Blender 5 Basics: Part 1 - Setup & Layout | Aaron Ross | Skillshare

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Blender 5 Basics: Part 1 - Setup & Layout

teacher avatar Aaron Ross, Artist, author, educator

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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

    • 1.

      Introducing Blender 5

      1:52

    • 2.

      Using the exercise files

      2:53

    • 3.

      Getting familiar with the interface

      4:52

    • 4.

      Setting Preferences

      4:06

    • 5.

      Installing Add-ons

      4:59

    • 6.

      Understanding scene scale

      7:18

    • 7.

      Navigating in viewports

      6:01

    • 8.

      Creating primitives

      6:22

    • 9.

      Transforming objects

      7:21

    • 10.

      Transform hotkeys

      5:42

    • 11.

      Viewport shading: Solid and Wireframe

      3:40

    • 12.

      Level of detail with Modifier Properties

      6:19

    • 13.

      Viewport Overlays

      3:10

    • 14.

      Next Steps

      0:37

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About This Class

I'm Aaron F. Ross, a 3D artist, teacher, and trainer with decades of experience in many different 3D programs. My knowledge of the whole field of 3D helps me provide deep insights into Blender. Whether you're a total n00b or a 3D expert, you will learn the most critical concepts and techniques needed to get up to speed in Blender.

In this sequence of six courses, we cover the basics of Blender 5 by creating a simple animation: a bouncing ball. This is a great way to get up to speed in any 3D program, because it covers the entire production pipeline.

Table of Contents:

Introduction

  1. Introducing Blender
  2. Using the Exercise Files

Getting Started

  1. Getting familiar with the interface
  2. Setting Preferences
  3. Installing Add-ons

Scene Layout

  1. Understanding scene scale
  2. Navigating in viewports
  3. Creating primitives
  4. Transforming objects
  5. Transform hotkeys
  6. Viewport shading: Solid and Wireframe
  7. Level of detail with Modifier Properties
  8. Viewport Overlays

Conclusion

  1. Next Steps

 

Download exercise files

Blender mouse and keyboard shortcuts

My website: digitalartsguild.com

Next course in sequence: Part 2: Materials

Meet Your Teacher

Teacher Profile Image

Aaron Ross

Artist, author, educator

Teacher

Filmmaker, 3D graphic artist, musician, author, and teacher! I've worked in video production and 3D since the early 1990's. Around the turn of the millennium, I transitioned into teaching and training. Along the way, I've instructed students at every level, from middle school students to experts at production companies such as ILM. For many years, I taught 3D, video, and audio production to undergraduate and graduate students majoring in animation, visual effects, game art, and interior design. My expertise encompasses many leading creative software applications, such as Maya, Blender, 3ds Max, and Cinema 4D. I've written several textbooks and authored over 80 online video training courses. Sharing my knowledge and experience is a great joy for me, and I'm honored to help guide your jou... See full profile

