3D Printing Design Workflow with 6 Easy Effects (2020) - Using FREE Blender 2.8 | J Wall | Skillshare

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3D Printing Design Workflow with 6 Easy Effects (2020) - Using FREE Blender 2.8

teacher avatar J Wall, 3D Print Designs & Courses

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

27 Lessons (2h 23m)
    • 1. Blender 2.8 - Introduction

      0:26
    • 2. PC / Windows Install for Blender 2.8

      4:45
    • 3. Mac / Apple Install Blender 2.8

      4:00
    • 4. THOY Theory

      2:32
    • 5. User Interface Tour - Welcome to Blender 2.8

      11:37
    • 6. Setup Blender for YOUR 3D Printer

      4:39
    • 7. Blender Add Ons - 3D Print Tool Box & Bool Tool

      4:07
    • 8. Window Customization

      8:01
    • 9. Move Around - 3 Button Mouse

      3:25
    • 10. Move Around - 2 Button Mouse, Trackpad, or Laptop

      5:01
    • 11. Grab, Rotate, & Scale

      7:41
    • 12. Edit Mode

      5:37
    • 13. Selection Modes

      5:01
    • 14. 3D Cursor

      5:58
    • 15. Grease Pencil

      1:35
    • 16. Measuring Tool

      3:19
    • 17. Separating Objects

      6:35
    • 18. 3D Print Toolbox Overview

      5:29
    • 19. Make Objects Water-Tight (Manifold)

      3:47
    • 20. Parent Objects Together (Linking)

      2:02
    • 21. Add Objects Together (Union)

      2:51
    • 22. Subtract Objects (Difference)

      4:15
    • 23. Export for 3D Printing

      4:47
    • 24. 3D Print Design Effects (Modifiers)

      15:55
    • 25. Export & Slice Designs with Effects

      2:15
    • 26. Hack Blender for YOUR 3D Printer (Optional Lesson)

      16:25
    • 27. Blender 2.8 Overview Complete

      0:35
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About This Class

What You'll Learn:

Learning new software can be daunting. Our Beginner 101 Course is built to get you comfortable with the Blender 2.8 interface as soon as possible so that you can start designing the stuff in your own head.

Goal: This course is all about getting to know the tools. Understanding the basic 3D print design workflows and learning how to manipulate basic objects.

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Meet Your Teacher

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J Wall

3D Print Designs & Courses

Teacher

Hello, I'm Jayson. I'm an optimistic filmmaker & 3D print designer. 

