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F1
online help |
F2 |
F3 |
F4 |
F5 |
F6 |
F7 |
F8 |
F9 |
F10 |
F11
view render
view animation |
F12
render image
render animation |
Inicio
view all in Grpah Editor
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Re Pág
workspace- |
Av Pág
workspace+ |
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1
subdivide to level 1 |
2
subdivide to level 2 |
3
subdivide to level 3 |
4
subdivide to level 4 |
5
subdivide to level 5 |
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7 |
8 |
9 |
0 |
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¡ |
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-
zoom out |
Tab toggle edit mode snap
toggle pose mode,
mode pie menu |
Q |
W |
E |
R
Rotate,
keyframe type
reset Rotation |
T
Tools |
Y
Y axis (twice: local)
Y plane (twice: local) |
U
UV menu |
I
Insert keyframe |
O |
P
Parenting menu
unParenting menu |
`
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7
z view |
8
vertical+ |
9 |
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zoom in |
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A
select All
Add menu
unselect All |
S
Scale
snap pie menu
reset Scale |
D
Duplicate |
F
change brush radius
change brush strength |
G
Grab to move,
Group channels in dope sheet
reset position |
H
Hide selected
Hide unselected
unHide all
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J |
K |
L |
Ñ |
´
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Ç |
4
horizontal- |
5
ortho/perps |
6
horizontal+ |
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Z
shading pie menu
Z axis (twice: local)
Z plane (twice: local) |
X
delete
X axis (twice: local)
X plane (twice: local) |
C
Create collection
select Circle |
V
set keyframe handle type |
B
select Box
render region |
N
additional Number settings (menu on right) |
M
Move to collection,
add Marker in timeline
rename Marker in timeline
add Modifier
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1
y view |
2
vertical- |
3
x view |
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space
play
tools
max/min panel
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0
camera view |
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frame selected |
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left click
...
select all keys in a keyframe |
middle click |
right click |
Modifiers: Shift, Control,
Alt, Shift+Control |
- Blender
2.80 Fundamentals (You Tube)
- First
Steps
- Viewport
Navigation
- Selecció / Select
- left click
- Select All (A)
- Unselect All (Alt+A)
- Top left menu: Select
- Rotació / Rotate
- Top right menu: X, Y, Z
- middle click drag
- Moviment de la vista / Move view
- Top right menu: hand
- shift + middle click drag
- frame selected
- top left menu: View -> Frame Selected
(Numpad .)
- Zoom
- Top right menu: magnifier glass
- mouse wheel
- Numpad + -
- Vista de càmera / Camera view
- Top right menu: camera
- Numpad 0
- Interface
Overview
- bottom info
- add/delete panels
- maximize panel: Ctrl+space
- Workspaces (Ctrl + PageUp, PageDown)
- Eines / Tools
- Additional quick settings
- 3D cursor
- right menu (N): View -> 3D Cursor
- position: shift + right click
- reset to origin
- shift + s -> Cursor to World Origin
- Pie menus
- Timeline
- Properties editor (right)
- Collections
- Lamp
- Camera
- Select
& Transform
- Selecció / Select
- Select/unselect all: A, Alt+A
- Select multiple
- left menu: Select Box (B), left click drag
- left menu: Select Circle (C), left click drag,
right click
- shift + right click
- Unselect multiple
- left menu: Select Box, Ctrl + left click drag
- B, middle click drag
- C, middle click drag, right click
- shift + right click
- Active object: orange
- Wireframe mode
- top left menu: Select
- Transformació / Transform
- X, Y, Z: axis
- shift+X, shift+Y, shift+Z: plane
- shift+drag: more precision
