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Title: Introduction to


1
Introduction to Animation With Blender
2
  • What is Blender?
  • Blender is an integrated application that enables
    the creation of a broad range of 2D and 3D
    content.
  • It provides a broad spectrum of modeling,
    texturing, lighting, animation and video
    post-processing functionality in one package.
    Through it's open architecture
  • Blender can be used to create 3D visualizations
    and cinema quality videos, while the
    incorporation of a real-time 3D engine allows for
    the creation of 3D interactive content for
    stand-alone playback.
  • Originally developed by the company 'Not a
    Number' (NaN), Blender now is continued as 'Free
    Software. It now continues development by the
    Blender Foundation in the Netherlands.

3
  • Who uses Blender?
  • Hobbyist/Student that just wants to explore the
    world of computer graphics (CG) and 3D animation
  • 2-D artist that produces single image art/posters
    or enhances single images as an image
    post-processing lab
  • 2-D artist or team that produces
    cartoon/caricature animations for television
    commercials or shorts (such as The Magic of
    Amelia)
  • 3-D artist that works alone or with another
    person to produce short CG animations, possibly
    featuring some live action (such as "Suburban
    Plight").
  • 3-D team that produces an animated (100 CG)
    movie (such as "Elephant's Dream", "Plumiferos").

4
  • What do need to know in Blender
  • Introduction
  • Navigating in 3d, and scene mgt
  • Models
  • Modeling, Modifiers
  • Lighting
  • Working with different types of lights
  • Shading
  • Materials, Textures, Painting, Worlds
    Backgrounds
  • Animation
  • Basics, Characters, Advanced, Effects Physical
    Sim
  • Rendering

5
  • CG (Computer Graphic) vs Blender
  • Getting to know Blender and learning Computer
    Graphics (CG) are two different topics.
  • CG is learning what a computer model is. Blender
    teaches you how to develop that model
  • CG is the study of good lighting techniques.
    Blender teaches you how to use different kinds of
    lamps
  • In general, CG is the study of the conceptual
    knowledge however, you can easily learn Blender
    (or any other CG package).
  • At a very high level, using Blender can be
    thought of as knowing how to accomplish imagery
    within three dimensions of activity Integration
    - rendering computer graphics, working with
    real-world video, or mixing the two.
  • Animation - posing and making things change
    shape, either manually or using simulation

6
  • Blender's Interface Concept
  • The user interface is the vehicle for two-way
    interaction between the user and the program. The
    user communicates with the program via the
    keyboard and the mouse
  • The interface can be broken down into several key
    areas
  • Windows,
  • Contexts,
  • Panels, and
  • Buttons (controls).
  • For example, The Button window contains Context
    buttons which show different groups of Panels and
    the Panels each show groups of Buttons.
  • See the next slide

7
(No Transcript)
8
  • Keyboard and mouse
  • We use the following conventions to describe user
    input
  • The mouse buttons are called
  • LMB (left mouse button),
  • MMB (middle mouse button) and
  • RMB (right mouse button)
  • If your mouse has a wheel, MMB refers to clicking
    the wheel as if it were a button, while MW means
    rolling the wheel.

9
  • Blender's interface is designed to be best used
    with a three-button mouse.
  • It is perfectly possible to use Blender with a
    two-button mouse
  • The wheel would play the role the third button
  • In Apple single-button Mouse. The missing buttons
    can be emulated with key/mouse-button combos.

Buttons 2-button Mouse Apple Mouse
LMB LMB LMB (mouse button)
MMB Alt LMB Option LMB (Option/Alt key mouse button)
RMB RMB Command LMB (Command/Apple key mouse button)
  • All the Mouse/Keyboard combinations can be
    expressed with the combos shown in the table. For
    Example, ShiftAlt RMB becomes ShiftAltCommand LMB
    on a single-button mouse.

10
  • The Window System
  • When you start Blender you may see a console
    (text) window open and, shortly after, the main
    user interface window will display.