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Transcripts

1. Blender 2.8 - Introduction: in our first section, we're gonna be learning the user interface. We're just going to be getting to know blender and try and just kind of make it a little less scary looking. And we're gonna be using my favorite object, which is the Suzanne model to kind of learn the basics of editing, moving your windows around where all the different windows do, and you will have your first three D designed object by the end of this section. Let's go ahead and jump on in it. 2. PC / Windows Install for Blender 2.8: all right. And this. Listen, we're going to download and install Blender 2.8 or the latest blender, whatever it may be. When you're watching this four PC, I'm using a Windows 10 and what you want to do is just go to blender dot org's or you can click it in the ah lesson. Ah, welcome lesson. There's a download link there, or I'll put it in the description of this video module lesson. But all you do is go here, check out the website if you want. Blender does some crazy awesome stuff. Ah, we're using it for three D printing notice. They don't even have three D printing here. That's because I don't even think that they care about three D printing. Just kidding. I think they do a little bit, but anyways, let's go ahead and download. You can hit this big button here for download blender, or you can go to the download page until it you know, Windows Mac clinics steam. We're just going to do windows, and it also detected for me. So, you know, check that on your end and just hit that big blue button, and you should get a little download somewhere on your computer, depending on what browser you're using. So I'm out here in the middle of the woods, and it's only taking 30 seconds to download this software that is gonna change mine and your life. Here we go. All right. Once it's done, it should blink a little bit, and there's no more download, and you can either click on the little Drop down arrow and show in folder, and that'll tell you are kind of bring it up where Blender is, or you could just double click on it or just click on it once. Either way. And it's saying warning, Um, we may. You know this could put your PC at risk. Do you want to do it? And they only give you one option. So it's like, What the heck, How do I install it? But we have to do hit more info. Run it anyway, because we trust the people over at Blender and you should get a screen. Someone like this. Please wait. While set up Wizard prepares to guide you through the installation. So it's looking for the old versions of Blender that I have, and now it's ready So let's go ahead and hit next. You know, make sure you read all this information. I'm Speed reading it right now. I've already read it. So does it. Next, and there we go. You put it where you would want it on your computer, you could put it on a different hard drive. I'm just gonna keep it on my main internal hard drive here and click next. And here we go. So we'll let this do its thing. So now I'm getting a little pop up. It says, Do you want to allow this to make changes? And I'm just gonna say yes. And now I can start the installation. Also, while it's downloading, feel free to donate to blender. If you love it as much as I do or you can support them, you could also become a cloud member for, I think, like, 10 or 12 bucks. And that also helps the further development of this software. And I recommend that to anyone who's, you know, making money with their designs or just, you know, wants to help out. So now it's finished. We're gonna go ahead and click on finish, and we'll minimize this rule fest and blender actually showed up on my desktop, so it should be on your desktop. You should see a little icon like this and just double click on that so blender should look just like this. Whenever you first open it up, you'll have the splash screen with the current version that you're using and they updated a lot, and very often they've been getting a lot of funding. So they're making updates all the time. So I'd recommend, you know, every few months, maybe doing an update. If you if you want to, you can pick different types of projects that you want to start with. We're gonna be doing general pretty much all the time. Ah, you could do two D animation with blender. You can also do sculpting, visual effects and video editing. You can also see recent projects that you've been working on. So if you just click out of that, you should see something like this. And since already had blender installed, Um, I saw that initial first splash screen. But if this is the first time you've ever installed blender, you may see the splash screen with these types of pieces of information like, select with left or right, You know, you may see your space bar action. You can just leave that how it is just left and in play and press and, you know, just go ahead and click away and it should disappear. And then you should see something like this. Just a simple cube, the infamous Blender Cube. And the next video is had a install blender for a Mac computer. But if you do not have a Mac or an Apple computer, then go ahead and skip that video and we'll move on to user interface tour. 3. Mac / Apple Install Blender 2.8: in this lesson, we're going to install Blender 2.8 beta on a Mac or Apple computer, so what you want to do is go to your browser of choice. I'm just going to click on chrome here and then just type in a blender. Beta. Uh, that should get you there. There you go. Blender 2.8. Go and click on that. Or you could just go to blender dot org's Port Slash to Dash eight, and then you'll get to the new screen. And I really wanted just teach a blender because I think it's really cool, and it's got a new face lift. They've added a lot of new features so you can check out all the new things they've added. But I wanted to teach all on what's coming. You know, I don't want to teach you the old thing, so let's download lender to point. Heard Beta, and then it should automatically recognize that you're on a Mac. If not, just click on Mac Os and then choose your little guy here. Accordingly, one is stable and one is beta. Make sure you know this is not 2.8. This is guess an older one, but we want the beta. So go ahead, make sure you click on Beta 2.8 and then issued download, so it's only gonna take 45 minutes. Ah, but should only take a few minutes to download, and then we'll install it. If I already know how to install programs on your computer, go ahead and skip this lesson and we'll jump into blender if you don't stick around and we will teach you how to do that. Once the download is complete, you can double click it or click on this little arrow and show and find her. And then you can double click on the Zip file that will unzip and extract all that information. And while you will have a new Blender folder, go ahead and double click that folder and in the folder you should see an application file . Looks like it's about 363 megs, and you should see the blender logo. So double click on that. It's gonna verify you may have to put in your account password. I'm using my lover ladies computer here, this old Mac mini so we'll put in the password and then that should let it fully install. Sometimes some Max will have a little feature. So if you go to the apple, appear in the top left, go to system preferences system preferences, and then you can see the same little icon, the security and preferences. Click on that. Ah, all right, cool. So you can unlock this little luck and you can allow APS to download from anywhere or Mac Apple store and identified. Sometimes it will be a little link here that says, Allow for blender. You can just click that, and it should allow you to go through, Um, but it looks like it's wanting to go through, so we'll open and blender should open. Check down here looks like it's thinking another quick tip is just a right click or command click and go to options and keep it in the dark that we can easily find it. And here we are. Blender version 2.8 beta. So this is the new one, and we will do some three D designing. If you are on a PC computer, you can go the previous video, and if you're on a linens computer, I'll leave a link so you can learn how to install on a Linux computer. I currently don't have a linens computer, so I just want to make sure everyone's covered. All right, so now we got it installed. Let's get to designing. 4. THOY Theory: this lesson is about the Thoi principle. So this is just a design method. I want you to keep in mind when you're designing for a three D printer. First we have the tea, which is to represent overhangs like thes the tea here, just kind of 90 degrees over here to floating. And what's gonna happen is when the three D printer goes to three d print this. When it goes out here, it's going to start drooping. So the only way to combat this is to add support material in a external three D slicing software of your choice. I'm not saying that you can't three d design something with overhangs like this, but just keep in mind if you're gonna have something that is tall and has overhanging edges , then they may need support material. Next, we have the H, which is to represent bridging. And what I mean by that is when the three D goes to three d print this H here it would come up and build a feet, and then when it gets to this point, it would actually create a three d strand of melted filament that creates a bridge and then the printer could continue printing this entire shape. So the H is are okay, and you want to look for bridging opportunities when your three D designing. And we're also going to use this technique when we design our three D printed toy car. So that is bridging. Next is the oh, and this is just to represent curved arches, so circular patterns and spheres convey easily. Three D printed and they are strong and bold, and the next is the why. Now, this is to represent 45 degree angles, which you'll hear a lot. So the printer would come up to here and would have no problem building up this. Why shape because of the 45 degree angle here. So that would be a clever way that we can add overhangs to our three D prints. But just not breaking the 45 degree rule. I like to push a little further. Sometimes I go into 55 degrees, or maybe even 60 degrees or farther. But I just wanted to keep in mind, you know, 45 degrees is that that sweet spot for support lists kind of overhangs. So the challenge is to keep this in mind 5. User Interface Tour - Welcome to Blender 2.8: All right. So hopefully you've got everything installed and welcome to Blender 2.8. This is a brand new you. I lay out and I want to introduce you to everything that's been updated and, you know, trying to make it look a little less scary than, um, how it may seem. So let's just go ahead and go from kind of left or right and talk about all these little widgets real quick. So up at the top, you have this little icon you can bring back your splash screen. You can support blender. You need a file where you can create new projects. You can save your project. And while we're here, let us go and save weaken, save as, and you'll get this window up here. Um, I'm just gonna do it on desktop, and you could save it anywhere you like. Click over here. You can even bookmark some of your favorite spots. So just click down here where it says untitled dot blend and dot blend is just the project file extension. So just click on that and then just call it anything. We'll call it, maybe just call it three d print work flow, and you don't have to do dot Blend after it will do it automatically for you. So just go ahead and save as see how it added it right there, and we'll go ahead and safe, and you can also import files right here, and you can also export your files. But I'm gonna show you a cooler way, more powerful way to export your designs and you could also quit. Then you have your edit where you can undo and redo. We have your preferences, which will go over in the next video, and you also have your render properties. If you want to render out images or animations of your designs, then we have window where you can alter your windows. And then we have help where you can get the manuals and tutorials, some support, lots of different things, and then to the right of that are just different tabs. These air new to blender, and you can go ahead and just click on all these with me. We're going to stay in layout 50% of the time. Ah, we also have modelling, which is also known as edit mode Notice. There's little points that appeared on everything. And then we can go into sculpting mode, which we will be teaching you how to sculpt in later lessons. And then you have UV editing. You have texture paint you have shading. If you want to add colors to your designs, we have animation. If you want to make him do things or spin around, we have rendering and compositing and even scripting. If you know some python code so we're not going toe use. A lot of those were mainly gonna just use thes two. So let's just go back to lay out. So go ahead and click on layout and then to the right of this is scenes. And that's kind of like where you can add kind of like internal projects or different scenes to your project. So we will use this sometimes, and I'll show you some some clever ways that we can use it as three D print designers. And then you also have your view, layers of which you can use for kind of just seeing different layers in different ways or for advanced rendering. We're not going to use that too much, but that's what those are and then down here we have the three D view port, and this is where we're gonna be spending most of our time. You can move around in here with this little widget, so go ahead and grab that widget and wiggle it around, and we'll go more into into depth on how to move in some later videos. But go ahead and move that widget around. Click around on that you got. So click these buttons here and then to the left side. You have your tools. So these are all the different tools, and we'll go over each one of these in a later video. You can also hide these by hitting T on your keyboard. Everybody hit t on your keyboard and you should see them disappearing. And it won't work If your mouse is like over here. Like see if I hit tea while I'm over here, nothing happens. Your boss has to be in the active window that you want to effect. So you know T will do that. And then at the top of our three d v port, we've got our tools. And if you don't see these tools here, you may have to go to view, you know, And you know, you can toggle on your tool settings if you want. We've also got some different parameters that you can change. You know how your models are behaving. You know, snapping is right here and proportional editing. You can just leave those turned off like that kind of great out and then below that, we have object mode and you can switch into different modes, like edit mode or sculpt mode here. But we're just going to stay in object mode right now. And then you have view, so you can, you know, turn on different tools you can do. Ah, frame selected. You can frame all you know, this is kind of a manual way to do things. I'm gonna show you all the shortcuts for these, and then you've got select. You know, if you want to control the way you can select things, you can add new objects and lights and images and cameras and monkeys. You can also, uh, you know, do things to your your objects with the object tab and into the right. Over here, right here. You've got your object types, so that's gonna let you say if you don't want to see any cameras, like in your scene, like this camera here, you could tell blender. You know, I don't want to see any cameras. It's still there. But you've kind of told blender just to hide it. Or you could also say I don't want to be able to select any cameras. So now you know I can't click that camera, so, you know, go out and play with some of those. But maybe just leave all these lit up and on to the right of this. We have our show gizmo, and that's going to give us We're going to go more into that later. But essentially are gizmo looks something like this. This this blue, green and red little gizmo here so you can control some of the things on that with this and then to the right of that, we have show overlays so you can toggle that on and off. See how the grid and the cameras and the outline kind of disappear. You can also use this little dropped down beside it and have a lot more, um, you know, control over it. Maybe you want to see wire frame we'll go more into that. And then this is your X ray view button. So if you want to see through objects like Superman, that's what that button does. And then you've got your different types of Vieux Port, whether you want to see in wire frame, solid mode, material preview or E V live rendering. So that's what all these little buttons up here are. Hopefully, that makes them a little less daunting and scary. Um, and then again, we have this widget to move, and there's something kind of hidden here. You can't really see it, but maybe if you click that little, um, arrow right there, years may already be out. But this is your information panel. That's what I call it, and it's gonna give you information about whatever you have selected. So we can see. Since we have the cube selected sober to go ahead and click on your cube, you should see that the dimensions are two meters by two meters by two meters, and it's in the zero. You know, it's zeroed out on pretty much everything, and the scale ratio is one. Um, if I click on the camera notice over here it may change a little bit. So now we don't have dimensions because we're looking at a camera, so you know, it's gonna give you information about anything you have selected, and then to hide this or bring it back. If you can't see it, you want to hit in on the keyboard for in Formacion. So just go ahead and hit in a few times, you gonna get the feel of that and we're gonna be doing that quite often. And we have That's our items. So that's giving you information about the item. We also have our tool information, which is also up here. You can get your tools, same information here, or you also have the same information here. So essentially three places with the same information. And then you have your view, which is giving you information about your report and your three d cursor, which we'll talk about later. And yes. Oh, that's pretty much everything in the the three D. V port here below on the three D. V port. It's actually