Blender tutorial: basic 3D for AR
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]