adding too many lights, experiment with
the Distance and Energy settings!
Distance and Energy Setting- how bright and
Lamp Types-choose the style
how far the lamp shines
There are other lamp setting available, but for now, these are the basics.
56
Chapter 6- Lighting and Cameras
Spotlight Settings:
Spotlights are unique in that you can simulate a foggy scene with them and cast shadows in
the traditional Blender program. Raytracing (discussed in a later chapter) can cast shadows
for all lamp types, but because of the more complex rendering calculations that need to be
performed, renders much slower. If you watch professionally made animations on T.V., you
will see that raytracing with reflections is not always used because of the rendering time. It is
only used when needed. You can do the same thing. Here are your spotlight settings:
Samples and Steps
Select Buffer Shadow- Spotlight Si and Bl- sets the spotlight
control quality and
traditional, faster beam angle and edge softness
effects
spotlight settings
Experiment with the different types of lights you have available. Different lights can be used to
get different effects. As mentioned before, try not to add too many lights to your scene. It is
better to keep it down to 3-4 and play with their locations and setting, rather than flood the
scene in light. Think of it in terms of real lighting situations.
57
Chapter 6- Lighting and Cameras
Cameras:
By default, your scene already has one camera and that is usually all you need, but on occasion
you may wish to add more cameras. You add more cameras by hitting the Space Bar, like
creating all other objects discussed up until now. To change which camera is active, you
need to select that camera and press “Ctrl” and number pad “0”. This changes the active
camera.
Like all other objects in Blender, you can adjust the camera settings as well. With the camera
selected, click on the edit button. Here are some of the settings options you have:
Lens- Set-up a lens length much like a real camera. 35mm is a good, safe setting, but
wide and tight angle setting work for different needs.
Clip Start- How close an object can get to the camera and still be seen.
Clip End- How far away objects can be seen by the camera. In very large scenes, this
needs to be set higher or things “disappear” from view.
Size- How big to draw the camera on the screen. You can also control size with scale.
Ortho- Used to set the camera from showing a true-life perspective view to an
orthographic view.
Show Mist- Used to give you a visual display of how far the camera sees if using
Mist (discussed in Chapter 6).
Limits- Draws a line in the scene to help you visualize the camera’s range
Name- With all objects, the name of the object or camera can be displayed on the
screen, but this will display the name in the camera view.
Title Safe- Displays the inner dashed box to help with placement of objects and text.
Passepartout- Shades the area on the screen outside of the camera’s view. You can control
the darkness of the shaded area with the Alpha slider.
Shift- Pushes the camera’s view in a direction, without changing perspective.
Dof- (Depth-of-field)- Used with nodes to blur foreground and background objects.
This will be discussed in the “Working with Nodes” chapter.
58
Lighting Up Your Landscape
What is a lighthouse scene without a light
shining out through the fog? Open your
“Lighthouse Scene” and place the 3D
cursor directly in the middle of the lighthouse
where the spotlight should shine. Use your
3 principle views (#1,3,7) to place the cursor
in a good location. After the cursor is located,
check to see if you are in the front view (#1)
and add a Spot Lamp (Space Bar-Add-
Lamp-Spot).
59
Lighting Up Your Landscape
Now it’s time to add something in the middle of that lighthouse. Basically, we’re going to
add a mesh with a single vertex and place a Halo Material on it.
keep and move to Start by making sure the 3D cursor is still in the middle
center of the lighthouse top. If it isn’t, an easy way to get it
there is to select the spotlight and hit “Shift-S” and
select the option “Cursor to Selection”. This is a
great command to use and use often. In the top view,
add a plane. Delete all but one verticie. Move that
remaining verticie to the center of the lighthouse. After
erase you move the one verticie, exit edit mode.
Call the
instructor when
finished
60
Chapter 7- Render Window Settings
Basic Setup Options
The render window is where you tell the program what you want as an output for your scene.
Do you want a JPEG picture image or a movie? What size do you want the output to be? Do
you want a high quality output or a draft style format? Do you want shadows or Raytracing
effects? How about motion Blur? If you’re doing a movie, how many frames-per-second do
you want the movie to run? Last, but not least, where do you want to save the file? All of these
issues are addressed in the Render Buttons. Obviously, the higher the quality of the output,
the slower it will render and the larger the file size will be when finished. For a review of
rendering and animation basic, refer back to pages 2 and 3 in the manual. Now, click on the
“Scene” and “Render” buttons so we can get started.
There are many options that need to be addressed in order to save your work as an image or
movie. Some of these feature will be discussed in more detail in later chapters. For now, we
are just interested in saving basic images in JPEG (.jpg) format and movies in the Windows
(.mpg) movie format. Be aware that other options exist and more are added every few releases.
#2 #3
#1 #4 #5 #6 #7
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Chapter 7- Render Window Settings
#6. Size X and Y- This is the final size of your rendering or animation in pixels. You can
set them manually here or select a preset size.
#7. Preset Rendering Sizes- Pressing these buttons will set up #6 for you. We usually
select the “NTSC” size which sets the image to 720 x 480 pixels. This is considered
US and Japan DVD quality.
#8. Render Window Location- These buttons determine where the render window is
displayed on the screen when you hit “Render” or “F12”. If you wish to change the
location, close the render window, then change location. When you render again, it
should be displayed at the new location.
#9. OSA (Oversampling)- Oversampling improves the quality of your output. We
normally turn it on and set it to “8”. This gives you a nice output without much loss in
rendering time.
#10. Motion Blur- Use this if you have something moving fast and want to simulate a
blur effect. Don’t forget to play with the settings.
#11. Output Percentage- We normally don’t mess with these, but if your image doesn’t
seem to be the right size, check to make sure you didn’t take it off of 100%. The
Preview button in the preset sizes will change the percentage for quicker renders.
#12. Play Button- After you animate something, you can watch it in Blender by pressing
this.
#13. “Start” and “End” Frames- This is how you control which frames render in a movie.
#14. File Type Menu- This is where you select the type of file you want for your output.
Select a “JPEG” if you want a single image and “FFMPEG” for a movie. If you
select a JPEG, then set the quality option under the box. If you are selecting an FFMPEG,
you are creating an MPEG2 file by default, but can change to others. You also have
several other types of output files available, but these are the two we use most.
#15. Frames Per Second- This is an important one to set at the very beginning when
you begin animating. Frame rates between 15 and 30 work well with the standards
being 25 and 30 (see page 3). Hitting the NTSC button will automatically change this
to 30fps. New animators often have trouble animating things at a normal speed. Either
things happen too fast or too slow. This gets better with practice.
In order to render a simple JPEG image, set up all of the options previously discussed. It is
important that the file type is set to JPEG. For single pictures, it’s nice to have a high quality
image because time isn’t as important when you’re rendering a single image as it is when
rendering a movie. Press the “F12” button or “Render” button to bring up the render window.
With the render window up, Press “F3”. This will open the file save window. Here is where you
give your file a name and set the location. Remember to type .jpg after the name of the file
so it saves properly. Windows will not know what to do with the file if the .jpg
extension is missing and Blender may not put it on for you.
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Chapter 7- Render Window Settings
Creating an MPEG Movie File
In chapter 9, you will be creating your first computer animation. After you create all of you
objects, apply materials and textures, and create your animations, you will be ready to make
a movie file of your scene. Here are the steps to saving that movie file:
1. Select “NTSC” (or whatever your output choice) in the Format Panel.
4. In the OUTPUT panel, click on the top file folder and set the path and name of the
movie file. Remember to type “.mpg” at the end of the name or Blender will put a
bunch of numbers on the end of the file (the frames rendered).
5. Check the “Sta” and “End” frames for the length of the animation. Also check the
frames per second setting.
6. Check to make sure the Shadow and Ray buttons are on or off (depending on you
output wishes).
Now just sit back and relax. The movie may take a while to compile (minutes, hours, days
depending on complexity and computer speed) since it needs to render each and every
frame of the movie.
Additional Mpeg video
#4 and audio options
#3 #6 #7 #1
#5 #2
63
Rendering- Saving a Picture of the Landscape
Open your Landscape file and set up a good view for rendering to a JPEG file. Set your
render options for the following:
1. Select file output type as JPEG, set quality to 100%
2. Turn on shadows
3. Turn on OSA and set to 8
4. Click the NTSC button to render an image at 720 x 480.
5. Name your file: Landscape Image.jpg
Double check all other settings as per the chapter descriptions, render image (F12) and
save the image (F3). Don’t forget to add .jpg to the end of the file name! We will soon be
using the animation setting so begin to become familiar with those adjustments. We will be
using them within the next few exercises.
Additional Exercise:
Render your landscape at the “FULL” size setting in the preset rendering size options. After
you save it, open the picture in a program that allows you to set it as your desktop background
(i.e. Windows Picture and Fax Viewer).
64
Chapter 8- Raytracing
Raytracing is such an important addition to Blender that it has been placed in its own chapter.
Raytracing is used to produce mirrored and reflective surfaces. It is also being used to create
transparency and refraction (bending of images through transparent surfaces- like a magnifying
glass or a lens). With raytracing, all Blender lights can cast shadows if you desire. Raytracing
can produce some stunning effect, but can come at a high cost in rendering times. Use it
only where needed. Don’t try to raytrace everything. The professionals don’t even do that.
