Blender For Dummies. Jason van Gumster

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Blender For Dummies - Jason van Gumster


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by clicking and Shift+left-clicking on individual components. Box Select: Left-click and drag to draw a box around the components you want to select. Shift+left-click and drag to add to your select. Ctrl+left-click and drag to remove from your selection set. Circle Select: This tool is sometimes called brush select because selection is a lot like painting. Any vertices that you run your mouse cursor over while holding down the left mouse button are selected. Shift+left-click and Ctrl+left-click work like they do with the Box Select tool. You can change the size of your Circle Select’s “brush” by adjusting the Radius value in the Active Tool tab of the Properties editor. Lasso Select: The Lasso Select tool allows you to draw an arbitrary shape in the 3D Viewport using left-click and drag. Any component within the shape you draw is selected. Shift+left-click and Ctrl+left-click work like they do with the preceding two selection tools.

       The selection tools I just mentioned are also available without going to the Toolbar, so you can still select large groups of vertices without changing your active tool. They operate a little bit differently from the dedicated Toolbar tools:Box Select by pressing B. Then you can left-click and drag your mouse cursor to add to your selection. Deselection is done with middle-click and drag. Get out of Box Select by right-clicking or pressing Esc.Circle Select is activated by pressing C. In this case, you can quick change the radius of your selection brush by scrolling your mouse wheel.To use Lasso Select functionality, Ctrl+right-click and drag your mouse cursor around the vertices you want to select. Anything within that selection region is added to your selection.

      

Although the hotkey approach to these selection tools is a much faster way to work than constantly going to the Toolbar to switch tools, you do lose the ability to navigate the 3D Viewport while selecting with them. So if you’re doing a complex selection that requires you to move around your scene, the dedicated tools are probably the better way to go.

For a slightly faster way to switch between dedicated tools, you can use the Shift+Spacebar hotkey combination to open a little Toolbar menu next to your mouse cursor. Figure 4-7 shows what this menu looks like.

Screenshots depicting Border Select, Circle Select, and Lasso Select modes.

      FIGURE 4-6: Border Select, Circle Select, and Lasso Select.

Image described by caption and surrounding text.

      FIGURE 4-7: You can open a little Toolbar menu near your mouse cursor by pressing Shift+Spacebar.

      Working with linked vertices

      Another handy way to select things in Edit mode is by selecting linked vertices. Linked vertices are a set of vertices within a mesh that are connected by edges. In order to understand linked vertices better, go through the following steps:

      1 Select your default cube in Blender and tab into Edit mode (or switch to the Modeling workspace).All the vertices are selected. If not, press A.

      2 With all the vertices selected, choose Mesh ⇒ Duplicate from the 3D Viewport’s header or press Shift+D to duplicate your selection.Blender creates a copy of your selection and automatically switches to grab mode, allowing you to move the duplicate set of vertices, edges, and faces immediately.

      3 Use your mouse to move your new cube off the original and confirm your placement by left-clicking or pressing Enter.None of the vertices in the original cube are selected. Each cube represents a set of linked vertices. So what if you want to select all the vertices in that cube, too? Sure, you can use the various selection tools in the Toolbar, but on complex meshes, even those tools can get cumbersome. Instead, move to the next step.

      4 Place your mouse cursor near any vertex in the original cube and press L.Blam! All the vertices in both your cubes are selected.

      Of course, the natural next question is, “How do I deselect linked vertices?” That’s just as easy. Place your mouse cursor near any vertex on the duplicate cube you created and press Shift+L. All vertices connected to the one near your mouse cursor are deselected. I’ve found myself using L and Shift+L pretty heavily when trying to place teeth in a mouth I’ve modeled. These hotkeys are very handy.

      Quite a few more selection options are available to you when working with meshes. I describe these selection methods in detail in Chapter 5.

      

While you’re in Edit mode, you can work only with the current selected objects. You can’t select and manipulate other objects while you’re in Edit mode. That said, as of Blender 2.80, it is possible to have more than one object in Edit mode at the same time. Simply select multiple objects and tab into Edit mode as you normally would with just one object. The only caveat is that this works only on objects of the same type. If, for example, you have a mesh and a metaball selected, only one of them (typically the last one selected) will go into Edit mode when you press Tab.

      Still Blender’s No. 1 modeling tool: Extrude

      Besides transform operations (see Chapter 3), the most commonly used modeling tool in Blender is the Extrude operator. In meatspace, extrusion is a process whereby some material is pushed through a shaped hole of some sort. When you were a kid, did you ever cut out a shape in cardboard and force clay or mud or Play-Doh through it? If so, you were extruding. If not, you certainly missed out on a good solid five to ten minutes of fun (but don’t worry, it’s never too late to start).

      A WORD ON NGONS

      Ngons are a fantastic help when modeling 3D meshes. However, there are still some limitations. For example, an ngon cannot currently have a hole in it — not on its own, at least. As the figure shows, to get a hole, you need to have two faces. There need to be edges that connect from the inner ring of vertices to the outer ring.

Screenshot depicting a geometric diagram with a hole and edges that connect from the inner ring of vertices to the outer ring marked connecting edges.

      As mentioned earlier in the chapter, it’s best to think of ngons as a process tool. On any mesh that’s likely to be used in animation (like a character


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