New (sorta) Blender 2.67 released

9. May 2013

While I was away moving ( of which I am mostly done… except the living out of boxes and having no internet parts… ) a new version of Blender was released.  As I am a big fan, even if I am two days late, I feel the need to report it.

 

So, what's in it for game developers?  Well, for most of us, not much.  Unless of course you are rendering your game in a cartoon style, in which case you will love the inclusion of Freestyle in Blender.

 

What is Freestyle?

400px Manual 2 6 Render Freestyle Demo mato sus304 cut01

Freestyle is a non-photorealistic renderer ( NPR ), that has been around forever like BMesh, but has finally been incorporated directly into Blender.  The image to the left is an example of an anime style rendering performed using Freestyle.

 

This is just one example of the type of art that can be accomplished with Freestyle, although probably the most popular.  You can also render using flat colours, create a more blueprint like result, etc.

 

From the Blender description of Freestyle:

Freestyle generates 2D line drawing from a set of mesh objects. Mesh vertices, edges and faces are used to identify feature edges of interest to artists. The detected feature edges are then transformed into stylized lines through a number of stylization options. Unlike Blender's good old Edge (Toon) option that only generates a raster image, Freestyle feature edges can be manipulated by means of geometrical information, for example by line length, angle formed with two adjacent lines, and distance from the camera. In addition, identified feature lines can be stylized in many ways, such as different line colors, alpha transparency, and line thickness. Straight line segments can also be transformed into fancy curves by adding random displacements and fitting to smooth Bezier curves, for instance.

You can learn a great deal more about Freestyle right here.

 

So, other than Freestyle, what else is new in this release?  Well, you can read the complete release notes here but a few stand outs are the new modelling tools ( Individual face inset, Poke Face and Knife Project ), as well as improvements to the Paint tools, motion tracking, node editing as well as the Cycles renderer.

 

You can download the new release for free right here.




Programmer Art: Blender for Programmers Part 5-- Modelling command quick reference

27. March 2013

This is simply a quick reference to all of the modelling commands in a single place.

 

KeyAction
A Select/Deselect All
X Delete selected
T Hide/Show Tools panel
N Hide Show properties panel

Select and Navigation

A Select/Deselect All
B + LMB + Drag Box/Border select
C + LMB + Drag Circle select
CTRL + LMB + Drag Lasso select

-

or

CTRL + MMB + Drag

or

Scroll wheel

Zoom out

MMB + SHIFT + DRAG

or

CTRL + 2/4/6/8 on numpad

Pan view

MMB + Drag

or

2/4/6/8 on numpad

Rotate View

. Frame selected

Moving, Scaling and Rotating

N Show or Hide property window
G + LMB + Drag Grab/Move/Translate selected item(s)
S + LMB + Drag Scale selected item(s)
R + LMB + Drag Rotate selected item(s)

S or G or R

+

X or Y or Z

Limit scale,move or rotation to selected axis

S or G or R

+

X or Y or Z

+

Number value

+

ENTER

Scale, move or rotate selected item(s) along selected axis by entered amount.  Can use a decimal point.

TAB

Toggle current mode ( Object, Edit, etc )

CTRL + TAB Toggle between mesh select modes (Vertices, edges, faces )

CTRL + TAB + 1 Vertex editing mode ( must be in Edit mode )

CTRL + TAB + 2 Edge editing mode ( must be in Edit mode )

CTRL + TAB + 3 Face editing mode ( must be in Edit mode )

Modelling operations

ALT + RMB Select edge loop

X

Select "Delete edge loop"

Delete edge loop

CTRL + R

Loop cut and slide
CTRL + ALT + LMB Select edge ring

E

Extrude

E + x, y or z

Extrude along axis

K

Knife tool

F Create Face

I Inset face

Alt+M Merge/Collapse

CTRL + 1,2,3,4 or 5 Set sub-division level

CTRL + 0 Turn off sub-division

 

Numberpad quick reference 

NewImage

NewImage




Programmer Art: Blender for Programmers Part 4 -- Modelling operations

26. March 2013

 

In this section we will look at the various operations you perform when modelling in 3D.  Much like when working with clay in the real world, you can actually make some remarkably detailed work with only a small number of tools.

