Difference between revisions of "Blender tutorial: basic 3D for AR"

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(Blender basics for AR)
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==Blender basics for AR==
 
==Blender basics for AR==
  
use Blender 2.6 essential training
+
*use Blender 2.6 essential training
go to Oasis – training – lynda.com – blender 2.6
+
*go to Oasis – training – lynda.com – blender 2.6
George Maestri
+
*George Maestri
forgettability – like any practice, don't go more than 24 hrs.
+
*forgettability – like any practice, don't go more than 24 hrs.
using exercise files
+
*using exercise files
get the cheat sheet (dropbox)
+
*get the cheat sheet (dropbox)
lots of non intuitive things about the interface
+
*lots of non intuitive things about the interface
  
helpful manual [http://wiki.blender.org]
+
*helpful manual [http://wiki.blender.org]
  
good to have 2 screens when using tutorials
+
*good to have 2 screens when using tutorials
need 3 button mouse, preferably with wheel
+
*need 3 button mouse, preferably with wheel
for commands to work, make sure cursor is in window!!!
+
*for commands to work, make sure cursor is in window!!!
  
Blender layout
+
*Blender layout
starts with one screen
+
**starts with one screen
Ctrl/Alt(opt)/Q toggles quad view – very useful
+
**Ctrl/Alt(opt)/Q toggles quad view – very useful
 
views:  5 toggles between orthographic and perspective
 
views:  5 toggles between orthographic and perspective
 
numbers toggle R, L, Top, front views
 
numbers toggle R, L, Top, front views
zoom – use wheel, or ctrl middle click
+
**zoom – use wheel, or ctrl middle click
rotate POV (our view on the space, not the objects themselves) – use MMB/drag
+
**rotate POV (our view on the space, not the objects themselves) – use MMB/drag
slide side to side/up down:  shift click MMB
+
**slide side to side/up down:  shift click MMB
slide L/R:  Ctrl wheel
+
**slide L/R:  Ctrl wheel
slide up/down:  shift wheel
+
**slide up/down:  shift wheel
 
 
3D concepts:
+
*3D concepts:
Cartesian coordinate space– x, y, z (not all apps the same) – keep orientation x across, also axes embedded in grid (meaning of units can be set in R hand panel, under scene/scene (button2)
+
*Cartesian coordinate space– x, y, z (not all apps the same) – keep orientation x across, also axes embedded in grid (meaning of units can be set in R hand panel, under scene/scene (button2)
right handed rule
+
*right handed rule
for  making things to be transferred to the real world, set before beginning to create a scene
+
*for  making things to be transferred to the real world, set before beginning to create a scene
  
  
object creation:  start with graphic primitives  
+
*object creation:  start with graphic primitives  
(L click moves point of origin – R&W circle -  for new object, shift C to re-center)
+
**(L click moves point of origin – R&W circle -  for new object, shift C *to re-center)
can see on view screen and in outliner upper R
+
**can see on view screen and in outliner upper R
  
basic transforms:  RTS
+
*basic transforms:  RTS
certain options only available when you make a new object, Lower L panel
+
**certain options only available when you make a new object, Lower L panel
resolution, size, etc.
+
**resolution, size, etc.
  
several ways of achieving:
+
*several ways of achieving:
t,r,s keyboard keys
+
**t,r,s keyboard keys
upper L menu  
+
**upper L menu  
icons below view window
+
**icons below view window
can also move by snapping (object menu below, snap, snap selection to grid, to cursor, snap cursor to center, etc.)
+
**can also move by snapping (object menu below, snap, snap selection to grid, to cursor, snap cursor to center, etc.)
  
can modify entire object or, by using manipulators, modify certain aspects of them
+
*can modify entire object or, by using manipulators, modify certain aspects of them
  
local and global (illustrate by creating cylinder, rotating, then translating in global and local)
+
*local and global (illustrate by creating cylinder, rotating, then translating in global and local)
exercise:  create mesh cylinder, rotate to 45 degree angle in x, translate to front left corner of grid
+
**exercise:  create mesh cylinder, rotate to 45 degree angle in x, translate to front left corner of grid
  
polygonal modeling
+
*polygonal modeling
(there are also NURBS curves and surfaces – )   
+
**(there are also NURBS curves and surfaces – )   
modifications:  rts points, edges, faces
+
*modifications:  rts points, edges, faces
two edit modes: object,  edit
+
*two edit modes: object,  edit
object – entire object; edit – component (points, edges, polygons)
+
*object – entire object; edit – component (points, edges, polygons)
 
[http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Mesh_Structures]
 
[http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Mesh_Structures]

Revision as of 18:48, 21 March 2013

Blender basics for AR

  • use Blender 2.6 essential training
  • go to Oasis – training – lynda.com – blender 2.6
  • George Maestri
  • forgettability – like any practice, don't go more than 24 hrs.
  • using exercise files
  • get the cheat sheet (dropbox)
  • lots of non intuitive things about the interface
  • helpful manual [1]
  • good to have 2 screens when using tutorials
  • need 3 button mouse, preferably with wheel
  • for commands to work, make sure cursor is in window!!!
  • Blender layout

**starts with one screen **Ctrl/Alt(opt)/Q toggles quad view – very useful views: 5 toggles between orthographic and perspective numbers toggle R, L, Top, front views **zoom – use wheel, or ctrl middle click **rotate POV (our view on the space, not the objects themselves) – use MMB/drag **slide side to side/up down: shift click MMB **slide L/R: Ctrl wheel **slide up/down: shift wheel

  • 3D concepts:
  • Cartesian coordinate space– x, y, z (not all apps the same) – keep orientation x across, also axes embedded in grid (meaning of units can be set in R hand panel, under scene/scene (button2)
  • right handed rule

*for making things to be transferred to the real world, set before beginning to create a scene


  • object creation: start with graphic primitives

**(L click moves point of origin – R&W circle - for new object, shift C *to re-center) **can see on view screen and in outliner upper R

  • basic transforms: RTS

**certain options only available when you make a new object, Lower L panel **resolution, size, etc.

  • several ways of achieving:
    • t,r,s keyboard keys
    • upper L menu
    • icons below view window
    • can also move by snapping (object menu below, snap, snap selection to grid, to cursor, snap cursor to center, etc.)
  • can modify entire object or, by using manipulators, modify certain aspects of them
  • local and global (illustrate by creating cylinder, rotating, then translating in global and local)

**exercise: create mesh cylinder, rotate to 45 degree angle in x, translate to front left corner of grid

  • polygonal modeling

**(there are also NURBS curves and surfaces – )

  • modifications: rts points, edges, faces
  • two edit modes: object, edit
  • object – entire object; edit – component (points, edges, polygons)

[2]