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Blender 3D Basics
Blender 3D Basics

Blender 3D Basics: The complete novice's guide to 3D modeling and animation

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Blender 3D Basics

Chapter 2. Getting Comfortable using the 3D View

Well, in the previous chapter you've had a good introduction to animation and computer animation. You learned a little bit about how to make an animation come alive and discovered that the animation principles are the same whether it's made in the old-fashioned way or with a computer. Now it's time to get into Blender itself.

In this chapter, you will:

  • Learn about the idea behind Blender's windowing system

  • Investigate how to manipulate and resize the Blender windows

  • Discover how computers create and use colors

  • Investigate 3D coordinates and measuring in 3D

  • Learn how to navigate in the 3D View window

Exploring the Blender 3D interface


In the early days of Blender the developer's took a different approach to their user interface and time has proven that it is a very productive way to work. Instead of assigning fixed areas for certain tasks or creating a stack of windows, they decided on a flexible system of non-overlapping windows that could be resized interactively to give the user maximum control of their workspace.

When you start your copy of Blender as you did in Chapter 1, Introducing Blender and Animation, your screen will show a big central window surrounded by a number of boxes with text and buttons. There are five windows in total. I drew boxes around the windows so that you could see how the default Blender window is organized.

Breaking down the interface bit by bit will make it easy to understand. Remember, you don't have to understand how to use every single control to do a lot of great work with Blender. No one knows it all. You will go through it step by step giving you a...

Time for action — playing with the Blender windows


Now we are going to investigate the structure of the windows. Start up your copy of Blender. In the largest Blender window, at the lower-left corner there is a small button that looks similar to the button on the left as shown in the following screenshot. It has a white cube on it. This is the Current Editor Type button. Every window has this button, so you can change the type of editor that is in the window.

In the main 3D View window, click on the Current Editor Type button with the left mouse button (LMB) and the Editor Type menu pops up with the 16 different kinds of editors that you can display in that window as shown in the following screenshot:

  1. Scroll up the menu shown previously and select Text Editor. The window changes and it is now blank. The Text Editor is for you to enter text such as production notes and has other uses.

  2. Now go down to the window below it and click the left mouse button (LMB) on the Current Editor Type button...

Time for action — resizing windows


Notice the black line between the Blender windows:

  1. Move the cursor over one of these lines and you will see a double-headed arrow.

  2. While the double-headed arrow is displayed, hold down the left mouse button (LMB) and move your mouse perpendicular to the line. The windows on both sides of the line will resize.

What just happened?

You selected the line between two windows and moved it to resize the windows. Blender's windows do not overlap. If you make one bigger, the one next to it gets smaller. Unlike many window-based interfaces, you don't end up with a stack of windows that you have to search through to find which window you were working in.

Time for action — flipping the window header


At the top or bottom of each of the windows there is a bar. It has the Current Editor Type button on the left side and some other buttons, as you can see in the following screenshot:

This is called the Header. Each of the 16 types of editor windows has different buttons in its header:

  1. Click the right mouse button (RMB) on an empty area of the Header. A menu will pop up that says Flip to Top.

  2. Select Flip to Top with the left mouse button (LMB).

What just happened?

The Header can be at the top or the bottom of the window. If it is at the bottom, you can flip it to the top. If it is at the top, you can flip it to the bottom. Set it the way you prefer.

Time for action — maximizing and tiling the window


Blender lets you maximize and tile the windows:

  1. Select the Header again with the right mouse button (RMB). The menu also has a selection for Maximize Area. Select Maximize Area with the left mouse button (LMB) now. There's only one window! Don't worry. The others are not gone. The window you maximized is just given the full display.

  2. Click the right mouse button (RMB) on the Header again; the bottom selection will say Tile Area, and clicking on it with the left mouse button (LMB) will show all of the windows again.

What just happened?

Blender gives you a lot of flexibility. If you need to, it allows any window to use the entire screen and you can quickly change it back to tiled windows when you are done. This is great when you need an extra big view of the 3D View window to select tiny parts or details.