 

There is one concept we haven't really touched on as of yet, and that is the edge loop.  An edge loop is important concept in modelling, as the edge loop is ultimately the contour or backbone of your model.  You can select, move, remove and add edge loops all at once, allow you to make huge changes to a model quickly and easily.  When modelling in Blender, it is important to keep edge loops in mind.  For a better description of what an edge loop actually is be sure to check this post out.

 

 

Edge loops in Blender

There are a number of operations you can perform on edge loops.

First and most obvious is selecting an edge loop:

 

Selecting an Edge loop:

To select an edge loop, first switch in to Edit mode ( Tab ), then set Mesh Select Mode to edges ( CTRL + Tab + 2 ).

Hold Alt + Right click and edge and the entire edge loop will be selected.  Holding down SHIFT allows you to select multiple edge loops.


Blender1

 

Deleting an Edge loop:

Select an edge loop.

Hit X.  In menu select Delete -> Edge Loop

BlenderDeleteEdgeloop

 

Loop Cut and Slide

Loop Cut and Slide is a great example of how edge loops allow you to quickly add detail to a mesh be inserting an additional edge loop.  It is essentially two operations in one.  First you create a new edge loop parallel to an existing one, then you "slide" it, which is equivalent to moving while maintaining the shape of the mesh.

First switch in to Edit mode ( Tab ), then set Mesh Select Mode to edges ( CTRL + Tab + 2 ) if not already in edit mode.

Hit Control + R

Move the mouse to select which direction you wish to create the edge loop along, an indicator will be displayed on screen.

Left click to select the direction.  Indicator will change colour.

Move mouse up and down, or left and right, depending on the direction of the edge loop to move the loop along the surface, Left Click to commit.  Right click to cancel.

LoopCutAndSlide

 

In addition to using CTRL + R you can perform a loop cut and slide using the following button from the tools menu:

LoopCutAndSlideMenuOption 

 

Edge Rings in Blender

An Edge Ring is very similar to an edge loop, but it selects the perpendicular edges instead.

 

Selecting an Edge Ring

First switch in to Edit mode ( Tab ), then set Mesh Select Mode to edges ( CTRL + Tab + 2 ) if not already in edit mode.

HIt Control + Alt + RIght Click on an edge in the edge ring.

 

SelectEdgeRing

 

 

Common Modelling Operations

 

Now we will take a look at some of the most common operations performed while modelling in Blender.

 

Extrusion

Extrusion is a very common way to add more detail to a model.  If you were modelling in clay, think of extrusion as the act of pulling out or pushing in a portion of the clay.  You can perform an extrusion on multiple selected items at the same time and it can be performed on vertices, edges and faces, although faces are the most commonly extruded type.  It's important to know, if you perform and extrusion with no movement, new geometry is still created, it's just directly over top of existing geometry!  If you cancel an extrusion, make sure you have properly undone it, or you can create unwanted polygons.

First switch in to Edit mode ( Tab ), then set Mesh Select Mode to faces ( CTRL + Tab + 3 ) if not already in edit mode.

Right click select the faces you wish to extrude.

HIt 'E' and then move the Mouse left to extrude "in" or right to extrude "out".  Left click when complete.

You can optionally hit 'X', 'Y' or 'Z' to constrain the extrusion to a certain axis.

Extrusion

 

Knife Tool

Using the knife tool allows you to add new edges to existing geometry easily.  The knife tool automatically creates new edges where you cut.

In edit mode, press K.

A green dot will appear where the cut will appear.

Left click to make cut, move mouse and repeat.

Press Enter to complete cut.

Knifetool

 

Holding Control while performing a cut automatically centres the cut location between the two bordering vertices.

 

Create Face

You can easily create new geometry using the create new face tool. 

