We’re going to continue learning about all the tools in Blender. We’ll cover the rest of the Edit tools we didn’t cover last time. We’ll learn an easy way to snap merge vertices. We’ll learn how layers work. Then we’ll learn how to use the following Modifiers : Array, Wave, Bevel, Boolean, Build, Decimate, Edge Split, Mask and Mirror.
If you haven’t seen part 1 of this series watch it first. Also check out the cheat sheet that follows the video below.
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Cheat Sheet
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Blender Tutorial 2 I. Edit Tools 1. Screw : Wraps a pipe shaped object around a line a. In Object Mode -> (5 1) Front Ortho b. Create Circle Object -> r x + 90 c. Edit Mode -> Select Circle -> Add a Plane d. Rotate Plane -> r x + 90 e. Remove 2 Plan vertices on the right f. Increase the Plan line above and below the circle g. Put the 3D Cursor in the middle of the plan line h. Select Plane and Circle -> Screw 2. Knife (k) (Edit Mode) : Creates new faces by creating the start of an edge at the 1st LMB and the 2nd LMB and then Space 3. Bisect (Edit Mode) : Cuts an object in 2 creating the vertices and edges a. Select object -> Click Bisect -> Drag over object with LMB 4. Merge Vertices with a Snap a. Create 2 planes -> r x + 90 b. Click automatically merge vertices c. Click Snap Element and Vertex d. Click Snap onto Itself e. Grab vertex with RMB + Ctrl -> Drag to other vertex II. Layers A. You can change layers in Object Mode B. Show multiple layers by shift clicking C. Move object to another layer by selecting object, clicking m, select layer to move it to III. Modifier Panel A. Modifies the look of the object, but not the mesh 1. You can click the arrows to change the order the modifications take place 2. Modifiers near the top take precedence B. Array : Duplicates selected objects (Object Mode) a. Relative Offset : Defines where they duplicate (1 width of the object) b. Constant Offset : Defines how they are spaced using Blender units c. You can add another array modifier to create another row on say the y Relative Offset d. Apply them from top to bottom e. (Edit Mode) p -> Loose Part to break them apart C. Wave : Animates the object in a wave motion 1. Motion X, Y and Cyclic : If unchecked waves will move only in x, y, or will create only 1 wave (Cyclic) 2. Offset : Frames before wave motion begins 3. Life : Frames before waves stop 4. Dampin : Number of frames after the waves lifetime that motion continues 5. Position X & Y : Define the center of the wave 6. Falloff : How far waves travel through the object 7. Normals : Define if object deforms and throbs in different directions 8. Vertex Group : Define the effect on only part of the object a. In Edit Mode create a group of only the top edges -> Data Icon -> Select Bottom vertices with box select -> Ctrl + i -> Vertex groups + -> Assign b. Object Mode -> Assign that group in Vertex group 9. Texture : You can define textures to use 10. Speed, Height and Width effects those things for the waves 11. Narrowness effects the crest 12. Example Subdivide the Cube and set as saved modifier settings with a Empty Sphere in the middle of the cube D. Bevel : Creates a bevel with a defined width and smoothness. Click apply to effect the vertices and edges on the object 1. Select object -> Ctrl + b -> Drag while holding MMB 2. Ctrl + Shift + b : Bevel corners only E. Boolean : 1. Delete 1 object from another (Object Mode) a. Create a cube with a sphere going into it b. Select the object that will remain c. Add the Boolean modifier and Difference -> Apply 2. Combine 2 Objects into 1 Spikey Cube (Object Mode) a. Select either object b. Select the other object -> Union -> Apply c. Select cone in Wireframe mode and delete 3. Leave only the overlapping area Spike Cube Overlap (Object Mode) a. Select Cube -> Select other Object -> Intersect b. Delete top of cone F. Build : (Object Mode) -> Animates the creation of an object G. Decimate : (Object Mode) Reduces the face count on an object for performance increases 1. Ratio defines the ratio of faces to keep .5 -> 1/2 faces removed 2. You can triangulate the object faces 3. Unsubdivide gets rid of vertices like the opposite of subdivide 4. Planar reduces details for objects that are mainly flat a. Angle Limit : remove faces with angles lower then this setting b. All Boundaries : Removes faces along boundaries of faces c. Delimit : Prevent defined areas from being dissolved i. Normal : Don't dissolve edges where faces are reversed ii. Material : Don't dissolve where different materials are assigned iii. Seams : Don't dissolve edge seams H. Edge Split : Splits edges of a defined angle within a mesh to make the edges smoother. 0 : Split all Edges / 180 : Split no Edges 1. Does what Data / Auto Smooth does to Smooth Shaded objects I. Mask : Allows vertices of an object to be hidden using a vertex group 1. Create a sphere -> Select Vertices with b 2. Data Table -> Vertex Group + -> Assign 3. Object Mode -> Mask Modifier -> Select Group J. Mirror : Mirrors the movements of different parts of the object 1. Create Cube 2. Edit Mode : Select vertice 3. Ctrl + r 4. LMB and drag mouse to position the loop down the middle and LMB to set 5. Delete vertices on 1 side 6. Object Mode -> Mirror Modifier 7. Edit Mode -> Drag vertice and see the mirror -> Adjust Merge Limit to .01 8. Merge : Merge 1 object to another 9. Clipping : Prevents objects from moving through the mirrored object 10. Vertex Group : For mirroring of vertex loops 11. Merge Limit : Smoothes creases at merge points 12. Mirror Object : Merges around another object |
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