Watch any 3D show on T.V. and you will see it being used selectively. You can get some great
shadow and texture effects with Blender’s traditional spotlights and material settings at a
fraction of the render times.
To get a ray shadow for a lamp, select the lamp you want
to cast shadows (all types work with raytracing), go to the
Shading and Lamp buttons, find the “Ray Shadow” button
and activate it.
When you activate ray shadow, you will see a few setting for most of the lamp types. You will
see “Soft Size” settings for edge softness and “Samples” for improved quality.
You will notice a few extra setting options for a ray spotlight. Spotlight Si, Spotlight Bl, and
Halo Int work the same as they do for a buffer shadow spotlight.
65
Reflection (mirror) and Refraction (transparency and distortion)
To create a mirror, or reflective surface on an object, select that object and add a material.
You can also add textures to an object and have a mirror surface. In the material buttons, you
will find a panel called “Mirror Transp”. All of the raytracing features are found in that panel.
Press the “Ray Mirror” button and experiment with the reflection settings. The Ray Mir slider
controls the amount of mirror. A full slider would be a perfect mirror.
For Transparency, press the “Ray Transp” button to activate it. Two main adjustments are
IOR (Index of Refraction) is used to create the Lens effect and bends light. Fresnel is used to
control the amount of transparency. There are some other setting that you may feel free to
experiment with, but these are the main settings.
Mirror Settings: Transparency Settings:
Turn transparency on/off
Turn mirror on/off
RayMir- sets the degree of IOR- (index of refraction)- used
mirror to provide distortion through a
transparent object
Fresnel- controls degree of
mirror Fresnel- set how transparent
the object is
Depth- controls quality
Depth- controls quality. If you
Max Dist- controls how far away are looking through a multiple
things reflect in the surface. layed object (like a drinking
glass), this will help with real-
What the mirror should fade to istic transparency.
pas the Max Dist.
66
Raytracing Practice Exercise
Since we don’t have many objects that would work well with mirror/transparency in our
lighthouse scene (except the water, which would create a slow rendering), we will create a
new scene for our raytracing exercise. Create any model you like using any meshes you
wish and apply materials and textures. The scene must contain:
67
Chapter 9- Animation Basics
Timing, Moving, Rotating and Scaling
Now that we know how to make stuff and make it look good, it’s time to figure out how to move
it around in your scene. Another name for an animation is Interpolation (Ipo). Remember
this term because Blender uses the Ipo name in many different window areas to relate to
animation features. This is a big area with lots of things we can do and talk about. Many of the
features available will become understandable with practice and by getting beyond the basics.
This is a highly developed area in Blender therefore new features will more than likely be
available before this document can ever be printed. For this reason, we will deal with the
basics. The first thing we need to do is go back and re-read the section on Rendering and
Animation Basics (pages 2-3).
Current Frame- You can change the current frame by holding down the “Shift” key
and LMB clicking in the box. You can then type in a new number and will go to that
frame. You can also use the “Arrow Keys” to move along the timeline. Up/Down arrows
move 10 frames at a time, Left/Right arrows move 1 frame at a time.
There is a simple way to view your animation without having to render out a movie. Take the
current frame number to the place where you want to start viewing the animation.Place
your cursor in the 3D window you wish to view your animation and press the “Alt” and “A”
keys together. The animation will play in the 3D window where your cursor is located. Blender
will attempt to display the movie at the correct frames-per-second, but may be unable to do
so due to scene complexity or image settings (solid or wireframe -Z key).
Movement may not be exactly how you planned it. Blender automatically defaults to trying to
create a smooth flow through the keys you’ve place. This can be changed and will be discussed
later.
69
Chapter 9- Animation Basics
As mentioned before, when you create an animation for an object, Blender automatically tries
to “smooth” the path of animation through your key points. You have ways of controlling the
results of the path. One way is to click on the path(s) you want to modify in the IPO window
and, with the cursor in the IPO window, type “T” for type. You
have 3 options:
Constant- Gives a square waveform, like turning it on
and off. No smooth flow.
Linear- takes a straight path from point “A” to point
“B”. Solves problems of animations swinging
way out of where you want it to go, but jerky
motion at key points
Bezier- The default type which tries to make the motion
through the points smooth.
Every application may require a different type and can be
frustrating to work with until you get some practice.
Animation path of a cube with 3 keys placed at Animation path of a cube with 3 keys placed at
shown locations with Bezier path type selected. shown locations with Linear path type selected.
Path is smooth, but curves way out. Path is straight, but jerky at key points.
There is another way to keep the bezier type, but control the flow. It
requires you to go into the track in edit mode and adjust verticies on
the graph individually. first, select the track you wish to modify (Loc,
Rot, Size- X, Y, or Z) and press the “Tab” key to go into track edit
mode. When you do that, each key will be displayed as 3 points.
By grabbing (“G” key) an end of the “3-point spline”, you can move
and size it to get a different flow through that point. This technique
requires some skill and practice. Key points can also be moved to
different locations using this method (change a key from one frame
to another.)
RoboDude Says: If you ever need to start over with an animation, you
can erase all the animation tracks in the Ipo window and start over. To
select all tracks, hit the“A” key once or twice.
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Chapter 9- Animation Basics
Extended Modes:
I have noticed problems in the last two releases with the Auto Keyframing option
in the top “User Preferences “ menu. The alternate method for activating Auto
Keyframing is to create an additional viewport somewhere on your screen and change
the Window Type to Timeline. In this viewport, you will see standard play, rewind, fast-
forward buttons along with a Red, Record button. By pressing the red button and selecting
“Add/Replace Keys”, every movement will be recorded to an IPO. You will not need to
press the “I” key. Start by moving, rotating or sizing in frame 1 (or wherever you want the
animation to start), change to your next keyframe location and move, rotate or size again.
Continue down the timeline as needed. Go back to the beginning and hit “Alt-A” to see
the animation.
This section dealt with basic object animation. Deforming meshes, following paths, creating
bone structures (armatures) and creating child-parent relationships will be discussed later.
Animation can be a frustrating thing to perfect. Practice is the best way to learn it and by
asking questions.
71
Chapter 9- Animation Basics
Animating Materials, Lamps and World Settings
Now that you know the basics of animating objects, we can now look at some of the things we
can animate in materials, lamps and worlds. First, we select the object or lamp we want to
create an animation effect on, then go to the appropriate lamp or material buttons, with the
cursor in the buttons window, press “I” to insert key, and select our option.
The first thing we plan to animate is the camera. We will do a short, simple movement of the
camera coming closer to the shore. In the top view, select the Camera. Make sure the camera
is at a good location and does
not render any edges of your
planes. At frame 1, hit “I” to
insert a Loc (location) key.
73
Animating Your Lighthouse
Go to frame 30 (one second) and rotate the spotlight 45
degrees. To do this, type “R” to rotate, then type 45 on the
keyboard. Press “Enter” or LMB click. The lamp will have
rotated exactly 45 degrees. If you want the lamp to spin the
opposite direction, type - after the 45. Use your left arrow key
to go back to frame 1. You should see the lamp spin back to
it’s original position.
74
Animating Your Lighthouse
Now it’s time to animate the water. We want to create some rolling waves, not too fast or
slow. This is a little trial-and-error. I’ve tried to take some guess work out of the process. To
begin, select the Water Plane and go to your Materials buttons. Go to the Map Input tab
and find the Ofs (offset) keys for the texture. We
will animate the Ofs Z number. Because we used
a 3D texture and not an image to create the water
effect, it can be animated to give the illusion of
motion.
75
Chapter 10- Adding 3D Text
We’ve discussed creating a lot of objects so far, but 3D text can be considered a very important
element to add. There are 2 ways to create text for Blender scenes. One way is to use the
built-in text generator. The other method is to use an external program to generate the text
and import it into Blender. Each method has its benefits and disadvantages. Text made in
Blender can be easily changes by entering edit mode (“Tab” key) and 3D features can be
changed by making adjustments in the edit buttons. Text made in an external program like
Elefont may give you additional options and different fonts.
To create text in Blender, select the location of your text with the 3D cursor, then press the
“Space Bar” to “Add”. Select “Text”. The word “Text” appears on the screen in edit mode.
Change the text and exit edit mode (“Tab” key). Go to the Edit
Buttons . Extrude the text and make any other necessary
adjustments. By pressing the “Z” key and the “Set Smooth” button,
you can see the effects of the settings on the screen. Text can easily
be changed by entering edit mode again.
Set Smooth 3D Features- Here you select the Style Options- Size and Letter Spac-
Button thickness and width of the extrude ing, Shear (italic), Linedist (spacing
that makes the text 3D. between lines) X,Y Offset (moves
text up/down left/right of center point)
Blender will use the fonts that you have loaded with your
system. If you are using a Windows computer, fonts will be
found on the C: drive in the Windows folder. You should
see a folder there called Fonts. You will only be able to use
fonts that are marked with a small square. Some of these
fonts may become distorted when extruded into a 3D
shape.
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Chapter 10- Adding 3D Text
Creating Text on a Curve
RoboDude Says: When extruding text for normal titles and labels, be
careful not to extrude the text too thick. It may effect how well the text
can be read.
