1 |
^ |
2 |
a) For getting the first small list of choosing |
3 |
- the very left-up sign > splash screen |
4 |
' in reality it never needs at all |
5 |
b) 3 parts of Blender |
6 |
- Top Bar -- key information |
7 |
- Workplaces |
8 |
- Status Bar |
9 |
' about a number of selected models |
10 |
' about additional informational such as deleted an object |
11 |
' mistakes; warns |
12 |
' in the left some prompts |
13 |
^ Top Bar > File |
14 |
a) New (Ctrl + N) -- allows us create a new project |
15 |
- (Default) is General |
16 |
- 2d Animation |
17 |
- Sculpting |
18 |
- VFX |
19 |
- Video Editing |
20 |
b) Open (Ctrl + O) |
21 |
c) Open Recent (Shift + Ctrl + O) -- allows to open recent files |
22 |
d) Revert -- allows to launch previous saved copy of a project |
23 |
- very useful |
24 |
e) Recover -- allows to save versions in bad situations |
25 |
- Last Session -- the main option. start with it |
26 |
- Auto Save -- (default) save your file every 2 minutes |
27 |
f) Save (Ctrl + S) |
28 |
^ Top Bar > File (Part 2) |
29 |
a) Save As (Shift + Ctrl + S) |
30 |
b) Save Copy |
31 |
c) Link |
32 |
d) Append -- for inserting of any part of your file into your project |
33 |
e) Data Previews |
34 |
- Refresh Data Block Previews |
35 |
- Batch Generate Previews |
36 |
- Clear Data Block Previews |
37 |
- Batch Clear Previews |
38 |
f) Import -- we can activate additional addons for widening different formats |
39 |
^ Top Bar > File (Part 3) |
40 |
a) Export |
41 |
b) External Data -- keeps textures, HDR, and other materials, not in Blender |
42 |
- if we want to send another user with materials, we have to first click on External Data > Pack Resources |
43 |
c) Clean up |
44 |
d) Defaults -- useful, allows to save start settings and return to the default setting |
45 |
- Save Startup File -- for changing appearance of everything and objects |
46 |
- Load factory settings -- for returning to the initial state |
47 |
' after doing this command we need to click on Save Startup File |
48 |
e) Quit (Ctrl + Q) |
49 |
^ General Project |
50 |
a) We can see 3 objects |
51 |
- Camera |
52 |
- Cube |
53 |
- Light |
54 |
^ Top Bar > Edit |
55 |
a) Undo (Ctrl + Z) |
56 |
- It works for simple scenes |
57 |
- For complex scenes Undo will weight your computer |
58 |
- Lots of clicking undo make blender get stuck, or quit |
59 |
- We can give additional memory to undo in settings |
60 |
b) Redo (Shift + Ctrl + Z) |
61 |
c) Undo History -- it's much better than Undo where we can return at once on several turns |
62 |
d) Repeat Last (Shift + R) -- useful, we can repeat our last actions, for instance, moving an object on the same distance |
63 |
e) Repeat History |
64 |
f) Adjust Last Operation (F9) |
65 |
^ Top Bar > Edit (part 2) |
66 |
a) Menu Search (F3) -- similar to command in c4d (Shift + C), very useful |
67 |
b) Rename Active Item (F2) |
68 |
c) Batch Rename (Ctrl + F2) |
69 |
d) Lock Object Modes (default tick) |
70 |
e) Preferences -- very important |
71 |
- we can find in every window (the left-top sign) |
72 |
^ Top Bar > Render |
73 |
a) Render Image (F12) |
74 |
b) Render Animation (Ctrl + F12) |
75 |
c) Render Audio -- interesting that we can render audio |
76 |
d) View Render (F11) |
77 |
e) View Animation (Ctrl + F11) |
78 |
f) Lock Interface (default not tick) |
79 |
^ Top Bar > Window |
80 |
a) New Window |
81 |
b) New Main Window |
82 |
c) Toggle Window Fullscreen |
83 |
d) Nex Workspace (Ctrl + Page Down) |
84 |
e) Previous Workspace (Ctrl + Page Up) |
85 |
f) Show Status Bar (default tick) |
86 |
^ Top Bar > Window (part 2) |
87 |
a) Save Screenshot |
88 |
b) Save Screenshot (Editor) |
89 |
c) Toggle System Console |
90 |
- Automatically works with Blender |
91 |
- It can show some mistakes of working process of Blender because of addons and so on |
92 |
^ Top Bar > Help -- gives links to useful resources for learning Blender |
93 |
a) Manual -- the most important, official site of documentation |
94 |
b) Tutorials |
95 |
c) Support |
96 |
d) User Communities |
97 |
e) Developer Community |
98 |
f) Python API Reference |
99 |
g) Report a Bug |
100 |
h) Save System Info |
101 |
^ Windows |
102 |
a) if we click 'A', we select all objects in the window where the cursor is. 'Alt + A' will deselect objects |
103 |
b) For different windows the same hot key can carry out different functions |
104 |
c) Where the cursor hovers over a window, that window will be highlighted |
105 |
d) The window of 3d-view is the biggest and the main |
106 |
- We usually work only with it |
107 |
^ Window 'Outliner' |
108 |
a) it's a guide which shows all structure of our scene |
109 |
b) it's synchronized with the window '3d-view' |
110 |
c) it has several modes |
111 |
d) a sign of eye is for hiding an object in editor |
112 |
- we can hide all objects to click on the parent collection |
113 |
e) a sign of screenshot is for hiding an object in render |
114 |
- the same as with a sign of eye |
115 |
f) Default mode is 'View Layer' |
116 |
^ Window 'Properties' |
117 |
a) It's under the window 'Outliner' |
118 |
b) The second important window after the window '3d-view' |
119 |
c) It consists of lots of tabs |
120 |
