Blender 3D Basics - Gordon C. Fisher - E-Book

Blender 3D Basics E-Book

Gordon C. Fisher

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Beschreibung

Blender is by far the most popular open source graphics program available. It is a full featured 3D modeling, animation and games development tool used by millions all over the world ñ and it's free! This book is for those looking for an entry into the world of 3D modeling and animation regardless of prior experience.
Blender 3D Basics is the entry level book for those without prior experience using 3D tools. It caters for those who may have downloaded Blender in the past but were frustrated by its lack of intuitiveness. Using simple steps it builds, chapter by chapter, into a full foundation in 3D modeling and animation.
Using Blender 3D Basics the reader will model a maritime scene complete with boats and water, then add materials, lighting and animation. The book demystifies the Blender interface and explains what each tool does so that you will be left with a thorough understanding of 3D.

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Veröffentlichungsjahr: 2012

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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
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
Learning from your animation heros
Have a go hero — making a folder of your animation heroes
Going back to the year 1922 on an animation field trip
Time for action — searching on Felix Turns the Tide + 1922
What just happened?
Pop quiz— analyzing pioneer animators
Moving ahead a few years in time, to 1928
Time for action — searching on Plane Crazy +1928
What just happened?
Pop quiz— analyzing early animators
Arriving in 1938, the animation industry is at a peak
Time for action — searching on Goonland + 1938
Pop quiz— analyzing what animators had learned in 16 years
Have a go hero — studying the masters
Starting to use computers for animation in the 1960s
Beginnings of 3D animation in 1963
Time for action — searching on Ivan Sutherland + Sketchpad
What just happened?
Pop quiz— analyzing pioneer computer animators
Going to the late 1970s, a few companies are doing 3D animation
Time for action — searching on Triple I demo
What just happened?
Pop quiz— analyzing early computer animators
Time for action — watching Information International,Inc. (Triple I) 1982 demo reel
What just happened?
Introducing Pixar — 1984, and everything comes together
Time for action — searching for the video of The Adventures of André and Wally B
What just happened?
Pop quiz— analyzing mature computer animation
Have a go hero — educating yourself about animation
Back to the present time
Animation principles
Using 3D skills, what can you do with them?
Making 2D animation
TV and video
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 instruction
Showing what can't otherwise be seen
Creating a portfolio to get a job
Product development and visualization
Summary
2. Getting Comfortable using the 3D View
Exploring the Blender 3D interface
Setting up Blender the way you want it
Using the three basic Blender controllers
Using the numeric keypad with Blender
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 — flipping the window header
What just happened?
Time for action — maximizing and tiling the window
What just happened?
Time for action — splitting Blender windows
What just happened?
Time for action — joining Blender windows
What just happened?
Have a go hero — joining windows horizontally
Have a go hero — making windows with parallel edges
Pop quiz— learning about Blender windows
Have a go hero — making and removing windows, the secret way
Exploring the 3D View window, the heart of Blender
Time for action — discovering your tools
What just happened?
Looking at the 3D View window, what do you see?
Making pictures with computers
Making colors with a computer
Making millions of colors with just red, green, and blue
Measuring things in 3D
Pop quiz— learning basic computer graphics terms
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
Have a go hero — navigating for those who have a mouse wheel
Using the Numpad to change the angle in the 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, rear view, and left side view
What just happened?
Time for action — seeing what the camera sees
What just happened?
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?
Pop quiz— knowing how to get different views
Understanding Perspective and Orthographic views
Time for action — toggling between 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
Summary
3. Controlling the Lamp, the Camera, and Animating Objects
Understanding lamps
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?
Time for action — seeing how the lighting looks without rendering
What just happened?
Adding color to the lamp using the Properties window
Time for action — adding color to the lamp
What just happened?
Using multiple lamps for better lighting
Time for action — adding a second lamp
What just happened?
Light color mixing
Have a go hero — experimenting with multiple lamps
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?
Time for action — moving an object in one plane in 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 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
Pop quiz— composing your scenes
Employing Blender's camera composition guides to make your work look better
Have a go hero — investigating the camera composition guides
Understanding the fundamental camera moves
Rotating and scaling the camera and other objects
Have a go hero — rotating and scaling objects
Making an animation
Time for action — loading a file
What just happened?
Time for action — making a simple animation with keyframes
What just happened?
Getting a video player so you can play your animation
Time for action — downloading the Blender video player
What just happened?
Time for action — installing a video player for Blender
What just happened?
Rendering your animation
Time for action — rendering the animation
What just happened?
Controlling motion in the Graph Editor
Time for action — exploring the 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 the 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
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
Time for action — pressing A to select all
What just happened?
Time for action — pressing B for border selection
What just happened?
Time for action — pressing C for circle selection
What just happened?
Time for action — pressing Ctrl+LMB for lasso selection
What just happened?
Pop quiz— making selections
Creating Blender's basic objects
Time for action — making a basic object
What just happened?
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?
Summary
5. Building a Simple Boat
Turning a cube into a boat with box modeling
Using extrusion, the most powerful tool in 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?