This is the default Blender scene
11
  • The default Scene
  • The default Blender scene shows the screen you
    should get after starting Blender for the first
    time.
  • By default it is separated into three windows
  • The main menu at the top is the header part of a
    User Interface window
  • A large 3D window (3D Viewport window)
  • The Buttons Window (at the bottom)
  • These windows can be further broken down into
    separate areas. As an introduction we will cover
    a few of the basic elements

12
  • Window Type Allows you to change what kind of
    window it is. For example, if you want to see the
    Outliner window you would click and select it.
  • Main Top Menu Is the main menu associated with
    the User preferences window type. To actually
    see the information, you need to click and drag
    the area between the 3D window and menu header
  • Current Screen (default is Model) By default,
    Blender comes with several pre-configured Screens
    for you to choose from. (use Hot key Ctl ? to
    toggle different screens)
  • Current Scene Having multiple scenes allows you
    to break up your work into organized patterns.

13
  • 3D Transform Manipulator Is a visual aid in
    transforming objects.
  • Objects can also be transformed (grabbed/moved -
    rotated - scaled) using the keyboard shortcuts 
    (g/r/s)
  • Ctrl Space will display the manipulator pop-up.
  • The manipulator visibility can also be toggled by
    clicking the "hand" icon on the toolbar.
  • Shift LMB-clicking an icon will add/remove each
    manipulator's visibility.
  • 3D Cursor Can have multiple functions. For
    example, it represents where new objects appear
    when they are first created Or it can represent
    where the base of a rotation will take place.
  • Here is the 3D Cursor isolated from the rest of
    the scene

14
  • Cube Mesh By default, a new installation of
    Blender will always start with a Cube Mesh
    sitting in the center of Global 3D space. After a
    while, you will most likely want to change the
    "Default" settings This is done by configuring
    Blender as you would want it on startup and then
    saving it as the "Default" using Ctrl U (Save
    Default Settings).
  • Light (of type Lamp) By default, a new
    installation of Blender will always start with a
    Light source positioned somewhere close to the
    center of Global 3D space.
  • Camera By default, a new installation of Blender
    will always start with a Camera positioned
    somewhere close to the center of Global 3D space
    and facing it.
  • Currently selected object This field shows the
    name of the currently selected object.

15
  • Editing Panel Group The bottom window displays
    panels and those panels are grouped. This row of
    buttons (called Context Buttons) allows you to
    select which group of panels are shown. Some
    buttons will display additional buttons (called
    Sub-Context Buttons) to the right for selection
    of sub-groups or groups within groups.
  • Current frame Blender is a modeling and
    animation application As such, you can animate
    things based on the concept of frames. This field
    shows what the current frame is.
  • Viewport shading You can select the type of
  • interactive shading (called Draw Type in the
  • Blender shading list) that takes place by
    clicking
  • this button and selecting from a variety of
  • shading styles.

16
  • Rotation/Scaling Pivot point Allows you to
  • select where rotation/scaling will occur.
  • For example, rotation could occur about the
  • object's local origin or about the 3D Cursor's
  • position, amongst many others.
  • Panels Help group and organize related buttons
    and controls. Some panels are visible or
    invisible depending on what type of object is
    selected.
  • Layers Make modeling and animating easier.
    Blender Layers are provided to help distribute
    your objects into functional regions. For
    example, one layer many contain a water object
    and another layer may contain trees, or one layer
    may contain cameras and lights.

17
  • The Window Header Most windows have a header
    (the strip with a lighter grey background
    containing icon buttons). We will also refer to
    the header as the window ToolBar.
  • If present, the header may be at the top or the
    bottom of a window's area.
  • If you move the mouse over a window, its header
    changes to a lighter shade of grey. This means
    that it is "focused" All hotkeys you press will
    now affect the contents of this window.
  • Menus change with Window Type and the selected
    object and mode. They show only actions which can
    be performed.

18
  • The icon at the left end of a header, with a
    click of the LMB , allows selection of one of 16
    different window types.
  • Menus allow you to directly access many features
    and commands. Menus can be hidden and shown via
    the triangular button next to them.

19
  • You can hide a particular window's header by
    moving your mouse over the Window Header that you
    wish to hide Then with the mouse cursor still
    over the Window Header, click RMB to display a
    popup menu with the name Header
  • The Header popup menu has the options, Top,
    Bottom, No Header, select the No Header menu
    option to hide the Window Header.