- cancel: right click
- reset: Alt+(G,R,S)
- Move
- left menu: Move
- G (Grab), left click to apply
- Rotate
- left menu: Rotate
- R
- inner sphere
- outer sphere:rotate around view axis
- free rotation
- Scale
- 3D cursor
- left menu: Cursor, left click
- shift + right click
- Rotate around 3D cursor:
- top menu: Pivot Point -> 3D Cursor
(default is Median Point)
- Move to 3D cursor:
- top menu: Object -> Snap ->
Selection to Cursor
- shift+S -> Selection to Cursor
- reset to world origin
- shift+S -> Cursor to World Origin
- Snap
- top menu: Snap
- shift + Tab
- Add
& Delete
- Add
- top left menu: Add (shift+A)
- Monkey (Suzanne)
- Delete
- top left menu: Object -> Deltete (no confirm)
- X (confirm), delete key (no confirm)
- in Edit mode, X has a richer menu
- Collections
- like: layers, groups
- View layer:
- visibility of collections is unique for each view
layer
- deleting collection does not delete the objects inside
it
- Filter
- Workspaces
- Modeling Introduction
- Creating Meshes
- Objects and Edit Mode
- Mesh Selection Mode
- Extrude
- Loop Cut
- Bevel Tool
- Knife tool
- Intro to shading
- Shading editor
- Shading
- drag image
- make links (F)
- Add (A) -> Textures -> Gradient Texture
- Add -> Color -> MixRGB
- unselect left connection
- toggle mute node
- remove node
- Delete with reconnect (Ctrl+X)
- Alt+left drag
- cut connections
- Links Cut tool (from left menu)
- Intro
to Texturing
- UV
Unwrapping
- workspace: Shading (or UV Editing)
- Edit mode
- A to select all
- change Image Editor -> UV Editor
- drop image to Shader Editor
- sync UV editor with mesh selection
- top menu: UV (U)
- select some edges -> Mark Seam
- Procedural
Textures
- Workspace: Shading
- Add -> Texture
- output: Fac(tor)
- Light
Types
- Rendered Mode
- Properties Editor -> Light
- Cycles renderer: emission
- Three
Point Lighting
- 3 lights: key light, fill light, rim light
- Add -> Mesh -> Monkey
- right click -> Shade Smooth
- move existing light
- duplicate: shift+D
- Add -> Mesh -> Cube
- select trim light
- convert it to Spot; rotate it
- ...
- Render
Settings Introduction
- top menu: Render
- Render Image
- Render Animation
- right tabs: Render
- Render Engine
- Eevee
- Workbench
- Cycles
- Edit -> Preferences -> System ->
CUDA, OpenCL
- Render
Dimensions & Metadata
- Render Output tab (printer icon)
- Dimensions: of the render image
- Render region
- View -> View Regions -> Render
Region
- Stereoscopy
- Metadata
- Render
Output Settings
- Render Output tab (printer icon)
- Render (top menu)
- Render Image / Animation
- View Render / Animation
- Cycles
Samples (accurate renderer)
- Render tab (camera back)
- Render Engine: Cycles
- Sampling
- Render: low values vs high values
- Advanced
- Seed (with clock: different at each frame)
- View Layer tab (images)
- Eevee
Lighting (fast renderer)
- Render tab (camera back)
- Render Engine: Eevee
- Ambient Occlusion
- Bloom (glow)
- Material tab
- Surface -> Surface -> Emission
- Depth of Field
- select camera
- Camera tab
- Depth of Field
- Viewport Display
- check Limits: see the focus point
in 3D
- Subsurface Scattering
- Screen Space Reflections
- reflection of objects into a plane
- Refraction
- material: Glass BSDF
- Settings: Screen Space Refraction
- Motion Blur
- camera view
- select camera
- R R to rotate the camera
- record button on bottom
- Volumetrics (...)
- Add -> Cube
- Material
- Surface -> Remove
- Volume -> Volume Scatter
- Hair
- Shadows
- Indirect Lighting
- Rigging
Intro
- relationships between objects
- Add -> Armature
- Parenting
- Duplicate a cube (shift + D)
- first select the chile cube and then the parent one
(shift + left click) -> last selected is yellow
(other is orange)
- add relation:
- one object can have several children, but only one
parent
- Add -> Empty
- Armatures
(rigs, skeletons)
- Add -> Armature
- Pose Mode
- parts: head, body, tail
- ...