a separate, um, window because I can grab it, see how here I can if you put your mouse right on the center there. You can slide that up. This is our timeline. And you can change in blender any window with these little buttons in the top, right corners. Like right here. It's a three d view port, you know, right here it is the timeline. But I could also change that, you know, to another three Vieux port if I wanted to. But we'll just keep it there. So go ahead and, you know, change to any of these you want. You know you can't break it and then just always just reset it back to timeline. But just to show you that you have complete control over your blender, Leo, and you can make it, you know exactly how you want it. And then up to the right corner, we have the outline, er, which you can see here out, liner. And you can change that to whatever you'd like. But, you know, just keep it as outline, er and this is essentially your layers. This is where you're gonna be able to affect you know your cameras or your cubes or your lights. If you want to click on things directly. Ah, you can also toggle things on and off. And we also have these new things in blender called collections, and you can just think of collections as folders. So now we've got a collection. Um, we've got a search bar of here. If you need to search for certain things in your project, you know, if you get a lot of layers, she can use that to search. You can use this little guy here. There's a new addition. Notice how we only have eyeballs here. Maybe we want to have some more control over our layers so we can turn on this filter and toggle on some different mode. So go ahead and click on this little filter icon. It looks like a ah gulf t almost. And just click on that and then make sure you have this 2nd 1 turned blue. It's a little selection module. And then maybe this 3rd 1 from the end, that looks like a little digital camera. And then when you click away, notice that we have mawr little icons here, so we're gonna use that a lot. And then in the right up here, we have a new collection so we could always hit that and notice we have a new collection that appeared and it's actually inside of this collection because we had this selected. But don't worry, You can always just drag that out, you know, and have a separate collection. So go ahead and do that. Maybe make another collection. And then if you ever wanted to delete a collection, all you have to do is the right. Click it and you can hit, delete. And there you go, And then down below. Here we have the properties panel, so you can change that to anything you want. But go ahead and just keep that as properties. And this is where you have tons of different tabs, depending on what you what? You're clicking on notice. Um, you know, if I'm on the light, there's only a few tabs. If I click on the Cube, there's a bunch more tabs. Maybe if I click on the camera, you know, things switch. So it's gonna be dependent on what you have selected. So with the Cube selected, we've got all these different tabs, and they all have their own secret powers. But we'll go into all those throughout the course. But the main one, we're gonna we're gonna be in is this little wrench here and that's our modifiers to have. And that's where you can add really cool effects to your designs here. So hopefully this gives you an idea of what all these different windows and buttons do. Ah, we will be going way more into depth over the course, So let's go ahead and jump into the next video. We're gonna talk about setting up your preferences so that blender is set up for your three D printer. Let's go ahead and jump on it. 6. Setup Blender for YOUR 3D Printer: So in this lesson, I want to teach you how to set up blender for your three D printer to go ahead and just make a new project. Or you can do file New General, and you should see this cube here. And if we click on the cube and hit infer information, you'll see that blender is natively in meters. So this is a two meter cube. It means it's gee enormous. It's like 2000 millimeters eso. I know most of you don't have three D printers that big. If you do, let me know, cause I'm trying to three d print a house and I could use that. And but you probably don't. So let's go ahead and set this up for your three D printer, and I've made it a little bit easier for you and made a project file that you can download in this video. So go ahead and pause the video and download the project file that's attached to this video . Listen and then once you have it downloaded, just remember where you saved it and then go into blender and click on file open and it will ask you to us you know. Do you want to save this current project or save Don't save and then find that file. It'll say blender for three D printing layout default. So go ahead and open that up and you should see right away you've got this monkey, and if we zoom out a little bit, you'll see this big box around Suzanne, and that is the three printer. I've also added some lights, and there's a tiny little camera right here if you ever wanted to hit zero and go into your kind of camera view. But what we can do here is, you know, type in your printers dimensions here. So on the top, right, you should see CR 10 volume. Go ahead and click on that, and you can't click it in the window here because I have the checkbooks turned off, so you can't. It's kind of non clickable eso, You know, if you want to turn that back on, you can, but just try and click it here in the layers. And then if you go to item on the information tab, you just want to type in your printer, build volume dimensions. So if you have a smaller printer. You know, you could do ah 100 by, ah 100 by 100. And that would make you know a smaller kind of box there. You also, you know, move it down if you needed to in just a G. You grab that little box hit G and Z and move it down. Kind of near the plane. Yeah, just type in any dimensions you have. I have a CR 10. Summer's gonna leave it at 303 100 by 400. And that way, when you're building something in three D space, you're getting a kind of a sense of how how large your your designs air and notice that it used to say meters right here. Now it's got double EMS, which just means millimeters. So now we've switched blender into millimeters. We've updated the grid, and if you go into render mode, you should have a red texture here on your Suzanne. So now you're ready to rock If you want to know every little thing that we have done to get this set up. There's a video later in the series called Hack Blender for your three D printer, and that will actually show you every single step that we took to get to this point. But, you know, this is just kind of a quick way to do it so that you can kind of get everything set up. But here's the trick. So now you've got this project open. You know, we don't wanna have to open this project every time we want to make something. So what we can do is tell Blender to save this as our default. So we'll want to go to file defaults and then you have to hit this twice. You want to hit, save startup file twice, So hit it once and then hit it again. And there you go. So now you're ready to go for three D printing, and you can create this any way you want. So if there's a way that you want blender toe open every time, then you can customize this window. You can customize how everything's laid out and then just save your default. So let me show you how this works. If I close it, um sure, we can save now Any time that I opened up blender and hit General Hey, it's already ready to go we've got everything set. We've got our three D print tools we've got are add ons we've got, you know, everything Ready to rock. We've got lights already set up. And like I said, if you want to know exactly how to do this step by step, then there is a video for you out there. But it is totally optional, so let's go ahead and jump into the next lesson. 7. Blender Add Ons - 3D Print Tool Box & Bool Tool: all right, And in this video, we're going to show you how to turn on some really cool, powerful tools or add ons that come already inside a blender. You just have to turn him on essentially and notice over here in the right. I have a little widget that I've turned on just so you can see which clicks I'm doing. Or if I hit a stroke on the keyboard, it will tell you what I'm doing there. So that's what that is, Um, and it's it's controlled by this little guy here. So if you don't see that on your computer, don't worry. That's just because I added it so you could see my my keys. But let's go ahead and dive into adding some add ons. I'm really excited about this. Ah, and it's gonna make your life ah, lot easier when doing three D print designs inside a blender. So let's go up to the top left. Everybody click on edit and go down to the bottom and click own preferences. So these air different properties on the left here that you can click on any one of those, um, and change any point any time but I'm going to show you some quick ones that are really helpful. If you go to system right there at the top, it says, undo steps and it's only set to 32. But let's just crank that up. You can click and drag all the way to the right, or you can just click in there and type 2 56 and just kind of Max that out and notice that the bottom left is a safe preferences. It's got little ass trick. So go and save that. Or if you hit the hamburger stack, you can do auto save preferences or safe references there. Another thing we're gonna do is go to are add ons, and once you're on your add ons here, these are just little There's tons of them. You know, you can read through a bunch of these air kind of Google about a lot of, but the one I want to show you is the three D printing toolbox. So go up to these search magnifying glass, click in there and type in three D, and you should see mesh three D print toolbox. If you don't see it, make sure that these two options appear official and community are highlighted blue and then just go down to three D print toolbox and check the box and notice that it's appeared over here on your three on your information tab, and then we're gonna add some more. So let's close that out. Search for another one and just type in B O L. And that's bull. And we want to turn on the Boule tool. And if you click this little triangle beside it, um, there's also a list of shortcuts. Um, and I'm gonna be teaching you all these. But those were really cool to know, you know, kind of memorize those by heart, and I'll show we'll go into you know what they all do, and then let's add a few more. So maybe close that and then just type in Mere in my are and we can do mesh autumn ear so we may use that from time to time. And then we can also type in up here extra, and then you should see ad curve extra objects and add mesh extra objects, and these were just going to give us extra objects to play with. So go and turn those on. We may use some of those and then make sure to save your preferences. And now, to make sure that that all work, you know, go ahead and close it. Make sure you saved it. And then on your information panel, you should see three D print toolbox, and we're gonna go over what this bad boy does. And then you also have at it, which is your bull tool and your auto mere So those air little tools that we can use And if you can't see any of these, you can go to tool and under workspace right here. You want to make sure you know, you could you may have to check these boxes should just work. But if it doesn't, you know that may be your issue or you. You know, you have to filter add ons and you can kind of control which ones you're seeing, depending on what you're trying to do. But, you know, just go ahead and leave it open and should look like this if you've done it correctly. But yeah, those are the add ons. I want you to go ahead and turn on and go ahead and hit Save control s and that will save your project. And let's go ahead and jump into the next video where we're gonna talk about three D print design theory. 8. Window Customization: in this lesson, we're gonna be adding some objects and deleting some objects and messing with our windows. This is window customization, so let's go ahead and delete the object. So there's a few ways you could delete an object. You could click on it in your layers and right click and say Delete. But what I like to do is just click on objects and then hit X on the keyboard and they'll say, Hey, are you sure you want to delete? And then you say delete? And so that's how you delete an object. So everybody, go ahead and do that. Make sure you've deleted the Cube, and now we're going to add our first object. So to do that, you can go up to the top left here, and you can go to add mesh monkey and click that. But what I like to do is, you know, get that same menu. But I do it with my keyboard with Shift A because the essentials like shift add, you know, think like that. So shift ad and then now we have all the same. Drop down and you can go down to monkey. So notice we've our monkey has appeared right here. And maybe let's move it so we can see the front of it. And the reason I want you to use this monkey is so that you can see and understand. Um, when we start doing some window customization, how to control that? And I just zoomed in by scrolling my middle mouse will, Or you can click on this little zoom widget right here. And so the easiest way to kind of see on item that you're working on from different perspectives is to do this shortcut, which is control Ault Q and Boom. There you go. You've got four different views from this one monkey here, and you know, you've got your top view. You've got the user perspective that we've been looking at, and then you've got the front view and the right view, and this is really helpful when you're designing sometimes. But maybe sometimes you don't need it, so you can just, you know, always just toggle control. Alta que So everybody just hit control Q and just kind of get in the habit of ta going into that if you ever need it. But, um, let's say you know if you're in this toggle mode for quad view, um, maybe you want you know, these to be different, like sizes. Maybe wanted to be different. Maybe you want this one to be ah, you know, kind of looking how it is. But maybe we want this one over here to be wire frame. So if we went to a wire frame notice they all change tow wire frame. But sometimes you want to have a little bit more control. So I want to show you how you can manipulate blenders windows to, you know, set up your blender interface exactly how you want it or just to have more control over your design. So everybody toggle out of quad view just by control. Cute, maybe. Let's go back to, oh, solid mood and another way you can do this similar thing. To have a little bit more control is go to the top most right corner and you'll notice that your mouse actually turns into like a cross hair. And that's what you want. Once you have the cross hair, then just left click and dragged to the left, I notice when now we have different views, so go ahead and do that you want want on the left and one winner on the right and you can do the same thing. You know, if you hover your mouse in the middle, it'll get a little line. If you wanna mess with that so I can also do tomb. Or we can go to the this bottom right corner and click and drag up right here. And there we go. And we could do the same thing over here. Click and drag up and kind of get it. So now we have another quad view, but we've got a lot more control. So say if I wanted this one to be wire frame, I could do that if I wanted this one. To be solid view. I could do that if I wanted to see my material preview on this one. And if I wanted to see my rendered version on this one? You know you can get all these different. Ah, you know, pieces of information. You can even turn your tools off. Maybe hit t and in on each of these tea in tea. And he and then now we've got kind of a cleaner look. So That's one thing I wanted to show you that you have this kind of more of a controlled kind of look, um, over each window. And you can also kind of get that same look we had before with the quad view using your number bad so you can use your numb pad on the right side of your keyboard by hitting one. We're gonna get the front, do you? And then we can leave this one user perspective. And then maybe for this one, just have hover your mouse over the bottom left, hit three on the num pad and notice we get the right Ortho graphic, and if we move over to the bottom right, we can hit seven on the num pet, and that gives us our top Ortho graphic. So now we can see this from all different angles. You know, we can have a little bit more control over you know what we're seeing and if you accidentally make on extra window that you didn't really mean to make like this safe, I'm like, Oh, no, I don't want to Windows here. All you have to do is get your mouse to turn into that cross hair kind of on the line that you accidentally made and then click and drag and notice that there's like this gray arrow that's popping left and right, so you want to collapse it, You know whichever way you don't want to make. So if I want to keep this window, I'll swing the arrow this way, and that window will collapse onto top of this one. So just hover over there and then let go. And there you go. So that's how you would get rid of one if you mess up and then you can also toggle in two or the graphic or perspective mode with this little little icon here. So notice Suzanne's head is kind of like popping in this strange way. And what that is is your toggle ing into perspective mode and Ortho graphic mode. So perspective mode is more like kind of how our eyes see things, or how a camera would see things and or the graphic mode is very flat and you've got the grid and it's really it's good for, like lining up things are getting very detailed, so another way you can toggle in and out of that is just hitting five. So go ahead and hit five on your numb pat over there to the right. And you can see that when I hit five on any of these windows it's popping in and out of Ortho graphic mode So you can really tell from the front here, that's how are I see things that's you know how How it is, Ortho. Graphically. So for this lesson, just go try and get all different. All four different screens kind of set up like this. And remember, you've got your shortcut control. O que. If you wanna toggle into that very quickly and just understand that you can change blenders , settings or layouts, you know any way you want, you can even change these little guys up here like so if you wanted your I don't know if you wanted a text editor right here for notes. You could do that if you wanted it to be another like a another timeline. I don't know what you would do that, but you can. You know, you could have another timeline here. You could do anything you want. Holders. Put it back to three D View port and the last thing I want you to do in this lesson is collapse all these windows. So you go from each one of these and collapse them like this, you know, close all these down and bring it all the way back to our original Suzanne here. So that is your challenge for this. Just play around with windows and set it up Exactly how you want to. So in the next video, I'm gonna show you how to move your view around with a three button mouse or if you're on a laptop or track pad, will have a video for that right after. So let's go ahead and get started. 