At times you may need to convert text into a mesh for certain pur-
poses (i.e. using a Build Effect discussed in chapter 12). To con-
vert text into a mesh, press “Alt-C” to convert it first into a Curve or
Mesh. In edit mode, the text will now display with verticies.
At times, you may feel limited with Blender text (although it seems to improve with each new
release). In these cases, you may wish to use an external 3D text program like Elefont which
saves files in standard DXF format, then import them into your Blender file.
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Chapter 10- Adding 3D Text
Using Elefont for 3D Text (external program)
A popular program to use for creating 3D text for Blender models is a freeware program
called Elefont available at www.armanisoft.ch. This is a simple-to-use program that saves
the file as a .DXF format. Any program that can export 3D text files as .DXF should also work
fine. Remember that Blender accepts files that are saved as .DXF and VRML(.wrl). For the
purpose of this activity, we will be discussing Elefont. Here are your options in Elefont:
T- Font selection,
style and size. You Text Window- Type your text
can only use True- sample here.
Q- Sets the quality of Type-Fonts (TTF)
the curve (more or less
faces) (hold down LMB
on button, drag left/
right)
H- Help information
After you create and save your 3D text, open Blender and go to the “File” pull down menu.
Select “Open”. This acts like an import command for non-Blender files. Find your file and
open it into your Blender scene. This text acts like any other mesh in your scene. Add materi-
als and textures and modifiers as needed. If you need all the letters connected together,
select them all by clicking on them while holding down the “Shift” key. Once all the letters are
selected, Press “Ctrl” and “J” to join them.
78
3D Text-Company Logo
Create a new Blender scene and set up the views any way you wish. You will be creating a
company logo of your choice with text. Keep it simple and utilize meshes, textures, lighting
effects and raytracing to enhance your scene.
When you finish setting up your scene, render a JPEG image and save it to your directory.
Note: The text you see in the scene below was placed on a Bezier Circle Curve. If you
leave the circle in the scene it will render faced. The text was converted into a mesh, then
the curve deleted. The water was created the same way we did the water in the lighthouse
scene (with much less Normal) with ray mirror added.
79
Chapter 11- NURBS and Meta Shape Basics
When you press the “Space Bar” and select “Add”, you will notice other object types beside
meshes, cameras and lights that can be created. Two types of objects that can be created
are Surfaces (NURBS) and Meta Objects. A lot can be said about surfaces, but for this
tutorial, I want you just to become aware that they are there and describe some basics about
them. Meta objects have been expanded to a variety of shapes and can be used to give you
a “liquid metal” effect where the objects “pull” together as they become close to each other.
This process will take several profiles of a NURBS Circle and connect
them together. First thing you need to do is create a NURBS Circle.
To do this, press the “Space Bar”, select “Add”, then “Surface” and
“NURBS Circle”. The circle comes in in edit mode. Select the points
and shape the circle a bit. After shaping, exit edit mode.
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Chapter 11- NURBS and Meta Shape Basics
Liquid and Droplet Effects Using Meta Shapes
There are a few options for Meta shapes that can be controlled in the edit buttons. Experi-
ment with them and try to make some renderings and animations.
81
Meta Shapes Practice Exercise
Create a new Blender scene and set up the views any way you wish. Create a plane and
some Meta Shapes. Place materials and textures on the plane and Meta Shapes. Experiment
with the raytracing features and apply a miror and transparency effect.
When you finish setting up your scene, render a JPEG image and save it to your directory.
Feel free to create an animation also.
82
Chapter 12- Modifiers
With the release of version 2.4, some essential items in Blender have been completely reor-
ganized. Some of that reoganizing has occurred with the Modifiers used in Blender. They
have all been placed in a common area to make things easier. To access the Modifiers,
select the object you wish to add a modifier, then go to the Edit buttons. Under the Modifi-
ers Panel, select “Add Modifier”.
Subsurf is used when you would like to smooth out a mesh more than the “Set Smooth” button
or the “Auto Smooth” will do without having to subdivide the mesh more. Subsurf will split your
mesh faces a number of times, but will not add more verticies to the mesh. This means when
you enter Edit mode, the mesh remains simple. See the example of the monkey head below:
Set Solid
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Chapter 12- Modifiers
Build Effect
The build effect is nice for simulating something building linearly along time in an animation.
Text is a good example of something you may want to use with a build effect. Blender generated
text cannot be built unless it has been converted into a mesh (see page 59), and even then, it
may not build correctly. Elefont text may be a better option to use.
With the object selected, go to the Edit buttons, select the Add Modifiers tab and select the
Build option from the list. You will have 2 things to set- the Length and the Start Frame (how
long do you want it to take to build and when in the animation do you want it to start). You
have another option dealing with Randomized settings you can experiment with.
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Chapter 12- Modifiers
Mesh Mirroring
Blender has a new mirror command under Modifiers. You can still mirror using “M” in Edit
Mode, but now you have another option. For an example, below is a cube we will use for
mirror. The cube was Subdivided in Edit Mode, modified with a few points, and the Center
Point of the object moved to outside of the shape. The mirrored object will use the object’s
center as the axis of revolution (These features can be reviewed on pages 22-24).
Cube modified to
show mirror
Cube’s Center Point
Cube after mirroring
on the X axis
Wave Effect
The wave effect can be used to make something look like it’s swimming like a fish or blowing
in the breeze among other things. Again, you need to start with something that has a good
vertex count. For this discussion, I will use the Elefont text and a plane. The text already has a
high number of verticies, but the plane does not. With the plane selected, enter edit mode
(Tab key) and select all verticies (“A” key). In the Edit buttons find “Subdivide” and press
it about 3 times. You can also subdivide while in edit mode by pressing the “W” key and
selecting Subdivide from the menu. Exit edit mode (Tab key). Here’s what we have so far:
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Chapter 12- Modifiers
The basic wave settings have the object in Cyclic mode and
waving on the X axis and Y axis.These can be set to achieve
different effects along with the height and width, start time and
length of effect. You can also control the starting time and length
of animation.
Boolean operations became important to Blender as a better way to modify a mesh with
another mesh. Like other 3D programs, if you wish to drill a hole in an object, you create a
cylinder to subtract from the mesh. The old Boolean operations create a massive amount of
new faces and verticies. The newer code does a nicer job with this aspect.
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Using Modifiers Practice Exercise
Create a new file and call it Modifiers. Create a scene using any objects and materials you
wish. Place at least one of each of the following modifiers in your scene.
- Subsurf
- Build Effect
- Mesh Mirroring
- Wave Effect
- Boolean Operation
Wave
Mirror
Boolean Difference
Build
Subsurf
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Chapter 13- Particle Systems and Interactions
Particles have received a lot of attention in recent releases. This is probably the nicest and
most flexible of the effects. When you turn an object into particles, it can be used to simulate
snow, fire, smoke, clouds, sparks, hair and much, much more. When an object is turned into
particles, it no longer exists as a solid shape and releases particles as per the settings you
used on it. With particles, you can set the size (using halo), texture, color and transparency
through the material buttons. You can set the particles to come off the object in a sequence
or randomly by using random setting in the particle panel. Particles can be set to be pulled
using X,Y, and Z forces. You can control the number of particles, how long the particles live,
when to start and end, if they have a starting speed and much more than we will describe in
this chapter. Like all of the other features we’ve discussed, experimentation beyond this chapter
is the best way to learn.
For those of us that have been using Blender for years, this is a big change. The particle
settings were once in one large panel. Now they have been split up into several seperate
panels- Particle System, Physics, Visualization, Extras/Children.
Particles can be deflected off other objects, be blown by the wind, be displayed before they
are built and many more options. Our next step is to examine the settings available in the
particle panels. We will only be working with the basic options in this chapter.
More detailed information about particles can be found here:
http://wiki.blender.org/index.php/Doc:Manual/Physics/Particles
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Chapter 13- Particle Systems and Interactions
Particle System Panel
This panel basically displays all options relating to how the particles are displayed. Here’s
what we are interested in at this time:
Name- Name particle Delete- Start over if
systems, like materials needed
Verts/Faces- Sets where
Amount- Total number
the particles will be
of particles in the entire
emmitted from
animation
Start and End- When do Random- This will ran-
you want the effect to domize how particles are
start and end. emitted
Life- Sets how long each
particle should live after Random Life Use this to
it is created. slightly vary when particles
die.
You will notice a tab called “Bake”. This is where you can tell Blender to save the effects when
you animated. When hitting Alt-A (must be on frame 1), the animation is saved as a Cache
(meaning, saved to memory) and “Bake” will save the animation to a folder that will remain
unless the particle system is changed.
Physics Panel
This panel displays the features you can use to provide animation to the particle sytem. Here’s
what we are interested in at this time:
Object- If the object is
animated, the object can
effect the starting speed Rotation- Dynamic mo-
Normal- Gives the par- tion of particles
ticles a starting speed
(blasts outward)
Texture Emit- Use a tex-
ture to define how par- Force X, Y, Z- Push or pull
ticles are emmitted. the particles in a given di-
rection
Visualization Panel
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Chapter 13- Particle Systems and Interactions
Let’s work with our example. Make sure the sphere we created is not in
edit mode (Tab key) and is selected. Add a particles effect and change
the Normal setting (Physics Panel) to about 2.0. This will give the
particles a starting speed causing them to “blast out”. Move your cursor
to the 3D window and hit “Alt-A” to see the animation. (make sure you
are on frame 1)It should look something like this:
The particles come off in a pattern. This may be what you desire, but if
you’re making a flame or explosion effect, you need a more random
release of particles. To do this, press the
“Random” button in the Particle System panel.
