Transcripts
1. Introduction: Hello. I'm Momo. Welcome to Blender
Essentials for beginners and
intermediate users. This is not the usual
blender course that guides you in making your
first cute creation. Instead, it's a dive into Blenders workins to help you
find your way complete tasks more quickly and be aware
of common issues and how to solve them even
before you encounter them. This class is inspired by my own struggles in my
three years using blender. I've packed it with things I
wish I knew when I started, tips and tricks I've
gathered while working on projects and creating tutorials
for my YouTube channel. Hopefully, these
insights will save you time and spare you some
confusion and headaches. As a beginner or intermediate
user of blender, I'm confident you'll find
this class enlightening. In 19 lessons, we will
cover installation, navigation, interface tweaking, shortcut management, and more. I recommend watching
this class before taking my other classes and keeping
it as a reference for later. I'm sure you won't
remember everything, and when you need
the information, it will be here for you. Well organized and
easy to access. The class also comes with
a downloadable list of free resources to help you
gain deeper knowledge. All you need to attend is your computer and an
Internet connection. So if you're ready, let's start.
2. Project Instructions: This class, I want you to relax and either follow
what I do on screen, especially if it's your
first time using blender, or just watch the lessons and take notes when you
learn something new. For the project, download the zip file from the
projects and resources tab, extract its contents, and open the file named project
in a text editor. The file contains
questions or assignments that you can complete after
finishing each lesson. Type your answers under each question and take a
screenshot when asked. You can do this as you progress or after you
finish the course. This exercise will
help you reinforce your learning and better
memorize the lessons. However, you don't
have to answer all the questions as some
lessons may not apply to you. Once you have fit
in your answers, go to the projects and
resources section, click the submit
project button and pass the questions and answers
into the description field. To add your screenshots
or media links, place your cursor where
you want to insert them and click one of the
buttons at the bottom. Add a title and an image that
represents your project, then hit the published button. That's it. Again, just
relax and enjoy the ride. No stress, lots of fun, and lots of knowledge.
3. Download Blender: Blender is a free software. You can go to blender.org
and download it for free. On this main page, you can click on the
download button. It will take you to another
page in which you can click and download the default
version for your system. In my case windows. Or you can go here. You can download Blender LTS
LTS for long term support. These versions of blender
are a little bit older, but they are the
most stuble versions because they are supported for two years in which they
get critical bug fixes. You can also download any of the previous versions
since Blenders creation, and if you go down, you can also go experimental and download one of the versions that are still in development. This is great if you want
to test new features, and if you want to help
in the development by testing the newest versions
and report any bug you find. That's a great way to support
Blenders development, and it costs you nothing. Or we can also go here, click and we get this drop down from which we can download
blender for any system. Windows, Mac OS, Linux, or the steam version. For windows, we have three
options, the installer, which is the default one and the easiest option,
the portable, or the Zip version, or we can get blender
from the Microsoft store. You can choose any of these depending on your system
and your preferences. For myself, I will download the Zip file and show you
how to make it portable. The project to open the project
text file and write down your operating system and the version of blender
you downloaded.
4. Install Blender: In the installer is very simple, and we've done that
countless times with countless softwares, so I will show you how to
install the Zip version. It requires a little extra work, but it is more flexible. Once you download your Zip file, you double click
on it, you right click on this folder
and choose copy. Then on my C drive, I creates a folder
named blunder. Let's double click on it, and here we can right
click and choose past. In Windows 11, it's this
icon here, you can do, of course, Control V. And
we copy our folder here. Now you see that we downloaded
Blender version 4.1 0.1. The second one is a corrective release and
the real version is 4.1. We will rename this folder
to blender space 4.1 enter. You see that I have here other blender versions that I installed with
the same method, and I do that for
several reasons to test files in older
versions, for example, or to test the newest features In the versions that are
still in development, like here Blender 4.2. That way, I can be the
first to test new features. Also, if I find any bogs, I report them to developers. Now I can double
click on my folder, and to open blender, I can double click on the Blender launcher
executable file here. Since this method doesn't
create any shortcuts, we can right click and
create a shortcut. I think it's under
show more options. Create shortcut, and then I can put this shortcut
on my desktop. Or you can also pin
blender to the task bar. Let's delete this shortcut. By default, even if it's called portable on the blender website, this installation will behave just like the installer version. You can start using
blender right away, but if you want to
make it portable, we will see that later. For the project in the
project text file, type the method you use
to install blender.
5. Update Blender: Now, how do we
update blender that we installed using
the ZIP method? If you are upgrading to
a whole new version, like from Blender
0.12 Blender 0.2, you will create a new
folder and follow the instructions
that we saw earlier. When you open your new
version for the first time, you will have the
option to import your settings from
the previous version. Now if you are upgrading inside the same version to a corrective
release, for example, from 4.1 0.124 0.1 0.2, or if you are using an
experimental version, and it is getting bug
fixes almost daily. The healthiest way to update it is to go inside
or folder to delete all the contents inside and then replace them with the new
files that you downloaded. So you delete everything here, and don't worry about
your settings and customizations because they are stored in a different location, and then you go to your Zip file You go inside, select all the contents and copy
them to your folder. The ten old files before installing new
ones is a good practice, even if you use the
installer method because sometimes there
is instability in the software because
you just drop new files over old files
and some conflicts happen. Answer the simple question
in the project file. Why do we need to
update blender?
6. Go Portable: Want to make blender
portable and not lose your settings if you open
it in a different computer, with a new blender installation, you go inside or blender folder, and then inside this folder
with the version number, in this case, 4.1, you go inside and you create a new folder new
folder and name it Cf. D. In Blender 4.2 and later, the method is different. You create a new folder, not inside the version number, but here in the root folder, besides the version
number folder, besides the blender
launcher file. Here, you create a new
folder and name it portable. Enter and your D. But what if you already
used blender and you already
customized it and you already installed a few addons? In that case, you need first to locate where your
sittings are stored. In the case of windows, the should be in your main drive inside
the user's folder, and then your user name, then you'll need to allow
displaying hidden folders. In Windows 11, you go under view and under show and
enable hidden items. Now you go inside
the updata folder, Roman, and then
blender foundation, Blender and you find
your version number. If it's 4.1, you go inside, and you copy the config
and scripts folders, right click copy, and then you go
back to where you install blender and inside
the version number, and here you will pass your
config and scripts folder. In the case of Blender
4.2 and later, you recopy those
files here inside the portable folder that
you created earlier. Now if you want to
update portable blender, it is a little bit
tricky because when you are deleting your
files and replacing them, you need to be mindful of the
config and script folders. But in Blender 4.2 and later, it is much easier because you can just select everything and exclude the portable folder in which all your
settings are stored, you delete the rest and
pass the new files. Answer this for the project. Did you go portable?
Why or why not.
