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Blender 3D Basics
Beginner's Guide
The complete novice's guide to 3D modeling and animation
Gordon C. Fisher
[PACKT] open source*community experience distilled
PUBLISHING-
BIRMINGHAM - MUMBAI
Table of Contents
Preface 1
Chapter 1: Introducing Blender and Animation 7
Welcome to the world of Blender 3D 8
Discovering Blender and animation 9
Learning Blender will literally change how you think 10
Installing Blender 10
Using Blender 12
Time for action - rendering your first scene in Blender 12
Time for action - closing Blender 15
Top 10 reasons to enjoy using Blender 3D 15
Learning from your animation heros 16
Going back to the year 1922 on an animation field trip 16
Time for action - searching on Felix Turns the Tide +1922 17
Moving ahead a few years in time, to 1928 18
Time for action - searching on Plane Crazy +1928 19
Arriving in 1938, the animation industry is at a peak 20
Time for action - searching on Goonland +1938 20
Starting to use computers for animation in the 1960s 21
Beginnings of 3D animation in 1963 22
Time for action - searching on Ivan Sutherland + Sketchpad 23
Going to the late 1970s, a few companies are doing 3D animation 24
Time for action - searching on Triple I demo 24
Time for action - watching Information International, 25
Inc. (Triple I) 1982 demo reel 25
Introducing Pixar -1984, and everything comes together 25
Time for action - searching for the video of The Adventures of Andre and Wally B 26
Back to the present time 27
Table ofContents
Animation principles 27
Using 3D skills, what can you do with them? 28
Making 2D animation 29
TV and video 29
Films and pre-visualization 29
Stereoscopic 3D 29
Web animation 29
Games 29
Flight and driving simulators 30
Digital signage 30
Displaying scientific data 30
Legal evidence display 30
Architectural walkthroughs 30
Virtual reality 30
Virtual sets 30
Interactive instruction 31
Showing what can't otherwise be seen 31
Creating a portfolio to get a job 31
Product development and visualization 31
Summary 31
Chapter 2: Getting Comfortable using the 3D View 33
Exploring the Blender 3D interface 33
Setting up Blender the way you want it 34
Using the three basic Blender controllers 35
Using the numeric keypad with Blender 35
Emulating the three-button mouse and Numpad 36
Understanding how to use Blender Windows 36
Time for action - playing with the Blender windows 36
Time for action - resizing windows 38
Time for action - flipping the window header 39
Time for action - maximizing and tiling the window 39
Time for action - splitting Blender windows 40
Time for action - joining Blender windows 41
Exploring the 3D View window, the heart of Blender 44
Time for action - discovering your tools 44
Looking at the 3D View window, what do you see? 45
Making pictures with computers 47
Making colors with a computer 48
Making millions of colors with just red, green, and blue 48
Measuring things in 3D 49
Navigating in the 3D View 51
I 111
Table ofContents
Time for action - rotating the scene in 3D View 51
Time for action - zooming the scene in 3D View 52
Time for action - panning the scene in 3D View 52Using the Numpad to change the angle in the 3D View 53
Time for action - seeing the top view, front view, and right side view 53
Time for action - seeing the bottom view, rear view, and left side view 54
Time for action - seeing what the camera sees 54
Time for action - verifying the Camera View 55
Time for action - rotating the view with the Numpad 56
Time for action - rotating the view in another direction with the Numpad 56
Time for action - zooming with the Numpad 57
Time for action - making the camera see what you do 57
Understanding Perspective and Orthographic views 59
Time for action - toggling between Perspective and Orthographic views 59
Displaying the Quad View and Full Screen 60
Time for action - toggling the Quad view 60
Navigating in the 3D View 60
Summary 62
Chapter 3: Controlling the Lamp, the Camera, and Animating Objects 63
Understanding lamps 64
Time for action - moving the lamp 64
Time for action - moving the lamp close to the cube 65
Time for action - moving the lamp far away 66
Time for action - seeing how the lighting looks without rendering 68
Adding color to the lamp using the Properties window 69
Time for action - adding color to the lamp 70
Using multiple lamps for better lighting 71