This will reandomize the sequence and when
re-animated with “Alt-A”, it will look like this
example:
Particles emit their own light so it isn’t necessary to have lamps in the scene to see them
when rendered, however, you will need to add a material to them to give them color and to
control their size and transparency.
We see a randomized particle system without a material added to it. The particle size may be
adequate for your needs, but in order to control size, we need to add a material and use the
halo effect. You may also need to select “Z Transparent” and adjust the “Alpha” to set a
transparency effect for the particles. The transparency effect is ideal for flame effects where
you use multiple objects with particles on them and add different colors to get a realistic
looking flame. You can also create other effects with lines, rings and stars in the particle
settings.
RoboDude Asks: Why can’t I see any particles when I use the arrow
keys and render an image? If you’ve made changes to your settings, you
need to go back to frame 1 and hit “Alt-A” to recalculate to the cache. You
can also “Bake” the animation.
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Chapter 13- Particle Systems and Interactions
Here, I’ve taken the sphere and placed a material on it. With the “Halo” button pressed,
change the halo size to affect the size of the particles. Color, lines, and stars can also be
adjusted.
The halo size needs to be adjusted for the size of your scene
and what you are using the particles to simulate. For example,
smoke needs a smaller particle count and a larger halo set-
ting and a Z Transparent and Alpha setting very low so the
smoke looks transparent. Fire may need a higher particle count
and a smaller halo setting to look good. Depending on what
you want, you can turn on the rings, stars and lines in the halo
settings. For a review of Halo settings, refer to page 36.
There has recently been a lot of development in how particles can react with other objects
and forces like wind. Particles can now “bounce” off of other objects and act like sparks or
droplets. To show how these features work, we will create a scene with a Sphere and a
Plane with the sphere above a scaled up plane as shown below:
Physics Buttons
To minimize the bouncing, select the plane again and take the Dampening up to 1.00.
Wind
Blender allows for particles to be influenced by Wind. To cre-
ate a wind effect, you need to create an object that will act like
the wind. An Empty is a great object to use for that. An empty
is displayed on the screen as a 3-axis icon that does not ren-
der as an object. It is great for a number of tasks
An
Empty
that will be discussed in later chapters. To cre-
ate an empty, place the 3D cursor where you
would like the wind to come from, press the Space Bar and “Add” and add an
“Empty”.
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Chapter 13- Particle Systems and Interactions
Select the Empty, then, in the Object and Physics but-
tons, select “Wind” in the drop-down options under the
“Fields” panel.. You will see some setting in the wind but-
ton to control the effect. Change the Strength setting to
about 20.00. After you do this, the empty will have some
circles displayed on it to represent
the wind flow. You may need to ro-
tate the empty so the wind blows
toward the particles. After rotating the empty, press
“Alt-A” again in the 3D window to recalculate the ani-
mation. Wind strength can be animated. That will be
discussed in “Chapter18- Object Physics”.
Here are some sample settings for various uses for particle systems. These settings demon-
strate objects that have not been scaled up or down. The numbers given in these examples
are based on a 100 frame animation. If you lengthen the animation or change the size of the
objects, you will need to adjust things like the total number of particles, forces and starting
speeds. These settings can be “tweeked” to your own personal preferences. They are just
intended to get you to a starting point. You can also find some nice tutorials for even more
detailed effects on line.
Snow
Subdivide a plane 3-4 times (or more) and “Randomize” the verticies. Snow will need to fall
slowly so we show a small negative Z force. Place a material with a Halo on the plane and
adjust the size of the Halo. Change the following settings:
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Chapter 13- Particle Systems and Interactions
Fire
This is the best use of particles. Start with a UVSphere and put a material on it. Go with a
yellow or red color. Add a Halo effect and set the Halo Size to 1.2. We are using a positive Z
force this time to lift the particles upward. Random life also gives the flame a bit more
randomness. For a good fire effect, add several objects with particles on them and give them
different colors of red, blue and yellow. You may even want to use
Transparency on them.
Simple Fireworks
Start with a UVSphere and go with a yellow or red color. Add a Halo effect and set the Halo
Size to 0.5. You may even want to experiment with Halo Lines and Stars. For a good final
result, you may even want to scale the sphere down in size. We “blast” all of the particles out
in 1-2 frames with a high random life, use the Normal to throw the particles outward and -Z
force to pull them down.
As long as the link is good, here is a nice tutorial on making a more realistic display:
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Fireworks. You can also search for
some good tutorials.
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Chapter 13- Particle Systems and Interactions
Using Particles for Hair
Particles can be used to produce hair with great results. To start, lets add a monkey head
from the meshes menu. So we don’t produce hair on the entire monkey head, let’s create a
vertex group of the top faces of the monkey head
(we’ll make a mohawk). Go into “edit mode” and
switch from “Vertex” selection to “Face” selection.
Select the faces for the hair, add a “New” vertex
group, name it “hair” and hit the “Assign” button. This
will assign those faces
to the group. Exit edit
mode and add a par-
ticle system to the mon-
key. Switch the type
from “Emitter” to
“Hair”. Make the ad-
justments shown be-
low:
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Particle Systems- Rain in Your Landscape
Now it’s time to add some rain to your stormy night. Open up your “Landscape Scene”.
Start by adding a plane in the top view and scale it up a bit larger than your ground. Move it
up high enough so it is not visible in the camera view. While in edit mode, press “W” and
select “Subdivide Multi”. Set the number to 20. Your scene should look something like this:
The concept of child-parent relationships is used in all animation programs and it involves an
object assigned the role of a child and an object assigned the role of a parent. If the parent
moves, rotates or scales, the child must do so too. On the other end, a child can move,
rotate or scale without affecting the parent. An example would be: a hand is the child of
the forearm while the forearm is the child of the upper arm and the upper arm is the child of
the torso. Therefore, if the forearm moves or rotates, the hand must follow and if the upper
arm rotates, the forearm and hand both must follow. If the torso moves, the entire arm must go
with it. This is how you keep a body or machine from going to pieces!
RoboDude Asks: I did the Child and Parent selection backwards- How
do I undo them? In order to delete a child-parent relationship, select both
objects and press “Alt” and “P” to clear parent. This is good when you make
a mistake!
Look at the example on the next page. If we want to child-parent a few cylinders together to
make a robot arm, create a cylinder and stretch it out in edit mode by moving one end of
verticies. Remember to pay close attention to the object’s pivot point. If the object needs
to pivot like an arm, you will need to keep the point at one end of the cylinder. Always pay
close attention to the object’s pivot point in any case. It’s easy to forget about it when moving
verticies around in edit mode. You can use the “Center Cursor” option in the edit button to
locate the pivot to the 3D cursor’s location. After you shape one cylinder, exit edit mode and
press “Shift-D” to duplicate it several times. Locate the cylinders and double check their
pivot points. Moving the pivots after child-parenting them together may cause the objects
to move. Start at the end and select the first 2 objects. Press “Ctrl-P” to make the relationship.
Check it out to see if it’s correct and go to the next set. In the next set, the previous Parent
object now becomes the Child object. Make a simple animation to check the function.
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Chapter 14- Child-Parent Relationships
Parent Object
In the basic editing chapter, we discussed how to move center points of objects. You were
also cautioned about moving an object while in edit mode because the verticies will move,
but not the object’s center point. To move the center point of an object, select the object,
place the 3D cursor in the location you want the center point to go, and press the Center
Cursor button in the Edit Buttons.
Don’t forget about the “Shift-S” command. It is useful for finding exact
locations of object or selected verticies. Also useful for moving things
around.
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Creating a Robot Arm Practice Exercise
Create a new Blender scene and set up the views any way you wish. Your job is to
design a robotic arm that is child-parented together and animated. Create all
components using planes, cubes, spheres and cylinders. Place materials on all objects
and develop a good scene with plenty of lighting.
After you create your scene, develop a 150 frame animation of your robotic arm
moving in all directions.
Challenge exercise:
Try to make your robot arm pick something up off the plane!
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Chapter 15- Working With Constraints
Tracking To An Object
There are times you want to “constrain” or “follow” a certain object in your scene. New
constraints are being developed in Blender, but for now, we will just be talking about the most
common one used to keep the camera focused on an object- the “Track To” constraint. The
tracking constrain is useful in animating by saving you a lot of time and frustration trying to
place location and rotation keys on the camera in an effort to try to keep your target centered.
When used in conjunction with Paths (discussed in this chapter), you can create very smooth
animation paths. Objects besides cameras can also be used with tracking.
To set up a simple camera tracking constraint, Select the camera first, then the target while
holding down “Shift”. Press “Ctrl-T” and select “TrackTo Contraint”. Sometimes it’s
convenient to target an Empty object (created in the Add menu, like we used in the lighthouse
scene). This allows you to move your target around in your scene so the camera can focus on
one object for a while, then move to something else by moving the target in that direction. You
also have an influence option where the camera will track solidly to the object or allow some
flowing of the camera.