Time for action — splitting Blender windows


Now you will make new Blender windows. Unlike other systems, you are not limited to a set number of windows or a set layout:

  1. Look at any of the windows; you will see three diagonal lines in the lower-left and upper-right corners of the window, as shown in the following screenshot. These control the creation and deletion of the window.

  2. Put the cursor over the largest window and move the mouse over the diagonal lines at the lower-left corner of that window. Then, hold down the left mouse button (LMB) as you move the mouse horizontally toward the center of the window and release the left mouse button (LMB) when you have moved the window edge to replace one third of the old window.

  3. Put the cursor over the center window that you just made. Move the mouse to the diagonal lines at the upper-right corner of that window. Then hold down the left mouse button (LMB), while you move the mouse horizontally toward the center of the window. Replace another one-third...

Time for action — joining Blender windows


Blender windows are easy to remove. Put the cursor over the upper-left window. Move the mouse over the diagonal lines at the lower-left corner of that window. Hold down the left mouse button (LMB) while you move the mouse down towards the window below it. The window below becomes darker and there is a light gray arrow pointing into that window.

Continue to hold the mouse down and move the mouse up to the original window; it becomes darker and has an arrow pointing into it as seen in the following image. Whichever window is darker and has the arrow will disappear when you release the mouse button.

If you find you don't want the window to disappear, just move the mouse into another window besides those two. The arrow will go away and you can release the mouse button without any changes happening.

What just happened?

To join two windows, you selected the diagonal lines in the corner of a window and moved the mouse vertically toward the window next to it...

Exploring the 3D View window, the heart of Blender


Ah, finally it's time to focus on the 3D View as shown in the following screenshot. It's the primary window where you will do most of your work.

Keep your eye on the cursor. Whatever window the Blender cursor is over is the active window. For example, if you want to work in the 3D View, the cursor must be over the 3D View window; if you want to work in the Timeline, the cursor must be over the Timeline window.

Time for action — discovering your tools


The 3D View has three major control panels: the Header, which we have looked at; the Tool Shelf on the left side, which says Object Tools at the top; and the Properties Panel, which is hidden by default:

  1. Close Blender and open it again.

  2. With your mouse over the 3D View, press the N key. The Properties Panel appears. It has controls to change the location, rotation, and scaling of objects.

  3. Press the N key again. The Properties Panel disappears.

  4. Press the T key. The Tool Shelf disappears.

  5. Press the T key again. The Tool Shelf reappears and contains many controls used when building objects.

What just happened?

You looked at the Tool Shelf and Properties Panel as shown in the following screenshot. You also learned how to toggle the Tool Shelf and the Properties Panel on and off.

The Tool Shelf gives you control over the current object and the Properties Panel lets you set things like the location of the 3D Cursor and the location, rotation, and scaling of the...

Time for action — rotating the scene in 3D View


When modeling or animating, you frequently want to see differing angles of what you are working on. Rotating your view is often the best way to do this, Try it:

  1. Move the cursor over the cube in the 3D View. Press the middle mouse button (MMB) and move the mouse left and right.

  2. Now try it again, start with the cursor near the center of the screen, and move the cursor up and down.

What just happened?

That isn't too difficult. Pressing the middle mouse button (MMB) and moving the mouse revolves your view around the origin.

Time for action — zooming the scene in 3D View


If you need to get a better overview of the scene, or get a closer view, then zooming is what you need:

  1. Move the cursor over the 3D View and push the Ctrl key.

  2. Then press the middle mouse button (MMB) and move the mouse up and down.

What just happened?

To zoom in and out of the 3D View you press the Ctrl key and hold down the middle mouse button (MMB) while you move the cursor up and down over the 3D View.

Time for action — panning the scene in 3D View


The final way to move within the scene is panning, moving your view up and down and right and left. It helps you look at different parts of the scene:

  1. Move the cursor over the 3D View then push the Shift key. Press the middle mouse button (MMB) and move the mouse up and down.

