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* |
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^ With 'Enter' we go to Mode 'Points', 'Edges' or 'Polygons' |
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^ Bevel (M + S) > Bevel Mode |
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a) Default 'Chamfer' |
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b) 'Solid' -- we can get an interesting effect |
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- Similar to 'Inner' (I) |
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* |
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^ Cycle Animation |
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a) Make, for instance, 3 frames where the first and the third ones are equal |
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- The second frame in the middle |
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b) Show F-Curves (` + F) |
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- Deactivate F-Curve > Show All Tracks |
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c) Select necessary Axis and Property |
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- Functions > Track After > Repeat After |
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- If necessary Functions > Track Before > Repeat Before |
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d) If we want to make certain a number of repetitions |
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- Reduce Show F-Curves for seeing selected Track in Attributes |
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- Default Repetition '0', that means infinite |
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- Here we can put a necessary number of repetitions |
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* |
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^ Making Ocean Water |
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a) An object 'Plane' where the more segments more ability of deformation |
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b) Into 'Plane' deformer 'Displacer' |
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- The deformer 'Displacer', in contrast others, isn't needed for appropriating sizes, it's good |
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- Displacer: it's a deformer that distorts an object via a map |
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- Displacer > Shading |
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`Here we choose a map for deformation (Noise) |
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c) If we don't want to curving of the object, remove tag Phong from 'Plane' |
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d) Displacer > Object |
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- Strength (perhaps, sometimes useful) |
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- Height (for changing deformation) |
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e) For animation waves |
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- Displacer > Shading > a Chosen Map (choose Noise) |
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`Animation Speed (default 0), not necessary in big numbers |
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f) Making material for water |
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- Untick Color |
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- Tick transparency |
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`Refraction Preset: Water (default Glass) |
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`Absorption Color: Choose desired color, perhaps light-blue |
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- Create 'Floor' and decreasing it for Absorption Color |
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`Floor is always infinite, very useful |
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g) Works very well with 'Physical Sky' |
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^ Making Shining (the first method) |
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a) An object 'Physical sky' |
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- An easy method, where shining appeared on spot, objects throw shades |
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- Physical sky > Time and Location |
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`Here we can change time and city |
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- We can closely see a scheme of physical sky |
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`Here we can see and change the sun and sides of west, east, south and north |
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^ Making Shining (the second method) |
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a) Create Several Light objects where we place them in wished places |
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- For throwing shades choose Light Object > General > Shadow (default None) |
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^ Physical sky |
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a) Time and Location: We can Animate time and create Timelaps |
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b) We can change gradient in Sky, color in the Sun, and do a lot |
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* |
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^ Movement with tag 'Align to spline' (useful) |
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a) Draw a necessary spline |
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b) On an object cling tag 'Align to spline' where |
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- Spline Path: here choose the created spline |
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- Rail Path: make a copy of the created spline and move slightly with one horizontal axis |
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`It does for avoiding mistakes (objects turns on 180 degrees for one frame) |
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`If we change the position of vertical axis, we turn object making an interesting animation (better change points separately) |
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- Tick Tangential for proper turning of the object |
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* |
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^ |
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a) Deformer Display Filter |
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- My assigned hotkey (` + D) |
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b) Viewport Solo Single/ Viewport Solo Off |
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- My assigned hotkeys (` + S for Solo Single; Alt + Shift + Ctrl + S for Solo Off) |
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c) Generator "Sweep" doesn't work with tag "Align to Spline" |
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- Choose a worked daughter spline |
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d) Deformer 'PolyFX' can work with several daughter objects as a daughter |
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e) When we make animation of Camera, use Coords HPB in Attributes |
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- They really help |
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^ Smooth Disappearing |
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a) Use tag 'Render Tags' > 'Display' |
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- Tick 'Use Visibility' where making smooth disappearing from 100 to 0% |
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^ Cut as a Spline |
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a) Make a necessary spline with 'Pero Spline' |
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b) They both must be selected in mode 'Points' |
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- The spline bring to the place of the object |
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c) Line Cut (K ~ K) + holding Ctrl |
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d) After making the spline can be removed |
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^ When we want to make animation via tag 'Align to spline', use method Group into group |
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a) Much easier set turning |
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^ Diagram of Timeline (` + F) |
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a) The diagram consists of two axes |
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- A vertical axis is responsible for parameters of definitions |
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`If Position, just numbers |
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`If Rotation, just degreez |
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`If Morphs, perhaps percent |