Constraints Menu
In the Object buttons you will see a panel marked “Constraints”. This menu continues to grow
with each release and gives you a variety of constraints and limitations for objects. Depending
on what you need in your scene, you can do a variety of contraints. Experimentation and
internet research will help you with those specific needs.
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Camera Constraints Practice Exercise
Open the Robot Arm scene you made in the last exercise and add a camera constraint. You
may target any part of the robot arm you like or create an Empty and target the camera to
that. In the scene below, the camera was targeted to the gripper head.
After you create your scene, develop a 150 frame animation of your robotic arm
moving in all directions with the camera also doing some movement.
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Chapter 15- Working With Constraints
Following Paths and Curves
Sometimes you need to have an object flow along a smooth path in an animation. For example,
it would be easier to have a spaceship flow along a line and angle and bank along that line
then it would be for you to insert location and rotation keys throughout the animation. Paths
and Curves are found in the same Add menu and can not only be used to create animation
paths as discussed above, but can also be used to create extrusions. To create 3D extruded
objects, you need to create a 2D sketch of a profile and a path for that shape to follow along.
In this chapter, we will be working with both.
Following Paths
Your first step is to create a path. Any type of Curve in the Add
menu can be used as a path, but let’s use the Path option. Hit the
Space Bar, select Add, Curve, then Path. You will then get a path
on the screen in Edit mode with several points. Shape the path as
desired, add more verticies through
Subdivide if necessary and exit
Edit mode.
There are several ways to get the camera, object or lamp to follow the path. For now, we’ll
stick to the traditional way by creating a child-parent relationship. Select the object first,
then the path (the parent). With both objects selected, press “Ctrl-P” to make a parent. You’ll
have 2 options: “Normal Parent” and “Follow Path”- select the “Follow Path” option. You
will see a dashed line between the 2 objects. Press “Alt-A” to see the animation along the
path. In order to get the object exactly placed on the line, move the object and place it. Right
now the object’s animation is exactly 100 frames long and doesn’t turn to follow the path. To
correct this, make sure the path is selected and go to the Edit buttons. here’s what you see:
You basically have 3 options for the object following along this path. They are:
Path Length- frames it take to travel
Curve Path- will the object follow the path
Curve Follow- object curves along the path.
After you press the Path Follow button, the camera
needs to be rotated and adjusted to the correct
direction. After that, it will follow the path.
If you adjust the path length and hit “Alt-”A” again, you would expect the animation to change
it’s length, but it doesn’t. There’s a hidden “Speed” path that is hard to find the first time you try
this. With the path selected, change the window type to the IPO window. You will then need to
change the IPO type to Path. Delete the Speed track. See the next page:
RoboDude Says: You can close a path by typing “C” in edit mode.
You can switch the direction of the path by pressing “W” while in edit
mode.
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Chapter 15- Working With Constraints
You will see the “Speed” After you select and delete the
track after you switch the speed path, the path length op-
IPO type to Path. tion will work in the Edit buttons.
Sometimes you don’t want the camera to follow along the path, but look at an object as it
flows along the path. This is where you would want to use the Curve Path, but not
Curve Follow. Instead, you would put a Track To constraint on the camera so it looks toward
an object as it moves along the path.
You can create a shape and extrude it along a path in Blender. For our
example, we will shape a Bezier Circle and extrude it along a Bezier Curve.
First, create a Bezier Circle from the Add-Curves menu and shape it into
an interesting object. Feel free to add more points with the Subdivide
command. Second, create a Bezier Curve and shape it into some shape.
Bezier shapes form differently and use spline points. Experiment with them to get the feel of
working with them. Go to the Edit buttons and name both objects in the OB: block. Finally,
select the Bezier Curve and go to the Edit buttons. You will see a BevOb: box. Type the
name of the circle there. You will see the shape extruded along the curve! You can still shape
the circle and the curve (in edit
mode) and scale the objects.
You can convert the new shape
into a mesh to make it easier
to work with by pressing the
“Alt-C” keys
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Paths and Curves Practice Exercise
Create a new Blender file and name it Paths. Develop a path for your camera that goes
around a shape that you extruded along a curve. Use the extruded shape as the target for
the camera so that as the camera flows along its path, it is always focused on the object.
You may need to adjust the object’s center point in order for the camera to properly
focus on the object. (refer to the basic editing chapter). Add materials to all objects. If you
would like to close your extruded shape (not open on the ends) try this: Convert the extrusion
into a mesh (“Alt-C”), go into Edit mode and select the end verticies. Type “E” to extrude,
then immediately type “S” to scale. Scale the new verticies to close off the end (You can
also type “W” and select “Merge at Center”). . If you would like it to look like a pipe with
some wall thickness, enter Edit mode and select all verticies. Press “E” to extrude and “S”
to scale slightly.
Challenge exercise:
After you do the required exercise, make a new one. Before you extrude your shape along
it’s curve, duplicated the curve and use it for the camera path. Place the path directly in the
middle of the extruded shape to make the camera flow through the “tube”.
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Chapter 16- Armatures
Using Armatures to Deform Meshes
Blender’s animation capabilities are great for most object animation except when you want
to animate something bending like a person in motion or a tree bending in the breeze. This
calls for a mesh to deform which can’t be done with traditional modifiers. We can deform a
mesh in 2 ways in Blender. One way is to create a skeleton and have it deform a mesh
(armatures) and the other method is to move the mesh verticies in edit mode and create
sliders that deform the mesh (relative vertex keys). This chapter deals with creating
armatures. The armature feature in Blender is constantly under development. For this
discussion, I will stick with the fundamentals. More information can be found at www.blender.org
or at www.blenderartists.com.
The first thing you need to do is create a mesh that has a few groups of
verticies where you would like the object to bend. Any mesh will work and
to get additional verticies you can either extrude or subdivide. Be careful
not to create too many verticies. It may slow your model down considerable.
Let’s use a cylinder to create an arm. I will use a cylinder set at the default
divisions of 32. Next, I will change to a front view and box select the top set
of verticies and Extrude them up. I prefer to use extrude rather than
subdivide to keep the vertex count down as low as possible. As I extrude
the verticies, I am also using Scale to shape them.
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Chapter 16- Armatures
out and give vertex group names. Sometimes this will not work if verticies
are close together (like several fingers on a hand). Verticies from one finger
may get grouped with bones from the finger beside it- not a good effect!
We will discuss changing your vertex groups later. That’s it! Time to test
your model!
To create entire skeletons or other complex armature structures, you can do the fol-
lowing:
Join meshes together to form one mesh for an entire body. This can be done using
the boolean “W” key or by just selecting them all and pressing “J” to join. Make sure
they are all set up with materials and textures before you do this and some of the
textures may need readjusting. This must also be done before you child-parent
any of the meshes to an armature.
Create all of your individual armature sets and join them together as you do meshes
or work with child-parent relationship with the bones.
Placing animation keys on a complex armature system can be time consuming and very easy
to miss a bone in a frame when you need to place a rotation key on 20 bones. That’s why
there’s an automatic keyframe option in the top User Preferences window. Pull down the top
menubar to expose the setting. Select “Edit Methods” and turn on the Auto Keyframing
button, “Action and Object”. This will automatically place keys on every bone that has been
moved in a particular frame. Remember to turn it off when finished or it can cause some
major problems. If this is still inoperable, refer to page 71 on Auto Keyframing.
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Chapter 16- Armatures
RoboDude Says: Even if a bone isn’t moving on a particular frame,
move it slightly so the automatic keyframing places a key on it. Other-
wise, it may move when you don’t expect it to because it was missing
a key. Experiment with the features to become familiar with them.
As mentioned before, sometimes when verticies are close together, Blender may have a
dificult time creating clean vertex groups automatically. You will need to define the vertex
groups manually. First, create your mesh and armature, then child-parent them to “Use
Armature” as before, and again, select “Name Groups”. The computer will name the groups
for you and also try to assign verticies to bones. For now, we will discuss naming and making
your own groups.
For this example, I’ve created a mesh we’ll call Finger. I then created an armature and duplicated
both to create 2 fingers. The next step is to Join (“Ctrl” and “J”) the 2 armatures together, then
do the same for both meshes. Child-parent the mesh to the armature,
select the “Name Groups” option.
Now select the mesh and go into Edit Mode (tab key). In the
edit buttons, you will notice a group of buttons for creating/
assigning Vertex Groups (this block of buttons will only be displayed if you’re in edit mode).
Select the group name for the bone you are working with. If you ever need to create a new
group, press “New”. Remember that each bone will need a group and the group name must
match the bone (i.e.Bone.001, Bone.002).
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Chapter 16- Armatures
for that bone. Do this for all bones. When finished, exit edit
mode and select the armature. Press “Crtl”-”Tab” to enter
Pose Mode and test out the armature. If you need to modify
any groups, you can go back into edit mode on the mesh to
make corrections.
Next, move the cursor to the bottom of the mesh and Add an
Armature. Use “G” to grab the top of the bone and move it to the
first joint. Press “E” to extrude another bone to the second joint.
Repeat two more times to create a 4 bone armature.