- by default is active the tab 'object' |
121 |
- here's tabs of render, world, material and other 90% of parameters |
122 |
d) Window 'Timeline' |
123 |
- it's for animation |
124 |
^ The sign in the top-left of every window |
125 |
a) We can replace any window into another |
126 |
^ Moving Windows |
127 |
a) Via the cursor, like in c4d |
128 |
b) We can split a window into 2 horizontal or vertical windows |
129 |
- hovering over border > RBM |
130 |
' Vertical Split |
131 |
' Horizontal Split |
132 |
' Join Areas -- can join only into horizontal adjacent objects |
133 |
' Swap Areas -- useful, but easier when Ctrl + cross, then moving in the necessary window for replacement; with Shift we copy into a new window (for 2 and more displays) |
134 |
- the other method is over the angle (appears the cross of the cursor), so moving we automatically create a new window |
135 |
' For removing RBM on top bar of the window > close area |
136 |
^ Window '3d view' |
137 |
a) Has several modes where default is 'Object Mode' |
138 |
b) When we change into another mode, we see other tools and commands on the main window |
139 |
^ For quick changing of modes of work we use different layouts |
140 |
a) like in c4d |
141 |
- layout (default) |
142 |
- Modeling |
143 |
- Sculpting |
144 |
- UV Editing |
145 |
- Texture Paint |
146 |
- Shading |
147 |
- Animation |
148 |
- Rendering |
149 |
- Compositing |
150 |
- Geometry Nodes |
151 |
- Scripting |
152 |
b) We can also make our working place, then add |
153 |
- sign of '+' |
154 |
- Duplicate current |
155 |
- Then we can rename it |
156 |
- for removing: RBM > Delete |
157 |
c) We can reorganise the order of these layouts |
158 |
- RBM > Reorder to Front; Reorder to Back |
159 |
^ Navigation in a '3d view' |
160 |
a) Rotation of Camera |
161 |
- Holding low button of stylus or MBM |
162 |
- Holding LBM on widget |
163 |
b) We can switch off/on grid with axes (Shift + Ctrl +Z) |
164 |
- For showing axis 'Z': Overlays > Axes > Z |
165 |
c) Movement of Camera |
166 |
- Holding Shift + LBS or MBM |
167 |
- Under the Widget the second sign of hand: holding the hand, then moving |
168 |
d) Zooming of Camera |
169 |
- Holding Ctrl + LBS or MBM |
170 |
- Under the Widget the first sign of magnifier: holding the magnifier, then zoom in/out |
171 |
- Rotation of MBM, but here with steps |
172 |
e) Edit > Preferences > Input > Keyboard > Emulate Numpad (default not tick) |
173 |
- allows activate numbers over letters as numbers of numpad. so useful |
174 |
- I switched on |
175 |
f) 1 -- Front Orthographic View |
176 |
' Ctrl + 1 -- Back Orthographic View |
177 |
- 3 -- Right Orthographic View |
178 |
' Ctrl + 3 -- Left Orthographic View |
179 |
- 7 -- Top Orthographic View |
180 |
' Ctrl + 7 -- Bottom Orthographic View |
181 |
- 5 -- Switch between Perspective and Orthographic Views |
182 |
- 0 -- Toggle the camera view: like toggle between several cameras |
183 |
' It has a sign under the widget the third one |
184 |
^ With modeling we hardly ever use perspective |
185 |
^ 3d-view > View |
186 |
a) Frame selected (numpad . ) -- like in c4d (s) |
187 |
- if we press '.' in the standard keyboard -- the object will be selected |
188 |
b) Frame All (home) -- like in c4d (h) |
189 |
c) Perspective Orthographic (5) -- the same as the lowest sign under the widget |
190 |
d) Local View > Toggle Local View (/) -- similar to frame selected, but in solo visibility |
191 |
e) Viewport -- all views like above (1, 3, etc.) |
192 |
f) Navigation -- here we can use some hotkeys with certain step |
193 |
^ 3d-view > View > Navigation |
194 |
a) Orbit Left (4) -- we can change angle (default 15 degrees) in Edit > Preferences > Navigation > Rotation Angle |
195 |
- Roll Left (Shift + 4) |
196 |
- Pan Left (Ctrl + 4) |
197 |
b) Orbit Right (6) |
198 |
- Roll Right (Shift + 6) |
199 |
- Pan Right (Ctrl + 6) |
200 |
c) Orbit Up (2) |
201 |
- Pan Up (Ctrl + 2) |
202 |
d) Orbit Down (8) |
203 |
- Pan Down (Ctrl + 8) |
204 |
e) Orbit Opposite (9) -- very useful |
205 |
f) Zoom |
206 |
- Zoom in (+) |
207 |
- Zoom out (-) |
208 |
- Zoom Region (Shift + B) |
209 |
^ 3d-view > View > Navigation (Part 2) |
210 |
a) Dolly View (Shift + Ctrl + MBM) |
211 |
b) Fly Navigation |
212 |
- Return via 'Escape' |
213 |
c) Walk Navigation |
214 |
- Return via 'Escape' |
215 |
^ Window dividing for 4 parts (Alt + Ctrl + Q): |
216 |
- Top, Perspective, Front, Right |
217 |
- The same as in 3ds Max |
218 |
- Similar to c4d |
219 |
^ 3d-view > View > Align View > Center Cursor and Frame All |
220 |
a) do it via Shift + C -- very useful |
221 |
* Menu |
222 |
^ Review via Properties (Shift + F7) |
223 |
a) LBM holding on a menu, then moving down or up, we'll open or close other menus |
224 |
- if Ctrl + LBM, we'll open the necessary menu, whereas other will be closed |
225 |
b) on every tab menu we can see rectangle in the right side |
226 |
- we can make upper or lower for your comfortability |
227 |
^ View > Sidebar (default not tick) |
228 |
a) Allows us ope sidebar or just press hotkey 'N' |
229 |
b) Contain 3 tabs |
230 |
- Item |
231 |
- Tool |
232 |
- View |
233 |
^ Sidebar > Item -- contatine Transform and Properties |
234 |
