Intro to Blender Continued

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Everything below represents notes for Sepha to finish the YouTube vid and article with.

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Blender Continued Script

Up until now, you've mostly been modeling in the 3d viewport, but lets open up a little more of the program to you.

I've split this section up into multiple pages, so that its a little easier to digest:

Saving and Modifying the viewportEssential ModifiersViewport Shading and MatcapsProportional Editing / Soft Selection

3D Viewport Tools and Settings

Space and Snapping Controls

  • Changing operation spaces (Global, Local, etc.)

  • Snapping options and settings

  • When to use different snap modes

Visibility and Display Options

  • Viewport Overlays:

    • Controlling what information is displayed

    • Customizing overlay opacity and settings

  • X-Ray view:

    • Toggle with Alt+Z hotkey

    • When X-Ray mode is useful

  • Viewport Shading:

    • Accessed from top-right of viewport

    • Different shading modes explained

Section 4: Scene Organization & Management

Outliner and Scene Structure

  • Viewport Outliner (top-right of interface):

    • Default setting: View Layer

    • Pro tip: Set to "Blender File" for comprehensive project overview

    • Shows everything in file including textures and animations

    • Essential for troubleshooting and asset management

Collections System

  • What collections are and why they're useful

  • Creating and organizing collections

  • Collection instances: How to create and use them

  • Visibility controls: Using number keys (1,2,3,4...0) to toggle collection visibility

Object Relationships

  • Parenting system:

    • How to parent objects to each other

    • Unparenting objects

    • Keep Transform vs. Inverse: Understanding relative positioning

  • Duplication methods:

    • Regular duplication vs. Linked duplication

    • Linked duplication benefits: Changes propagate across instances

    • Linked duplication limitations: Can't apply scales, rotations, or modifiers individually

    • Breaking and re-establishing links with Ctrl+L

    • Selection by attributes: Using Shift+L to select related objects

Scene Management

  • Creating new scenes within the same file

  • Understanding scenes as separate workspaces

  • Scene selector in top-right interface

Summary

Opening, and saving blendfiles

Importing content from others, appending them across

  • ESPECIALLY RELEVANT WITH YOUR INCRIMENTALLY SAVED FILES

Essential Modifiers:

  • Subdivision Surface modifier

  • Mirror modifier (crucial for symmetrical modeling)

  • Array modifier basics

  • Solidify

  • Triangulate

Properties panel overview

  • The fact that it changes based on what you have selected

  1. Common viewports layouts are at the top

  2. But they are just customization layouts

  3. Viewports can be customized, and all windows are "equal" in that they can be fully modified:

    1. Every ivewport region has a button in the top left that can change it to any otherviewport type.

  4. You can have multiple 3d viewports with multiple cameras

  5. We can change the spaces of our operations

  6. We can snap to many different settings:

  7. We can use soft selection

    1. Works in object mode AND edit mode, range controlled with scroll wheel

  8. We can control visability of Viewport Overlays:

  9. We can toggle XRay view - hotkeyed Alt Z

  10. Viewport shading is accessed from the top right

  11. We have a viewport outliner in the top right

  12. By Default, its set to view layer

  13. Setting it to Blender File is super useful, as it will show everything in the file or accessed by the file, really great for chasing down textures and animations

  14. Collections are super useful

    1. Do we talk about collections now?

  15. In the top right, we can make new scenes. New scenes are sort of like another blend file within the same file, you can see this in the top right

  16. WE can create collections, we can instance those collections, and toggle their visability with the numbers 1,2,3,4 etc to 0

  17. We can parent objects into each other, and unparent them

    1. Keep transform without inverse allows the object to exist truely relative to the target, where 0,0,0 will be at the object

  18. We can duplicate LINKED objects, vs Duplicating them.

    1. Linked duplication means that our changes come across, however we lose the ability ot apply scales rotations and modifiers

    2. When we apply stuff, it breaks the link, we can re-establish it with CTRL+L

    3. Shift L allows us to select objects that are linked by different attributes,

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