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for Blender v2.60a BlenderCourse.com Basics V2.1 Bas van Dijk

BlenderCourse Basics V2.1 - En

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for Blender v2.60aBlenderCourse.comBasics V2.1

Bas van Dijk

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Copyright (c) 2013 - Bas van Dijk

You may redistriute and copy this document as !ong as it remains unchanged and it "i!! e

provided in its origina! #ormat$ %o commercia! printing o# this e-ook is a!!o"ed$ & recommend

not pu!ishing this 'D on your o"n "esite ut !ink to http*++!endercourse$com instead$ &n

this "ay peop!e a!"ays have the !atest version$

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Preface

B!enderCourse teaches you aout 3D mode!!ing and provides you short tutoria!s aout aspeci#ic suject$ ,he main thought is* .ust do it/ During di##erent courses you "i!! !earn

various techniues$ &# necessary there is a sma!! instruction ut in my opinion you "i!! !earn

est y doing the eercises yourse!#$

B!enderCourse is intended #or everyone "ho can use a computer$ ,his means you must

understand terms as dou!e c!ick4 and ta-key4$

You do not need any 3D-mode!!ing kno"!edge5 the terms used "i!! e ep!ained during the

di##erent courses$

B!enderCourse started ack in 2006$ 7t the time it "as one o# the #e" coherent e-ooks aout

B!ender$ 8ince the B!ender 2$60 re!ease the "ho!e user inter#ace has een changed$ ,here#ore

& decided to re"rite the B!enderCourse Basics ook and mark this edition "ith 924$ :ere and

there & have changed some o# the Courses in order to make them more reada!e and teach

you even more techniues$

&# you see an error or something unc!ear do not hesitate to contact me via

#eedack;!endercourse$com$ <ore B!enderCourse materia! can e #ound at

http*++"""$!endercourse$com$

You might a!so "ant to visit the B!enderCourse aceook page at

http*++#aceook$com+!endercourse &# there are ne" updates these "i!! e pu!ished on this

aceook page$

7re you a teacher "ho is using this eook #or education= '!ease drop me an e-mai!/ 7s an

author it is great to kno" "hich schoo!s are using the ook you have "ritten$

:ave #un "ith this B!enderCourse/

Bas van Dijk

'urmerend the %ether!ands >ctoer 2013

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Introduction

Be#ore you start reading this e-ook p!ease make sure your eook is the !atest version

avai!a!e$ You can do"n!oad the !atest version #rom http*++!endercourse$com

During these !essons "e "i!! e using the 3D mode!!ing too! B!ender 3D ut "hat is this kind

o# too! #or= ?ith B!ender you can create 2D- and 3D-images and it is possi!e to make

animations+movies$ B!ender is an open source project and #ree!y avai!a!e at http*++!ender$org

,he 7ppendi @* B!ender ga!!ery4 is a sma!! sho"case aout the possii!ities o# B!ender$

Be#ore you can start "ith a !esson you #irst have to read a sma!! piece o# tet "hich descries

the techniues o# the !esson$ 7t the end o# every !esson is an image o# ,he cha!!enge4$ ,he

idea is that you can reproduce the image y using the techniues !earned during the !esson$

,he !ast t"o chapters do not have a cha!!enge ecause these are aout animation$

7!! B!ender #i!es needed are provided "ith this B!enderCourse$ You can #ind these in the

 Course <ateria!4 #o!der$

B!enderCourse uses the same notation #or every document$ Be!o" is the ep!anation o# thisnotation*

n 7n arro" () means instruction$ ,his means you have to #o!!o" the step a#ter it$

Example:  C!ick "ith the right mouseutton on the oject$

n 7 tet et"een A and means a key on the keyoard$

Example: 'ress Anter to con#irm the operation$

n 7 comination o# more than one key "i!! e "ritten "ith the p!us sign ()$

Example: 'ress A7!t A@ to eit the program$

Note: If in this book <Ctrl> is mentioned, Mac OSX sers shold se <Cmd> instead!

n 7 utton on the screen "i!! e "ritten et"een E and F$

Example: C!ick at E>GF to c!ose the "indo"$

n &# there is an arro" () et"een t"o "ords this means a c!ick seuence in a menu$

Example: Choose i!e  8ave

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n 7 ne" techniue or additiona! in#ormation "i!! e "ritten inside a grey o$

Example:

,his is ho" this techniue "orks$

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Table of contents

're#ace $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 3 

&ntroduction$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ @ 

Hesu!ts per course $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$I 

Course 1 J <esh and verte editing &$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ I 

Course 2 J <esh and verte editing &&$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ I 

Course @ J 'roportiona! diting$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 10 

Course K J Curves$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 10 

Course 6 J <ateria!s and ,etures $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 10 

Course L J Might$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 11 

B!ender Nuick ,our$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 12 

Course 1 J <esh and verte editing &$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 1@ 

<eshes vertices and #aces$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 1@ 

9ie"s and ais$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 1@ 

Hendering$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 1K 

<ode!!ing a house$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 1K 

,he cha!!enge$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 26 

8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 26 

Course 2 J <esh and verte editing &&$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 2L 

Basic meshes $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 2L 

Creating a pi!!$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 2L 

<ateria!s$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 3L 

,he cha!!enge$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ @1 

8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ @2 

Course 3 J Hender options $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$@3 

8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ @I 

Course @ J 'roportiona! diting $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ K0 

'roportiona! dit a!!o##$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ K6 

8u8ur# $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ K6 

8udivision !eve! $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$KL 

,he Cha!!enge $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ KI 8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ KI 

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Course K - Curves $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$60 

7 chair out o# Curves $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$60 

BeOier Curve$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 61 

Convert to mesh $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 62 

,he cha!!enge$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ L6 

8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ L6 

Course 6 J <ateria!s and ,etures $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ LL 

HPB7 co!ours$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ LQ 

,etures$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Q3 

mitting materia!$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ QL 

8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ QL 

Course L J Might$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ QQ 

Mamp 'ane!$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ IK 

,he cha!!enge$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ IL 

8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ IQ 

Course Q J 7nimation$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ II 

rames key#rames and #ramerate$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ II 

rame navigation$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 100 

9ideo codec $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 102 

,he cha!!enge$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 10K 8ki!!s #rom this course$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 10K 

Course I J ,ips and ,ricks$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 106 

'arent+Chi!d$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 106 

Change origin o# an oject $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 10I 

8pin$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 110 

7!ignment $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 112 

<oving around the vie"$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 113 

tending meshes$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 11@ 

Cutting meshes$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 116 

7ppendi 1* ,he insta!!ation o# B!ender$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 11Q 

?indo"s$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 11Q 

<ac >8R$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 11Q 

7ppendi 2* Geyoard shortcut overvie"$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 120 

>ject <ode$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 120 

dit <ode $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 122 

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7ppendi 3* Conso!e rendering$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 123 

&ntroduction$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 123 

'arameters $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 123 

Hendering a sing!e #rame using B!ender interna! render system $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 123 

Hendering an animation using B!ender interna! render system$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 12@ 

7ppendi @* B!ender ga!!ery $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 126 

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Results per course

Be!o" are a!! the resu!ts #rom the di##erent eercises in this B!enderCourse$

Course 1 !es" and verte# editin$ I

"ose

Course 2 !es" and verte# editin$ II

#ill 

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Course % Proportional &ditin$

Montain scener$ 

Course ' Curves

Chair 

Course ( !aterials and Te#tures

Material 

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%ireframe

Course ) *i$"t

&o' li'ht 

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  lender +uick Tour

Be#ore "e start "ith Course 1 "e #irst need to kno" some asics aout the B!ender user

inter#ace$ &# you are a!ready #ami!iar "ith the B!ender inter#ace #ee! #ree to skip this

chapter and continue "ith Course 1 J <esh and verte editing &$

&nsta!! B!ender according to 7ppendi 1* ,he insta!!ation o# B!ender

8tart B!ender

?hen B!ender starts the centre o# the screen sho"s !ike #igure 1$

fi're (

&n this startup "indo" you are a!e to uick!y open the !ast B!ender scene you have een

"orking on$ ,he !e#t part contains some use#u! !inks to "esites as "e!!$

'ress the A8C key in order to c!ose the "indo" sho"n in #igure 1$

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?e no" see the "ho!e B!ender "orkspace !ike #igure 2$

fi're )

By de#au!t the B!ender "orkspace has #ive di##erent sections*

1. Menubar

,he menuar is used #or menu actions !ike #i!e saving

2. Tools pane!

Ssed to se!ect operations !ike dup!icate rotate sca!e etc$

3. 3D View

8ho"s a the content o# a scene in 2D o# 3D

4. Properties panel

7!!o"s you to set measurements and coordinates etc$

5. Tieline

8ho"s "here in time "e are "orking on the scene

,his is a!! you need to kno" in order to start "ith Course 1$

B!enderCourse Basics 92 13

1

23 @

K

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Course 1 !es" and verte# editin$ I

!es"es, vertices and faces

7 3D-oject !ike a cue sphere or cy!inder is ca!!ed a es! (#igure 1)$ ,his cue

consists o# eight points$ >ne o# these points is ca!!ed a verte" (p!ura! vertices)$ &n a

cue #our vertices together #orm a fa#e$ ach #ace has at !east three vertices$

fi're (

Vie-s and a#is

&n 3D space "e are using three ais* R- Y- and T-ais$ &n the ottom !e#t o# the 3D

vie" (#igure 2) is sho"n in "hich direction these ais are pointing$ igure 3 is a

screenshot o# the cue "hich is sho"n "hen B!ender starts$ :ere you can see ho"

the ais match the oject$

fi're )

