Blender tutorial: basic 3D for AR

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Revision as of 18:59, 21 March 2013 by Abarbier (talk | contribs) (Blender basics for AR)
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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 [2]
  • 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)

[3]

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