  2. Move the cursor over the 3D View then push the Shift key. Press the middle mouse button (MMB) and move the mouse left and right.

  3. Move the cursor over the 3D View then push the Shift key. Press the middle mouse button (MMB) and move the mouse around as you like.

What just happened?

Pressing the Shift key and holding down the middle mouse button (MMB) while you move the cursor in the 3D View pans the 3D View. Panning is moving your viewpoint horizontally or vertically. Very good, now you know how to navigate in the 3D View.

Have a go hero — navigating the scene in the 3D View

Now, try and maneuver the cube and grid into different angles. Try for dynamic looking or weird angles...

Time for action — seeing the top view, front view, and right side view


You will start by returning Blender to its default setup. To go back to the default scene, you don't have to quit as you did at the start of this chapter. There is another way:

  1. Move your cursor to the upper-left corner of the Blender window as shown in the previous screenshot. Click the left mouse button (LMB) on File. A menu will drop down. Click the left mouse button (LMB) on New. The default Blender file will be loaded.

  2. Press the 7 key on the Numpad.

  3. Press the 1 key on the Numpad.

  4. Press the 3 key on the Numpad.

What just happened?

You loaded a fresh copy of the default Blender scene and then used the Numpad to control from which direction you were viewing the scene. When you pressed the 7 on the Numpad, Blender displayed the top view. When you pressed the 1 on the Numpad, Blender displayed the front view and when you pressed the 3 on the Numpad, Blender displayed the right side view. Note that these changes are shown...

Time for action — seeing the bottom view, rear view, and left side view


Sometimes you also need to look at an object or scene from the bottom, from behind or from the left. These keys will help you:

  1. Press the Ctrl key, and the 7 key on the Numpad.

  2. Press the Ctrl key, and the 1 key on the Numpad.

  3. Press the Ctrl key, and the 3 key on the Numpad

  4. Now, alternate pressing the 1, 3, and 7 keys on the Numpad, and pressing them with the Ctrl key depressed.

What just happened?

You know to use the 1, 3, and 7 keys on the Numpad to change views. To see from the opposing angle of a view, you press the Ctrl key and the number for the view on the Numpad. Ctrl+7 shows the bottom view. Ctrl+1 shows the back view and Ctrl+3 shows the left side view.

Time for action — seeing what the camera sees


Unlike some other systems, Blender only renders what a camera sees. You can find out what the camera is seeing by pressing the 0 key on the Numpad.

What just happened?

When you pressed the 0 key on the Numpad, Blender displayed the Camera View. It also applied a gray mask called the passepartout to mark the limits of the image that will be created. The following screenshot shows the cube seen through the passepartout on the left and the rendering of that scene on the right.

Time for action — verifying the Camera View


It's time to take a look at the Camera View and compare it with what the camera renders. Do you notice any differences?

  1. Press the F12 key to render the scene so you can see it.

  2. Press the Esc key to close the rendering window.

  3. Press the F11 key to see the previously rendered view.

  4. Press the Esc key again.

  5. Alternate pressing the F11 and the Esc keys and make sure that the Camera View is the same as the rendered scene. Do you notice any difference?

What just happened?

Just to be sure, after pressing the 0 key, you tried doing a test render to compare what is rendered in the camera with the Camera View. Of course they looked the same. But you also discovered that if you want to see a previously rendered image, that you press the F11 key. Did you notice the difference in the shading between the 3D View and the rendering as shown in the previous screenshot? The lamp is to the right side of the camera in the scene. So in the rendered image, the darkest side...

Time for action — rotating the view with the Numpad


In addition to displaying the scene from particular axes, Blender lets you use the Numpad to revolve around the center:

  1. Press the 7 key on the Numpad.

  2. Press the 4 key on the Numpad several times.

  3. Press the 6 key on the Numpad several times.

What just happened?

Pressing the 7 key, you shifted to the top view. This let you see how pressing the 4 key rotates the view counter-clockwise. Pressing the 6 key rotates the view clockwise. This is useful when you want to inspect an object carefully. It lets you rotate around the scene in 15 degree steps and the motion is repeatable so you can easily return to an earlier angle if you want.

