Blender 3D Basics Beginner's Guide Second Edition - Gordon Fisher - E-Book

Blender 3D Basics Beginner's Guide Second Edition E-Book

Gordon Fisher

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Beschreibung

This book teaches you how to model a nautical scene, complete with boats and water, and then add materials, lighting, and animation. It demystifies the Blender interface and explains what each tool does so that you will be left with a thorough understanding of 3D. This book starts with an introduction to Blender and some background on the principles of animation, how they are applied to computer animation, and how these principles make animation better. Furthermore, the book helps you advance through various aspects of animation design such as modeling, lighting, camera work, and animation through the Blender interface with the help of several simple projects. Each project will help you practice what you have learned and do more advanced work in all areas.

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Seitenzahl: 783

Veröffentlichungsjahr: 2014

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Table of Contents

Blender 3D Basics Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Time for action – heading
What just happened?
Pop quiz – heading
Have a go hero – heading
Reader feedback
Customer support
Downloading the example code
Downloading color versions of the images for this book
Errata
Piracy
Questions
1. Introducing Blender and Animation
Welcome to the world of Blender 3D
Discovering Blender and animation
Learning Blender will literally change how you think
Installing Blender
Using Blender
Time for action – rendering your first scene in Blender
What just happened?
Time for action – closing Blender
What just happened?
Top 10 reasons to enjoy using Blender 3D
Getting a good background in animation
Going back to the year 1922 on an animation field trip
Time for action – watching Felix Turns the Tide
What just happened?
Moving ahead a few years in time, to 1928
Time for action – enjoying Plane Crazy
What just happened?
Arriving in 1938, the animation industry is at a peak
Time for action – sailing to Goonland
What just happened?
Animation principles
Learning from your animation heroes
Time for action – making a folder of your animation heroes
What just happened?
Starting to use computers for animation in the 1960s
Beginnings of 3D animation in 1963
Time for action – meeting Ivan Sutherland and Sketchpad
What just happened?
Going to the late 1970s, a few companies are doing 3D animation
Time for action – seeing the Triple I demo 1976 – 1979
What just happened?
Time for action – watching Triple I's 1982 demo reel
What just happened?
Introducing Pixar in 1984, and everything comes together
Time for action – adventuring with André and Wally B
What just happened?
Have a go hero – educating yourself about 3D animation
Back to the present
Using your 3D skills, what can you do with them?
Creating 2D animations
TV and videos
Films and pre-visualization
Stereoscopic 3D
Web animation
Games
Flight and driving simulators
Digital signage
Displaying scientific data
Legal evidence display
Architectural walkthroughs
Virtual reality
Virtual sets
Interactive instructions
Showing what can't otherwise be seen
Creating a portfolio to get a job
Product development and visualization
Pop Quiz – uses of Blender
Summary
2. Getting Comfortable Using the 3D View
Exploring the Blender 3D interface
Using the three basic Blender controllers
Using the numeric keypad with Blender
Setting up Blender the way you want it
Emulating the three-button mouse and NumPad
Understanding how to use Blender windows
Time for action – playing with the Blender windows
What just happened?
Time for action – resizing windows
What just happened?
Time for action – splitting the Blender windows
What just happened?
Time for action – joining the Blender windows
What just happened?
Have a go hero – making windows with parallel edges
Special window modifications
Making and removing windows the secret way
Time for action – maximizing and tiling the window
What just happened?
Time for action – flipping the window header
What just happened?
Exploring the 3D View window – the heart of Blender
Time for action – discovering your tools
What just happened?
Understanding what you see in the 3D View window
Measuring things in 3D
Navigating in the 3D View
Time for action – rotating the scene in 3D View
What just happened?
Time for action – zooming the scene in 3D View
What just happened?
Time for action – panning the scene in 3D View
What just happened?
Have a go hero – navigating the scene in the 3D View
Navigating for those who have a mouse wheel
Using the NumPad to change the angle in 3D View
Time for action – seeing the top view, front view, and right-side view
What just happened?
Time for action – seeing the bottom view, and back view
What just happened?
Seeing what the camera sees
Time for action – verifying the Camera view
What just happened?
Time for action – rotating the view with the NumPad
What just happened?
Time for action – rotating the view in another direction with the NumPad
What just happened?
Time for action – zooming with the NumPad
What just happened?
Time for action – making the camera see what you do
What just happened?
Understanding Perspective and Orthographic views
Time for action – toggling between the Perspective and Orthographic views
What just happened?
Have a go hero – playing with Perspective and Orthographic views
Displaying the Quad View and Full Screen
Time for action – toggling the Quad view
What just happened?
Navigating in the 3D View
Making pictures with computers
Making colors with a computer
Making millions of colors with just red, green, and blue
Pop quiz – learning about Blender windows
Summary
3. Controlling the Lamp, the Camera, and Animating Objects
Placing lamps in the scene
Time for action – moving the lamp
What just happened?
Time for action – moving the lamp close to the cube
What just happened?
Time for action – moving the lamp far away
What just happened?
Checking the lighting without rendering
Time for action – observing how the lighting looks without rendering
What just happened?
Adding color to the lamp using the Properties window
Time for action – adding color to Lamp
What just happened?
Using multiple lamps for better lighting
Time for action – adding a second lamp
What just happened?
Light color mixing
Time for action – setting colors
Have a go hero – experimenting with multiple lamps
Thinking about a career in lighting
Saving your work
Time for action – saving a file
What just happened?
Always have a backup file