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Renderin$

&n B!ender "e are "orking "ith some kind o# "ire#rame (#igure 3)$ ,his "ire#rame is

not the actua! resu!t o# your design (#igure @)$ ,he "ire#rame needs to e

 trans!ated4 into an image this process is ca!!ed rendering$ During this process the

C'S ca!cu!ates things !ike !ight shado" re#!ections etc$

fi're * fi're +

!odellin$ a "ouse

During this course "e are going to ui!d a simp!e house$

8tart B!ender$

<ove "ith your mouse cursor to the centre o# the cue and c!ick "ith the right

mouseutton to se!ect the cue$

&n the ottom !e#t o# the vie" you can see "hich oject you have se!ected (marked in red

in #igure K)$

fi're  

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,he green and red !ines mark the 0-!eve!$ ,he cue is !ocated ha!# e!o" these 0-

!ines$ ,he net steps sho" you ho" to move the cue up"ards$

8"itch y using the numeric A1 (this is the right part o# the keyoard) to the

ront 9ie"$ You no" see ront 'ersp4 in the top !e#t corner o# the 3D vie" (#igure

6)$

fi're -

,here are more vie"s avai!a!e than just the ront 9ie"$ ,he other numeric keys

correspond to the #o!!o"ing vie"s*

A1 ront 'erspective 9ie" A@ Hotate 9ie" Me#t

A3 Hight 'erspective 9ie" A6 Hotate 9ie" Hight

AL ,op 'erspective 9ie" AQ Hotate 9ie" ,op

A0 Camera 'erspective 9ie" A2 Hotate 9ie" Bottom

A$ Sser 'erspective 9ie" A Toom 9ie" &n

AJ Toom 9ie" >ut

AK 8"itch et"een 'erspective and >rthographic 9ie"

<ove "ith the mouse cursor to the centre in the ront 9ie" and press AP

(move) you are no" a!e to move the cue around #ree!y$

'ress Asc to cance! the movement5 the cue is p!aced ack to its origina!

!ocation$

'ress the numeric AK in order to s"itch to >rthographic vie"$

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<ove the cue around just !ike "e did e#ore and notice the di##erence et"een

'erspective and >rthographic 9ie"$

<ove the cue around and c!ick the !e#t mouseutton to re!ease$ 8"itch "ith the

numeric keys et"een vie"s to see the see the resu!t$

You might notice that moving a cue around is not very easy$ You can !ock the

movement on the ais o# your vie"$ &n order to do this press AP (move) and the

!etter o# the ais "hich you !ike to !ock (AR AY or AT)$

&# you ho!d do"n ACtr! during the movement you make sure the oject moves

a!ong the grid$

<ove ack "ith your cursor in the centre o# the cue in the ront 9ie" and press

AP #or move and AT to !ock the T-ais$

,he 3D 9ie" sho"s "hich o# the ais you have !ocked in this case the !ight !ue T-ais

(#igure L)$

fi're . 

%o" ho!d ACtr! do"n "hi!e moving the cue up"ards ti!! it is on the 0-!ine$

C!ick "ith your !e#t mouseutton or press Anter to con#irm the movement$

&# everything "orked out "e!! you screen shou!d !ook !ike #igure Q$

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fi're /

,his cue is the ase o# our house "e no" need to create the roo#$ &n order to ui!d the

roo# "e need another cue on top$ ,o achieve this "e are aout to dup!icate the o!d one$

8e!ect in the ront 9ie" the cue (move cursor to the centre o# the cue and

press the right mouseutton)$

'ress A8hi#t AD (dup!icate oject)$

You can no" move the dup!icated cue #ree!y around$

'ress AT to !ock the T-ais$

:o!d do"n ACtr! and move the cue ti!! it is on top o# the #irst one$

C!ick "ith the !e#t mouseutton or press Anter to con#irm the movement$

&# everything "orked out "e!! you no" have t"o cues as sho"n in #igure I$

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fi're 0

?ith the scro!!"hee! (A8cr!) you are a!e to Ooom or out$

:o!d A8hi#t "hi!e moving the scro!!"hee! up and do"n"ards$ You "i!! notice you

scro!! the vie" vertica!!y$

:o!d ACtr! "hi!e moving the scro!!"hee! up and do"n"ards$ You "i!! notice you

scro!! the vie" horiOonta!!y$

B!ender uses t"o di##erent modes* $b%e#t Mode and &dit Mode$ &n >ject <ode

you are "orking "ith the oject as a "ho!e$ &n dit <ode you can edit the oject

per verte or mu!tip!e vertices$

You can s"itch et"een these modes y pressing A,a$

8e!ect the top cue$

'ress A,a #or s"itching into dit <ode$

You have no" s"itched into dit <ode$ You "i!! e a!e to kno" this y the visi!e

vertices and the tet dit <ode4 in the vie" menu ar (red marked #igure 10)$

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fi're (1

&n the net steps "e are going to make the roo# sharp$

8"itch y using the numeric AL key to the ,op 9ie"

'ress A7 to dese!ect a!! vertices$

<ake sure Mimit se!ection to visi!e4 is ena!ed (marked red in #igure 11)

other"ise you "i!! se!ect the vertices at the ottom o# the cue as "e!!$

fi're ((

'ress AB #or !ock se!ection and drag a rectang!e around #our vertices (#igure

12)$

fi're ()

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You can sca!e ojects y pressing A8 to rotate you can press AH$ 7!so "ith

these operations you can use AR AY and AT to !ock the aes$

<ove your cursor in a corner o# the vie" and press A8 #o!!o"ed y AR to !ock

the R-ais$ &# "e did not !ock on the R-ais "e "ou!d have a pyramid$

<ove your cursor to the centre o# the vie" ti!! the roo# is getting sharp !ike #igure

1@$

fi're (*

Con#irm your operation y pressing the !e#t mouseutton or press Anter$

&# everything "orked out "e!! you no" have a house "ith a sharp roo# just as (#igure

1K)$

8"itch to the Camera 9ie" y pressing the numeric A0 key$

7s you can see the house #a!!s part!y out o# the camera vie" (#igure 1@)$ ?e are going to

correct this$

fi're (+

8"itch to the ront 9ie" y pressing the numeric A1 key$

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'ress A,a to s"itch ack to >ject <ode$

8e!ect ("ith the right mouseutton) the camera in the ront 9ie" (marked red in

#igure 1K)$ &ts co!our changes to orange$

fi're ( 

'ress AP #o!!o"ed y AT and move the camera up"ards ti!! the "ho!e house

sho"s up in the Camera 9ie" (s"itch "ith the numerica! A1 and A0 in order to

see i# the camera is at the correct position)$

Con#irm your movement y pressing the !e#t mouseutton or press Anter$

Your Camera 9ie" shou!d no" !ook !ike #igure 16$

fi're (-

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&t is time to save our "ork$

&n B!ender you can save y pressing ACtr! A8 or choose i!e  8ave$ ,he #irst

time B!ender prompts you #or a #i!ename every net time your #i!e is over"ritten

automatica!!y$

'ress ACtr! A8$

,he 3D 9ie" changes into a save dia!og (#igure 1L)$

fi're (. 

Change untit!ed$!end into c01$01$!end and press Anter$

Bro"se to the correct #o!der and c!ick E8ave 7s B!ender i!eF$

Your #i!e is saved5 you can see this in the "indo" tit!e o# B!ender (#igure 1Q)$ ,his is the

#i!ename in "hich your #i!e is saved$

fi're (/

ina!!y "e are aout to render4 our house$ 7s descried ear!ier this operation

trans#orms our "ire#rame into the #ina! image$

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'ress A8C to c!ose the render "indo"$

'ress A8hi#t ACtr! A8 "hich is 8ave as

Change c01$01$!end into c01$02$!end and press Anter$

8ometimes it is hard to see ho" the di##erent ojects "ithin a scene are shaped

since there are so!id ojects in #ront o# it$ 'ressing the AT key s"itches et"een

so!id and "ire#rame vie"port shading$ You can a!so pick other vie"port shading

methods #rom the se!ection menu at the ottom o# your 3D 9ie" as sho"n in #igure

22$

fi're ))

 

'ress AT and notice ho" the shading !ooks in "ire#rame mode (#igure 23)$

fi're )*

'ress AT again to s"itch ack to so!id vie"port shading$

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T"e c"allen$e

fi're )+ 2 castle 2 bc1(!1*!blend 

.kills from t"is course

● <oving rotating and sca!ing ojects

● Mocking ais

● diting vertices o# an oject

● Dup!icating ojects

● 8aving #i!es

● Hendering scenes

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Course 2 !es" and verte# editin$ II