Pop quiz— figuring out the best way to build the boat
Time for action — adding curves to the boat's lines by subdividing
What just happened?
Have a go hero — adding a curve to the profile of the hull
Have a go hero — adding a V-shape to the hull
Using clean building methods
Choosing between quadrilaterals and triangles
Have a go hero — making a non-planar polygon
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 — add 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
Summary
6. Making and Moving the Oars
Modeling an oar
Getting scale from an image
Making a cylinder into an oar
Time for action — making the shaft of the oar
What just happened?
Time for action — making the grip and guard
What just happened?
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 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 — figure out how long it takes you to row the boat
Pop quiz— calculating how long a frame lasts
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
Summary
7. Planning your Work, Working your Plan
Using templates for modeling
Have a go hero — inspecting the templates
Time for action — adding a template
What just happened?
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, the gaff, and the bowsprit
Modeling with Bezier Curves
Making an object with a single Bezier Curve
Time for action — making the rudder with a Bezier Curve
What just happened?
Using multiple Bezier Curves to make an object
Time for action — making the path and the cross-section for the tiller
What just happened?
Have a go hero — making the keel
Keeping everything organized
Pop quiz— organizing Blender files
Making an index of your files
Saving your Blender files
Pop quiz— saving Blender 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-Action zones and Lower Thirds
Time for action — adding a Safe Title/Safe Action guide to Blender
What just happened?
Transitioning from Standard Definition TV to 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
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?
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?
Pop quiz— remembering Edge Tool commands
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 for 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?
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?
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?
Time for action — assembling the ship's wheel
What just happened?
Summary
9. Finishing your Sloop
Making sure you have the files you'll need in this chapter
Finishing the sloop
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?
Time for action — adding the ship's wheel
What just happened?
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, adding a door and portals
Time for action — adding a line to control the mainsail
What just happened?
Have a go hero — adding the door and a portal
Time for action — adding the portals
What just happened?
Summary
10. Modeling Organic Forms, Sea, and Terrain
Getting ready to make the island
Creating the ocean
Time for action — making a surface for the water
What just happened?
Making an island
Using the ANT Landscape add-on
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?
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 Bezier Curves
What just happened?
Time for action — adding planks to the pier with DupliFrames
What just happened?
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
Have a go hero — assembling a house from a kit
Creating trees with the Sapling add-on
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
Have a go hero — putting your world together
Time for action — using groups to organize your scene
What just happened?
Pop quiz— optimizing rendering times
Summary
11. Improving your Lighting and Camera Work
Getting ready to do lighting and camera work
Using lighting
Pop quiz— remembering about lighting
Lighting with three lights
Time for action — introducing the three point lighting system
What just happened?
Time for action — lighting with only the key light
What just happened?
Time for action — lighting with only the fill light
What just happened?
Time for action — lighting with only the back light
What just happened?
Time for action — using color to separate what you see
What just happened?
Have a go hero — changing lighting intensity
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 the Custom Curve to tailor light
What just happened?
Have a go hero — using three point lighting
Using the camera to best effect
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?
Getting variety in your camera work
Comparing long and medium shots
Using close-up and two shots
Applying the rule of 180
Using motion blur
Have a go hero — using 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
Have a go hero — laying out the rough animation
Proofing your work
Doing a preview
Using hardware rendering to see the motion
Have a go hero — doing a hardware render
Inspecting details by rendering only part of the frame
Have a go hero — rendering only part of the frame
Glimpsing what the animation will look like with the quick render
Time for action — reducing render times
What just happened?
Have a go hero — testing the effect of changing the number of tiles on Rendering speed
Have a go hero — proofing the animation
Making corrections
Time for action — using the Dope Sheet
What just happened?
Have a go hero — making corrections
Summary
12. Rendering and Compositing
Preparing for Chapter 12
Editing with the Video Sequence Editor
Time for action — dissolving with the 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?
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?
Have a go hero — making a cross-eye stereo image
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
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?
Pop quiz— rendering with fields
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?
Have a go hero — adjusting render quality in Cycles
Summary
A. Pop quiz Answers
Chapter 2, Getting Comfortable using the 3D View
Pop quiz— learning about Blender windows
Pop quiz— learning basic computer graphics terms
Pop quiz— knowing how to get different views
Chapter 3, Controlling the Lamp, the Camera, and Animating Objects
Pop quiz— composing your scenes
Chapter 4, Modeling with Vertices, Edges, and Faces
Pop quiz— making selections
Chapter 5, Building a Simple Boat
Pop quiz— figuring out the best way to build the boat
Chapter 6, Making and Moving the Oars
Pop quiz— calculating how long a frame lasts
Chapter 7, Planning your Work, Working your Plan
Pop quiz— organizing Blender files
Pop quiz— saving Blender files
Chapter 8, Making the Sloop
Pop quiz— remembering Edge Tool commands
Chapter 10, Modeling Organic Forms, Sea, and Terrain
Pop quiz— optimizing rendering times
Chapter 11, Improving your Lighting and Camera Work
Pop quiz— remembering about lighting
Chapter 12, Rendering and Compositing
Pop quiz— rendering with fields
Index