^ Sidebar > Item > Transform: similar to PSR in c4d |
235 |
a) Location (G) |
236 |
b) Rotation (R) |
237 |
c) Scale |
238 |
d) Dimension |
239 |
e) We can select 2 or 3 parameters at once |
240 |
- Just hold LBM, then change mouse or make mathematical operations |
241 |
- It works everywhere |
242 |
f) locks are convenient, cause no need to make tag locks like in c4d |
243 |
- after locking, we can, for instance, move an object where numbers |
244 |
^ Circle Menu > Viewport Shading |
245 |
a) In 3d-View > Viewport Shading (the very top-right): we can see different types of Shading |
246 |
- Wireframe |
247 |
- Solid (Default) |
248 |
- Material Preview |
249 |
- Rendered |
250 |
b) The much easier method: on '3d-view' we press 'Z' |
251 |
- We'll see the same choose of the viewport shading, but in circle menu |
252 |
- here we can do with one click. just hold 'Z', and move the cursor to the needed shading, then click it off |
253 |
^ 3d-view > Show Overlays (in the top-right) |
254 |
a) here we can switch on/off floor (like grid in c4d) |
255 |
- the hotkey is Shift + Alt + Z |
256 |
b) here we can hide 3d Cursor |
257 |
^ Circle Menu > View |
258 |
a) Activate via (~) where we can choose different views (top, back, so on) |
259 |
b) Much better to press on spot on numbers, without using this type of menu |
260 |
^ Context Menu |
261 |
a) Example, RBM on 3d-view |
262 |
b) We'll see several parameters which are accessed in the Object Mode |
263 |
- According to developers only those parameters which are more often used |
264 |
c) Here we'll never see a new option which is in another tab or menu |
265 |
d) much more options in 3d-View > Object Mode > Objects > LBM |
266 |
e) Context Menu works in all windows |
267 |
- it can be different |
268 |
^ Edit Mode |
269 |
a) Here's other context menus |
270 |
- Vertex context menu |
271 |
- Edge context menu |
272 |
- Face context menu (seemingly like polygons in c4d) |
273 |
b) Edit Mode > Edge (Ctrl + E) > Un Subdivide |
274 |
- decrease a number of verteces or edges |
275 |
^ Quick Favorites Menu -- we use it for getting most used parameters |
276 |
a) Example, Un Subdivide > RBM > Add to quick favorites menu |
277 |
b) Then press 'Q' where we'll see favorite parameters |
278 |
c) It depends on context |
279 |
d) very convenient function |
280 |
^ 3d-View > Add (Shift + A) |
281 |
a) Underlined letters allows to carry out a command with hot keys |
282 |
- example, Add > Mesh > Cube (Shift + A > M > C) |
283 |
' it can be with numbers too |
284 |
* Preferences |
285 |
^ Preferences > Interface > Display |
286 |
a) Resolution Scale (default 1) -- very convenient |
287 |
b) Line Width (default) -- borders between windows |
288 |
c) Splash Screen (default tick) -- it's a start window, better switch off |
289 |
d) Tooltips (default tick) -- prompts appear when we hove over parameters |
290 |
^ Preferences > Interface > Editors |
291 |
a) Region Overlap (default tick) -- a type of inserting of 2 sidebars: Tools and Transform-Properties |
292 |
- Never switch off |
293 |
b) Color Picker Type (default circle HSV) -- we can change into other for comfortability |
294 |
- Settings influence a tab Materials > bodyGE Blue > base color |
295 |
- Changed into Square (SV + H) |
296 |
c) Header Position (default keep existing) |
297 |
- here between top and bottom |
298 |
^ Preferences > Interface > Translation -- translates prompts (default English) |
299 |
^ Preferences > Themes -- it's for outer view (lighter, darker and so on |
300 |
^ Preferences > Navigation |
301 |
a) Orbit & Pan |
302 |
- Rotation Angle (default 15) |
303 |
' it's for numeric keyboards 2, 4, 6, 8 where we can change steps. |
304 |
b) Zoom |
305 |
- Zoom to Mouse Position (always must tick) |
306 |
^ Preferences > Keymap -- here we can adjust any combination of keys on any action |
307 |
^ Preferences > System |
308 |
a) Cycles Render Devices -- not accessible because of old system |
309 |
b) Memory & Limits |
310 |
- Undo Steps (default 32) -- understandable |
311 |
- Undo Memory Limit (default 0) -- it means that undo steps will take memory as much as possible |
312 |
^ Preferences > Save & Load |
313 |
a) Save Versions (default 1) -- perhaps better to 0, but not now |
314 |
- it makes backups |
315 |
b) AutoSave (Defaul 2 min) -- automatically saves files |
316 |
- We've increased up to 5 min, otherwise ssd will be under pressure |
317 |
c) File Paths -- here we can show paths for fonts, textures and others. |
318 |
^ Remove objects via hot key 'X' |
319 |
^ Location, Scale, Rotation |
320 |
a) Overlay 'Transform' "N" is the same as tab 'Object Properties' |
321 |
- They differ only in Dimension which is in Overlay 'Transform' (shows sizes of object) |
322 |
- The tab 'Object Properties' is hardly ever used |
323 |
b) better move objects via 'G' (from a word grab) + X, Y, or Z |
324 |
- G + Shift + X, Y, or Z will move object along one plane |
325 |
с) Rotation and Scale behave the same as Location |
326 |
d) Scale Cage -- it's a new tool, but don't see pros compared to usual Scale |
327 |
e) Transform (shift + Spacebar; T) -- combines all Location, Scale and Rotation at once |
328 |
- don't see pros |