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Chapter 16- Armatures
If everything checks out with pose mode, keep the last bone selected and go to
the Object buttons. Find the Constraint panel. Under “Add Constraint” you will
see a variety of options that apply to armatures. You can limit bone rotation/loca-
tion and scale, track it, stretch it, etc. For this ex-
ample, select the “IK Solver” constraint. Try mov-
ing the end bone. You should see it deform all the
bones in the chain. You can also lock the bone to
an object that will deform the entire chain.
Here are a few more options that have been added to make armatures a little easier to work
with: Basic Auto- Inverse Kinomatics
Option
X-Ray- to see the armature when the
meshes are being displayed in Solid
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Creating a Skeleton Practice Exercise
Challenge exercise:
Try to use armatures to animate some other object.
Try a simple body that walks.
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Chapter 17- Relative Vertex Keys
Creating Mesh Keys
We’ve discussed deforming a mesh with an armature, but what if you want to deform a mesh
in other ways like have it flatten, move a mouth, blink an eye, etc. and have a way of repeating
that motion whenever needed? Some of these things can be done with armatures, but
sometimes it’s easier to set up a slider that at one end, represents the mesh in one form, and
at the other end of the slider, shows the mesh fully deformed. See the example below:
Action Editor
Window
Mesh deformation using Sliders in the Action Editor Window can be a difficult process
because it requires you to shape your mesh in edit mode moving verticies. With practice, this
can become a worthwhile tool that will enable you to make quick and high-quality animation
like the professionals do. If you notice in the above example, there are several sliders that
cause different motions. By using combinations of them, a wide variety of motions can be
produced (for example, surprise and squint will combine the motions). These are great
tools for making a character speak, blink and show expression.
The first step in creating Relative Vertex Keys (RTVs) is to start with a mesh you wish to
deform. For our case, we’ll create a UV Sphere set at the default
segments and rings of 32. Split the 3D window into 2 viewports
and set the right-hand viewport to the Action Editor Window. This
is another type of animation control window where animation keys
you create are shown as marks on the timeline. Keys can be
duplicated and moved here. When we create our RVKs, they will
be shown here as slider bars.
Let’s go back to the left-hand viewport (still set to the 3D view window) and begin creating
RVKs. Unlike normal animation that requires you to move to different frames along
the timeline, we will be creating all our different sliders and mesh deforms on frame
one. After the sliders are all created for our mesh, then we will use them in the Action Editor
window along the timeline. With the sphere selected, make sure you’re NOT in edit mode,
but in object select mode. (Tab key). Hit the “I” key to insert a Mesh key. In older versions of
Blender, the first time you hit the Mesh key for that object, you will
option in older Blender versions
get an option for Relative Keys or Absolute Keys. Select the
Relative Keys option. You won’t get this option in 2.41 and
up. You will automatially be making Relative Vertex Keys.
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Chapter 17- Relative Vertex Keys
Using Action Editor Sliders
Once you hit the Mesh Keys button, the word click triangle to
Sliders is added in the Action Editor window see sliders
after you change the Editor Mode to
“ShapeKey Editor”. However, no sliders have
been added to the list as of yet. Now, with your
cursor in the 3D window, press “I” to insert again a second time and select “Mesh” again.
A “Key 1” (or may display no name)slider show up in the list. It’s now time to define that
slider. Now, go into Edit Mode (“Tab” key) and modify the verticies however you want. When
you exit edit mode, the slider will now deform the mesh. To create another slider, Insert
another mesh key while NOT in edit mode, then hit “Tab” to enter edit mode and modify
the mesh. When you again exit edit mode, the slider will be set. Here’s an example:
In object mode, press “I” to Enter edit mode (Tab) and Exit edit mode (Tab), mesh
insert a Mesh key modify mesh goes back to basic state,
slider now functional.
The basic thing to remember about RVKs is that in order to create the slider, You must
insert the key in object selection mode, then enter edit mode (Tab) to modify the
mesh. When you exit edit mode, the slider is set. Repeat the process to create all your
sliders.
In order to name your RVK sliders, place your cursor over
the name of the key you wish to change and press “N” for
name (or click on the slider). This window comes up where
you can name your slider. You can also adjust the min. and
max. of your slider.
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Chapter 17- Relative Vertex Keys
New RVK Creation Panel for 2.40
With the release of version 2.40, you have a new way to create Relative Vertex Keys in the
Edit buttons. Instead of pressing the “I” key to create a mesh key, follow these steps:
Select the mesh you wish to apply RVKs to, then, in the Edit buttons, find the Shapes panel.
Click the “Add Shape Key”. This is the same as you hitting the “I”, then mesh key the first
time, but not creating any sliders in the previously discussed process.
Now press the “Add Shape Key” again. The first RVK Slider will be displayed. At this point,
enter edit mode and modify the mesh. When finished moving verticies, exit edit mode (the
verticies will return to their original positions) and the slider will now be operational. They will
also be displayed in the Action Editor window.
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Mesh Keys- Cheesy Actor Monkey
To test your mesh key and facial expression skills, we are going to animate the monkey
talking and making expressions. Start a new file and call it “Mesh Keys”. Switch to a front
view, delete the initial cube, then add a monkey head. Add a SubSurf modifier (from the
edit buttons) and press “Set Smooth”. Split your screen into 2 windows and set the right
side up as an Action Editor window and change the display type to ShapeKey Editor.
Let’s add a shape key to the monkey’s eyes. We’re going to make him look surprised.
Start by pressing “I” to Insert a Mesh Key. Remember to click the small arrow by Sliders to
see the keys we are about to make. Press “I” again to make the first slider, then enter edit
mode to shape the eyes. Select only one vertex above each eye and turn on Proportional
Editing. Scroll the mouse wheel to changed the effected area as you move the verticies up.
After shaping the monkey, hit Tab to exit edit mode. the Monkey should return to normal
shape and the slider should change his expression.
Two selected verticies
Proportional Editing
Continue adding mesh keys to bring the monkey to life using proportional editing. Add
another slider to the eyes making him squint. Add a slider to move the ears. Add one to his
mouth. When you are finished, animate a short movie making making expressions.
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Chapter 18- Object Physics
Creating Fabric and Wave Effects
Besides collision detection with other objects, Soft Bodies can be manipulated by forces like
wind. To demonstrate this process, delete the sphere from the scene (to speed things up)
and add an Empty to the left of the plane. We will be using the Empty to act as the wind.
Remember that an empty will not render as an object and
works great for this type of application. With the Empty se-
lected, go to the Fields panel
and change the Fields to
“Wind”. Set the Strength to
about 1.0.
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Chapter 18- Object Physics
The wind may not be pointing in the right direction and may need
rotating to point to the plane. Do that at this time. Hit “Alt-A” to
animate the view. The wind is probably
so strong that it almost blows the plane
away. Try changing the Strength of the
wind to about 0.4 and re-animate. The
effect should look much better. If you let
the animation run long enough, you will
start to see the plane slow down in movement and just stay blown
out to the right. To fix this, you will need to animate the Strength of the wind or add animation
keys to the Empty to change it’s direction. To add animation keys to the strength, you will
need to create a curve in the IPO window.
Split your screen and turn one into the IPO Window. With the Empty selected, find the
FStrength IPO track and select it. To put a track on it, Hold down the Ctrl key while LMB
clicking at the desired point on the graph (frame 1 at zero strength, frame 100 at about .2
strength). Change the curve type to Linear (T key) and add more points with the Ctrl-LMB.
Move the points around to vary wind strength. Re-render your scene to see the effect.
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Making a Flag Practice Exercise
Create a new file and call it Flag. Create a cylinder and sphere for the flagpole and a plane
for the flag. Create a vertex group for the flag with all verticies (except the 2 that contact the
pole) to a zero weight. The two corner verticies at the pole should be set to a weight of one.
Setup a Soft Body effect for the plane as discussed and add a wind effect. Vary the wind
with an IPO curve on the FStrength track. Place materials and textures on all objects.
Wind Empty
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Chapter 18- Object Physics
Cloth Effects
Cloth settings work similar to Softbody setting. We did a flag as a Softbody where cloth could
have been used. The major difference is that there are several preset materials to choose
from, or you can set your own. These effects allow you to add clothing to a model and have it
react to movement. The trade-off is time. These effects can add a great deal of time to your
renders. A detailed discussion can be found at the Blender Wiki.
Fluid Effects
Fluids have received a lot of attention in the past few releases of Blender. To create a fluids
scene, you need a few basic elements (and some not necessary):
The Domain- the part of you scene that will actually contain the fluid simulation. Usu
ally a box (cube).
The Fluid- The object that represents the actual liquid.
An Inlet- the element in the scene that supplies the water (like a faucet).
An Outlet- not necessary, but allows the fluids to drain and limits fill.
Obstacles- Things that get in the way. An object that the fluid
reacts with.
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Chapter 18- Object Physics
Now, with your animations shortened to 70 frames, go back to your
fluid buttons, select the cube and hit “Bake”.
Blender will probably appear to freeze, then
the animation will begin to calculate (this is
why we only went with 70 frames). In your
top menu bar, you will see a status bar go-
ing and the frames that are completed. When the animation is com-
plete, you should be able to hit “Alt-A” to see the animation play
through. Your model should look something like the one shown below. The rendering looks
pretty good, but could be smoother. by hitting “Set
Smooth” in the Edit buttons and applying a “SubSurf”
modifier, it begins to really look good.