9. Move Around - 3 Button Mouse: All right, So in this video, I'm gonna teach you how to move your view around. If you're new to three d modeling, then I want you to remember to move your view. Always, always, always be moving your view around. And so, like I showed you before, you can use this little widget here, even click on the little X, Y and Z to kind of pop that. But what I want to get you used to doing is how to do that without this widget. And to do that, you can use a three button mouse, so it has a left click of right click and a middle mouse wheel. So what you can do is if you have a three button mouse, click the middle button in, and that will let you essentially like orbit around this little pivot point. You know, whatever your pivot point is, you know, select to right. Now it's set to Suzanne because we have Suzanne selected, so if you push in that button, it will move around. So just go ahead and grab. Suzanne, you know, you can click anywhere, doesn't have to be on her head and just push that middle mass button in and move it all around. You want to move all the time when you're designing things, and then another thing you can do is hold control and push your middle mouse wheel, and that will let you zoom in or like kind of Dolly forward in and out. Another way you can do that. Exact same thing is just scroll your mouse wheel. You know it's a little faster that way, but if you hold control and click, you have a nice, like smooth zoom in right there. So go ahead and zoom in and out just by holding control and pushing in on your middle mouse wheel or try scrolling. And then the third way you can move is the pan, so you to do that, just hold shift on your keyboard and then push in your middle mouse wheel. And then what kind of like grab your view? You know you're not orbiting around. You're just like sliding it left and right, so sometimes you may, you know, click the middle mouse will hold shift and pan and in orbit and then pan and in orbit and pan and zoom, you know, so just try and use all those together. That's the object, or the goal of this lesson is really just get comfortable moving and panning and zooming, you know, And it does feel really strange at first, But the more comfortable you are, just moving your view around the better designer you're gonna be. I remember when I was teaching little kids they would like design things and he would never , ever, ever move their view. So when they were, they got done designing something they would like, turn it just a little bit. And it looked totally different from that perspective. So that's why I wanna really just harp on always moving your view. So take your time, play around. It's pretty fun and just move your view around with your middle mouse button. And if you're watching this video like, I don't have a middle mouse wheel, Gosh, I have a laptop or I have a track pad. Don't worry, we've got you covered. The next video listen, is going to teach you how to move your view without a three button mouse on a laptop or track pad, and that's actually what I do all the time. I'm always working on a laptop, which is crazy to most three D designers. But, you know, I kind of live and a small mobile lifestyle, so I like it that way. So let's go ahead and jump in the next video, where I'll show you how to move without a three button mouse. 10. Move Around - 2 Button Mouse, Trackpad, or Laptop: All right, so in this lesson, we're gonna be teaching you how to move in Blender if you have a laptop or a track pad, or if you're someone who just doesn't have a three button mouse Do not worry, my friends. We got you. So you have to do a little bit of set up to be able to do this. So what I want you to do first is go up to the top left, go to edit and down at the bottom, Click on preferences, and you should see your preference. Windows pop up and honor preferences. You want to go to input and emulate three button mouse. So go ahead and check that. And then now you're telling blender a blender. I don't have a three button mouse, so pretend like I do so that's what that button does. Also, if you're on a smaller laptop that doesn't have a full keyboard or you're missing that Ah, that number pad on the on the far right side, Then you can also emulate number head, and that's just saying, Hey, blender, I don't have a numb pat use, you know, using the 1234567890 at the top of my keyboard. So that's what that button does. So you can do that as well. I'm gonna turn it off because I have a full size keyboard. But yeah, make sure you have this selected and then hit save preferences and close it. And so what I want to stress is always, always, always move your view. Um, you know, the more comfortable you are with moving your view, the better designer I believe you're going to be. So, like I said before, you can use this little widget you can click on Z or acts or why to kind of, you know, move your viewer. And but that's kind of like the slower way. I mean, you can use that. There's nothing wrong with that, but I want to show you how to do it with your mouse so you can just move as quick as you would think. You don't have to go over here to do it. So to do that without a three button mouse, all you want to do is hold Ault on your keyboard and click with your left mouse and lookie There you are moving and grooving all around. You're actually orbiting around this little center dot right here. So that is how you orbit your view. So everybody practiced that just hold control and then left Click. And then the second way you want to learn how to move inside a blender is by holding Ault and control at the same time. If you're on a Mac, you want to do Ault and ah command or the little Apple symbol. But if you're on a PC or limits to Olt control, and then that is your zoom, it's kind of like a nice, low dolly zoom. So everybody try that just Ault and Control and that will let you zoom. And then if you have a track pad, you can also like, just scroll like that on your on your track, Pat like I'm just doing like a two finger slide on my track pad. It's a little faster, you know you don't have as much control but can. But ah, you know Ault in control with a click will give you that nice, slow zoom. That's what you want. And then so everybody practiced that Just get some nice zooming on and then the last way you can move here is hold. Ault again alters like the power button. So, um, hold Ault and then now holds shift and click. And now you are panning So essentially you're like grabbing it, grabbing the monkey and just sliding it left down our left right up and down. You know, we're not orbiting here. We're just grabbing it and sliding it. So everybody practiced that. It's cult and shift, and that is a pan so And now what I want you to try is mixing these all together. You can do it in any order, but the goal here is just to practice orbiting practices, zooming and practice panting, you know, So maybe you you orbit and then you pan on a new orbit and then you pan and just kind of trying to make, like, a 3 60 around this monkey's head here. And maybe you want to zoom in to the eyes and then orbit around and zoom into this part. You know, really just get comfortable. And it does take some time to get used to. So I don't expect you to be a pro right off the bat. But the better you are at this, the more fun you're gonna have designing and just more comfortable you're gonna feel in three D space. And as you do this over time, you're not even gonna think about it. You're gonna be in the zone designing, you know, your brand new ideas, and just like, moving and zooming and, you know, painting, like, you know, as quick as you can think. So that is what I wanted to teach you. Make sure you've tried all those again. You have it all right here with the widgets and these little guys here. But that's what I would recommend just using your keyboard shortcuts and your mouse. All right, so in the next video, I'm gonna be teaching you how to move your objects and rotate them and scale them. So let's go and jump into that lesson, and we're gonna teach you some cool stuff. 11. Grab, Rotate, & Scale: So in this lesson, I'm gonna be teaching you how to move, rotate and scale your objects. So you just make sure you have your Suzanne layer clicked on her here, And mine is actually out of this collection here. So if if yours the same way, just click and drag Suzanne inside or on top of that collection folder and you'll notice she pops inside of that collection there. And so the first thing we want to do is, you know, I've noticed that she's kind of off centered here, So if you want to re center her, you can just type in zero for each one of these. But what I like to do is just click on the X and dragged down, and then you can just type zero in his inner and that will do all of it. And so notice Now she's right there in the center, and what we want to do is click on our tools over here and click on the one that looks like four little arrows, and that is your move tool. And there's a widget that appears and you can grab any one of these little lines. These colored bars here and move your objects around. So if you're, you know, familiar with three D, that's gonna be pretty pretty common to you. But if you're brand new, you know, that's how you move your objects around inside of 30 space. Remember to always move your view around as you're doing so so you can tell if you've got your objects where you want him. Uh, notice there's also these little squares in between some of these and get em all right there. And those will kind of lock it to the up and the X or the Z and the X. So if I click on that notice, it's only moving And that that kind of almost like it's up against the wall. Um, and you can see two crosshairs right there and the same thing for this one down here that will just slide it around on the floor. And then this one will, you know, slide it just on a you know, on that kind of like almost like a you know, a wall. So that is how you move. But what I like to do is just hit G on the keyboard and so g just think of grab. So if you g now you can just grab your objects and move them around just like you would in three space. You could rotate it, G. You know, rotate G. And that's how I do it. Because I was like, I just want to grab it and movie and grab it and move it just like I would in real life, right? Another cool thing you could do is hit g to grab something. And then while you're moving it around, you're gonna hit X on your keyboard and lock it to the X, or you can hit why? And it'll look to the why or while you're sliding around, you can hit Z and that will slide it on the sea. And if you actually if you actually only moved it, you know, somewhere you didn't want to, you can always just hit escape on your keyboard and that will cancel that. Ah, that move and then I'll just go ahead and zero that out and then popper back to the middle . And so the next tool I want to show you is the rotate tool. So notice we got this nice little rotate widget looks like a beach ball, but you can click and drag any one of these colored lines and rotate Suzanne on that particular access. You can also hold control and notice these little white notches appeared. And that way you can kind of like tick, tick, tick, tick, tick, tick, tick, you know, moving like five degree increments. You can also hold shift. And that will do really subtle, slow, you know, detailed rotations. But what I like to do is just, you know, make sure you have your object selected. And then I just hit our for rotation and it's gonna rotate it, depending on you know, how you're looking at the the object. Like, right now, it's rotating this way because we're looking at Suzanne from this angle. But if I orbited below her and hit our you know she's rotating right here, but a way we can control that is just hit our and maybe you want to lock it to the X axis. So now you can. She can rotate around the X axis, or you could hit why, and then she can rotate on the why or you could hit Z and rotate on the sea. So that is how you know, kind of two different ways. You can rotate your objects and then the third tool I want to show you is the scale. So notice when I hit the scale here, you can just kind of click and drag anywhere and that will scale Suzanne up and down. Or you can grab these little boxes here so I can grab in scale just on the x access. Or I could scale just on the why or I could scale just on the Z. So that is you know how you can do that? But I think the same thing applies. You know, if you just wanted to use the keyboard and so how I scale things usually is I'll just hit s on the keyboard. So just hit s on the keyboard and you can just, you know, scale us goes directly into scale mode. And then you can hit X on your keyboard to go to X and just scale on the x axis. Or you can hit why and scale on the why or you can hit, see So everybody try that just hit s and then hit X then hit why? And then hit C And then that's how you can scale your ah, your objects there And now we've got are looking pretty crazy Pretty funky. You know, we've got some rotation honor. We've got our scale kind of old wacky. So I'm just gonna go ahead and delete that, So just click on it. And do you remember how to delete Hello? If you did a good job, if you don't remember, all you have to do is click on the object and hit X to delete and just, you know, confirm it. So let's go ahead and add another object. Just shift A We'll just bring Suzanne back. There we go. So now we've got Suzanne. And another tool for moving and rotating in scale is this Transform which it and you can just turn that on with T. But essentially, this is all the different. You know, all three of these tools all in one. So if you like that, you know, you can use that, and that's got everything you need right there in one little widget. So you know, there's tons of different ways to do things in blender, and you're gonna find your way that you like to do it. Me personally. I like the keyboard with G for grab are for rotate and s to scale and a tip for scaling. I noticed myself and other people. Sometimes you'll hit scale and you're like mouse is really close to the center point. So maybe if I'm like right here and it s like you don't have Ah, well, you're like, what is going on? Craziness. It's just uncontrollable. So if you ever find yourself in that predicament, just hit escape and then swing wide, you know, put your mouth way over here like, far away from this centre point here it s And now you have way more control. So, you know, that's just a tip I wish somebody would have told me. And then, you know, just escape and you've got. Now you understand how to move and rotate and scale your objects. So just go ahead and play with that. Take a long as you want to do with learning how to do that and get yourself pretty comfortable. And once you feel comfortable, we'll go ahead and move into the next section. So in the next video, I'm gonna show you how to edit the actual geometry. So we know how to move our view. We know how to move our objects. Now we're gonna get into the nitty gritty and moving all these little dots and lines and faces of our Suzanne monkey. So let's go ahead and dive on in. 12. Edit Mode: all right. And so in this video, I'm gonna show you how to edit your geometry here. So to do that, we want to make sure you have your Suzanne monkey selected. And then in this top left corner, Issa's object mode. You I want you to click on that drop down and switch over to edit mode, and you can tell you're in edit mode because you start to see all these little dots and, you know, then the monkey is kind of like highlighted. So that's how you know that you're in edit mode and you're gonna be switching into edit mode all the time. So, essentially, you're always switching from object mode to edit mode like hundreds, maybe even thousands of times while you're designing things. So a faster way to do that is using your keyboard. And so everybody click or hit, um, tab on your keyboard and watch what happens. So as long as you're mouses over your three D V port and you hit Tab, you can just switch really quickly back and forth into object mode and edit mode. Always remember to make sure you have the object selected and then hit tab and now you're in edit mode. So now they were in edit mode. There's really just three things to remember. So go ahead and write this down if you need to or want to. And that is points, lines and faces. You can already see the points and the lines on the faces. But, you know, we see these little black dots here. Those are the points blender also calls them Vergis ease. So as long as you have three points connected by a line than that will make a face and that is all what three d is, You know, all this is just, you know, points, lines and faces connected together to make some type of geometry in a three D space. So what we want to be able to do as designers is manipulate thes two are liking. And the easiest way to do that and blender is by using this little widget up here at the top. So notice it's got this little three little squares. The 1st 1 is points. The 2nd 1 is lines also called edges, and then you've got your face or your polygons. So the easiest way to switch in between these is by hitting on your keyboard 12 or three and notice when I hit 12 or three. You know it's changing, which ah, selection modem in. So say, if we go to one, we're in point mode or Verdecia mode. So what I want you to do is make sure you're in point mode, and I want you to switch your tool to this guy in the select box. And there's a couple different