Time for action — rotating the view in another direction with the Numpad


In addition to displaying the scene from particular axes, Blender lets you use the Numpad to revolve around the center:

  1. Press the 3 key on the Numpad.

  2. Press the 2 key on the Numpad several times.

  3. Press the 8 key on the Numpad several times.

  4. Press the 1 key on the Numpad.

  5. Press the 2 key on the Numpad several times.

  6. Press the 8 key on the Numpad several times.

What just happened?

Pressing the 3 key, you shifted to the right side view. Pressing the 2 key rotates the view so the front goes up. Pressing the 8 key rotates the view so the front goes down. Pressing the 1 key, you shifted to the front view. Pressing the 2 key rotates the view so the front goes up. Pressing the 8 key rotates the view so the front goes down. The 2 and 8 keys are not connected to a particular axis the way the 4 and 6 keys are. Don't worry about memorizing all these. You can always try the numbers on the Numpad to remember what does what and there's...

Time for action — zooming with the Numpad


The Blender Numpad also allows you to control the zoom. But this may not work if you have Emulate Numpad enabled. If you do, skip to the next Time for action — section.

  1. Press the + (plus) key on the Numpad several times.

  2. Press the - (minus) key on the Numpad several times.

  3. Press the. (period) key on the Numpad.

  4. Press the Home key on the keyboard (This is not the Home key on the Numpad.) Press fn+Left arrow if you are using a Mac with no Home key.

What just happened?

Pressing the "+" key on the Numpad zooms into the scene by steps and pressing the "-" key on the Numpad zooms out. To fill the view with the active object, you press the "." key on the Numpad, which makes it easy to focus on what you are working on. Pressing the Home key on the keyboard lets you see everything in the scene so you can get your bearings, get an overview of the scene, or switch to working on a different object.

If you are emulating the Numpad, the regular plus and minus keys should...

Time for action — making the camera see what you do


As Blender only renders what the camera sees, it's useful to be able to point the camera at what you are working on:

  1. Use the keys on the Numpad to move your view to an angle that you like.

  2. Press the Ctrl key, the Alt key, and the 0 key on the Numpad.

    Note

    If you accidently press Ctrl+0 without pressing the Alt key and the screen seems to be blank, then press Ctrl+Z to undo this command and return to where you were. You just turned the cube into the camera.

  3. Press the 7 key on the Numpad.

  4. Press the 0 key on the Numpad.

What just happened?

You got a little practice in using the Numpad to move the view. Then, when you press the Ctrl key, the Alt key, and the 0 key on the Numpad, Blender matches the camera's view to the current view, as seen in the following screenshot. Pressing the 7 key moves you to the top view, so that you can see that when you press the 0 key on the Numpad to get the camera view, that it matches the angle you had selected.

Pop...

Time for action — toggling between Perspective and Orthographic views


Now you will discover how to change between Perspective and Orthographic view:

  1. Press 1, 8, 8, 4, 4 on the Numpad to get a nice angle on the cube.

  2. Press the 5 key on the Numpad.

  3. Press it again.

What just happened?

When you press the 5 key on the Numpad, the 3D View switches between Perspective and Orthographic views as in the previous illustration.

Have a go hero — playing with Perspective and Orthographic views

Now it's time to play. Using what you have learned about navigating in the 3D view, experiment by finding different angles to view the scene and shifting between Perspective and Orthographic views and see how they compare. Be sure to try views like top, left, and front, as well as using the 2, 4, 6, and 8 keys to gently rotate the scene. Or you can use the Alt key and your mouse if you like.

Displaying the Quad View and Full Screen

You've seen that you can adjust Blender windows just about anyway you want. But, when you...

Time for action — toggling the Quad view


The Quad view is a special view with the camera, front, top, and right side views. I especially like it for setting up lighting:

  1. Press the Ctrl key, the Alt key, and the Q key.

  2. Press the Ctrl key, the Alt key, and the Q key again.

What just happened?