&n this course "e are continuing "ith editing meshes and !earn to "ork "ith some ne"B!ender meshes as "e!!$

  asic mes"es

Be#ore you start dra"ing your 3D-mode! you need to keep in mind "hich primitives

he!p you to create the asis o# your 3D-mode!$ or eamp!e our house o# Course 1

"as ui!d out o# the cue4 mesh$

B!ender contains the #o!!o"ing asic meshes* '!ane Cue Circ!e S98phere

&cosphere Cy!inder ,ue Cone Prid and <onkey$

igure 1 sho"s a!! the rendera!e meshes$ 7 circ!e #or eamp!e is not visi!e "hen

rendering$

,he mesh <onkey is the mascot o# B!ender and is named 8uOanna$ You can use this

mesh as a ready-to-use mesh "hich might e use#u! "hen checking materia!s$

'!ane Cue S98phere &co8phere ,ue

Cy!inder Cone <onkey Prid

fi're (

Creatin$ a pill

&n this chapter "e are aout to make a pi!! (#igure 2)$

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fi're )

,he #irst uestion "e can ask ourse!ves* "hich asic meshe(s) are "e going to use #or

making this pi!!= 7 !ogica! ans"er "ou!d e a Cy!inder "ith t"o S98pheres on each end$

&nstead "e are going to use on!y one mesh* the S98phere$

8tart B!ender$

Choose i!e  %e" (#igure 3) or press ACtr! A%$

fi're *

C!ick "ith the right mouseutton on the cue in order to se!ect the cue$

'ress AR to de!ete the cue$

7 menu appears (#igure @)$

fi're +

Choose EDe!eteF$

,he cue is de!eted no"$

rom the top menu choose 7dd  <esh  S9 8phere (#igure K)$

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fi're  

You have no" added a sphere to your scene (#igure 6)$ ?e are no" going to make one

ha!# o# the pi!!$

fi're -

'ress A1 in order to s"itch to the ront 9ie"$

'ress AK to s"itch #rom >rthographic to 'erspective mode

8ometimes you do not need the properties menu$ You can maimiOe a vie" y

pressing ACtr! A$ 'ressing ACtr! A again s"itches you ack$

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:ide the properties menu y pressing ACtr! A$

,he ront 9ie" is maimiOed no" (#igure L)$

fi're . 

'ress AT to s"itch to "ire#rame mode

Toom in (8cro!!"hee! up) ti!! the sphere takes aout 2KU o# the vie"$ (#igure Q)$

fi're /

&n order to se!ect mu!tip!e vertices "e are using Blo#' (ele#t$ You use !ock se!ect

y pressing AB "hi!e in dit <ode$ &# you ho!d do"n your !e#t mouseutton you

can drag a rectang!e around the vertices$ 7!! vertices in this rectang!e "i!! e

se!ected (ye!!o" co!oured are the se!ected ones)$

&n dit <ode you can press A7 to se!ect or dese!ect a!! vertices$

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'ress A,a to s"itch to dit <ode

'ress A7 to dese!ect a!! vertices$

'ress AB and drag a rectang!e around a!! the vertices right #rom the centre-!ine

(#igure I)$

Do not se!ect the centre !ine itse!# on!y the vertices on the right side o# it/

 

fi're 0

'ress AR

7 menu appears (#igure 10)$

fi're (1

Choose E9erticesF

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You are no" seeing ha!# a sphere (#igure 11)$

fi're ((

8e!ect "ith AB the rightmost ro" o# vertices (marked red in #igure 11)$

'ress A #or trude$

'ress AR to !ock the R-ais$

<ove the mouse to the right$

&n the ottom !e#t o# the vie" is disp!ayed ho" #or the pi!!4 is stretched (#igure 12)$

fi're ()

,his numer has an accuracy o# #ive decima!s$ 'recise!y adjust to 3$0000 is hard$

'ress A8C to cance! the trude operation$

'ress A again

'ress A3

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,he ottom !e#t o# the vie" menu ar sho"s 3 (#igure 13)$

fi're (*

'ress Anter to #inish the trude operation$

Toom out "ith your A8cro!!"hee! ti!! the ha!# covers your vie"$

You are no" having ha!# a pi!! (#igure 1@)$

fi're (+

'ress A0 #or Camera 9ie"

'ress AT to s"itch to so!id vie"port shading$

You can see the pi!! is sti!! ho!!o" (#igure 1K)$

fi're ( 

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C!ick in the vie"port menuar at E<eshF

7 menu appears (#igure 16)$

fi're (-

Choose aces  <ake dge+ace or press A

,he 3D 9ie" no" sho"s a c!osed4 pi!! (#igure 1L)$

fi're (. 

8ave your "ork as c02$01$!end (ACtr! A8)$

,he !e#t part o# our pi!! is ready no" "e are continuing "ith the right part$

'ress AL to s"itch ack to the ront 9ie"

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Sse ACtr! 8cro!!"hee! in the ront 9ie" #or moving the pi!! to the !e#t side o#

the screen (#igure 1Q)$

fi're (/

'ress A,a #or >ject <ode$

'ress AT #or "ire#rame vie"port shading$

'ress A8hi#t AD to dup!icate the mesh$

'ress Anter to con#irm the dup!ication$

,he pi!! is no" dup!icated ut the dup!ications are sti!! on top o# each other$

'ress AH #or rotate$

,ype A1 AQ A0 to rotate the ha!# pi!! 1Q0 degrees and press Anter$

,here are no" t"o ha!# pi!!s over each other (#igure 1I)$

fi're (0

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'ress AP to move the mesh$

,ype A6 and press Anter$

,he meshes are no" tight together (#igure 20)$

fi're )1

igure 21 sho"s the red part o# the pi!! is s!ight!y igger than the "hite part$ ?e can

achieve this y using the sca!e method$

fi're )(

8e!ect the right part o# the pi!!$

'ress A8 #or sca!e$

,ype A1 A$ A1 and pressAnter$

,he ront 9ie" sho"s the right part igger than the !e#t one (#igure 22)$ Because o# the

sca!ing the t"o parts over!ap each other$

fi're ))

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'ress AP #or move$

'ress AR to !ock the R-ais$

,ype A0 A$ A3 and press Anter$

!aterials

B!ender uses aterials$ 7 materia! descries properties o# a materia! such as

co!our re#!ection so#tness and structure$ Course 6 descries materia!s in more

detai!$

8e!ect the right part o# the capsu!e$

'ress ACtr! A to sho" the properties pane!$

C!ick on the sphere icon #or the materia! ta$

,he <ateria! 'ane! appears (#igure 23)$

fi're )*

C!ick at E %e"F to add a ne" materia!$

You have no" added a ne" materia!$ 7 ne" pane! appear (#igure 2@)$

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fi're )+

,he materia!s previe" is sho"n in the 'revie" 'ane!$ ,he co!our o# this oject is grey$

,he name is <ateria!$0014$

C!ick in the teto "hich sho"s the name (marked red in #igure 2@) and change

<ateria!$001 into Hed$

fi're )+

ach co!our consists o# three primitive co!ours* red green !ue$

C!ick on the "hite area under the di##use header (#igure 2K)$

 

fi're ) 

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7 co!ourpicker pops up (#igure 26)$

Drag the s!iders to the #o!!o"ing va!ues* H at 1$000 P at 0$000 and B at 0$000$

fi're )-

%o" se!ect the !e#t part o# the pi!! and make a materia! ca!!ed ?hite4 "ith the

va!ues* H at 1$0 P at 1$0 and B at 1$0$

C!ick on the materia! pane! to c!ose the co!ourpicker

'ress AT #or so!id vie"port shading

You no" see a "hite and a red part op the pi!!*

fi're ). 

'ress A0 #or the Camera 9ie"

You see the pi!! is not centred in the camera$

'ress AL #or the ,op 9ie"

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Toom out so you can see the camera

8e!ect the camera "ith the right mouseutton$

'ress AP to move the camera$

<ove the camera in a so the "ho!e pi!! is disp!ayed in the Camera 9ie"$

8ave your "ork (A8hi#t ACtr! A8) as c02$02$!end

'ress A12 to render your mode!$ &# everything "orked out #ine the image

shou!d !ook !ike #igure 2Q$

fi're )/

verything !ooks serrated$ B!ender has a techniue ca!!ed soot!in)$ ,his makes

your oject smoother$ ,he smoother4 your oject the !onger it takes to render$

8e!ect the red part o# the pi!!$

rom the ,oo!s 'ane! se!ect E8moothF under the shading header (marked red in

#igure 2I)$

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fi're )0

8et smooth shading #or the "hite part as "e!!$

'ress A12 to render$

You can see the red part is a !ot smoother than the "hite part (#igure 3@)$

fi're *1

8ave your "ork (A8hi#t ACtr! A8) as c02$03$!end

T"e c"allen$e

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fi're *- 2 rocket 2 bc1)!1+!blend 

.kills from t"is course

● HecogniOing asic meshes

● 9erte editing

●  8mooth4 ojects

● ntering coordinates manua!!y

● %aming and recognising <ateria!s

● Changing the <ateria! co!our

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Course / Render options

During this course "e are going to ep!ore a !itt!e it more o# the 8cene 'ane!s

possii!ities$

Scene Panel 

,he 8cene 'ane! sho"s a "ide variety o# settings regarding the rendering$ 7n

eamp!e o# such a setting is the image siOe o# the #ina! rendered image$

B!ender renders #rame y #rame$ &# "e create a sti!! image on!y #rame 1 is rendered$

7nimations are seuences o# mu!tip!e sti!!s$ ,he render engine gets its in#ormation

