interaction with 3d – part 2

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Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 1 Interaction with 3D – Part 2

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Interaction with 3D – Part 2. Layers Mode: Object Mode, Panel: Object → Draw Hotkey: M, Menu: Object → Move to Layer... - PowerPoint PPT Presentation

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Page 1: Interaction  with 3D – Part 2

Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 1

Interaction

with 3D – Part 2

Page 2: Interaction  with 3D – Part 2

Sahar Mosleh & Ahmad R. Hadaegh California State University San Marcos Page 2

Layers• Mode: Object Mode, Panel: Object → Draw• Hotkey: M, Menu: Object → Move to Layer...

• Sometimes the artist needs precise control over how individual objects are lit, and do not want lights for one object to affect nearby objects. For this and other reasons below, objects are placed into one or more "layers". Using Object Layers, you can:

• By selecting certain layers in the 3D-View header bar, only objects on those layers are displayed at any one time in your 3D View, speeding up refresh/redraw, reducing virtual-world clutter, and enhancing workflow velocity.

• By making a light illuminate only those objects on its layer, then you control which lights illuminate an object, and vice versa

• When rendering, Blender only renders those layers selected. If all your lights are on a layer that is not selected, you won't see anything in your render except for objects lit by ambient lighting.

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Viewing layers

• Blender provides 20 layers; you can choose which are to be displayed with the small unlabeled buttons in the header (A 3D Viewport's layer buttons.). To select only one layer, click the appropriate button with LMB; to select more than one, hold Shift while clicking.

• To select layers via the keyboard, press 1 to 0 on the top row buttons of main area of the keyboard (not on the keypads) for layers 1 through 10 and Alt 1 to Alt 0 for layers 11 through 20 (the bottom row).

• By default, the lock button directly to the right of the layer buttons is pressed; this means that changes to the viewed layers affect all 3D Viewports. To select only certain layers in one window, deselect locking first.

• An object can exist on multiple layers. For example, a lamp that only lights objects on a shared layer could "be" on layers 1, 2, and 3. An object on layers 3 and 4 would be lit, whereas an object on layers 4 and 5 would not. To place an object on multiple layers, Press M and then shift-click the layers you want it to be on.

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• To move selected objects to a different layer, press M, select the layer you want from the pop-up dialog, then press the Ok button.

• You can also view or change a selected object layer via the draw pane, this can be located by pressing F7 or clicking on the panel object icon as shown:

• You will then see the layer buttons in the draw pane

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Local or Global ViewMode: Object Mode or Edit Mode, Hotkey: NumPad / Menu: View → Local View or Global View

• Toggles between Local and Global view mode. The currently selected object is the focus for the mode. An object must be selected to enter Local view mode.

• The Layers on the 3D view header disappears while in Local view mode.

• Global View shows all the items on the screen. The local view focuses only on the one that is selected. This feature is handy when you want to focus on just the object and nothing else.

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• There are many things you can do with the selected object within your virtual world. You can twist it, make it bigger or smaller, spin it around, change it's shape, and so on. This section tells you how to do these things to your objects.

• As you will find with most of Blender, there isn't just "one way" to do things. For infrequent users, there is always the context-sensitive menus. For more experienced users, there are hotkeys, where merely tapping a key performs an action.

Menu Options

• With an object selected in a 3D view, the menu bar shows the selections View, Select and Object. Click the Object selection to manipulate the object. The menu that pops up has the option Transform. Hovering over Transform pops up a sub-menu, showing you selections (and hot keys on the right) for manipulating the object:

• Grab/Move • Rotate • Scale • Convert to Sphere • Shear • Warp • Push/Pull • etc

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Grab/MoveMode: Object Mode/Edit Mode, Hotkey: G Menu: Object/Mesh/etc → Transform → Grab/Move

• One of the fastest ways to move things in 3D space is with G. Pressing the hotkey will enter the 'grab/move' transformation mode where the selected object or data is moved according to the mouse pointer's location.

• The distance from the mouse pointer to the manipulated object has no effect.

• LMB Confirm the move, and leave the object or data at its current location on the screen

• MMB Constrain the move to the X, Y or Z axis.

• RMB or Esc Cancel the move, and return the object or data to its original location

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RotateMode: Object Mode/Edit Mode, Hotkey: R Menu: Object/Mesh/etc → Transform → Rotate

• Pressing R will enter the 'rotate' transformation mode where the selected object or data is rotated according to the mouse pointer's location.

• This mode uses the angle from the pivot point to the mouse pointer as the angle for rotation, so moving the mouse further from the object/data will give more fine-grained precision (i.e. the mouse movement will affect the rotation less, for the same mouse distance moved).