When you press the Ctrl key, the Alt key, and the Q key, Blender toggles the Quad view on and off. The Quad view gives you three Orthographic views and the Camera view.

Navigating in the 3D View

Following is a handy reference table that you can use while you practice. You've mastered how to navigate in the 3D View window in Blender. This may have been the toughest chapter. Phew! Well done.

Keys

Navigation

  

Pan, Zoom, Rotate with the mouse

 

MMB

Rotate View

Shift+MMB

Pan View

Ctrl+MMB

Zoom View

Ctrl+Alt+Q

Quad View toggle

  

Pan, Zoom, Rotate with the mouse wheel

 

Mouse Wheel only

Zoom In/Out

Shift+Mouse Wheel

Pan up and down

Ctrl+Mouse Wheel

Pan right and left

Shift+Alt+Mouse...

Summary


You learned that Blender is not as intimidating as it seemed at first. In this chapter, you learned about the structure of Blender's windows and why they are that way. You learned how to resize them to make them as you want them. You discovered how the computer makes colors. You found out how a computer measures things in a 3D world. You learned to use the mouse, the mouse wheel, the keyboard, and the Numpad to navigate in the 3D View window.

In the next chapter, we're going to have fun. It will be lights, camera, action, as we discover the basics of using light, how to control the camera, and make our first animation.

Let's go!

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Key benefits

  • The best starter guide for complete newcomers to 3D modeling and animation
  • Easier learning curve than any other book on Blender
  • You will learn all the important foundation skills ready to apply to any 3D software

Description

Blender is by far the most popular open source graphics program available. It is a full featured 3D modeling, animation and games development tool used by millions all over the world ñ and it's free! This book is for those looking for an entry into the world of 3D modeling and animation regardless of prior experience. Blender 3D Basics is the entry level book for those without prior experience using 3D tools. It caters for those who may have downloaded Blender in the past but were frustrated by its lack of intuitiveness. Using simple steps it builds, chapter by chapter, into a full foundation in 3D modeling and animation. Using Blender 3D Basics the reader will model a maritime scene complete with boats and water, then add materials, lighting and animation. The book demystifies the Blender interface and explains what each tool does so that you will be left with a thorough understanding of 3D.

Who is this book for?

Blender 3D Basics is great for anyone who is new to Blender or new to 3D.

What you will learn

  • How to create 3D objects in blender
  • How to compose a scene ready for animation
  • Loading, saving, importing and exporting various file formats
  • Create a full animation using key-frames on a timeline
  • Adding simple materials and lighting your scene
  • Rendering and compositing the final animation sequence
  • Add stereoscopic 3D effects
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Publication date : Jun 22, 2012
Length: 468 pages
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Language : English
ISBN-13 : 9781849516907
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Table of Contents

12 Chapters
Introducing Blender and Animation Chevron down icon Chevron up icon
Getting Comfortable using the 3D View Chevron down icon Chevron up icon
Controlling the Lamp, the Camera, and Animating Objects Chevron down icon Chevron up icon
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
Modeling with Vertices, Edges, and Faces Chevron down icon Chevron up icon
Building a Simple Boat Chevron down icon Chevron up icon
Making and Moving the Oars Chevron down icon Chevron up icon
Planning your Work, Working your Plan Chevron down icon Chevron up icon
Making the Sloop Chevron down icon Chevron up icon
Finishing your Sloop Chevron down icon Chevron up icon
Modeling Organic Forms, Sea, and Terrain Chevron down icon Chevron up icon
Improving your Lighting and Camera Work Chevron down icon Chevron up icon
Rendering and Compositing Chevron down icon Chevron up icon

