Blender steps
Subtitle: create photoreal still images and animations using blender 2.63, the amazing free 3D art tool
By: Richard Crist
Publisher: Truth Engine Books
Published: 2012
Place of publication: [Place of publication not identified]
Language: eng
Number of pages: 282
ISBN-13: 9780615709666
Subjects: Computer animation; Computer drawing; Blender (Computer file)
Other titles: Create photoreal still images and animations using blender 2.63, the amazing free 3D art tool
Notes: Includes index.
Table of contents: label: Part One
title: Working with the Blender Interface; label: Topic 1
title: To change one kind of window into another kind of window
pagenum: 7; label: Topic 2
title: To split one window into two
pagenum: 7; label: Topic 3
title: To delete a window
pagenum: 7; label: Topic 4
title: To cancel an operation in progress
pagenum: 8; label: Topic 5
title: To undo an operation
pagenum: 8; label: Topic 6
title: To redo an undo
pagenum: 8; label: Topic 7
title: To enter Edit mode
pagenum: 8; label: Topic 8
title: To enter Object mode
pagenum: 9; label: Topic 9
title: To find the "Tool Shelf"
pagenum: 9; label: Topic 10
title: To find the "Properties Shelf"
pagenum: 9; label: Topic 11
title: To find The "Object Data" button
pagenum: 9; label: Topic 12
title: To turn perspective on or off
pagenum: 10; label: Topic 13
title: To change your point of view as you work on your scene
pagenum: 10; label: Topic 14
title: To change the "Viewport Shading Type' in the 3D View window
pagenum: 12; label: Topic 15
title: To open a Blender file
pagenum: 14; label: Topic 16
title: To render your scene as an image
pagenum: 14; label: Topic 17
title: To render and save a simple animation of the 3D View
pagenum: 16; label: Topic 18
title: To save a render of a still image
pagenum: 17; label: Topic 19
title: To save your scene as a new file
pagenum: 18; label: Topic 20
title: To save your project after you've already saved it at least once
pagenum: 18; label: Topic 21
title: To change the names of the datablocks
pagenum: 19; label: Part Two
title: Geometrical Properties; label: Topic 22
title: To select items
pagenum: 20; label: Topic 23
title: To deselect items
pagenum: 30; label: Topic 24
title: The Blender coordinate systems
pagenum: 32; label: Topic 25
title: To move/rotate/scale: transforming
pagenum: 33; label: Topic 26
title: To move/rotate/scale a face such that new faces are created to accommodate the change; or to duplicate a vertex or an edge and move/rotate/scale the duplicate such that new edges and faces are created to accommodate the change: EXTRUDING
pagenum: 58; label: Topic 27
title: To add an object to your scene, (a) keeping it an independent object or (b) turning both it and an existing object Into one multi-part object
pagenum: 62; label: Topic 28
title: To separate one mesh object into two
pagenum: 63; label: Topic 29
title: To join two or more objects of the same general type into one (i.e: to have Blender view them as parts of one object)
pagenum: 63; label: Topic 30
title: To create a new object or new geometry which is a duplicate of an existing object or geometry (includes making a mirror copy; includes making a series of copies in an "array")
pagenum: 63; label: Topic 31
title: To duplicate the geometry and/or material (not the rotation or scaling) of object A not by creating a new object or new object-like part of the object, but by turning object B into a copy of object A, or to duplicate one material by turning a different material into it
pagenum: 69; label: Topic 32
title: To turn an object that's linked to other objects into an independent object
pagenum: 70; label: Topic 33
title: To create a parent-children relationship
pagenum: 71; label: Topic 34
title: To remove a "child" object from its 'parent" object
pagenum: 72; label: Topic 35
title: To put object(s) into an object group
pagenum: 72; label: Topic 36
title: To see what object groups an object is in
pagenum: 73; label: Topic 37
title: To remove object(s) from an object group or from all object groups
pagenum: 73; label: Topic 38
title: To create a group not of objects, but of parts of a mesh object; that is, to create a "vertex group"
pagenum: 73; label: Topic 39
title: To add one or more vertices to a vertex group
pagenum: 74; label: Topic 40
title: To remove one or more vertices from a vertex group
pagenum: 74; label: Topic 41
title: To put one or more objects onto a different layer
pagenum: 74; label: Topic 42
title: To remove an object from one or more layers
pagenum: 75; label: Topic 43
title: To make layers visible in 3D View and in the render
pagenum: 76; label: Topic 44
title: To make layers invisible in 3D View and in the render
pagenum: 76; label: Topic 45
title: To make a copy of an object or a copy of an Action which is in one Blender file (say london.blend), and put this copy into another Blender file (say, paris.blend), such that the objects in both files can be edited independently–In other words, to append an object or Action