Level: Beginner

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Transcripts

1. Introducing Blender 5: So, you want to learn blender. Well, I'm here to help. My name is Aaron F Ross, and I've been a three D artist, teacher, trainer, and author for many years. My mantra is Zenmnd is beginner's mind. That means I always try to see the subject I'm teaching from the perspective of the student. And I think that gives me the ability to communicate difficult topics more effectively. And let's not pretend that three D is easy because it's not. And Blender is actually one of the most difficult three D programs to learn because it's unconventional. My goal with this series of courses is to address those issues and make blender approachable and comprehensible. So whether you're a total nub who's never touched three D before or a three D god who needs to quickly get up to speed in blender, I've got you. In this series of six courses, we'll cover the entire animation pipeline in blender. That means we will animate something from start to finish, learning the basic three D production processes along the way. You'll learn scene layout, materials, lighting, animation, and production rendering. Our project is a bouncing ball, which is a classic beginner exercise in animation because it's deceptively complex. There's actually a lot going on with a bouncing ball. It's traveling through space, in arcs, it's spinning and deforming. All six of these courses fit together into a coherent sequence that will get you grounded in the basics of blender. I'm excited to share my experience and perspectives with you. Let's get started with a tour of the Blender interface. 2. Using the exercise files: With this course sequence, I provided some exercise files in the form of blender scene files and also some textures and even some example output renderings. Go ahead and download those exercise files and then unzip the archive on Windows, you would do that by right clicking and choosing extract A. And then once you've extracted those files, put them in some convenient location on your hard drive. I've just put those exercise files at the root level of one of my hard drives. What we're looking at here is a very simple project folder structure. And the idea here is to keep all of the assets required for a particular project within a container. And in this case, that's a folder called exercise files. And within that containing folder, I've created subfolders for various types of assets. An asset is just a file of some kind. I've got a folder for three D scenes. Those are the blender files. They have the extension dot BEND I've also got some input textures. These are image files. And finally, there's some example output renderings. In this first course in the sequence, we're only going to be dealing with files in the three D scenes folder. Let's go in there. And what you'll see is there is a blend file for most of the movies in the course sequence. Some of the movies, especially at the very beginning, don't have any scene files associated with them because we're not actually saving or loading anything as we're just learning the interface. Most of these flow from one to the next. The begin state of the movie is stored in its associated scene file. The end state of that movie is generally the begin state of the following movie. So for any given scene file, that represents the begin state of the current movie and the end state of the previous movie. There are some exceptions to that. If you see a scene file labeled finished, it's there because it's the last scene file in that sequence, and there's nothing after that. So those are the SEN files, and you'll see that there are a lot of them. We're only dealing with the ones labeled 01 in this course. In the subsequent courses, we'll use these other SEN files, and they're all numbered accordingly. The first number in the scene file is the course number followed by the chapter number, and then the movie within that chapter. We see that we have scene files numbered all the way up to oh six indicating the last course in this series of courses. 3. Getting familiar with the interface: Let's start with a tour of the blender interface. I'm going to briefly go into the preferences and increase the size of all of the text and icons on the screen, and that's found in the edit menu under preferences right at the very top in the interface tab, we have display resolution scale. Set that to some value larger than one, if you want to increase the size of the interface. I'm going to turn this up to a value of 1.25 press return, and that takes effect immediately. We will come back to this in the next movie, but I just wanted to increase the resolution of the interface so we can see things a bit better. In the upper left, we have the menus, but this is a very limited set of menus. There's almost nothing in here except for opening a file or rendering an image or opening a new window. The main commands within blender are going to be found within various panels, which are known as areas. The main viewport is an area. We also have an area over here called the outliner, which is a list of all the objects in the seam. We have the properties panel, which is another area. We can change the user interface with these workspace tabs at the very top. The default workspace is layout, meaning setting up the positions of objects in your scene. I actually prefer to stay in the layout workspace almost 100% of the time. I'll only go into one of these other workspaces if I absolutely have to. When you click on one of those tabs, your whole interface is going to change. And it's not only going to change the interface, blender is also going to drop you into some kind of special editing mode in some of these workspaces. So be aware you're not just changing the layout of your panels. You're actually changing the behavior of tools when you go into these various workspaces. And these are all specialized for various tasks, such as sculpting or shading and so on. There are more workspaces than can fit in this top row. There's a plus sign on the far right, and if you click on that, you'll see that there are a bunch of other workspaces that are kind of hiding in here. And some of these are pretty important, such as video editing. Okay, I'm going to go back to the layout workspace. So as I mentioned, this is the viewport, and that's where we can view our scene, view the geometry or objects in our scene. We can see things like this polygon cube or this, which is a camera or a light. These are all things that are in the default blender scene. We'll go into more detail about the Viewport controls later. But the basics are that we've got a header at the very top here, and that will contain not just icons, but also a menu. And the Viewport menu in Blender is kind of unique in that it contains not just viewport centric commands, like in most three D programs, but the Viewport menu within Blender actually has a whole series of very important scene commands. So we can create objects or we can change the relationships between objects within this viewport menu, which as I mentioned, again, is not very orthodox. Most three D programs are going to do this through the main menus or maybe through some property panel. But in blender, the viewport itself contains a lot of scene commands that are not actually related to the view, but rather to the scene data. At the bottom, we have controls for playback of animation. And there are a bunch of other panels and areas that we will look at later in the courses. I don't tend to use those layouts, as I mentioned, those workspaces. What I do is I go to the main menu to the window menu and open a new window. Within this new window, we have an area, which is going to be whatever the currently selected area was or whatever area had focus is going to be the new window area. But in the upper left of every area on that header, we have the editor type pull down. If I click on that, I can choose what to load into this area. So instead of a three D viewport, for example, I can load in the shader editor. And if I have something selected, I can see the shading network. I'll select this cube. That's a basic introduction to the blender interface. 