ways you can select things. But just for today for this beginner lesson, just keep it on select box and you can, like, select things like that. You can kind of drag a box around them, or you can just click right on top of home and notice that the the little points here light up. So go ahead and grab. Maybe this this one right on top of Suzanne's head here and what I want you to do is do the same thing we did before. You can use your wrote your grab rotating scale tools, but what I like to do is just hit G so pretty hit G and just grab that point, you know, maybe lock it to the sea and just kind of move it up ever so slightly just like that. So nothing crazy. But what I want to show you is that you have control over every single one of these little points here. So now let's go ahead and move into line mode or edges mode So you could click this box here or what I like to do is just hit two and notice the dots disappeared. And now we can click on the edges or the lines. So maybe click on, you know, another the edge, maybe this one on top of her head here and we're just going to hit. Maybe let's hit our and kind of rotate that. So now you can rotate that around. You could even lock it to the X. You could lock it to the why and rotate it that way, or you could rotate to the sea. So, you know, go ahead and play with that. You can move out. You can move around any of these ah lines that you want. You don't have to go too crazy right now. We're gonna do that later in the lesson. But I just want you to see that you have control and that you can manipulate. You know, any of these these lines here, I'm just grabbing it. And then hitting escaped kind of just show you, You know, just feel free to just grab some of these and just moving around, and then the next thing you want to do is go to face mode or hit three on your keyboard. And now, if you click on any one of these, they will light up. And that's how you know you have selected. And once you have it selected, you can also hit. Um, you know, G toe grab it. You could hit are to rotate it or you could hit s to scale it. So go ahead and just, you know, scale some polygons. You know, you can go crazy with it, do whatever you want, you know, and then just hit escape. And now you should feel a little bit more comfortable just with the basics of knowing, you know, that we can move some geometry around. We're gonna go way more in depth in this throughout the courses, but just wanted to give you kind of ah, really quick overview of, you know, how you can move rotating, scale the different types of geometry in your inside of your objects. So let's go ahead and switch back to object mode, and you can tell your in object mode by this top left corner and, ah, let's go ahead and jump on it. 13. Selection Modes: in this lesson, I wanted to show you the different types of select modes that you can use inside a blender . Usually I just keep mine on the select box. But I want to show you all the different ones because you may find one that you like more than the others. There's no right or wrong, but I just wanted to show you what you got to work with and how I'm doing this is See how there's a little tiny triangle on the box right here. If you see that little triangle like this one has it, and this one has it. Any time you see that little tiny triangle in the corner, you can click and hold, and that will give you a few different options to choose from. So let's say we want to do the 1st 1 tweak, and it looks kind of normal. It just looks like your normal mouse. But say if we go into edit mode, Tweak is gonna let you just click on individual points and just kind of tweak. You know, Grabem. You can rotate them so you can rotate them like that, or you could scale them individually and then you could just click over here and change your selection bucks. But what I do is just hit W on the keyboard, and that will actually cycle through all the different selection modes. Notice how I'm while I'm hitting W W W W. It's changing different modes. So let's go to the 2nd 1 select box. And usually I just keep it on this one because you can kind of use it like a tweak where you can just pick individual points. But you can also click and drag and select. You know, certain points, you know. So if you just wanted to select maybe the ear, you know you can do that. And that is the box strike. Or if you're in the side, like or the graphic view. I just hit number three or in the front view. You know, you could just kind of use that box select like that. You could even hold shift. It's like the other ear. You can even toggle in X ray view mode by clicking that button and noticed. Now I can kind of see through Suzanne, and I can also select through Suzanne, you know, So I'm selecting everything that's visible. Whereas if I didn't have this on, um then you know, I can only select. It's only gonna select what I can see. You know, didn't select back here because we didn't have x ray on. So you can use X ray to your advantage while selecting things. And a shortcut for X ray mode is Ault Z so you can toggle ex remote on and off with Sultan . See, that's very hopeful. And if you ever select a bunch of stuff and you're like Oh, no, I don't want all these You can also always hold control and d select, you know, take his while holding control just like you know, De select anything You don't want another thing if you want to de select everything is all to a and that will de select all Or if you want to select everything just hit a and that will select all So a to select oh all to a to de select all And now we're going to switch to the next selection mostly just hit w So now notice I have the circle select and this is kind of like a paint brush So think of this as a paintbrush. I'm gonna turn X ray off, and now you can just kind of glide around here. Let's actually go into faces mode. You can just paint the things that you want to have selected. So that's very and the same thing goes You can hold control to de select. We're hold, you know, select something, hold shift and add more, You know, all around Now let's hit W and we'll go to the lasso Select so safe we're back in point mode I wouldn't hit all time a to de select everything And maybe we just want to kind of like Lupin here we can draw like it really fancy box. Maybe we want to get this bottom of the chin here. I don't know why you'd want to do that, but just showing you, you know, with the lasso, you can just select what you want wherever you need it, so that can come in very helpful. So, yeah, just so just, you know, hold shift and do that. If you want to take away the same thing applies, just hold control and control while clicking and dragging will subtract that information and that will hit W. On the keyboard, and that brings us back to tweak mode. So just pick any one of those you like. You can change it anytime. I just leave it on select box. So that is how you use the different selection mode. You can change your selection mode in edit mode and also in object mode, but it is a little bit more powerful in edit mode. Now let's go ahead and jump into the next lesson. 14. 3D Cursor: and this. Listen, I want to teach you about the three D cursor and the three D cursor. You can just turn on in your tools panel just by hitting T and clicking on this little circle with a plus in it, and that will lets you manipulate this little widget here. It's kind of hard to see, but it's this guy right here in the middle right now. It's just set at default 000 but you can move this anywhere you want. So an example of this is, say, we wanted to add like a hat are some kind of cube on top of Suzanne's head? What we could do is click make sure you have your tool selected and then click on the top of Susan's head, maybe even right here at the top and notice it's actually kind of popped or magnetized to the surface of Suzanne. If it's not doing that for you, make sure up here at the top, you have surface project checked, and that means it's going to try and project that three D cursor onto you know, whatever geometry your that's in your scene. If you can't see that up here. You can also do it under tool or right appear so different ways to find it. But what's cool about this is once you've selected maybe the top of Suzanne's header, you can really click anywhere. Um, now you can do add mesh and let's say, let's say, a cone. I noticed that the cone has appeared in the center of Susan's head, so we can even no increase the size of that. You know, anything you wanted to dio make it smaller. You could bring up the easy access. So maybe it's just right there on the top of her head. And there you go. So it's a easy way to place things exactly where you want. Another thing that's really helpful is sometimes you want to change the origin of one of your designs. So notice Um, there's like this little orange dot in the middle of this cone, and that is the origin point of that cone. And if I try and click on Suzanne notice, it's just moving the three D cursor, and that's because we have the three cursor tool turned on, so you can either hit W on your keyboard, and that will switch to your selection tool. Or you could just click on your selection tool and notice if I click on Suzanne. The origin point is down here. This is Suzanne Zordon point this tiny little orange dot So if we were to rotate, you know, it's actually rotating around the origin point. But what if we wanted to rotate around her chin Or, you know, somewhere else away you can do that is using the three d cursor to move this origin point, and I'm gonna show you real quick how to do that. And before we do, before we move, you could always reset your three d cursor if it gets kind of lost or, you know, just can't find it or just not where you want it. You can always go to view and three d cursor you could like. You know, just click on that and zero for or what I do is just type in a shift s and you get this nice little pie menu just with shift s. And you can put the cursor and lots of different places so you could always do cursor to world origin and notice that it snaps right back to where it was in the beginning. So now you know how to, um, manipulate your three D cursor. You also know how to reset it and how to project it onto your surface. Now, what I want to show you is how to change the origin of your model with your three d cursor as the as a tool. So to do that, make sure you have your Suzanne layers selected. I'm gonna hit W on the keyboard to go to my tools, make sure you have are selected and then hit tab to go into edit mode. And so what we can do now is just click on any one of these points. I'm going to do this one kind of right there in the center of her chin. And what I want to do is move this little origin point that's in the center of her head over here. So to do that, we're gonna take our three d cursor, and we could just click right there on it. But if we want to be very exact, what we can do is shift s again and say cursor to selected. And since we have that one point selected. It's actually gonna snap right to that. So notice it's perfectly on that little point there. I can't even hit period on my numb pad and you can see we've got it right there. So now what we've done is said, Hey, this is where we want our origin to move to notice. It's still right here. So to finalize that, just switch back over to object mode and then under object. We're gonna do some some magic here, so keep an eye on this orange point, and then you know where we wanted to go. And so we go. Object Set origin 23 d cursor. Hey, And there you go. So noticed that the origin has moved from the center of Susan's head down to her chin. No, zoom in here so you can see now what we can do is if we hit our notice. We're rotating around that point so this can come in really handy if you're wanting to be a little bit more exact on some of your you know, transformations or rotations or scaling. Or if you want to add geometry to specific points of your model, So let's go ahead and jump into the next Listen 15. Grease Pencil: All right. So inside a blender, you also have another tool called the grease pencil. They also called annotate, but it's mainly used for two D animation. But you can drawl inside of your scene inside a blender. Change the color, but notice. It's kind of just floating here for drawing Suzanne, like in the middle of her head. Some was gonna do control Z control Z. And if you want to draw on your object here, you want to make sure you change the placement from three D cursor to surface and that will let you draw on Suzanne here and notice. It's more like projecting onto the surface, and there's not really a way to control these. So you just have to undo, um, you know, anything you wanted, but you could use them as just kind of reference point. Like if you're like, Oh, I'm gonna put texture lines here. I don't really know why you would use it, but I just wanted you to know that it's there, or if you want to do some two D animation, you can watch them videos on that. Also, we're not gonna get into it on this course or this workshop, but you can't. There is a way to turn your grease pencil lines into kind of like lines or meshes where you can essentially turn them into three D geometry for maybe three D printing. I don't know, but it is possible. But just let you know you can draw on some objects if your heart feels like it. And then I was gonna hit, undo with control, see and kind of take all that away. So that's the grease pencil. 16. Measuring Tool: and this. Listen, I want to show you the measuring tool, so if you hover over the measuring tool, it's gonna give you a list of commands. You can also just click on it, and now we're inside of the measuring tool. You can use it in object mode or edit mode, and this is really helpful just to measure things. Like, if I wanted to measure from 1.21 point, I would just click and drag and notice. I've got these, like, little dotted line that's appearing and it's telling me the millimeter of the distance between her two people. So that's about you know, 17.5 millimeters, give or take, and you can also click on one of the ends. Notice that my mouse turned into, like this little four arrows. You want to wait for that, then click, and now you can, you know, move that around. You can also hold control and that what kind of snap to kind of these in points of any polygon. So right there, I held it there. I can also do the same thing here. That way, I know it's really connected to that point on her her eyeball there. Another thing you could do while holding one of the edges. Here you can hold shift, and it's kinda hard to see what's happening here. But depending on which way you're facing, blender is kind of measuring the thickness of whatever you're hovering over. So I'm hovering over the year. So it's saying that the ear is about 2.28 millimeters thick. So if he turned sideways here, you can kind of see a little bit better. What's going on? It's depending on the way that your, you know, holding shift while measuring. It's actually trying to measure the the thickness, so that's a pretty cool trick to if you want to just quickly see how thick or thin something is. You can also do. Go ahead and grab that. You can also do angles. So if you wanted to know, just hold control two point that here, maybe we'll do control here. You can grab in the middle here and noticed that now I can I get a reading of the angle so you can move that around. You know, if you just want to see you know the distance of something same thing goes, you can hold control, you know? And that is a 42 degree angle right there. We can old control and kind of snapped their or even snap it here and there. You see, we've got a 45 degree angle right there on her eye so you can use this, You know when you need to. I don't use it too often, but I just want you to know that the tool is there. You can also hover over and get some more details. Um, you know, while you're clicking and dragging, you can hit, you can click on it and then hit delete on your keyboard, and that will take it away. You can also grab one of the ends hit, delete and there you go. Now you've gotten rid of it and just make sure you click out of that mode. So let me know if you have any questions on the measuring tool or if you think that you would be using that often, and we'll go ahead and jump into the next listen 17. Separating Objects: all right. In this lesson, we're gonna be doing some really cool stuff. We're gonna be using the three D printing toolbox. We're gonna take this monkey into edit mode and make it three d printable. You ready? Let's do it. So first thing I'm noticing is that in our information tab over here, let me turn on my shortcuts for you over here. In our information tab. Our scale is not at one, you know, so always keep a lookout for that. So go ahead and take the monkey, and we can do control a and apply scale. And now the monkey is set to one. So that just comes in handy when we're adding modifiers or doing some tricks and, you know, effects on our designs. If you're scale ratios all wonky or out of whack, sometimes that can have some, uh, weird effects. So, you know, good rule of thumb. Just try and keep your scale ratios toe one. And if they ever get out of whack like that, you know, you can always just do control a you know, scale or rotation skill. Either one is fine. So now we've got a monkey. Let's three d print this thing, but the issue is, Suzanne is actually not three d printable. There's actually an issue with this designed, and it's really kind of hard to tell at first glance. And so the issue is her eyes and her head are not connected. There are actually two different meshes inside of one object. And you may see this sometimes, like if you download objects from thing averse or my mini factory, it looks pretty cool. But when you go to slice it or to, you know, try and three printed, you get some heirs. And so what we're gonna do today is use blenders, three D printing toolbox and the edit mode to make this monkey three D printable. Are you ready? Yes, let's do it. So make sure you have Suzanne the monkey selected and then hit tab, and we're going to go into the edit mode and let's go to our three D print toolbox. So first off, we just need to check, You know, is this object three D printable and with her three d print two walks, it's kind of like a Swiss army knife for checking and repairing some of your designs and blender, which is amazing. I used to do all these types of things in mesh mixer, but now I don't even