329 |
^ Tab -- allows to switch between Object and Edit mode |
330 |
^ Objects and Data of Object |
331 |
a) Object -- it's a container for data |
332 |
- It's not important |
333 |
b) Data of Object is in Properties (Shift + F7) > Tab Object Data Properties |
334 |
- it's with green color |
335 |
- They're different and much more important |
336 |
^ We can see a number of objects |
337 |
a) Outliner (Shift + F9) > change from View Layer into Blender File |
338 |
^ Tab Object Data Properties |
339 |
a) We can change Data Properties where we'll see another view |
340 |
- the left sign which next to name of data of object |
341 |
b) In the top we see way between Object and Data of Object |
342 |
- Initially names of object and Data of object are the same |
343 |
c) Lower the sign we can set material |
344 |
^ Properties (Shift + F7) > Tab Material Properties |
345 |
a) it's the second lowest sign |
346 |
b) We can change the outer color of object in 'Viewport Display' |
347 |
^ in Edit mode when we move object, we move vertices |
348 |
- coordinates of Location are the same |
349 |
^ Scenes, Layers and Collections |
350 |
a) Scenes are the main which can contain Layers where layers can contain Collections |
351 |
b) Scene -- it's everything that include files, different settings, parameters and so on |
352 |
- It might be similar to Project in other Editors |
353 |
c) Scene is in the top-right |
354 |
- we can create new scenes |
355 |
- different scenes will be analog of saved files. |
356 |
' it is worse because scene will weight much more compared to file |
357 |
' 99% of users do a standard method (file) |
358 |
^ Select all objects 'A' |
359 |
- deselect objects ' Alt + A' |
360 |
^ Collections |
361 |
a) in Outliner (Shift + F9) is always Scene Collection |
362 |
b) Via hotkey 'M' we can set any object to a parent |
363 |
c) in Outliner (Shift + F9) we can a sign 'New Collection' which is in the top-right |
364 |
- select collection then press the sign 'New Collection', we'll create a daughter 'Collection' of selected 'Collection' |
365 |
d) We can add objects into other collections |
366 |
- Object Properties > Collections > Add to Collection |
367 |
e) Collection are like groups in other editors |
368 |
f) We can also 'Hide in Viewport' (H) in Options > View > Collections |
369 |
- More often use in Outliner (Shift + F9) because more buttons and more space |
370 |
^ Next to sign of Scenes we can create new layers |
371 |
^ Outliner (Shift + F9) |
372 |
a) In the second top-right we can see an icon of filters |
373 |
- 'Arrow' allows block to select objects (disable selection) |
374 |
- Hide in Viewport -- a sign of eye |
375 |
' Hotkey 'H'; opposite is 'Alt + H' |
376 |
- Analog of 'Disable selection' and 'Hide in Viewport' is a sign of 'Object Type Visibility' whish is in the top-right (the very left) |
377 |
- 'Disable in Renders' -a sign of camera; opposite of sign of eye |
378 |
- Disable in Viewports -- similar to 'hide in viewport', but hide in every layer |
379 |
^ Layers |
380 |
a) They're often used in post correction |
381 |
^ Rename objects -- press F2 |
382 |
^ Mesh Objects |
383 |
a) Extrude via hotkey (E) |
384 |
b) Double (Shift + D) |
385 |
c) Select > X (Remove) > Collapse Edges & Faces |
386 |
d) Join Verteces, edges of polygons (F) |
387 |
e) Edit Mode has 3 submodes -- vertex (1), edge (2) and polygons (3) |
388 |
^ Mesh Objects (pat 2) |
389 |
a) in Blender objects have points, edges, polygons and normals (in edit mode) |
390 |
b) Normals can be switched in 'Show Overlays' > Normals |
391 |
- here we can increase size |
392 |
- there are three types of normals |
393 |
- the first type of normals is Vertex Normals |
394 |
- the second type is Vertex-per-face normals as lines |
395 |
c) Show Overlays > Face Orientation -- important because we see direction |
396 |
- blue is ahead |
397 |
- red is back |
398 |
d) Face (a sign east of Edit Mode) > Solidify faces |
399 |
- we have to select before, then we can adjust a thickness |
400 |
e) Often used tool is 'Extrude' (E) |
401 |
f) Cuts (Ctrl + R) -- like loop cut in c4d |
402 |
- Select loop (Alt + LBM) |
403 |
^ Mesh Object (Part 3) |
404 |
a) Proportional Editing (O) -- very important (the sign is in the top-center in 3d-view) |
405 |
- forget |
406 |
b) In the Object Mode Context (RBM) we have default: Shade Flat |
407 |
- for more attractive view we change into: Shade Auto Smooth |
408 |
' in Object Data Properties > Normals > Auto Smooth we can set more accurate degrees (default 30; 0 = Shading Flat) |
409 |
- The second variant 'Shade Smooth' gives visible mistakes |
410 |
^ Tools |
411 |
a) Adjust Last Operation (F9) -- we can't undo |
412 |
- this command appears in the down-left as bar |
413 |
- F9 isn't convenient for tablet |
414 |
- it's also in Edit > Adjust last operation (F9) |
415 |
- We can turn off it in View > not tick Adjust last operation |
416 |
b) Toolbar (T) -- left sidebar |
417 |
c) View > Tool settings (default tick) -- it allows see additional settings |
418 |
- better not to change |
419 |
- the same settings we can see in the right sidebar > Tool |
420 |
- Also in the Properties (Shift + F7) > Tab 'Active Tool and Workspace Settings' |