20
  • You can split a window into two.
  • Move the mouse over the border of the header of a
    window until it changes to up and down arrow and
    click the RMB
  • Then, a popup menu will be displayed with the
    options Split Area, Join Areas, No Header.
  • Split Area divides the current winder into two
  • Join Areas Joins two windows into one
  • No Header hides the Window Header.
  • You can maximize a window to fill the whole
    screen
  • choose View ? Maximize Window menu entry.
  • To return to normal size,
  • use the View ? Tile Window
  • A quicker way to achieve this is to use Shift
    Space or , Ctrl ? or Ctrl ? to toggle
    between maximized and framed windows.

21
  • When you split a window into two the new window
    will start as a clone of the window you split. It
    can then be set to a different window type, or to
    display the scene from a different point of view
    (in the case of the 3D Window).
  • You can resize windows by dragging their borders
    with LMB
  • You can join two windows into one by clicking a
    border between two windows with MMB or RMB and
    choosing Join Areas.
  • Then you'll be prompted to click on one of the
    two windows the one you click will disappear,
    while the other will be expanded to cover the
    full area of both windows.
  • If you press Esc before clicking on one of the
    windows, the operation will be aborted.

22
  • Console Window
  • The Console Window is an operating system text
    window that displays messages about Blender
    operations, status, and internal errors.
  • If Blender crashes on you, it is a good idea to
    check the Console Window for clues.
  • When Blender is started on a Microsoft Windows
    OS The Console Window is first created as a
    separate window on the desktop Then assuming the
    right conditions are met, the main Blender
    Application window should also appear.

23
  • Window types
  • The Blender interface, the rectangular window
    provided by your operating system, is divided up
    into many rectangular window frames.
  • Each window frame may contain different types of
    information, depending upon the Window type.
  • Each window frame operates independently of the
    others, and you can have the same type of window
    in many frames.
  • For example, you may have several 3D windows open
    but each looking at the scene from a different
    perspective.

24
  • Scripts window
  • user interface for running Python scripts that
    extend Blender
  • File Browser
  • for storage and retrieval, especially of .blend
    files
  • Image Browser
  • search your computer for images, seen as
    thumbnails
  • Node Editor
  • process/enhance images and materials
  • Buttons Window
  • panels that configure objects and set/select
    options
  • Outliner
  • Helps you find and organize your objects.
  • User Preferences

25
  • Text Editor
  • keep notes and documentation about your project,
    and write Python scripts.
  • Audio Window
  • see sound files and correlate them to frames
  • Timeline
  • jump to different times (frames) in your
    animation
  • Video Sequence Editor - assemble video sequences
    into a filmstrip
  • UV/Image Editor - edit and paint pictures
  • NLA Editor - manage non-linear animation action
    strips
  • Action Editor - combine individual actions into
    action sequences
  • Ipo Curve Editor - make things move or change
  • 3D View - graphical view of your scene

26
Blender default scene layout
27
  • Three Window types are provided in Blender's
    default scene
  • 3D View
  • Provides a graphical view into the scene you are
    working on. You can view your scene from any
    angle with a variety of options
  • Buttons Window
  • Contains most tools for editing objects,
    surfaces, textures, Lights, and much more. You
    will need this window constantly if you don't
    know all hotkeys by heart.
  • User Preferences (Main menu) This window is
    usually hidden, so that only the menu part is
    visible .
  • It's rarely used though, since it contains global
    configuration settings. However, the header is
    frequently used because it provides the only
    access to a full File menu and to the Add menu.

28
  • Screens
  • Blender's flexibility with windows lets you
    create customized working environments for
    different tasks, such as modeling, animating, and
    scripting.
  • It is often useful to quickly switch between
    different environments within the same file. For
    each Scene, you need to set the stage by modeling
    the props, dressing them and painting them
    through materials, etc.
  • To do each of these major creative steps, Blender
    has a set of pre-defined screens, or window
    layouts, that show you the types of windows you
    need to get the job done quickly and efficiently.

29
  • The screens include
  • Animation
  • Making actors and other objects move about.
  • Model
  • Creating actors, props, and other objects.
  • Material
  • Painting and texturing surfaces.
  • Sequence
  • Editing scenes into a movie.
  • Scripting 
  • Documenting your work, and writing custom
    animations To change to the next screen
    alphabetically press Ctrl ? to change to the
    previous screen alphabetically,
  • press Ctrl ?.
  • By default, each screen layout remembers the last
    scene it was used on. Selecting a different
    layout will switch to the layout and jump to that
    scene.