#rom our 3D scene$ ,he more comp!e the scene the !onger it takes to render the

image$ ,he same ho!d #or the image siOe* rendering a K000K000 image take a !ot

more time than a 100100 image since a !ot more pie!s needs to e ca!cu!ated$

?e are going to adjust severa! render setting in order to see their in#!uence on the #ina!

render$

>pen c02$03$!end (ACtr! A>) #rom the previous course$

'ress A10 #or the 8cene 'ane!4 o# c!ick on the camera icon (#igure 1)$

fi're (

,he 8cene 'ane! sho"s !ots o# other 'ane!s inc!uding* Hender Mayers Dimensions8hading and >utput$

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Sncheck the E7nti-a!iasingF checko i# this one "as ena!ed$

'ress A12$

?atch c!ose!y to the order et"een the red and the "hite part o# the pi!! (marked red in

#igure 2)$ ,his order !ooks serrated$

fi're )

B!ender can app!y a techniue "hich is ca!!ed anti*aliasin)$ ,his makes the edges

o# our meshes !ook a !ot smoother$ 8ometimes this techniue is ca!!ed

oversaplin) +$(,-$

Be!o" the E7nti-a!iasingF checko are severa! other uttons* EKF EQF E11F and E16F

(#igure 3)$ ,his uttons are the grade o# anti-a!iasing$ Geep in mind* the higher the

numer the s!o"er the rending process$

 

fi're *

Check the E7nti-a!iasingF checko and EQF to ena!e oth (#igure 3)$

'ress A12$

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,he resu!t (#igure @) is smoother orders than #igure 2$

fi're +

,he render o# the previous eercises are rendered at I60 y K@0 pie!s (K0U o#

1I2010Q0)$ ,his siOe can e adjusted in the Dimensions 'ane!4 (#igure K)$

fi're  

Change 1I20 into 102@ and press Anter$

Change 10Q0 into L6Q and press Anter$

 Image sizes

7!though you can se!ect any siOe #or your image B!ender has some prede#ined

images siOes$ rom the !ist sho"n in #igure 6 you can pick prede#ined siOes$

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fi're -

'ress A12 to render the scene$

8ometimes you "ant to make a test render to see the #ina! resu!t$ &n this situation you

dont "ant to render the #u!! image siOe a!! the time$ or this reason B!ender has a s!ider

"hich represents the percentage o# the #u!! image siOe to render (#igure L)$

fi're . 

8!ide the s!ide to 2KU

'ress A12$

%o" you can see your image rendered at 2KU o# the origina! #ormat$

,i!! no" "e have rendered images ut not stored them on the hard disk$ B!ender

can render images in various #ormats !ike .'P '%P and B<'$

,he image #ormat can e set in the >utput 'ane! (#igure Q)$

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fi're /

'ress A11 to sho" the !ast rendered image$

 

'ress A3 to save your rendered image or se!ect &mage  8ave 7s &mage #rom

the 3D vie" too!ar (#igure I)$

fi're 0

,he 3D 9ie" changes into a i!e 'ane!$

,ype capsu!e$png4 as #i!ename (#igure 10)$

fi're (1

C!ick on E8ave 7s &mageF (#igure 11)$

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fi're ((

,he image is saved as capsu!e$png4$

8ometimes you "ant to print some meta data "ithin the image$ &n order to achieve this

"e use the 8tamp 'ane!4 as sho"n in #igure 12$

fi're ()

&n the 8tamp 'ane! you can se!ect a!! the in#ormation you "ant to e rendered over your

image as "e!! as the #ont #ont siOe and co!our$

Check the E8tampF checko$

'ress A12 to render the image$

7s sho"n in #igure 13 a!! the metadata is printed over the image$

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fi're (*

.kills from t"is course

● Change image siOe

● Change the amount o# anti-a!iasing

● 8ave your rendered image as a '%P #i!e

● 'rint metadata on top o# the image

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Course % Proportional &ditin$

,his chapter teaches you ho" to create a mountain scenery "ith the 'roportiona! diting

techniue$

 

8tart B!ender "ith a ne" scene$

rase the cue (se!ect "ith the right mouseutton press AR and choose

EDe!eteF)$

%o" our scene on!y contains a !amp and a camera$

'ress AL #or ,op 9ie"

'ress A8pacear type p!ane4 as sho"n in #igure 1$

fi're (

'ress Anter to add the primitive '!ane to your scene$

'ress A0 #or Camera 9ie"$ You no" see a #!at sur#ace as sho"n in #igure 2$

fi're )

'ress A8 to sca!e the '!ane$

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,ype A1A0 to sca!e the '!ane times and press Anter (#igure 3)$

fi're *

'ress AL #or ,op 9ie"

Toom the ,op 9ie" ti!! the "ho!e '!ane covers the vie" (A8cr! do"n"ards)$

'ress AK #or >rthographic 'erspective

'ress A,a #or dit <ode

,he '!ane consists out o# #our vertices (one on each corner)$

fi're +

>n the !e#t o# the 3D vie" is a pane! ca!!ed <esh ,oo!s4$ ,his pane! contains a utton

ca!!ed 8udivide4 (marked red in #igure K)$ ,his divides the mesh$

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fi're  

'ress the utton once and see "hat happens to the '!ane$

,he '!ane is no" sp!itted and consists out o# nine vertices as sho"n in #igure 6$

fi're -

C!ick 3 more times on E8udivideF$

,he '!ane no" consists out o# a !ot o# vertices (#igure L)$

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fi're . 

?e are aout to ena!e 'roportiona! diting$

&n the 3D 9ie" menu ar c!ick at the circ!e and choose Ena!eF (#igure Q)$

fi're /

,he short key #or Proportional &ditin) is A> in dit <ode$

'ress A7 to dese!ect a!! vertices$

8e!ect ("ith the right mouseutton) the verte sho"n in #igure I (@ th #rom !e#t and

@th #rom the top)$

fi're 0

'ress A1 #or the ront 9ie"

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'ress AP #or move and AT to !ock the T-ais$

<ove the mouse up"ards$

You "i!! notice the mountain is very sharp instead o# smooth (#igure 10)$

fi're (1

'ress Asc to cance! the movement$

igure 10 sho"s a "hite circ!e at the initia! !ocation o# the verte$ ,he vertices "ithin this

circ!e "i!! e stretched in the direction o# the moving verte$

'ress AP again and press AT to !ock the T-ais$

<ove the verte up again$

Do not con#irm the movement yet #irst press A'age-Sp 10 times or

A8cro!!"hee! Sp$

A'age-Sp increases the radius$ ,he igger the radius the more vertices "i!! #o!!o" the

movement$

C!ick to con#irm the movement$

,he mountain no" !ooks !ike #igure 11$

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fi're ((

'ress A,a #or >ject <ode$

8e!ect the Camera

'ress AP #or move and AT to !ock the T-ais$ <ove the camera unti! the

mountain #its the camera (Sse A0 to s"itch to Camera 9ie" and ack to the

ront 9ie")$

8ave your "ork (A8hi#t ACtr! A8) as c0@$01$!end

'ress A12 to render the image$

,he resu!t shou!d !ook !ike #igure 12$ You "i!! notice the angu!ar !ook o# the mountain$

,his is "hat "e are going to change "ith the susur#4 techniue$

fi're ()

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Proportional &dit 0alloff

,here are di##erent "ays o# creating the mountain4$ ,he utton right #rom the

utton to ena!e 'roportiona! diting sho"s an icon o# a sharp chart (#igure 13)$

?hen c!icking this utton a !ist appears in "hich you can set the "ay the vertices

are reacting to the movement o# one verte$

fi're (*

.ub.urf

(ub(urf  means 8udivisions 8ur#ace$ Hememer* the more divisions the smoother

the sur#ace$ You can speci#y the amount o# divisions$ ?ith this you can contro! the

smoothness o# the #ina! resu!t$

8e!ect our mountain4 

>n the 'roperties 'ane! se!ect the ta "ith the "rench image (#igure 1@)$

fi're (+

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C!ick on E7dd modi#ierF and choose E8udivision 8ur#aceF (marked red in #igure

1K)$

fi're ( 

?atch care#u!!y to the e##ect o# the 8u8ur# modi#ier$ igure 16 is "ithout 8u8ur#

"hi!e #igure 1L uses 8u8ur#$

 

fi're (- fi're (.  

