3d modelling in blender 2.64 g00281429 final submission adrothe

66

Upload: adj-rothe-helledoorn

Post on 16-Jan-2017

147 views

Category:

Documents


2 download

TRANSCRIPT

Page 1: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe
Page 2: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Table of ContentsTable of Figures.....................................................................................................................................5

Aims and Objectives..............................................................................................................................6

The aims of this project.....................................................................................................................6

The objectives of the project.............................................................................................................6

Research and Practical Work.............................................................................................................6

Practising using Blender 2.64.........................................................................................................6

Introduction...........................................................................................................................................7

Welcome to Blender..........................................................................................................................7

Objects, Mesh and Vertices...............................................................................................................8

Research................................................................................................................................................9

Research on Blender Default Environment........................................................................................9

Research on Python in Blender..........................................................................................................9

3D Modelling Project Plan...................................................................................................................10

Overall Project Plan.........................................................................................................................10

Mind Map for Project......................................................................................................................11

Project Development Phases...........................................................................................................11

Tasks Schema...................................................................................................................................12

Project 1..............................................................................................................................................13

Project 3D Basic Cartoon Character.............................................................................................13

Project 1 Continued.....................................................................................................................14

Learning Outcome of Project 1........................................................................................................15

Project 2..............................................................................................................................................16

Project 3D Human Hand..................................................................................................................16

Learning Outcomes from Project 2..................................................................................................18

List of Functions and Modifiers....................................................................................................18

Main Project “Monster”......................................................................................................................19

Creating a 3D Character Basics........................................................................................................19

Creating Basic Character continued.....................................................................................................20

Extruding arms and legs...................................................................................................................20

2

Page 3: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Developing and Sculpting the Body.................................................................................................21

Creating the Eye Sockets and Mouth...............................................................................................22

Adding Material to Character..........................................................................................................23

Adding Armature.............................................................................................................................24

Selection of Frames from Animation...............................................................................................25

Summary.............................................................................................................................................26

What 3D Modelling is used for in Industry......................................................................................26

3D Animations in the Health Sector.............................................................................................26

Other Types of 3D Software used for Services in the Work Sector:.................................................27

Research on Integration through Classes........................................................................................28

Running Python Scripts in Blender Text Editor............................................................................28

Project Overview.................................................................................................................................29

Initial Project Aims and Objectives Reviewed..................................................................................29

Initial Aims...................................................................................................................................29

Initial Objectives..........................................................................................................................29

General Overview............................................................................................................................29

Good Practices in Blender 3D Projects............................................................................................30

Good Practices Continued...............................................................................................................31

Good Topology............................................................................................................................31

Good Modelling...........................................................................................................................31

Conclusion...........................................................................................................................................32

Final Conclusion...................................................................................................................................33

Why Recommend Blender...............................................................................................................33

Appendix.............................................................................................................................................34

Project House..................................................................................................................................34

Project Pill........................................................................................................................................35

Project Pill Learning outcomes....................................................................................................36

Trials and Errors...................................................................................................................................37

Project 2..........................................................................................................................................37

Bibliography.........................................................................................................................................38

Other Research References.............................................................................................................39

Youtube Tutorials and Tips on Blender........................................................................................39

Other Videos Researched............................................................................................................39

Resources............................................................................................................................................40

3

Page 4: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Books and PDF’s used in research for this project...........................................................................40

Blender Manual & Documentation Reference.............................................................................40

Image Research Resources References...........................................................................................41

Recommended Books Researched..................................................................................................42

Frequent Terminology.........................................................................................................................43

Add Menu and Add Modifier Menu.................................................................................................43

Index....................................................................................................................................................44

4

Page 5: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Table of Figures

1. Figure 1 Screen Shot of running Application 72. Figure 2 Table of Tasks and Deliverables of Project Plan 103. Figure 3 Diagram of Project Mind Map 114. Figure 4 Diagram of Project Development Phases 115. Figure 5 Diagram of Tasks Schema 126. Figure 6 Building Blocks 137. Figure 7 Basic Character Topology 138. Figure 8 Reshaping Basic Topology 139. Figure 9 Subdivision Surface 1310. Figure 10 Armature Bones 1411. Figure 11 Weight Paint & Pose Mode 1412. Figure 12 Grid Mesh Topology 1613. Figure 13 Sculpting tools 1614. Figure 14 Subdivision Surface 1615. Figure 15 Modelling 3D Hand 1716. Figure 16 Armature Anatomy Reference 1717. Figure 17 Monster Default Mesh 1918. Figure 18 Monster Mesh Wire Frame 1919. Figure 19 Monster Face Mode Extrude Arm 1920. Figure 20 Monster Extrude Left Arm & Legs 2021. Figure 21 Wire Frame Monster Body 2022. Figure 22 Developing the Body 2123. Figure 23 Monster First Rendered Image 2124. Figure 24Creating Eye Sockets 2225. Figure 25 Mouth and Hair 2226. Figure 26 Adding Material 2327. Figure 27 Eyes and Teeth 2328. Figure 28 Eyes UV Spheres 2329. Figure 29 Teeth 2330. Figure 30 Monster Armature 2431. Figure 31 Frame Selection from Animation 2532. Figure 32 3D House 3433. Figure 33 UV Sphere 3D Pill 3534. Figure 34 Extrude & Add Edge Face 3535. Figure 35 Duplicate, Rotate & Material 3536. Figure 36 Trial & Error Project 2 3737. Figure 37 Books 4238. Figure 38 Add & Modifier Menu 43

5

Page 6: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Aims and Objectives

The aims of this project

To have a good basic understanding of how to use 3D Modelling Software, to be able to create and develop a basic 3D Character, which is something different to research and interesting to learn a new talent mixed with some old ones leading to having the foundations of an alternative IT Skill Set

The objectives of the project

To learn how to use basic Tools and Function inside Blender To create a 3D Animated Object or Character To demonstrate how to create a basic Animated Object or Character

Research and Practical Work

Investigate how to create a basic 3D Object Obtain a list of the Hot-Keys [Short Cuts] used in Blender 2.64 Investigate the Python Code used in the bpy Module [Package]

The following table below consists of some Research and Practical references used in learning 3D Development, including a self attempt at creating a 3D human Hand, all resulting in a learning outcome which enabled achievement in the main project.

Practising using Blender 2.64SUB-PROJECT LEVEL TYPE OF

TUTORIALTUTORIAL SOURCE SOURCE LINK

HOUSE BASIC PDF STEP BY STEP BLENDERCOURSE.COM http://blendercourse.com/English/blendercourse-basics-v2PILL BASIC PDF STEP BY STEP BLENDERCOURSE.COM http://blendercourse.com/English/blendercourse-basics-v2

6

Page 7: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

CHARACTER MEDIUM VIDEO YOUTUBE http://www.youtube.com/watch?v=KGg8gZWrJEIHUMAN HAND

ADVANCED FREE STYLE NONE NONE

7

Page 8: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Introduction

Welcome to Blender

This project aims to explore 3D Modelling in Blender 2.64. Blender is an Open Source stand alone 3D Modelling Software which is free to download from www.blender.org/download/get-blender. It can be used to create 3D Scenes, Objects, Creatures and Characters for Games and Animations, similar to Mudbox, 3DMax, Maya Suite and Silo.

Blender runs Python Programming Language in the background, and you can write and import your own scripts with Code to transform the objects inside the Blender Environment. But this is mainly [GUI] Graphical User Interface orientated software and has many Hot Key [Short Cut] combinations to perform functions at any one time to transform 3D Objects.

Below is a screen shot of the application [Figure 1] where 4 windows have been opened to display the top left is the Orthographic View used for modelling and transforming in Edit Mode where a grid is in the background and displaying the axes in a particular view. On the top right the default User Perspective View which is a spacial birds-eye view of your 3D object and environment, on the bottom left the Python Console, and on the bottom right a Text Editor to write your scripts. There are many other options for convenience of use including a window to show an imported reference image or to view a UV Editing used to unwrap your 3D Mesh into a 2D flat image.