30
  • Adding a new Screen
  • As you scroll through the Screen list, you will
    see that one of the options is to Add New -
    namely, add a new window layout.
  • Click the up and down arrow
  • and select ADD NEW. When
  • you click this, a new frame
  • layout is created based on your
  • current layout.
  • Give the new screen a name that starts with a
    number so that you can predictably scroll to it
    using the arrow keys.
  • You can rename the layout by LMB into the field
    and typing a new name, or clicking again to
    position the cursor in the field to edit. For
    example you could use the name "6-MyScreen".
  • You can delete a screen by using the Delete
    datablock button (the button marked as x) and
    confirm by clicking Delete current screen in the
    pop-up dialog box.

31
  • Scenes
  • It is also possible to have several scenes within
    the same Blender file. Scenes may use one
    another's objects or be completely separate from
    one another.
  • You can select and create scenes with the SCE
    menu buttons in the User Preferences Window
    header (Screen and Scene selectors).
  • Click the up and down arrow
  • and select ADD NEW to create
  • a new scene.

32
  • Empty creates an empty scene.
  • Link Objects creates the new scene with
  • the same contents as the currently selected
  • scene. Changes in one scene will also modify the
    other.
  • Link ObData creates the new scene based on the
    currently selected scene, with links to the same
    meshes, materials, and so on. This means that you
    can change objects' positions and related
    properties, but modifications to the meshes,
    materials, and so on will also affect other
    scenes unless you manually make single-user
    copies.
  • Full Copy creates a fully independent scene with
    copies of the currently selected scene's
    contents.
  • You can delete a scene by clicking the x button

33
  • Configuration
  • The Info window (User Preferences) is where you
    customize and control Blender. By default this
    window is located at the top and only the header
    is visible.

34
  • The Button Window
  • The Button Window shows six main Contexts, which
    can be chosen via the first icon row in the
    header (Contexts and Sub-Contexts Example).
  • Each of these might be subdivided into a variable
    number of sub-contexts, which can be chosen via
    the second icon row in the header (Contexts and
    Sub-Contexts Example), or cycled through by
    pressing the same Context button again
  • You can move the mouse over each small button to
    see its meaning

35
  • Once the Contexts is selected by the user, the
    sub-context is usually determined by Blender on
    the basis of the active Object.
  • For example, with the Shading context, if a Lamp
    Object is selected then the sub-context shows
    Lamp Buttons. Or
  • If a Mesh or other renderable Object is selected,
    then Material Buttons is the active sub-context,
    or
  • if a Camera is selected the active sub-context is
    World.
  • The Buttons in each context are grouped into
    Panels.
  • The menu of available options, shown in a
    window's header, may change depending on the mode
    of that window.
  • For example, in the 3D View window, the Object
    menu in Object mode changes to a Mesh operations
    menu in Edit mode, and a paint menu in Vertex
    Paint mode.

36
  • Menu
  • Blender contains many menus each of which is
  • accessible from either the window headers or
    directly
  • at the mouse's location using Hotkeys.
  • For example, you can access the Toolbox in the 3D
    window using either the mouse or the keyboard.
  • From the keyboard you would use the SPACE.
  • To access it using the mouse just hold down the
    LMB or RMB buttons for a few seconds and the
    Toolbox will pop-up.
  • While you are using Blender be aware of what mode
    and types of object are selected. This helps in
    knowing what hotkeys work at what times.

37
  • Panels
  • Panels generally appear in the Buttons window and
    by default the Buttons window is at the bottom
    see (Buttons window). The Buttons window includes
    the Button window header and panels.
  • Each button on the Buttons header groups panels
    together into what is called a Context. And those
    Contexts are grouped further into Sub-Contexts.
    For example, all Material panels are grouped
    under the Shading context and Material
    sub-context.