4. Setting Preferences: The previous movie, we briefly looked at the blender preferences in order to increase the interface scale. I'd like to make a couple other changes to those preferences. I'll go back into the main menus to edit preferences. And I want to go down to this navigation tab, open that up. And there's a pretty important command in here or option in here, orbit around selection. You want to enable that so that when you orbit or tumble in the viewport, you will orbit or tumble around the currently selected object. And that really makes things a lot easier in terms of viewport navigation. If we go to the key Map section, that page, there's another option that I would recommend is to set the tool keys to the active tool. This has to do with what happens when you issue a key command for the transforms of move, rotate, and scale. By default, if you use those keyboard shortcuts, you'll be put into Blenders traditional mode of transforms. And that is very, very unorthodox and really quite different from every other program. And I actually don't recommend it. If active tool is enabled, then those keyboard shortcuts are just going to enable these tools on the toolbar here. We'll talk about this more later, but for now, we want to set the tool keys to active Tool, and we'll come back later and explain what all that means. Going into the system tab, we have cycles render devices. Cycles is the production renderer for Blender or the so called offline renderer. It's what you will usually use for your final output. When you render in cycles, you can render on the CPU or central processing unit, or on the GPU or graphics processing unit. The GPU is the graphics subsystem on your computer. And if you render on the GPU, it's going to be much, much faster. I mean, like ten times faster. So you basically always want to render on the GPU. You need to choose the appropriate setting here depending upon what graphics hardware you have installed. So I have an Invidia graphics card, which means I can choose either CUDA or Optics. If you have Invidia hardware, then you want to choose optics, because that's going to take full advantage of all of the optimizations built into that GPU. If you have AMD hardware, you want to choose HIP. If you have an Intel graphics system, you want to choose one API. And if you're on the Mac, you want to make sure you've chosen the Apple silicon or M one or whatever setting it says on the Mac. I'm on Windows, so I don't have a Mac option here. So, in my case, again, I'm going to use optics. Cool. Then we go down into save and Load. I want to set the number of save versions to zero. When that's set to one, which is the default, every time you save a blender scene, it's also going to save an extra blender scene. The filename extension for a blender scene file is BLEND. When save versions is set to one, it's also going to save a file with the extension dot BLE and D one. Your system is going to get cluttered up with a ton of these blend one files that serve no function whatsoever. So I'm going to turn that behavior off, set the save versions to zero. Those are all the settings that we really need to look at right now. We'll come back into these preferences later as we need to. 5. Installing Add-ons: One of the best things about blender is the ecosystem of add ons or extensions. These are plug ins to extend the functionality of blender. They're not installed with blender, most of them by default, but there is a very active community of third party developers out there who provide a vast number of plug ins or add ons that will really accelerate your production process. And in fact, some of these are things you really can't do without or you wouldn't want to do without. Also the economics of Blenders add ons ecosystem is very favorable. So just to give you some sense of the scale here, if you bought a plug in for a program like Autodesk Maya, you might pay perhaps hundreds of dollars, whereas a similar plug in for Blender might be free or maybe cost tens of dollars. I'm going to go into the preferences and enable some of the most critical add ons or extensions. Go to Edit preferences. If we go to the add ons tab, we see a list of all of the extensions or add ons that are currently installed. And some of them are not enabled. If they are enabled, they'll have a little checkbox next to them. Some of these are installed but just not turned on right now. If we go to the Get extensions tab, this is where we can go to the Blender database. This is a system hosted by the Blender Foundation, and it has a list of all of these plugins or add ons that have been vetted by the Blender Foundation. They've been tested to make sure that they're free of malware and that they operate as advertised. In order to install any of these, we need to allow online access. And once we do that, then it's going to go out to that database and check to see what's there. There are just a few that I really strongly recommend you install, and in fact, you're going to need to install these to progress through these courses. They're hard to find because there's so many. I mean, there are hundreds of these here. It's just incredible. So we need to do a search up at the top. Let's do a search for the letters PRIM Prim. We want to install the ND primitives. ND stands for non destructive. This will allow us to create an object and then change its parameters later like its dimensions or its number of segments. That's not a feature that's available within blender by default, which is very unusual. Blender is the only major three D program that has that limitation, and it is a very serious limitation. So the ND primitives are really critical. You can't really exist without them. So I'm going to click on Install. It's only going to take a second because these are tiny little script files in the Python scripting language. So it's installed now, and it's listed here. There are a couple others we need to install. Let's go back to our search engine and type in the word extra. And we see extra mesh objects and extra curve objects. Well, especially the extra curve objects are not even really extra. They're things that you absolutely need to have. If you don't have this installed, then you won't be able to, for example, create a curve object that has a polygon shape. So we need to install the extra curve objects. And we'll also install the extra mesh objects. Those are less critical because we've also installed the ND primitives, but just for the sake of completeness, let's install those as well. Once all that's installed, we can go to the add ons tab, and we see that extra curve objects, extra mesh objects, and ND primitives are all installed and activated. I can close the preferences. And I can test to make sure that that's actually working by going to the Viewport menu to the Ad menu. And if I go to mesh, I'll see ND primitives listed there. Or if I go to curve, I'll see a bunch of things in here. For example, we have simple curve objects in various shapes like a polygon or a rhombus or trapezoid or arc or whatever. So that tells me that, in fact, all those plugins or add ons are actually installed. 