Blender 3D Basics Beginner's Guide

Blender 3D Basics Beginner's Guide

Copyright © 2012 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

Production Reference: 1130612

Published by Packt Publishing Ltd.

Livery Place

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Birmingham B3 2PB, UK.

ISBN 978-1-84951-690-7

www.packtpub.com

Cover Image by Gordon C. Fisher ( <[email protected]>)

Credits

Author

Gordon C. Fisher

Reviewers

John W. Allie

Allan Brito

Matt Campbell

Roberto Roch

Bryan Tenorio

Willem Verwey

Acquisition Editor

Robin de Jongh

Lead Technical Editor

Dayan Hyames

Technical Editors

Joyslita D'Souza

Vishal D'Souza

Lubna Shaikh

Project Coordinator

Leena Purkait

Proofreader

Bernadette Watkins

Indexer

Rekha Nair

Graphics

Manu Joseph

Production Coordinator

Aparna Bhagat

Cover Work

Aparna Bhagat

About the Author

Gordon C. Fisher got his start in Computer Graphics working with industry pioneers at Information International, Inc. At University of California, Santa Barbara (UCSB) he was the first student to display computer-generated artwork, interactive computer graphics, and computer animation at the UCSB Gallery. Since then, he has made 3D animation for clients including the U.S. Army, Ford Motor Co. the Dallas Cowboys, the Southeastern Conference, and 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, Land and Sky, made with Blender was shown at the Ozark Foothills Film Fest.

He has garnered two ADDY Citations of Excellence for an animation and an interactive CD. He has been a speaker at Siggraph, describing his work in VRML. 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 was the co-author and editor for Love and Oil, his grandfather's memoirs of traveling throughout Mexico, prospecting for oil during the Mexican Revolution. He has written articles about 3D modeling and animation for the American Modeler magazine and Digital Video Producer ezine.

I would like to thank the people without whom this book would not exist.

The staff at Packt; Rachel Gottsch, my English teacher in ninth, tenth, and tenth grades; Gary Demos who encouraged me; Jeffrey Marcus and Gary Brown of UCSB who gave me the access and freedom to do computer graphics; Ton Roosendaal for Blender and Betsy Brown, puppeteer extraordinaire, who got me started in this direction.

About the Reviewers

John W. Allie is an illustrator and writer. He has been using Blender since 1999, when it wasn't even open source. Blender is an important part of his personal and professional work, which includes everything from games to animations. He lives in New Haven, Connecticut, where he is currently working on a graphic novel.

Allan Brito is a Brazilian Architect and a specialist in information visualization, who lives and works in Recife, Brazil. He works with Blender 3D to produce animations and still images for visualization and instructional material. Besides his work with Blender as an artist, he also has a wide experience in teaching and researching about 3D modeling, animation, and multimedia.

He is an active member of the community of Blender users and writes about Blender 3D and its development for websites in Brazilian Portuguese (http://www.allanbrito.com) and English (http://www.blender3darchitect.com and http://www.blendernation.com). Besides his two blogs, he has managed to write three books about Blender in both English and Brazilian Portuguese, covering topics such as architectural visualization, mechanical modeling, and general Blender guides.

To find out more about him visit the website http://www.blender3darchitect.com, where he covers the use of Blender and other tools for architectural visualization.

I want to thank my wife Erica for her support during the review of this book.

Matt Campbell graduated from Conestoga College with a diploma in Mechanical Technology. He has worked in the 3D modeling world since 2007, working mostly with CAD packages. Recently, he has become interested in creating immersive 3D movies.