38
  • The panels are not fixed in position relative to
    the
  • window. They can be moved around the window by
  • LMB clicking and dragging on the respective
    panel
  • header.
  • Panels can be aligned by RMB on the Buttons
    Window and choosing the desired layout from the
    Menu which appears (Button Window Menu.).
  • Using MW scrolls the Panels in their aligned
    direction and CTRL MW and Ctrl MMB zooms the
    Panels in and out.
  • Single Panels can be collapsed/expanded
  • by LMB clicking the triangle on the left side
  • of their header.
  • Particularly complex Panels are organized in
    Tabs. Clicking LMB on a Tab in the Panel header
    changes the buttons shown in (Panel with Tabs
    Example.).
  • Tabs can be "torn out" of a Panel to form
    independent panels by clicking LMB on their
    header and dragging them out. In a similar way
    separate Panels can be turned into a single Panel
    with Tabs by dropping one Panel's header into
    another.

39
  • Buttons and Controls
  • Buttons are mostly grouped in the Button Window.
    But they can appear in other Windows too.
  • Operation Button These are buttons that perform
    an operation when they are clicked (with LMB).
    They can be identified by their brownish color in
    the default Blender scheme (An operation button).
  • Toggle Button Toggle buttons come in various
    sizes and colors (Toggle buttons). The colors
    green, violet, and grey do not change
    functionality, they just help the eye to group
    the buttons and recognize the contents of the
    interface more quickly. Clicking this type of
    button does not perform any operation, but only
    toggles a state.

40
  • Number Buttons Number buttons (Number buttons)
    can be identified by their captions, which
    contain a colon followed by a number. Number
    buttons are handled in several ways
  • To increase the value, click LMB on the right of
    the button, where the small triangle is shown
  • to decrease it, click on the left of the button,
    where another triangle is shown.
  • To change the value in a wider range, hold down
  • LMB and drag the mouse to the left or right.
  • If you hold CTRL while doing this, the value
  • is changed in discrete steps
  • if you hold SHIFT, you'll have finer control over
    the values.
  • You can enter a value directly by holding SHIFT
    and clicking LM.

41
  • Menu Buttons Use the Menu buttons to choose from
    dynamically created lists. Menu buttons are
    principally used to link DataBlocks to each
    other.
  • DataBlocks are structures like Meshes, Objects,
    Materials, Textures, and so on by linking a
    Material to an Object, you assign it.)

42
  • You can see an example for such a block of
    buttons in (Datablock link buttons).
  • The first button (with the tiny up and down
    pointing triangles) opens a menu that lets you
    select the DataBlock to link to by holding down
    LMB and releasing it over the requested item.
  • The second button displays the type and name of
    the linked DataBlock and lets you edit its name
    after clicking LMB.
  • The "X" button clears the link.
  • The "car" button generates an automatic name for
    the DataBlock.
  • And the "F" button specifies whether the
    DataBlock should be saved in the file even if it
    is unused (unlinked).

43
  • Color Selector controls
  • Some controls pop-up a dialog panel. For example,
    Color controls, when clicked, will pop up a Color
    Selector dialog

44
  • Cascade Buttons
  • Occasionally, some buttons actually reveal
    addition buttons.
  • For example, the Ramps panel has a Cascade button
    called Colorband that reveals additional buttons
    dealing with colorbanding

45
  • Opening Files
  • (Mode All Modes, Hotkey F1, Menu File ?
    Open )
  • Blender uses the .blend file format to save
    nearly everything Objects, Scenes, Textures, and
    even all your user interface window settings.
  • To load a Blender file from disk, press
  • F1. The window underneath the mouse
  • pointer then temporarily becomes the
  • File Selection window
  • The bar on the left can be dragged with
  • LMB for scrolling.
  • To load a file, select it with RMB and
  • then press Enter, or click the Open File
  • can also be loaded by clicking it with the MMB

46
  • Navigating your Hard Disk
  • The upper text box displays the current directory
    path, and the lower text box contains the
    selected filename.
  • (P) moves you up to the parent directory.
  • The button beneath, with the up and down
  • arrow, maintains a list of recently used
  • paths and on the windows platform a list
  • of all drives (C, D, etc.).
  • The breadcrumb files (. and ..) refer to
  • the current directory and upper-level
  • directory, respectively

47
  • Saving Files
  • Mode All Modes, Hotkey F2, Menu File ?Save
  • Saving files is like loading files. When you
    press F2, the window underneath the mouse pointer
    temporarily changes into a File Selection Window
  • Click the lower edit box to enter a filename. If
    it doesn't end with ".blend," the extension is
    automatically appended.
  • Then press Enter or click the Save File button to
    save the file.
  • If a file with the same name already exists, you
    will have to confirm that you want to save the
    file at the overwrite prompt.