Time for action - adding a second lamp 72
Light color mixing 73
Saving your work 75
Time for action - saving a file 76
Always have a backup file 77
Controlling the camera 77
Time for action - using the global axis and local axis 78
Time for action - moving an object in one plane in global mode 78
Time for action - moving an object in one plane in the local mode 79
Seeing through the lens 79
Time for action - setting up Blender so you can see what the camera sees 80
Using the camera as a canvas 81
Understanding the rules of composition 81
Employing Blender's camera composition guides to make your work look better 83
Table ofContents
Understanding the fundamental camera moves 84
Rotating and scaling the camera and other objects 85
Making an animation 85
Time for action - loading a file 86
Time for action - making a simple animation with keyframes 87
Getting a video player so you can play your animation 89
Time for action - downloading the Blender video player 89
Time for action - installing a video player for Blender 90
Rendering your animation 91
Time for action - rendering the animation 91
Controlling motion in the Graph Editor 92
Time for action - exploring the Graph Editor 92
Introducing the F-Curve 93
Modifying motion with the Bgzier curve controls 94
Time for action - working with a Bezier curve 95
Time for action - adding squash and stretch to the animation 96
Doing more with the B6zier curve handles 97
Time for action - refining the use of the Bezier curve handles 98
Selecting which channel to work on 99
Time for action - adding keyframes in the Graph Editor 99
Time for action - controlling the F-Curves with the Channel Selection Panel 101
Time for action - controlling channel display with the header 102
Copying, pasting, and deleting keyframes 102
Time for action - copying and pasting keyframes 102
Keyframes for properties 103
Time for action - keyframes for lights 103
Summary 107
Chapter 4: Modeling with Vertices. Edges, and Faces 109
Using Object Mode and Edit Mode 109
Time for action - going into Edit Mode 110
Investigating vertices, edges, and faces 111
Time for action - choosing the best display mode 112
Time for action - working with vertices, edges, or faces 112
Selecting multiple vertices, edges, and faces 114
Time for action - pressing A to select all 114
Time for action - pressing B for border selection 114
Time for action - pressing C for circle selection 115
Time for action - pressing Ctrl+LMB for lasso selection 116
Creating Blender's basic objects 117
Time for action - making a basic object 117
Understanding what lies behind vertices, edges, and faces 119
Building vertices, edges, and faces from scratch 120
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Table ofContents
Time for action - making faces out of vertices and edges 120
Time for action - making a face from an edge 122
Summary 124
Chapter 5: Building a Simple Boat 125
Turning a cube into a boat with box modeling 126
Using extrusion, the most powerful tool in box modeling 126
Time for action - extruding to make the inside of the hull 126
Using normals in 3D modeling 128
Time for action - displaying normals 129
Planning what you are going to make 130
Choosing which units to model in 130
Time for action - making reference objects 131
Sizing the boat to the reference blocks 132
Time for action - making the boat the proper length 132
Time for action - making the boat the proper width and height 133
Time for action - adding curves to the boat's lines by subdividing 136
Using clean building methods 140
Time for action - adding a seat to the boat 141
Time for action - making the other seat 143
Making modeling easier with Blender's layers function 145
Time for action - introducing layers 145
Time for action - using layers for controlling rendering 146
Coloring the boat to add realism 147
Time for action - coloring the hull and the gunwale 147
Time for action - adding a texture to the seats 151
Time for action - naming objects and joining them 154
Using Basic Lighting 155
Summary 155
Chapter 6: Making and Moving the Oars 157
Modeling an oar 158
Getting scale from an image 158
Making a cylinder into an oar 158
Time for action - making the shaft of the oar 159
Time for action - making the grip and guard 160
Time for action - making the base of the blade of the oar 163
Time for action - making the blade 164
