BLENDER the Ultimate Guide

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BLENDER the Ultimate Guide Andrea Coppola BLENDER The Ultimate Guide VOLUME 1 © 2015 Blender High School, Roma First edition Blender High School, 2017 Cover: Andrea Coppola Development: Andrea Coppola Translation from Italian: Giovanni Caruso It is forbidden to duplicate this book, either by digital or analogue, by unauthorized sending via email or other telematic ways, and the publication, if not expressly authorized. ISBN: 978-0-244-90539-2 9000 Find Blender High School on: www.blenderhighschool.it Facebook: Blender High School Summary VOLUME 1 1. Before you start 1 1.1. Preface 3 1.2. Introduction 5 1.3. Blender history 7 1.4. About Free software and GPL 10 1.5. The method 12 1.6. Convention used in this volumes 14 1.7. How to install Blender 15 1.8. Settings and customization 16 1.8.1. User Preferences 17 Tab Interface 18 Tab Editing 21 Tab Input 22 Tab Addons 25 Tab Themes 26 Tab Files 27 Tab System 28 I 1.8.2. System requirements 31 1.9. Online resources 35 2. Basic Operations 37 2.1. Editors and Interface structure 39 2.1.1. Header 39 2.1.2. Work space 41 2.1.3. Sidebars 42 2.1.4. Regions 43 2.1.5. Tabs 44 2.1.6. Pannels 44 2.1.7. Resize windows 46 2.1.8. Split or join windows 46 2.1.9. Buttons and controls 48 2.1.10. Mathematical functions in counters and sliders 52 2.1.11. The minus symbol 52 2.1.12. Decimals 52 2.1.13. Units 53 2.2. Start Blender 54 2.2.1. Blender Interface and basic settings 55 2.2.2. The Info Editor 56 II 2.2.3. The 3D View Editor 64 2.2.4. The 3D View Sidebars - basic knowledge 85 Tools Shelf 86 Properties Bar 88 2.2.5. The Timeline Editor 91 2.2.6. The Outliner Editor 100 2.2.7. The Properties Editor 106 2.3. Keyboard Shortcut 116 2.4. Mouse and Keyboard navigation system 118 2.5. Selection 120 2.6. 3D Cursor and Origin (Pivot) 122 Exercise n. 1 125 3. Instert Objects 127 3.1. Graphic Card settings 129 3.1.1. Set the file units and the project scale 132 3.2. Placing Objects 134 3.2.1. Mesh 133 Exercise n. 2 136 3.2.2. Curve 140 3.2.3. Surface 142 3.2.4. Metaball 144 III 3.2.5. Text 145 3.2.6. Empty 146 3.2.7. Camera 147 View Panel of the Properties Bar 149 Camera settings in the Render Tab 150 Data Tab in the Properties Editor 151 Object Tab in the Properties Editor 154 3.2.8. Lamp 154 3.2.9. Pther Object types 157 4. Base Modeling 159 4.1. Environments and work organization 161 4.1.1. Object Mode and Edit Mode 161 4.1.2. Pie Menu 162 4.1.3. Command search 164 4.2. The Transformers (Grab, Rotate, Scale) 165 4.2.1. Appy (reset) the transformations 172 4.2.2. Use of the Transformers with the Proportional Editing 174 4.2.3. Use of the Transformers with the Snap 176 Exercise n. 3 177 4.3. Tools and object modify in Object Mode 181 IV 4.3.1. The Transform panel 181 4.3.2. The Edit panel 182 4.3.3. The History panel 185 4.4. Strumenti Tools and object modify in Edit Mode 186 Mesh 187 Transform 187 4.4.1. The Loops 187 Mesh Tools 192 Exercise n. 4 201 Mesh from Curve and Curve from Mesh 218 Loop Tools 223 4.4.2. Normals 230 4.4.3. Tab Data object properties and Vertex Group 233 The Normals panel 234 The Texture Space panel 234 The Vertex Group panel 234 The Shape Keys panel 234 Exercise n. 5 237 Curve 244 The Transform panel 245 The Curve Tools panel 246 V Handles 248 Modeling 249 The Curve Display panel 249 4.4.4. Tab Data 250 The Shape panel 250 The Geometry panel 250 The Path Animation panel 253 The Active Spline panel 254 Texts 254 The Text Tools panel 255 4.4.5. Tab Data 255 The Shape panel 255 The Geometry panel 256 The Font panel 256 The Paragraph panel 256 The Text Boxes panel 258 Surfaces 259 Tab Data 259 Metaball 260 Tab Data 260 4.5. Use of the reference images in background or blueprint 261 VI Exercise n. 6 263 4.5.1. A useful Addon: Image as Plane 268 Exercise n. 7 272 Exercise n. 8 277 Exercise n. 9 281 4.5.2. The Specials (W) menu 283 Specials menu relevant to meshes 285 Specials menu relevant to curves and surfaces 286 Specials menu relevant to texts 288 4.6. The menus of the 3D view header in Edit Mode 289 Mesh 289 Curve 316 Surface e Metaball 320 Text 320 5. Advanced modeling: Modifiers 325 5.1. What are the Modifiers 327 5.1.1. Assigning a Modifier 328 5.2. The Generate Modifiers 331 Array 331 Exercise n. 10 335 VII Bevel 340 Boolean 343 Build 346 Decimate 348 Edge Split 351 Mask 353 