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You're reading from
Blender 3D Basics
The complete novice's guide to 3D modeling and animation
Product type
Paperback
Published in
Jun 2012
Publisher
Packt
ISBN-13
9781849516907
Length
468 pages
Edition
1st Edition
Tools
Blender
Concepts
Graphics Programming
Table of Contents
(20) Chapters
Blender 3D Basics Beginner's Guide
Credits
About the Author
About the Reviewers
1. www.PacktPub.com
2. Preface
1. Introducing Blender and Animation
Welcome to the world of Blender 3D
Discovering Blender and animation
Time for action — rendering your first scene in Blender
Time for action — closing Blender
Top 10 reasons to enjoy using Blender 3D
Learning from your animation heros
Time for action — searching on Felix Turns the Tide + 1922
Time for action — searching on Plane Crazy +1928
Time for action — searching on Goonland + 1938
Starting to use computers for animation in the 1960s
Time for action — searching on Ivan Sutherland + Sketchpad
Time for action — searching on Triple I demo
Time for action — watching Information International,Inc. (Triple I) 1982 demo reel
Time for action — searching for the video of The Adventures of André and Wally B
Animation principles
Using 3D skills, what can you do with them?
Summary
2. Getting Comfortable using the 3D View
FREE CHAPTER
Exploring the Blender 3D interface
Time for action — playing with the Blender windows
Time for action — resizing windows
Time for action — flipping the window header
Time for action — maximizing and tiling the window
Time for action — splitting Blender windows
Time for action — joining Blender windows
Exploring the 3D View window, the heart of Blender
Time for action — discovering your tools
Time for action — rotating the scene in 3D View
Time for action — zooming the scene in 3D View
Time for action — panning the scene in 3D View
Time for action — seeing the top view, front view, and right side view
Time for action — seeing the bottom view, rear view, and left side view
Time for action — seeing what the camera sees
Time for action — verifying the Camera View
Time for action — rotating the view with the Numpad
Time for action — rotating the view in another direction with the Numpad
Time for action — zooming with the Numpad
Time for action — making the camera see what you do
Time for action — toggling between Perspective and Orthographic views
Time for action — toggling the Quad view
Summary
3. Controlling the Lamp, the Camera, and Animating Objects
Understanding lamps
Time for action — moving the lamp
Time for action — moving the lamp close to the cube
Time for action — moving the lamp far away
Time for action — seeing how the lighting looks without rendering
Time for action — adding color to the lamp
Time for action — adding a second lamp
Saving your work
Time for action — saving a file
Controlling the camera
Time for action — using the global axis and local axis
Time for action — moving an object in one plane in global mode
Time for action — moving an object in one plane in the local mode
Time for action — setting up Blender so you can see what the camera sees
Making an animation
Time for action — loading a file
Time for action — making a simple animation with keyframes
Time for action — downloading the Blender video player
Time for action — installing a video player for Blender
Time for action — rendering the animation
Time for action — exploring the Graph Editor
Time for action — working with a Bézier curve
Time for action — adding squash and stretch to the animation
Time for action — refining the use of the Bézier curve handles
Time for action — adding keyframes in the Graph Editor
Time for action — controlling the F-Curves with the Channel Selection Panel
Time for action — controlling channel display with the header
Time for action — copying and pasting keyframes
Time for action — keyframes for lights
Summary
4. Modeling with Vertices, Edges, and Faces
Using Object Mode and Edit Mode
Time for action — going into Edit Mode
Investigating vertices, edges, and faces
Time for action — choosing the best display mode
Time for action — working with vertices, edges, or faces
Time for action — pressing A to select all
Time for action — pressing B for border selection
Time for action — pressing C for circle selection
Time for action — pressing Ctrl+LMB for lasso selection
Creating Blender's basic objects
Time for action — making a basic object
Understanding what lies behind vertices, edges, and faces
Building vertices, edges, and faces from scratch
Time for action — making faces out of vertices and edges
Time for action — making a face from an edge
Summary
5. Building a Simple Boat
Turning a cube into a boat with box modeling
Time for action — extruding to make the inside of the hull
Time for action — displaying normals
Time for action — making reference objects
Time for action — making the boat the proper length
Time for action — making the boat the proper width and height
Time for action — adding curves to the boat's lines by subdividing
Time for action — adding a seat to the boat
Time for action — making the other seat
Making modeling easier with Blender's layers function
Time for action — introducing layers
Time for action — using layers for controlling rendering
Coloring the boat to add realism
Time for action — coloring the hull and the gunwale
Time for action — adding a texture to the seats
Time for action — naming objects and joining them
Using Basic Lighting
Summary
6. Making and Moving the Oars
Modeling an oar
Time for action — making the shaft of the oar
Time for action — making the grip and guard
Time for action — making the base of the blade of the oar
Time for action — making the blade
Time for action — controlling flat and smooth surfaces
Making the oarlock
Time for action — making the oarlock
Assembling the boat, oars, and oarlocks
Time for action — loading all of the models together
Animating the boat
Time for action — timing a stroke