Controlling how smooth the surface is 169
Time for action - controlling flat and smooth surfaces 169
Making the oarlock 171
Time for action - making the oarlock 171
Assembling the boat, oars, and oarlocks 174
Table ofContents
Time for action - loading all of the models together 175
Animating the boat 179
Time for action - timing a stroke 179
Parenting and kinematics 181
Time for action - animating the oarlock and oar 182
Animation cycles 184
Time for action - copying keyframes to make a rowing cycle 184
Moving the boat 186
Time for action - moving the boat in sync with the oars 186
Tracking the boat with the camera 189
Time for action - tracking the boat 189
Making Stereoscopic 3D Animation 190
Summary 190
Chapter 7: Planning your Work. Working your Plan 19JL
Using templates for modeling 192
Time for action - adding a template 194
Time for action - scaling and aligning the template 195
Time for action - building the mast 198
Modeling with Bezier Curves 200
Making an object with a single Bezier Curve 200
Time for action - making the rudder with a Bezier Curve 200
Using multiple Bezier Curves to make an object 204
Time for action - making the path and the cross-section for the tiller 204
Keeping everything organized 207
Making an index of your files 208
Saving your Blender files 209
Planning your animation 209
Discovering the story you want to tell with your animation 209
Bringing your story to life with storyboards 211
Making a storyboard 211
Using animatics to plan the timing of your animation 214
Using charts and guides to help you plan your animation 215
Staying in TV limits with Safe Title-Action zones and Lower Thirds 215
Time for action - adding a Safe Title/Safe Action guide to Blender 216
Transitioning from Standard Definition TV to High Definition TV 217
Laying out your motion with Timing 218
Planning what work must be done to make an animation 219
Guiding animation production with an audio track 220
Time for action - adding an audio track to Blender 220
Summary 224
Table ofContents
Chapter 8: Makingthe Sloop 225
Modeling with Subdivision Surfaces 225
Time for action - making a simple Subdivision Surface 226
Using Edge Tools to make modeling easier 227
Time for action - turning a Reference Block into a sloop 228
Time for action - making selection easy with edge loops and edge rings 230
Time for action - creating the shape of the sloop from the top 231
Time for action - giving the hull a hull shape 233
Time for action - flattening the transom 237
Time for action - making the bow sharper 238
Time for action - finishing the hull 239
Getting the most for your rendering time with Levels of Detail 240
Time for action - making the boat simpler 240
Modeling the hull as a mesh 243
Time for action - converting the surface to a mesh 243
Time for action - making the cockpit 244
Time for action - making the cabin 247
Using Boolean modifiers to cut holes in objects 252
Time for action - detailing the cabin using the Boolean modifier 252
Time for action - applying the Boolean modifier 254
Adding materials and textures to the sloop 255
Time for action - coloring and texturing the sloop hull 256
Time for action - using the same materials for two objects 261
Making the ship's wheel with the Spin tool and DupliVerts 263
Time for action - using the Spin tool to make the rim of the ship's wheel 263
Time for action - making the hub 265
Time for action - making the circle 265
Time for action - making the spoke 266
Time for action - assembling the ship's wheel 269
Summary 271
Chapter 9: Finishing your Sloop 271
Making sure you have the files you'll need in this chapter 273
Finishing the sloop 274
Time for action - setting up the boom and gaff so they swing 274
Time for action - adding the rudder, tiller, and keel 278
Time for action - adding the ship's wheel 281
Time for action - adding the boat name 283
Time for action - using a NURBS surface to make the mainsail 285
Detailing the sloop, adding a door and portals 289
Time for action - adding a line to control the mainsail 289
— Mil
Table of Contents
Time for action - adding the portals 291
Summary 297
Chapter 10: Modeling Organic Forms. Sea, and Terrain 239
Getting ready to make the island 300
Creating the ocean 300
Time for action - making a surface for the water 300
Making an island 303
Using the ANT Landscape add-on 303
Time for action - using ANT Landscape to make the island 304