Figure 1 Screen Shot of the Application from Laptop

8

Page 9: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Objects, Mesh and Vertices

Each Object [Mesh] is a visual representation of a simple object structure to build on inside Blenders Virtual Environment. A mesh has eight points, where each point is a Vertex. A Vertex being a visual representation of a coordinate [point] to map the location, so the system can draw and calculate the position of an object in the matrix. The Default object [1 Blender Unit] is a 3D cube.

Each Mesh has several Faces where a face is a side to any mesh or a visually filled out area between joined vertices that make up a basic 2D shape such as a triangle [Tri] or square [Quad]. Each Face has at least 3 Vertices and each vertex has 3 axes as showing in [Figure 1] Red = X Axis, Green = Y Axis and Blue = Z Axis which make up a 3D environment and help guide you so you know what spacial area you are in at any time or the direction you want to transform your mesh in.

There are also other shapes to choose from if necessary from the Add Menu such as UV Spheres and Plains, you just delete the Cube that’s already there, however it is easier and more practical to use the Default Mesh [Cube] to create a good Topology or Structured model with Low-to-High Polygon Count, you can always smooth out the, join and remove vertices or use a Sub Division Surface which adds more vertices in a loop to your structure and rounds it off, also giving the visual appearance of smoothness.

9

Page 10: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Research

Research on Blender Default Environment

When developing your own scripts it helps to understand how blender sets up its environment. Many Python Scripts come bundled with Blender and can be used as a reference because they use the same API [Application Program Interface] that script authors write tools in. The following below is a brief investigation in order to show the relevance of this as to what is learned in I.T Support for example Programming and Script Writing. Having a brief look at a sample code written in Python has helped in understanding what happens in the background and the complexity when a mesh is being modified or transformed. It is also relevant in the sense that Matrices and Algebra was learned in the previous year of this course, and software such as Blender uses these type of mathematics frequently to plot points and transform objects. But this topic will be further investigated and developed in Year 4 of I.T Support. The following shows what scripts in blender are typically used for.

User Interface Imports and Exports Scene Manipulation Automation Defining your own toolset and Customization.

“On startup blender scans the scripts/startup/ followed by the Directory [Folder] for Python Modules and imports them. The exact location of this directory depends on your installation”

(blender_python_api_2_64_1, 2013)

Research on Python in Blender

Blender has an embedded python interpreter which starts up when blender is loaded and stays active while application is running. This interpreter runs scripts to draw the user interface and is used for some of Blender’s internal tools as well.

Blender is a typical python environment and provides the bpy Module to the python interpreter. The module can be imported in a script and gives access to Blender Data, Classes, and Methods. Any scripts that deal with Blender Data will need to import this particular module.

Here is a simple example of code found on www.Blender.org of moving a Vertex of the Object named Cube:

import bpybpy.data.objects["Cube"].data.vertices[0].co.x += 1.0

“This modifies Blender’s internal data directly. When you run this in the interactive console you will see the 3D viewport update.”

(documentation/blender_python_api_2_64_1, 2013)

10

Page 11: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

3D Modelling Project Plan

Overall Project Plan

1. Draw out a Mind-Map2. Draw out the Project Development Phases and create a Development Cycle3. Research3.1 Environment

(a) GUI(i) Menus(ii) Hot Keys(iii) Functions(b) Python Console and Text Editor(i) Python Code(ii) Python Scripts

4. Break up Tasks into Sub-Tasks4.1 Try Smaller Projects4.2 Write down Step by Step Procedures

(a) Screen Shots(b) Diagrams

5. Animate(a) Model a simple Character from start to finish(b) Add simple Armature(c) Test simple Movements(d) Simple Story Board and rough paper Illustration(e) Try simple recording of Animation at 30 Frames per Second(f) Document

6. Document different outcomes from entire Project7. Document Learning ProcessFigure 2 Table of Tasks and Deliverables of Project Plan

11

Page 12: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Mind Map for Project

Here is a drawing of a Mind Map created to help clarify what was needed in terms of this Project, and led to a further step of developing the Project Development Phases shown in [Figure 4]. This started with “Concept” as the centre point as in what was the project going to be about, followed by other points of information gathering as to how to achieve this, and what was needed for the project including the ways of how to go about it. The end result being this image you see here.

Figure 3 Diagram of Project Mind Map

Project Development PhasesThe following image below is a drawing of the Project Development Phases, which came about through the information gathering from the previous [Mind Map]. This led to having an understanding of how to be more productive in lesser amount of time including having a better learning outcome due to being able to practise smaller projects each time. This has aided in the development of the following diagram in [Figure 5].

Figure 4 Diagram of Project Development Phases

12

Page 13: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Tasks Schema

This next image below is a diagram to represent how to break up the Project into smaller tasks. The idea came from looking at an example of a Flow Chart and was incorporated with the previous information gathering from the [Mind Map] that led to finding the Project Development Phases. Again this has contributed in achieving a much faster result in both a finished working project and good learning outcomes. Another unexpected benefit of this is that more enthusiasm has been gained to continue this project on a more advanced level for year 4.

Figure 5 Diagram of Tasks Schema

The practicality of designing this helped to organise and manage the project in general. This allowed for accomplishing a collective of smaller goals to complete in a much faster time frame, rather than attempting a massive undertaking all at once.

13

Page 14: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Project 1

Project 3D Basic Cartoon Character

Step 1 [Figure 6]

Select [Esc] + [5] + [1] to exit default screen, move to Orthographic Mode and Front View. Hit [TAB] for Edit Mode followed by [G] + [Z] to move the cube up on the Z-Axis. Go to Wire Frame [Z] and Deselct All [A], [B] to Box Select the bottom of the cube, then [E] + [Ctrl] to Extrude 1 Blender Unit at a time.

Step 2 [Figure 7]

Continue to Extrude until a basic stick man figure is formed. Insert Loop Cuts by [Ctrl] + [R] hit [Enter] to confirm the operation, and use [S] to Scale it down. Deselect everything [A], then select the middle vertices on each arm using [B] to Box Select them, followed [S]+ [Z] to Scale them down on the Z-Axis.

Step 3 [Figure 8]

Deselect All one more time with [A], use Box Select [B] to select the corners of the top of the Hips area on the character, followed by [S] to scale them inwards, then drag down on Z-Axis. Exit Wire Frame [Z] and go to [TAB] Object Mode. Go to the Modifier Panel, Add Modifier and select Sub-Division Surface. Increase this by times 3 [Figure 9].

[Figure 28] Now the basic character looks more rounded off and smooth and it is time to add some Armature. On the main Task Bar select Add, go through the list to find Armature, and select Single Bone. A new panel will apear on the right handside of the screen where it is important to tick the box for X-Ray which will allow you to see the bone through the character so it is easier to move bones in the correct positions. The newly added bone represents the Human Cocix Bone and is placed at a top cetral location in between the legs which can be seen in [Figure 9].

14

Figure 6 Building Blocks

Figure 7 Basic Character Topology

Figure 8 Reshaping Basic Topology

Figure 9 Sub Division Surface

Page 15: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Project 1 Continued

Step 4 [Figure 10]

Now that the Cocix Bone has been added, it can be Extruded [E] in several direction in Edit Mode [TAB] by selecting a little ball at either end of the bone, this process is continued until a full skelleton is formed as seen in this image. Go to Object Mode [TAB], Select [A] to Deselect All, followed by [RMC] Right Click on the body and [Shift] + [RMC] on the bones [Ctrl] + [P] to select Armature Deform.