Mirror 344 Exercise n. 11 347 Multiresolution 364 Remesh 367 Screw 370 Exercise n. 12 371 Skin 373 Exercise n. 13 377 Solidify 383 Subdivision Surface 387 Exercise n. 14 390 Triangulate 393 Wireframe 395 5.3. Modificatori Deform 398 Cast 398 Curve 402 VIII Exercise n. 15 403 Exercise n. 16 404 Displace 410 Hook 415 Laplacian Smooth 418 Laplacian Deform 420 Exercise n. 17 421 Lattice 427 Mesh Deform 430 Shrinkwrap 432 Exercise n. 18 433 Simple Deform 435 Smooth 439 Warp 441 Wave 443 5.4. The sphere problem 447 6. Concluding remarks 453 6.1. Conclusions and aknoledgements 455 6.2. Support bibliography 438 6.3. About the Author 457 IX X 1 BEFORE YOU START 1.1. Preface A few years ago, when I first looked at the wonderful world of 3D modeling, I started my long search for the right tool. It was a really exhausting research: no software really suited to my needs because of either the unfriendly interface or the extreme complexity, or the bad guides or the poor results. I was about to give up. Maybe I’ll never find the right software that would allow me to go on by myself and create the 3D models of my own projects without asking for other professionals’ help (costing a lot of money, often out of budget). However, someone showed me Blender as the solution to my problems. At the beginning I was skeptical, due to the bad experiences mainly caused by the (sometimes partial) study of other open source or free software. It is a common opinion that “free” is synonymous with poor, incomplete, unprofessional. Blender immediately turned out something wonderful, extremely complete and professional. Its graphic interface seamed to me linear and well organized, perfectly clear and understandable, contrary to what is said by some users. Specially since newer versions kept on improving over and over. Its completeness and potential encouraged me so much that I purchased all English and Italian educational materials around and, not happy, I took private lessons. 3 I almost immediately felt my hardware had to be upgraded and then I bought all latest gen components that allow me to push the software towards higher performances. Meeting my friend and colleague Francesco Andresciani, which inspired me this extensive work, showed me a new direction: a series of successful publications that make me proud even today. Then I had the idea and the desire to write the guide I always wanted to read. The complete and full of practical examples handbook I wanted to have on my bookshelf and on which I wanted to learn Blender. A different guide from the others, far from the index-topic scheme, a path whose secrets will grow with me. Blender is an ever growing software, something open you can test and study on, reaching new goals every time. My research goes on, but in the same software environment now. Daily study, exercises and the discovering of new features, plugins and techniques encourage me to continuous improvement. I hope that the following pages could be for you what I unsuccessfully looked for and what could have doubled the knowledge in half the time. All my best wishes for your work! Andrea Coppola 4 1.2. Introduction This guide is obviously divided in 5 main volumes and annual updates, depending on the new Blender releases. This guide can be considered valid for all the versions of Blender 2.6x, 2.7x, and next 2.8x and 2.9x. In the first volume we will discuss basic topics from general information to system configuration, to the customization of work environment, to the structure and the functionality of the user interface (UI), to basic and advanced modeling tools (modes, transform tools, modifiers). In the second volume we will explore in depth the two main render engines (Blender Render e Cycles Render), the lighting, the materials in both the engines, the manifold nodes techniques and the camera framing. The third volume will focus on the physic simulations (fluids, smoke and flames, volumetric effects, rigid and soft bodies dynamic, cloche and force fields), on the particles systems and on the Compositing of final images. The fourth volume will be entirely dedicated to animations, rigging and armature’s inverse kinematic, Motion Tracking, Sculpting and audio-video editing. Finally, the fifth volume is dedicated to advanced Grease Pencil, advanced Compositing and Game Engine.
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