In edge mode ( Ctrl + 2 ), holding down Shift and left click to select the edges surrounding the face you wish to create.

Once complete, press 'F' and a face will be completed.  

This process will also work when working with vertices and allows you to create faces with more than 4 edges.

CreateFace

 

Inset

Inset works a lot like extrude, but instead of pulling the geometry out of the mesh, it insets a face within an existing face.  Its a good way for adding detail within a polygon.

In edit mode, select one or more faces to inset.

Hit 'I' to inset face.  The distance you move the mouse toward the centre of the face determines how much it will be inset.  Left click to finish.

Insetface

 

Merge/Collapse

Sometimes you have too much or unwieldy geometry and you want to get rid of some of it.  This is when the merge tool comes in handy.

In edit mode, select two or more items you wish to merge.

Hit Alt + M

In the resulting menu, select how you would like the merge to perform.

Merge

 

Change Subdivision Level

A very common modelling technique is called subdivision surfaces.  Essentially you model a rough outline of the shape you want to create, then add detail to it by sub-dividing it over and over into more detailed geometry.

Select the geometry you want to subdivide.

Press Control + 1/2/3/4 or 5.  Press Control + 0 to reset to no subdivisions. Do NOT use the number pad numbers.

SubDivision

As you may notice, the original hull is preserved while sub-dividing.  You can still work on the source shape and it will be updated in the subdivided mesh.

You can also permenantly sub-divide geometry by pressing W then typing subdivide. 

 

Hotkeys / Actions used in the Tutorial

 

Key/ActionAction
ALT + RMB Select edge loop

X

Select "Delete edge loop"

Delete edge loop

CTRL + R

Loop cut and slide
CTRL + ALT + LMB Select edge ring

E

Extrude

E + x, y or z

Extrude along axis

K

Knife tool

F Create Face

I Inset face

Alt+M Merge/Collapse

CTRL + 1,2,3,4 or 5 Set sub-division level

CTRL + 0 Turn off sub-division

 

 

On to quick reference

,




Blender 2.66a released.

7. March 2013

Pretty much just a bug fix release:

 

Interface

  • Fix #34357: Image editor scope and clip editor track preview did not resize properly with different DPI settings. (r54760)
  • Fix #33466: Alt+MouseWheel changes frame as well as buttons (r54929)
  • Fix UI/DPI: user preferences window size now takes into account DPI, otherwise the buttons don't fit properly. (r54945)
  • Fix soft shadow at top edge incorrectly drawn (r54954)
  • Fix #34418: Screencast could be started twice (r54961)
  • Fix #34509: Panel color were not updated from old files properly (r54996)
  • Allow trackpad and magic mouse swipes to control brush size for circle select. (r55027)
  • Fix (regression) #34391: Window position not saving correctly for next start-up (r54879)
  • Fix #34390: quicktime video codec menu showing blank (r54942)

 

Viewport

  • Fix #34378: GLSL materials using multiple UV layers fail in editmode (r54783)
  • Fix #34347: View3D Mini-Axis drawing in error with overlay (r54789)
  • Fix #34426: Manipulator handles drawn incorrectly by depth (r54923)
  • Fix glitch rotating the camera in camera mode drawing helper-line in random locations (r54928)

 

Animation

  • Fix zoom for graph-editor (and other editors) (r54910)

 

Sequencer

  • Fix #34439: Strip modifier - Mask multiply failure (r54901)
  • Fix #34453: Added RGBA|RGB channels toggle to sequencer preview (r54904)
  • Fix sequencer crash when pasteing strips after creating new file (r54935)

 

Composite/Nodes

  • Fix #34356: Inputs list in file output doesn't appear properly. (r54754)
  • Fix #34359: Crash when using image output node (r54746)
  • Fix #34474: "Record Composite" image op segfaults in compositor code (r54948)
  • Fix #34461: Inconsistent behavior of "Color Mix Node" and "Alpha Over Node" (r54960)
  • Fix #34507: Adding reroute node into invalid links would crash the compositor (r55047)