Step 5 [Figure 11]

In Pose Mode Righ Click on a specific bone, this will automatically go to Weight Paint where each bone area should be painted until it is completely Red in colour. This is done on all sides of the Object using the NUM-Pad Hot-Keys to navigate the views. Once all of the character is paintedRed movements of the limbs can be tested in pose mode by selecting individual bones and [R] ro rotate them, and [Esc] to release it back to its formal position.

15

Figure 10 Armature Bones

Figure 11 Weight Paint & Pose Mode

Page 16: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Learning Outcome of Project 1

Below is a list of functions used frequently throughout Project 1

Wire Frame Lock Axis Extrude Box Select Loop Cut Scale Add Sub-Division Surface Add Material Add Armature Add Bones X-Ray Armature Deform Pose Mode Weight Paint

This is where the basics were learned for the main project the Monster Character. Another learning outcome was the use of all the Hot-Keys both the Num-Pad keys which are used for different spacial views of your Object, and normal keyboard shortcuts which are used in transformation. This important and needs a lot of practice and is not always described in tutorials keys are pressed so quickly and the screen moves rapidly in different views, so pausing videos and writing things down step by step as a first time learner can be painful.

This sub project was a bit more tricky and advanced from the previous 3D House and 3D Pill which can be seen in the [Appendix]. The basic cartoon character was attempted at least 4 times before an understanding was achieved in how to use Weight Paint mainly by experimentation. The online YouTube tutorial was not so clear on how to select individual bones to paint, and not all of the bones were painted red on all sides of the character, thus resulting in some movement issues while in Pose Mode and other more advanced tutorials where researched on character development such as the Tim Burton Character series by David Ward which are more complex and advanced, however are well explained, and important information such as using Proportional Editing, which has been used for the main project. David Ward also explains about creating and implementing Shape-Keys for better movement, however this will be investigated during year 4. A Blender Manual written by Jonathon Williamson who teaches at Blender Cookie was also researched, and links to these artists can be viewed in [Resources] and [Other References].

(Creating a basic Cartoon Character [Video], 2012)

Due to the learning outcomes in Project 1, it was then decided to experiment by trying to create a much more complex and advanced 3D Model to practice the recently newly learned abilities towards movement in the following [Project 2] where several attempts were made to free style a 3D Model of a Human Hand.

16

Page 17: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Project 2

Project 3D Human Hand

This project was a free hand attempt with no tutorial as a guideline only the recently Hot-Keys learned. The aim here was to explore using Blender by trying out something different hence experimenting and discovering new Hot-Keys and what functions they performed, but also to practice. In this image a basic grid Mesh was constructed using a single cube, and extruding many times in several directions. When a satisfactory basic shape was created, vertices where moved to take the next form shown in the same image. It is now learned that it is easier to create a basic topology using a square grid of 16 cubes and extruding the digits in Face Mode and

scaling them down in size on the Z-Axis, rather than previous methods attempted to achieve the result shown in this image.

Experimenting with the Smooth Tool in Sculpt Mode as shown in [Figure 13] also the Scrape Tool, and the Inflate Tool was used to increase definition and add bulkiness to the knuckles, fingers and palm area of the hand. This difficult to get used Project 2 was practiced at least 8 times to get as far as [Figure 14 and 15] where several Subdivision Surfaces were applied to give the 3D hand a fuller and rounder appearance.

Figure 14 Subdivision Surface

17

Figure 12 Grid Mesh Topology

Figure 13 Sculpting Tools

Page 18: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Figure 15 Modelled 3D Hand

In [Figure 15] is the final result of Project 2 some other variations will be shown in the Appendix of several trials previous to this end product.

Figure 16 Armature Anatomy Reference

(hand_anatomy_bones01.jpg, 2013)

A reference image was researched and used throughout Project 2 which was helpful to understand the structure of the anatomy. The sculpting tools used were implemented to mimic the muscular and skeletal structures shown in the reference image [Figure 16]. The left side of the image shows the hand in Weight Paint with its Armature, where all the areas painted in Red are now restricted to a particular bone, and what remains in Blue where bones still need to be selected and painted.

18

Page 19: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Learning Outcomes from Project 2

List of Functions and Modifiers

Wire Frame Lock Axis

o (1) while Extrudingo (2) while Moving Faceso (3) while Moving Vertices

Extrude Box Select Loop Cut Scale Add Sub-Division Surface Add Material Add Armature Add Bones X-Ray Armature Deform Pose Mode Weight Paint Face Mode Vertex Mode Proportional Editing Sculpt Mode Inflate Tool Smooth Tool Scrape Tool Join Vertices Smooth Vertices Simple Topology Rotate – when Extruding Modelling with Dual Windows

o (1) in Front/Orthographic Viewo (2) in Side Orthographic View

Automatic Weights Delete Vertices Mirror X-Ray

Complication occurred with this sub project and had to be restarted several times. According to Blendercoockie.com the most complex of structures to develop in 3D Modelling are the Hands, Feet and Ears. The problems encountered with project 2 were with the Armature and moving the digits in Pose Mode. Further research was done where adding Automatic Weights was learned about including a better Topology and Armature which has been used in the final Main Project the Monster character.

19

Page 20: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Main Project “Monster”

Creating a 3D Character Basics

Here in [Figure 17] shows the starting off developing the Monster Character by using the Default Mesh Cube. It has been Subdivided by 3 times by using Hot-Key [W] which is a Boolean Operation, and then using the Smooth Vertex option to smooth it out while all vertices are selected.

In [Figure 18] the basic shape of the body is created where all vertices were deselected with Hot-Key [A], and Wire Frame Mode was turned on with Hot-Key [Z]. Only the top vertices are selected with [B] and dragged upwards, followed by the top centre vertices which are also dragged upwards on the Z axis [Blue].

In [Figure 19] Face Mode is

being used and only 4 Face’s on the right

side have been selected to extrude with [E], the

same will be done on the left side shown in [Figure 20]. This is the stage of creating the basic arms which are still very square looking.

20

Figure 17 Monster Default Mesh

Figure 18 Monster Mesh Wire Frame

Figure 19 Monster Face Mode Extrude Arm

Page 21: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Creating Basic Character continued

Extruding arms and legs

[Figure 20] shows both arms extruded, and the bottom 4 faces were selected on the left extruded on 0 [zero] and scaled down with [S] in size. The same action was performed on the right side shown in this image.

[Figure 21] shows the legs which have been extruded, also have been given ankles and feet by extruding two more times followed by

scaling on the X-Axis to increase the size of the feet slightly. Now the Monster has a basic body structure or [Low-to-High Polygon Topology] completed. The right arm is shown highlighted in this image, which has been Box Selected [B] and scaled down on the Z-Axis to narrow it in size.

21

Figure 20 Monster Extrude Left Arm and Creating Legs

Figure 21 Wire Frame Monster Body

Page 22: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Developing and Sculpting the Body

Figure 22 Developing the Body

In [Figure 22] the body of the character has been developed a lot more by moving the vertices in different directions, sculpting it into the desired form. At this stage the arms have been modified, where hands with fingers, and feet have been added. This has been done by extruding and scaling down to size in Face Mode and Wire Frame, to fit the 3D Model. To Render the image [Figure 23] select [F12] take the screen shot to create a Jpeg version and [F11] to go back to your scene.

Figure 23 Monster First Rendered Image

[Figure 23] shows the first Rendered image of the basic character’s Mesh. A screen shot was used to create this JPEG because rendered images are PNG extensions.

22

Page 23: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Creating the Eye Sockets and Mouth

Figure 24 Creating Eye Sockets

Using the same techniques as in previous procedure of extruding the legs, in [Figure 24] showing the Eye Sockets which were created by instead of extruding outwards one more time, the vertices that were selected as a loop have been deleted. The same goes again for the following image [Figure 25], where the half circle mouth shape containing of 8 faces was selected and extruded on 0 [zero], action performed was confirmed by selecting [Enter], then scaled down to size with [S], and the selected Vertex Loop deleted by [X] Delete Vertices.