Controlling the camera
Time for action – using the global axis and local axis
What just happened?
Moving objects, faster and easier
Time for action – moving an object in one plane in the global mode
What just happened?
Time for action – moving an object in one plane in the local mode
What just happened?
Have a go hero – controlling the location with numbers
Seeing through the lens
Time for action – setting up Blender so you can see what the camera sees
What just happened?
Using the camera as a canvas
Understanding the rules of composition
Applying the rule of thirds for well-balanced scenes
Using positive and negative space to put the focus on the action
Using a limited palette for better results
Employing Blender's camera composition guides to make your work look better
Time for action – investigating the camera composition guides
What just happened?
Understanding the fundamental camera moves
Rotating and scaling the camera and other objects
Using keyboard commands to grab, rotate, and scale objects
Time for action – moving, rotating, and scaling objects
What just happened?
Making an animation
Time for action – loading a file
What just happened?
Time for action – making a simple animation with keyframes
What just happened?
Rendering your animation
Time for action – rendering the animation
What just happened?
Controlling motion in Graph Editor
Time for action – exploring Graph Editor
What just happened?
Introducing the F-Curve
Modifying motion with the Bézier curve controls
Time for action – working with a Bézier curve
What just happened?
Time for action – adding squash and stretch to the animation
What just happened?
Doing more with the Bézier curve handles
Time for action – refining the use of the Bézier curve handles
What just happened?
Have a go hero – experimenting with control handles to adjust motion
Selecting which channel to work on
Time for action – adding keyframes in Graph Editor
What just happened?
Time for action – controlling the F-Curves with the Channel Selection Panel
What just happened?
Time for action – controlling channel display with the header
What just happened?
Copying, pasting, and deleting keyframes
Time for action – copying and pasting keyframes
What just happened?
Keyframes for properties
Time for action – keyframes for lights
What just happened?
Have a go hero – adding more keyframes
Pop quiz – working in time and space
Revisiting the commands
Summary
4. Modeling with Vertices, Edges, and Faces
Using Object Mode and Edit Mode
Time for action – going into Edit Mode
What just happened?
Investigating vertices, edges, and faces
Time for action – choosing the best display mode
What just happened?
Time for action – working with vertices, edges, or faces
What just happened?
Have a go hero – rotating and scaling edges and faces
Selecting multiple vertices, edges, and faces
Selecting all vertices
Time for action – pressing A to select all
What just happened?
Selecting vertices with Border Select
Time for action – pressing B for border selection
What just happened?
Selecting with the Circle Selector
Time for action – pressing C for circle selection
What just happened?
Selecting with the Lasso Selection
Time for action – pressing Ctrl + LMB for Lasso Selection
What just happened?
Creating Blender's primitives
Time for action – making a primitive object
What just happened?
Introducing Suzanne
Making precise selections
Time for action – making back-facing geometry accessible
What just happened?
Time for action – controlling the visibility of vertices
What just happened?
Time for action – selecting vertex by vertex
What just happened?
Time for action – fine-tuning the circle selection tool
What just happened?
Time for action – hiding the vertices you aren't working on
What just happened?
Time for action – modifying objects made by other people
What just happened?
Time for action – fixing Suzanne's eye
What just happened?
Organizing your work by grouping
Time for action – grouping vertices
What just happened?
Have a go hero – selecting the other eye
Time for action – scaling and rotating groups of vertices
What just happened?
Controlling the center of scaling and rotation
Time for action – controlling the center of scaling
What just happened?
Have a go hero – how bizarre can you make Suzanne?
Understanding what lies behind vertices, edges, and faces
Building vertices, edges, and faces from scratch
Time for action – making faces out of vertices and edges
What just happened?
Time for action – making a face from an edge
What just happened?
Pop quiz – making selections
The key-function table
Summary
5. Building a Simple Boat
Turning a cube into a boat with box modeling
Using extrusion, the most powerful tool for box modeling
Time for action – extruding to make the inside of the hull
What just happened?
Using normals in 3D modeling
Time for action – displaying normals
What just happened?
Planning what you are going to make
Choosing which units to model in
Time for action – making reference objects
What just happened?
Sizing the boat to the reference blocks
Time for action – making the boat the proper length
What just happened?
Time for action – making the boat the proper width and height
What just happened?
Time for action – adding curves to the boat's lines by subdividing
What just happened?
Have a go hero – adding curves to the hull
Using clean building methods
Choosing between quadrilaterals and triangles
Time for action – making a non-planar polygon
What just happened?
Time for action – adding a seat to the boat
What just happened?
Time for action – making the other seat
What just happened?
Have a go hero – adding a third seat
Making modeling easier with Blender's layers function
Time for action – introducing layers
What just happened?
Time for action – using layers for controlling rendering
What just happened?
Coloring the boat to add realism
Time for action – coloring the hull and the gunwale
What just happened?
Time for action – adding a texture to the seats
What just happened?
Time for action – naming objects and joining them
What just happened?
Using basic lighting
Pop quiz – extrusion, subdivision, moving vertices
The key-function table
Summary
6. Making and Moving the Oars
Modeling an oar
Getting a scale from an image
Measurements of the oar
Creating an oar from a cylinder
Time for action – making the shaft of the oar
What just happened?
Time for action – making the grip and guard
What just happened?
Making a round shaft into a wide flat blade
Time for action – making the base of the blade of the oar
What just happened?
Time for action – making the blade
What just happened?