 

MovieClip/Tracking

  • Fix memory leak when loading multilayer EXR as movie clip (r54934)
  • Fix for incorrect subpixel precision of marker when using track offset (r55028)

 

Render

  • Fix #34351: Displacement map Bake margin does not work (r54748)
  • Fix #34436: Node editor delete texture crash (r54908)
  • Fix #34493: Image Sequence texture didn't allow "Offset" with fcurves. (r55012)
  • Fix #34475: Weird noise bug with Texture nodes (r55021)
  • Fix for texture preview render with show alpha enabled (r55026)
  • Fix image transparency backwards compatibility. Now the texture datablock has a 'Use Alpha' option again. (r55022)

 

Render (Cycles)

  • Fix #34421: viewport render stuck with no objects in the scene. (r54885)
  • Fix #34480: hair render in dupligroup did hide the emitter properly in some cases. (r54959)

 

Modifiers

  • Fix #34358: Shrinkwrap modifier project along normal did not work correctly (r54793)
  • Fix #34369: applying screw modifier turns object to black (r55004)

 

Tools

  • Fix #34384: Border select in UV Image window crashed (r54816)
  • Fix for weight paint using values over 1.0 when blending (r54833)
  • Fix for regression in 'object.shape_key_transfer' operator since BMesh merge (r54834)
  • Fix #34415: Edge slide results in segmentation fault on certain mesh (r54875)
  • Fix #34455: Origin to Center of Mass is missing in menu Object > Transform (r54891)
  • Fix selecting linked faces (r54920 r54921)
  • Fix #34366: mesh.select_mode operator could not be configure the use_extend and use_expand properly. (r54944)
  • fix #34486: Selection of bones in armature edit mode only toggles between two bones (r54969)
  • Fix #34534: Copy/Paste objects hangs (r55051)
  • Fix (regression) #34438: Solidify crease error (r54882)
  • Fix missing select menu for weight, vertex, texture paint modes. (r54883)
  • Fix joining meshes could loose crease/bevel weights (r54899)
  • Fix (regression) #34449: Edge toggline bevel failed (r54900)

 

Sculpt

  • Fix #34370: Collapse-Edges crash in dyntopo (r54827)
  • Fix #34431: Crash when dyntopo enabled and using view plane mode (r54971)
  • Fix #34473: Blender Crashes on toggling modes, dynatopo sculpt/object mode. (r55007)

 

Game Engine

  • Fix projection clipping (r54733)
  • Fix #34349: Character walkDirection ADD mode -#INF error. (r54738)
  • Fix #18967: Enable alpha buffer (useful for TV broadcasting). (r54745)
  • Fix #34353: Ray cast on Triangle mesh bounded Rigid Body Object crashes (r54757)
  • Fix #34219: Webcam support under Linux in Standalone broken (r54764)
  • Fix #34330: Action Actuator "caching" the previous ran actions (r54766 r54767 r54769)
  • Fix error using actions with multiple scenes (r54767)
  • Fix object color channels can now be animated separately without zeroing out the other channels (r54772)
  • Fix error using uninitialized variables for rendering (r54776 r54781)
  • Fix #34377: Game-Engine - Multi UV mesh's materials not backwards compatible (r54780)
  • Fix Game-Engine crashing when on material conversions (r54837)
  • Fix #34440: Motion blur (2d filter) not working in osx (r54912)
  • Fix #34428 #20856 #20281: converting multi-uv layers. (r54972)
  • Fix #34523: 2D-Filter produces render error (r55010)
  • Fix #34517: 2D-Filter causes mouselook script drifting effect (r55011)

 

Rigid Body

  • Fix motion paths calculation being incorrect for rigid bodies (r54799)
  • Allow rigidbody collision groups to be animated (r54818)
  • Fix #34410: Planes with Rigid Body always keep distance to colliding objects (r54855)
  • Fix #34420: Rigid objects not resetting original properly after running a simulation. (r54862)
  • Fix inconsistency with world rebuilding with the start frame (r54990)