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- A horizontal axis is responsible for time |
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b) On graphic of an object we can see key frames |
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- Choosing one or several key frames, we can change their definitions and in Time and in definitions |
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c) It's better to change position key frames on Timeline |
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- There's 2 useful buttons 'Lock Time' and 'Lock Value', but we can switch them on spot, just holding Shift |
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`In Viewport we can't do it with Shift |
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- It's easier to select knots and regulate them with |
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`Holding Shift for knot will change only one of two knots (the same as untick 'Auto Tangents') |
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`Holding Ctrl for knot will change both their length only knots (the same as tick 'Lock Tangent Angles') |
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`Holding Shift + Ctrl for knot will change one of two knots only relatively to axis Time (the same as untick 'Auto Tangents' + 'Lock Tangent Angles') |
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`Holding Alt for knot we won't change their length (Lock Tangent Length) |
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- If we select one or several key frames without 'Auto Tangents', just press 'A' for ticking 'Auto Tangents' |
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d) The longer Knots the longer time next to this key frame, otherwise shorter |
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e) Very useful when we hover over a key frame, we can see a value, but twice click LBM we can type necessary value where the key frame automatically will take this value |
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f) Timeline > View > Show > Show Min/Max Values (default untick) |
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- We'll see thin interrupted lines on Min/Max Values |
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- If we pull them the values of key frames will be changed as well |
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g) We can also work simultaneously with several axes in Position, Rotation or Scale |
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h) Changing modes among 'Dope Sheet', 'F-Curves Mode' and 'Motion Mode': Shift + Tab |
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** |
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* Sculpting tools |
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^ There's a new sign 'Subdivide Sculpt Object' in Objects-- for smoothness |
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a) We can see it in a 'Sculpt' Layout |
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b) Wokrs only with editable objects |
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c) If we click several times, an object is more smoothing and smoothing |
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d) With every next click on the sign 'Subdivide Sculpt Object' we'll see more quadrangles polygons |
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- In the end like hexahedron |
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e) We can see changes only in a mode |
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^ Volume Mesh (U ~ H) in the right-down corner of Objects |
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a) Add quickly lots of quadrangles |
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b) Can work with usual objects as well |
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c) Can go together with Subdivide Sculpt Object |
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^ Arrows next to 'Subdivide Sculpt Object' allow to change levels of an object |
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^ Sculpting Layers -- it's a separate tab, next to Objects |
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a) We can add new sculpting layers and folders |
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- It allows to make some changes and come back if you don't like it |
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- As far as I know, the basic sculpting layer we can't switch off via visible |
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b) Here we can change a level of smoothness |
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- We can also change an accurate smoothness on new sculpting layers |
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c) New sculpting layers can be put into new folders for sorting |
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^ Sculpting tools |
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a) Draw -- allows to pull or push an object. Useful |
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b) Every sculpting tool > Attributes > Modifiers |
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- We can switch modifiers with ticking enable Modifiers |
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- After ticking, we'll see Strength for |
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'Smooth |
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'Pinch |
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'Inflate |
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^ Every sculpting tool > Attributes > Settings |
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a) Size and Strength understandable |
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b) Falloff: here we can adjust influence of a sculpting brush |
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- There's a ring-button for default condition of Falloff in the left-down corner |
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- Load Preset: sometimes useful, because we can quickly make some interesting paints |
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'Example, "Step" |
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^ A sculpting brush 'Wax' |
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a) Perhaps, for softness of edges |
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^ Knife |
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a) For cutting in depth |
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b) Holding Ctrl gives on the contrary effect |
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^ Inflate |
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a) For bloating |
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^ Amplify |
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a) For adding contrast |
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b) It works only on these parts of an object where we did with other sculpting tools |
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^ Grab |
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a) For quick concavity or convexity |
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b) Settings > Direction -- very important |
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- Default Mouse |
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- Better change into 'Normal' |
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^ Smooth |
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a) A very necessary tool for smoothness |
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^ Pinch |
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a) Flatten -- very useful |
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^ Fill -- don't understand yet |
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^ Scrape -- a very necessary sculpting tool |
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a) Reminds Wax |
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^ Mask -- allows to hide a part of an object |
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a) Freehand |
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^ Erase -- Returns an object to the initial condition |
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a) Doesn't influence on Mask |
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^ Attributes > Stamp or Stencil |
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a) We can load prepared presets where we paint interesting objects on spot |
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- If an image is blurred, increase level of subdivide |
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- With Stamp is better |
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b) With Stencil is very useful wallpaper of preset |
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- Quick do a kind of wall |
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