6. Understanding scene scale: The very first thing that we need to look at in any three D program is scale. What is the scale of our scene? What units of measurement are we using to measure our world? And really what is the scale of the world? In other words, is the world modeled at a one to one scale where the measurements we see in our three D program actually correspond to real objects, or have we perhaps modeled a miniature where objects are not at the same scale that they might be in the real world? Well, I do recommend that you work in a one to one or unity scale. And when I say unity scale, I'm not referring to the unity game engine, I'm referring to a concept where scale of one in the real world is scale of one here in the three D scene. And you need to follow that convention unless there's some really important reason not to. This comes into play, especially when you combine scenes. If you combine two scenes that are at different scale, then you're going to have problems, especially if it's a character, for example, and it's got a complex rig or mechanism to animate that character. It's really common that that rig itself is not going to be scalable, so you may have to actually trash your work and start over again. So you need to think about scale at the very beginning before you even start to build anything. In the default blender scene, we've got a cube, and it's 2 meters on a side. I know that just because I've worked with Blender before. Over on the right side of our interface, we've got the properties panel, and there's an orange tab which brings up the object properties. And that shows the object's position or location, the object's rotation, the objects scale. If I select some other object, I'll see different values. This camera is at a different position. The cube is actually at the origin. It's at the center of the world, and it's got a location X, Y, and Z of zero. This is not telling me the actual size of this object. It's showing the scale transform value, and that's a multiplier for the shape of the object. So there's a lot going on here. We have an object, and it's got a shape that determines its size. So the shape of this object is a cube, and that cube has a certain size. Okay, that size is then multiplied by the scale factor in the object transforms. So if I drag my mouse across all of these and I set a value of two, I've scaled that object up by a factor of two from whatever its original shape was. Okay, I'm going to set those back to one. In fact, a scale of one, one, one is the ideal scenario. If you have a scale that's not equal to one, you might have problems later. But again, this is not showing the actual size. If we want to measure the object, then we can display its dimensions. And we can do that by opening up the side bar in the main viewport window. And there's a tiny little arrow up here you can click on to open up the side bar, but it's really small and hard to see. You're going to want to memorize this keyboard shortcut, which is N. And for nothing. Press the key, and that opens up the sidebar. And that's pretty universal across blender. You'll see that in a lot of different panels. With this cube selected, I can see that its scale factor is one, one, one. Is actual dimensions or the size of the object is 2 meters on a side. We can display this in any units of measurement we wish, and it won't actually change the size of the object. Let's go to the scene properties. That's another tab in the property panel, and it's got a funny icon that has a cone and a sphere and a dot. Go to SN properties and open up the units section, and we have the unit system. And this is just the yardstick that we're using to measure our world. Down below, we have the length, and that's in meters by default. So we can choose to display values in meters or some other unit of measurement. I can choose centimeters, and now these dimension values read out as 200 centimeters instead of 2 meters. Okay. We want to, we can go to the unit system and switch it over to Imperial or US standard units. And you would do that if you are an architect or interior designer working in North America. You might use imperial units. But in almost every other case, you're going to want to use the metric system. If you are using imperial units, you will see values displayed in feet or inches 2 meters equals 6.56 feet. Or if I go to the length units, I can set that to inches, and it's now reading out in inches. 2 meters is 78.7 ", approximately. Okay, I am going to use the metric system, and I am going to leave the length display at meters, which is the default. Again, this doesn't change the scale or the size of anything. It just changes how we wish to measure things. If we change this unit scale, though, we would actually change the absolute size of objects in our world. For example, if I set my unit scale to 0.1, now that cube is not 2 meters on a side, it's 0.2 meters on a side, or if I set the unit scale to ten, now that cube is 20 meters on a side. I am going to set that back to a value of one and leave it that way. You'll only want to change that unit scale in extreme situations. For example, if you wanted to model something that was very, very large or very, very small, because if you have a scene that is extremely large or extremely small, you can get round off errors because there's not infinite precision to calculations here. So by way of example, if we have a scene that's larger than a few kilometers, then if we have an object that's really far away from the center of the world, points on that object might be closer together than the margin of error of calculations, which would cause those points to collapse to a single location, crumpling your model, corrupting your scene, or maybe making it so that objects don't render. So in a case like that, if you have a very, very large scene or a very, very small scene, you might want to change that unit scale. But in any other case, you're going to want to leave that alone. That's how to work with scale and units in blender. 7. Navigating in viewports: One of the most fundamental things we need to do in any three D program is navigate in the viewport. We need to look at our scene from some other point of view, change our perspective. In blender, this can be done from the viewport overlays in the upper right corner. And at the very top, we have the most important one, which is the three D viewport axis. We can click in the center of that and then drag, and that will allow us to orbit or tumble around, in our view. We previously set the preference to orbit around the selection. If I select this camera and click in the center of those axes, I can orbit or tumble around that selected camera, or I can select this light. And again, click in the center, and I can orbit or tumble around that selected object. If I click on one of these labeled circles, for example, this why. If I click on that. I'm taken to a different view, and this is actually a different type of view. What we saw previously was a perspective view, and a perspective view works like a photograph or works like our eye, in which if an object is farther away, it's going to look smaller. Well, this is not a perspective view. This is not a three D view, but it's a two D view. And it's called an orthographic view, which means that the view is orthogonal or at right angles to some axis of the world. So our current view is a two D view in which there's no indication of