 

Text Editor

  • Fix Fix text editor bug: ctrl+F is not configurable (r54878)
  • Fix #54907: freeze when turning on syntax highlight (r54907)
  • Fix crash when overwriting ascii character with multibyte character (r54917)

 

Python

  • Fix Python console bug: "autocomplete" doesn't advance cursor properly when completion includes UTF8 characters (r54824)
  • Fix #34423: foreach_get crash for any non existant attribute (r54865 r54866)
  • Fix #34372: mesh.verts.foreach_set not working with normals (r54943)
  • Fix for python exception getting the ID from an operator button (r54835)

 

Other

  • Fix freeing all bakes in particle mode (r54822)
  • Fix file with packed images crashes on load (r54790)
  • Fix image alpha version patch with library linked files (r54794)
  • Fix #34427: Collada export crash with armature (r54856)
  • Fix X3D import error loading UV's (r4325)
  • Fix X3D import for images (r4327)
  • Rigify fixes (r4321 r4334 r4335)

 

You can head on over and download it here.

News, Art




Programmer Art: Blender for Programmers Part 3 -- Introduction to 3D modelling

8. February 2013

 

 

In this section, we are going to look at the fundamental aspects of modelling in 3D.  If you have done any work in 3D, a lot of this will be old hat for you and you can safely skip ahead to the bottom for the Blender specific details.

 

3D Fundamentals

At the very core, 3D models are ultimately built up of 3 basic building blocks:

 

The Vertex

Vertex

Vertex, or vertices ( plural ) are the very basic building blocks.  In a nutshell, a vertex is a position in 3D space.

 

The Edge

Polygon Edge

 

An edge is simply the connection between two vertices.

 

The Face

Polygon face

The Face ( or Polygon ) is the solid hull you get when you have 3 or more vertices connected by edges and forming a closed surface.  Most rendering stacks, like OpenGL or DirectX are optimized to work with triangles.  When modelling however, it is often easier and preferable to work with quads.  Given that any quad can be turned into a triangle by splitting it corner to corner, it is incredibly easy to tesselate from a quad to a tri, so when you can, work with quads.  It is possible to have more than 4 sided faces, we will cover this later in the form of BMesh, but behind the scenes they are simply performing the task for you.  The problem with having shapes with more than 4 sides is you can no longer guarantee that they are flat, which can lead to some bizarre rendering artefacts.

 

 

There is one last concept that is important to understand...

 

The Normal

Polygon Normal

See the green lines?

Those are each faces "normals".  Basically the normal is the direction a face, um… faces.  Most of the time you won't have to deal with normals all that often, but if your face is "missing", there is a good chance it's normal has flipped.

Take the above cube image, right now all the normals face outwards from the cube.  Here is the same cube rotating, with it's normals flipped:

Polygon Normals animated

Sometimes this is actually the behaviour you want, such as if you are modelling the interior of a space, like inside a room, or creating a skybox around the world.

 

Modelling in Blender

 

Configuring the 3D view

When working in 3D, you have a number of options for how you want your mesh displayed, you can work on a wireframe, solid or textured image.  At the bottom of the 3D view screen, locate the sphere icon to bring up the Viewport Shading menu:

SS1

 

Which mode you ultimately select is up to you.  I generally flip back and forth between all of them.

 

There is one other setting to be aware of, and this will determine how your scene will be displayed within Blender.  If you want to match your game results as closely as possible, you probably want to set it to GLSL, which is OpenGL rendering.  This is done from the properties window.

If the properties window isn't currently being displayed, press N to display it.  Scroll down to the section labeled Display, open the Material Mode drop down and select GLSL.  If things aren't displaying correctly for you, play around with the settings in this panel.  Oh, and notice the Toggle Quad View button?  If you like the 4 panel mode in 3D Studios Max, click this button to emulate it.  I personally do not like the results, it's better to simply configure display windows as you need them.

 

Ss2

 

 

Ok, now that we have the screen rendering set up, lets actually start modelling.