48
Rendering Mode All Modes Panel Render Context
? Render Hotkey F12 Menu Render ? Render
Current Frame
49
  • The render settings are in the Scene Context and
    Rendering Buttons Sub-context (Rendering options
    in the Rendering Buttons.) which is reached by
    clicking the , or by pressing F10.
  • In the Output panel, the top field contains the
    path increment (default "/tmp/") and optionally
    a filename prefix to use when rendering is done.
  • The Path Increment is either an absolute address
    or a relative address.
  • An absolute address is something like
    "C\Documents\Blender\" and
  • A relative address is a breadcrumb notation ("./"
    or "../") meaning to start with the current or
    parent directory of the Blender installation
    location, or a double slash ("//") meaning put
    the file in the directory from where the blend
    file was loaded.

50
  • The Format Panel controls the format of the
    render.
  • The full size (number of pixels horizontally and
    vertically) and file format of the image to be
    created are picked here.
  • You can set the size using the SizeX and SizeY
    buttons.
  • Clicking the selection box just below the size
    buttons
  • opens a menu with all available output formats
    for
  • images and animations, which is currently "Jpeg"
  • in (Rendering options in the Rendering Buttons).
  • When the settings are complete, the scene may be
    rendered by hitting the RENDER button in the
    Render Panel or by pressing F12.
  • Depending on the complexity of the scene, this
    usually
  • takes between a few seconds and several minutes,
    and
  • the progress is displayed in a separate window.
  • If you don't see anything in the rendered view,
    make sure your scene is constructed properly.
    Does it have lighting? Is the camera positioned
    correctly, and does it point in the right
    direction? Are all the layers you want to render
    visible? Make sure Blender Internal is chosen in
    the dropdown box below the
  • RENDER button.
  • When you are satisfied with the rendering, you
    may save it by pressing F3 and
  • using the save dialog as described
    before

51
  • Setting the default scene
  • If you don't like Blender's default window
    set-up, or want specific render settings
  • Make the scene you are currently working on the
    default by pressing Ctrl U.
  • The scene will then be copied into a file called
    .B.blend in your home directory.
  • You can clear the working project and revert to
    the default scene anytime through the menu entry
    FilegtgtNew or by pressing Ctrl X. But remember to
    save your changes to the previous scene first!

52
  • Saving your Preferences
  • When you press Ctrl U, you will save a file
    called B.blend in the .blender folder underneath
    your Blender installation that contains the
    present setup, including all screens and scenes.
  • Blender has many options and features to make
    sure that you do not lose your work.
  • First, it saves your actions in a list. At any
    time, you can tell Blender to back up in the list
    and undo most recent changes.
  • Second, when you start Blender, one of the File
    options is to Recover Last Session. When you exit
    Blender, it saves the current file in a
    quit.blend file Recover Last Session merely
    loads that file back in.
  • Third, you can tell Blender via User Preferences
    to automatically save versions "behind the
    scenes", and to keep old copies of your entire
    files every time you do manual saves.

53
  • Auto Save in the User Preferences
  • Blender provides several ways to automatically
    save backup copies of work in progress. This
    sub-panel allows you to configure the two ways
    that Blender allows you to regress to a prior
    file version.
  • The "Save Versions" button tells Blender, when
    you manually select File/Save, to save the
    specified number of previous versions of your
    file.
  • In your current working directory, these files
    will be named .blend, .blend1, .blend2, etc. on
    up to the number of versions you specify, with
    the older files named with a higher number.