distance. If I had two objects that were the same size, they would be drawn the same size in this view, no matter how far away they were. Okay? So that's important. We need these orthographic views in order to actually analyze things like the absolute position or the absolute size of something, because perspective views will introduce all kinds of optical illusions. If I click on the Z axis here, I'm taken to a top orthographic view. Now, I'm looking down on a two D view of my world. And in architectural terms, this would be a plan view. If I want to go back to a perspective view, I can just click in the center of this three D viewport access once again, click and drag and I'm taking back to a perspective view. You'll want to orbit or tumble around in your view 1 million zillion times every day. And in fact, when you're modeling, you're going to be constantly orbiting or tumbling around in order to see your object from all different angles. The three D viewport axes are very useful for switching to an orthographic view. But if you're just orbiting or tumbling around, you are going to want to use the keyboard and mouse shortcuts. And in blender, it's simply the middle mouse button or the mouse wheel. You press the mouse wheel down, and it is the middle mouse button. And that brings up the fact that you must have a three button mouse to operate any three D program. It's just not optional. You have to have a three button mouse. And nowadays, all three button mice also have a wheel, and the wheel operates as a scroll wheel and as the middle mouse button. If we turn the wheel, that allows us to dolly forward and back. And if we were in an orthographic view, we would zoom in and out just cropping the view. In a perspective view, we're actually getting closer or farther away. That's the same as clicking on this magnifier glass. If I click on that and drag, I'm also zooming or dollying forward and back. Notice that if I turn the wheel, it's incremental, so it's chunking through in increments. If I click on the magnifier glass, I have finer control. Well, the best option for zooming or dollying is actually using the keyboard and mouse shortcuts, not turning the wheel, but holding down the control key and pressing down the middle mouse button. Control and middle mouse lets us dolly forward and back or zoom in and out, not incrementally, but with fine control. And finally, we can change our position using this hand tool that allows us to change the position or the location of our viewpoint. You could think of that as moving the camera. When we click and drag on this move tool, we can move our camera left and right or up and down. Left and right movement is also known as a track or truck or a crab shot. Up and down is a pedestal or a crane shot. But again, you're going to want to use the keyboard and mouse shortcuts for this because going up to these icons all the time is really going to slow you down. To change the position of our viewpoint, pull down the shift key and the middle mouse button, and that'll allow you to change your position left and right or up and down. So in blender, viewpoint navigation is all about the middle mouse button. Middle mouse by itself is orbit or tumble. Control middle mouse is Zoom or dolly and shift Middle mouse is going to allow us to change our position left and right or up and down. So memorize those. You're going to need to do those a zillion times a day. 8. Creating primitives: Now we're ready to start laying out our scene. We want to create some primitives. A primitive is a building block object. This is a very simple scene. We only need three primitives. We need a ball. That's our bouncing ball. We need a ground plane, and we need a background. So that's only three objects. Very, very simple layout. The default blender scene has got some objects in it. I'm going to delete all those. I want my blender scene to start out just neutral with nothing in it, and that's how literally every other three D program works. Blender is the only program that has this stuff in here by default, and we don't want it or need it. Up until now, these things have been useful in order to teach you how to navigate in the view and so on. But now we need to create an actual layout, which means we need to get rid of this stuff. I've got the Select Object tool active, and I can drag a rectangle around all that stuff, and it's all selected. Or I could go up here to the outliner view. And I could click an object to select it. I could hold down Shift and then click the last object, and that object and anything in between the current selection are going to all get selected. So those are all selected. Notice, by the way, that the camera is in yellow, and the other two objects are in orange, and that's kind of special. The last selected object or the so called active object is highlighted in yellow. And the other selected objects that are not currently active are in orange. I can just press the delete key on the keyboard and those objects are all deleted. I want this to be the new condition for all start up scenes. This is how I want all my new scenes to begin. I'm going to go to the file menu and choose defaults. Save startup file. I'm prompted. Do you really want to do this? Blender will start next time as it is now. That's a little bit awkward English, but what they're trying to say is that whatever your current scene conditions are going to be the scene conditions for all new scenes. And we have the option to overwrite or cancel. Well, if we've never done this before, we're not actually overwriting. We're creating something for the first time. But we have to click overwrite. So the next time I create a new scene or next time I launch blender, these are the conditions I'm going to have with none of that extra stuff in the scene. Let's create our ball. We'll do that from the Viewport menus. As I mentioned previously, Blender is the only program that has these scene commands within the Viewport menu. Every other program, the Viewport menu is just for the viewport. But in Blender, this viewport menu is really critical because this is how we have to do things like create objects. I'll go to the Viewport menu and click on ad. We have all these different categories of objects. I want to create a mesh object, which is a polygon mesh. And we previously installed the non destructive primitives. And I want to go here and choose UV sphere. That's a sphere that has a north and south pole. Click on that. A sphere is created at the origin or at a position of zero, zero, zero, and it's got these circles around it and this blue thing sticking out of it. These are manipulators. They allow us to change properties of the object. And if I go over to the property panel, and if I choose the modifier properties, the icon that looks like a spanner or a wrench, I can change those properties here as well. I could, for example, click on the radius and set that to a value of one. Now, it's a 1 meter in radius. Or, again, I could use these manipulators or gizmos. I think these are distracting, they get in my way, and I really don't want them. So I'm going to disable that. That's done from the viewport header. A lot of controls exist in this header. We have the Gizmos. These are manipulators. And if I click on the down facing arrow, I can choose which gizmos I want to be visible. I'm going to disable the active modifier gizmos. That way, I can't accidentally change some property by clicking on that. I'll only be able to change those properties deliberately by going over here into the property panel. My current units are meters. I'm going to set the radius of