Figure 25 Mouth and Hair

The hair has also been added at this stage by selecting one face on top at a time and extruding it followed by scaling into a sharp point upwards. Proportional Editing was used while moving vertices to sculpt the Monster in better shape, and some Loop Cuts were added where needed with Hot-Keys [Ctrl] + [R], followed by smoothing out the vertices and one Subdivision Surface has been added with the Add Modifier Option on the Modifier Panel.

23

Page 24: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Adding Material to Character

At this stage shown in [Figure 26] several subdivision surfaces have been added to smooth out the entire character. The Monster has been sculpted some more by moving vertices around and then smoothing them out using Smooth Vertex function.

Figure 28 Eyes UV Spheres

Originally eye balls and 2 rows of teeth were created shown in [Figure 29], but have been removed from the main project which encountered errors and complications due to lack of knowledge, and time to practice adding Constraints to Armature Bones.

Figure 29 Teeth

To finish of the Monster Mesh to look like this [Figure 26], in the eye socket and mouth area Vertex Groups were Extruded inwards in Side View Num-Pad [3] on X-Axis and scaled several times, followed by adding a Face with [F] to each vertex loop to fill in the gap [Figure 26].

In order to give the character some colour, you will need to go to the Materials Panel and Add New material, select a colour with the colour picker. The colour chosen here is a bright green [Figure 26].

24

Figure 26 Adding Material

Figure 27 Eyes and Teeth

Page 25: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Adding Armature

Figure 30 Monster Armature

[Figure 30] demonstrates a basic Armature. While in Object Mode you need to go to the Add button located at the top of the tool bar, select Armature, and select Single Bone. In the Armature Panel it’s important to select the X-Ray option so the bone can be seen through the character, and it’s easier to move the bone in the correct spacial area along each axis.

The first bone added represents the Coccyx Bone in human anatomy which is placed in between the characters legs and mouth at a centre location. Armature bones can be extruded and duplicated in Edit Mode. In the above image, the leg bones were extruded first, followed by duplicating [Shift] + [D]at the Coccyx Bone and dragged over to create the bones for the arms and head. The same procedure was then applied to create the fingers by duplicating the last bone on each hand 4 times and dragged with [G] freely or with [G] + [X,Y,Z] to lock an axis of your choice .

Once the Armature was complete, [Ctrl] + [P] Hot-Keys were performed to use the function Armature Deform followed by adding Automatic Weights which is easier for this project rather than individually painting each bone with Weight Paint in Pose Mode to each so called Limb.

Each bone was tested in Pose Mode by rotating [R] and moving different directions to make sure all body parts moved proportionally accurate. Hot-Key [I] was inserted to use the function Insert Whole Character, followed by navigating to the Scene Panel and setting at 30 Frames per Second. At the bottom of the Window where the time line is, frame 30 was clicked followed by the rotating several limbs in pose mode to get different movements. This was done at every 30 frames, and at the end of every 30 frames Insert Whole Character function was used to record the movements per set of 30 frames. To see the 3D Character move in sequence you can press the Play Button on the bottom tool bar to test it out.

25

Page 26: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Selection of Frames from Animation

In [Figure 31] are a collection of different frames where screen shots were taken to show the movements of the Monster while the animation was playing at 30 frames per second.

26

Figure 31 Frame Selection from Animation

Page 27: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Summary

What 3D Modelling is used for in Industry

3D Animations in the Health Sector http://www.lifebridgehealth.org/Main/DMedicalAnimations.aspx

“3D Animations of human conditions and treatments contain various comprehensive sections of clinical content on every body system. An “atlas” can be used to play 3D Animations, explore 3D Models, print the associated text, and view slides with labels that have definitions of key structures.”

(DMedicalAnimations.aspx)

List of Top Animation Design Services Companieshttp://www.inforret.com/Information_Technology/Animation_Design_Services.html

Blank Family Tree – www.myheritage.com 3D Home Design Software – myArchitect3D.com Com Tech Design – http://www.comtechdesign.com

Is a Drafting, 3D Design, Animation and Marketing Materials Company 3rd Dimension – http://www.3rddimension.ie

Specializes in creating 3D Walkthrough, CG Animation, Virtual Tours, and Architectural Walkthroughs 3danimation – http://www.3danimation.com

Leading Animation Company based in India, specialized in 3D Animation Design 3D Modelling, Character and Cartoon Animation

3wstar [Shunway] – http://www.3wstar.com/englishA leading Flash Solution Vendor in China, dedicated in providing Flash Solutions, Multimedia Design, Web Design and Marketing Videos

Amzon – http://www.amzon.com.hkSpecializes in CG Animation, Interior Architecture Rendering, Media Design and the provision of consultancy services for events and promotions

Animation Technologies [The Devon Web Design Company] – http://www.animationtechnologies.co.uk/devon-web-design/about-animation-tachnologiesSpecializes in 360 Virtual Tours [Atage Media Ltd]

(List of Top Animation Design Services Companies)

http://www.inforret.com/ http://www.inforret.com/Information_Technology/Animation_Design_Services1.html

27

Page 28: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Other Types of 3D Software used for Services in the Work Sector:

Below is a list of several types of popular 3D Software used within industry for various jobs.

AutoCAD – Used in 3D Civil Engineering Sketchup – 3D graphics program is used to create elaborate three dimensional models of structures VRay – An Extension Software that is used for Global Illumination Algorithms such as Path Tracing,

Photon Mapping, Irradiance Maps and directly computed global illumination Photoshop – Multimedia Extension has Layer Blending functionality which allows for blending

layers or groups for interesting effects Blender – Creature Modelling, and Realistic Portrait Modelling for production and industry

also uses Python Programming Language in the background you can write your own scripts in Python Silo –(3D Computer Generated Imagery) – Importing files and creating alter models by Ray Tracing

which is a technique for generating an image by tracing the path of light through pixels in an Image Plane and simulating the effects of its encounters with virtual Objects.

Maya (Autodesk) – Leading animation software in the movie industry 3D Studio Max – Leading animation software in the gaming industry Bryce (DAZ 3D) – Originally a fractal Geometry Program in 1994, is now an Outdoor Environment

Modelling Program Poser(Smith Micro Software) – 3D graphics, animate 3D characters has a free library of base

human and animal meshes for beginners Cinema 4D (Maxon) – Cinema 4D Studio has a complete 3D art package for the Movie Industry Mudbox – 3D Sculpting Software used for Creature Development RealFlow (Next Limit Technologies) – Creates Animals or Character but deals with incredibly

Complex Environmental or Physics Animations such as Natural Disasters possible, and RealFlow

(http://www.animationcareerreview.com/articles, 2013) (http://www.webdesignerdepot.com, 2013)

28

Page 29: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Research on Integration through ClassesThe intentions here being to investigate this area further for year 4 where possible to model a 3D Character in Blender and using Python Scripts or other Programming Languages to link this in with X-Box Connect or Wii to learn how to have a character ready for a game engine and further investigation into how games are made.

Running Python Scripts in Blender Text EditorThis is useful for testing; however Blender will need to be extended to make tools accessible like other built-in functionalities.

Blender Python APIThe following is a list of what the Python API allows integration for:

Bpy.types.Panel Bpy.types.Menu Bpy.types.Operator Bpy.types.PropertyGroup Bpy.types.KeyingSet Bpy.types.RenderEngine

This is intentionally limited, and for more advanced features such as Mesh Modifiers, Object Types or Shader Nodes. For this C or C++ programming should be used.

For Python integration, Blender defines methods which are common to all types. This works by creating a Python Subclass of a Blender Class which contains Variables and Functions [Methods] specified by the Parent Class which are pre-defined to interface with Blender.