421 |
' the least popular, but convenient in Sculpt Layout |
422 |
- but the most number of parameters in the Adjust Last Operation (F9) |
423 |
^ Right Sidebar (N) -- there are 3 tabs |
424 |
a) Item -- the most important |
425 |
- Contains Medians (like coordinates of vertices in c4d where we can insert numbers for location) |
426 |
- Vertices Data |
427 |
- Edges Data |
428 |
b) Tool -- shows settings of the current active tool |
429 |
- has tab Options |
430 |
' Options is also in the sign which is higher |
431 |
- Workspace |
432 |
c) View |
433 |
d) New activated addons |
434 |
^ Right Sidebar (N) > View |
435 |
a) View |
436 |
- Focal Length: we see object through virtual camera (default 50mm) |
437 |
' 100 mm is similar to orthographic mode |
438 |
' there must be the same focal length of cameras |
439 |
- Clip Start: default 0.1m |
440 |
' Gives minimal distance of showing |
441 |
- End: default 1000m |
442 |
' Gives maximum distance of showing |
443 |
b) 3d Cursor |
444 |
c) Collections |
445 |
d) Annotations |
446 |
^ Even we open new file tool bar works the same with (T and N) |
447 |
^ Topology |
448 |
a) it's a category of math which includes lot of complex meanings and formulas |
449 |
b) Basically, we make polygons via quadrangles |
450 |
- quadrangle -- 2 triangles which combined between each other |
451 |
c) Triangles are used in games |
452 |
- We can also work in sculpting |
453 |
' less pressure on processor |
454 |
- If we need a triangle model, we have to convert it (hardly ever) |
455 |
d) There are lots of objects which can have triangles |
456 |
- Cylinder > triangle fan |
457 |
^ Faces > Triangulate Faces (Ctrl + T) |
458 |
a) Divide polygons into 2 triangles |
459 |
^ Properties (Shift + F7) > Modifier Properties > Add Modifier |
460 |
a) Triangulate |
461 |
b) Simple Deform -- curve a plane |
462 |
c) Subdivision Surface -- understandable |
463 |
d) Boolean -- has 3 functions: Intersect, Union, Difference (most popular) |
464 |
- Before, we need to choose with eyedropper the slave object |
465 |
- Apply (Ctrl + A) in arrow |
466 |
^ Mesh > Grid: like Plane, but has already had 10 x 10 sections |
467 |
^ For seeing defect distortions |
468 |
a) Viewport Shading > Matcap |
469 |
- there are 2 greats Matcaps StudioLight horizontal and vertical |
470 |
^ When we use add some modifiers, including Subdivision Surface on triangles models, we'll see bad resulst |
471 |
^ Polygons (5 or more vertices) |
472 |
a) They appeared in Blender not long ago |
473 |
b) They can be in unimportant or hidden places |
474 |
c) They economize a number of polygons and edges |
475 |
^ In Model objects we'll always have stars (1 vertices with 5 edges) which have pros and cons |
476 |
a) They allow to change direction of out topology |
477 |
b) With distortion they can give bad results, so there must be them as less as possible |
478 |
^ 3d-cursor -- it has 2 functions |
479 |
a) For appearing objects in a necessary place |
480 |
- Shift + RBM -- locate 3d-cursor where we pointed out |
481 |
- Shift +C -- return 3d-cursor to the initial place with camera view |
482 |
b) For Rotation around 3d-cursor |
483 |
- Before we have to activate in Transform Pivot Point > 3d-cursor |
484 |
c) Accurate placing of 3d-cursor |
485 |
- Right Sidebar (N) > View > 3d-Cursor > Location |
486 |
- in Edit Point Mode (1) > select a point > RBM > Snap Vertices > Cursor to Selected |
487 |
' if we select 2 points and do the same actions, 3d cursor is in the middle |
488 |
^ Transformation Orientation |
489 |
a) There are 6 types of orientation |
490 |
- plus our customize |
491 |
b) Better to call it 'Coordinates of Orientation' |
492 |
c) We'll usually work with Global |
493 |
- else with Local and Normal |
494 |
d) Gimbal, View and Cursor are rarely used |
495 |
- Gimbal understands no one |
496 |
- View is too simple |
497 |
- Cursor is new, we need to be used to it |
498 |
e) We can change quickly before Global and Local |
499 |
- the second time click, for example, 'Z' at once |
500 |
f) If click ',', we can see choose among types of Transformation Orientation |
501 |
^ Transformation Orientation > Global |
502 |
a) It's the main Global system of coordinates which we can't change anyhow |
503 |
^ Transformation Orientation > Local |
504 |
a) The advantage of this type of coordinates -- we can make necessary angle individually for every object |
505 |
b) It's convenient with modeling |
506 |
- if we want to change size according to axis 'Z', we make it proportionally in contrast Global |
507 |
^ Transformation Orientation > Normal |
508 |
a) For 'Object' mode there's no difference between Local and Normal |
509 |
b) For 'Edit' Mode a selected Vertex, Edge or Face the direction of Normal is always perpendicularly. So it's convenient |
510 |
c) Via Normal we can set a necessary direction, adding to a custom 'Coordinate of System' |
511 |
- select vertex, edge, face or object in Normal |
512 |
- in Transformation Orientation click '+' |
513 |
- After that we created a custom 'Coordinate of System' which can be applied onto other parts |
514 |
^ Transformation Orientation > Gimbal |
