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Changes between Version 16 and Version 17 of content/tools/BlenderKnowledgeBase


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Timestamp:
Mar 1, 2008, 1:05:10 PM (16 years ago)
Author:
FelixSchulthess
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  • content/tools/BlenderKnowledgeBase

    v16 v17  
    11= Blender Knowledge Base =
    22
    3 == Handouts ==
    4  * [http://svn.orxonox.net/webdev/pps/ws0607/l02/workshop1/blender_modeling_hotkeys.pdf Modeling Hotkeys]
    5  * [http://svn.orxonox.net/webdev/pps/ws0607/l03/workshop2/blender_texturing_tutorial.pdf Texturing Tutorial]
    6 == Blender Tips ==
    7  * Use reference images or sketches (Front, Top, Side) as background images. ("View" -> "Backgroud Image...")
    8  * Use symmetries - mirror your mesh
    9  * Add details very conservative (observe the total number of faces)
    10  * Don't smooth edges with acute angles - subdivide if you want it more round
    11  * Merge useless points at the end
    12  * Mesh -> Scripts -> Clean Meshes
    13  * Mesh -> Scripts -> Poly Reducer
    14  * Optimize your edge directions (needs illustration)
     3This page is a collection of various problems and strategies in Blender. Feel free to add items!
    154
    16 == Check your mesh for... ==
    17  * Holes
    18  * Inverted face normals
    19  * Doubled edges and faces
    20  * Faces and pionts inside your mesh
    21  * Overlapping faces in your mesh
     5== Useful Tips For Modeling ==
     6 * Use reference images or sketches as background images. To do this, try "View" -> "Backgroud Image..."
     7 * Use symmetries. If your model will be symmetrical or almost symmetrical, then you don't have to model both sides. Use the Mirror modifier instead and add small details after that.
     8 * When adding details to your object, try to save faces. Keep an eye on the face count in the info bar at the top.
     9 * Don't smooth edges with acute angles. Subdivide instead, if you want it more round.
     10 * Optimize your model in the end
     11  * Merge useless points at the end to reduce the face count.
     12  * Mesh -> Scripts -> Clean Meshes
     13  * Mesh -> Scripts -> Poly Reducer
     14  * Optimize your edge directions (needs illustration)
    2215
    23 == Blender FAQ ==
    24 === 1. How can I manipulate numeric? ===
    25 Activate your modificator (e.g. E for extrude) then just input a numeric value. ENTER finalizes, ESC exits.
     16== Things Not to Do ==
     17 * Leave holes in your mesh. Use Shift + F instead to fill them.
     18 * Make sure, all normals point outside. Select all faces in Edit mode and hit Ctrl + N
     19 * Avoid:
     20  * Double edges and faces
     21  * Vertices in plain air
     22  * Faces, edges and vertices inside your mesh
     23  * Overlapping faces
    2624
    27 Alternative: Press N in edit mode to activate the "Transform Properties" menu and then apply your modification (e.g. E for extrude).
     25== Frequently Asked Questions ==
    2826
    29 === 2. How can I set back or bottom view? ===
    30 Holding the mouse over your 3D Viewport and pressing the NUM7, NUM1, and NUM3 buttons will bring you back to perfectly aligned top, front, and side views respectively. Pressing CTRL+NUM7, CTRL+NUM1, and CTRL+NUM3 will result in displaying the bottom, back, and other side views, respectively.
     27=== How can I manipulate numeric? ===
     28Activate your modificator (e.g. E to extrude, G to move, ...) then just input a numeric value. In the header of the 3D-View, you will get numerical feedback. Hit Enter to confirm or ESC to abort the modification.
    3129
    32 === 3. How can I manipulate my pivot of my mesh? ===
    33 Put the 3D cursor where you want the pivot (origin) to be. Then press F9. Then press "Centre cursor" button in the mesh panel (in the menu).
     30Alternatively, press N to bring up the "Transform Properties" window. It gives you numerical info location, dimension and rotation of your object and you can also enter numerical values there.
    3431
    35 === 4. How can I render my 3d view (instead of the camera)? ===
     32=== How can I set back or bottom view? ===
     33Holding the mouse over your 3D Viewport and pressing the NUM7, NUM1 or NUM3 buttons will bring you back to perfectly aligned top, front, and side views. Pressing CTRL+NUM7, CTRL+NUM1, and CTRL+NUM3 will result in displaying the bottom, back, and other side views, respectively.
     34
     35=== How can I manipulate my pivot of my mesh? ===
     36You can choose the pivot point for rotating, spinning and similar functions by selection an option from the drop-down menu in the header of the 3D-View. The default is "Median Point" but you can also pick other options like "3D-Cursor" to place the pivot point freely with the 3D-Cursor.
     37
     38=== How can I render my 3d view instead of the camera view? ===
    3639 * Switch to Object mode
    37  * Open Render Preview ("View" -> "Render Preview") or (Shift+P)
    38  * move/resize the window to you likings,
    39  * right-click the window
    40  * enjoy
     40 * Open Render Preview: "View" -> "Render Preview"
     41 * Move/Resize the window to your likings,
     42 * Right-click the window to render a preview. Note that it often doesn't have the quality of a normal render, but it is useful to get an idea of what the render will look like.
    4143
    42 === 5. How can I change the grid distance for the "Snap-to-Grid" function? ===
    43 ?
     44=== How can I change the grid distance for the "Snap-to-Grid" function? ===
    4445
    45 === 6. Help! 50% of my normals are inverted, it'll take forever to find and change them all!!! ===
     46Tell us if you know!
    4647
    47  * Select all faces,
    48  * 'Mesh' -> 'Normals' -> 'Recalculate Outside'
    49  * Also works with 'Ctrl n'
    50  * Relax
     48=== How can I check my normals? ===
    5149
    52 Btw. If you don't know wether your normals are inverted,
    53  * Edit Mode -> 'F9'
    54  * Under 'Mesh Tools 1', click on 'Draw Normals'
    55  * Those blue lines pointing into your model are bad!
    56  * Those blue lines pointing out of your model are good!
    57  * 'w'-> 'Flip Normals' lets you change them all individually.
    58  * If you don't feel like it, see above.
     50 * Edit Mode -> F9
     51 * Under "Mesh Tools 1", click on "Draw Normals". The blue lines that appear are your face normals. You want them to point outside of the mesh.
     52 * Selecting a face and choosing W -> "Flip Normals" lets you change them all individually.
     53 * You can also select all your faces and hit Ctrl + N to make them all point outside.