.ubdivision level

,he 8u8ur# modi#ier pane!s sho"s t"o kind o# !eve!s (#igure 1Q)$ ,he 9ie"s4

means the sudivision !eve! sho"n in the vie"s the Hender4 means the

sudivision !eve! during render time$ or a good resu!t during render time it is

recommended to keep the 9ie"s4 !o" and on!y adjust the Hender4$ ,his makes

"orking in the vie" easier and #aster$ Geep in mind* the higher the Hender4 the

!onger the render process takes$

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fi're (/

7djust the Hender Meve!s to @$

'ress A12 to render the scene$

Your mountain shou!d !ook a !ot smoother (#igure 1I)$

fi're (0

8ave your "ork (A8hi#t ACtr! A8) as c0@$02$!end

'ress A,a #or dit <ode$

%o" you can move severa! other vertices in order to create a mountain scenery$

periment "ith changing the radius "ith A'age-Sp and A'age-Do"n$ Geep in

mind i# the mountains a#ter rendering dont !ook smooth you increase the

 Hender4 va!ue o# the 8u8ur# modi#ier$

igure 20 sho"s an eamp!e o# a possi!e resu!t #or the previous eercise$

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fi're )1

8ave the resu!t (A8hi#t ACtr! A8) as c0@$03$!end

T"e C"allen$e

fi're )( 2 scale 2 bc1+!1+!blend 

.kills from t"is course

● Ssing the 8u8ur# modi#ier

● Changing the numer o# divisions o# the 8u8ur# modi#ier

● 'roportiona! diting

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Course ' Curves

c"air out of Curves

B!ender has the ai!ity to mode! "ith curves$ ,hese curves can e uite handy

"hen creating organic shapes !ike a round vase or tree !eaves$

B!ender contains t"o types o# curves* BeOier and %SHB8$ ,his course #ocuses on

the BeOier Curves$

8tart a ne" scene (ACtr! A%)$

rase the cue (se!ect the cue "ith the right mouseutton$ 'ress AR and

choose EDe!eteF)$

'ress AL #or ,op 9ie"$

'ress AK #or >rthographic 'erspective$

Choose 7dd  Curve  BeOier (#igure 1)$

fi're (

Toom in ti!! the curve #its the screen$

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  e3ier Curve

,he #ront vie" no" sho"s a Beier /urve$ ,his curve has a coup!e o# anchor

points$ ach o# them has t"o hand!es5 these hand!es are used to end the curve$

'ress A,a #or dit <ode$

8e!ect the !e#t anchor point "ith the right mouseutton (#igure 2)$

fi're )

'ress AP to move this anchor point and AY to !ock the Y-ais$

%otice ho" the curve reacts on the movement$

,ype A1 and con#irm the movement "ith Anter$

,he curve is no" moved up"ards (#igure 3)$

fi're *

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Centre the curve in the vie"port "ith A8hi#t A8cr!$

8e!ect the upper hand!e (marked red in #igure 3)$

'ress AP to move and AY to !ock the Y-ais$

,ype A- A2 and press Anter$

,he side vie" sho"s the seat o# the chair (#igure @)$

fi're +

8ave your "ork (ACtr! A8) as c0K$01$!end

'ress A,a to return to >ject <ode$

Convert to mes"

>ur curve is just a simp!e !ine$ ?e !ike the seat to have some more depth$ &n order

to do this "e have to convert our curve into a mesh$

Choose in the vie" ar >ject  Convert ,o  <esh #rom Curve+<eta+8ur#+,et

or press A7!t AC (#igure K)$

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fi're  

Your curve is no" converted into a mesh$

'ress AH to rotate and AR to !ock the R-ais$

'ress AI and A0

'ress Anter to con#irm the rotation

'ress A,a #or dit <ode$

'ress A7 to se!ect a!! vertices$

'ress A #or etrude$

'ress AY to !ock the Y-ais$

,ype A1 and press Anter$

,he seat no" ecomes 3D (#igure 6)$

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fi're -

'ress A0 #or Camera 9ie"$

&n the Camera 9ie" Ooom in ti!! the chair #its the vie"port (#igure 10)$

fi're . 

,he seat !ooks a !itt!e it crude$

'ress A,a #or >ject <ode$

'ress E8moothF in the 8hading 'ane! (marked red in #igure Q)$

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fi're /

%o" you can see the seat having a smooth sur#ace (#igure I)$

fi're 0

'ress A12 to see the resu!t$

'ress A,a #or dit <ode$

'ress A7 to se!ect a!! vertices$

'ress A to etract the mesh$

'ress AT in order to !ock the T-ais$

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,ype A-A0A$A1$

%o" the seat got a!so depth (#igure 10)$

fi're (1

8ave your "ork (ACtr! A8) as c0K$02$!end

'ress A,a #or >ject <ode$

'ress A1 #or ront 9ie"$

Choose 7dd  Curve  BeOier

'ress AH #or rotate and AR to !ock the R-ais$

,ype AIA0 and press Anter$

'ress A,a #or dit <ode$

8e!ect the !e#tmost hand!e (marked red in #igure 11)$

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fi're ((

'ress AP #or move and AR to !ock the R-ais$

<ove the se!ected hand!e unti! it touches the side o# the seat (#igure 12)

C!ick "ith the !e#t mouseutton in order to con#irm the movement$

 

fi're ()

'ress AH #or rotate$

,ype A1AQA0 and press Anter$

7#ter rotation the curve shou!d !ook !ike #igure 13$

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fi're (*

8e!ect "ith the right mouseutton the most right hand!e (marked red in #igure

13)$

'ress AP #or move$ <ove the hand!e to the position marked red in #igure 1@$

fi're (+

>ur curve is a !itt!e it too short$ ,his is not a pro!em$ B!ender can etend curves "ith

as much anchor points as you !ike$

:o!d ACtr! and c!ick ("ith the !e#t mouseutton) on the spot marked red in

#igure 1K$

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fi're ( 

,he curve has a ne" anchor point$ (#igure 16)$

fi're (-

8e!ect ("ith the right mouseutton) the hand!e "hich is marked red in #igure 16$

'ress AH #or rotate$

,ype A-A1A0A0 and press Anter$

Your chair shou!d !ook !ike #igure 1L$

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fi're (. 

'ress A,a #or >ject <ode$

8ave your "ork (A8hi#t ACtr! A8) as c0K$03$!end

Choose 7dd  Curve  Circ!e (#igure 1Q)$

fi're (/

'ress A0 #or Camera 9ie"$

,his circ!e is #ar too !arge (#igure 1I)$

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fi're (0

'ress A8 #or sca!ing$

,ype A0A$A0A6 and press Anter to con#irm$

,he ottom !e#t o# the 3D 9ie" sho"s the name o# our circ!e* BeOierCirc!e4 (#igure 20)$

fi're )1

8e!ect our #irst curve "ith the right mouseutton$

>pen the >ject Data 'ane! (#igure 21)

fi're )(

>n the Peometry section se!ect BeOierCirc!e4 #rom the Beve! >ject dropdo"n !ist

(#igure 22)$

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fi're ))

,he circ!e no" #o!!o"s our curve "hich makes it !ook !ike a ho!!o" tue (#igure 23)$

fi're )*

&n the ,op 9ie" (AL) Ooom in ti!! the chair #i!!s the vie"$

8e!ect the CurveCirc!e$

'ress A8 #or sca!e$ %otice "hat happened (the tue is a!so sca!ed/)$

'ress AL #or ,op 9ie"

'ress A8hi#t AD (dup!icate)$

'ress AY to !ock the Y-ais$

,ype A1 and press Anter$

,he chair no" has t"o supporting tues (#igure 2@)$

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fi're )+

'ress A3 #or Hight 9ie"$

'ress AH #or rotate$

,ype A-A1AK and press Anter

8e!ect the other tue

'ress AH #or rotate$

,ype A1AK and press Anter

'ress A12 to render the chair$

&# "e !ook c!ose!y to the chair "e sti!! see our CurveCirc!e$ &t is not possi!e to just de!ete

the circ!e$ &# "e do the curve does not kno" the eve! oject anymore$

8e!ect the BeOierCirc!e #rom the >ut!iner 'ane! (#igure 2K)

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fi're ) 

C!ick on BeOierCirc!e "ith the right mouseutton

8e!ect EDe!eteF #rom the menu

ina!!y "e sca!e up our chair ecause it appears a !itt!e it sma!!$

'ress A3 #or the Hight 9ie"

8e!ect the t"o supporting tues y ho!ding A8hi#t during the se!ection$

'ress A8 #or sca!e and AY to !ock the Y-ais$

,ype A0A$AQ and press Anter to con#irm$

'ress A12 again to render$

,he resu!t is a screen #i!!ing chair (#igure 26)$

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fi're )-

8ave your "ork (A8hi#t ACtr! A8) as c0K$0@$!end

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T"e c"allen$e

fi're ). 2 paperclip 2 bc1+!1!blend 

.kills from t"is course

● 8moothing meshes

● Creating BeOier Curves

● 7dding anchor point to a curve

● Beve!!ing curves

● Converting a curve into a mesh

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Course ( !aterials and Te#tures

&n course 2 "e app!ied di##erent co!ours to the pi!! y using materia!s4$ ,his chapter

sho"s ho" "e can change materia! properties$

8tart a ne" scene (ACtr! A%)$

8e!ect the cue and de!ete it #rom the scene (AR  EDe!eteF)$

&n the ,op 9ie" (top !e#t) press A8pacear and type* Svsphere$

8e!ect Svsphere #rom the !ist$

,he centre o# your scene no" contains a sphere$ ?e are aout to smooth this sphere and

add a materia!$

Choose E8moothF #rom the >ject ,oo!s 'ane! (marked red in #igure 1)$

fi're (

>pen the <ateria! 'ane! (#igure 2)$

fi're )

'ress E%e"F to add a ne" materia! to the sphere$

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%ame the materia! Ye!!o"'!astic4 (marked red in #igure 3)$

fi're *

R4 colours

very co!our is ui!t out o# the co!ours Hed Preen and B!ue$ &n B!ender you can

speci#y a va!ue #or each co!our$ ,his va!ue shou!d e et"een 0$000 and 1$000$

Besides H P and B eside these three there is a #ourth va!ue a##ecting co!ours$

,his va!ue is the 7!pha va!ue$ ,his va!ue means the degree o# transparency$ 1$000

means opaue 0$K00 means K0U transparent$

You "i!! #ind the 7!pha va!ue under the transparency4 section$

,here are three "ays to speci#y a co!our va!ue* typing (c!ick on a va!ue "hi!eho!ding A8hi#t) s!iders (s!ide the s!ider) or c!ick on a co!our (a co!our pick dia!og

appears)$

7djust the Ye!!o"'!astic Di##use co!our va!ues to H* 1$000 P* 1$000 and B* 0$000

(#igure @)$

fi're +

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,he 'revie"4 'ane! sho"s an eamp!e o# your materia!$ ,he si uttons (marked red in

#igure @) speci#y "hich oject is sho"n in the 'revie" 'ane!$

'ress A12 the render our scene (#igure K)$

fi're  

,he sphere does not !ook !ike it is made out o# p!astic ecause the materia! does not

re#!ect the !ight in a shiny "ay$

Mook at the 8pecu!ar ,a (#igure 6)$

fi're -

,he "hite area is the specu!arity co!our the intensity is ho" right the specu!ar re#!ection

is$ :arness is ho" hard (sharp) the specu!ar re#!ection is$

8et hardness to K11 (maimum)$

8et intensity to 1$00 (maimum)$

'ress A12 to render the scene (#igure L)$

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fi're . 