If you have a cube on screen already from the default scene, great.  Otherwise we need to create one.

From the Menu, select Add->Mesh->Cube

 

Ss3

 

A cube will then be created at the location of the cursor/pivot.  It is actually incredibly common to start modelling with a simple cube, it's called "box modelling" and we will look at in depth shortly.

 

Now that we have a 3D object to work with, there is a very important concept we need to address, object mode vs editing mode.

 

Object Mode vs Editing Mode

When working in Blender, you can be in a number of different modes, which completely changes the tools available and the way things perform.  There are a number of different modes you can be in, but two are of importance to us right now, Object Mode and Edit Mode.

You can toggle between modes using the menu at the bottom of the 3D view:

Ss4

You can also perform the same action by hitting the TAB key.  Each time you hit the tab key, it toggles between modes. This is one of those things you will do A LOT, so it really helps to memorize that hotkey.

 

So, what then are the different modes?  Well, Object mode is when you are dealing with a mesh or other scene objects ( lights, cameras, etc ) as a single entity.  If you move something in Object mode for example, it moves the entire object.  Edit mode on the other hand, works with the components of the mesh, those being the vertices, edges and faces.  When you are actually changing the mesh, you will be working in EDIT Mode.  As you may notice, when switching between modes, the tools and menu options available change massively.

 

Welcome to Edit Mode

During the modelling phase, you will spend a LOT of time here, so get used to it.

As I mentioned earlier, models are built of three basic building blocks, the vertex, edge and face.  In edit mode, you have to choose which of those three levels you want to work at.

This once again can be accomplished using the menu at the bottom of the view menu.  When in Edit Mode, you will see a series of buttons for switching between Vertex, Edge and Face editing mode.  These buttons will only be available in Edit Mode.  One option will always be selected, in this case Face mode.

Ss5

These different modes once again change the tools available.  More importantly, they change the way selections work… in Face mode for example, right clicking within the object will select the clicked Face.  This effects all the various different selection tools too, such as the Border Select, Circle select, etc.  It's fairly common to switch between different modes regularly.

Fortunately there is yet another hotkey available, but this one requires a bit of dexterity to pull off.

First off, pressing CTRL + TAB brings up the mode selection pop-up window, like so:

 

Ss6

 

That said, for those with long enough fingers, there is yet another combinations of shortcuts to make things even faster

CTRL + TAB + 1       Select Vertex Mode

CTRL + TAB + 2       Select Edge Mode

CTRL + TAB + 3       Select Face Mode

 

Trust me, you will switch between modes A LOT.  It is certainly worth your while to learn these hotkeys.  I will admit, a 3 key hotkey is more than a bit annoying.  One of the very first things I tend to do is define my own hotkey for each of these settings.  There are perils in setting your own hotkeys ( you can clobber existing commands, plus documentation will no longer apply ).  If you are interested in reconfiguring Blender, you can read more about it here.  I leave that decision to you; in many ways it makes sense to learn the Blender way first, then customize things to fit your needs later on.

 

Axis and Allies… no wait, just Axis!

 

There is one more important concept to cover before we carry on, the Axis, they play a very important role in 3D applications.

Let's take a look at an empty Blender 3D scene:

Ss7

 

Not shown in that example are the Z axis ( normally in blue ), which runs straight up and down.

Blender orientation is known as Z-up.  In that up and down in the scene are along the Z axis.  This corresponds with the camera, where looking down the Z-axis for example is the same as the "Top" camera, while looking up the Z-axis is the same as the "Bottom" camera.  It is important to remember that different game engines use different orientation systems, as do different 3D programs.  Some are Y-up, in which the Y axis denotes up and down.  Fortunately switching between the two is a simple rotation away. You can read a bit more about the subject here if you are interested.  It really only becomes important when you are moving between programs or exporting to a game engine.

Axis are important to understand because you commonly want to constrain your movements in a single direction only.  We will cover this shortly.