use mesh mixer. I just use blenders, three D printing toolbox. So right off the bat, I'm just gonna walk you through what the's little buttons do. Just so it's a little less intimidating, but right off the bat, you've got statistics and volume. So if I hit volume, we get the cubic centimeters of this match, so that would be useful. If you're maybe you want to, like, send this design off to, like, a shape, ways or materialize, or any kind of like of printing on demand service. Usually they charge by the cubic centimeters, so that could give you some kind of quick pricing. You can also get the area and centimeters squared. Um, not sure why you would need that. But, you know, maybe you out there, maybe you need some area of your designs. And then what I use the most are these checks. So there's all these different buttons you know for solid, and what that's looking for is, if you click on that, so go ahead and click it. It will tell you. You know that there are some non manifold edges, and non manifold just means there's a hole in it. Ah, it's not water tight, you know, in three D printing you want your designs to be one solid mesh. Um, and that is how three D printing software's there. Slicers like the file to be so they can print it. But in this case, it's saying there's 42 lines. You know there's 40. Yeah, because you can see the line icon right here. There's 42 lines that are non manifold, so you can click on that and blender will actually highlight. You can see around the eyes here that there's an issue and sometimes you can't see your like what? You know, maybe you were looking this when you're like What? I don't see anything. What's wrong? So a cool tool, a trick that I do is hit Shift H. And there you go. It will hide anything that's not selected. So blender is saying there is a you know, there's some issues a ride around here. So now I'm like, Okay, they're right there. You also hit period on the number and kind of pop to that selection. You know, maybe I was way out here. You can hit, period, and I will zoom into it and then you can bring it back all your geometry with all T h. So that was shift Age to hide everything that's not selected an old h to bring everything back. So now I know. You know, the problem is in the eyes. So how do we fix that? Ah, one way we could do it is you know, I'm sure you kind of two ways to do it. So first off, we need to kind of separate these These meshes here. So to do that, just click on Susan's I hear and hit l and that will link everything that selected. So notice that it didn't select her whole head. It just selected the I. And that is telling me that the I is a separate mash, you know, it's like not actually part of the head. And so I'm assuming this one over here is probably the same way. So we're gonna hold shift on our keyboard and then click on you know, this eyeball and while hovering over the eyeball hit l again. So now we've got both I selected. Um, but if you look to the right here, you know, Suzanne is still one object. But we have, you know, essentially three different mesh is the head. This I in this, I'm So what we want to do is pop from these eyes off of her head and kind of make a new layer with the eyes. And to do that, we're just going to make sure we have, you know, both I selected and then hit p on the keyboard, and it will hit p to pop it off. It's also it's really called separate, but the shortcut is P. So I call it Pop s. So we're gonna pop it off by selection and watch what happens to our layers over here. So P and selection. And look here. Now we have a new layer. It's Suzanne 0.1 but that is actually our eyes. So you can double click that and just call that eyes and there we go 18. 3D Print Toolbox Overview: So we are doing really good if you gotten that far, you know, congratulate yourself. You've almost done fixing this model, so we can three d printed. So let's go back to object mode, maybe. Ah, click on the eyes here and then just h and that will hide it. So this is what I was trying to explain. Suzanne, her head is like a mask. You know, we've got these big holes and that's what the three D printing toolbox was telling us. Like Hey, there, this objects. Not really. Manifold. It looks manifold, but there's big holes in it. Um, So what we're gonna do is fill that in and to do that, let's just go back into ah, edit mode, so make sure you have Suzanne selected. So you're saying blender, I want to take this object into edit mode and hit tab. So, you know, now we're in edit mode, and what we want to do is just click on the edge here. You know, you could do it with points or edges and, um, you know, just double click on that edge. It should do a loop loop, select their If it doesn't, you may have to hold Ault. You know, maybe you don't want to hit Ault and double click. We may have to hit control in double click, but the way my minus set up, I can just double click it. Um, it depends on what you have in your preferences, but essentially, you want to loop, Select that. So just make sure you have everything selected. You should have it all like the whole eyeball selected there. And then we want to fill that hole in. So to do that, just hit f on your keyboard and boom, we filled it in, and then we're gonna do the same thing on this side. Just double click are Ault double click or control DoubleClick and then hit F, and now we filled it in. So there we go. Um, another thing that you can do is kind of go through each one of these buttons to check different things. You know, I could do these one by one to find out if anything's distorted or if there's any thickness issues or my edges air to sharp or if I have some overhangs. But what I like to do is just check all that's the button. I hit the most just Checco blender and notice. It's checking all these different things all at once. So you know this is the checks, and then it's as a result. And what you The goal here is to get all these to, say, zero. Except for overhanging faces, that's rarely zero. But the goal is to get all these other ones to say zero. So notice we haven't issue here. We have non flat faces 22. So go ahead and click on that. If you can't click on it like it's not letting you click on it, you may be in object mode, you know, notice it's it says 22 but I can't click on it. So, um, you know, make sure you're in edit mode and then you could click on it. And what Blender will do when you click on it is highlight all the non flat faces and what non flat faces means is that we've kind of like, stretched a lot of these polygons really far, like look at this point here. Like if I go hit one, this guy right here is like, you know, he should be probably more over here. He's like, Well, hey, stretched over here. So what Blender is saying is that we've kind of pushed these these polygons to the max or these faces to the max in that are slicing software may have some issues when trying to slice it so we could go in here and try and fix it all one at a time, which would be very time consuming. But what blender will do is just fix it for us. So to do that, we can go to clean up Twitter let down, and we've got a button here that says Distorted. So any time you have non flat faces, you can use this distorted button to fix it. So just hit, distorted, and watch what happens through all these different faces when I hit the story. So go ahead and click on Distorted Boom. So now it's essentially re mashed this these polygons so that it is no longer being, you know, pushed beyond its limits. So thank you, Blender. And now we can check all. So go ahead and hit check all again and there you go. Non flat faces zero. So good job. If you got that for and then notice. Here we have overhang faces. And that's all this is saying is that this slicing software is gonna need support materials . You know, this is overhang is set to 45. So what this is saying is that when I hit overhang, it's showing me all the the the faces that are beyond this 45 degree roll. Remember, Arthur Oy design theory. This is it in action. It's saying, Hey, Jason or hey, you know, you these are gonna need support to I'm gonna have to have support all over these. But I'm gonna show you a way to, you know, kind of read design Suzanne. So she doesn't need any supports, and we'll get to that a little bit later. So you know, you can leave this at 52. That's no problem. But it's good to be aware, you know? Hey. Oh, these might be peas. Might need some supports. So let's go ahead and move on to the eyes. Suzanne is good to go. We have zeros all the way down to the overhang. So good job. If you made it that far, let me know in the discussions. If you have any questions 19. Make Objects Water-Tight (Manifold): Let's go ahead and flip back over to object mode with the tab key. So now we've got Suzanne's ready. Let's do the same thing for the I. So click on eyes and then actually click on this little I here and you can bring it. You know, back to visibility, and we can go ahead and hide. Suzanne, you can click on Suzanne and click on the I, or you can just click on the Suzanne's head and hit H Gonna hide her. And so notice here Susann's eyes are just like shells. They're just like little cups here. And so that means they're non manifold, you know, it's not solid. It's not watertight. It's just like like a like a shell, just kind of floating here. So what we need to do is close this up so that we can three d printed eso to do that go into edit mode. You know, make sure you have the I selected, so you should have a little outline and then hit tab. And now we could go in and, you know, double click or click on the edges, you know, and highlight that and hit fill our F to fill it. But there's another button that haven't showed you yet, UH, which is called It's under the cleanup tab on the three D print toolbox, but it's called Make Manifold, and I don't really recommend using this all the time, but sometimes it can work, and sometimes it helps. But go ahead and click on that and watch what happens to the eyes. So Willard Blender is just going to do the work force. So go ahead and click it, bloom. And there you go. Now the, uh, we filled it in. It kind of did the workforce. So thank you Blender. And you can use the same thing on other objects just to kind of highlight where the issues are or, you know, let Blender try and fix it for you. So now that you've done that, you still the good practice to check. Also, let's go ahead and hit Chuckle ho, Lookie here. So it's saying now that there are too thin faces, So go ahead and hit that. And then blender is gonna highlight the Teoh. You know what is in question or what it thinks is too thin. Go ahead and hit, period on the num pen and that will zoom into the problem at hand. And what blender is saying here is that this point here, this little beep beep right there? That angle it's saying that that is a little too sharp or a little too thin. And, um, you know, depending on how big you have your monkey, mine's pretty small here. Um, you may not see this issue, but if you have it like around in the 50 millimeter kind of size, you probably gonna get this thin faces. And we can fix that just by going to edge mood and kind of just lessening the steepness of that that arc there. So just go and click on the top of that eyeball there and just hit G and just move it down just a little bit and then hit Check. And there you go. So that's all it was. It was just a little too steep. So, you know, I think that would have printed just fine, but just shows you that blender is looking out for you. And, you know, it's mathematically trying to check all of your designs. So that is, you know, both of our ar objects are manifold. So let's go back in tow. Object mood. And now we want to bring our Suzanne back. And there we go. So we're almost done. Um, we fixed both, you know, the eyeballs and Suzanne's head. But technically, they're still to separate layers air to separate meshes or objects. So what we need to do and blender is kind of marry or unify these into one solid mesh. 20. Parent Objects Together (Linking): and I will show you how to do that in a very flexible way. But the first thing before we do that I will show you some issues that you might have. Um, so go ahead and click on your Suzanne monkey head and go ahead and hit G to grab it and notice when I move the monkey around. The eyes are just staying there so that can come into some problems when you're trying to unify some of your designs in the future, especially when you're doing more advanced projects. You know we want thes eyes to move with Suzanne's head, so go ahead and hit, escape or controls the if you need to, and you want to get it back to normal. So what I'm gonna teach you now is how to parent these eyes to Suzanne's head. So the easiest way to do it is just take the eyes layer, click and drag and hover it over Suzanne's layer here. And while you're hovering with the eyes layer, just hold shift on the keyboard and then notice, it says right above this triangle is has dropped to set parent. So I'm holding shift. I've got it I've got the the eyeballs here, hovering it over Suzanne while holding shift and then just like, and then notice it's gone. But really, it's inside of this Suzanne layer. So if I twiddle it down, you can see the eyes right there. So now if I click on Suzanne or, you know, or click on you know the actual monkey head and hit G to grab Hey, that's what we want the eyes, our parented to Suzanne's head. So that's how you can, you know, kind of link things together. But, you know, there were still separate objects. So if you ever want to go back and make some changes, you could do that. All right. And now we're going to get to the fund stuff, which is actually unifying these eyes to the head so that it is a one single solid mesh that we can successfully three d print 21. Add Objects Together (Union): and we're going to do that with the bull tool. So remember, we added the bull tool in our preferences and the very beginning of this course. And under the edit tab in your information panel, you can see Bull Tool. You know, it may be like way appear, but just twiddle down bull tool, and you've got a lot of different options here. You've got auto billions and we've got brush brilliance. So auto billions are going to unify the objects, and it's kind of a destructive way to join things together. So what? I usually uses the brush bullion. Um, so, you know, you could use this button here, but I'm gonna show you how to do it with your keyboard. So what you want to do is click on the eyeballs and then shift click on the head because we're essentially telling blender a blender. I want to add the eyeballs. The thing we selected first to the head. That's how you know I think of it. That's the easiest way for me to think about it. So we selected the eyes first. Then we shift clicked on the head, and now we're going to do a brush bullying union so you could click that right there. But what I do is just hit control and then plus on the num pad and you'll know if you successfully did it because we've got this new box that has appeared around the eyes. And so blender actually did a few things for us in the background, and I kind of show you what it did. So go ahead and click on the Suzanne head and then go to your modifiers panel. This little wrench here, right in the middle, and you should see a boolean right here says Bull tool eyes, because it used the bull tool. And then blender made it a union bull tool. And then it put the eyes layer inside of the object property here and before I used to do all this manually. It's like three or 45 steps, but with the bull tool, it does it all for you. You know, all I had to do was hit control plus boom, and then it is done. The cool thing is that if I click this little box here, I can actually still move the eyes around. So just by hitting my G and why I can still, you know, maybe I want to adjust the eyes. Maybe I want him to be a little more in, you know, something like that. So that's what's really cool when I mean being a flexible designer, you're never locking these changes in your just, you know, applying modifiers so that everything you do can be super flexible and always changing no matter what. So now we've joined these two objects together. This is technically three d printable. So congratulations if you got this far, but we still would need support material. So now when I teach you the difference, bullion 22. Subtract Objects (Difference): So we're gonna use the difference bullying to slice off a little bit of the back of her head, a little bit of the chin and a little bit of the ears so that we don't need support material. So to do that, click on the Suzanne Monkey Head, hit our and notice that we're rotating and now hit X to lock it to the X access. And now with this still kind of open, you know, you can still move the monkey around. I want you to type on your keyboard negative 45 and then click. So what we did is just told Blender we want to rotate Suzanne's head on the X axis negative 45 degrees, and so notice. She's kind of like, lean back here and what we want to do now is bring in a box to slice off the bottom of Suzanne. So to do that, we're going to hit, you know, make sure we're in object mode hit, shift A and then we're gonna add a cube and notice the cube is really, really, really, really tiny. It's like super tiny right there, but we want it to be pretty large. So type in, like maybe 100 and then click over here. Okay, that's pretty good. The goal is you want it to cover Suzanne the monkey completely. Okay, so now you've got that. Go ahead and click out. And now we've got this huge box here. Go ahead and click on the box hit G to grab it like that and hit Z and that will lock it to the X axis. And we're just gonna slide it, you know, somewhere near the bottom of her, her chin. Here. You know, maybe something like that. You know, just a little bit of the year. A little bit of the back of the head, you know, something like that. So, you know, it doesn't matter. We can always change it. Um, you know, adjust it later. But what you want to do is make sure you have the box selected first, and then hold shift and then click on Suzanne's head. And now we're going to do the brush bullying difference. You can click that button right there. But what I would recommend is just doing control on your keyboard and then minus on the number had and lookie there. We've essentially added a new difference bullying to the with the cube to Suzanne. And you can still see the outline of the Cube. So, you know, I