7. Customize Settings: You first open blender, you have the
possibility to import your sittings from a previous
version if you have one. You can also customize these
sittings here if you wish, and then you can click
on Save New sittings. Now you will be greeted
with this splotch screen. On the right, you see
these resources links, and on the left, you have these five
startup files to choose from general
to the animation, sculpting, VFX, video editing. It's amazing what
all blender can do. You can also access these
startup files from here file, New, and you choose
one from here. We will go with General, but we don't have to
click here because the general startup file was already loaded when
we started Blender. There are a lot of settings
in Blender that you will learn about over time and
customize to your needs, and a lot of those
settings can be accessed here under
edit preferences. I will first go under the interface tab and increase
the resolution scale. This is mainly because I
want my text to be big and clear in this course and
in all my tutorials. I will then go under the Themes tab and I will
install a custom theme. These are XML files that you can download from the Internet
for free or with money. Let's click on this
button and find my theme. I will choose this one and
click on Install theme. This is a free theme that
I made called Momo Mundo. If you like it, you
can find the link to download it in the
resources file. Now I will go under
system and here under memory and
limits endo steps. You see that Blender has 32 endo steps to undo
anything you do in Blender. But 32 is really a low
number because Blender will count even selecting or deselecting something
as an endostep. So we need to increase this. At least to 100, I think If you have enough
memory in your system, you can go for the
maximum 256 enter. If you hover here
in this bubble, smaller values conserve memory. If you see that
blender is taking a lot of memory or the
system is slowing down, you may want to
decrease this number. Now the settings that
we changed will be saved automatically
when we close blender. But if you don't want that, if you are afraid that some settings may be
changed accidentally, you can go here on
this icon and click on it and you can check
auto save preferences. Now we have this new
button here and we will have to click on it to save
our sittings manually, and this star here means that there are some
unsaved settings, so let's click and the
preferences are saved. You can also from this button, reset your sittings and
load factory preferences. Now, let's close this
sittings window. For the project,
do you prefer to save sittings manually
or automatically?
8. Manage Areas & Workspaces: What makes each of these startup files unique are the workspaces
that are made of. Here, for example, we are
on the layout workspace, and all these other tabs
are other workspaces. Each workspace is made of
these windows called areas, and each area
contains an editor. For example, here
we have displayed the three D viewport editor, and you can change it
from the stop left icon. If you click on it, you can
choose a different editor, like for example,
the asset browser. Let's change back to
the three D viewport. Can create your own workspace by clicking on this plus
sign and choosing one from these lists or choose to duplicate the
current workspace. Let's do this, and now
we have a new workspace. You can double click on its
name and change it to custom, for example, enter, and now you can customize your
areas as you wish. You can move your
cursor to the border of areas and click and hold
to adjust the size. And if you want to split an
area and create a new area, make sure you are
inside that area, then go to one of the corners, and when the cursor
turns into a cross, you can click and drag horizontally to create
a vertical split. Or again, to the corner, the cursor turns into a cross. Click and drag vertically. And you create a
horizontal split. To close, expand or merge areas. Again, make sure you are inside an area you want to affect. Then go to the corner, and when the cursor again
turns into a cross, you click and this time, you drag outward towards
the area you want to merge, and you can keep holding
your mouth button, your left mouse button, of course, and you
can move it to choose which area to close. And the darker one is
the one that will be closed and merged
into the lighter one. Release the mouse button,
and let's strike again. Let's go inside this area. Let's go to the corner. The cursor turns into a cross. Left click and hold
and go outwards, and now you see this arrow, and it means this
area will be closed, or you can turn it back and
close this area instead, and then release the
left mouse button. Valla. You can also swap
areas if you go to a corner, see this cross, and then
hold the control key, left click and drag
to a different area. And you see that the pointer
changed to this new icon. If I drag it on this area here and release the
left mouse button, these two areas were swapped. Strike again to the corner. Control, then left click and drag to this area and release
the left mouse button. You can also again,
go to a corner, cursor changes to this
cross, hold shift, and then left mouse button
and drag just a little bit. And something happens. It's not obvious. But what happened is
that our window or our area was cloned
to a separate window. This can be useful if you
have multiple monitors. You can move this window to a different monitor when you
are working on your project. Let's close this window, Let's try again with this area. To the corner, the cross is
visible now, whole shift, left click and
drag a little bit, and we created a new
window of our outliner. Let's close this window again. If you don't like this
drag in business, you can instead go to the border and when the cursor changes, you can right click and
choose from this menu. If you choose, for
example, vertical split, this line will appear, and you can move it to any area you want
to split that area. You can also press tab to switch between vertical and
horizontal split. And when you are satisfied with the location of the split, you can left click
and v. Now again, on the border, right
click and join areas, and we can choose to close
one of these two areas. You can find more options under the view than the area menu. And in some editors, you can find those options if you right click on the
header of that area, like here on the outliner, escape or here on the header
of our properties panel. Right click, and you
can, for example, maximize this area to make
it take the whole screen, and then you can go back by clicking on this back
to previous putin. And you can also right
click full screen area to make it go full screen
without even those top menus. Here if you want to go back, you can go to the corner
to the right stop corner, and you see this little
icon that appears, and you can left click
on it to go back. You can also, of course, use these shortcuts to maximize area control spacebar and to go full screen Control
Alt space bar. So while the cursor is
here, Control Alt Spacebar, will go first screen,
and then you do it again to go back Control Alt Spacebar. For the project, create a custom work space
at a few areas, take a screenshot and post it.
9. Save Startup File: Make changes to your
workspaces and areas, or when you change any settings
in your startup files. You need a way to save those settings for when
you open blender next. You can change almost anything
in your startup files. Like for example, the
settings in these panels, or you can have more objects here in the three D viewport. You can delete the default
cube, for example, to shift A to add new object, mesh and add a monkey. You can add more objects, you can have no objects at all. Delete change the
position of the camera, you can have more cameras. You can also create
more work spaces. Or delete some work spaces
that you may not need. If you don't sculpt, maybe delete the sculpting workspace, and let's delete, by the way, this custom work space, right click and delete. I won't tell you
what you should or shouldn't change
because that depends on the way you use blender and the default settings that
you use most of the time. If you are new to blender, you will figure
that out with time. And to save your changes, you will need to go to file, and then defaults and
save start up file? This works with any
of the startup files. Let's go again, Defaults
Save startup file. Left click, and then you
get a confirmation dialog. Okay, Save startup file, and you click again
and it's done. And you can do this
every time you make new changes to
your startup files. For the project, did you make changes to
the startup file? If so, what are some of them?