this ball object to 0.15 and press Enter. Now it's 0.15 meters in radius. I can also rename it. It's got a name up here in the outliner. I can click on that, and that selects the object. But if I double click on it, I can rename it. I'll just call it ball. I can zoom in and out as we saw previously, using, for example, control and middle mouse. I can also just zoom in on the selected object. If my mouse has hovered over the viewport, I can press the dot key on the number pad, the numeric keypad. That is a different key than the alphabetic keypad, period. There are two different keys and they do different things. So I have to press the number pad, dot or period or decimal point. And that will frame the view so that the currently selected object takes up the whole view. If you don't have a number pad, then you can't do this command. If your keyboard does not have a number pad, then you either need to go into the blended preferences and remap that key so that the dot key on the alphabetic keyboard does that function, or a better thing to do actually would be to buy a number pad, a USB number pad that you can just plug into your computer. So that's how to create primitives. We'll create some more in the next movie. 9. Transforming objects: Position rotation and scale are collectively referred to as the transforms, short for transformation. We can transform objects in many different ways. One way is to use the object properties. If I select an object, go to the object properties, we can see we've got location rotation and scale, and we could, for example, type in a value like a Z value of 1 meter that'll move it up. Need to back out control and middle mouse. There's my ball at 1 meter above the ground. I could also click and drag on this slider, and that'll interactively move that object in that axis. We can do that from these tools on the toolbar as well. If I click on the move tool, now I get an axis tripod, and that is allowing me to manipulate the object by clicking on one of these arrows, and they're color coded. Red is X, green is Y, and blue is Z. If I click on the blue axis, I'm moving in the Z axis. Okay, we can also move in more than one axis at a time by clicking on these little squares or brackets. If I click on the red square, I'm able to move in Y and Z, but not in X. And we can see those values update in the properties panel. Okay, I'll send that back to an X and Y position of zero. Now let's talk about rotations. It's going to be hard to see a rotation for a sphere, so let's create another primitive. I need a ground plane. I'll go up to the Viewport header to the Viewport menu to add, mesh, and create a non destructive grid. Under ND primitives, click on Grid. That's created at the origin, and we see its modifier properties. I want to change up the size. So this is going to be a ground plane, it needs to be a lot larger. I'll set my size X to be 4 meters and my size Y to be 2 meters and orbit around with middle mouse. This is the conventional layout in which the camera is in the negative Y quadrant of the world and pointed towards positive Y. We can verify that if we go to the Z axis, now we're in a top orthographic view. Our camera that's going to render the scene is going to be down here at the bottom of this top orthographic view. And that's, again, in the negative Y quadrant, and it'll be pointing in the positive Y direction. That's just the standard convention. Go back to the three D viewpoart axes, click in the middle there and go back to a perspective view. So that's my ground plane. I'll go to my outliner, double click on that grid name and rename it. We'll call it ground. I need a backdrop object as well, which will give me the opportunity to show you how to rotate objects. We can create another primitive, but we can also just duplicate this one. With that ground object selected, go to the viewport menus to the object menu. And we want to choose duplicate objects. That's going to create a new copy that starts out being the same but has no connection to the original. Now, when you duplicate something in blender, you're going to be dropped into a mode where you're actually moving that object, whether you want to or not. So we can tell because the cursor is now a different cursor, it's not just a plain old arrow. And if I move my mouse around, I haven't clicked. I'm not holding down a button, but I'm moving that object in all three axis. And that is almost never what you want. So when you duplicate something, you're going to want to also immediately press the escape key, and that's going to actually complete that duplication operation without moving the object. So now I've got two ground planes sitting right on top of one another. The new one is called ground.o1. I'll double click on that, and I'll call it backdrop. Now we're ready to rotate this. We can go to the rotate tool, and we get a different manipulator. Like an orbit around with middle mouse. And we can see this rotate manipulator also has three axis color coded X Y Z to red green and blue. And if we click and drag on one of those semicircular axes, we can rotate around that axis. And we can rotate around Z as well. We want to see those numeric values so we can go back to our object properties. I don't actually want to rotate in Z. I want to set that back to a value of zero, but I do want to rotate in X, and it looks like I just want 90 degrees, so I can just type that in here. 90 degrees rotation. I want to caution you about clicking in the center of this rotate manipulator. If you click in the center of that gizmo, you're going to cause the object to spin wildly out of control in all three axes. And we can see that in the object properties. And I want to tell you that's never what you want. That's never, ever a good thing to have uncontrolled transforms. I'm going to undo that with Control Z. Also we have this larger circle around the rotate Gizmo, and that will cause rotations in screen space relative to the current viewpoint. And in a perspective view, that means we're rotating around all three axis, once again, completely uncontrolled. And once again, you never want that. Control Z to undo that. You only want to rotate around one axis at a time by clicking on one of these semicircles. All right, so that's rotation. I do need to move that backdrop into position so I can go to the move tool. I want to move that in positive Y. And up in positive Z, and I can back out, control middle mouse. I can orbit around. Okay, we want to just position that precisely. I'm going to set location, Y, and Z both to a value of one, drag my mouse across those, type in one. And now that backdrop is precisely aligned. Okay. Now, there is scale, but you're not going to use scale that much. We'll talk about this later maybe. But for now, we're not actually scaling anything. If you click and drag on one of these axes, you're going to apply a multiplier to the original size of the object. And again, you probably don't want to do that. In later courses, when we talk about modeling, then at that point, scaling is going to be important. But for this simple layout, we don't want to scale anything. We just want to set all the scale values to one. That's a quick overview of transforms in Blender. 