I would like to thank my wife Emma and my son Ethan for always being supportive.

Bryan Tenorio studied 3D animation in both high school and in college. He specializes in using Blender as his main tool, and Gimp for most 2D work. He has worked on various freelance jobs. He was on a small team that did previz work for the film 0000, by Eddie Alcazar. He also worked on a few Indie games with (Subli)minal Gaming. Currently he's employed at Rival Theory, a software company that specializes in artificial intelligence for video games.

Willem Verwey is the founder and Chairman of the 3D Animation Network www.3danim8.net. The 3D Animation Network introduced children to animation using Blender since 2007.

He has also served on the Blender Foundation Certification Review Board since 2007.

He is the co-owner of Metagon Games and is currently working on Hidden Object Adventure Games distributed by Big Fish Games.

He technically reviewed Material Cookbook.

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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 is to start out simply and delve deeper and deeper into Blender in gradual stages. 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 using 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 pre-made 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 johnboat, give it a color, and make wooden seats. Then you will study the different lights that Blender has.

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 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 Bezier Curves; take a look at storyboarding and planning an animation as well 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 to build and paint an island and the ocean. You make trees for it, and assemble some pre-fab buildings, as well as 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

Of course 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 2.63a. 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 beginning Blender users face, by offering a thorough introduction to the unique 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 student, when they finish the book, will have a solid background in using Blender and know enough that they can confidently participate in the world wide 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 solid enough 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 on 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 set practical challenges and 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 are shown as follows: "For your reference, the file 6907_07_sloop_mast.blend has the mast started".

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "Click on the Add Image button with the LMB".

Note

Warnings or important notes appear in a box like this.

Note

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.

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/support, selecting your book, clicking on the errata submission form 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 do 3D animation. You've chosen Blender 3D and you want to learn how to use it. This book is a good choice. We did research on what hurdles new users faced and what their frustrations with other training methods were. So we will go step-by-step, learning how to use Blender comfortably to create animations, do modeling, lighting, camera work, and much more. You will start out with simple steps, get comfortable using the Blender interface, make and animate a rowboat, then a sloop, and create your own private island as shown in the following screenshot:

This first chapter will get us gently into Blender:

We will talk about general animation and look at a few videos. The videos give us a quick introduction to general animation principles.We will watch some early computer graphics to see how using animation principles benefited early 3D animation.After that, there will be the top-ten reasons to enjoy Blender.We will look at what people use 3D for.And then we'll be ready to focus on the inner workings of Blender itself in the other chapters.

Welcome to the world of Blender 3D

The following is a screenshot made using Blender:

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

One thing that makes this community remarkable is the concept that Blender is free, you pay for it by helping out the Blender community. There are many ways to give back. You can recommend Blender to your friends; have fun helping other Blender users at websites such as www.blenderartists.org by critiquing their works or passing along tips that you have learned. Blender is open source. 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, such as Sintel. There are as many ways to help as there are Blender users and most important, helping others helps you as a Blender user. Blender is not a solo sport, so join in.

Tip

Big Buck Bunny and Sintel 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 and Sintel, or watch them at these locations:

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

Big Buck Bunny can be seen at http://www.bigbuckbunny.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, animation, lights, and camera.

This book is about using Blender 3D, but 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 cannot profit from them.

So, in this chapter, we will look at animation in general, and then computer animation specifically. After that, we will get a bit closer and apply what we have learned to Blender. As you go through this book, you'll start by making some simple animations, 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; and 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 showing 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 with yourself. 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 make 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, 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 up and render out 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 also a camera, lights, 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 then 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 get a little background on animation so 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 where you can download Blender for your system. Blender runs on Windows, Mac, Linux, and FreeBSD. 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 running XP or Vista, press the Start button at the lower left of the Windows screen, then find Programs | Accessories | System Tools | System Information.On a PC running Windows 7, open System Information by clicking the Start button. When the search box opens, type System Information, and choose System Information from the list of results.On a Mac, click on the Finder | Applications | Utilities | System Profiler.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, or 7Mac OS X 10.5 or laterLinuxFreeBSD
Hardware - minimum
1 GHZ Single Core CPU512 MB RAM1024 x 768 px Display with 16 bit colorthree-button mouseOpen GL Graphics Card with 64 MB RAM
Hardware - good
2 GHZ Dual Core CPU2 GB RAM1920 x 1200 px Display with 24 bit colorthree-button mouseOpen GL Graphics Card with 256 or 512 MB RAM
Hardware - professional
64 bit, Multi Core CPU8 16 GB RAMTwo times 1920 x 1200 px Display with 24 bit colorthree-button mouse + tabletOpen GL Graphics Card with 1 GB RAM, ATI FireGL or Nvidia Quadro

Tip

Using a three-button mouse and the numeric keypad

In 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 mouse optical 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 improving 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.