10. Viewport Navigation: Navigating three
D space is one of the most basic and
most important things or skills that you will learn, especially if you never used
three D software before. To follow this luson fully, it's best to have
a middle button and wheel on your mouse and to have a separate nam pad or numbers pad on your keyboard. If you don't have either or if you are graphics tablet user, we will cover alternatives
in the next luson. Can follow up this lesson using the default startup file
or you can use this file. It's called XYZ cube. It's part of the
downloadable package that comes with this class. The first thing I want to show you is how to
zoom in and out. Using the mouse wheel, rotated backward to zoom out and rotated forward to zoom in, and then to orbit or
to rotate the view, you press the middle
mouse button and drag the mouse in any
direction you want. Again, let's zoom out and
rotate and you see here that we are in three D space
or in a three D world, just like in a video game. We see a few objects, a cube, a source of
light and a camera. To select these objects, you just left click
on any of them. Then you see these
two lines here. This one, the green one is the line that goes
from front to back, and it's called the y axis. This other line is the x axis, and it goes from left to right, and there is a third line
that is not visible, and will make it visible
by going here to the overlays button
here and to this arrow. We will talk more
about overlays later. So you click on this arrow and you enable the display
of the z axis. And now we can see a
blue line that goes from top to bottom,
a vertical line, and that's our
third three D axis, and they cross each other
in the word center. We can hide the cube
to see that better. You can either hide it by
pressing the H button H four hide or by going here and
clicking on this y icon, and now you see how the
three axis cross each other. So let's hide the cube again
by pressing this ie button, and you already know the most basic things about navigation, zooming in and out and biting. Now let's talk more about bit. The Alt key will give
you more control. The first way the alt
key can help you is if you press the alt key and then press the
middle mouth button, now the rotation or the
orbiting will happen around the new point
that you clicked. Again, lt and press your
middle mouth button anywhere. And you see that the viewport focuses on the point
that you clicked, and when you bit middle
most button and drag, you will bit on that point. Let's do it one more time. Alddle Most button,
to focus on our cube. Then if you press Alt and click the middle Most button
and drag a little bit, you will face one of the axis. Here we are facing the x axis. As you can see, the pink pace
of the cube is facing us, and also the x axis
is facing us now. Then again, alts and
let's drag sideways. Now we are facing the y axis, the axis that goes
front to back. Now let's do alts and middle
most button and drag down. Now we are facing the z
axis or the vertical axis. A middle most button
and drag to the right. At middle mopton,
drag to the left. Let's again drag with the
middle most button alone. And the third way
the Alt key can help is this time to click and
hold the middle Most button, and then you can start orbiting, and then you press alts while still holding the
middle most button. And now the view will snap on the axis when
you are close to them, when you are facing
anyone of the axis, and also on the diagonal lines that are between those axis. I think I release the middle
most button by mistake. So make sure you click and hold your middle most button
drag and then press out and you can move like this, and it will snap on
the diagonals and also on the views
facing the axis. Again, to summarize,
pressing and dragging the middle Must
button will bit freely. Pressing Alt, then click in
with the middle most button, we'll change the center point on which the rotation is
happening or the orbitin Then if you press Alt first and drag a little bits using
the middle Must button, you will face one of
the three D axis, and if you do the opposite, press the middle most
button and drag, and then you hold the at key. You will snap on the views that are facing the axis or
the diagonals between Stead of the middle most button, you can use the numbers eight, six, two, four on the Nampad. Use them like a cross and a joystick and orbits like this. Eight and two will
rotate vertically, and four and six will
rotate sideways. We have also one that will
take you to front view, three, that will take you to
side view, and seven, that will take you to a top
view facing the Z axis. That's bits again a little bit. You see now that the view
is a little bit different. We can't see
perspective anymore, and to switch back to normal, you can press five
on the nam pad. So five will give you a
view with perspective, in which the closer something
is the bigger it appears. And then five again, and this view in which there is no perspective is called
the orthographic view. So again, five, and
now we have nine that will take you
to the opposite of any view that you have. So we press nine, and this is the opposite view. Line again to our first view, and then we have zero that
will take us to camera view. This is what we can see if
you look through the camera, and then zero again takes
us back to where we were, and then we have the
dot on the Nampad. If I select my cube, left click, and
then I hit the dot, now it focuses on my cube, and the orbit and now will
have its center on our cube. Now, what if you want
to rotate the view without changing the direction
that you are looking at. That's called a roll. You may not understand
what I mean, but to do it, you need to hold
shift and then use the four and sex
putons on the nam pad. Hold the shift key
and then press four, and you will rotate like this, then sex, and you'll
rotate like this. You see that we are still
looking in the same direction, and another way to
navigate is to do panning, and panning is going sideways or top and bottom without
rotating the view. To do it, you need
to hold shift, then press the middle most
puton and drive So now we can move in any
direction without rotation, and to do it with the Nam pad, you need to hold the control
key and then use the four, six, eight and two buttons
like across and pan like this. Again, the roll shifts
and four and six, and the pan is control and four, six, eight or two. All using the
middle most button, you do shifts, middle
most button, and direct. And the last thing about
navigation is zoom in and out. We saw that we can do it
with the mouse wheel, and you can also
do it by holding the control key pressing the
middle mouspon and dragon, and this will give you
smoother zoom in and out. Please to shift middle
moputon and pan a little bit to put the cube in the center of the viewport. Doing it with the
Namat you can use the minus and plus sign. These are three methods
of zooming in and out. Minus and plus sign, mouse wheel and using control
and the middle mopin. If you need more options, or if you forget any
of the shortcuts, you can go to the view
menu here in the viewport, and then you go
down to viewpoint, and here you see
that you can go to camera view and you see
the shortcut Nampad zero, go to the top to the bottom, and each one has the shortcuts. This is one I didn't cover, for example, to go to the top, you do seven, and to
go to the bottom, you do control and seven. We have here navigation, how to orbit, how to roll, how to pen, how to
zoom in and out, fly navigation, walk navigation. This is a little bit advanced
and I want to cover here. Align view, and we have all
these options to align view. You can take your time
and explore these two. Then there is another
way to do navigation, and that is using the gizmo
here and these buttons here. I don't have these displayed, go to this button and
enable the Gizmo. So you can just left click on the Gizmo and drive
and you can bit. You can click on any of the xs here to go and face that axis. You can click again to
go to the opposite view. We are looking at the bottom, and here we are
looking at the top, can do the same with y
and with the x axis two. You can zoom in and
out using this button. Again, left click and
drag in any direction. You can pan using this
button called move the view. You can go to camera
view, using this button, click and then click, and you can also let's
orbit a little bit here. Zoom out a little bit. Let's pan a little bit, and we can switch
between perspective and orthographic projection
or view, using this bon. Lastly, a quick tip, if you start using your
middle mouth button to bit, for example, and then you don't want
to finish this action, you can either hit
the escape key or the right mouse button
like this and you b. You can do that
with panning also, so shift middle mouse button, you start panning and
then right click. Sell the Set navigation
for beginners. Now we will see what
to do if we don't have a separate Nampad and
a middle mouse button. For the project, which navigation method or methods
seem more intuitive to you.
11. Numpad Alternatives: We already saw a few ways and alternatives
to do navigation. But the Nampad still has
some unique features, and if you don't have one, you will need an alternative. The most obvious one is to use the top numbers on the
keyboard as a Nampad, and to emulate the Nampad, you need to go to the
Edit menu preferences, open the Input tab and
check emulate Nampad. If you don't have auto save nat, you need to click here to
save this new preference. And now we can use
one on top, two, three on the top or zero to
do what the NAPAD can do. The downsides of this
is that if some of those keys on the top are used as shortcuts
for something else, you won't be able to use
that shortcut anymore. For example, if I go and click here and
change to edit mode, we will see these modes later. You see that we have
these three buttons to change from point selection, edge selection, and
face selection, and they use the shortcuts one, two, and three on the top. Now we can't use those
shortcuts anymore. Let's click again and
back to object mode. Another downside is
that we no longer have that shape of a cross
with the numbers four, six, eight, and two. It's harder to do orbiting
with those pop numbers. Another downside is
that we don't have a dot key along with
the top numbers. We can't focus or frame
an object like this. Do have though the
minus and glass buttons to zoom in and out. This leads me to
another alternative and thus the Tilda key, which is to the left of the top numbers on
a querte keyboard. And if you press it,
we get what's called a Pi menu with a few
options to change view, and with this option
to view selected, that will frame an object. If you don't have a Tilda
key on your keyboard, you may want to
try a few keys in that region and see if one
of them opens this menu. And to use this menu, let's do escape or right
click to get out first. Will either press on
the Tilda key and then choose one of these options
and left click on it, or you can press
the Tilda and hold, highlights one of these options, just hover over it, and then release the Tilda key. If you get used to this, if you use it a lot, it will be a very fast
way to change view. And of course, an
obvious solution is to just buy new
keyboard with a Nampad or those smaller Nampad only keyboards and plug it to
your laptop, for example. We will later talk also
about changing shortcuts. If there is a key that is not working or a key
that is missing. You can always replace
it with a new shortcut, and we will see that later. For the project, why
don't you have a nam pad? And how do you deal with it?