can still click on the cue by itself and then hit G and Z, and you can see kind of like a live preview of this working. So, you know, maybe you want to make some adjustments, and this is what I mean by being a flexible designer. You know, we could have used, um, the auto bullying difference. And it would have been, you know, we would have been kind of locked into that, that boolean it would have just automatically applied it for us. But with this method with the brush billions, you can always go back any time and make adjustments on the fly. So you want, um, a pretty good amount of space. You know, maybe this chance CEOs chan is pretty thin. Maybe hit g and Z and kind of just give it a little bit more surface area so that when we go to three d print this monkey, it is, you know, got a good solid foundation for to stick to the three d printer bed And then the last step we want to do is maybe just connect this cube to Suzanne. So to do that, just grab the cube layer. Click and drag. Hold shift and parent that too, Suzanne. So it should, as long as you held shift and dropped it over Suzanne. Now you'll have the cube and the eyes. So if you grab Suzanne with the G, noticed the cube and the eyes all stay together. So there you go. Go ahead and save. Make sure you've saved, and there you go. So now we've got this really cool three d printable monkey. We don't need any rafts or supports. We've used the three D print toolbox to fix the non manifold mesh chairs and fix the non flat faces. We fix somethin faces. And we've parented all of our our flexible modifiers to our main object here, the Suzanne head. So now the fun part. We can actually export this out for three d printing. Yeah, let's do it. 23. Export for 3D Printing: So to do that, make sure you have just your Suzanne layers selected. You could be an object mode or edit mode. Um, one thing to know if I do go into edit mode, my modifiers kind of disappear. See how the bottom of Suzanne disappears. It's not actually going away. It's just because you're in edit mode. So, you know, don't freak out. It is still happening. But I'm just gonna stay in object mode, Make sure you just have Suzanne's head selected. And now using the three d print toolbox over here, we can export this out, so it's gonna be using the name of the file. So go ahead and make sure you have it named. How you want. Suzanne is fine. And then, um, under export the very last little twiddle down here we have, um, the pathway. So we're gonna tell blender where we want RST els, or are three d printable files to go. So go ahead and click on that little folder, and we're gonna tell blender where we want to save the file. I'm going to do it on the desktop and just hit, accept, And then now we can do different formats most of time, you can just do STL Um, that's pretty common. And then hit export and those We get a little blue information here that says three D print workflow dot Suzanne S t o. And what it does is it takes the name of your project and then adds the layer name to your design. And the reason I wanted to show you how to use the export button here is that when you have multiple files or say you're doing some like, intricate part for three D print design, you can use this to just kind of pop out designs really quickly. And we're gonna do that in the next coming lessons. Another way you could do is file export. STL. That's kind of the older, slower way. I want you to get in the habit of using the three D print toolbox to just pop out exports. Um, and I'm show you what I mean by that in the future episodes. But it's just I feel like it's just a super fast, um, my kind of just more up to date way and a very flexible workflow. Um, whenever you're three d print designing so Let's go ahead and jump into our slicer and check it out. All right, so I'm using simplified three D As a slicer, you can use any slicing software you want. There's some free ones like, um, Kira or Prusis Slicer. So just Google, you know, free slicing software's ah, and you'll see those that you can do. But go ahead and import the file into your ah, your slicer. So right off the bat, we have desktop three D print workflow, which is my project name, and Suzanne, which is the layer name. So go ahead and click on that hit Open and Boom. It is the exact size that we thought because we had the, you know, the previous of our three D print volume. And so we've got a perfectly scaled Suzanne monkey here. Let's go ahead and prepare for printing. So I'm just gonna look at my settings we could do like maybe 20% infill. We don't need a raft. We don't need support. You can do it if you want, But, you know, I like to live a little dangerously so I'm not going to do it for this one. For layers, you can do, like a 0.2 millimeter height, maybe three shells. That's fine. And, you know, for the temperature, I'll probably just do by, like, 204 p l a. And then I have a heated bed, so I'm gonna do 60 degrees Celsius for that. And so here we go. We'll go ahead and hit. OK, go ahead and prepare for print, and it's only gonna take about 40 minutes to three d print this cute little Suzanne head. So let's go ahead and scrub through that. Yeah, looking pretty good. So it would just put down that nice first layer force, and then it would essentially kind of almost not technically bridging. But we've got the 45 degree rule kind of right here, right there, so that shouldn't need any supports. And then it gets a little steep right there. But I think it's gonna be fine, you know, Right here, it's a little steep, but I think it will work. And we just keep on going up. And, you know, we don't need any supports. So weaken, we just three d print this right off the bed. So in the next video, I'm gonna show you how to use a three D print toolbox and the modifiers to make some really cool effects on your Suzanne model here, and you're gonna look like a pro designer in no time. And it hopefully will in spark some new ideas for you. But let's go ahead and jump into that lesson for adding some modifiers. 24. 3D Print Design Effects (Modifiers): All right, so let's go ahead and jump back over into blender and I want to show you the flexibility of the three D printing toolbox. So we've got our original design here, and what I want to do is show you how to make duplicates of this and add really cool effects. So let's go ahead and twiddle these modifiers up on the Suzanne head layer here, so just make sure you're under modifiers and just twiddle these up. Please do not apply them. Ah, I want to show you how to be a flexible designer. Um, you know, um, and keep in mind any time that you hit the export, it's actually applying the modifiers in order to your final design. But inside of your project, they stay open and they stay flexible. So just keep that in mind when you're exporting. But what we're gonna do is duplicate this flexible design here, So just click on flexible design, um, collection, right? Click it and say duplicate collection. And so this is our our new Suzanne model. Go ahead and click on Suzanne 001 And let's rename this Suzanne, maybe dot wire frame. There we go. and so the duplication is underneath here. Let's go ahead and hit. You know, make sure you have Suzanne wire frame selected hit G and X, and just slide it over. Maybe two, Where the years, they're almost touching. And we've got another, um, monkey here. But what we're gonna do is add some cool effects. So let's go ahead and add a new modifier and let's do there's a ton of them here in the future. I'm gonna show you how to use every single one of these, But for today, I just want to show you a few really cool, simple, powerful ones. So go into the second column, generate and go all the way, the bottom and go to wire frame, and it looks kind of weird. It's very fan. It's almost looks like a spider Web, but what we want to do is go into the thickness on the wire frame modifier. I am just click and drag and just increase that however much you want, maybe even click it and type in one. You know, that's pretty thick, that that's probably pretty thin. Pretty three d printable since ah, our monkeys pretty tiny here and notice We've got these really Raisi spikes coming out. Um, and that's because we have our even thickness. So just go ahead and check that. And look there, I got a nice, cool wire frame mesh just like that. You know, that would take so much time to do by hand. But what blender is doing is essentially taking our wire frame mesh. You know all the lines here and turning them into, ah, like a wire frame geometry. So that's what one way that you can ah, you know, make a design. So you know anything that you make can be instantly turned into wire frame so you can get really creative with that. Um, now, let's go ahead and exported. So make sure you have Suzanne wire frame selected and then just hit export. Boom done. So now, if you go to your slicing software, we can go ahead and add that in. Go ahead and import. There it is. Suzanne, Wire free, open and there we go. Let's go ahead and organized those looking there. Now we've got another one from the same model within a few seconds. That looks really crazy. Complicated, and then let's go back. Now let's make a duplicate of this design flexible design 001 right click that duplicate collection. And then let's call this one Suzanne dot vore in oy vey o r o in o I vore annoy. And this is a really cool look or effect that you can do, um, for a lot of designs, like vases, lamps, you know anything, really. So go ahead. Make sure you have Suzanne Vore noise selected hit G and X Slide that over and notice. Like you know, the eyes are staying with it. Are boxes staying with it? And that's what we want. That's because everything's parented to the Suzanne hit. So if your boxes and your eyes aren't moving with your your susanne, probably because you don't have them parented. So make sure you go back in the previous video and watch how to do that. If you're having that issue and now we're gonna do is kind of use compound modifier, so we've already got three. Let's add 1/4 1 so make sure you have Suzanne born only selected. We're going to add modifier and let's use the second column here, and we're gonna do Subdivision surface on watch what happens to your Suzanne monkey boom. All right, go ahead and hit, period on the num pat. So right off the bat, it looks pretty cool. I mean, even that looks pretty awesome. But you can even crank up the the render or the view port to make it even smoother looking . And do note that by doing this but increasing these numbers, it's gonna get heavier and heavier on your computer. So maybe we just take it to, like to, you know, you could go up to three or four if you have ah, powerful computer, but let's just keep it to and look there. We've already got a really nice kind of organic looking mesh that you can do with anything . You can also click on the Suzanne head, hit at it, you know, and change any one of these. These parameters on your design go and hit tab and look there instantly updated. So that's what I mean by being a flexible designer. You know, nothing that we've done today is locked in or baked in. We can edit and manipulate anything in this on the fly all willy nilly. So that's what I want to show people the power of Blender and that this software is incredible. So now that we've got that one done, let's go ahead and click on Suzanne born Oy and use the three D printed books. Just go ahead and hit Export. All right, let's go to our slicing software. His import. And there's one right there. Suzanne, Warren, Oy! Click on that. Open. And there we go. So now we've got another designed within a few seconds. Now let's switch on blood back to blender, and I want to show you Ah, few more. So, this one, we're gonna take our original flexible design. Um, you know, the very first, Suzanne, we did. I'm gonna hit period on my numb pat Hope, click on that first exam period. This one here. We want to take the original. Make sure you have the collection selected, right click duplicate collection. And it's this one here is flexible design 003 So rename this. Suzanne 0.1 We're gonna name that Suzanne, that blocks boom. So now we've got Suzanne blocks and notice. We still just have our original eyes union modifier and our cube difference you know, subtraction. So this is adding this is subtracting. And now what we want to do is grab Suzanne blocks hit G and X, just spring it over this way, and we're gonna add some other modifiers. So this is another cool modifier that I like to use. Just go to add modifier and then remesch. So go ahead and hit Remesch, and it does this kind of crazy looking thing. That's because our modus set to sharp. So go ahead and switch mode two blocks and right there we have this really funky kind of abstract looking monkey. But you can add this type of effect to anything you want to kind of make it more eight bit . And if you increase the doctor depth, watch what happens to the monkey. Oh ho. Already looking more like Suzanne even more, even more so. I kind of like that. So I'm going to take it to seven Utkan. Take it however far you want, it does increase the heaviness of your computer. So, you know, the higher you go with this, the heavier it may go, it may crash, so make sure you always save, but look at that We've got some really cool. Ah, mess there. If we go into E v mode or live rendering weaken. See, You know, we've got some details. Some shadow, it's just little cubes. Or if we go to material view, you know, we've got some really cool, uh, looks here. And now we just make sure you have Suzanne blocks could select it and then just hit export boom. Now we have another design, so let's bring that in. Go ahead and import on your slicing software, and we have blocks, and there we go. Now we have another one. Another cool trick you can do, um, is you know, this is a very kind of low Polly or kind of simple version of Suzanne, but maybe longer to look really smooth and cool. So click on flexible design the very 1st 1 here and right click that hit duplicate collection. And you can see it here. Design 004 And just rename that Suzanne Smooth, actually. Let's call it. Yeah, smooth works he could use to move, but also sub surf. So sub surf. So So now we have Suzanne subsurface, which is essentially just smooth. But now we want to add a modifier to that one, and it's gonna be subdivision surface are subsurface and it's kind of looking weird, and that's because we haven't moved it over. So make sure you have Suzanne Subsurface elected Hit G and X and just slide it on over. And I can't really see here that we're not paying over here. Hit G and X and just slide it on over and noticed right away. You know, the original ones very blocky and, you know, Low Polly. This one's already way smoother and cooler. It's even affecting the eyeballs because their union, they're bullying together so we can increase this even to to we've got a nice subsurface. We've got some creasing going on. I so we could always grab the eyes, you know, and move those around if we wanted to. No. So you know, you can see how it's kind of like morphing it together in real time, which is really cool. So just go ahead and hit escape if you don't want to make that change. But you know, just so you're always super flexible. And now click on Suzanne sub surf and, you know, check the bottoms here. Oh, yeah. Look here. So notice one of these issues that we have, Um, the blocks one has, you know, some weird stepping going on, you know, it should be a smooth cut at the bottom. So let's go ahead and fix that. The same thing's happening with this one, and that's because our modifiers need to be rearranged. So notice that the rematch blocks is at the bottom. Um, it's below our bull tool Subtraction Cube. So if you hit these arrows, you can actually bring the remesch modifier up one and kind of go above or in between these two. So watch when I hit this arrow loop. Now look at that. Now we've got a nice clean cut on the bottom, and that's gonna three print way better than what we had. So what's cool about the three d print toolbox is I can just click on that object, Suzanne blocks and just export. And now it just overrode that file. So, you know, here's the old one and see, it's got the weird bottom here, so let's just go and delete that import. And it's that same file just overrode it. Boom! And now we've got a nice flat, clean bottom, which is what you want when you're building your first layers for your three D prints and we're just gonna do the same exacting for this one. The Suzanne Subsurface. So notice are subsurface is below our subtraction. So just go and hit that little up arrow and it will go in between the two. And now if we look at the bottom Hey, we've got a nice, smooth surface. But you know, the bottom of this this ear is really, really, really tiny. So maybe we want to take this box hit g NZ and go up maybe even a little bit more. Give us some more surface area. So look, there were super flexible. Go and click on that hit export again Go into our slicer and import the subsurface. So notice how quick I could make new models. I can update models I could make super you know, simple changes on the fly. And so let's do one more. I think the six will be good. So you know, we've got blocks, we've got wire frame. We've got Vore annoy. We've got the original. We've got sub served by itself which is just like a smooth And now let's do low Polly. So let's go back into blender and we want to take our original design here. And then just right click hit duplicate collection. And then we'll take its ah, flexible design. 