515 |
a) It's like a hinge lock |
516 |
b) It's interesting to change modes of rotation |
517 |
- Right Side bar (N) > Item > Rotation (XYZ Euler default) |
518 |
' Quaternion (WXYZ) and Axis Angle give the 4th parameter of rotation W |
519 |
c) Hardly ever used |
520 |
- More for mathematicians |
521 |
^ Transformation Orientation > View |
522 |
a) It's a simple axis which gives us only XY and always watches perpendicularly to a user |
523 |
b) Analogue is Global in orthographic view which much stronger |
524 |
- perhaps, sometimes useful |
525 |
^ Transformation Orientation > Cursor |
526 |
a) It's about 3d-cursor |
527 |
b) In Left Sidebar (T) > Cursor: we can change location of 3d-cursor clicking LBM (or Shift + LBM not only in Cursor) |
528 |
- Default tick Surface Project: We can attach to any surface of an object, that is useful |
529 |
- Orientation (default View) |
530 |
' in Geometry lines are aligned according to Normal |
531 |
' in Transform and Global lines are aligned according to Global, but in 3.5.1 always looks at user |
532 |
^ Transform Pivot Point |
533 |
a) It's also called 'Points of Rotation' |
534 |
b) 5 types of 'Points of Rotation' |
535 |
c) If we click '.', we see choose among types of 'Points of Rotation' |
536 |
^ Transform Pivot Point > Median Point (default) |
537 |
a) An object of a group of objects rotate around the center |
538 |
^ Transform Pivot Point > Individual Origins |
539 |
a) Rotates object around their individual centers, very useful |
540 |
^ Transform Pivot Point > Active Element |
541 |
a) Rotates objects around the active Element, very useful |
542 |
- the active element or object is highlighted with yellow color, others with orange. |
543 |
^ Transform Pivot Point > 3d-Cursor |
544 |
a) Roates around 3d-Cursor |
545 |
^ Transform Pivot Point > Bounding Box Center |
546 |
a) Similar to C4d -- it's an invisible parallelepiped which we can put an object in. |
547 |
b) We can show it in an active object > Object Properties > Viewport Display > tick Bounds (default not tick) |
548 |
c) It's like restrictive picture of the object |
549 |
d) location among several objects is slightly different from median point |
550 |
^ 3d-Cursor (part 2) |
551 |
a) The main point is a place of appearing new objects |
552 |
b) it's also used for attaching anchor point to 3d-cursor |
553 |
- Selected object > RBM > Set Origin > Origin to 3d-cursor |
554 |
- Selected object > Object (top window) > Set Origin > Origin to 3d-cursor |
555 |
c) for attaching an object to 3d-cursor |
556 |
- selected object > Shift + S > Selection to 3d-cursor |
557 |
d) another useful function interesting in orthographic |
558 |
- Shift + S > Cursor to Grid -- allows to attach 3d-cursor accurately to vertex of grid |
559 |
e) Overlays > 3d cursor overlays (default tick) -- we can hide 3d cursor |
560 |
f) Doesn't work steadily (blender breaks down) |
561 |
g) Via Spin 3d Cursor (Shift + 0) we can duplicate objects in Edit mode around 3d Cursor |
562 |
^ in Overlays > Scale: we can change scale of grid |
563 |
^ For visibility edges in Object Mode |
564 |
a) Overlays > tick Wireframe with 1 (opacity) |
565 |
^ Snapping |
566 |
a) Moving object |
567 |
- Holding Ctrl + LBM: the object start snapping to grid |
568 |
' It works with Scale and Rotate as well |
569 |
b) For appearing menu of Snapping hotkey -- Shift + Ctrl + Tab |
570 |
c) For working snapping there must switch on a magnifier (Shift + Tab) |
571 |
- basically, icon switch on only via retopology. Usually use ctrl + selected object |
572 |
d) There are 7 types of snapping |
573 |
- default selected button of Move, but there buttons scale and rotate can be activated too |
574 |
^ Snapping (part 2) |
575 |
a) Increment (default) -- allows to snap objects in grid with steps |
576 |
- if we tick 'Absolute Grid Snap', there's an accurate position of steps, useful |
577 |
b) Vertex -- snapping to vertexes where we hove of cursor |
578 |
- Closest (Default): includes 3d-cursor |
579 |
- Center -- an interesting moment with when Transform Pivot Point is 3d-cursor |
580 |
' allows to control movement between 3d-cursor and element of attach point, work with scale and rotate also |
581 |
' for modeling useful |
582 |
- Median -- similar to Center, but better count that the median is sth central. We can see it if select several objects too |
583 |
- Active -- when we have several objects, where the active object starts to attach to others |
584 |
c) Align Rotation to Target (default not tick) -- when attaching to points, object start turning according to direction of normal of vertex, edge or face |
585 |
d) Project Individual Elements (default not tick) |
586 |
- it's useful in retopology |
587 |
- allows to attach vertexes to other ones of other object |
588 |
- they totally repeat a form of the object where we transmit vertexes |
589 |
- we need to understand better |
590 |
e) If we don't want to attach vertexes to ones of the same object, not tick 'Include Active' |
591 |
f) Volume -- this type of attachins is hardly ever used |
592 |
- allows to attach into another object |
593 |
- if tick 'Snap Peel Object', attaching is more accurate |
594 |