12. Middle Mouse Button Alternatives: Middle mouth button
and wheel are essential for navigation
and for other things too. But sometimes you just don't have access to a
middle mouth button. The button may break and you
need a quick alternative, or you only have access
to your laptop touchpad, or you're using a
graphic tablet. And that's why blender offers various ways to do navigation, and you also can emulate
the middle mouth button. Let's go again to
edit preferences, inputs, and emulate
three button mouse. The bubble says emulate middle mouse with
ult plus left mouth. Let's ab it and save your preferences and
then close this window. Now we can use the left mouse
button with the Alt key to bit or alt and shift and the
left mouse button to pan, and then alt and
control left click, and this is useful
as a replacement for the wheel also to
zoom in and out. Talking about the wheel. It is also useful when
using a few tools, like for example, with
the cube selected, if we go to edit mode, we have here a tool
called loop cut, and we want choose
the tool but only get the shortcut from the
bubble, it's Control R. Now let's hover
over our cube and do control r and move
the mouse little bit, and now we see a loop cut. This yellow square
shows us where the cuts will be
added to our cube. If you turn your mouse wheel, you can increase
the number of cuts. As a replacement with this tool, you can either use the plus
and minus sign buttons or the page up and
page down buttons. This works with a lot of tools. If you are following a tutorial and they are using some tool and using the motel to increase anything size or
cuts or whatever. Sometimes that tool might use
the plus and minus button, and sometimes they use
the page up and down, and sometimes both
just like this tool. Let's do escape, and let's
go back to object mode. Now to the downside of using the middle mouse
emulation, is that again, just like with the Nampad, you won't be able to
use the shortcuts that use the art key with
the left mouse button? If you find yourself
in such a situation, I created a work around
to be able to tougle the emulation on and off quickly so that you
can tougle it off, use your shortcut, and
then toggle it on again. If you need that,
find the link to the video in the resources file. For the project, why don't you have a
middle mouse button? And how do you deal with it?
13. Shortcuts & Quick Favourites: Bundt shortcuts are awesome. They do seem
overwhelming at first, but they can speed up
your workflow greatly, and with practice, they
will become second nature. For example, some of
the tools that you will use most are the move tool with the shortcut G and
the rotate tool with the shortcut r. So G four
grab and R f rotate, of course, and then we
have scale S f scale. You can either switch to
one of these tools and then use these
helpers, these arrows. You left click and drag. And then you can release
the left mouse button or right click if you want
to cancel the operation. We have these squares. This one will move the cube
in what's called the Z plane, and that means it
will move it only in the x and y axis
and not vertically. Right click to cancel, and you can use this circle over operate and
then left click, and now you can move
the cube freely. Right click again or escape. You can use the tool like this, or you can just stay with
your selection tool. And use the shortcut G. Now
we can move the cube freely, and if you hit z
after hit and G, now, the cube moves
only on the z axis. If I do y, now, it moves only on the y axis, x, and it moves on the x axis. If you want to move the cube on the z plane, you do shift. So again, let's do right click. First, you do G for grab, and then you can press
shifts x, for example. Now the cube moves
only on the x plane or on the z and y axis. Right click to cancel, for rotates, you can
do r to rotate freely, and then you can after
pressing r press y, for example, and now the cube
rotates on the y axis only. For scale, you As, if you want, for example, to scale the cube only
on the y and z axis, you do shift x, and now it is scaled only on
what's called the x plane. The cube gets larger, but the width of it doesn't
change to control z. So I think you see now how this can speed
up your workflow. Instead of going and switching back and
forth between tools, you just stay with your
selection tool and you use the shortcuts to move or
rotate or scale instantly. Then once you finish
your operation, you don't have to
switch tools again. Now if you don't
remember the shortcuts, especially if you are
new to blender or with operators that you
may not use often. Blender offers a few ways
to find those shortcuts. The first one is to hofer
over a tool like this, and when the bubble appears, you can see the shortcut. Here we cycle W, and this will cycle between the different modes of
the selection tool. To access these mods, you can also click and
maintain the left mouse button and you can see the four
mods and select one of them. Here you can see the
shortcut G. Here you see the shortcut r. I can go here
and wait for the bubble. Here, there is no shortcut. Here we have the shortcut. O. The second way to
find the shortcuts is by going under the menus
and find the operator, and each operator, if
it has a shortcut, you will see the
shortcuts beside it. An operator is anything that
you press or click to do something inside blender and to find an operator
or a shortcut. You can also do F three, and here you get
the search box and you can look for anything
like for example, scale, and I can find scale. I can see its shortcut and I can see the menu in
which I can find scale. It's ender object transform. Let's do escape,
and the fourth way to find a shortcut
is in the key map. To access the key map, you go to edit references, and then open the key map tab. Here we have all these dropdowns with all the
shortcuts in blender. We can also look for
shortcut either by name, we can type scale, and we find anything that has scale in it and
all the shortcuts, or you can find it
by key binding. If you tie, for example, Shift Alt H, you can find the operators that
you use that shortcut. Of course, you can
delete a shortcut, you can change a shortcut
either from here, you left click and
then you press a key or combination of keys, or you can go under the strop down and
also change the letter here and choose if
you want to use shift control or
Alt or all three, and there is an easier way
also to add a shortcut. Let's close this window. Is by just right clicking
almost on anything. If I right click here,
I get this menu, and I can find something that
doesn't have a shortcut. Right click again and left
click on a sign shortcut. Here I can press a key or combination of keys
to create a shortcut. Let's do, for example,
control shifts F, and now Shade Smooth
has this new shortcut Shift Control F. You can also delete a
shortcut from here. Right click again
and remove shortcut. Or you can change
the shortcut to. Let's remove the shortcut. If there is an operator
that you use a lot and that doesn't have a shortcut or that has a shortcut
that you don't like, you can either create a new shortcut or
change that shortcut. Or if you don't want to be
overwhelmed with shortcuts, you can instead add your
item to Quick favorites. For example, is go here under this menu and find something
like Shade Smooth again, right click and add
to Quick favorites. To access Quick favorites, you just to queue
on the keyboard, and here is Shade Smooth. Instead of remembering
a bunch of shortcuts, you just remember
the shortcut Q. Just be aware that each mode
has its own quick favorites. If I go to edit
mode and press Q, you see that the menu here
is empty and I need to create new quick
favorites for this mode. By the way, the shortcut to go between mods is control tab that will open this sy menu and here I can go to
object mode again. I harbor over it and
release control and tab. There's a quicker
shortcut to go between edit mode and the
current module R N, and that's just tap. Tap to Edit mode and tap
back to the module wear. For the project, so far, how do you feel about the
shortcut system in Blender?
14. Overlays: Overlays are visual helpers in the viewports that are not
shown in the final render, like the axes and this grid, and even this light object
or this camera object. You can disable overlays
by going to this button, the show overlays button, and you can customize
them from this drop down. For example, we can hide or
unhide the axes, et cetera. Sometimes there is an additional
button beside this one, for overlays that are
specific for certain modes like Edit mode or for
certain types of objects. For example, let's selects the cube and go
to Edit mode tab, And now you see this
additional button and an additional dropdown
with the overlays specific to edit mode
into our cube object. We can, for example,
disable the faces here, and now you see that the faces are hidden when I disable this, and you can disable these additional sittings also using this main overlays button. Let's go back to object mode. Tab. No thought the
gizmos here are not affected when you
disable the overlays, but have their own button. And not only this gizmo, but also the gizmos related to, for example, moving or
rotating the object. For example, if I select my move tool and I
disable overlays, I still can see the gizmo
for moving the cube. And to hide it, I need to
click on this gizmo button. I can also customize my
gizmos under this drop down. For example, if I have my
selection tool selected, I can enable the gizmoph moving the cube and rotating
it and scaling it to. Let's disable them again, and let's enable
our overlays again. Working on your
scenes and projects, you will want to
disable overlays a lot to see or scene without
all the clutters, and there is a default
shortcut that is shift and Z to toggle
the overlays quickly. I think this is a new shortcut, but I always used a
different shortcut. Let's right click on
the overlays button and do a sign shortcut, then type D, and now D is our shortcut for toggling
overlays on and off. If you don't want to do it, or maybe you are using
D for something else, you can just keep the
default shortcut Shift Z, and it still works. For the project to open
the overlays drop down menu and name two overlay
types you see there.