Controlling how smooth the surface is
Time for action – controlling flat and smooth surfaces
What just happened?
Have a go hero – tidying up the details
Making the oarlock
Time for action – making the oarlock
What just happened?
Assembling the boat, oars, and oarlocks
Time for action – loading all of the models together
What just happened?
Have a go hero – adding some blocks to put the oarlock in
Animating the boat
Time for action – timing a stroke
What just happened?
Have a go hero – figuring out how long it takes you to row the boat
Parenting and kinematics
Time for action – animating the oarlock and oar
What just happened?
Animation cycles
Time for action – copying keyframes to make a rowing cycle
What just happened?
Have a go hero – adding more cycles
Moving the boat
Time for action – moving the boat in sync with the oars
What just happened?
Have a go hero – rowing your boat
Tracking the boat with the camera
Time for action – tracking the boat
What just happened?
Have a go hero – tracking with a light
Making stereoscopic 3D animation
Pop quiz – pivot points and parents
The key-function table
Summary
7. Planning Your Work, Working Your Plan
Using templates to model
Time for action – adding a template
What just happened?
Have a go hero – inspecting the templates
Time for action – scaling and aligning the template
What just happened?
Time for action – building the mast
What just happened?
Have a go hero – making the boom, gaff, and bowsprit
Modeling with Bézier Curves
Making an object with a single Bézier Curve
Time for action – making the rudder with a Bézier Curve
What just happened?
Using multiple Bézier Curves to make an object
Time for action – making the path and cross section for the tiller
What just happened?
Have a go hero – making the keel
Keeping everything organized
Making an index of your files
Planning your animation
Discovering the story you want to tell with your animation
Bringing your story to life with storyboards
Making a storyboard
Have a go hero – making your own storyboard
Using animatics to plan the timing of your animation
Using charts and guides to help you plan your animation
Staying in TV limits with Safe Title zone, Safe Action zone, and Lower Third
Time for action – using Blender's Safe Title/Safe Action guide
What just happened?
Transitioning from a Standard Definition TV to a High Definition TV
Laying out your motion with Timing
Planning what work must be done to make an animation
Guiding animation production with an audio track
Time for action – adding an audio track to Blender
What just happened?
Have a go hero – animating to a boogie woogie beat
Pop quiz – organizing Blender files
The key-function table
Summary
8. Making the Sloop
Modeling with Subdivision Surfaces
Time for action – making a simple Subdivision Surface
What just happened?
Using Edge Tools to make modeling easier
Time for action – turning a reference block into a sloop
What just happened?
Time for action – making selection easy with Edge Loops and Edge Rings
What just happened?
Adjusting control points to make the hull of the sloop
Time for action – creating the shape of the sloop from the top
What just happened?
Time for action – giving the hull a hull shape
What just happened?
Finishing the shape of the hull
Time for action – flattening the transom
What just happened?
Time for action – making the bow sharper
What just happened?
Time for action – finishing the hull
What just happened?
Getting the most of your rendering time with Levels of Detail
Time for action – making the boat simpler
What just happened?
Have a go hero – adjusting the rear of the cockpit
Modeling the hull as a mesh
Time for action – converting the surface to a mesh
What just happened?
Time for action – making the cockpit
What just happened?
Time for action – making the cabin
What just happened?
Preparing to add openings to the cabin
Time for action – creating objects for use in Boolean operations
What just happened?
Using Boolean modifiers to cut holes in objects
Time for action – detailing the cabin using the Boolean modifier
What just happened?
Time for action – applying the Boolean modifier
What just happened?
Have a go hero – making doors and portal windows
Adding materials and textures to the sloop
Time for action – coloring and texturing the sloop hull
What just happened?
Have a go hero – creating vertex groups for the cabin
Time for action – using the same materials for two objects
What just happened?
Making the ship's wheel with the Spin tool and DupliVerts
Time for action – using the Spin tool to make the rim of the ship's wheel
What just happened?
Making the parts for the wheel
Time for action – making the hub
What just happened?
Time for action – making the circle
What just happened?
Time for action – making the spoke
What just happened?
Using DupliVerts to assemble the ship's wheel
Time for action – assembling the ship's wheel
What just happened?
Pop quiz – remembering Edge Tool commands
The key-function table
Summary
9. Finishing Your Sloop
Making sure you have the files you'll need in this chapter
Finishing the sloop's superstructure
Time for action – setting up the boom and gaff so they swing
What just happened?
Time for action – adding the rudder, tiller, and keel
What just happened?
Detailing the sloop
Time for action – adding the ship's wheel
What just happened?
Naming your sloop
Using the proper font
Understanding the parts of letters
Finding the fonts on your computer
Naming the sloop with a text object
Time for action – creating a text object
What just happened?
Time for action – making the second sample
What just happened?
Time for action – making the third sample
What just happened?
Have a go hero – make your own name
Adding the name to the boat
Time for action – adding the boat name
What just happened?
Time for action – using a NURBS surface to make the mainsail
What just happened?
Have a go hero – making the jib
Detailing the sloop, and adding a door and portals
Time for action – adding a line to control the mainsail
What just happened?
Time for action – adding the door and a portal
What just happened?
Time for action – adding the portals
What just happened?
Pop quiz – fonts
Pop quiz – rotations
The key-function table
Summary
10. Modeling Organic Forms, Sea, and Terrain
Getting ready to make the island
Creating the ocean
Time for action – making a surface for water
What just happened?
Making an island
Using the ANT Landscape addon
Time for action – using ANT Landscape to make the island
What just happened?
Have a go hero – playing with ANT Landscape
Detailing the island
Time for action – understanding the Proportional Editing control