005 We'll take Suzanne one and just rename that. You know Suzanne Lo Polly. All right, So make sure you have that one selected. We're gonna hit G and X and bring it on over here. And it's already pretty low, Polly, But let's take it even more low, Polly. So what we're gonna do is add a modifier. Uh, it's not actually called Low Polly. It's called Decimate. We're gonna decimate this model. So click on decimate, and then all you have to do is slide this little ratio and look what happens to the model. It's actually lowering the count, and you can actually see it down here as well. You're lowering so you can use this to if your sculpting or if you find a model that's on thing of hers or my mini factory, you can lower the count, so it's not as big of a file size or just to give it kind of a cool look. So just kind of shrink this down you go is crazy. She want I'm gonna do kind of abstract like that. And we've got a nice clean bottom. I may even switch that up just to kind of Yeah, make sure we've got a nice flat bottom there. And I'm going to grab that box hit G and Z and maybe cut a little bit more off. So we have a nice, even flat bottom, and then just click on the monkey's head. Suzanne Low Polly Export Using that the reedy print elex And now back over in the slicer of your choice We're gonna hit import And we got Suzanne Low Polly. And there we go. So now I just taught you how to do six different powerful, flexible modifiers in about 15 minutes. So I just wanted to show you you know how to use three D printing toolbox to your advantage with a flexible design workflow with some powerful modifiers inside a blender. So good job. If you've made it this far, you are now pretty dangerous in a three d print design and we'll go ahead and jump into the next video 25. Export & Slice Designs with Effects: All right, So now let's go ahead and slice it. I haven't changed any of my settings. Just 20%. 2.2 layer height and three shells. Go ahead and hit. OK, hit. Prepare for print. And let's see if it is three d printable. Hey. All right. So look at that. With blender. A free open source software. We've made crazy three D printable designs. The only issue I'm seeing is this little piece right here is not being printed. And that's just because these lines here very thin. You know, all we have to do is scale this one design up, this one looks like it's doing great. So, you know, I'm very impressed with that. Yeah, you can see here. You know, we may have some issues right here, because it's too tiny. So maybe, you know, we could increase. We didn't even go in back into blender, find our wire frame, design this one, and just increase it. Maybe like 1.5 millimeters thick. Yeah. There we go. That's pretty cool. And then just hit. Make sure you have the Suzanne selected hit export. We could replace that one and again. You know, we didn't make a new file. It's just overrode it. So we have a wire frame and there we go. So now it's a little thicker hit. Prepare for print. Hey, so that's looking a lot better. You know, just within a few seconds, we've able to fix it. If you're having any issues with any of your designs, you could bring in, You know, your your final export, your STL. You could bring those into Blender as a new project and use the three D printing toolbox to fix it. So, yeah, let's go ahead and print that thing. Let's print these monkeys out and see how they look in real life and notice. It's only gonna take three hours and 40. So for less than four hours we're gonna have six different monkeys ready to be three printed 26. Hack Blender for YOUR 3D Printer (Optional Lesson): All right, So in this video, we're going to teach you how to set up blender for your specific three D printer or three D printers, depending on how many have I'm gonna be using my CR 10 which is a pretty large printer. But go ahead and think about which printer kind of like the build volume for your printer. So when you first open up blender, it's always going to set it in meters, you know? So this is actually like a 2000 millimeter or 200 centimeter monkey. It's joy. Enormous. Ah, I doubt any of you have a printer that is that large. So what we're gonna do is kind of hack blender, so that every time that you open your blender, it's gonna be ready to go for you 43 d print design. It's also going to show you kind of like a three d volume of your build volume for your for your printer. So you kind of get an idea of how big or how small your designs are. So let's go and jump in it. This is a long one, but a good one. So, you know, get you some coffee and let's set up blender for your three D printer. And remember, you only have to do this one time. I know this can be kind of Ah, a lot of information to take in, But you don't have to do this every time you start blender, you You know, essentially, you can set it up once and then save it as your default, and that's what we're gonna do with the end. So the first thing you want to do is just go over to the right hand side, over here and you're gonna click on this little cone with two spheres and this is your scene properties. And then right beside that, you'll see units with a little drop down. So go ahead and twiddle that down and unit system. We want to keep that metric, but on unit scale, this is where the magic begins to start. Instead of one, we're going to switch it 2.1 and watch what happens to our dimensions of the monkey here. So we're gonna click inside there and just type in 0.1 and then enter so notice our decimal places changed, but it still says we're in meters, so that is because we have to change our length. So length is set to meters. Go ahead and click that drop down and switch it on over two millimeters. And now look what we got. We've got to millimeters. You know, this is a very, very, very, very, very tiny monkey here. But the good thing is, we're in millimeters. And it would seem like Okay, cool. We're done. But there's a little bit more and that I want to show you. So noticed that if you orbit around, we've lost our grid. And that's because we've changed our You know, we've changed some stuff over here, so we need to get that back, because sometimes that grid can be pretty helpful. So to do that, go up to your overlays. And it's these two spheres. Are these two circles kind of overlapping? You want to click the drop down right beside that and then down just a little bit. You'll see scale one. But what we want to do is click inside of that and change it. 2.1 and hit Enter and there you go. Now we've got our grid back. So you know, we still have a few more steps to do because sometimes when you're since we've changed some things, when you zoom out, you know, sometimes we, like, lose some information. It doesn't look like it's doing here. But sometimes when you start making some larger designs, it'll start clipping. So what you can do is go to view and for view on the clip start change that little bad boy right there to one. So we just want that to be clip start one millimeter, and then for the end, you could do like 3000 you know? So now when you start designing things, um, it's not gonna clip on you, so that's really helpful as well. And then so maybe, you know, see how we're kind of pretty close to Suzanne here, a trick that you can do to kind of zapper to, ah, screen kind of repositioned the view here you could go to view frame selected or what I like to do is hit period on the num pad. And if that's not working for you can hold control and hit period, and that will do the same thing. So you know you always like, kind of pop to anything you have selected with period or control, period. That's very helpful to know. So if we go back to our item tab right up here in the top, right notice we still have a really, really, really tiny Suzanne. And that's okay, Let's just scale her up. Maybe, you know, just, uh, maybe scale it up until it goes to about 50 millimeters. You can even hold shift or control. There you go. So at least until the X is, like 50 and then just hit period on the num pet. And now we're getting a little you know, this is actually something that's three D printable. It's a nice, still small, but it's a nice little size there, so that's part of it. And let's just go ahead and save where we are. So we've got our blender set up for millimeters, and this is really helpful. So if we're doing like any kind of modifiers, we can actually type in dimensions in millimeters or for like, hey, I want Thies. This gap between something to be five millimeters. We can actually do that inside a blender, and that's very powerful, and we'll go over that more detail in future lessons. But there's still one more thing or a few more things that I want to show you to kind of take this layout to the next level. So first thing I want you to do is click on collection up here, and we're going to add a new box. So make sure you have collection selected. And then while you're mouse's inside of your three D V port, click on you can do add mesh cube or what I like to do. Shift A and just add a cube and notice Don't click anywhere. But, um, the cube is there is just really tiny. It's like right there, right, and you can kind of see the outline of it just a little bit. But if you don't click, you can seal. See that there's like this creation box that's appeared, and this lets you kind of manipulate the geometry. It's kind of like when you first create an object, you can change a lot of the parameters, um, at the very beginning, So what we want to do is make this pretty large. So my my three d printer the CR tin is 300 by 300 by 400. So, you know, maybe to put in the x value of whatever your printer volume is. So for me, that would be 300. Summer's gonna type in 300 enter. And now, if I hit period on the num pad notice we have this really big box right here. So, you know, that is kind of the size of my printer. It's actually a little bit taller, so I'm gonna go over two dimensions here and just type in the Z. So my printer is 300 by 300 by 400. So I'm just gonna change that to 400 you can put in anything, you know, maybe you have a small printer. Maybe it's, like, 100 by 100 by 100. You know, you would put those dimensions there. And so now we have essentially our three d print volume, you know, But we can't see our monkey. So to fix that, um, all you want to do is go over to the right and you should see a right there in the middle of your properties panel. There's a square with some square brackets around it, and that is your object property. So go ahead and click on that tab and then down at the very bottom, almost second to the last, you'll see Vieux Port display. So go and twiddle that down and then under display as it's right above the white texture color. There, you're gonna click on the drop down and change it from textured the bounds because we just want to see the bounds of it. So lucky There. Now we kind of get an idea. You know, if you know what size your printer is, you can already see at a glance. Okay, this monkey here is pretty tiny. I'm gonna switch my tools here just to get those widgets to go away. But you can say, OK, this monkeys like pretty small, you know, compared to my three d printer size. So that's one thing I want you to do. Go ahead and save. It's always a good habit to, you know, get in the habit of saving um and then up in the top, right notice we have Cube here, listens, rename that just double click on it. And let's call that you know you can call it printer Boy or three d printer volume, and you could make a many of those as you want. And another cool thing you can do is, um you know, click this little this little arrow here, and what that will do is make it toe where that bounding box is not selectable. You know, you can't accidentally select it when you're trying to design something. Um, and if you can't see that we talked about in earlier lesson. But it's just this little filter here, and then you can also turn the camera off. So if you're ever rendering, it's not going to show up in your renders there and then a few more things before we say this as a set up. What I want to do is grab your light, so just click on your light and it's actually inside of Suzanne. You can hit period on your dumb pet and see There it is is a little circle with a little light bulb in there, and what we want to do is change it to the sun. So to do that, we're going to go to our properties panel and the second tab from the bottom is a light bulb. So go ahead and hit that little light bulb and we can change it from a point light to a son to a spot or an area. These air, all different types, you know. But we want the sun. And instead of it being strength 1000 that is literally as bright as the sun. Um, we want to take it to maybe like, 10. You just type in 10. That's plenty. You can always change it however you want and notice. We've got this little bar that kind of showed up, and that is the direction of the sun. So you can't see it. You know, it's nothing's happening. Even if he drag that line down. You know, nothing's really happening to Suzanne's lighting, but to change it, we just need to go into render mode. And there you go. Now you can see the light. So if you grab and kind of move that around, you can see, you know, kind of put the light however you want, you know, whatever direction you like. I'm gonna kind of do something kind of dramatic there. And now you got some light on your Suzanne. And if it's too bright, you know you can track it down. Kind of get it to your to your liking there. So maybe, you know, maybe seven. It's fine. And there you go. So now we've got, um, are our lighting set up? But now what we want to do is our last step, and that is set up our camera. So go and click on your camera, maybe hit period on the num pat and notice It's really tiny, and it's inside Suzanne's head here. But what we want to do is just maybe rabbit with G hit why? And just pull it on back. Maybe way back here, really far back g and why? And noticed that Ah, it's itty bitty bitty. So what we want to do here is kind of point the camera at Suzanne here. So any time we want to make a render, it's already pre set up, you know, kind of looking at our our designs that we're making here kind of right in the middle. So to do that, you can hit zero on your number head right there, and that will actually take you into your camera view and notice. It's kind of looking down at nothing. So what we want to do is kind of lock it to our view. So to do that, go to view and locked camera to view. Now, if you orbit around, you can kind of just, you know, look around. But we can't really see anything. You know, everything. Suzanne is just kind of not there, you know? Where is she? So the reason is because we've changed a lot of parameters in blender, so we have to kind of reset became review. So to do that, make sure you still have your camera to selected. And then down here in your properties panel, you'll see a little camera, and we want to change the clip, start in the clip in, just like we did before. So, you know the clip Start of our our view, Windows one in 3000. We're gonna do the same thing for a camera, so just clip, start. We're gonna do one. And then for the end, we could do, like, 3000. And there it is. There, Suzanne. So just orbit around, You know, maybe, you know, just got to set your camera anyway, you want? I'm gonna just zoom out here kind of get you know, a lot of this information, just in case. You know, I ever designed something really large. I'll be able to see it. Or you can get really close on Suzanne, anything like that. And this is your your your money, Like your virtual camera that we were going to use in. Ah, a few lessons, you know, in the future, so set that anywhere you like. That looks pretty good. But the goal is you just want to be able to see Suzanne. So And if you want to get out of this camera view, you can just hit one on your keyboard. And then now you know, we can move all around. And then the last step that we're going to do is just kind of organize are seen here cause we always want to be tidy and have you know, everything nice and organized and neat. So up here and are in our layers. Let's rename this first collection here. Just double click and call this studio. So this is gonna be like our studio with our three d print volume or cameras or lights and then kind of click out in the gray so that nothing is selected. And now we're gonna create another collection or another folder, Essentially. So go ahead and click on that. And now you can see a collection right here and just drag your Susan inside of there. And you can double click that collection and just call this flexible design. So this is because I want to teach you how to be a flexible designer with blender, and this is the very, very, most important step. Please do not skip this step. Uh, if you made it this far very good job. The last thing we're gonna do is save all this as your default. So you never have to do this again. You can even save it. You know, if you wanted to be extra safe, you could even save as you could call it something else. Like my layout. You know, maybe you want to save this for future reference or if you ever want to come back or if you like, have multiple computers secret. Call this like my three d printer. Lay out. Go ahead and it's safe. But the trick is to set it. Set this layout, you know? So go ahead and get everything the way you want it to look every time you open blender so maybe you want Yeah, Maybe I want to see, like, the whole three d printer volume right there and then very important step. Go to file defaults. Save started filing is gonna ask you to click it choice. So click it once, click and then it's gonna say, OK, safe sort of file. Click it again. Boom. And now any time you reopen blender, it's going to start just like this. So let me show you what I mean. So if we close it and then I'm like, OK, it's been a few days I'm gonna get back into blender and learn some stuff. Forget the splash screen. Just hit General and boom, We've got it. Everything set two millimeters. We've got our Suzanne the Monkey. We've got our three d printing box here that tells us how big weakened design things and we're good to go. You know, we can instantly start rocking, so I know that it's a lot of work on it. Could be, you know, that's a pretty boring Ah process, but it is very important, and I hope that you've got that set up. If you have any questions, please look in the top right of this video, there's a discussions Icon looks like a little speech bubble and, you know, feel free to send any comments my way if you're having any trouble with this. But yeah, now we are ready to do some flexible design and who's ready? Let's do it. All right, so let's go and jump in the next video and get to doing some cool stuff. 27. Blender 2.8 Overview Complete: All right, so this is the end of the user interface section. Hopefully, you got your three d printed Suzanne's and let me know in the comments below. If you have any issues, we can go to our Facebook group and chat there. But, you know, share these things if you did some really cool effects like I really like this one. This is the Vore annoy kind of style we did with the subsurface and wire frame. And so if you make something cool, just hash, tag it with print that thing so I can find it. And it'll just warm my heart to see you all learning and growing and becoming three D print designers. So let's go ahead and jump into the next section where we'll keep own designing.