,he sur#ace o# the sphere !ooks more g!ossier$

'ress A8hi#t AD to dup!icate the sphere$

'ress AR to !ock the R-ais$

,ype A2 and press Anter to con#irm the movement$

'ress EF (marked red in #igure Q) to add a ne" materia!$

fi're /

Change the name o# the materia! #rom Ye!!o"'!astic$001 to B!ue,ransparant

(#igure I)$

fi're 0

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7djust the B!ue,ransparant co!our va!ues to H* 0$000 P* 0$000 B* 1$000 (#igure

10)$

fi're (1

?e are no" going the make the !ue sphere transparant$

Check the EtransparencyF and adjust the 7!pha s!ider to 0$K00$

fi're ((

'ress A12 to render the resu!t (#igure 12)$

fi're ()

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8ave your "ork (ACtr! A8) as c06$01$!end

You can a!so create a "ire#rame materia! "hich makes the oject rendering as a

"ire#rame$

C!ick on E?ireF in the Minks and 'ipe!ine 'ane!$

fi're (*

8et the 7!pha s!ider ack to* 1$000$

'ress A12 to render the image$

You can no" see the !ue sphere eing rendered as a !ue "ire#rame (#igure 1@)$

fi're (+

8ave your "ork (A8hi#t ACtr! A8) as c06$02$!end

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Te#tures

&n the previous part "e on!y adjusted the re#!ection o# the materia!$ 7 materia! a!so

has some kind o# structure$ ,his structure is de#ined "ith one or more te"tures$

,urn on E8ur#aceF #or the B!ue,ransparant4 materia! instead o# E?iredF$

>pen the ,eture 'ane! (A6)$

,he ,eture 'ane! contains a !ist (marked red in #igure 1K)$ ,his !ist can contain !ayers

"hich construct a teture$ ,hese !ayers are ca!!ed ,eture Channe!s$

fi're ( 

C!ick on E %e"F to create a ne" teture$

&n the dropdo"n o e!o" ,ype4 (#igure 16) you can se!ect di##erent types o# tetures$

ach o# these tetures do have speci#ic properties$

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fi're (-

Choose #or E<ar!eF$

%ame your teture <ar!e4 (marked red in #igure 1L)$

fi're (. 

You can see the <ar!e 'ane! containing severa! properties "hich can e adjusted$

'ress AK #or the <ateria! 'ane!$

igure 1Q sho"s our teture is eing used #or our ne" materia!$ ,he 'revie" 'ane! sho"s

pink mar!e parts on our materia!$

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fi're (/

'ress A12 to render our scene (#igure 1I)

fi're (0

,he de#au!t co!our #or a teture is pink$ ?e are aout to adjust this co!our$

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fi're )1

C!ick on the ,eture 'ane! and scro!! to the ottom o# the ,eture 'ane! (#igure

20)$

Change the pink co!our to H* 1$000 P* 1$000 and B* 1$000$ ?hich are the va!ues

#or the co!our "hite$

'ress A12 to render the scene$

You can see the pink co!our has ecome "hite (#igure 21)$

fi're )(

,he <ap ,o 'ane! a!!o"s you to adjust "here the teture "i!! e app!ied to$

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&mittin$ material

Mike a !amp a materia! can emit !ight$ ,his is done y changing the emit va!ue o#

the materia! ut a!so y ena!ing EmitF at a teture$

&n the 8hading 'ane! set the EmitF va!ue to 1$00 (marked red in #igure 22)$

fi're ))

'ress A12 to render your scene$

You can see it !ooks !ike the "hite part o# your sphere is emitting !ight (#igure 23)$

fi're )*

8ave your "ork (A8hi#t ACtr! A8) as c06$03$!end

.kills from t"is course

● Creating spheres

● <aking materia!s transparent

● Hender meshes as "ire#rames

● 7pp!y tetures to a mesh

● Create an emitting materia!

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Course ) *i$"t

7 3D-scene "ithout !ight "ou!d resu!t in a !ack image$ B!ender has #ive di##erent

!ight sources* !amp area spot sun and hemi$ &n this course "e are just !ooking at

the !amp and spot !ight source$ 7 spot is a !ight source "hich comes #rom one point

"here the !ight spreads in a cone shape "hereas a !amp is a !ight source "hich

emits !ight to every direction$

8tart a ne" scene (ACtr! AR)$

rase the cue$

7dd a p!ane$

'ress A%

,he ,rans#orm 'ane! appears (#igure 1)$

fi're (

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&n the trans#orm properties you can adjust the position rotation and sca!e o# an oject$

8et the #o!!o"ing va!ues 8ca!eR* 10 8ca!eY* 10$

'ress A% to c!ose the ,rans#orm 'roperties$

'ress A8pacear and type uv sp4 and press Anter

fi're )

'ress A%$

,ype #or MocT 1$0

'ress A% to c!ose the ,rans#orm 'roperties$

8et the shading to E8moothF on the >ject ,oo!s 'ane! (marked red in #igure 3)$

fi're *

'ress A12 to render the scene$

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%o" you can see a shado" appearing at the sphere$ ,his is made y the one and on!y

!amp in our scene$

fi're +

'ress A1 #or ront 9ie"$

7 !amp appears in a scene as a dot "ith a dashed circ!e around (marked red in #igure K)$

fi're  

'ress AL #or ,op 9ie"$

&n the ,op 9ie" press A8pacear and type !am4 and press Anter$

7 menu appears$ Choose 'oint4 

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You have no" added a ne" !ight to your scene$

'ress A%$

i!! in these va!ues under !ocation* R* -@ Y* 3 and T* 10$ You can use A,a to

 jump uick!y et"een the tet#ie!ds$

'ress A% to c!ose the ,rans#orm 'roperties$

'ress AT #or ?ire#rame 8hading

You can see a !amp shining #rom the ack o# our sphere to the #ront (#igure 6)$

fi're -

'ress A12 and imagine "here you think the shado" shou!d appear$

,he resu!t is not "hat "e epected$ ,he shado" o# on!y one !amp is visi!e instead o# t"o

shado"s (#igure L)$

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fi're . 

'ress AK #or the >ject Data 'ane! (#igure Q)$

fi're /

C!ick in the 8hado" 'ane! on EHay 8hado"F (#igure I)$

fi're 0

'ress again on A12$

%o" you see t"o shado"s (#igure 10)$

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fi're (1

8ave your "ork (ACtr! A8) as c0L$01$!end

8e!ect the right-hand !amp$

'ress AR and choose EDe!eteF to de!ete the !amp$

?e are aout to make a spot out o# the !e#t !amp$

8e!ect the !e#t-hand !amp$

>pen the >ject Data 'ane!

8e!ect E8potF in the Mamp section (#igure 11)$

fi're ((

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,he !amp has ecome a spot instead o# a !amp (#igure 12)$

fi're ()

7 spot has a conic shape5 this cone sho"s "here the !ight und!e appears$

'ress A%$

i!! in the #o!!o"ing Hotation va!ues R* 0 Y* -2K T* -3K$

'ress A% to c!ose the ,rans#orm 'roperties$

'ress A12 to render the scene$

,he ground sho"s the shape o# the spot (#igure 13)$

 fi're (*

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,he shado" does not appear to e smooth$

>pen the >ject Data 'ane!

8e!ect EHay 8hado"F (marked red in #igure 1@)$

fi're (+

*amp Panel

,he !amp pane! (#igure 1K) is a!most the same #or a!! !ight types$ ?ith Distance you

can adjust the range o# your !ight$ nergy adjusts the intensity o# the !ight and the

"hite area is the !ightVs co!our$

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fi're ( 

8et the !amp co!our to H* 1$000 P* 0$000 and B* 0$000$

'ress A12 to render your scene$

,he !amp co!our no" changed into red$

C!ick E:a!oF in the 8pot 8hape 'ane! (#igure 16)$

fi're (-

'ress A12 to render your scene$

?hen ha!o is ena!ed the eam o# !ight ecomes visi!e$

8et the &ntensity to 2$K

'ress A12 to render the scene$

,he eam o# !ight has ecome more dense no" (#igure 1L)$ &n the 8pot 8hape 'ane!