What just happened?
Detailing the island using the Proportional Editing tool
Time for action – using proportional editing to create the port
What just happened?
Time for action – building the breakwater
What just happened?
Time for action – adding contours to the back side of the island
What just happened?
Painting the island
Time for action – painting the island
What just happened?
Have a go hero – painting your island
Making the island ready for habitation
Building the pier with just four objects
Time for action – creating the pier frame rails with Bézier curves
What just happened?
Time for action – adding planks to the pier with DupliFrames
What just happened?
Have a go hero – changing the shape of the pier
Time for action – using arrays to create the pilings for the pier
What just happened?
Appending the boathouse
Time for action – appending the boathouse and building pilings for it
What just happened?
Building modular houses
Time for action – assembling a house from a kit
Creating trees with the Sapling addon
Time for action – adding trees to the landscape
What just happened?
Have a go hero – making your own trees
Making rocks
Have a go hero – making rocks with subdivision surfaces
Assembling your world
Time for action – using groups to organize your scene
What just happened?
Have a go hero – putting your world together
Pop Quiz – optimizing rendering times
The key-function table
Summary
11. Improving Your Lighting and Camera Work
Getting ready to do lighting and camera work
Using lighting
Lighting with three lights
Time for action – introducing the three-point lighting system
What just happened?
Investigating light and color
Time for action – using color to separate what you see
What just happened?
Have a go hero – changing light intensity
Adding shapes and patterns to your lighting
Time for action – using cookies
What just happened?
Time for action – preparing to adjust falloff
What just happened?
Time for action – adjusting the falloff
What just happened?
Time for action – using Custom Curve to tailor light
What just happened?
Have a go hero – using three-point lighting
Changing the field of view
Time for action – zooming the camera versus dollying the camera
What just happened?
Using perspective
Using depth of field
Time for action – creating depth of field
What just happened?
Adjusting the center of focus
Time for action – controlling the center of focus
What just happened?
Getting variety in your camera work
Comparing long and medium shots
Using close-ups and two shots
Applying the rule of 180
Using motion blur
Time for action – using motion blur
What just happened?
Have a go hero – experimenting with motion blur
Planning your animation and making sure it comes out right
Storyboarding your ideas
Have a go hero – making your storyboard
Laying out your animation
Time for action – laying out the animation
What just happened?
Proofing your work
Doing a preview
Using hardware rendering to see the motion
Time for action – doing a hardware render
What just happened?
Inspecting details by rendering only a part of the frame
Time for action – rendering only a part of the frame
What just happened?
Taking a glimpse of what the animation will look like with the quick render
Time for action – reducing render times
What just happened?
Making corrections
Time for action – using the Dope Sheet
What just happened?
Have a go hero – making corrections
Pop quiz – lighting a scene
The key-function table
Summary
12. Rendering and Compositing
Getting ready
Editing with Video Sequence Editor
Time for action – preparing a scene in Video Sequence Editor
What just happened?
Working with video strips
Time for action – dissolving between video strips with Video Sequence Editor
What just happened?
Time for action – editing individual video strips
What just happened?
Time for action – using K and Shift + K to make your trims
What just happened?
Completing the scene in the Video Sequence Editor
Time for action – finishing the video sequence
What just happened?
Optimizing render settings
Time for action – getting ready to render
What just happened?
Making stereographic 3D with the Node Editor
Time for action – creating the red image for the left eye
What just happened?
Time for action – making the right-eye view
What just happened?
Time for action – making a cross-eye stereo image
What just happened?
Rendering your animations
Making your computer ready to render
Making rendering more beautiful
Using Anti-Aliasing for more beautiful renderings
Time for action – displaying aliasing
What just happened?
Getting realism with subsurface scattering
Time for action – using subsurface scattering
What just happened?
Putting a sparkle on your animations with ray tracing
Time for action – seeing ray tracing
What just happened?
Choosing the proper number of tiles
Using alpha channels
Time for action – exploring the alpha channel
What just happened?
Time for action – using transparency in the Video Sequence Editor
What just happened?
Choosing the dimensions for your animation
Time for action – selecting render presets
What just happened?
Time for action – seeing what fields look like
What just happened?
Choosing what gets rendered
Selecting the best file format
Rendering with the Cycles renderer
Time for action – simulating the glow of a kiln
What just happened?
Time for action – creating and applying the Cycles materials
What just happened?
Time for action – making an emission material
What just happened?
Have a go hero – adjusting render quality in Cycles
Pop quiz – rendering with fields
The key-function table
Summary
A. Pop Quiz Answers
Chapter 1, Introducing Blender and Animation
Pop quiz – uses of Blender
Chapter 2, Getting Comfortable Using the 3D View
Pop quiz – learning about Blender windows
Chapter 3, Controlling the Lamp, the Camera, and Animating Objects
Pop quiz – working in time and space
Chapter 4, Modeling with Vertices, Edges, and Faces
Pop quiz – making selections
Chapter 5, Building a Simple Boat
Pop quiz – extrusion, subdivision, and moving vertices
Chapter 6, Making and Moving the Oars
Pop quiz – pivot points and parents
Chapter 7, Planning Your Work, Working Your Plan
Pop quiz – organizing Blender files
Chapter 8, Making the Sloop
Pop quiz – remembering Edge Tool commands
Chapter 9, Finishing Your Sloop
Pop quiz – fonts
Pop quiz – rotations
Chapter 10, Modeling Organic Forms, Sea, and Terrain
Pop quiz – optimizing rendering times
Chapter 11, Improving Your Lighting and Camera Work
Pop quiz – lighting a scene
Pop quiz – improving performance
Chapter 12, Rendering and Compositing
Pop quiz – rendering with fields answer
Index

