Going through tutorials to learn blender
-
g - "grab" to translate
-
g->x - "grab" and translate in x direction
-
g->y - "grab" and translate in y direction
-
g->z - "grab" and translate in z direction
-
r - "rotate"
-
alt+g - remove "grab".. 0 out translations
-
alt+r - remove "rotate"
-
selections
- 1 - vertices
- 2 - edges
- alt+left click will select "edge loops"
- 3 - faces
- a - select entire object being edited
-
line select: first, have a vertex selected. then select another vertex while holding cmd and it will select all vertices between them in the sortest path
-
num pad
- 5 - change between perspective and orthographic
- 1 - front view (-y)
- 3 - side view (+x)
- 7 - top view (+z)
- cmd+4 - step viewport left
- cmd+2 - step viewport down
- cmd+6 - step viewport right
- cmd+8 - step viewport up
-
working with faces
- e - "extrude".. basically, make another box that comes off of the current face
- i - "inset".. basically, splits the current face to have another inside
- i->b "inset on boundry".. splits the current face but on the boundry
-
beveling edge: go to edge mode, cmd+b and slide. mouse wheel up for more splits
-
beveling vertex: got to vertex mode, cmd+shift+b and slide.
-
cutting: cmd+r (loop cut). This will try to cut down the middle of quads that loop around a model
- increase cuts with scroll wheel
- left click to set once desired amount of cuts
- right click to have no movement on lines, or move mouse around and left click once in desired place
-
cmd+x - disolve selected, without destroying the mesh
-
alt+z - toggle x-ray mode
-
shift+d - duplicate object
-
shift+MMB - pan viewport
-
cmd+l - link objects. this allows you to link different modifier/attributes between objects
-
k for knife tool.
-
j for joining vertices
-
joining objects:
- select all objects to join
- ensure there is an "active" object (highlighted in yellow). this will be the object everything will join to
- cmd+j: this is the join command
-
randomizing
- select vertices you want to randomize
- in edit mode
- select "Mesh" drop down
- select "Transform" option
- select "Randomize"
-
deforming objects
- these are ways to can transform and entire object
-
render movie basics
- go to output in properties window
- output section
- set output location
- File Format = FFmpeg Video
- in Encoding section, Container = MPEG-4
- in Video section, Output Qualityy = Perceptually Lossless, Encoding Speed = Slowest
- cmd+F12
-
cmd+p to parent one object to another
-
inverse kenimetics
- make a target and pole bone that do not deform, are not parented, and are:
- "pole" is where the IK will be pulled to
- "target" is the end? I think? put this on the last bone of IK
- on the ending bone that deforms, add the IK modifier on the bone
- make a target and pole bone that do not deform, are not parented, and are:
-
attaching bones to mesh
- for entire mesh: select the mesh to attach, then the armature, then cmd+p and parent with automatic weights
- for single bone: go into edit mode and select just the single bone you need to attach. Then, object mode, select the mesh and then the armeture, and press cmd+p, but select "bone". blender will remember the bone that is last selected.
-
to paint weights on the mesh for armetures, first select the armeture, then the mesh to paint, then go into "weight paint" mode
- alt+click will allow you to select different bones
https://www.youtube.com/watch?v=lgJaWqIYeKM
https://www.youtube.com/playlist?list=PLn3ukorJv4vvMwZPLzlajVII2zJd-_BM-
the hdri is from https://polyhaven.com/a/table_mountain_2_puresky
poly haven is a fantastic resource
following a tutorial from https://www.gamedev.tv/courses/complete-blender-creator
following a tutorial from https://www.gamedev.tv/courses/complete-blender-creator
following a tutorial from https://www.gamedev.tv/courses/complete-blender-creator
face movie from: https://www.pexels.com/video/abstract-video-4990242/
following a tutorial from https://www.gamedev.tv/courses/complete-blender-creator