Detailing the island 307
Time for action - understanding the proportional editing control 308
Time for action - using proportional editing to create the port 310
Time for action - building the breakwater 313
Time for action - adding contours to the back side of the island 315
Painting the island 316
Time for action - painting the island 316
Making the island ready for habitation 322
Building the pier with just four objects 322
Time for action - creating the pier frame rails with Bezier Curves 322
Time for action - adding planks to the pier with DupliFrames 325
Time for action - using arrays to create the pilings for the pier 327
Appending the boathouse 329
Time for action - appending the boathouse and building pilings for it 329
Building modular houses 332
Creating trees with the Sapling add-on 334
Time for action - adding trees to the landscape 335
Making rocks 339
Assembling your world 339
Time for action - using groups to organize your scene 341
Summary 343
Chapter 11: Improving your Lighting and Camera Work 345
Getting ready to do lighting and camera work 345
Using lighting 346
Lighting with three lights 347
Time for action - introducing the three point lighting system 347
Time for action - lighting with only the key light 348
Time for action - lighting with only the fill light 349
Time for action - lighting with only the back light 350
Time for action - using color to separate what you see 351
Time for action - using cookies 353
[villi
Table ofContents
Time for action - preparing to adjust falloff 355
Time for action - adjusting the falloff 357
Time for action - using the Custom Curve to tailor light 359
Using the camera to best effect 363
Changing the field of view 363
Time for action - zooming the camera versus dollying the camera 364
Using perspective 367
Using depth of field 368
Time for action - creating depth of field 369
Getting variety in your camera work 373
Comparing long and medium shots 374
Using close-up and two shots 374
Applying the rule of 180 375
Using motion blur 375
Planning your animation and making sure it comes out right 378
Storyboarding your ideas 378
Laying out your animation 379
Proofing your work 380
Doing a preview 380
Using hardware rendering to see the motion 380
Inspecting details by rendering only part of the frame 381
Glimpsing what the animation will look like with the quick render 381
Time for action - reducing render times 381
Making corrections 383
Time for action - using the Dope Sheet 384
Summary 387
Chapter 12: Rendering and Compositing 3_89_
Preparing for Chapter 12 389
Editing with the Video Sequence Editor 390
Time for action - dissolving with the Video Sequence Editor 390
Time for action - editing individual video strips 395
Time for action - using K and Shift+K to make your trims 397
Making stereographic 3D with the Node Editor 400
Time for action - creating the red image for the left eye 401
Time for action - making the right-eye view 404
Rendering your animations 408
Making your computer ready to render 409
Making rendering more beautiful 409
Using Anti-Aliasing for more beautiful renderings 409
Time for action - displaying aliasing 409
Getting realism with subsurface scattering 410
Putting a sparkle on your animations with ray tracing 410
Table ofContents
Time for action - seeing ray tracing 411
Choosing the proper number of tiles 412
Using alpha channels 413
Time for action - exploring the alpha channel 413
Time for action - using transparency in the Video Sequence Editor 414
Choosing the dimensions for your animation 416
Time for action - selecting render presets 416
Time for action - seeing what fields look like 418
Choosing what gets rendered 420
Selecting the best file format 422
Rendering with the Cycles renderer 422
Time for action - simulating the glow of a kiln 423
Summary 428
Pop Quiz Answers 429
Chapter 2, Getting Comfortable using the 3D View 429
Chapter 3, Controlling the Lamp, the Camera, and Animating Objects 430
Chapter 4, Modeling with Vertices, Edges, and Faces 430
Chapter 5, Building and Lighting a Simple Boat 430
Chapter 6, Making and Moving the Oars 430
Chapter 7, Planning your Work, Working your Plan 431
Chapter 8, Making the Sloop 431
Chapter 10, Modeling Organic Forms, Sea, and Terrain 432
Chapter 11, Improving your Lighting and Camera Work 432
Chapter 12, Rendering and Compositing 432
Index