Blender 3D Basics Beginner's Guide

Second Edition

Blender 3D Basics Beginner's Guide

Second Edition

Copyright © 2014 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: June 2012

Second edition: August 2014

Production reference: 1190814

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78398-490-9

www.packtpub.com

Cover image by Gordon Fisher (<[email protected]>)

Credits

Author

Gordon Fisher

Reviewers

John W. Allie

Olivier Amrein

Michael Dunn

Jasper van Nieuwenhuizen

Brian Rocz

Commissioning Editor

Ashwin Nair

Acquisition Editor

Vinay Argekar

Content Development Editor

Anila Vincent

Technical Editors

Aman Preet Singh

Nachiket Vartak

Copy Editors

Roshni Banerjee

Sayanee Mukherjee

Karuna Narayanan

Alfida Paiva

Project Coordinators

Sanghamitra Deb

Priyanka Goel

Proofreaders

Paul Hindle

Clyde Jenkins

Bernadette Watkins

Indexers

Hemangini Bari

Mehreen Deshmukh

Rekha Nair

Tejal Soni

Production Coordinator

Shantanu Zagade

Cover Work

Shantanu Zagade

About the Author

Gordon Fisher got his start in computer graphics, working with industry pioneers at Information International, Inc. Since then, he has made 3D animation for clients including the U.S. Army, Ford Motor Co., the Dallas Cowboys, the Southeastern Conference, Costco, and Southwest Airlines.

He has been using Blender professionally since 2002, and has given classes on using Blender and using Python with Blender at Python conferences in Texas and Arkansas. His short film, Land and Sky, made with Blender, was shown at the Ozark Foothills Film Fest. His work has been displayed at the National Air and Space Museum.

He is the Creative Director for Point Happy Interactive and spends his spare time as a bicycling advocate and space activist. He has written articles about 3D modeling and animation for the American Modeler magazine and Digital Video Producer e-zine.

I would like to thank the people without whom this book would not exist. I would like to thank the staff at Packt Publishing, Ton Roosendaal, and the many Blender users around the world.

About the Reviewers

John W. Allie has been using Blender since 1999, when it wasn't even open source. He lives in New Haven, Connecticut, with his wife. Comics and other artwork can be found on his website http://www.johnwallie.com.

Olivier Amrein has been working on 3D for over 15 years. He is a CG generalist, interested in production aspects and workflows. Right now, he is working for RGBprod, a studio in Switzerland. He is a Blender Foundation Certified Trainer who loves all kinds of visual experiments.

He has been giving talks and workshops in Switzerland, the Netherlands, Brazil, Venezuela, and Russia. You can find more information about him at http://www.olivieramrein.com/.

I would like to thank my wife, Qiongyao, and my two kids, Milla and Louis.

Michael Dunn is a Python developer at the University of Notre Dame and an aspiring 3D artist.

A sophisticated 3D studio such as Blender comes with a pretty steep learning curve. When he started to learn Blender, it was difficult to find good training materials for beginners—which made the learning process quite disheartening. So, it is with joy that he is able to contribute as a technical reviewer to Blender 3D Basics Beginner's Guide and hopes that it will help many other aspiring artists get off to a successful start with Blender.

Jasper van Nieuwenhuizen is a freelance animation professional with a special interest in the technical side of things. After graduating from an art school in 2004, he picked up Blender and has been using it ever since. Because he really enjoyed animation and 3D in particular, and wanted to learn as much as he could about it, he decided to go back to school. In 2010, he graduated in 3D Computer Animation and Visual Effects from Utrecht School of the Arts.

After this, he co-started the animation studio Fube, where he played his part in making commercials and an animated short film. During this time, he picked up Python and slowly evolved from a CG Generalist to a Technical Director, but still kept in touch with the artistic side of animation.

At the moment, he freelances under the name Lines of Jasper, and is involved in the startup of an animation collective. When he's not in front of his computer, he spends time with his family, grows vegetables on the balcony, and makes paper planes and robots. You can find more about him and his work at http://www.linesofjasper.com.

Brian Rocz received a BA in English from the University of Colorado, Denver, where he began studies in Math and Physics before transferring to the more subjective realm of literature and writing. His interest in 3D art grew out of his traditional art background, which, he admits, was left uncultivated and even less practiced. He has been using Blender for a number of years and is largely self-taught, though he cannot get away without saying that he owes a debt of gratitude to the Blender community for sharing their knowledge. He goes by the name Rocz3D in the digital space and on his website http://www.3dblenderstuff.wordpress.com.

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Preface

When researching, in preparation to write this book, we discovered that some Blender users try to learn Blender three times and give up twice before they become comfortable with Blender's effective, if unusual, interface. The editors at Packt and I decided that this was a problem that could be solved. The answer is to explain the basics in depth, give you practice so that your hands can learn Blender just as your mind does, and then you build on what you have learned. This isn't just a subject-by-subject reference book. It's a workbook to give you experience.

The theory behind Blender 3D Basics Beginner's Guide Second Edition is to start out simply and delve deeper and deeper into Blender in gradual stages, coming back to important topics several times. This book will start with an introduction to Blender and some background on the principles of animation, how they are applied to computer animation, and how these principles make animation better. Then you will be gently guided through the Blender interface, and introduced to using Blender with simple projects that cover the full process of modeling, lighting, camera work, and animation. Then you will continue to practice what you have learned and do more advanced work in all areas. Finally, you will bring it all together with an advanced project covering these subjects and edit animations made in this book; creating a video and a stereoscopic 3D animation. This may be a workbook, but it's a fun workbook with surprises, humor, and the projects build on each other, so it's not just a random series of exercises. When you are finished, you'll be prepared to show the world your skills.

Let's go!

What this book covers

Chapter 1, Introducing Blender and Animation, will help you to get your first hands-on use of Blender, a brief but very relevant bit of history of animation and computer animation and an overview of the basic principles of animation.

Chapter 2, Getting Comfortable Using the 3D View, includes some fun exercises that explore the usage of the Blender window system and the basic elements that are found in the 3D View window.

Chapter 3, Controlling the Lamp, the Camera, and Animating Objects, explains the basics of lights in Blender, good use of the camera, and making your first animation.