First, start your copy of Blender. You can either click on the Blender.exe icon in the directory that you have installed it in, or use a shortcut 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 like the following screen, but you will also see a splash screen (depending on the version of Blender installed), consisting of an attractive image made in Blender and some links.

Move the mouse over the big central window. Click the mouse to remove 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 to the left, above the large 3D View window. Select Render Image from the drop-down menu. This is because Macs often have the F1-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 the System Preferences, Select the Keyboard then check Use all F1, F2, etc. keys as standard function keys.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 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 the Keyboard. Select the Exposé button. Go down to the Dashboard section. Select the button that says Middle Mouse Button when the menu pops up, select the dash at the bottom of the pop-up menu. This will enable the middle mouse button for use with Blender.Finally, click 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 the 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 light. 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 light in the scene and Blender calculates where the light is, and where the sides of the cube are. The light 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 of a particular side of the cube and into the camera. As some sides point away from the light, they appear darker. The sides facing toward the light 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 to do. Blender doesn't get any more difficult to use, you just learn more things to do with Blender. In future chapters, we will break down using Blender into easy-to-do steps.

Mac users, thank you for making changes to the interface of your Mac. Now you can use the standard Blender commands. This will this pay off by making Blendering 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:

Press the Esc key to close the render window and return you to the 3D View window.Press Ctrl+Q to quit Blender. A dialog box will come up asking you to confirm that you want to Quit Blender, click on it to quit Blender.

What just happened?

When Blender renders a scene, it brings up a special render window over the 3D window. Pressing the Esc button closes this window, returning you to the 3D window. Ctrl+Q closes Blender 3D down completely. Congratulations! Everything else about learning Blender is just an elaboration on this.

Top 10 reasons to enjoy using Blender 3D

We all have our reasons for wanting to use Blender. My initial reason was that I wanted to teach a class on 3D animation at my local parks and recreation center. I needed a 3D system that would fit the budget and that students could take home to use. Since then, I've also used it professionally, creating animations for an airline, a national football league team, banks, and more. I made the first animated entry ever into the Film in 48 Hours contest with Blender and one Blender animation of mine was also accepted into the Ozark Foothills Film Festival. So you never know how Blender will come in handy.

Here are the top 10 reasons to enjoy using Blender 3D:

10

It's a fun hobby that will last all of your life.

9

You can use it to make a portfolio to get a job in games, films, advertising, and other fields.

8

You can start a home-based graphics, animation, or game business.

7

Blender has the largest user base and a great world-wide community.

6

You can express your artistic side and make things the way they should be.

5

It's fun to build your own worlds and have God-like power over them.

4

You can make games with the Blender Game Engine and make assets for them.

3

You can learn how to do computer programming with Python.

2

You can impress your friends making animations for your civic social group or favorite team.

1

You can get coffee, a snack, or take a nap while it's rendering and still be productive.

Learning from your animation heros

One of the best ways to learn is to study what others have done; that is no surprise. If you wanted to be a soccer (football) star as a child, maybe you watched Pelé on TV and imagined yourself scoring goals the same way.

Animation is the same. So for the rest of the chapter, we will be looking at what animators learned and what you can learn from them to make lively animation. You will see their early crude animations and how the animations quickly became more dynamic and entertaining. If you know about the 12 principles of animation, and are in a hurry to learn more about using Blender, you can proceed onto the next chapter. But then again, as an animator, you'll probably enjoy watching these animations anyway.

Have a go hero — making a folder of your animation heroes

Think of who your animation heroes are, and make a bookmarks folder in your web browser to store the addresses of websites about your favorite animators, or animations that you have seen. Now go online and look at some works that you know, whether it's Disney's Fantasia, South Park, or Plumiferos (Free Birds), which is the first feature length film made entirely in Blender (you can find out more at http://www.plumiferos.com/). Add a link to your folder whenever you find something you like. You can find quite a number of interesting animations by just looking around on the web. These are some that I found, Nina Paley's "Sita Sings the Blues" is a feature animation done by one person in Flash. It's pretty amazing. I also found "Snow-bo" by Vera Brosgol and Jenn Kluska, and "Kenya" on the Weebl's Stuff website. There are many great Blender animations at www.blenderartists.org.

Your list will be different from mine of course.

Going back to the year 1922 on an animation field trip