The next thing you may want to do is get rid of the sphere, but
rather than erase it, select it, hit “M” and move it to a layer
you’re not using. As you work with your animation, you may
want to note where the Bake function is saving your anima-
tion frames and clear that folder out from time to time.
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Fluids Practice Exercise-Splash!
Let’s make a new Blender file and call it “Splash”. Start by deleting
the initial cube in the top view and adding a circle. Set the circle
settings to 15 verticies and click the “Fill” button.
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Chapter 19- Working With Nodes
Nodes are relatively new to Blender and open the door to new rendering and post-production
possibilities. Nodes are used as a way to add effects to your materials and renders in the
final output. Nodes are changing quickly. For the most up-to-date information and detailed
discussions of nodes, review the information at blender.org on the wiki.
Accessing Nodes
In order to use nodes, you need to first set a window to the Node Editor
window type. To see your results when you render an image, you will
also need to press the “Do Composite” button under animation in the
Render buttons. At this point, you will see a big blank area in the nodes
window. To turn nodes on, click on the “Com-
posite Nodes” button and “Use Nodes” at the
bottom of the window.
If you have rendered a picture (F12-if not, do so now), you will see 2
boxes displayed in the window. A Render Layer
block and a Composite block with a line connect-
ing the two. This is showing how the render con-
nects to the composite output. Right now, you won’t
see any difference because we haven’t done any-
thing yet. The job is to add blocks between the two,
modifying the output to what you desire. The op-
tions are limitless so here we will just review some
basics.
RoboDude Asks: How do I erase the connection lines between blocks?
Just use your mouse to drag a window over the line and it will erase.
If you press the “Add” button at the bottom of the Nodes window, you will see several catagories
of nodes that can be placed in the sequence. They are:
New nodes are being added with every new release with greater potential for quality render-
ings.
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Chapter 19- Working With Nodes
Before we begin making changes, you will see several “connection” points on the blocks.
The basic output connections on the render layer block are:
Image- this is the output connection from the renderer to the node
composite.
The possibilities are limitless using nodes. You can also create material effects with nodes.
Search for some creative tutorials using nodes on the web.
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Depth-of-Field Practice Exercise
In my opinion, simulating depth-of-field using nodes is one of the nices additions to Blender.
Depth-of-field is the blurring that occurs from camera setting where objects in front of, and
behind, the focal object are out-of-focus. Open your “Landscape Scene” file for this exer-
cise. Although we won’t be seeing much blur in this scene, it will add a nicer effect to the
rain. It will also show you how to set up blur for future projects. First thing we need to do is
work in the top view, shading to wireframe, and camera selected. With the camera se-
lected, go to the edit buttons. Here, we will make a few adjustments to the settings. Let’s
make the lighthouse be the depth-of-field focus throughout the animation. The other option
is to set an actual distance, but since our camera is animated, that would cause the light-
house to go out of focus. To focus on the lighthouse, you will need to know the Name of the
lighthouse. Select the lighthouse to see the name displayed in the lower-left corner of the
screen. Now select the camera again and type the name (case sensitive) in the Dof Ob:
box. The name of my lighthouse is Circle.001. You will also want to show the “Limits” of the
camera. This will give you a line showing the camera’s limits along with a small “Plus”
marking the camera’s focal point.
Focal Point
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Depth-of-Field Practice Exercise
It’s time to change your
viewport to the Node
Editor window. Then,
click the “Composite
Nodes” button and
“Use Nodes”. Don’t for-
get to hit the “Do Com-
posite” button in the
Render buttons. Ren-
der an image. Your
screen should look
something like this:
Delete the connection between the 2 panels and set up the following node set:
Add a “Map Value” panel from the Vector node set.
Add a “Defocus” panel from the Filter node set.
Adjust your setting to match these:
The “Map Value” panel is used to adjust the pixels related to distance from camera and
connects to the “Z” on the Render Layer panel and Defocus panel. The image Out/Ins
connect as shown. Adjust the fStop to a low number. Like a camera, a low fStop means
little is in focus beyond the target. A larger number will give a larger focus range. MaxBlur
sets the amount of blurring while a high Samples setting will give you a better quality im-
age. Feel free to experiment with different setting. When you are finished, render an image
and save it. If you have time, try an animation.
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Depth-of-Field Practice Exercise
Here are the before and after pictures of the landscape scene.
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Chapter 20- Creating Springs, Screws and Gears
Duplicating Meshes to Create Screws and Gears
So far, we see that Blender has many features that are found in almost all 3D computer
programs like the ability to extrude along paths, subtract and add meshes through boolean
expressions and now we will examine revolving-type commands. The commands used for
these effects are found in the Edit Buttons and are visible when in Edit Mode. The process to
get them to work can be confusing to beginners. Here’s what you see:
Spin Duplicate
Spin Duplicate will take a group of verticies and copy them around the 3D Cursor location.
For our example, I will use a modified cube to make a gear. Step 1 is to shape a cube into a
simple gear tooth in edit mode. While in edit mode, select all verticies and review the following
settings: Cube shaped into simplified gear tooth At time, you will get a question mark
by your cursor when you use these
commands. Just click in the 3D win-
dow to see the results.
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Chapter 20- Creating Springs, Screws and Gears
Spin
The Spin command operates similar to the Spin Duplicate command, except that it works
more like a revolve-extrude command. You can take a plane or a circle, shape it, then
revolve it around the 3D Cursor location. For our example, we started with a Mesh Circle in
the Top View, then we placed the 3D Cursor at a desired location. Enter edit mode and
select all verticies. Switch to the Front View and select the “Spin” command in the edit
buttons. Notice how far it extrudes and the number of steps. Undo (“Ctrl-Z”) the spin so you’re
back to your basic shape again and change degrees to 360 and steps to 30. Make sure all
verticies are selected and try again. Here’s our results:
This is the most complex of the 3 tools. This tool can be used to represent any type of
helix object. Springs, threads on a bolt, worm gears, etc. can be done with a little work
once you know how to use it. The Screw command only works in the Front View (number
pad 1) so switch to the front view to develop a spring.
In order to create a spring, you need to start with a Mesh Circle in the front view. Like the
other spin tools, you need to place the 3D Cursor in the location where you want the
center to be located. Now you need to create a line that will represent the spacing in
the turns (for threads on a bolt, the line is short so the threads are close together, for a
spring with a large space between loops, draw a longer line). To create the line, add a
Mesh Plane to your scene and delete 2 of the verticies. Size the line that is left to what
you need for your model. Join the line and the circle together so that it is one object.
For the best results, place the line you created in the center of the revolved mesh (beside
your 3D Cursor). The verticies can be moved or adjusted in edit mode. Here’s an example
of your model:
Here are the 2 verticies that
form the line to controls Circle that forms profile of
spacing the spring. Any shape can
be used.
3D Cursor location
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Chapter 20- Creating Springs, Screws and Gears
Set the Degrees to 360, Steps to 16 or higher (depending on the smoothness you want)
and Turns to how many loops you want (I’ll set it to 8). Select All verticies (including the 2 that
form the line) and select the Screw button. You should see a spring on your screen. If some-
thing needs adjusting, press “Ctrl-Z” to undo in edit mode to go back to your basic shape and
try again. Here’s our results:
You will notice a shape in the middle of your
spring. That shape is created from the verticies
you used to designate the length of each loop.
You placed this shape in the middle so it is easier
for you to select these verticies in edit mode and
erase them. Switch to a
top view and enter edit
mode. Select the
verticies and hit “De-
lete”. Now you’ll just
have your spring on the
screen.
Other Shapes:
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Gear Design Practice Exercise
Create a worm gear and a spur gear to mesh with each other using the information
discussed in this chapter. Add materials, textures and appropriate lighting. Make a 200
frame animation of the grears turning. Try to make them mesh perfectly! Remember
the Extend Mode options available in the IPO Window. All you need to do is create a
small section of the animation and let the computer do the rest!
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Chapter 21- Game Engine Basics
We’ve seen that Blender is a powerful 3D rendering and animation program up to this point,
but so far, all of the commands that we’ve looked at are in most high-power animation
programs. The big difference is in the cost of the program and some features. One thing
(besides price) that makes Blender stand out from the others is its integrated Real-Time
animation features (aka. the Game Engine). The program integrates real-time motion with
physics and logic blocks. For example, you can set your gravity in the world buttons, add
friction and force settings to your materials, turn objects into actors and move them around,
then have them react to other objects in the scene.
You can create games that look as good as professionally produced 3D games and real-
time architectural walk throughs where doors can open and close as you approach them. The
best part of this is that it can all be done without computer programming skills. There are
other freeware game creation programs out there, but most require some programming
knowledge. Programming skills in Python scripting are helpful in Blender, but not necessary.
This chapter cannot hope to cover everything you need to know about the game engine. We
will only look at how to texture your models and describe the interface and logic. We will also
look at the game engine’s ability to be written to an animation IPO curve. For a more detailed
description, review the Blender downloaded tutorial on the game engine. It is well-written
and describes all of the basic command options.
The Blender game engine has seen a great deal of development over the past few releases.