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(19 Ratings)
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alfred l hunt Jun 04, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
good product exactly what I ordered
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M. J. Anders Aug 20, 2012
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The first impressions on reading this book are that is well written. The writer clearly has thought about how to present the reader with projects that provide a smooth learning curve. No details are left out and animation, not just modeling an rendering, is a focal point from page one.While reading the book you clearly get the feel you are getting somewhere. Many easy to follow steps guide you through subjects like camera work, animating, rendering a final compositing and even touches on that all important point of animation: telling a story. At the end the reader will be able to create a small animated movie (even in anaglyphic 3d!).It helps of course that for almost every small step sample files are available for download and the pdf version of the ebook is in color, a necessity for books about graphics in my opinion (although the .mobi version read just fine on my Kindle)Of course there are some things it doesn't cover : character animation, (which is advanced, but something about armatures would have been nice, even for non-character animation), while texturing, especially UV mapping, is only touched upon. Cycles, the new Blender render engine, is only covered as an addendum but that I think is hardly a problem: thousands of fine animations have been made with Blender's internal renderer and thousands will be.Conclusion: I am impressed. This is an excellent book for Blender novices. Reading this book gives the aspiring Blender animator the biggest chance of actually finishing something instead of leaving the reader with some boring technical experiments.
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TJ Koker Jan 25, 2013
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Gordon has done something that few technical writers ever do - connect. Through the animation examples of yesteryear and a conversationl style, I was able to develop and learn techniques that will help me for years to come. Good stuff!
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Bryhima Johnson Jun 23, 2015
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good
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Franz Lanzinger Aug 19, 2012
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So I thought I knew Blender pretty well, with some gaps, of course. Then I got a chance to review Gordon Fisher's "Blender 3D Basics: The complete novice's guide to 3D modeling and animation". In summary, this is a great book and definitely lives up to the billing as the best starter guide for complete newcomers to 3D modeling and animation. Having seen quite a few Blender books, video tutorials, and written documentation, I'd have to say that working through this book is the best first step before going on to other more advanced topics.I'll even go further and recommend this book to somewhat more experienced Blender users such as myself. Blender isn't exactly easy to learn on your own, so this book is a great way to tackle the initial learning curve.As an indie game developer, programmer, artist and musician, this book is a great resource both for improving my Blender skills and also for learning some great things about 3D graphics and animation.Blender's user interface isn't exactly standard. It's famous for driving people nuts and stumping newcomers. Version 2.6 is a vast improvement over the earlier 2.4 versions, but it's still a bit wonky. On the other hand, the user interface is very keyboard oriented, which is just how I like it. There's just the slight problem of learning the keys and enough of the basics to learn the rest on your own.This isn't some cursory review. I actually worked through the first 330 pages of this 430 page book. I plan to work through the rest in the coming weeks, but I thought that I'd share my impressions so far.The step-by-step approach of the book is great. Just follow the steps and slowly but surely you'll learn how to use Blender. Anyone can do it. There's no artistic talent required, just an eye for detail. The downside of this way of learning is that if you happen to skip a step or do something slightly differently you might find yourself looking at something very different from the screenshots a few steps later. Never fear, the author did a really great job providing a whole bunch of .blend files to load to get you back on track.The whole experience of working through the steps was truly educational for me, as I'm sure it will be for you as well. My only real criticism is that on occasion I felt that I would have liked an explanation of the steps as I was doing them rather than in the "What just happened" section after completing the section.Technically, this book is pretty good, though it's not perfect. There are a few typos and, strangely, the occasional confusion of RMB and LMB (right mouse button and left mouse button). In Blender you select layers with LMB, but the book instructs you to use the RMB I a few places. Not a big deal, really. Also, a few of the screen shots don't match exactly what I was seeing when working through the steps, but over 95% of the time they were right on. In all cases I was able to work through the steps and follow along.So who am I, and why am I writing this? Well, I'm Franz Lanzinger and I received a free copy of the book for the purposes of writing a review both here and on my blog franzgameblog dot com. That being said, I'm not a professional reviewer but a veteran independent game developer with a long track record spanning Atari's coinop Crystal Castles (1983), Tengen Ms. Pacman, and Gubble HD. I'm always happy to discover hidden gems such as this book and share my discoveries.In conclusion this book is awesome. If you're interested in learning the basics of Blender this is a great way to do it.
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