54
  • Auto Save Temp Files
  • Clicking the "Auto Save Temp Files" button tells
    Blender to automatically save a hot backup copy
    of your work-in-progress to the temp directory.
    Selecting this button reveals two more buttons.
  • The first, "Minutes" button specifies the number
    of minutes between automatic saves. The second
    "Open Recent" button allows you to open the
    most-recent auto-save file.
  • The auto-save file is named using a random
    number, has a .blend extension, and is placed in
    the Temp directory (refer to the "File Paths"
    tab).
  • Then, when you have done something terrible to
    your beautiful model, you have the following
    choices
  • keep working forward and try to cover up or build
    on your accident,
  • undo with Ctrl Z
  • regress to (open) a previously saved version in
    your working directory, or

55
  • Warning
  • Warning Clicking the "Open Recent" button will
    immediately load the most recent save, and you
    will lose any changes that you have made in the
    intervening minutes.
  • Exit No Save When you close Blender and exit the
    program, Blender does not prompt you to save your
    work if changed. However, it automatically saves
    the current work-in-progress in a file called
    "quit.blend" in your Temp directory.
  • Recent Files When you use File -gt Open Recent,
    this control specifies how many recent files to
    keep track of, and how many will appear in that
    list.

56
  • Undoing an Action
  • Mode All Modes Hotkey Ctrl Z
  • By default, Undo is not turned off although it
    takes precious memory. To enable or disable undo,
    drag down your User Preferences window and click
    Edit Methods. In that panel, you may set
  • Steps This numeric slider sets how many steps,
    or actions, to save. If you set this to 30, you
    will be able to undo the last 30 actions that you
    performed.
  • Global Undo This enables Blender to save actions
    outside of some mesh editing actions, for
    example, moving individual vertices while a mesh
    is in one editing session each vertex move can
    be undone.

57
  • Redoing an Action
  • Mode All Modes Hotkey Shift Ctrl Z or Ctrl Y
  • Just as Ctrl Z undoes an action, Shift Ctrl Z
    re-does the last undone action(s).
  • History
  • Mode All Modes Hotkey Alt U
  • Alt U displays the Global History of what you
    have done as a list of actions named generally
    for what you did. Clicking on any action reverts
    you back to that state just before the next
    action was performed.

58
  • Overview
  • Mode All Modes, Any Window Hotkey Shift F4 -
    DataBlock Browser
  • Each .blend file contains a database. This
    database contains all scenes, objects, meshes,
    textures, etc. that are in the file. A file can
    contain multiple scenes and each scene can
    contain multiple objects. Objects can contain
    multiple materials which can contain many
    textures.
  • To access the database, press Shift F4 and the
    window will change to an DataBlock browser
    window, which lists the Objects in your .blend
    file.
  • To go up a level, click the breadcrumbs (..) and
    then you will see the overall structure of a
    file Action, Armature, Brush, Camera, Curve,
    Group, ... and so on (including Objects).
  • LMB Selecting any DataBlock type, Mesh, for
    example, will give you a listing of the Meshes
    used in the file, along with how many users there
    are for that class.
  • For example, if you had a car mesh, and used that
    car mesh for six cars in a parking lot scene, the
    Mesh listing would show the Car and then the
    number 6.

59
  • Users (Sharing)
  • Many DataBlocks can be shared among other
    DataBlocks re-use is encouraged.
  • For example, suppose you have a material for one
    object, named "Glossy". You can select a second
    object, for example, one that does not have a
    material yet. Instead of clicking ADD NEW for the
    material, click the little up-down arrow next to
    the ADD NEW, which brings up a list of existing
    materials. Select "Glossy".
  • Now, these two objects share the same Material.
    You will notice a "2" next to the name of the
    material, indicating that there are two users
    (the two objects) for this material.
  • Other common examples include
  • Sharing textures among materials
  • Sharing meshes between objects ("clones")
  • Sharing IPO curves between objects, for example
    to make all the lights dim together.

60
  • Fake User
  • Blender removes all DataBlocks that have not been
    linked to anything when you open the file.
  • Because of this, sometimes you may find it useful
    to link unlinked DataBlocks to a "fake user".
  • You can do this by hitting the F button next to
    the name of the DataBlock.

61
  • Copying and Linking Objects Between Scenes
  • Sometimes you may want to link or copy objects
    between scenes.
  • This is possible by first selecting objects you
    want to link or copy and then using the "Make
    Links" and "Make Single User" items found in
    Object menu in the 3D viewport header.
  • Use "Make Links" to make links between scenes.
  • To make a plain copy, you first make a link and
    then use "Make Single User" to make a stand-alone
    copy of the object in your current scene.
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