The most recent has been a complete reworking of the texturing system. It is now more
confusing, but gives much more flexibility. The original game engine physics module is called
Sumo, which is still available for selection, but all recent work uses the new module , Bullet.
Bullet is showing a great deal of promise with accuracy and the ability to be used to create
animation IPO tracks from the action.
The first step to using the game engine is to set it up. To do this, go to the Shading and World
buttons. Under the Mist/Stars/Physics tab you will set the engine to Bullet. You can also set
the Gravity at this time. Most likely, these setting will already be selected for you.
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Chapter 21- Game Engine Basics
Using Logic Blocks
Let’s make a simple scene consisting of a plane and a sphere and set the sphere above the
plane. Modify the sphere by pulling one vertex out to form a nose. This will let us know which
way is forward when we move it around. Add a material to each one and feel free to set colors
for each. We will use a different process for setting textures
on the objects than we do for rendering. We are adding
materials for physical properties (friction, elasticity).
Here’s what we have so far:
Select the sphere and go to the Game Buttons (little purple pacman button). Here’s what
you see in the buttons window:
Actor Button- to turn the
object into “live” actor.
Add Property- used when you Sensors, Controllers and Actuators- The “brains” of the game
want something to happen in your engine. Think of it as Input-Process-Output where data is fed
scene. Soomething will happen in, the computer processes it and something happens. There
when it senses this property. are a lot of options in these commands.
Let’s turn our sphere into an Actor. Click on the Actor button and choose Dynamic. Look at
the important options now available:
Damp: motion dampening-
Actor Size (Radius)-
keeps the object from con-
You will notice a dashed
tinuing forever when you stop
line circle around the
applyiing force. I like to set
shere when you change
this to around 0.4
this. This is the actor
Bounds- changes the size.
shape of the actor from RotDamp: rotational dampening-
sphere (from radius) to Mass- how heavy you keeps the actor from spinning forever.
other shapes. actor is. I like to set this to about 0.8
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Chapter 21- Game Engine Basics
Move your cursor into the 3D window and press “P” for play. If the sphere is above the
plane, it will fall to the plane showing you that it is now an actor. Click the “Add”
buttons under Sensors, Controllers and Actuators. By holding the LMB down on each
block, you can change it’s type. Change the sensor block from Always to Keyboard.
Next, connect the blocks
together. Once you change
the sensor to keyboard, you
will see a block for Key.
click in that box and type
the key you want to use.
For our case, we’ll use the
“Up Arrow”. We will tie a
force to the up arrow so
that when we press it, the
sphere will move forward.
Now we’ll apply a force to the actor. You will see three col-
umns in the Motion block. They represent X, Y, and Z. The
best way to change numbers in these blocks is to hold down
“Shift” and click in the box. In the Force block, Let’s change
the Y number to 10. This is where you need to experiment
with numbers. If a block doesn’t move it in the direction you
desire, change it back to zero and try a different one. If it moves on the right axis, but the
wrong direction, try a negative number. Once you get this motion right, add another row of
block under the Sensors, Controllers and Actuators, connect them and adjust your setting to
go backwards. To make the object turn left and right, work with the Torque settings and use
the left/right arrow keys. There are a lot of options in these buttons. To get a more detailed
description of them, refer to the Blender Game Engine documentation available to down-
load from the Blender website.
RoboDude Says: If you want to move some-
thing that isn’t an actor, use Loc and Rot num-
Applying Materials bers. If it’s an actor, use Force and Torque.
Before the release of version 2.48, game texturing was a pretty easy process. Materials and
textures used in rendering and animation were basically different from UV texturing used in
the game engine. With the introduction of new features and more crossing over between
rendering and game texturing, the developers have pulled many of the features together which,
in my opinion, have caused some confusion. The reason for treating game texturing differently
stems from the concept that things in a game need to be kept simple in order for the game to
run smoothly and many feature in normal render texturing can slow game play down
considerably. UV textures can basically be “mapped” onto the mesh faces which minimize
texture calculations while in game play. While traditional textures can be used in the game
engine to some degree, I will focus on the more traditional UV mapping process here.
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Chapter 21- Game Engine Basics
You already know that you can apply a material to an object and it
will display in the game engine First, start by making sure you are
in Textured Draw type (Alt-Z will also get you there). For my scene,
I will be using a basic cube to demonstrate UV texturing. Place a
material on the cube.
In textured mode and the cube selected, set one of your viewports to the
UV/Image Editor window. At the bottom of that
window you will see some options- View, Image
and some up/down arrows. The arrows are used
to browse the list of already opened images in
the scene. Use the Image menu and Open a tex-
ture that you would like to use. I will select a brick texture to use for the cube. Now go into edit
mode and switch the selection type from verticies to faces. Hit “A” once or twice to select
ALL faces. It’s time to apply the UV mapping by pressing “U” in the 3D window for the UV
Mapping option menu. For this example, I will select Cube Projection. Since we had se-
lected the texture beforehand, it will automatically display on all faces (or you can hit the
arrows and choose from a list). In the UV window, you will notice faces and verticies show up
on the texture sample. These can be moved, scaled, etc. to change the way the texture maps.
Instead of selecting all faces, we could have just selected one and applied the texture to just
that face (a difference between rendering materials and UV texturing).
Now exit edit mode and press “P” to see how your cube looks in the game engine while
running. When done, press Esc to exit play.
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Chapter 21- Game Engine Basics
The cube looks good, but we have some more options. Go to the edit buttons and find the UV
Calculations and Texture Face panels. The texture Face panel will only be visible after
hitting the “U” key to apply UV Mapping. Both panels are only visible in edit mode.
There are a lot of other things that can be done beyond this discussion. Look to blender.org
and the forums for more help. Don’t be afraid to experiment!
It is possible to use the game engine physics to record an animation (IPO) curve. Now, in-
stead of trying to insert location and rotation keys for a falling (moving) object in the IPO and
3D window, you can set up a Bullet model and tell Blender to record the action to an IPO
curve for animation. No more frustration trying to make something look like it’s moving cor-
rectly in a fall/fly/bounce. Blender will do it for you! To start out, you need to set up your game
logic to do what you want. Set up your actor to be a Rigid Body actor intead of Dynamic.
Dynamic actors will not just slide around, but roll or angle when needed automatically. You
may want to set Bounds also.
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Smash Through A Wall Practice Exercise
Create a scene similar to the one discussed in this chapter. It should include one actor and
a plane, both textured for game mode. Apply physics to the actor (Dynamic) so that he can
move forward and back, turn left and right. Create a brick (cube) and make it a Rigid Body
and apply a Box under Bounds setting to it. Duplicate it several times (Shift-D) and stack
them up. Drive your actor through them so they fall. When finished, create an IPO curve of
your action so a movie can be rendered from the scene.
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Chapter 22- Video Sequence Editor
Producing a Movie From Individual Clips
Movies are never produced from one continuous camer shot. A movie is made up of short
clips and images combined together with sound and effects to give us an end production.
Blender has the capability of doing much of this production work. Blender can combine video
and audio together in the form of an MPEG movie, capable of being played on any media
player of saved to DVD through other programs.
Preview
Window
Do Sequence Button
If you are familiar with programs like Premiere, this will seem familiar, if not, the process is
simple. First, set up your output options in the render buttons for what you want your final
movie to be. Press the “Do Sequence” button so you render the sequence and not the 3D
window (what the camera sees).
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Chapter 22- Video Sequence Editor
Next, select the “Add” button above the buttons window. We are
interested in the Effect (transitions), Audio, Images and Movie
options. Select a movie or image from your files to add to the
timeline. Pay close attention to the frame markers at the ends of
the file you are inserting. Images can be lengthened or shortened
by RMB clicking on the end and using the “G” key to grab it. Mov-
ies can only be shortened. If you would like to add an Effect be-
tween the two files (like a cross-fade), overlap the files a second or
two as shown below. I like to leave a space between the files as
shown to in-
Overlap and space sert the Effect later. Continue adding im-
for Effect ages and movies as needed. When you
are ready to insert the Effects, you need
Right-click on end to hold down the “Shift” key, then select
to see current the first file in the sequence, then the
frame location
second one of the transition. Selecting
them backwards will cause the Effect to
not function properly! Go to the “Add”
menu and select “Effect” and the effect
you want to use. A simple “Cross” dis-
solve works well for most things. Place
the effect between the files. To view a sample of the move, Place your cursor up in the Pre-
view window and press “Atl-A”.
Continue down the timeline and in-
sert all transitions. If you do not wish
to use transitions, but go straight
Effect Inserted
from one image to another, simply
“butt” the tracks to one another be-
ing careful not to overlap them. To
create the final movie, RMB click
on the last image in the movie to
find out the final frame. Set this in your End frame movie output. Press the “Animate”
button in the button window. Rendering time will be faster since you are only compiling
already created images.
RoboDude Says: It is best to work with movie files that have all been
rendered at the same size and frames-per-second. Problems may
occur when Blender tries to convert files that are different from the
output you have selected.
I hope that this manual has been helpful in learning this difficult, yet powerful program.
The projects that you can create in it are limited to only what you can imagine and are
willing to learn. We have covered a lot of information, but it is only a fraction of what Blender
can do. Visit the Blender forums, Blendernation.com, and Blender.org often.
Happy Blending!
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