8iOe de#ines the ang!e o# the eam$

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fi're (. 

8ave your "ork (ACtr! A?) as c0L$02$!end

T"e c"allen$e

fi're (/ 2 classic st$le discofloor 2 bc1.!1*!blend 

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.kills from t"is course

● Ssing ,rans#orm 'roperties (A%)

● 8etting shado"s #or !ights

● 7djusting !ight co!ours

● Ssing spots and !amps

● 7pp!ying ha!o to spots

● 7djusting the ha!o co!our

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Course 5 nimation

0rames, ke6frames and framerate

&n the previous chapters "e have on!y created static images$ B!ender o##ers another

output #ormat as "e!!* animations$ 7n animation is a seuence o# static images$

,hese static images are ca!!ed fraes$

7n animation sho"s a numer o# images per second$ ,his numer is ca!!ed the

fraerate "hich has the areviation* fps (#rames per second)$ Common used

#ramerates are 2K or 30$

B!ender uses 'efraes$ ,hese key#rames are re#erence points in the animation$

&magine an animation "hich takes #or aout I0 #rames$ During these I0 #rames a

cue moves #rom !e#t to right$ ,he advantage o# key#rames is you do not have to

de#ine the position o# the cue #or each #rame$ You on!y need to de#ine t"o

key#rames* the position o# the cue #or #rame 1 and another #or #rame I0$ B!ender

can do the math #or you and ca!cu!ate a!! the positions in et"een$

Computing the duration o# an animation is very straight#or"ard$ &# you have ananimation "ith a #ramerate o# 30 and you "ant the !ength o# the animation to e 3

seconds the tota! amount o# #rames is then 3 30 W I0 #rames$

8tart a ne" scene (ACtr! A%)$

,he sections marked red in #igure 1 sho" the current #rame numer$

fi're (

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0rame navi$ation

,he arro" keys he!p you in navigating through the #rames* Aß and A moves

one #rame #or"ard or ack"ard$ A8hi#t A or A8hi#t Aâ moves 10

#rames #or"ard or ack"ard$

'ress A& in order to make a ne" key#rame in #rame 1$

7 menu appears (#igure 2)$ &n this menu you can choose et"een di##erent kinds o#

key#rames$ ,he choice de#ines "hich oject properties are stored inside the key#rame$

fi're )

Choose EMocationF in order to make a key#rame #or the !ocation o# the cue$

'ress K times A8hi#t A ti!! you reach #rame K1$

'ress AP #or moving$

'ress AR to !ock the R-ais$

,ype AK and press Anter$

'ress A& again in order to create a !ocation key#rame #or #rame K1$

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Choose #or EMocationF$

Geep pressing Aß unti! you reach #rame 15 you "i!! notice that the cue is

moving ack to its origina! position$

'ress A10 #or the 8cene 'ane!$

,he Dimensions 'ane! sho"s #rom and to "hich #rame the animation runs (here 1 to 2K0)

(marked red in #igure 3)$

fi're *

Change 2K0 into LK$

'ress Aâ to jump to #rame 1$

'ress A7!t A7 to run the animation$

You no" see the animation running$ ,he green !ine on the ,ime!ine 'ane! sho"s the

current #rame (#igure @)$

fi're +

'ress Asc to cance! the animation$

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Video codec

.'P and '%P are designed #or sti!!s$ or animations there are other #ormats !ike

79& <'P en <>9$ 7 ra" stored animation can take a huge amount o# disk space$

&n order to shrink these #i!es 9ideo Codecs "ere invented$ ,hese codecs encode4

the animation in a very smart "ay "hich makes the #i!e sma!!er$

C!ick in the ormat 'ane! at E.pegF and choose E79& .'PF (#igure K)$

79& .'P is and a codec "hich just p!aces a!! the #rames in an 79& #i!e "ithout

compressing the #rames$ ,his codec takes a !ot o# disk space$ &nstead you can

choose to render using <'P or :$26@ "hich save a !ot o# disk space$ You might

"ant to use 9MC p!ayer to p!ay your video #i!es$ 9MC p!ayer is #ree!y avai!a!e at

http*++"""$video!an$org+v!c+ 

fi're  

,he de#au!t output #o!der is +tmp you can change this to any aritrary directory$

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fi're . 

'ress E7nimationF (marked red in #igure Q) in order to start the animation

rendering process$

fi're /

During the animation rendering you "i!! see ra* 1 ra* 2 etc$ ,his numer is the

current rendered #ramenumer$

?hen the render process has een #inished the render "indo" sho"s ra* LK4 in the

top !e#t corner$

fi're 0

,he animation "i!! e stored as c*XtmpX000100LK$avi or +tmp+000100LK$avi #or <ac

>8R users$ You can open this #o!der in either ?indo"s p!orer or inder #or the <ac >8R

users$

8ave your "ork (A2) as c0Q$01$!end

8tart a ne" scene (ACtr! A%)$

'ress AL #or ,op 9ie"$

8e!ect the Camera$

'ress A& to create a ne" key#rame$

Choose EMocHotF (Mocation and Hotation)

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%avigate to #rame K1 (KZ A8hi#t A)$

<ove and rotate the camera !ike #igure 10$

fi're (1

'ress A& in order to add a key#rame #or #rame K1$

Choose EMocHotF$

'ress Aâ in order to go to the previous key#rame$

'ress A10 #or the 8cene 'ane!$

Change the end#rame #rom 2K0 into 60$

'ress A0 #or the Camera 9ie"$

'ress A7!t A7 to vie" the animation$

%o" you can see the change o# !ocation and rotation #rom the camera$

8ave your "ork (A8hi#t ACtr! A8) as c0Q$02$!end$

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T"e c"allen$e

7nimate the !ights o# the disco#!oor "e have created in the previous chapter$ You might

a!so "ant to animate the camera and move it around the disco#!oor$

.kills from t"is course

● 7nimating y using key#rames

● De#ining 9ideo Codecs #or your animation

● '!aying animations

● De#ining the animation duration

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Course 7 Tips and Tricks

Parent8C"ild

8ometimes you have an oject "hich needs to have a #ied position "ith respect to

another oject$ &n this case you "ant to have the chi!d moving a!ong "ith the

parent$

8tart a ne" scene$

8e!ect the cue$

Dup!icate (A8hi#t AD) the cue$

'ress AT to !ock the T-ais$

,ype A3 and press Anter$

8e!ect the !o"er cue$

:o!d A8hi#t and se!ect the upper cue$

'ress ACtr! A'$

7 menu appears (#igure 1)$

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fi're (

Choose E>jectF

7 dotted !ine sho"s the re!ationship et"een the ojects$ ,he upper cue has ecome

 parent4 the !o"er chi!d4$

fi're )

8e!ect the upper cue$

'ress AP #or move$

<ove the cue random!y$

You no" can see the !o"er cue moving a!ong "ith the upper cue$

8e!ect the !o"er cue$

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'ress AP and move random!y$

,he upper cue does not move a!ong$

8e!ect the !o"er cue$

'ress A7!t A'$

7 menu appears (#igure 3)$

fi're *

Choose EC!ear 'arentF$

,he chi!d-parent re!ation has een removed$

8e!ect the upper cue$

'ress AP to move$

<ove the cue random!y$

You no" can see the ottom cue not moving a!ong$ ,he parent-chi!d re!ationship

can e very use#u! "hen mode!!ing an animation character$ ,he eyes are chi!d o# the

head the head is chi!d o# the ody the hair is a!so a chi!d o# the head etc$

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C"an$e ori$in of an object

7n oject a!"ays rotates around its centre or so ca!!ed origin (marked red in #igure

@)$ 8ometimes you "ant to move this centre$

fi're +

8tart a ne" scene$

C!ick in the ,op 9ie" (AL) "ith your !e#t mouseutton on the top right corner o#

the cue$

 

Do the same in the ront 9ie" (A1)$

8"itch to the Camera 9ie" "ith A0

,he 3D-cursor has moved as sho"n in #igure K$

fi're  

8e!ect the cue "ith your right mouseutton$

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C!ick "ith the !e#t mouseutton #our grid suares e!o" the cue in order to move

the 3D-cursor (marked red in #igure L)$

fi're . 