- Copy
Limits Constrains
- Object Constraints
- Add Object Constraint
- Copy Location
- Limit Location
- Bone Constraints
- Add -> Armature
- Edit mode -> Divide
- Tracking
Constraints
- Object Constraints
- Add Object Constraint
- Track To
- Locked Track
- Stretch To
- Damped Track
- Clamp To (target: curved object)
- object follows a curve (e.g. Bézier curve)
- Object
- Transform
Constraints
- Object/Bone Constraints
- Add Object Constraint
- Transformation
- Source: Loc, Rot, Scale -> Destination:
Loc, Rot, Scale
- Limit Distance
- Maintain Volume
- Character
Rigging
- Edit -> Preferences -> Add-ons: rigify
- Add -> Armature: Basic Human
- Edit mode
- right menu: Tool -> Options: check X-Axis Mirror
- ...
- Inverse
Kinematics
- Forward kinematics (FK): parent bone influences child
bones
- Inverse kinematics (IK): child bone influences parent
bones
- Bone Constraints
- Vertex
Groups
- Vertex Groups = Weights
- Add -> Mesh > Cube
- Add -> Armature -> Single Bone
- parent the armature to the cube object:
- select the cube; shift select the armature
- Ctrl + P -> With Automatic Weights
- will automatically create vertex groups
- Pose Mode to check that moving the armature
deforms the cube
- rename bones
- to see Vertex Groups (automatically renamed as
the bones):
- select cube
- Object Data on right tabs
- check weights
- select cube
- change to Weight Paint mode
- or select armature, shift select the mesh (cube)
- change to Weight Paint mode
- now you can select a bone (Ctrl + left click)
to see its related vertices
- paint regions with brush or any other tool (left
menu)
- to delete influence
- right Tool menu (N)
- Weight: 0.0 (it will paint on blue)
- Strength: 1.0 (it will replace the
previous values)
- Options
- Front Faces Only
- 2D Falloff
- you can do same by selecting vertices on Edit mode
and Object Data -> Vertex Group
- Weight Paint options
- Draw
- Blur
- Average
- Smear
- Gradient
- Sample Weight
- ...
- other usages for Vertex Groups
- Wireframe modifier
- Add Monkey
- Modifiers (right tab)
- Add Modifier: Wireframe (to convert
our object into a real wireframe version
of it)
- uncheck Replace Original
- add a vertex group
- Object Data -> Vertex Groups ->
Add
- Edit mode
- select all vertice in the ear with box
select tool
- assign it to wireframe modifier
- Bone
Layers
- Object Data
- Skeleton: Layers
- to assign several bones to a layer
- select them
- Pose Mode
- Pose -> Change Bone Layers
- Bone groups
- Keyframes
- insert keyframes
- manually: Insert Keyframe (I)
- recording: Auto Keying (record button on bottom
timeline)
- do some transformations
- go to another key on timeline (e.g. 20)
- do another transformation
- play with play icon (space)
- delete keyframes
- Timeline
- convert a cube into a sphere
- Add -> Cube
- subdivide to level 2: ctrl + 2
- context menu: Shade Smooth
- animate
- select Auto Key insertion
- move the ball
- move to another key frame. One of the following
methods:
- drag keyframe
- type another keyframe
- Alt + mouse wheel
- play animation
- keyframe Handle Type: Vector (for keyframes 10, 20)
- slow down motion
- select keyframe 1
- scale (S) (you can type a value for a precise scale
factor; e.g. 2)
- add markers
- Playback
- No Sync
- Frame Dropping
- AV-sync
- add audio
- Video Editing workspace
- drop an AV file
- Dope
sheet
- Animation workspace (top bar)
- convert a cube to a sphere
- add keyframes at 1, 10, 15, 20
- Interpolation Mode: Constant
- Channel
- View
- Set Preview Range
- Toggle Dope/Graph Editor (ctrl + tab)
- View All (Home)
- Graph
Editor
- add usual keyframes
- select all keys at keyframe at 10, 20: alt + left click
- Key -> Handle Type: Vector
- select Z Location
- select all (A)
- Key -> Interpolation Mode: Constant
- curve modifiers
- right menu (N): Modifiers
- Add Modifier: Noise
- SCULPT
- colours
- actions
- action: left drag
- opposite action: ctrl + left drag
- smooth: shift + action
- F: change brush radius
- shift + F: change strength of brush
- Right
Click Select
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