Snapping (part 3) |
595 |
a) Edge Center -- allows to attach to the center of any edje-object |
596 |
b) Edge Perpendicular -- similar to Edge Center, but only to those edges which they can make a perpendicular which |
597 |
c) We can select all types of snapping, just holding Shift + LBM |
598 |
d) In snapping we can also have weights |
599 |
- for example, start snapping a vertex |
600 |
- if we click 'A', we add a next point of snapping where the main snapping is in the center |
601 |
- when we click 'A' several times on the same place, we increase weight |
602 |
e) Snapping can give 30% of accurate modeling |
603 |
^ in Overlays > Measurement > Edge Length |
604 |
a) We can show distance (default not tick) |
605 |
^ With moving or scaling along to an axis, after G or S, we can hold LBM into necessary direction instead of pressing X, Y or Z |
606 |
^ Proportional Editing (O) -- very useful where we can do some modeling (like magnifier brush in c4d) |
607 |
a) it's next to snapping |
608 |
b) Righter is Proportional Editing Falloff |
609 |
c) Sometimes user forget switch off Proportional Editing (O) |
610 |
d) Regulate of field of falloff we can with turning wheel on mouse |
611 |
- better in the left-down bar we can change definition of 'Proportional Size' |
612 |
e) Different falloffs give different results, important where all interesting |
613 |
- Smooth (default) |
614 |
- Sphere |
615 |
- Root (like dome in church) |
616 |
- Inverse Square |
617 |
- Sharp (interesting) |
618 |
- Linear |
619 |
- Constant (all on the same level) |
620 |
- Random (interesting) |
621 |
f) Projected from View (default not tick) -- gives another result, according to axis of a user view |
622 |
^ Proportional Editing (O) (Part 2) |
623 |
a) Connected Only (default not tick) -- allows to work only with connected object, useful |
624 |
- unfortunately, it gives artefacts |
625 |
b) Proportional size influences other objects in 'Object Mode' if the radius reaches the center of another object |
626 |
c) Proportional Editing Falloff |
627 |
- we can choose different types with hotkey 'Shift + O' |
628 |
^ Overlays |
629 |
a) it doesn't referred to modeling, but in modeling we work with data of this menu |
630 |
b) View Object Types -- here we can hide different types of data and switch off/on selection |
631 |
c) Show Gizmo (widgets) -- show visibility or not of, it might be useful (Ctrl + ~) |
632 |
d) Viewport Overlays |
633 |
- Grid (Default tick) in Orthographic View where we can hide grid |
634 |
- Floor (Default tick) similar to Grid, but in 3d-view |
635 |
- Axes (default 'Z' not tick) -- here we can individually switch off/on axes X, Y or Z |
636 |
- Scale: allows to regulate a scale of Grid or Floor in all views |
637 |
- Subdivisions (default 10) -- shows a number of squares into 1 square |
638 |
' Default doesn't work because initially in metric system |
639 |
' We can change system of measure in Scene Properties > Units |
640 |
' Better from Metric into None, if necessary. After that we can use Subdivisions |
641 |
e) Viewport Overlays > Text Info (default tick) -- shows text information (user perspective, etc.) |
642 |
- better don't touch |
643 |
^ Overlays > Viewport Overlays |
644 |
a) Annotations (default tick) -- allows show or hide annotates |
645 |
- in Sidebar Tool (T) we can see a tool 'Annotate'. |
646 |
- a tool allows to make 2.5 animation, useful |
647 |
- in Sidebar Right (N) > View > Annotations: we can remove or hide annotations |
648 |
b) Extras (default tick) -- allows to switch off some guides on objects |
649 |
- it might be useful |
650 |
c) Relationship Lines (default tick) -- shows linked objects to others as in rigging and etc. |
651 |
- We can temporarily switch it off, it could be useful |
652 |
d) Outline Selected (default tick) -- can be switched off about outlines of selected object. It's probably no need |
653 |
e) Bones (default tick) -- in rigging can hide bones (Add (Shift + A) > Amature |
654 |
^ Overlays > Viewport Overlays (part 2) |
655 |
a) Motion parts (default tick) -- in animation we can see a path. So we can hide it |
656 |
b) Origin (default tick) -- shows a center of object in 'Orange Point' |
657 |
c) Origins All -- shows centers of all objects, even they aren't selected |
658 |
- it may be useful |
659 |
d) Geometry > Wireframe (default not tick) -- here we can see mesh even in 'Object Mode', where we can regulate density and opacity |
660 |
- gives pressure |
661 |
e) Geometry > Face Orientation (default tick) -- shows direction of faces (polygons in c4d) |
662 |
- blue is front |
663 |
- orange is back |
664 |
f) in Edit Mode a list of functions is twice more |
665 |
^ Overlays > Viewport (part 3) |
666 |
a) Mesh Edit Mode -- just for convenient view of selected faces. It might be useful activation Center, but hardly ever |
667 |
- Edges (default not tick) |
668 |
- Faces (default tick) |
669 |
- Center (default not tick) |
670 |
- Creases, Sharp, Bevel, Seams (default all tick) -- parameters which give additional information of selected points, edges or faces |
671 |
' they are for visibility |
672 |
' after selection, for example, edge in Sidebar (N) > Mean Crease: if we increase up to 1, we see pink color |
