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Writer's pictureCorrina Crazie Espinosa

Class Notes for Blender

Updated: Sep 30

Short cuts:

G - Move, + X, Y, Z axis

S - Scale, + X, Y, Z axis

R - Rotate, + X, Y, Z axis -90 degree, etc.

E - Extrude

A - select all, AA - deselect all

Shift D - duplicate, + X, Y, Z axis

Ctrl R - loop cut, (scroll to add more lines, double click to cut)

option R,S, or G - resets a pose in pose mode to original

I - iframe menu

command P - opens parent menu


Selection mode is C and esc to get out of it. left click to select and middle click to deselect


In pose mode:

To reset poses to original do this:

ALT or Option R to reset rotation

ALT or Option G to reset location

ALT or Option S to reset size

I is to set keyframes (location, rotation, scale)


right click to copy and paste a pose, don't forget to select the bones you want.


Populare Nodes:

Things we went over in class:

Image Texture

Musgrave

Color Ramp


Others to try:

Noise Texture

Voronoi

Brick

Wave

Hue, Saturation, Brightness


The donut tutorial is worth trying to improve your Blender skills:

Start with part 1, and go from there:



Where we stole free Blender materials:


How to Export:

File > export > GLTF 2.o > change FORMAT to EMBEDDED > open up the animation tab and make sure everything in their is clicked, > name it > make sure you know where it's going > click ok export and it should go!


How to add an image texture:

coming soon


Rigging & Animating:

To rig begin in object mode.

Go to edit > preferences > add ons > search "rigify," and check the box when you see it.

Now go to add > bone. You will see your bone added (or not if its behind your object)

on the right hand side you can select "viewport display" and check "in front" and you should be able to see the bone now.

select the bone and hit Tab to enter edit mode.

*In edit mode, create a bone structure by hitting, E (on joints) to extrude a new bone, G to move joints and bones around, S to resize bones, command D to duplicate bones, R to rotate bones-- until you have a nice bone structure set up.


When your bone structure is all set up hit Tab to go back into Object mode.

Now Hold down shift to select all the parts of your creature, then select the bone structure last.

You will know you are doing it right if all the parts of the body are lit up orange and the bone structure is lit up lighter orange.

Now hit command P > automatic weights

hit AA on your keyboard to deselect everything, and select only the bone structure. Switch to Pose Mode.

Now move, rotate or scale the bones and your body should move with the bones. If you don't like how the bones are moving the body, you can either try to edit the boned in Edit mode to make your bone structure better (sometimes adding more smaller bones can be helpful) or you can do weight painting (look up a tutorial).


Keyframes:

In Pose Mode set your time indicator to a place where you want the motion to start. Hit A to select all bones, or just select the bones you want it to effect.

Hit I on your keyboard to open up the keyframe menu.

select the type of keyframe you need (generally Rotation, location, scale)

next move your time indicator to the time you want your motion to end.

move the bones into the position do want.

Hit I on your keyboard to open up the keyframe menu.

select the type of keyframe you need (generally Rotation, location, scale)

Repeat until you have the desired motion.

Export your file. MAKE SURE YOU OPEN UP AL OF THE ANIMATION SETTINGS IN THE EXPORT WINDOW AND CHECK EVERY BOX.


Skinning with image texture:

  1. Go to shading

  2. Click beach ball at bottom of screen

  3. Select material

  4. Add, search, image texture

  5. Connect color to base color

  6. Connect alpha to alpha

  7. Click picture in image texture box

  8. Go to UV editing

  9. Square up

  10. A select all on right side

  11. Right click

  12. UV unwrap and project from view

  13. Go to left side A to select all

  14. Material preview beach ball on right side

  15. Turn off overlay two balls in top right









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