15. Shading Modes: Shad and mods affect how the objects in your
scene are displayed. You can change shad and mode from these four buttons here. For example, here we are
in material preview mode in which we can see the
materials our cube is made up. If we change to
render display mode, now we see a difference in lighting because in
material preview, there is a standard lighting
like coming from everywhere, and here in rendered preview, the cube is lighted
using this source app. We have solid view, and here we can
see our materials, but only our aw object, and then we have
wire frame mode, and here we can see the
frame the cube is made of. There is also a
pipe menu to change modes that can be accessed
by pressing the letter Z, and here we can hover
over material preview, for example, and release Z, and we are back in
material preview. And with this drop
down here, this arrow, we can customize
each of these modes. For example, here, we
can change the lighting. Let's choose another
one of these. This sphere here
is called an HDI, and that is what is
providing the light here. It's like a 360 image surrounding our CN and
emitting light inside it. We can change it to
something else like this one and see that the
lighting changes. If you wish, you can even make the solid view look just
like the rendered view. You can, for example,
enable the scene lights so that the light sources
will light our cube, and you can disable
the HD I scene world here and now it looks just
like the rendered view. Let's disable these again. Then we have this button and
it's called total x ray. This mode can work, for example, in Edit mode, so let's
do tab to Edit mode. And now if you enable x ray, you will be able to see the
edges and the vertices that are on the other side
of your objects. If you want more options
in your Z pie menu, you can go to edit
mode references to the key Map tab and enable this one extra sad
and pie menu items. Now if you do z, you will have toggle overlays in your pie menu to ena z overlays, and you have x ray to
toggle x ray on and off. As a bonus, we have
this drop down here, and you see a lot of object
types here, measures, curves, text, green pencil,
armurs, lights, cameras, and it says
selectability and visibility. If you want a type
of object b cameras, for example, to be hidden, you can do that from here. If you want to make it so that you can select
your cameras, maybe because they are
over some other objects, so you can disable selection and also hide any type of
object from your scene. These are the overlays, the gizmos, this menu here, and the Shad and moths, the x ray are always to
see and interact with your scenes differently to be able to fine tune your works. For the project, why do you
think Shad and mots exist?
16. The Outliner: The outliner is this
editor that allows you to see and manage
your items in your C. They are listed alphabetically and can be
organized inside collections. Let's duplicate this cube
to have more objects. Shifty drag and Left click, and then select again
shifty Drag and Left click. And we can select our
objects from here. We can select multiple objects by left clicking and dragon, or by selecting one object, and then selecting
the last object and doing shift left click, or you can select one object, and then control selects
any other object. You see that one of these objects has a
lighter background, and that means that it
is the active object, and to make another
object active, you do control and left
click on that object. An object active is important, for example, to make it parents. It will be the parent of all
the other selected objects. If we parent an object
to another one, the parented object
or the child object will be moved inside
the parent object. To create a parent, we
can select this light, for example, and then shift select the cube in the viewport. And in the outliner, you would select the
light first again, and then control,
click on the cube. Now the cube is active. We go to the viewport
and we do control P, P for parent, of course, then set parent to object. Now you see this
dashed line going from the origin of the light
to the origin of the cube. And if I select the cube
and move it with G, the light will move
with it if I rotate it. Translating the cube
will also translate the child as if they
were one single object. But we can move the child independently without
affecting the parent. Back to the outliner, you see that we can't see
the light anymore, and that's because it's
under the cube here, but we can see it
as an icon here, and you can actually
select it from here. Select the cube,
and then click on this icon and you
select the light. We can also view it if we expand this arrow and here we see
our lights and this cube. Now, we can add
more collections, either by right clicking here
and doing new collection, or to escape by
selecting a collection, and then pressing this button, add new collection inside
the selected collection, or by selecting an
item like the light, and then doing to move and do move to collection,
new collection. Let's click on this, and
then we can give it a name. Let's name it L
lights or Lights. Maybe a collection to put all the lights inside,
and then we click Okay. Now we have a new collection
with the light inside. Maybe you'll notice that even though the cube is the
parent of the light, they can be in
different collections. And you see here
that under the cube, the text of the light is dimmed. We can also move items to other collections
by dragging them. I can lift click
and drag the cube to this collection and
release the most button, and now both objects are
inside this other collection. Want to rename an item, you can double click on it and rename it to whatever enter. And if you have a
lot of items here, you can search for them
using the search box. If you lose your way, if you have a big scene, or if you just move away
and can't find an item, you can select it from here, anyone, the light, for example. Then go to the viewport and
do the dot on the Nampad or do F three and look for
frame and do frame selected. It's under the view menu, so we can also go here
and do frame selected, and here you found
your object easily. We can also choose to hide
an object from the viewport. Or hide it from render. So you can have an object
displayed in your viewport, but hidden from
the final render. And we have some filtering. If you don't want the icons for disabling renders
to be displayed, you can hide it from here. So now we don't have
that icon anymore. And you can add more icons
like this one, for example, to make an object
selectable or unselectable. If I disable selection
from the camera, for example, now I can no longer select my camera
in the viewport. Enable it again, and let's hide this one and hide this one. Then you see that we
have show mod column. This is a column that will
show the mode you are in. Since we are in object
mod, there is nothing. But if we select a cube
and go to Edit Mode tab, now we see a new icon that shows us that this cube
is in edit mode. You see dots beside
the other cube. If you click on
one of those dots, you will quickly switch to
edit mode for that cube. This can save you a lot of time. Instead of going to
object mode and then selecting the other objects and then going
again to Edit mode, you just switch quickly here. If you want to go
back to object mode, you can also left click
on this icon and Bingo. The outliner can also be useful if you have
multiple cameras, Let's duplicate this camera, shift D. Now you
see that one has this hollow triangle and this one has this
filled triangle. This means that this
is the active camera, and when we do zero
on the Nam pad, that's the camera that
we will switch to. If you want to change
the active camera, you can use these
camera icons here. You click on this one and now changed to the other camera. This can also be useful
if you by accident, let's select this
cue, for example. By accident sometimes, you may be working on your keyboard. And you press the control
and zero key on the Nampad. And now, what happened is that this cube is the
active camera now. This happened to me before, and I had no idea
what was going on. And a quick fix is to select a camera and do control zero again to change it
to the active camera, or you just again, left click on this icon. And it's fixed. And lastly, the outliner does not only
show the objects in your seal, but it can show every piece
of data inside blender. We have here some modes, and if you expand this, you can show CNS. You can show the items inside your video sequencer if
you do video editing. And if you click on
this blender file, you can find every piece of data inside
your blender file. The brochures cameras,
the collections, the images, the materials. And this can be useful
to clean your file, especially maybe if
you want to sell that file or to put it
online for download. For example, here, I have this material that I don't
know where it came from. I can right click
on it and delete. But be careful when
using this mode here because you may break your file and sometimes
blender crashes, so make sure that you back up your file before messing
with the stuff here. Let's go back to
view layer mode. For the project,
add a few objects, put them in a collection, then take a screenshot
and post it.