'ress A,a #or dit <ode$

C!ick E8pinF on the <esh ,oo!s 'ane! (marked red in #igure Q)$

fi're /

You no" see mu!tip!e cues dup!icated around the Y-ais (#igure I)$

fi're 0

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?ith the 8pin 'ane! you are a!e to modi#y the 8pin <odi#ier parameters$

Change the Degrees to 360 (#igure 10)$

fi're (1

Your cue has een mu!tip!ied nine times around 360 degrees (#igure 11)$

fi're ((

'ress E,aF #or oject mode to #inish the operation$

li$nment

'!acing ojects on the grid can e uite di##icu!t$ ,here#ore B!ender is euipped "ith

an a!ignment #unction$

8tart a ne" scene$

'ress AP to move the cue$

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<ove the cue at random$

'ress A8hi#t A8$

7 menu appears (#igure 12)$

fi're ()

Choose E8e!ection to PridF$

,he cue is no" a!igned to the grid$

!ovin$ around t"e vie-

8ometimes you "ant to move a certain oject to the centre o# your vie" or you

"ant to have the 3D-Cursor centred in your vie"port$

8tart a ne" scene$

'ress A1 #or ront 9ie"$

'ress AK #or >rthographic 9ie"$

Dup!icate (A8hi#t AD) the cue and p!ace it at an aritrary position$

'ress A$ on your numeric keypad to centre the oject in the vie"$

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C!ick "ith your !e#t mouseutton on an aritrary position to move the 3D Cursor$

'ress ACtr! A$ on the numeric keypad to centre the vie" around the 3D

Cursor$

&#tendin$ mes"es

8tart a ne" scene$

'ress A1 #or ront 9ie"$

'ress AK #or >rthographic 9ie"$

8e!ect the cue$

'ress A,a #or dit <ode$

'ress A7 to dese!ect a!! vertices$

<ake sure Mimit se!ection to visi!e4 is disa!ed (marked red in #igure 1@)$

fi're (+

'ress AB #or B!ock 8e!ection and drag a rectang!e as sho"n in #igure 1K$

fi're ( 

'ress A #or trude Hegion$

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:o!d do"n ACtr! "hi!e moving one grid to the right$

'ress A0 #or Camera 9ie"$

You have no" etruded your mesh as sho"n in #igure 16$

fi're (-

'ress A1 #or ront 9ie"$

'ress A7 to dese!ect a!! vertices$

'ress AB #or B!ock 8e!ection and drag a rectang!e as sho"n in #igure 1L$

fi're (. 

'ress A #or trude Hegion$

:o!d do"n ACtr! "hi!e moving t"o grid to the top$

You have no" etruded your mesh as sho"n in #igure 1Q$

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fi're (/

Cuttin$ mes"es

8tart a ne" scene$

'ress A1 #or ront 9ie"$

'ress AK #or >rthographic 9ie"$

8e!ect the cue$

'ress A,a #or dit <ode$

?ith Moop cut and s!ide4 "e are a!e to sp!it meshes$

'ress ACtr! AH #or Moop cut and s!ide4$

<ove the mouse to the top edge o# the cue a purp!e cut !ine "i!! appear (#igure

1I)$

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fi're (0

?ith the moving the scro!!"hee! up and do"n o# press A'age Sp or A'age Do"n "e

can adjust the numer o# cuts$

8et the numer o# cuts to 3

?e have no" cut our mesh in #our parts as sho"n in #igure 20$

fi're )1

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ppendi# 19 T"e installation of lender

,his appendi provides a step y step guide aout the B!ender insta!!ation progress$

Bro"se to http*++"""$!ender$org+do"n!oad+get-!ender+ $

:indo-s

C!ick under heading 2$634 on a mirror near you (marked red in #igure 1)$

fi're (

>pen the insta!!er and #o!!o" the instructions on the screen$

You are no" a!e to run B!ender

!ac ;.<

C!ick under heading 2$634 on a mirror near you (marked red in #igure 2)$

fi're )

tract the do"n!oaded Oip #i!e

>pen the etracted #o!der !ender-2$63a-re!ease->8R10$Ki3Q64 in inder

Drag B!ender to your app!ication #o!der

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You are no" a!e to run B!ender

?hen you are starting B!ender #or the #irst time you "i!! see something !ike #igure 3$

fi're *

B!ender is no" ready to use$

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ppendi# 29 =e6board s"ortcut overvie-

;bject !ode

AP  AR <ove over R-ais

AP  AY <ove over Y-ais

AP  AT <ove over T-ais

A8  AR 8ca!e on R-ais

A8  AY 8ca!e on Y-ais

A8  AT 8ca!e on T-ais

AH  AR Hotate over R-ais

AH  AY Hotate over Y-ais

AH  AT Hotate over T-ais

ACtr! A <aimise vie"

ACtr! Aâ Back to previous siOe

A7!t AC Convert oject type

A7!t A7 '!ayack 7nimation

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Ssing numeric keys*

A1 ront 'erspective 9ie" A@ Hotate 9ie" Me#t

A3 Hight 'erspective 9ie" A6 Hotate 9ie" Hight

AL ,op 'erspective 9ie" AQ Hotate 9ie" ,op

A0 Camera 'erspective 9ie" A2 Hotate 9ie" Bottom

A$ Sser 'erspective 9ie" A Toom 9ie" &n

AJ Toom 9ie" >ut

ACtr! A8 8ave

ACtr! A> >pen !ast used #i!e

A1 >pen

A2 8ave as

A3 8ave render

AK 8hading 'ane!

A6 ,eture 'ane!

AI diting 'ane!

A11 8ho" !atest render

A12 Hender scene

A8cr! Toom vie" in and out

ACtr! A8cr! <ove vie" horiOonta!

A8hi#t A8cr! <ove vie" vertica!

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AN Nuit B!ender

AR De!ete

A% ,rans#orm 'roperties

A& &nsert Gey#rame

&dit !ode

A7 8e!ect or dese!ect a!! vertices

AB B!ock se!ection

A trude

A> 'roportiona! diting

A8hi#t A ace i!!

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ppendi# /9 Console renderin$

Introduction

8ometimes rendering using the conso!e is much easier than #rom the B!ender program$

,his might e the case "hen a !arge amount o# scenes needed to e rendered$

Parameters

Be#ore "e start rendering "e "i!! take a !ook at the parameters o# the B!ender

eecuta!e$

-b render in ackground5 renders "ithout starting B!ender

-f the #rame you "ant to render

-S scene name

-s starting #rame numer

-e end #rame numer

-a render animation

-h he!p

Renderin$ a sin$le frame usin$ lender internal render s6stem

3inx:

$ blender –b untitled.blend –f 1

%indo4s:

c:\program files\blender\blender.exe –b untitled.blend –f 1

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?hen eecuting the command you see something !ike*

C:\Program Files\lender!blender -b untitled.blend -f 1

Compiled "ith P#thon ersion %.&.%.

'import site' failed( use - for tracebac)*arning: could not determine arg+, path

Chec)ing for installed P#thon... o installed P#thon found.

/nl# built-in modules are aailable. Some scripts ma# not run.

Continuing happil#.

Fra:1 0em:,.%,0 Preparing Scene data

Fra:1 0em:,.%,0 Preparing Scene data

Fra:1 0em:,.%,0 Creating Shado"buffers

Fra:1 0em:2.%%0 Sce: Scene 3e:2 Fa:4 5a:1

Fra:1 0em:2.%%0 Creating 6nironment maps

Fra:1 0em:2.%%0 SSS preprocessing

Fra:1 0em:2.%%0 Sce: Scene 3e:2 Fa:4 5a:1

Fra:1 0em:17.870 Part 1-14

Fra:1 0em:17.870 Part %-14

Fra:1 0em:17.870 Part 9-14

Fra:1 0em:17.870 Part -14

Fra:1 0em:17.870 Part &-14

Fra:1 0em:17.870 Part 4-14

Fra:1 0em:17.870 Part 7-14

Fra:1 0em:17.870 Part 2-14

Fra:1 0em:17.870 Part 8-14

Fra:1 0em:17.870 Part 1,-14

Fra:1 0em:17.870 Part 11-14

Fra:1 0em:17.870 Part 1%-14

Fra:1 0em:17.870 Part 19-14

Fra:1 0em:17.870 Part 1-14

Fra:1 0em:17.870 Part 1&-14

Fra:1 0em:17.870 Part 14-14

Fra:1 0em:8.%70 Sce: Scene 3e:2 Fa:4 5a:1

Saed: C:\tmp\,,,1.;pg <ime: ,,:,1.&8

Renderin$ an animation usin$ lender internal render s6stem

,he commands e!o" sho" ho" to render an animation using the B!ender interna!

renderer$

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3inx:

$ blender –b untitled.blend –s 1 –e & -a

%indo4s:

c:\program files\blender\blender.exe –b untitled.blend –s 1 –e & -a

,his means B!ender "e render an animation #rom #rame one ti!! #rame #ive$ &n this

eamp!e "e have used a scene "hich renders to a jpg-avi #i!e$ ,he conso!e output shou!d

!ook !ike*

Created ai: =tmp=,,,1>,,1,.ai

C:\Program Files\lender!blender -b untitled.blend -s 1 -e & -a

Compiled "ith P#thon ersion %.&.%.

'import site' failed( use - for tracebac)

*arning: could not determine arg+, path

Chec)ing for installed P#thon... o installed P#thon found.

/nl# built-in modules are aailable. Some scripts ma# not run.

Continuing happil#.

Created ai: C:\tmp\\,,,1>,,,&.ai

Fra:1 0em:,.%,0 Preparing Scene data

Fra:1 0em:,.%,0 Preparing Scene data

Fra:1 0em:,.%,0 Creating Shado"buffers

Fra:1 0em:2.%%0 Sce: Scene 3e:2 Fa:4 5a:1

Fra:1 0em:2.%%0 Creating 6nironment maps

Fra:1 0em:2.%%0 SSS preprocessing

Fra:1 0em:2.%%0 Sce: Scene 3e:2 Fa:4 5a:1

Fra:1 0em:17.820 Part 1-14

+...

Fra:& 0em:17.820 Part 14-14

Fra:& 0em:8.%20 Sce: Scene 3e:2 Fa:4 5a:1

?ppend frame & <ime: ,,:,1.42

lender @uit

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ppendi# %9 lender $aller6

Hichie

8peed,iti

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8peed,iti

<a!e#ico 7ndauer

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