Chapter 4, Modeling with Vertices, Edges, and Faces, teaches you the fundamentals of 3D modeling, using Vertices, Edges, and Faces. You'll be introduced to Blender's library of premade objects and have fun bending and distorting Blender's lovely mascot, Suzanne.

Chapter 5, Building a Simple Boat, will teach you box modeling techniques. You will learn how to use them to make a small jon boat, give it a color, and make wooden seats. Then you will study the different lights that Blender has.

Chapter 5A, Lighting a Small Boat, will help you explore Blender's different lights. This chapter can be found online at https://www.packtpub.com/sites/default/files/downloads/4909OS_05A_Lighting_a_Small_Boat.pdf.

Chapter 6, Making and Moving the Oars, focuses on the oars for the boat. You will use more advanced modeling and animation techniques and discover how to create more complex keyframe animations.

Chapter 6A, Using Stereoscopic Cameras, gives you a brief introduction to setting up stereoscopic 3D cameras. This chapter can be found at https://www.packtpub.com/sites/default/files/downloads/4909OS_06A_Using_Stereoscopic_Cameras.pdf.

Chapter 7, Planning Your Work, Working Your Plan, teaches you to create templates to help you plan your modeling. You will get an introduction to modeling with Bézier curves, take a look at storyboarding and planning an animation, as well as being introduced to some charts and guides that help you plan your work.

Chapter 8, Making the Sloop, helps you to make the hull of the sloop using box modeling and subdivision surfaces. You will learn to make holes in objects with Boolean operations and create the ship's wheel with Spin Tools and DupliVerts.

Chapter 9, Finishing Your Sloop, explains how to use text and fonts in naming your sloop. Then you will assemble all the objects you made in this and the previous chapter, build some sails using NURBS surfaces, and add a few extras that have been provided in your download pack.

Chapter 10, Modeling Organic Forms, Sea, and Terrain, helps you build and paint an island and the ocean. You make trees for it, and assemble some prefab buildings, and also make a pier from four simple parts.

Chapter 11, Improving Your Lighting and Camera Work, focuses on professional lighting and camera techniques. You will also learn more about animation and ways to speed up performing test renders and improve the final rendering quality.

Chapter 12, Rendering and Compositing, covers assembling strips of animated sequences in the Video Sequence Editor to create a completed and edited animation with sound. You will use the node editor to assemble a 3D stereoscopic animation and get introduced to the cycles renderer, which adds even more realism and possibilities to a Blender scene.

What you need for this book

You need to download a copy of Blender available at http://www.blender.org/download/get-blender/. This book was written and tested on Blender 2.71. It should work with later versions of Blender as well, but we cannot guarantee it.

Who this book is for

This book was written to reduce the frustration that beginners who use Blender face, by offering a thorough introduction to the unique and powerful Blender interface, starting with simple projects and working up to more complex scenes and animations. It's intended to provide plenty of practice in using Blender, advice on things to keep in mind when doing 3D animation, and an exploration of Blender so that the students, when they finish the book, will have a solid background in using Blender and know enough that they can confidently participate in the worldwide Blender community.

This book also takes a peek into some arcane subjects such as the Cycles render engine, so that the reader will not be afraid, and will have a start on how to understand them. The student will have a sufficient solid basis in using Blender that they can continue and learn all of the higher functions of Blender including the physics engine, game engine, particles, armatures for character modeling, and more.

Conventions

In this book, you will find several headings appearing frequently.

To give clear instructions of how to complete a procedure or task, we use:

Time for action – heading

Action 1Action 2Action 3

Instructions often need some extra explanation so that they make sense, so they are followed with:

What just happened?

This heading explains the working of tasks or instructions that you have just completed.

You will also find some other learning aids in the book, including:

Pop quiz – heading

These are short multiple-choice questions intended to help you test your own understanding.

Have a go hero – heading

These practical challenges give you ideas for experimenting with what you have learned.

You will also find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "Copy the file to your Image directory."

Newterms and importantwords are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "Go down to where it says Normals."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

Reader feedback

Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or may have disliked. Reader feedback is important for us to develop titles that you really get the most out of.

To send us general feedback, simply send an e-mail to <[email protected]>, and mention the book title through the subject of your message.

If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide on www.packtpub.com/authors.

Customer support

Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.

Downloading the example code

You can download the example code files for all Packt books you have purchased from your account at http://www.packtpub.com. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

Downloading color versions of the images for this book

For your convenience we have also provided a PDF that contains higher resolution color versions of the images used in this book. These can be extremely useful as you work through various stages of the project when working with materials or examining small detail changes as we tweak individual parameters. You can download the PDF from https://www.packtpub.com/sites/default/files/downloads/4909OS_coloredimages.pdf.

Errata

Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books—maybe a mistake in the text or the code—we would be grateful if you would report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/submit-errata, selecting your book, clicking on the erratasubmissionform link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded to our website, or added to any list of existing errata, under the Errata section of that title.

Piracy

Piracy of copyright material on the Internet is an ongoing problem across all media. At Packt, we take the protection of our copyright and licenses very seriously. If you come across any illegal copies of our works, in any form, on the Internet, please provide us with the location address or website name immediately so that we can pursue a remedy.

Please contact us at <[email protected]> with a link to the suspected pirated material.

We appreciate your help in protecting our authors, and our ability to bring you valuable content.

Questions

You can contact us at <[email protected]> if you are having a problem with any aspect of the book, and we will do our best to address it.