17. Interaction Modes: Already had a glimpse of
mods during this class, especially object and edit mode. Mods are there to allow
editing different aspects of your objects and they may be different depending on
the type of object. I won't dive into each
mode in this lesson, but I will give you a
quick explanation of the most common
ones and give you taps on switching
mods and objects. Start with this
primitive mesh object, that is a cube, of course, and Blender has other
primitive mesh objects that can be used as a base to
model more complex creations. Let's add some objects
by doing shift A, A for, and choose mesh, and we have all these options. Let's choose a
cylinder, for example. Move it with G. Then again, shift A and choose something
else like the sphere. G, and move it to the side. Now if you do control
tab to switch mode, you can see all the mods
available for mesh objects. We have weight paints. This is useful,
especially for rigging, but for other things too. We have object mode. This mode allows us
to move objects, resize them, rotate them, to duplicate objects to
select different objects, and this mode exists
for all object types. We have sculpt mode that allows sculpt in the
surface of objects. Edit mode, and it is probably the most important mode
for model and stuff, and that's why it has
an easier shortcut that is just tab. We have texture paint
that allows us to paint on the texture or the material directly
on top of objects, and we have vertex
paints that allows us to paint the points or the
vertices of object. Let's right click to
Conser switch and mold. I will zoom out a
little bit and we two other types of objects
here, we have the slide. If I do control tab, you see that it has one
mod only object mod. Then the camera, it's the same, it has only one mod, and now we can add a
different type of object. Let's do shift A and add
a grese pencil object. Let's choose this monkey. Greene pencil objects are for doing drawings
and animation, even frame per frame animation. You can do two d 2.5 d or three D animations and drawings and paintings using
green pencil. If I do control tab here, I see that I have almost
the same mods except that we have a special mode for Greens pencil and
that is draw mode. Let's right click to Csle,
change in mods again, and I will add another object, shift A, and this time, I will add an armatur. Armaturs, let's do
G again and move the armatur away
from our cube meters are used with mesh objects
or with grease pencil objects to rig and
animate those objects. With my armter selected, if I do control tab, I would switch to a
mod called pause mode. This is the mod that
allows moving the bone and animating the bone and the
object connected to it. Then if I do control tab again, I will switch back
to object mold. If from object mode, I do tap, just like with other objects, I will switch to edit mold. Then if I do tap again, I will switch to
the previous mod, that is, of course, object mold. Now from Edit mode,
if I do control tab, here I will get the Pi menu. Since we have only three modes, it is faster to use just the shortcuts
instead of the Pi menu. But here in Edit mode, we need this to choose either
from objects or pause mode. If I switch to pause mold now, I can switch back to edit
mode just do in tab, and from pause mode
to object mode, I can do again control. Tap. This can be a
little bit confusing, but it's actually very simple. If you plan to use
blender four regain, I suggest that you take
some time and practice switching mode using
control tab and tap. Now let's select one of
our mesh objects and switch to a different mode like for example, weight paint. You see here that
we have a brush, this red circle here, and we can use it to paint
weight on the object. So the closer, the
color is to red, the more weight there
is on that spot, and the closer it is to blue
the less weight there is. Now if you want to switch to another objects and
weight painted to, you either go back to object mode by doing
control tap, object mode, and then selecting that object, and then again, control tab
and go to weight paint. But this is not
the ideal method. Best method is to go
here to the outliner, and you can see that
our mesh objects that are not in weight paint mode have these dots here
in this column. We saw how to
activate this column, if you can see it, it's
called here show mod column. Here you can switch easily to weight paint mode and
that different object. You can also here use
the shortcut altQ. If I hover over a different
object and do lt Q, I will switch more
to that object. Alt Q again, lt Q again. You can see how this can
save you a lot of time. If we are an edit mode, this gets even better. Let's do tab to
switch to edit mode. Now I can also switch to
other objects like this and I can go on a dot and do
control and left click, and now I can edit all
these objects at once. I can select any vertex
from any object and move it with G. Let's
go to object mode, and I can also do multi editing if I select
multiple objects, so I'll select the cube and then shift select the
cylinder and do tab. And now I can edit these
two objects together. This multi editing
works only with two modes that are edit
mode and pause mode. Let's go to object mode by
clicking on these icons, and select the armor and
duplicate it shifts V. Now I can select both and
try to do control tab. You see from these icons that
bot now are in pause mode. This is a way if you
have two characters, you can animate them at once without going back and forth
between your characters. Or Sometimes you may have one
character with two armaurs. One, for example, for the face and one for the
body. I don't know. You can use the same method
here to win control and left click and choosing which armaur you want to be in pose mode. Again, let's do control tab, and we are back in object mode. Finally, there is a
setting in blender under Edit that is
called lock object mode. It is by default enabled. If you have an
armatur in pose mode, for example, you can't
select any other object. Well, except the other object
that is also in pose mode. But if you disable it edits
and disable lock object mods, now you can select this Q
and then you select back your armatur and you are automatically back
to pause mode. You can also select a
camera, for example, and this can be useful
if you are, for example, doing posing, and then you want to edit the settings
of your camera. So you switch to the
camera and the settings of the camera are displayed here
in the properties panel. You change your settings, and then you select your armatur quickly and you are
back in pause mode, and you can finish
your animation. You would also do that if you want to animate the camera too. Then if you are doing rigging, maybe you select your bone and then select your character. From here, do Control
tab and switch to weight paint and
weight paint your object, and then you can switch back
quickly to your armature. F weight paint since
we have this brush, if you just left
click on a spot, blender we think that
you want just to paint something and
not to switch objects. So to switch to the armature, you do t and left click. And here you are in pause mode, and if you select your
object again, left click, you are back again to
weight paint mode, and you can do it from
the outliner two, so Armature pause mode, and then cube weight paint mod. Out zabbalin, this
can be useful and switching it on or off depends
on what you are doing? Sometimes you don't want to accidentally switch to
a different object, and of course, it is a very useful feature that
you need to be aware of. Note that it doesn't work
well with edit mode. If I go to edit
mode for this cube and then try to switch
to the armatur. Now I am in pose mode, but if I switch
back to the cube, I am no longer in edit mode, but in object mode. Just a little detail
to be aware of. For the project, how do you feel about having to switch
modes in blender?