Below is one such example:

Import bpy

class SimpleOperator(bpy.types.Operator): bl_idname = "object.simple_operator" bl_label = "Tool Name"

def execute(self, context): print("Hello World") return {'FINISHED'}

bpy.utils.register_class(SimpleOperator)

(documentation/blender_python_api_2_64_1, 2013)

29

Page 30: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Project Overview

Initial Project Aims and Objectives Reviewed

Initial Aims Learning how to use the basic Tools and Functions in Blender 2.64 Create a 3D Animated Object or Character Demonstrate how to create a basic 3D Object or Character

Initial Objectives Obtain a list of Hot-Keys used in Blender 2.64 Investigate how to create a basic 3D Object or Character Investigate the Python Code used in the bpy Module [Package]

All of the key aims and objectives above have been met and successfully achieved, the final aim for this project this year is to do a small demonstration on presentation day of how to create a basic 3D Character.

General OverviewIn this document both the practical and technical side of what has been learned during the process stages of the project has been explained. The Hot-Key commands used and learned about were researched on line in http://wiki.blender.org/index.php/Doc:2.6/Manual and by experimenting how Blender works.

One very useful thing that was discovered is to hover over buttons or menus in the GUI, which then displayed the Hot-Key and or the Python Code to perform actions in a Pop-Up Box. The Hot-Keys have descriptions of what type of function it performs and also the Python Code listed beside it which can be used in Python Script Writing.

As mentioned previously in this document, the Python programming language runs in the background of this 3D Modelling software. Looking at samples of the code displayed helped to understand of how complexities involved work in the environment when an object or mesh is being transformed. One such example of this is as follows:

Mode of Operation Hot-Keys Function Python Programming Code[Edit Mode] [F] Make Edge Face Python: bpy.ops.mesh.edge.face_add()

By looking at this line of code it is understood that bpy is the package imported, ops meaning operations on the edge of a mesh and the method is face_add(), in normal terms this means a face is added to the edge of a mesh by using the Hot-Key [F]. Further listings such as these can be viewed in the Index [Page 31]

There are many versions of Blender and not all tutorials that have been come across on either on YouTube or in Books use version 2.64 which was used in this project, so a lot of the shortcuts are not the same which made it time consuming to learn. Using Blender was learned with trial and error also applying a Rapid Application Development approach mixed with a Spiral and Waterfall Method.

30

Page 31: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

By investigating how this works, this has also become inspiring to potentially learn a new computer language, which can help to progress and extend this project in year 4. Using Blender has become and enthusiastic new hobby and an exciting alternative skill which will be practiced during free time in the future.

Good Practices in Blender 3D Projects

Knowing how to Rename Objects, Attributes, Properties in the Object Data Menu Panels, Tools, Menus, Methods and Modifiers should be familiarised

Below is a list of some common Objects, Attributes and Methods from Menus that was learned about in Blender.

Mesho UV Sphereo Cubeo Plaino Circleo Monkeyo Icosphereo Grido Cylindero Coneo Torus

Modifiers Armature

o Bones Subdivision Surface Mirror

o Clipping Surface Metaball Curve

o Bezier UV Editing

o Add Seamso UV Wrapso Painto Textures

Renders Materials

o Colours Particles Constraints

o Parent / Childo IK & FK

Shape Keys Groups Edge Loops

31

Page 32: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Good Practices Continued

Good Topology

Basic Mesh Low-to-High Polly Convert Tri’s to Quad’s Convert Quad’s to Tri’s Loop Cuts Merging Vertices Joining Objects Add Face

Good Modelling

Orthographic Projection Mode Dual Windows

o Front Ortho Viewo Side Ortho View

Edit Mode Wire Frame Mode Face Mode Vertex Mode Add Mirror X-Ray Proportional Editing Mode & Tools

32

Page 33: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

ConclusionWhen it comes to 3D modelling, all within this document that has been mentioned, have been part of huge learning curves as to what is the best way to go about creating a 3D Model or Creature. Some of the above mentioned such as IK and FK Constraints, UV Editing, and Converting Tri’s to Quads or vice versa have not been practised but a good basic understanding of the main concept has been achieved which can contribute towards the extension of this project in year 4.

One of many things taken from this project is that experimentation with trials and errors is hugely important in the learning process, and errors can occur during many transitions between one project stage and another. The progress that has been made was by practicing and developing skills bit by bit, obtaining more knowledge each time as the overall project developed.

One of the most important concepts is to always have a good Topology in the form of a Low-to-High Polygon Mesh to work with, even if the model doesn’t look very realistic. The objective is to have a good logical structure or an anatomically correct structure for example if one is to imitate life in some shape like modelling Creatures or Characters.

Getting acquainted with Sculpt Mode and learning to use some the Sculpting Tools were also an interesting experience although time consuming one can literally get lost in the process of developing a character by this method. In real life when sculpting, having an artistic background, it is very easy to sculpt real clay with one’s hands due to being physically able to manipulate or transform a wire mesh and building up layers of clay to develop a creation, comparing to using technology to do the same thing.

Moving the mouse around to try to transform a virtual object in this mode is a delicate process, especially if the settings are not correct. Experimentation with smaller projects are advised for this very reason, where the benefits and learning outcomes that came with having destroyed Project 1 and Project 2 on several occasions was 100% worth it. Both Sub-projects have aided in obtaining valuable knowledge through this process or type of learning. This has aided in accomplishing the completion of all the tasks associated with the main project “Monster” which is a basic working 3D Model and Animation.

A new understanding was achieved by the experiment of a self-attempt to create 3D Human Hand that it is easier, more practical and efficient by Extruding, Rotating and Scaling in Face Mode, Adding Faces, Smoothing Vertices and using a Subdivision Surfaces, which generate the same result that one wishes to achieve in sculpting. Therefore Sculpting Mode and Tools are better used for adding finer details to Creatures and Characters such as adding wrinkles with Draw and Scrape Tool or defining muscles by using the Inflate and Smooth Tools.

Images of Trial and Error regarding Project 2 can be found in the Appendix [Page 36].

33

Page 34: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Final Conclusion

Why Recommend Blender

As mentioned at the beginning of this document Blender is Open Source and free to download from www.blender.org. I t has a huge community and much support through various sources. Many lessons and exercises are free from the blender community. Blender is widely used for 3D Creature and Character Development, it is not the most user friendly interface when learning 3D Modelling as a beginner, however once the key concepts of 3D Modelling is understood with good research, trials, errors and lots of practice, from a personal point of view one is able to learn how to use other 3D Modelling Environments and Graphical User Interfaces of similar types of software.

Looking back to the beginning of this project, it was difficult at first, but now much can be achieved in minutes without having to think about where all the buttons are, or which mode to work in and what short cut operations are to be performed to start a basic good structured 3D Model. Due to having achieved all the original smaller goals set out at the start, much enthusiasm and confidence has been gained to continue to develop this skill of 3D Modelling over time, and venture into learning another Programming Language.

On a personal view the best part of learning to use Blender, is to want to progress and learn more. The little things really mattered at each stage and process throughout the entire project, such as finding out how to do something quicker or how to get a more efficient result. One such example is having discovered using Face Mode which is so much easier to Select and Extrude, either a single or multiple faces. Another such example is while Extruding, being able to rotate the direction of the area working on.

One major part that was enjoyed was the benefit of deleting half of the mesh and being introduced to using a Mirror, Clipping and Proportional Editing. This made life so much easier in the sense that when one is modelling the right side of the 3D Model, automatically the left side simultaneously gets transformed, cutting the time in half and also creating a symmetrical topology. The ultimate satisfaction was the final achievement of the Rigging [Simple Support Structure] learning to add Automatic Weights which was less time consuming and making the finished basic character move proportionally.

In the end personally, nothing would be changed as to how this project was developed, since all aims and objectives were met, and much knowledge was gained.

34

Page 35: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Appendix

Project HouseThis is a basic introduction tutorial how to manipulate a mesh shape into a simple 3D Object , which was practices a few times to get comfortable with basics of using Blender for the first time.