Chapter 1. Introducing Blender and Animation

Welcome! It's a good guess that you are interested in learning how to create 3D animations or model 3D objects, maybe for use in games or 3D printing. You've chosen Blender 3D and you want to learn how to use it. This book is a good choice for learning Blender 3D. We did research on what hurdles new users faced and what were their frustrations with other training methods. So we will go step-by-step, learning how to use Blender comfortably to create animations, and do modeling, lighting, camera work, and much more. We will start out with simple steps and get comfortable at using the Blender interface, making and animating a rowboat and a sloop, and creating our own private island as shown in the following screenshot:

In this chapter, we will cover the following topics:

A small introduction to Blender.Installing Blender and giving it a quick test.The top ten reasons to enjoy Blender 3DGeneral animation and a glance at a few videos. The videos give us a quick introduction to animation.A few basic principles of animation.Watching some early computer graphics on how computer animators learned animation.Uses of 3D.The inner workings of Blender.

Welcome to the world of Blender 3D

The following is a screenshot of the Big Buck Bunny movie that was made using Blender:

The world of Blender is not an animated world as seen in films such as Big Buck Bunny or Sintel that was also made in Blender. It's the amazing community of people all over the world who use Blender. Artists, programmers, scientists, professionals, amateurs, teens, and retirees all use Blender, and now you will be one of the newest members of our community.

One thing that makes this community remarkable is the concept that since Blender is free, you pay for it by helping out the Blender community. There are many ways to give back to the community. You can recommend Blender to your friends, have fun helping other Blender users on websites such as www.blenderartists.org, critique their works, or pass along tips that you have learned. Blender is an open source software. Once you have mastered Blender, you can help create new functions for Blender itself or work with the Blender foundation team to make new cutting-edge examples of what Blender can do; for example, the films Sintel, Tears of Steel, and The Gooseberry Project were all created using Blender. There are as many ways to help the Blender community as there are Blender users and, most importantly, helping others will help you as a Blender user. Blender is not a solo sport, so join in!

Tip

Big Buck Bunny, Sintel, and Tears of Steel are animated films created by the Blender Institute

They were made with the dual purposes of improving Blender by bringing the best Blender users in the world together to push Blender to its limits, using its full capacity, and demonstrating to people what Blender is capable of. You can download Big Buck Bunny, Sintel, or Tears of Steel, or watch them at these locations:

Big Buck Bunny can be seen at http://www.bigbuckbunny.org/.

Sintel can be seen at http://www.sintel.org/.

Tears of Steel can be seen at http://mango.blender.org/.

Discovering Blender and animation

As Sintel, shown in the following screenshot, learned about her little Dragon, you will be learning a lot about how to use Blender. We will start out with some quick exercises to introduce you to the basics, and as you progress, you will be able to do more and more. As you study and practice, your hands will learn the Blender commands, freeing your mind to let it concentrate on modeling, lighting, camera work, and animation.

This book is about using Blender 3D; we will cover things that can help you build 3D objects for games, models, real-time simulations, 3D printing, and more. Blender began as an animation program, so it's good to start there.

However, there is more to animation than knowing which buttons to push while using Blender. Animators who are skilled at using the software but do not have a broader understanding of animation do not get the full use of the tools. They don't understand the culture or the history of animation or how animation principles have been used by masters such as Ub Iwerks, Chuck Jones, and Hayao Miyazaki, and therefore, they cannot profit from them. Thus, in this chapter, we will look at animation in general, and then computer animation specifically.

As you go through this book, you'll start by creating some simple animations such as moving the lights and camera in Blender. Once you are confident with this, you'll study the fundamentals of modeling and complete a simple modeling and animation project; finally, you will work on a more complex scene to expand your skills and get comfortable with the whole Blender production cycle.

There are many excellent books that teach you how to animate. In this book, we will focus on Blender and include pointers about animation that will help you educate yourself about animation in general and get the most from Blender.

Repetition is important when learning a skill. It takes repeated usage before your arms know what to do when the mind says "scale this box." So be patient. Play, learn, and have fun!

Learning Blender will literally change how you think

You'll be able to look at an object and think of several ways to create it. You will perceive everything differently. As you walk down a street, you will be imagining how you might model it or render it in Blender.

One thing to remember is that there are no buttons in Blender that say "Don't touch". As long as you back up your files and use the Ctrl + Z keys to undo any mistakes, not much is likely to go too wrong.

Now, it's time to begin our discovery of Blender. Using Blender is as simple or complex as you want it to be.

Let's begin simply. To start, we will open Blender and render a scene. Rendering is like taking a picture in Blender. When you take a picture in real life, you have a camera, some light, and something or someone you are taking a picture of.

In a Blender scene, there is a camera, a lamp, and something to render. When you render, Blender scans the scene from the camera's point of view. It notes which objects are where, and what lights are available. It figures out how each object will be lit, what the surface of the object looks like, what part of the object the camera can see, how big it should appear to the camera, and other factors, and then Blender creates a picture. It's pretty amazing.

We'll dip our toe into Blender, just so you can see that using Blender is not difficult and that you can do it. Then, we will do a little background study on animations so that you will understand what animators are trying to accomplish in Blender. Then, using what you have learned, you'll be ready to learn more about Blender.

Installing Blender

Go to http://www.blender.org/ to download Blender for free. There is a Download button on the main menu, which will direct you to the location from where you can download the latest version of Blender for your system. Blender runs on Windows, Mac, and Linux. Follow the instructions and you should have Blender up and running quickly.