18. 3D Cursor & Origins: Three dcursor is the thing with the three D cross
and the circle, and it is here in the
center of the world. The origin point of this cube is this little dot
here inside the cube, and they happen to be on
top of each other because both the cube and
the three dcursor are placed in the
center of the world. If I move the cube, G, the origin point
will move with it. When we say that we are
placing an object in a certain place is actually the origin point that
we are placing there. The origin point is by
default also the center of the pivot point on which
the cube is scaled S, and you see this line that
goes to the origin or rotated. By default, the origin point, let's do escape is in
the center of the cube. If I right click, I can here set the
origin differently. I can place it in
the center of mass, the mass of the cube, in the center of geometry. Can also move the origin
to the three D cursor. Let's left click on this, and now the origin moved to
where the three D cursor is. I can again right click and
do set origin to geometry, and now my origin
is back inside. Another way to move the
origin point is to go here to options and open the drop
down and change here, transform, affect only origins. Now if we press g to move, we want to move the Q, but
only the origin point. You can move it just like
you move any other object. For example, you do y and you
move it only on the y xs. Now, if I try to scale my Qe, for example, now it won't work, I will scale the origin. Let's go again under options
and the Zale origins, and now I can scale and it will scale with the origin
as the pivot points, and I can do r and to
rotate like this too. Let's do control Z to
undo this rotation and then right click set
origin to geometry again. We saw that, we can move the
origin to the three Dcursor. But how do we move
the three Dcursor? We can move a three dcursor to the place where we
want the origin to be and then place the
origin on the three Dcursor. The first way to do it is
to do shift right click, and here we can move the origin
points anywhere we want. You can shift and right
click and maintain your right mouse button press
and then move like this. Can also use this tool, the three D cursor tool. You click on it,
and now you left click and move the cursor
wherever you want. You can also use the three D
cursor pie menu that can be accessed with the shortcut Shift S. Now we have all
these options. Selection to cursor,
for example, will move the e to the cursor. And by that, we
mean that it moves the origin point of the
cube to the cursor. Let's move it again G, and we have also Shift S again. We have selection to cursor. We have selection to
active, selection to grid. We have here cursor to world
origin, and then shift S, and we have cursor to selected, which will take the
cursor and put it on the origin of the
selected object. This works also in edit mold. Let's do tab and we can select a vertex here and to shift S, and then do cursor to selected, and now the cursor is
on this vertex here, and we can go back to object
mold and right click on the cube and do origin
to three Dcursor. This is the way to move
the origin point to a vertex or to anything
that you select. First, you move the cursor
to that selected point, and then you right
click on your object and you set the origin
to the three Dcursor. Now we can rotate the cube on this point and scale
it on this pivot 0.2. If you don't want
the origin point to be your pivot point, you can change that too. You can go here on
this button called transform Pivot point and click on it and you
get this drop down. Here the pivot points is
by default median point. That means it is the origin of your object if there is
only one object selected. But if you have
multiple objects, it will be the medium point
of the object selected. You can change this
to three D cursor. Let's change it, and
then we can move the cursor using shift right
click here, for example, and with the cube
selected do S to scale, and now it scales with the three Dcursor
as the pivot point. And the rotation works
the same.'s to escape. Let's place the cursor
again to the world origin. Let's right click on our cube
and set origin to geometry, and then I will
do Alt G to reset the location and place my cube in the
center of the world. Finally, there is
a more precise way to translate the three D cursor, and that's by opening
the side menu by pressing N on the keyboard or by going to
this little arrow. Left click on it, and
you go to the view tab, and here you see some values for the three D cursor to change its location and its rotation. You can type any value here and you can also left click and drag sideways to change
the XY Z location or the X Y and Z rotation. Let me do a right
click to counsel. Keep this in mind, you may need it in some
of your projects. Let me now hide the side menu by pressing n. For the project, add a few match objects. Select them all. Click on the Transform Pivot
Point button, switch motes, and try resizing your objects each time.
What did you notice?
19. Add-ons: Add ons or extensions
are pieces of software that add
functionality to blender. Some of them are pre
installed and others you may download from the web
for free or for money. To manage add ons, you go to edit preferences, and then to the add
ons tab, and here, you see that you have
a bunch of add ons if you are using Blender
4.1 or lower, and most of them are disabled
so that they don't add a necessary load to blender and you only enable the
ones that you need. So you can search, for
example, for Wangler. This is a very useful add on
if you use notes in blender. Another popular one is iga fy. If you do character rigging, and if you use Grease pencil, another essential add
on is the type grease. This one, Grease Pencil Tools. So you just click to
enable the add on. And if you click on this arrow, you get some information, and in some add ons, there are some settings
that you can change here. Additional add ons that
you can download from the web come usually
as zip files. To install an add on, if you are using Blender 4.1 or lower, you go to the piton InStyle and look for the Zip
file you downloaded. Click on it and click on
Install add on. And here it is. It should display
the name of the add on in the search box and the add on itself here and just
ab it from this checkbox. From this dropdown,
you see that we don't have any
additional sittings, but we can remove the
add on if we wish. Let's see if it works. Let's close this window, and with our cube selected, we go to dit mood tab, and one of the things that
this add on can do is moving the origin point to
something that you select. For example, if I select this vertex point and
then go under mesh snap, this was added by the add
on origin to selected, so I click on it and the origin moved from here to
where this point is. In Blender, 4.2, things are
a little bit different. This extension website
was created and a lot of the add ons that
used to ship with Blender were moved to
this online platform. If I go from here to the sentence edit
preferences and add ons, you see that we have
a very short list of core add ons that
come with blender, and to get more addons, you need to go to this
tab, get extensions, and from here, you can get additional add ons
or additional teams. You see this message here. Internet access is required to install and up date
online extensions. You can adjust this later from system preferences while offline use install from Disk instep. Here we can continue offline or we can allow online access. Let's click on this and now it is getting data
from the servers, and here we get a
list of a bunch of add ons that we can download and install
directly from here. We can type in origin, and we have here the addon that we installed
in Blender 4.1, and we can install it from here. Or we can install it
from the website. From here, you can click on your addon and then
click on Get add on, and you can either download
it and install it manually, just like before,
or you can click this box here and
drag it to blender, and then release
your mouse button and it so check in
for the extension. Do you want to install
the following add on? You can choose to a the
add on on installation, and then click to install it. We still can, of course, install add ons manually, either from this tab and
you go on this arrow and choose install from disk
or from the Add ons tab, again, under the strop down and you choose
install from Disk. And you look for your add ons. This is still relevant because
not all adults are free and not other addons are on the official extensions website. Sometimes you just
don't have access to Internet or you don't want
Blender to connect to the web. For the project, go to the
Blender Extensions website, choose download and
install an add on. W one did you install?
20. Timeline & Animation: Timeline is this editor here that shows you the frames
of your animation, and if you can't see it for some reason, it's easy to edit. Let's join the areas and close the timeline and then
open a new panel, and we can choose
timeline from here. In the header of our timeline, we have some sit ins, we have playback is
useful if you have audio, when working on a scene
or on a video sequence. And here we have sync
play every frame, and this may create some
lag because audio usually plays faster than video or
your viewport animation. Often, it is best to change to frame dropping or sync to audio. Sync to Audio works well. Then we have scrubbing, and this allows you to hear your audio when you are moving
the playhead like this. And by the way, you can't
add audio to the timeline, but you need another
editor that's added temporarily called
the video sequencer, and here you can add audio, you can drag it and drop it or you can add it
from this menu here. Let's close the sequencer again. Then we have here
the frame range, the start and the end
of your animation. You can choose anything here, and here it starts from
frame one, two, frame 250. I want to change this to 24 because I want to
create a simple animation, and I choose 24 because it is the frame rates of my animation. And here you can change the frame you are N. You
can't type anything here. So instead of moving
the playhead, you can type directly the
frame you want to go to here. And then here we
have these buttons. The first one is
called auto key in. So this one, if enabled, blender we creates key
frames automatically, when you animate your
stuff on the viewport. To show you how it works, I will go to frame one, either by typing one here, or by pressing this button to jump to the first end point, or by doing the shortcut
shifts left arrow. This is a shortcut
that I use a lot. Shift left arrow to
the first frame, shift right arrow to the last
frame of my frame range. Then I will move my cursor to the view parts with
the cube selected. I will do I to insert new key frames and see that slender added
these key frames here. I expand this drop down, you see that it added
key frames for location, the location of the cube, for the rotation and for scale. So this is what a keyframe is. It records the state of my objects on this