pagenum: 76; label: Topic 46
title: To make a copy of an object (or camera, lamp, material, etc but not a group) which is in one Blender file (say, chicago.blend), and put this copy into another Blender file (say, boston.blend) , such that the copy in boston.blend can be edited only by editing the original in chicago.blend
pagenum: 77; label: Topic 47
title: Import a reference image into your scene (any image from your hard drive, used as a reference as you build your model)
pagenum: 78; label: Topic 48
title: To merge vertices on a mesh, dragging part of the geometry with the moved vertex/vertices
pagenum: 79; label: Topic 49
title: To create an edge
pagenum: 79; label: Topic 50
title: To create a Face (in Blender versions through 2.62, faces could be only 3- or 4-sided; with 2.63's BMesh system, faces can have any number of sides)
pagenum: 79; label: Topic 51
title: To make cuts across face(s), using Blender versions before 2.63
pagenum: 80; label: Topic 52
title: To make cuts through face(s), using Blender versions starting with 2.63
pagenum: 81; label: Topic 53
title: To reposition object A's object origin onto a vertex on object B, without moving object A's geometry
pagenum: 83; label: Topic 54
title: To subdivide an object's faces while adjusting the faces to smooth its shape; for the Subsurf method, go to A; for the "Subdivide Smooth" method, go to B; for the Multires method, go to C
pagenum: 83; label: Topic 55
title: To smooth edges
pagenum: 87; label: Topic 56
title: To sculpt your mesh using the sculpting "brushes
pagenum: 87; label: Topic 57
title: To position an object's origin without moving the object's geometry
pagenum: 98; label: Topic 58
title: To position the 3D cursor
pagenum: 98; label: Topic 59
title: To retrieve a lost 3D cursor
pagenum: 99; label: Topic 60
title: To shape a Bezier curve, to shape a Nurbs curve, a Bezier circle, or a Nurbs circle
pagenum: 99; label: Part Three
title: Material Properties; label: Topic 61
title: The base material is the material that has to be applied to your entire object before you can give the object any material properties beyond a very light gray color and simple shading: Also, a base material must have already been applied before you can apply a material to a part of the object. The cube that Blender gives you, by default, when you first open a new scene already has a base material, but any other object that you add to your scene will have no base material until you give it one. To determine whether or not the object has a base material
pagenum: 107; label: Topic 62
title: To give your object a base material
pagenum: 107; label: Topic 63
title: To find the name of a face's (or surface's) material
pagenum: 108; label: Topic 64
title: To change the name of a material
pagenum: 108; label: Topic 65
title: To replace all (not just part) of material myMaterial1 (for instance) with existing material myMaterial2
pagenum: 109; label: Topic 66
title: To replace part of an existing material
pagenum: 109; label: Topic 67
title: To give material myMaterial1 (for instance) the properties of myMaterial2, while myMaterial1 remains myMaterial1
pagenum: 110; label: Topic 68
title: To change the substance color of any material
pagenum: 111; label: Topic 69
title: To change the color of the highlights of a material's specular color
pagenum: 114; label: Topic 70
title: To change the lit-to-unlit gradation across the surface–Shaders
pagenum: 114; label: Topic 71
title: A short overview of transparency, mirror reflectivity, and the non-geometrical layers–vertex paint, texture, and ramp
pagenum: 116; label: Topic 72
title: To make a material transparent
pagenum: 117; label: Topic 73
title: To make the selected material mirror-reflective
pagenum: 118; label: Topic 74
title: To add a texture to your selected material such that the texture can appear in the render
pagenum: 120; label: Topic 75
title: To see or render your textured material
pagenum: 127; label: Topic 76
title: To set up an existing UV map in the UV/Image Editor window, with the 3D View showing in another window, so that you can edit the UV map
pagenum: 128; label: Topic 77
title: To change the properties of a material's texture
pagenum: 128; label: Topic 78
title: To do projection painting
pagenum: 158; label: Topic 79
title: To apply a ramp
pagenum: 165; label: Topic 80
title: To apply Vertex Paint
pagenum: 167; label: Part Four
title: Lighting and Environment; label: Topic 81   Lighting 1
title: How to arrange your lamps
pagenum: 170; label: Topic 82
title: Lighting 2: How to add a new lamp to your scene or to change an existing lamp into another kind of lamp
pagenum: 170; label: Topic 83
title: Lighting 3: To position, to aim, or to otherwise modify a lamp in some way, or to create and control ambient  light
pagenum: 171; label: Topic 84
title: To set up your scene’s environment—Part  One: To create a sky
pagenum: 179; label: Topic 85