10. Transform hotkeys: Previously in the course, we changed our preferences so that the keyboard shortcuts or hot keys for the transform tools will behave like a conventional three D program and not use the default blender methodology of transforms. I want to detour into that just to show you what I'm talking about here and why you want to change that preference. To refresh your memory, if we go into edit preferences, under Keymap, we've set the tool keys to be the active tool. Okay. So if that's the case, if active tool is enabled, then if I go over to my view port and I press, for example, the G key, that activates the move tool. G stands for grab. We see the tool change over here. So I select an object. Now I've got the ability to move that object. Okay, I'll undo that with Control Z. Likewise, if tool keys is set to active tool, if we issue the hot key for rotate, it will simply activate the Rotate tool. And the keyboard shortcut for that is R for rotate. And if I select some object, I can rotate in the usual way. All right, very good. Control Z to undo that. And finally, to scale, you'll use the a key, ask for scale. Okay? And that just activates that Gizmo or manipulator. Very straightforward. Undo that. Once again, Control Z. But if the tool keys are set to the default, which is immediate, then the behavior of the transform hot keys is completely unorthodox. And the way it works is if you press, for example, the G key, you're instantly dropped into moving the object. Notice that the tool up here didn't change, but now I'm moving the object, and I'm not holding the mouse button down. So when you press the G key, no matter what tool is active, you're immediately dropped into moving or translating the object. And additionally, you're moving or translating it all three axis at once, which is really, really problematic. So if you press the G key, then you also need to immediately press either the X, Y, or Z key in order to constrain that movement to only a single axis so you can actually control what you're doing. If I press the Y key, and again, I'm not holding the button down. I'm just moving my mouse around. I'm changing the Y position of that object. If I press the escape key, I bomb out of that operation without having changed anything. As you can see, I'm still in the scale tool. But if I select something and press G, again, I'm moving in all three axis, not pressing the button down on my mouse. If I want to constrain to a single axis, I have to press X, Y, or Z. If I press X, I'm only able to move in X. If I press Y, only move in Y, and Z, only move in Z. Okay? And if I escape, then no operation is performed. Same thing goes with rotate. I select an object, press the R key. No matter what tool I was in, now I'm rotating. And by default, I'm going to rotate in screen space. That means I'm rotating in all three axis relative to the point of view of my current viewport. And again, that's never, ever what you want because it's totally uncontrolled. If you use this method, you need to also immediately press either the X, Y, or Z key. If I press Y, I'm rotating only around Y. If I press X, I'm rotating only around X. But it's very difficult to control. As you can see, it's kind of flipping around and moving really kind of uncontrollably, because it's expecting that you're going to actually do a circle around the pivot point or the origin of the object. Okay? That's all very unorthodox, extremely nonstandardized. This is something that only exists in blender. And again, I don't recommend it. So I'm going to hit escape I'm going to set my tool keys back to the active tool. And now everything works as expected. There's no unpleasant surprises. If I press the G key, that activates the move tool, and I can move. No surprises. Control Z to undo. I press the R key to rotate, select an object, and I'm rotating. Control Z to undo. And finally, the S key, again, to scale. If I click on the circle on the outside of the Gizmo, I'm going to scale equally in all directions. Alright, Control Z to undo that. That's how to wrangle the tool keys for the transforms. You can choose to use the blender immediate method. But again, I don't recommend it. It's actually going to slow you down. You're going to have to think more about things. And if you ever go to any other three D program, you will find that none of that actually applies, and you're always going to be using a Gizmo or manipulator, or maybe using the object transform properties in order to control position rotation and scale. 11. Viewport shading: Solid and Wireframe: So far in our viewport, we've been in so called solid mode where we can see the surfaces of objects. In the upper right corner of the viewport header, we have our viewport shading mode, and by default, it's set to solid. And this uses a viewport rendering technology called Workbench. Workbench is focused on performance, speed, and not on quality. So in solid mode, we're not able to see things like materials and lighting. We'll get to that in the next course in this sequence. For now, we just want to see the difference between solid mode, and wireframe mode, which is right next to it to the left. Click on wireframe and we see our objects displayed in Wireframe. And they're in black, by default, as determined by the theme settings, the user interface settings, like an orbit around here with middle mouse. We can select an object, and it's going to be highlighted in orange or yellow if it's selected. We can go back to solid mode that's going to give us an impression of the surfaces of things. But if we want to go deeper into analysis mode in order to kind of see the internal structure of objects, we want to go into wireframe. And if I press the dot key on my number pad, I can zoom in to frame that selected sphere, and we can see its internal structure. We can actually see all of the parts of the object. And wireframe mode in Blender is very special and very unique because in blender, if you want to select some part of an object that is not currently visible, you have to be in wireframe mode to select things. So by way of example, if I go into solid mode, I don't see the back faces, okay? There's no indication of what's behind on this sphere. We'll look at Edit mode in a later course. But for now, I'll just briefly go into Edit mode, which is up here on the Vwport header's currently set to Object mode. Click on that down facing arrow and choose Edit mode. And now we're able to select individual parts of objects in polygon Edit mode. If I drag a rectangle to select all those points and then tumble around or orbit around with the middle mouse button, we'll see the backside did not get selected. Okay, so that's really, really important. If you want to select the backs of things in blender, you have to be in wireframe mode. There's no other option. You can't select things that are back facing or behind or occluded by some other surface unless you're in wireframe mode. If I drag a rectangle now, I can select all those points and we can see it's working as expected. This is a bizarre limitation of blender that only exists within blender. In any other program, you could determine whether or not you want backfaces or occluded surfaces to be selected in a polygon edit mode. But in blender, you must be in wireframe mode. Okay, I'm going to go back into object mode, and that's how we can switch between solid mode and wireframe mode and why wireframe mode is so incredibly critically important in Blender. 