Figure 32 3D Hose

http://blendercourse.com/English/blendercourse-basics-v2

Learning Outcome Using the NUM-Pad keys to navigate and select different views Duplicate an Object Box Select Vertices Scale an Object Lock an Axis while Scaling

35

Page 36: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Project Pill

Step 1 Figure 33

Here the default mesh was deleted by [X] in Object Mode. A new Mesh was added [UV Sphere]. In Edit Mode and [Z] for Wire Frame the right side of the sphere was selected and deleted using [B] + [X] Delete Vertices.

Step 2 Figure 34

Here the edge has been selected with [B] Box Select followed by [E] to Extrude 2.5 Blender Units. Exiting Wire Frame [Z], Key [7] was used to navigate to Camera View, and an Edge Face was inserted with Key [F]. Key [7] was selected again to return to Front View

Step 3 Figure 35

In Object Mode and Wire Frame [TAB] + [Z], the one half of the pill is selected and Duplicated by using [A] + [Shit] + [D]. The new duplicated Mesh has been rotated at 180 Degrees by using Hot-Keys [R] + [1] + [8] + [0] followed by [S] to Scale Out to make it slightly bigger. A Sub-Division Surface has been added once, and also some Material where one side of the pill is White and the other Red.

36

Figure 33 UV Sphere

Figure 34 Extrude & Add Edge Face

Figure 35 Duplicate, Rotate & Material

Page 37: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Project Pill Learning outcomes

This was an Exercise Tutorial practised from a PDF that was downloaded from the link below

http://blendercourse.com/English/blendercourse-basics-v2

Delete default Mesh and Add a different one Delete Vertices Extrude Use Wire Frame Add Edge Face Duplicate Object Rotate Object and use NUM-Pad to specify Degrees Scale Add Material – Colour Add Sub Division Surface

This was slow in the process and took a bit more time getting used to selecting the right amount of vertices in order to delete half of this sphere.

37

Page 38: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Trials and Errors

Project 2

[Figure 36] shows four different outcomes from previous trials regarding Project 2.

38

Figure 36 Trial & Error Project 2

Page 39: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Bibliographyblender_python_api_2_64_1, 2013. (n.d.). Retrieved January 2013, from http://www.blender.org: http://www.blender.org/documentation/blender_python_api_2_64_1/info_overview.html

Creating a basic Cartoon Character [Video], 2012. (n.d.). Retrieved December 2012, from http://www.youtube.com: http://www.youtube.com/watch?v=KGg8gZWrJEI

DMedicalAnimations.aspx. (n.d.). Retrieved January 2013, from http://www.lifebridgehealth.org: http://www.lifebridgehealth.org/Main/DMedicalAnimations.aspx

documentation/blender_python_api_2_64_1, 2013. (n.d.). Retrieved January 2013, from http://www.blender.org: http://www.blender.org/documentation/blender_python_api_2_64_1/info_overview.html

documentation/blender_python_api_2_64_1, 2013. (n.d.). Retrieved January 2013, from http://www.blender.org: http://www.blender.org/documentation/blender_python_api_2_64_1/info_overview.html

hand_anatomy_bones01.jpg, 2013. (n.d.). Retrieved January 2013, from http://metrosortsmed.patientsites.com: http://metrosortsmed.patientsites.com/media/img/377/hand_anatomy_bones01.jpg

http://www.animationcareerreview.com/articles, 2013. (n.d.). Retrieved January 2013, from http://www.animationcareerreview.com: http://www.animationcareerreview.com/articles/10-types-3d-animation-software-worth-knowing

http://www.webdesignerdepot.com, 2013. (n.d.). Retrieved 2013, from http://www.webdesignerdepot.com: http://www.webdesignerdepot.com/2012/03/an-explanation-of-photoshop-blending-modes/

List of Top Animation Design Services Companies. (n.d.). Retrieved January 2013, from http://www.inforret.com: http://www.inforret.com/Information_Technology/Animation_Design_Services1.html

www.blender.org. (n.d.). documentation/blender_python_api_2_64_1, 2013. Retrieved January 2013, from http://www.blender.org: http://www.blender.org/documentation/blender_python_api_2_64_1/info_overview.html

39

Page 40: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Other Research References

YouTube Tutorials and Tips on Blender

Tim Burton Character Series by David Ward

https://www.youtube.com/user/ward7299

https://www.facebook.com/ward7299art?fref=ts

http://www.youtube.com/watch?v=hZ2ob8F3sJQ

Jonathon Williamson [Montage Studio]https://www.facebook.com/jonathanw3d?ref=stream

https://www.facebook.com/blendercookie?fref=ts

http://cgcookie.com/blender/

Other Videos Researched

https://vimeo.com/20292061 [Basic IK & FK RIGS] - (Constraints)

https://vimeo.com/26770268 [Python Script in Blender]

https://vimeo.com/16770148 [Topology Theory in Blender]

https://vimeo.com/11703344 [Rigging Easy Animate Fingers]

https://vimeo.com/23066396 [Exporting Mesh Data to Python Text File]

http://www.youtube.com/watch?v=ld8Ilsa-7ok [Character Tutorial]

http://www.youtube.com/watch?v=KGg8gZWrJEI&feature=related [Character Tutorial]

http://www.youtube.com/watch?v=ld8Ilsa-7ok [Rigging a Simple Character Blender 2.6+]

http://cgcookie.com/blender/2009/10/03/modeling-a-human-hand/ [Hand Topology Blender]

http://www.youtube.com/watch?v=LFqopkUTO0Q&feature=related [Human Head Modelling]

http://www.youtube.com/watch?v=LFqopkUTO0Q&feature=related [Complete Character Demo]

http://cgcookie.com/blender/2010/05/13/game-enginecharacter-part-1/ [Blender Engine Character]

40

Page 41: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

41

Page 42: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Resources

Books and PDF’s used in research for this project

Copyright © 2004, 2006 2nd ed by James Chronister. Copyright ©2012 - Bas van Dijk http://www.cdschools.org/cdhs/site/default.asp . http://blendercourse.com

under “Academics” in “Drafting Technology”.

Copyright © Arun Ravindran Copyright © Jonathon Williamsonwww.arunrocks.com Cengage Publishing

Blender Manual & Documentation Reference

http://wiki.blender.org/index.php/Doc:2.5/Manual http://wiki.blender.org/index.php/Doc:2.6/Manual Blender Mini-Manual PDF by Joeri Kassenaar

http://blender.excellentWhale.com/ http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Python_Scripting

42

Page 43: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Image Research Resources References

http://www.eorthopod.com/content/hand-anatomy

http://www.turbosquid.com/3d-models/human-hand-3d-model/480027

http://visual.merriam-webster.com/human-being/anatomy/skeleton/hand.php

http://software-tips.wonderhowto.com/how-to/model-human-hand-blender-3d-375953/

http://www.blendernation.com [handlogin.jpg]

http://www.blenderartist.org [hand1xg0.jpg]

http://www.blenderartist.org [hand topology zV4Vi.jpg]

http://www.blendswap.com [captura_mans-400X300.png]

http://blenderartists.org/forum/showthre 1 [Key Board Image Explanations]

http://www.petertrobos.com [Tweaking_basic_hand_topology.jpg]

http://www.cgcookie.com [Topology_overview_hand_thumb.png]

http://blendertis.com/hotkeys.html [Hot-Keys and Shortcuts for Blender 2.64]

http://www.katbits.com/tools/1 [Basic Shortcut Keys Blender 2.5 Key Board Image]

http://www.katsbits.com [Empty Keyboard Image to fill in blender Hot-Keys]

43

Page 44: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Recommended Books Researched

Figure 37 Books

All of the above book can be purchased at amazon.com

44

Page 45: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

Frequent TerminologyHere are some brief explanations of key terms mostly mentioned throughout this document.

