# notes from the MDF orientation Blender session! ### THE INTERFACE ![Blender interface](https://creatiffish.com/wp-content/uploads/2020/08/Blender-2.8-user-interface-editors-and-windows.jpg) Viewport area is where you do all of your work Top right: hierarchy Bottom left: properties of the objects #### goals: * How to add something to the scene * How to change size, scale, rotation * How to move yourself around the scene #### adding something to a scene: * keyboard shortcut: Shift + A (also could click in the top right of the viewport) * we're going to create text on a floor * to make floor - add a plane #### navigating in a scene * Two finger scroll = orbit * Shift + two-finger-scroll = move the scene * Ctrl + two-finger-scroll = zoom in and out * Pinch to zoom works too * View > frame selected = this will snap you to the object that you have selected #### add in another object * Shift + A + click "sphere" (to add a sphere) * let's make it smaller (so, transforming an object) * resizing: put mouse outside of object, hit the letter S = this will rescale the object up and down * can constrain the scaling operation to one axis by pressing S + x, y, or z * moving: G (for "grab"); if you constrain it to z - you'd only see it poking out a bit above your plane * rotating: hit R + y, x, or z #### to see what this will look like when rendered (a kind of preview) * click the icon that looks like the back of dslr camera ![alt text](https://files.slack.com/files-pri/T0HTW3H0V-F03UM3MSW0H/screen_shot_2022-08-18_at_2.35.16_pm.png?pub_secret=35e33a71f7) * under "render engines": * if you select eevee, you'll see your shadows and it'll look a little pixelated * if you select, cycles, you'll get kind of a grainy image #### lights * point light = pretty harsh * area light (which you can scale up pretty big): like a softbox, has more of a gradiant for it and helps achieve a sense of realism #### smooth out your object * select the object * two-finger click > shade smooth #### let's add another cube * make your floor a bit bigger by selecting it and pressing S + 10 = you've got a 10 x bigger floor and this will help us see shadows from our cube * with cube selected, hit Tab = edit mode * in edit mode, you're actually going to change the polygons on those objects! * right click object, select "subdivide" * you should see twice as many lines on your cube * if you aren't seeing more lines, hit shift + A to select all, and then right click and select "subdivide" again * you can manipulate the object through its points, its lines, or its faces ![alt text](https://files.slack.com/files-pri/T0HTW3H0V-F03U8BK2HGB/screen_shot_2022-08-18_at_2.36.22_pm.png?pub_secret=3dba25204d) * faces * select one face of your subdivided cube * hit G - to extend it along a particular axis (so hit x, y, or z as well) * hit S + an axis - to scale that face * hit R + an axis - to rotate that face * hit "E" - extrude one of the faces in the direction it's facing * On left-hand side, hold down on the icon that says "exclude to cursor" = this will let you build along the path of your cursor based on the face that you have selected * In the properties menu, select the icon that looks like a wrench * increase the levels viewport number to 3 * increase the render number to 4 * this should smooth out your object #### materials ![alt text](https://files.slack.com/files-pri/T0HTW3H0V-F03UM3HRKSM/screen_shot_2022-08-18_at_2.34.34_pm.png?pub_secret=dbbd49caad) * select object * add material in properties inspector by clicking the sphere/soccer ball kind of icon ![alt text](https://files.slack.com/files-pri/T0HTW3H0V-F03U8BFEVPV/screen_shot_2022-08-18_at_2.35.35_pm.png?pub_secret=d04b2c0a4d) * select "new" * click base color and choose a color! * could add a mirror material * select the object * don't add a base color * but make "metallic" all the way to 1 * make "roughness" all the way down to 0 * this will reflect your light and whatever shape is next to your mirror object (Marlon did this by adding a sphere) * could multiply that mirror by doing Shift + D (and this will give you tons of little mirrors around your scene) #### keyboard shortcuts * **X** (and return to confirm) to delete an object * **S** = scale * **R** = rotate * **G** = grab (and move) * * shift + D = duplicates your object #### downloading objects from sketchfab * need to search for "downloadable" objects * once you download it, it should be in your downloads folder * it'll be a zip folder * unzip it! * in Blender: file > import > wavefront (.obj) * select from your downloads * import the .obj file * the object will probably come in in a really weird angle, might be huge! * so scale it down, rotate it, etc. to get it where you want it to be #### animating * add some text: Add > text * word "text" will pop up * need to rotate on X axis (R + x, rotate 90 degrees) * go into edit mode to edit the text (hit Tab to get into edit mode) * tab out of it to keep the text what you want * in the inspector, select the letter "a" icon to get into text properties * font * alignment (if you have more than one line of text) * geometry * extrude - let's us turn this into 3D text * bevel - round the edges a bit (.02 - this will add in a bit of bevel to give a specular highlight) * grab the text on the Z axis, and pull it under your plane so you can't see it anymore * click the box icon in the properties inspector ![alt text](https://files.slack.com/files-pri/T0HTW3H0V-F03UB26PF1S/screen_shot_2022-08-18_at_2.58.41_pm.png?pub_secret=e7d4fccaac) * hover over right-hand side of the Z value (or whatever axis you're moving along) * when you click that property, it'll be come a diamond on the right hand side ![alt text](https://files.slack.com/files-pri/T0HTW3H0V-F03U8JGL5CJ/screen_shot_2022-08-18_at_2.59.45_pm.png?pub_secret=4066ac49a9) * this locks in the z value to that location * now determine how long you want animation to go for ![alt text](https://files.slack.com/files-pri/T0HTW3H0V-F03U8FALPH9/screen_shot_2022-08-18_at_3.00.04_pm.png?pub_secret=98bac14d5b) * click play and let it play for how long you want the animation to last * then change the z value again (by lifting the object up on the z axis or by defining a value in the properties inspector) * click the keyframe again * now I have two keyframes! #### apply a physical property to an object * add a mesh and pull it up in the air above the plane * go to the icon that looks like the moon with a planet orbiting around it ![alt text](https://files.slack.com/files-pri/T0HTW3H0V-F03U223DY3Y/screen_shot_2022-08-18_at_3.08.22_pm.png?pub_secret=f2dae9c470) * select "rigid body" * select the plane * also make this a "rigid body" but set the type to "passive" so that the plane stays in place when the cube hits it #### camera ![alt text](https://files.slack.com/files-pri/T0HTW3H0V-F03U24356TG/screen_shot_2022-08-18_at_3.21.55_pm.png?pub_secret=d943d840b1) * to move the camera = hit letter N or open by clicking the disclosure triangle next to "View" (in the viewport) * check the box next to "camera to view" * Rendering: * Output > change to FFMPEG video; make a folder (intentional - so cd's is on our Desktop and is Blender renders) * Render animation * H264; high quality output quality * Click the folder on the right