To use Blender, you need to first check that your machine has certain minimum system specifications so that it is capable of running Blender. Here's where to find your system information:

On a PC that runs XP or Vista, click on the Start button at the lower left of the Windows screen, then go to Programs | Accessories | System Tools | System Information.On a PC that runs Windows 7, open System Information by clicking on the Start button. When the search box opens, type System Information, and choose System Information from the list of results.On a PC that runs Windows 8, at the bottom-left corner, tap or click on the Start button (Windows logo key) on the screen and choose System from the pop-up menu.On a Mac, click on the Finder | Applications | Utilities | System Profiler or Finder | Applications | Utilities | System Information.On a Linux machine, check the System Settings | System Info.

The following is what Blender needs in order to be able to run:

System
Windows XP, Vista, 7, or 8Mac OS X 10.6 or laterLinux
Minimum hardware requirements
A 32-bit Dual Core CPU with at least 2 GHZ and SSE2 support2 GB RAMA 24-bit 1280x768 displayA three-button mouse or trackpadAn OpenGL-compatible graphics card with 256 MB RAM
Recommended hardware requirements
A 64-bit Quad Core CPU8 GB RAMFull HD Display with 24-bit colorA three-button mouseAn OpenGL-compatible graphics card with 1 GB RAM
Optimal (production-grade) hardware requirements
A 64-bit Dual 8 Core CPU16 GB RAMTwo Full-HD displays with 24-bit colorA three-button mouse and a graphics tabletDual OpenGL-compatible graphics cards, quality brand with 3 GB RAM

Tip

Using a three-button mouse and the numeric keypad

After looking at the hardware specs, you may have noticed that Blender is designed to be used with a three-button mouse. Whether you are running a Mac and using a single-button mouse, or you have a laptop with a touchpad or trackpad, this is a great time to go to the store and buy a three-button optical or wireless mouse with a mouse wheel. They are not expensive. You shouldn't need anything special. I took one from a PC, plugged it into the USB port of a MacBook Air running Snow Leopard, and it worked fine. I polled a number of Blender users and they all said that using the three-button mouse was faster and easier than other devices.

If you are using a tablet with a higher end system, check your tablet documentation on how to reproduce right, middle, and left mouse-button clicks.

Also, if your computer does not have a numeric keypad built in, treat yourself to an external one. They are not expensive and will add a lot to your enjoyment of Blender, as well as improve your productivity.

Using Blender

Now that you have the latest version of Blender on your system, it's time to try it out.

Time for action – rendering your first scene in Blender

Although Blender is very powerful and has a lot of features, it's easy to get started using it. Blender has a default scene all set up for you to render. The following steps will help you render your first scene in Blender:

First, start your copy of Blender. You can either click on the Blender icon in the directory that you have installed it in, or use a shortcut or alias if you have created one. Blender will even run from a data stick, so you don't need to have it installed on a particular computer.When you've started it, you should see something similar to the following screenshot. You will also see a splash screen in the center, with an attractive image made in Blender and some links.Move the cursor over the big central window. Click the mouse to close the splash screen.Then, if you are running Windows or Linux, press the F12 button on your keyboard.If you have a Mac, click on where it says Render on the upper left, above the large 3D View window. Select Render Image from the drop-down menu. This is because Macs often have the F1 and F12 function keys already mapped to specific functions.

The following are the changes you should make to optimize your Mac for Blender. When you have made these changes, you will be able to use Blender in the same manner as Windows and Linux users, and you will be able to press the F12 button to start rendering:

Go to System Preferences, select Keyboard, and then check Use all F1, F2, etc. keys as standard function keys. Don't worry, you can still get the regular functionality of the buttons by pressing the required button along with the fn function key.Next, in Keyboard Shortcuts under Dashboard & Dock, uncheck the Dashboard/F12 checkbox, so you can render by merely pressing F12.Then, uncheck Exposé Desktop/F11 under Exposé & Spaces. Now, you will be able to use the F11 key to bring back your most recent rendered image.Now, click on the left arrow at the top left of the System Preferences window to get back to the main System Preferences window. Now, select the Exposé & Spaces symbol in the top row above Keyboard. Select the Exposé button. Go down to the Dashboard section. Select the button that says Middle Mouse Button (MMB) when the menu pops up, and select the dash at the bottom of the pop-up menu. This will enable the MMB for use with Blender.Finally, click on the left arrow at the top left of the System Preferences window to get back to the main System Preferences window. Select the mouse symbol next to Keyboard. Uncheck where it says Zoom using scroll wheel while holding. This will activate the control key while using Blender.

What just happened?

Congratulations! You've now rendered your first scene in Blender. You can see the scene to be rendered in the preceding image. The cube is easy to guess. The dot surrounded by dashed lines is the lamp. The four-sided cone with a triangle on top is the camera, and there is a reference grid beneath the cube.

When the scene is rendered, as seen in the following screenshot, Blender shows you what the camera would see. The cube is colored gray because you haven't chosen a color. There is only one lamp in the scene, and Blender calculates where the lamp is and where the sides of the cube are. The lamp is not an object like a light bulb, so it is not seen in the rendered image, but its light is used to set the brightness of the scene.

While it's rendering, Blender figures out what portion of the light would bounce off a particular side of the cube and into the camera lens. Some sides point away from the lamp, so they appear darker. The sides facing towards the lamp appear to be brighter. Blender even does a trick that you don't see at all. Blender figures out which parts of the cube the camera does not see, and to save itself from additional work, it doesn't render what cannot be seen.

Rendering this image was simple for you. Blender doesn't get any more difficult to use; you just learn more things to do with Blender. In the following chapters, we will break down the sections into easy-to-do steps using Blender.

Mac users, thank you for making changes to the interface of your Mac. Now, you can use the standard Blender commands. These will pay off by making the using of Blender much easier and fun. You can still access the Dashboard via the Mac menu bar.

Time for action – closing Blender

Now, let's close Blender and study some basics of animation. Steps for closing Blender are as follows:

Press the Esc