 

Moving, Scaling and Rotating Things

There are 3 basic actions you will commonly want to perform on objects, or their vertices/faces/edges and those are moving( or translating), scaling and rotating.  Let's take a quick look at each.  All of the operations we are about to describe work in either Object or Edit mode.

 

 

Move/Translation

BlenderMove

 

 Moving or translating is simple the act of well, moving something.  In Blender though, it has a remarkably weird name/hotkey.

G , G as in Grab.  Press G then move the mouse around to position your object.  Then press the left button to finishing moving. Otherwise, press the right mouse button to cancel the move.

Remember earlier when I said you could constrain along a single Axis?  Well, doing so is quite easy.  After you press G to perform a move, press the axis you want to move along.

Move Along X Axis only: G then X then move mouse, then Left Mouse Button when done.

Move Along Y Axis only: G then Y then move mouse, then Left Mouse Button when done.

Move Along Z Axis only: G then Z then move mouse, then Left Mouse Button when done.

 

You can also move using just the keyboard.  To do this, simply press G then the Axis letter to move along, then the amount, followed by Enter to commit, or Esc to cancel.

For example, to move 5 units along the Y axis, you would: Press G then Y then 5 followed by Enter.  This is handy when you are going for precision movements or are modelling to scale.

 

That might seem like a lot to learn, but don't worry, you only need to learn it once and it works basically identical for Scaling and Rotating.

 

Using The Widget

You may also notice that when you press G to move an object, a widget appears on screen.  You can left click on an axis arrow to begin dragging in that direction:

 

Ss8

 

Simply pick the axis you want to move along and hold down the Left Mouse Button.  Once you have positioned where you want, release the Left Mouse Button, to cancel, click the Right Mouse Button.

 

Scaling

Scaling is the act of growing or shrinking an object or parts of it.

BlenderScaling

 

To Scale in Blender Simply hold the S key, Left Mouse Button Down, then move the mouse toward the pivot to shrink the object, or away in any direction to increase the size, release the button when complete.  Click Right Mouse Button to cancel.

Like moving, you can constrain the scaling axis by holding X, Y or Z after you hit S.

 

Rotating

Rotating is simply the act of turning the object or parts of it.

BlenderRotate

To rotate an object in Blender simply hold the R key, then click and hold the Left Mouse Button, drag the mouse up or down and release when fully rotated.  Once again Right Mouse Button cancels the rotation.

Right the other two operations, you can constrain rotation along a given axis by holding X,Y or Z after you press R.




Manual Entry

 

For all of these operations, you can directly enter numeric values if you prefer, or you can lock rotation around a given axis.  If the Properties Window isn't displayed, press N to display it.

Ss9

 

Note however, that most of these options are only available when in Object mode.  In Edit mode, you will have different selections.  But if you want very precise positioning, or want to prevent movement along a certain axis, this is where you do it.  Simply click and drag a value left or right to change it, or double click a value to enter a new one.  Clicking the padlock will prevent movement of the given type on the given axis.  For example, clicking the Padlock on the Z value of Location, while prevent your object from being able to move up or down on the screen.

 

 

Hotkeys / Actions used in the Tutorial

 

Key/ActionAction
N Show or Hide property window
G + LMB + Drag Grab/Move/Translate selected item(s)
S + LMB + Drag Scale selected item(s)
R + LMB + Drag Rotate selected item(s)

S or G or R

+

X or Y or Z

Limit scale,move or rotation to selected axis

S or G or R

+

X or Y or Z

+

Number value

+

ENTER

Scale, move or rotate selected item(s) along selected axis by entered amount.  Can use a decimal point.

TAB

Toggle current mode ( Object, Edit, etc )

CTRL + TAB Toggle between mesh select modes (Vertices, edges, faces )

CTRL + TAB + 1 Vertex editing mode ( must be in Edit mode )

CTRL + TAB + 2 Edge editing mode ( must be in Edit mode )

CTRL + TAB + 3 Face editing mode ( must be in Edit mode )

 

 

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