title: To set up your scene’s environment—Part  Two: To show  and modify the sun itself
pagenum: 181; label: Topic 86
title: To set up your scene’s environment—Part  Three: To specify atmospheric properties
pagenum: 181; label: Topic 87
title: To set up your scene’s environment—Part  Four: To put a background image into your scene
pagenum: 182; label: Part Five
title: Tools That Are of General Use—That Can Be Used in Creating Both Still Images and Animation—But That Are Primarily for Use in Animation; label: Topic 88
title: Rigging a Mesh Model—Part One: Overview and General Procedures for Working with an Armature
pagenum: 185; label: Topic 89
title: Rigging a Mesh Model—Part Two: To Build an Armature inside Your Human-Shaped Mesh
pagenum: 191; label: Topic 90
title: Rigging a Mesh Model—Part Three: To Set Things Up So That the Mesh Will Move Along with the Armature; That Is, to "Skin" the Mesh to the Armature
pagenum: 193; label: Topic 91
title: Rigging a Mesh Model—Part Four: Making Changes to the Rigging After You've Skinned the Model
pagenum: 196; label: Topic 92
title: If You Want to Practice Constructing Your Armature for a Human-Shaped Figure, and Skinning the Model, Here Are Steps for Creating a Crude Human-Shaped Figure That You Can Work with
pagenum: 204; label: Topic 93
title: To Pose Your Armature
pagenum: 205; label: Topic 94
title: To Stretch an Object or a Bone, Which Is Named, Say, Item1, Toward Object or Bone, Item2
pagenum: 207; label: Topic 95
title: To Have an Object or a Bone, Which Is Named, Say, Item1, Track Object or Bone, Item2
pagenum: 208; label: Topic 96
title: To create an invisible plane (which you might make coincident with a visible plane) which your object, which is named, say, Obj1, must stay on one side of
pagenum: 208; label: Topic 97
title: To put a limit on how close to or how far from some object or bone, call it Item1 (the "target"), object Obj1 can be
pagenum: 209; label: Topic 98
title: To put limits on where, in the Global coordinate-system space, an object, which is named, say, Obj1, can be located
pagenum: 211; label: Topic 99
title: To make an object, say, Item1 the child of another object, say, Item2 (or of a vertex group of Item2, say Group1), in a way that gives you more control over the parenting than the CTRL+P method does, and in a way that allows you to make Item1 the child of more than one parent
pagenum: 211; label: Topic 100
title: To place object, Obj1, visually (but not actually) at the location of object or bone, Item1 (which may be an Empty)_or of a vertex group of Item1, say Group1, in a way such that you can re-position Obj1, placing it at locations intermediate between its original location and Item1's location
pagenum: 212; label: Topic 101
title: To set things up so that object or bone, Item1, visually (but not actually; that is,not internally) will rotate in sync with object or bone, Item2 (or with a vertex group belonging to Item2, say, Group1) when Item2 (which may be an Empty) (or its vertex group) is rotated
pagenum: 212; label: Topic 102
title: To set things up so that object or bone, Item1 visually (but not actually; that is,not internally) will scale in sync with object or bone (or with a vertex group belonging to Item2, say, Group1), Item2 when Item2 (which may be an Empty), is scaled
pagenum: 213; label: Topic 103
title: To make an object follow a curve
pagenum: 214; label: Topic 104
title: To set things up so that a set of vertices (in a mesh) or a set of control points (of a curve object) will be moved, rotated or scaled by moving, rotating or scaling another object, an Empty, and so that the amount of such control by the Empty over the vertices or control points can by made greater or less – That is, to create a Hook
pagenum: 215; label: Topic 105
title: To create a bundle of shaping data, and to shape the object in accord with that data: Shapekeys
pagenum: 215; label: Part Six
title: Animation; label: Topic 106
title: To Animate Your Scene – An Overview
pagenum: 218; label: Topic 107
title: To Animate an Element
pagenum: 224; label: Topic 108
title: To Apply (Link) a Saved Object Action to an Object, or to Apply (Link) a Saved Shapekey Action to an Object
pagenum: 234; label: Topic 109
title: To Unlink an Object Action from a Bone or Object, or to Unlink a Shapekey Action from an Object
pagenum: 234; label: Topic 110
title: To see what Object Action is currently applied to an object or a bone-or to see what Shapekey Action is currently applied to an object
pagenum: 235; label: Topic 111
title: To copy a rigged model's pose at, say, frame 30,and paste it at say, frame 60
pagenum: 235; label: Topic 112
title: With any given frame of an armature/character animation showing in the 3D View window: To see a "ghost" image of previous and subsequent frames ("onion skinning")
pagenum: 236; label: Topic 113
title: To manage the DopeSheet Modes (or "Contexts"), namely, the DopeSheet Mode, the Action Editor Mode, and the Shapekey Editor Mode–and to manage the F-Curve Editor.