Mesh – is a visual representation of a simple object structure to build on as you would when sculpting in or crafting in the real world

Face – is a side to any mesh or a visual filled out area between joined vertices that make up a basic shape such as a triangle [Tri] or square [Quad]

Vertex – is a visual representation of a coordinate [point] to map the location so that the system can calculate the position, and draw an object in the matrix

Edit Mode – a mode that allows for editing and modelling your mesh

Object Mode – a mode to select individual objects, add objects, and join objects

Wire Frame – visual representation of a wire structure that is see through, and allows selecting front and back vertices when in a certain view

Face Mode – visual representation of all associated face with a mesh, allows to select individual or multiple faces to modify or transform

Pose Mode – a mode to test movement in Armature [Skeletal Structures]

Armature – also known as Rigging meaning adding support structure to a 3D Model

Weight Paint – a mode to paint individual bones per area of your model so the system understands that movement in a particular bone is constraint in that region

Sculpt Mode – a mode to sculpt your model with several brushes and sculpting tools that mimic the functionality of real equipment used by a sculptor

Add Menu and Add Modifier Menu

Figure 38 Add Menu & Modifier Menu

45

Page 46: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

46

Page 47: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

IndexHot-Keys Function Python Programming Code[EM] = Edit Mode [OM] = Object Mode [SM] = Sculpt Mode [WP] = Weight Paint [FM] = Vertex Mode [FM] = Face Mode [LMC] Left Mouse Click[EM] [A] Select/Deselect Python: bpy.ops.mesh.select_all()[EM] [Alt] + [A] Play back Animation Python: bpy.ops.screen.animation_play()[EM] [B] Box/Border Select Python: bpy.ops.view3d.select_border()[EM] [Shift] + [B] Zoom Border Python: bpy.ops.view3d.zoom_border()[EM] [C] Circle Select Python: bpy.ops.view3d.select_circle()[EM] [Shift] + [D] Duplicate Mesh Python: bpy.ops.mesh.duplicate_move()[EM] [D] [LMC] Draw Python: bpy.ops.gpencil.draw()[EM] [Ctrl] [D] Draw Line Python: bpy.ops.gpencil.draw(mode=’DRAW_STRAIGHT’)[EM] [Ctrl] [D] [RMC] Draw Poly Python: py.ops.gpencil.draw(mode=’DRAW_POLY’)[EM] [D] [RMC] Erase Python: bpy.ops.gpencil.draw(mode=’ERASE’)[EM] [E] Extrude Region Python: bpy.ops.view3d.edit_mesh_extrude_move_normal()[EM] [Ctrl] + [E] Brings up the edges Menu[EM] [Shift] + [E] Crease Edge Python: bpy.ops.ransform.edge_crease()[EM] [F] Make Edge Face Python: bpy.ops.mesh.edge.face_add()[EM] [Alt] + [F] Fill Python: bpy.ops.mesh.fill()[EM] [Shift] + [F] Fly Navigation Python: bpy.ops.view3d.fly()[EM] [Ctrl] + [F] Brings up the Face Menu[EM] [G] Grab/Move + [X],[Y],[Z] Python: bpy.ops.transform.translate()[EM] [Shift] + [G] Vertex Groups Python: bpy.ops.mesh.select_similar(type=’VGROUP’)[OM] [Alt] [G] Clear Location Python: bpy.ops.oject.location_clear()[EM] [H] Hide Selected Python: bpy.ops.mesh.hide()[EM] [Alt] + [H] Show Hidden Python: bpy.ops.mesh.reveal()[EM] [Shift] + [H] Hide Unselected Python: bpy.ops.mesh.hide(unselected = true)[OM] + [I] Animation Insert KeyFrame Python: bpy.ops.anim.keyframe_insert_menu()[EM] [I] Inset Faces Python: bpy.ops.mesh.inset()[EM] [Ctrl] + [I] Inverse Python: bpy.ops.mesh.select_all(action=’INVERT’)[EM] [J] Vertex Connect Python: bpy.ops.mesh.vert_connect()[EM] [Alt] + [J] Tris to Quads Python: bpy.ops.mesh.tris_convert_to_quads()[OM] [Ctrl] + [J] Join Python: bpy.ops.object.join()[EM] [K] Knife Tool Python: bpy.ops.mesh.knife_tool()[EM ] [Ctrl] + [L] Linked Python: bpy.ops.mesh.select_linked()[OM][L] Local Python: bpy.ops.object make_local(type=’ALL’)[OM][L] Selected Objects Python: bpy.ops.object.make_local()[OM][L] Select Objects & Data Python: bpy.ops.object.make_local(type=’SELECT_OBDATA’)[OM][L] Obj,Data, Materials Python: bpy.ops.object.make_local(type=’SELECT_OBDATA_MATERIAL’)[OM] [M] Move to Layer Python: bpy.ops.object.move_to_layer()[OM] [Shift][Ctrl][M] Select Mirror Python: bpy.ops.object.select_mirror()[OM] [Ctrl] + [M] Interactive Mirror Python: bpy.ops.transform_mirror()[OM] [Ctrl] + [M] X Global Python: bpy.ops.transform_mirror(constraint_axis=(True,False,False))[OM] [Ctrl] + [M] Y Global Python: bpy.ops.transform_mirror(constraint_axis=(False,True,False))[OM] [Ctrl] + [M] Z Global Python: bpy.ops.transform_mirror(constraint_axis=(False,False,True))[EM] [Alt] + [M] Merge Vertices at Centre Python: bpy.ops.mesh.merge()[EM] [Alt] + [M] Merge Vertices at Cursor Python: bpy.ops.mesh.merge(type=’CURSOR’)[EM] [Alt] + [M] Collapse Merge Python: bpy.ops.mesh.merge(type=’COLAPSE’)[EM] [N] Properties Python: bpy.ops.view3d.properties()[EM] [Ctrl] + [N] New File Python: bpy.ops.wm.read_homefile()[EM] [O] Proportional Editing Python: ToolSettings.proportional_edit[EM] [O] Connected Python: ToolsSeettings.proportional_edit_Connected[EM] [O] Disable Python: ToolsSeettings.proportional_edit_Disable[EM] [O] Enable Python: ToolsSettings.proportional_edit_Enable[EM] [O] Proportional Editing Python: ToolSettings.proportional_edit-falloff[EM] [Ctrl] [O] Open File Python: bpy.ops.wm.open_mainfile()[EM] [Shift] [Ctrl] [O] Open Recent Python: bpy.ops.wm.open_mainfile(filepath=”C:\\Blender_Workspace\myScene000.blend”)[EM] [P] Separate Selection Python: pby.ops.mesh.separate()[OM] [Alt] + [O] Clear Origin Python: bpy.ops.oject.origin_clear()[EM] [P] By Material Python: pby.ops.mesh.separate(type=’MATERIAL’)[EM] [P] By Loose Parts Python: pby.ops.mesh.separate(type=’LOOSE’)[EM] [Ctrl] + [P] Make Vertex Parent Python: pby.ops.object.vertex_parent_set()[OM] [Ctrl] + [P] Parent Set Object Python: pby.ops.object. parent_set()[OM] [Ctrl] + [P] Armature Deform Python: pby.ops.object. parent_set(type=’ARMATUTRE’)[OM] [Ctrl] + [P] With Auto Weight Python: pby.ops.object. parent_set(type=’ARMATURE_AUTO’)