Time for action — animating the oarlock and oar
Time for action — copying keyframes to make a rowing cycle
Time for action — moving the boat in sync with the oars
Tracking the boat with the camera
Time for action — tracking the boat
Making Stereoscopic 3D Animation
Summary
7. Planning your Work, Working your Plan
Using templates for modeling
Time for action — adding a template
Time for action — scaling and aligning the template
Time for action — building the mast
Modeling with Bezier Curves
Time for action — making the rudder with a Bezier Curve
Time for action — making the path and the cross-section for the tiller
Keeping everything organized
Planning your animation
Using animatics to plan the timing of your animation
Using charts and guides to help you plan your animation
Time for action — adding a Safe Title/Safe Action guide to Blender
Guiding animation production with an audio track
Time for action — adding an audio track to Blender
Summary
8. Making the Sloop
Modeling with Subdivision Surfaces
Time for action — making a simple Subdivision Surface
Time for action — turning a Reference Block into a sloop
Time for action — making selection easy with edge loops and edge rings
Time for action — creating the shape of the sloop from the top
Time for action — giving the hull a hull shape
Time for action — flattening the transom
Time for action — making the bow sharper
Time for action — finishing the hull
Time for action — making the boat simpler
Modeling the hull as a mesh
Time for action — converting the surface to a mesh
Time for action — making the cockpit
Time for action — making the cabin
Using Boolean modifiers to cut holes in objects
Time for action — detailing the cabin using the Boolean modifier
Time for action — applying the Boolean modifier
Adding materials and textures to the sloop
Time for action — coloring and texturing the sloop hull
Time for action — using the same materials for two objects
Making the ship's wheel with the Spin tool and DupliVerts
Time for action — using the Spin tool to make the rim of the ship's wheel
Time for action — making the hub
Time for action — making the circle
Time for action — making the spoke
Time for action — assembling the ship's wheel
Summary
9. Finishing your Sloop
Making sure you have the files you'll need in this chapter
Finishing the sloop
Time for action — setting up the boom and gaff so they swing
Time for action — adding the rudder, tiller, and keel
Time for action — adding the ship's wheel
Time for action — adding the boat name
Time for action — using a NURBS surface to make the mainsail
Detailing the sloop, adding a door and portals
Time for action — adding a line to control the mainsail
Time for action — adding the portals
Summary
10. Modeling Organic Forms, Sea, and Terrain
Getting ready to make the island
Creating the ocean
Time for action — making a surface for the water
Making an island
Time for action — using ANT Landscape to make the island
Time for action — understanding the proportional editing control
Time for action — using proportional editing to create the port
Time for action — building the breakwater
Time for action — adding contours to the back side of the island
Time for action — painting the island
Making the island ready for habitation
Time for action — creating the pier frame rails with Bezier Curves
Time for action — adding planks to the pier with DupliFrames
Time for action — using arrays to create the pilings for the pier
Time for action — appending the boathouse and building pilings for it
Time for action — adding trees to the landscape
Time for action — using groups to organize your scene
Summary
11. Improving your Lighting and Camera Work
Getting ready to do lighting and camera work
Using lighting
Time for action — introducing the three point lighting system
Time for action — lighting with only the key light
Time for action — lighting with only the fill light
Time for action — lighting with only the back light
Time for action — using color to separate what you see
Time for action — using cookies
Time for action — preparing to adjust falloff
Time for action — adjusting the falloff
Time for action — using the Custom Curve to tailor light
Using the camera to best effect
Time for action — zooming the camera versus dollying the camera
Time for action — creating depth of field
Planning your animation and making sure it comes out right
Time for action — reducing render times
Time for action — using the Dope Sheet
Summary
12. Rendering and Compositing
Preparing for Chapter 12
Editing with the Video Sequence Editor
Time for action — dissolving with the Video Sequence Editor
Time for action — editing individual video strips
Time for action — using K and Shift+K to make your trims
Making stereographic 3D with the Node Editor
Time for action — creating the red image for the left eye
Time for action — making the right-eye view
Rendering your animations
Time for action — displaying aliasing
Time for action — seeing ray tracing
Time for action — exploring the alpha channel
Time for action — using transparency in the Video Sequence Editor
Time for action — selecting render presets
Time for action — seeing what fields look like
Rendering with the Cycles renderer
Time for action — simulating the glow of a kiln
Summary
Pop quiz Answers
Chapter 2, Getting Comfortable using the 3D View
Chapter 3, Controlling the Lamp, the Camera, and Animating Objects
Chapter 4, Modeling with Vertices, Edges, and Faces
Chapter 5, Building a Simple Boat
Chapter 6, Making and Moving the Oars
Chapter 7, Planning your Work, Working your Plan
Chapter 8, Making the Sloop
Chapter 10, Modeling Organic Forms, Sea, and Terrain
Chapter 11, Improving your Lighting and Camera Work
Chapter 12, Rendering and Compositing
Index
Chapter 8, Making the Sloop
Pop quiz— remembering Edge Tool commands
Answer:
c
Only the third answer is incorrect. You press
Ctrl+R
to start a Loop Cut.
The rest of the chapter is locked
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