frame frame one. And you can view the
values of these keyframes, if you go to the viewport and do end to open the side menu. And here and the item, you see that I have all these values and
the color yellow. That means that the
playhead is on a key frame. And then I want to add another
key frame on frame 25. So I'll type 25. And I want to rotate my cube. If I do it with
autokine disabled, I I move, for example,
my cube using G, I have this brown color
here on location, and this color is like a
warning because it means that the changes were not
recorded on this frame. So let's undo our
change control Z, and then I will enable autokine
again on the viewport, and I want to change the
rotation of my cube. I want to have a spinning cube that rotates on the Z axis. I'll do r Then Z. Then I want to turn
the cube 360 degrees. I will type 360 on the
Nampad and hit enter. Now you see the z
value changed to 360 degrees and
it turned yellow, which means that a key frame
was created on frame 25. The reason I created
it on 25 and not 24 is because 3600 are
bicically the same angle, and I don't want to have a duplicate frame
in my animation. I will zoom using
the mouse wheel and move my view using
the middle mouse pattern. Here and Zoom in,
and now I can try to play back my animation
using the space bar. This is not what I expected
because the cube seems to be slowing down and then
starting rotating again. I will select the z rotation
frames here or key frames, so box select, and then
right click on one of them. And here we have
interpolation mode. By default, it is Bezier, which means that the
animation will start slow, will accelerate, and then
go slow again and stop. That's why we have
that slowing and accelerating animation
and to fix it, we change to linear, and now we play again. You can also play
using this button, and now we have a continuous
spin of our cube. As to pause, and you can
also play backwards. And I can jump to my key
frames using these buttons. Now, the timeline is not the only editor to
edit key frames. I will add a new editor here, and I will choose dope sheet. The dope sheet has more
advanced features, but it doesn't have these sitins here on the header
of the timeline. That's why what I do is
I have a timeline like this collapse so that I can see only the header
of my timeline, and then I put the dope sheet on top of it and I can
work on my key frames. Then the Db sheet
has different modes. We have the default
Db sheet mode. The action editor will
allow us to edit actions. Here we have a default
action called Cube action, and it contains our animation, and we can close this
action and start a new animation and have
our action in a list. I can close like this, and I can do a new animation. I can do again and
go to frame 2025. And this time I want to
add maybe a y rotation, so R, Y, 360 enter. I will expand this and
select Yes, the y this time, select my frames, right click, and change interpretation to linear and play my animation. I have this. I have a new action with a different name with
this 001 at the end. When you switch between actions, you need to protect your action by enabling this shield button. If you see the previous
action, I have zero. That means that it is
not used by any object, and if you close blender
with this zero here, this action will be deleted. To avoid that, you need
to enable this shield. Or what's called fake user. Now you see that
we have F on it. Let's select the
first action again. Let's add that shield on it. Let's name it U zero rotation. And then select the second
one and name it u y rotation. Now we have two actions
with fake user, and it means that
both are protected. And having multiple
animations for object is useful in another
editor that's called non linear animation that
allows us to add and stack different actions with
different animations and combine them
in one animation. Little bit advanced, and
it's not my topic here. I just want you to have
a basic understanding of these frame editors. And then we have grease pencil. So this is useful if you do
frame per frame animation. This mode shows
you the frame per frame animations you do with gre pencil. I
think this is all. I hope now you have a
basic understanding of these editors and the
differences between them. For the project, create
a simple cube animation. We will need it for
the next lesson.
21. Rendering: Once you finish working
on your project, it's time to bring it
to life by rendering or exporting it as
an image or a video. You can choose any frame on your timeline to
render it as an image, and you can choose
a frame range from here to render it as a video. In this case, it's from
frame one, to frame 250. But before we render anything, there are some settings
that we will check. First, in the render panel, you can choose the
render engine, either EV or cycles. Work with grease pencil, you will only need
EV, but for measures, cycles results look
better than EVs, but it takes much
more time to render. Let's switch to cycles, and there is no visible
change because we are on material preview and to
see how cycle looks, you need to go to
rendered preview. Here, If I try to move my cube, you see that I have some
artifacts, some noise, and that's because cycle
is slower than EV and needs some time to render and update what we
see on the screen. And by default cycles
is using the CPU, but you will want to use
your GPU or graphics card. If you don't have a
good graphics card, cycles will be a pain to use, especially in heavy scenes. One important setting
for cycles is this the samples and the render. If you want better renders and have a very good graphics card, you will want a
higher samples value. Of course, it takes
more time to render. You may want to lower
this value and compare the rendering time and the quality of rendering
and see what works for you. Here we have also the noise. Cycles renders are often noisy, and this feature allows
the noise in the renders, and it works rather well
with these default settings. But if you see some weird
artifacts on your renders, it is possibly
because of the noise. Let's switch back to EV, and then we go to
the second panel, so we were on render,
and now we go to output. Here, you see that we have the resolution of
our image or video. Then we have the frame rates. You can choose
anything from here or do custom and type
anything you want. Then we have the frame range, so we can change it
either from here or here, and then we have step. So I maybe you are rendering just a test animation and want the test render
to be quicker, you may change the step
to two, for example, and this will make blender render one frame
every two frames. From this 250, we're
under 125 frames, and you can increase the step and have
blender, for example, under one image or one
frame every four frames, and this will make your
under much quicker. You may also, if you
are doing a test, lower the resolution
for that test video. Then we scroll down
and we have output, so here you can choose the
folder where you want to put your rendered or
exported image or video. And here with this checked, Blender will add
extensions automatically, and if you uncheck it, you will need to add
extensions manually. Then we have file format. It is by default PNG, and you would want to render
your animation as a PNG, especially for heavy
projects because some problems may happen,
blender may crash. If you render a few frames
before Blender crashes, you won't have to
render frames again. And also, you will have
better rendered quality. Then we have black and white
RGB for color or RGB A. If you want transparency
in your PNGs, you will choose this option. But it won't work unless you change another
setting, and for that, we need to go back to
the render panel and go under film and
enable transparent. Here in the viewports, you see that the
background now is transparent and our renders
will be transparent as well. I'll back here to the output. And if you want to
render as a video, you will click here and
change to FF MPEG Video and go under Encodin and
change here to MPEG four. Keep these settings as they are, and here under audio, if you have audio,
you change to AAC, and you can keep the
settings as they are. Of course, you can choose any of the file formats from here. I'll just gave you
the most common ones. Then we have Fst processing. As we said, Blender
does video editing two, and if you have strips in your sequencer or
video sequencer, Blender will render from that
instead from the viewport. So if you have the wrong render, you may want to disable
the sequencer here. There is one last setting
that you may want to check. It is under render again under color
management, and here, you have a bunch of options
to change how your colors and you see how there is
a slight change in the look when I
changed these values. Now it's time to test rendering. Let's go to the viewport. Let's do zero to
switch to camera view, and I will go to the
rendering work space. And again, we have
our timeline here. We are on frame 123, and you can just do F
12 to render an image. So F 12, and we have this a cube with
transparency behind it. You see that it popped
in a new window. If you don't like this, I
personally don't like it. We can close it and go to the preferences, edit
preferences, interface, and go under temporary editors, and render in change from
new window to image editor. Then you can save
your preferences. Let's close this and try
to render again F 12, and now it renders here in this image editor
instead of a new window. And you can save your
image by going here. Save and choose a file format
for your image and acation, then do Save as image. Let's do consul and to
render an animation, the shortcut is Control F 12. Or you can go under the menu, render and you
choose render image, the shortcut F 12, or render animation with
the shortcut Control F 12. And you have more options here. For example, if you have audio
in your video sequencer, if you do video editing, you can render the audio only, and you can render what
you see in your viewport. Using these options are the shortcuts F 11
and Control F 11. For the project,
render the animation you made for the previous
lesson as a video. Upload it to a social
media platform like YouTube and post
the link to your video.
22. Outro: That's a wrap. I hope you
found this class enlightening, and that it helps you navigate
blender more confidently. If you enjoyed the course
and found it helpful, please take a moment
to write a review, your feedback helps
others discover this class and lets me know
what you like the most. Don't forget to follow me on
Skillshare and subscribe to my YouTube channel Momo Mundo for more tutorials,
steps, and tricks. This way, you'll stay updated on new content that can further
enhance your blender skills. I'm grateful for
your participation and excited to see your project. If you have any
questions or need further assistance,
feel free to reach out. And the next time,
keep experimenting, keep creating, and
most importantly, have fun with blunder. See you in the next class.