47

Page 48: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

[OM] [Ctrl] + [P] Bone Python: pby.ops.object. parent_set(type=’BONE’)[EM] [Ctrl] + [Q] Quit Blender Python: pby.ops.wm.quit_blender()[EM] [R] Rotate+ [X],[Y],[Z] Python: pby.ops.transform.rotate()Hot-Keys Function Python Programming Code[OM] [R] Rotate+ [X],[Y],[Z] Python: pby.ops.rotatation.rotate()[EM] [Ctrl] + [R] Loop Cut Edge Slide Python: bpy.ops.transform.edge_slide()[EM] [Alt] + [R] Spin Python: bpy.ops.mesh.spin()OM] [Alt] [R] ClearRotation Python: bpy.ops.oject.rotation_clear()[EM] [Shift] + [R] Repeat Last Action Python: bpy.ops.screen.repeat_last()[EM] [S] Scale+ [X],[Y],[Z] Python: bpy.ops.transform.resize()OM] [Alt] [S] Clear Scale Python: bpy.ops.oject.scale_clear()[EM] [Ctrl] [S] Save File Python: bpy.ops.wm.save_mainfile(check_existing=False)[EM] [Shift] [Ctrl] [S] Save As Python: bpy.ops.wm.save_as_mainfile()[EM] [Alt][S] Shrink/Fatten Python: bpy.ops.transform.shrink_fatten()[EM] [T] Tool Shelf Python: pby.ops.view3d.toolshelf()[EM] [P] Separate Selection Python: pby.ops.mesh.separate()[EM] [P] By Material Python: pby.ops.mesh.separate(type=’MATERIAL’)[EM] [P] By Loose Parts Python: pby.ops.mesh.separate(type=’LOOSE’)[EM] [Ctrl] [T] Triangulate Faces Python: pby.ops.mesh.quads_convert_to_tris()[EM] [U] UV Unwrap Python: pby.ops.uv.unwrap()[EM] [Ctrl] [V] Vertices MenuEM] [V] Rip Python: pby.ops.mesh.rip_move()EM] [Shift] [V] Vertex Slide Python: pby.ops.mesh.vert_slide()[EM] [W] Specials Menu [EM] [W] Boolean/ Subdivide Python: bpy.ops.mesh.subdivide()[EM] [Ctrl] [Alt] [W] Duplicate Window Python: bpy.ops.wm.window_duplicate()[EM] [X] Delete Vertices Python: bpy.ops.mesh.delete()[EM] [X] Delete Edges Python: bpy.ops.mesh.delete(type=’EDGE’)[EM] [X] Delete Faces Python: bpy.ops.mesh.delete(type=EDGE_’FACE’)[EM] [X] Only Faces Python: bpy.ops.mesh.delete(type=’FACE_ONLY’)[EM] [X] Dissolve Mesh Python: bpy.ops.mesh.disolve()[EM] [X] Edge Collapse Python: bpy.ops.mesh.edge_collapse()[EM] [X] Delete Edge Loop Python: bpy.ops.mesh.delete_edgeloop()[EM] [X] By Material Python: pby.ops.mesh.separate(type=’MATERIAL’)[EM] [X] By Loose Parts Python: pby.ops.mesh.separate(type=’LOOSE’)[EM] [Z] Wire Frame/Solid Python: SpaceView3D.viewport_shade[EM] [Ctrl] + [Z] Undo Python: bpy.ops.ed.undo()[EM] [Shift] [Ctrl][Z] Redo Python: bpy.ops.ed.redo()[Edit Mode] [Object Mode] [Sculpt Mode][Functions][EM] Smooth Vertex Python: bpy.ops.mesh.vertices_smooth()[EM] Mark Seam Python: bpy.ops.mesh.mark_seam()[EM] Clear Seam Python: bpy.ops.mesh.mark_seam(clear = True)[EM] Add Mesh Cube Python: bpy.ops.mesh.primative_cube_add()[EM] Add Armature Bone Python: bpy.ops.object.armature_add()[EM] Add Sub Division Surface Python: bpy.ops.object.modifier_add()[EM] Add Sub Division Surface Python: bpy.ops.object.modifier_add(type=’ARMATURE’)[EM] Add Modifier Clipping Python: MirrorModifier.use_clipS[OM] Select All By Type Mesh Python: bpy.ops.object.select_by_type()[OM] Select All By Type Armature Python: bpy.ops.object.select_by_type(type=’ARMATURE’)[OM] Select All By Type Camera Python: bpy.ops.object.select_by_type(type=’CAMERA’)[OM] Select All By Type Lamp Python: bpy.ops.object.select_by_type(type=’LAMP’)[SM] Sculpt Tool Python: Brush.sculpt_tool has various selection of tools[SM] Direction Python: Bruch.direction has Add or Subtract[SM] Lock X Axis Python: Sculpt.lock_x [SM] Lock Y Axis Python: Sculpt.lock_y [SM] Lock Z Axis Python: Sculpt.lock_z [SM] Symmetry X Axis Python: Sculpt.use_symmetry_x [SM] Symmetry Y Axis Python: Sculpt.use_symmetry_y [SM] Symmetry Z Axis Python: Sculpt.use_symmetry_z Numbered Keys in Edit ModeHot-Keys Function Python Programming Code[EM] [1] Front View Python: bpy.ops.view3d.viewnumpad()[EM] [2] Orbit Down Python: bpy.ops.view3d.view_orbit(type=’ORBITDOWN’)[EM] [3] Side View Right Python: bpy.ops.view3d.viewnumpad(type=’RIGHT’)[EM] [Ctrl] + [3] Side View Left Python: bpy.ops.view3d.viewnumpad(type=’LEFT’’)[EM] [Ctrl] + [2] Pan Down Python: bpy.ops.view3d.view_pan(type=’PANDOWN’)[EM] [4] Orbit Left Python: bpy.ops.view3d.view_orbit(type=’ORBITLEFT’)[EM] [Ctrl] + [4] Pan Left Python: bpy.ops.view3d.view_left(type=’PANLEFT’)

48

Page 49: 3D Modelling in Blender 2.64 G00281429 Final Submission ADRothe

[EM] [5] Perspective/Ortho View Python: bpy.ops.view3d.view.persportho()[EM] [6] Orbit Right Python: bpy.ops.view3d.view_orbit(type=’ORBITRIGHT’)Hot-Keys Function Python Programming Code[EM] [Ctrl] + [6] Pan Right Python: bpy.ops.view3d.view_pan(type=’PANRIGHT’)[EM] [7] Top View Python: bpy.ops.view3d.viewnumpad(type=’TOP’)[EM] [Ctrl] + [7] Bottom View Python: bpy.ops.view3d.viewnumpad(type=’BOTTOM’)[EM] [8] Orbit Up Python: bpy.ops.view3d.view_orbit(type=’ORBITUP’)[EM] [Ctrl] + [8] Pan Up Python: bpy.ops.view3d.view_pan(type=’PANUP’)[EM] [0] Camera View Python: bpy.ops.view3d.viewnumpad(type=’CAMERA’)[EM] [/] View Global/Local Python: bpy.ops.view3d.localview()[EM] [.] View Selected Python: bpy.ops.view3d.view_selected()[EM] [Esc] Cancel Operation[EM] [F1] Open File Python: bpy.ops.wm.open_mainfile()[EM] [F2] Save File Python: bpy.ops.wm.save_mainfile(check_existing=False)[EM] [F3] Save Render[EM] [F4] Logic Panel[EM] [F5] Shading Panel[EM] [F6] Texture Panel[EM] [F7] Object Panel[EM] [F8] World Panel[EM] [F9] Editing Panel[EM] [F10] Render Panel[EM] [F11] Show Hide Render View Python: bpy.ops.render.view_show()[EM] [Ctrl] [11] Play Render Animation Python: bpy.ops.render.play_rendered_anim()[EM] [F12] Render Image Python: bpy.ops.render.render(animation=True)[EM] [Ctrl] [12] Render Animation Python: bpy.ops.render.render()[EM] [+] Zoom In Python: bpy.ops.view3d.zoom(delta=1)[EM] [ - ] Zoom Out Python: bpy.ops.view3d.zoom(delta=1)[EM] [Enter] Confirms Operation[TAB] Switches Object Mode To Edit Mode etc

49