12. Level of detail with Modifier Properties: Blender is a polygon modeler and a polygon renderer. That means that any renderable object is a polygon mesh. And a polygon mesh is made up of all straight line edges. There's no actual curvature on a polygon object. We can get the illusion of curvature by having lots of straight line edges that are at slightly different angles to one another. We can see the polygon structure of an object if we're in wireframe display mode. I've got wireframe shading enabled in my viewport header. And if I select this object, you can get in closer with control and middle mouse. We can see it's made up of all straight lines. We can make this even clearer if we go to the modifier properties. And in the previous movie, I briefly went into Edit Mode. That had the effect of actually disabling this modifier of the UV sphere. I need to re enable that modifier by clicking on this little real time button display modifier in viewport. That needs to be on. And now, if we make changes to the segments and rings or any parameter, we will see the effect immediately in our Viewport. We can adjust the segments or rings by clicking on this slider and dragging from left to right. As I reduce the number of segments, I get a blockier object. And the rings are the number of divisions in the other axis. You could think of the rings as being the number of lines of latitude and the segments being the number of lines of longitude. So we are changing the level of detail. This is just a metric of how many polygons are on the object. Level of detail is sometimes confused with something called fidelity. Fidelity is how well something corresponds to the thing it's trying to represent. How well does your model match the visual appearance of some reference material like concept art or a photograph or some object that you've got on your desk that you're actually trying to model. So fidelity is the visual appearance of things. Level of detail is the number of components or the number of parts on an object. And there's no direct relationship between those two things. This is an important concept. If I back out here with Control middle mouse, I'll set my sphere up to, let's say, 48 segments and 24 rings. And now that sphere is going to look round pretty much at whatever distance. But let's say we select one of these other objects. I've got these non destructive primitive grid objects. I've got the plane for the ground. And again, I can back out a little bit with Control middle mouse. So with that ground plane selected, I can increase its number of vertices in X and Y. Again, I can click and drag on that slider there, and I can increase the number of segments, and I can do that in each dimension. So I can make this a much more dense polygon mesh. This is going to increase the level of detail. But for this flat surface, it's not going to improve the fidelity. A perfectly flat surface is going to be flat regardless of how many segments there are. So segmentation is usually only important when you're trying to resolve curvature. If I go back into solid shading mode, we've got two objects here. I've got the ground plane that has a lot of divisions, and I've got this backdrop, which has no divisions. It's only got two vertices in each dimension. And I can't see any difference between these two. They're the same in every other way. This object has no internal divisions. This object has lots of internal divisions, but because they're both perfectly flat, I can't see the difference, and they would render exactly the same. This is a case where those two objects have the same fidelity but have drastically different levels of detail. You want to have just enough detail on your model in order to resolve the fidelity that you're trying to achieve. And by the way, there are other ways of achieving fidelity. We can apply a map onto a surface that's going to make it look more detailed than the actual underlying polygon mesh. I'll go back into wireframe mode, and I'm going to set my vertices X and Y for that ground plane back to two. And again, that doesn't change the fidelity. It only changes the metric of how many polygons are on that object. But with this sphere, there is an indirect connection between the level of detail and the fidelity. I can zoom in on that with the number pad, period. And if I adjust the number of segments or rings, I'm affecting both the level of detail and the fidelity. So again, a level of detail serves the function of adding more straight line edges in order to resolve curvature or the illusion of curvature. You want to have just enough segmentation so that your object has the correct fidelity, it has the correct curvature or appearance of curvature at a particular size and at a particular distance. In other words, if I was really far away, I wouldn't need as many segments or rings. But if I get closer, the limitations of the polygon format are going to become more obvious, and I'll need to increase the segments, bring that back up to 48 and the number of rings up to 24. That's a basic introduction to the relationship between level of detail and fidelity. 13. Viewport Overlays: To wrap up our simple course on setup and layout, I want to finally talk about overlays in the viewport. We need to be able to control the overlays in order to most effectively work. Specifically, we need to be able to see level of detail at all times in many cases. And we can do that by being in wireframe mode. But if we go into our solid shaded mode, we can't see level of detail unless we enable the appropriate overlay. So let me back out here. Control middle mouse. Take a look at our entire layout. And I'll go into the overlays. Up here on the header of the viewport, we have overlays. I can click on that down facing arrow and get a pop up window, and here's where I can control the visibility of these various overlays. In order to see the level of detail in a solid viewport, we want to enable geometry wireframe. When that's on, we can actually see all the internal divisions of an object. We can do that if we're in edit mode, as we saw previously, if we're in object mode up here, we want to see the level of detail of our objects. We need to have that wireframe enabled in the overlays. Another thing I want to point out in the overlays is this little mysterious icon or Gizmo. That's called the three D cursor. And it's a screen element that is kind of unique to blender. Other programs don't have this. It has to do with the operation of tools, such as when you add an object, where is that object going to be added? It's going to be added at the location of that three D cursor. And I don't actually use the three D cursor ever. And so I'm going to hide it forever because I'm never, ever going to use it. So I'm going to go into the overlays once again and disable the three D cursor. There may be some extremely rare circumstance where I may want to go back in and re enable that. But really, 99.9% of the time, it's just a distraction. And actually, I could accidentally move it, which I don't want to do. I do want objects to always be created at the origin. So those are just a couple of the overlays. If we go back in there, we can see there are other things like we could turn the floor off. That means we're not able to see the grid divisions on the floor. We could turn that back on again. Or we could change the scale of the grid. That's helpful. If I bring that down to like 0.1, now I see smaller divisions to the grid in all the viewports. That's helpful. All right, so that's how to use overlays in order to optimize the display in the viewport. 14. Next Steps: We've learned about the basics of the blender interface, and we've set up a very simple layout. In the next course, we're going to apply materials or shaders onto the surfaces of objects to make them look like something. In the meantime, I recommend that you check my website, which is digitalartsgil.com because I've got some free resources on there, including a cheat sheet for blender that lists the most important keyboard shortcuts or hot keys. I'll see you in the next course on materials.