673 |
' Sidebar (N) > Mean Bevel Weight: up to 1 gives blue color |
674 |
' Edges > Mark Sharp: gives cyan color. For returning, we have to click Clear Sharp |
675 |
' Edges > Mark Seams: gives red color. For returning, Clear Seams |
676 |
- We can often similar lines after import packages |
677 |
b) Shading > Hidden Wire |
678 |
- shows an object in mode 'Wireframe' where we can see grid only of visible part, useful |
679 |
' in standard Wireframe we select both front and back, but in Hidden Wire only front view |
680 |
c) Shading > Vertex Group Weights |
681 |
- every vertex has weight |
682 |
- Weights are used in animation |
683 |
- Blue weight tells about zero weight. |
684 |
' from green to red a vertex is more weight |
685 |
d) Shading > Mesh Analysis |
686 |
- it's for analysis of mesh: 3d-printing or for dentists |
687 |
- Gives different modes (Thickness, and so on) for showing mistakes |
688 |
e) Measurement -- allows to calculate |
689 |
- Edge Length |
690 |
- Edge Angle: angle between two faces |
691 |
- Face Area: square of face |
692 |
- Face Angle |
693 |
- Cons: difficult to see, needs addons |
694 |
f) Normals: underastandable |
695 |
^ Viewpor Overlays (part 4) |
696 |
a) Freestyle -- for highlighting of engine of rendering 'Freestyle' |
697 |
- Edge Marks (default tick) |
698 |
- Face Marks (default tick) |
699 |
^ Shading |
700 |
a) Next to Overlays is sign of Opacity where we can see all objects like X-Ray |
701 |
- there's the same in Viewport Shading > X-Ray (where we can set more accurate definitions) |
702 |
^ Shading > Wireframe -- we can see only grey color; has several parameters |
703 |
a) Color (default single) |
704 |
- Object |
705 |
- Random: here can see different objects due to different colors |
706 |
b) Background (default Theme) |
707 |
- World |
708 |
- Viewport (here can set any color) |
709 |
c) Options |
710 |
- X-Ray (default not tick) where we can switch off faces |
711 |
- Outline (default not tick) where we can set any color and switch outlines |
712 |
^ Shading > Solid |
713 |
a) more often used |
714 |
b) has lots of parameters |
715 |
c) Lighting |
716 |
- Studio (default): has 6 samples |
717 |
' we can install a lot more (click on gear, or in Preferences > Lights) |
718 |
- MatCap |
719 |
- Flat |
720 |
^ Solid > MatCap |
721 |
a) It's unusual materials where the result depends on normals of an object |
722 |
b) they can be mixed with the current color |
723 |
- better to use on standard next to white (Studio > Object) |
724 |
c) We can Invert them (under gear a sign 'Flip MatCap) |
725 |
^ Solid > Flat |
726 |
a) It's for outlines of our objects |
727 |
b) Has six views |
728 |
^ Viewport > Shading > Color |
729 |
a) Material -- is that which we set in 3d-view |
730 |
b) Object -- used that material which set in Object Properties > Viewport Display > Color |
731 |
c) Attribute -- we can set weights for vertexes |
732 |
- black gradient gives information of weights on vertexes |
733 |
d) Single -- we can quickly set color |
734 |
e) Random -- like in Wireframe |
735 |
- every separate element colored in random color |
736 |
f) Texture -- if we use texture, we see texture on our objects in Solid |
737 |
^ Shading > Background (like in Wireframe) |
738 |
a) Theme (default) |
739 |
b) World |
740 |
c) Viewport |
741 |
^ Shading > Options |
742 |
a) Backface Culling (default not tick) -- hides all faces which watch into back |
743 |
- doesn't see red faces |
744 |
- backface culling is similar to Overlays > Hiddent Wire |
745 |
' We might use 2 functions together or separately |
746 |
b) X-Ray -- understandable |
747 |
c) Shadow (default 0.5; not tick) -- allows to set easy shades |
748 |
- very useful, give shades very quickly |
749 |
d) Cavity -- gives lightening to ridges and darkening to valleys |
750 |
- very useful in sculpting where we can see a better difference between ridges and valleys |
751 |
- can them regulate |
752 |
e) Depth of Field (default not tick) -- allows to show depth of field in Solid after Render |
753 |
f) Outline (default not tick) -- gives outlines around our objects where we can set color |
754 |
g) Specular Lighting (default tick) -- completely switch off all specular |
755 |
- all views are without lights and reflections |
756 |
- it's definitely useful when we do textures |
757 |
h) Shading -- is similar to engine Work Bench, because Work Bench renders the same view like in work |
758 |
^ Engine Eevee -- is righter of shading |
759 |
a) Scene Lights (default not tick) |
760 |
b) Scene World ( default not tick) |
761 |
c) We can also choose one of 8 HDR maps which are in blender |
762 |
^ The very right engine -- can be installed or any ray tracing |
763 |
a) in Render Properties we can choose different engines |
764 |
' Eevee |
765 |
' Workbench (like in Shading) |
766 |
' Cycles |
767 |
b) in Cycles we can choose Render Pass > Combined |
768 |
- Ambient Occlusion |
769 |
- Diffuse Color and others |
770 |
c) in Cycles very long renders |
771 |
- we can press 'Pause' for stop rendering |
772 |
' righter this type of engine |
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