pagenum: 236; label: Topic 114
title: To edit a keyframe
pagenum: 237; label: Topic 115
title: To loop an Action in the 3D View window
pagenum: 237; label: Topic 116
title: To combine the content of two or more Actions
pagenum: 237; label: Topic 117
title: A note about the NLA Editor
pagenum: 239; label: Topic 118
title: To play your animation in the 3D View window
pagenum: 239; label: Part Seven
title: Creation and Animation of Particles, Hair, Fluids, Cloth, Soft Bodies; label: Topic 119
title: To Create and Animate Hair (Grass is Similar) - An Example: Long, Brown Hair Blowing in the Wind
pagenum: 240; label: Topic 120
title: To Create a Smoke/Fire Animation
pagenum: 243; label: Topic 121
title: To Create Flowing Water
pagenum: 246; label: Topic 122
title: To Create a Soft, Bouncing, Jiggling Object - An Example: Dropping a Soft Cube onto a Plane
pagenum: 248; label: Topic 123
title: To Create a Piece of Cloth; One, for Instance, That Falls onto Another Object, Draping Itself Over That Object
pagenum: 249; label: Topic 124
title: To Have a Stream of Particles Emitted into the Scene, to Have the Particles Effected by a Force Field and to Have Them Bounce off of a Surface: For Example, to Shoot a Stream of Little Yellow Cones into the Scene, to Have Them Blown by the Wind and Bounce off of a Wall
pagenum: 250; label: Part Eight
title: Creating and Retrieving Scenes; label: Topic 125
title: To Create a New Scene
pagenum: 252; label: Topic 126
title: To Retrieve a Stored Scene
pagenum: 252; label: Part Nine
title: Post-Processing; label: Topic 127
title: About Post-Processing
pagenum: 252; label: Topic 128
title: To Use the Compositor or the Sequencer (Video Sequence Editor) to Do Post-Processing
pagenum: 253; label: Topic 129
title: To Use the "Compositor" Function of the Node Editor Window to Add Post-Processing to Your Still or Animated Ordinary Renders-That is, to Use the Compositor Function of the Node Editor Such That, When You Render, the Render Will Happen in Two Stages: the First, Ordinary, Render Will Be Automatically and Immediately Followed by a Final Render, Which Will Add Post-Processing Effects
pagenum: 253; label: Topic 130
title: To Use the Sequencer (the Video Sequence Editor)
pagenum: 264; label: Topic 131
title: To Render a Compositor-Modified Still Image of the 3D View (That is, If You Have Set Up the Compositor to Add Effects to Your Scene, Follow These Steps So That Blender Will Create a Simple Render of the 3D View Window's Scene as a Preliminary and Transitory Render, and So That It Will Then Immediately and Automatically Create a Final Render That Incorporates Your Compositor Effects)
pagenum: 271; label: Topic 132
title: To Render a Still Image of a Frame from a Strip in the Video Sequence Editor
pagenum: 273; label: Topic 133
title: To Render and Save a Compositor-Modified Animation of the 3D View (That is, If You Have Set Up the Compositor to Add Effects to Your Scene, Follow These Steps So That Blender Will Create an Animation in a Way Such That; for Each Frame: a Simple Render of the 3D View Window's Scene Will Be Created as a Preliminary and Transitory Render, and Then, Immediately and Automatically a Final Render of the Frame Will Be Created, a Render That Will Incorporate Your Compositor Effects)
pagenum: 274; label: Topic 134
title: To Render and Save an Animation of the Material in Your Video Sequence Editor
pagenum: 275