• LMB confirms the rotation, and leave the object or data at its current rotation on the screen

• MMB constrains the rotation about the X, Y or Z axis.

• RMB or Esc cancels the rotation, and return the object or data to its original rotation

• R (Trackball): Pressing R while already rotating toggles the rotation mode between a single axis rotation (either aligned to the screen or around a certain axis) and a two axis, 'trackball' rotation.

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Scale• Mode: Object Mode/Edit Mode, Hotkey: S • Menu: Object/Mesh/etc → Transform → Scale

• Pressing S will enter the 'scale' transformation mode where the selected object or data is scaled inward or outward according to the mouse pointer's location.

• The object/data's scale will increase as the mouse pointer is moved away from the pivot point, and decrease as the pointer is moved towards it.

• LMB: Confirm the scale, and leave the object or data at its current scale on the screen

• MMB: Constrain the scaling to the X, Y or Z axis.

• RMB or Esc: Cancel the scale, and return the object or data to its original scale

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Precision for G (grab), S (Scale), and R (Rotate)

Mode: Object Mode/Edit Mode Hotkey: Ctrl, Shift

• Holding Ctrl and/or Shift during a manipulation can be used to control the precision more finely.

• Holding Ctrl while doing one of the above actions snaps the transformation on 1 blender unit (or 1/10 blender unit depending of the zooming view)

• Holding Shift while doing one of the above actions allows more finer transformation control but not by precise values

• Holding Ctrl and Shift together while doing one of the above actions snaps the transformation on 1/10 blender unit (or 1/100 blender unit depending on the zooming view)

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Cancel transformationsMode: Object Mode, Hotkey: Alt G, Alt S, Alt R Menu: Object → Clear/Apply → Clear Location, Clear Scale, Clear Rotation

• You can clear any transformation done in Object Mode.

• AltG: Clear the location of the selection

• AltS: Clear the scale of the selection

• AltR: Clear the rotation of the selection

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Gestures

• Mode: Object Mode / Edit Mode • Hotkey: LMB (drag)

• Blender's 3D transform modes can also be invoked by drawing mouse gestures.

• The tool is designed to figure out what mode to enter based on a hand-drawn gesture.

• After a gesture is drawn as described below, release the LMB . Move the mouse without pressing any button, then click the LMB when you achieve the effect you want.

• To cancel, click the RMB , even if movement in the scene has occurred.

• There are three gestures the tool recognizes: • Scale • Translate • Rotate

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• Scale• To activate Scale mode draw what appears to

be a V shaped path using the LMB . It doesn't have to be exact but the closer and sharper it is the better the tool will understand.

• Rotate• To activate Rotate mode draw what appears to

be a C shaped curve using the LMB .

• Translate• To activate Translate mode draw what appears

to be a - or line using the LMB .

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Normal axis locking Mode: ObjectMode / EditMode (translate, rotate, scale, extrude) Hotkey: X, Y, Z

• Blender has a very useful option: If you want to • S - Scale • R - Rotate • G - Move/Grab/Translate • E - Extrude

• For the selected object, the operation can be constrained to one axis:

• Press the appropriate key to start the operation (i.e. S to scale), then press X, Y, or Z to constrain to the corresponding global axis.

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Plane axis locking Mode: ObjectMode / EditMode (translate, rotate, scale, extrude) Hotkey: Shift X, Shift Y, Shift Z

• You can lock two axes at once at both the global and the local axes.Press Shift X, Shift Y or Shift Z to lock the OTHER two axes. i.e

• Shift X - Uses Y+Z • Shift Y - Uses X+Z • Shift Z - Uses X+Y

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• Axis Locking of Move/Translate

• Press G,Shift X to move only along the global Y-axis and Z-axis (not left and right)

• Press G,Shift Y to move only along the global X-axis and Z-axis (not forward and back).

• Press G,Shift Z to move only along the global X-axis and Y-axis (not up and down).

• Axis Locking of Scale:• Works the same way as move with Pressing S

• Axis Locking of Rotate • For rotation pressing Shift has no effect (except for the display

of different axes). • Rotating an object by locking two axes has the same effect as

using only one axis to lock it, as rotation using two axes will rotate the object on the unlocked axis.

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Pivot• Mode: Object Mode and Edit Mode • Menu: Droplist in the menu of the 3D view

• The pivot point is the point in space around which all rotations, all scaling and all mirror transformations are centered.

• We can choose among five general modes for our pivot points which can be selected from a drop list on the header of any 3D area as seen here in Pivot Point Modes.

• Our job is to choose the most efficient type for the job and to position the resulting pivot point accurately.

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Using Snaps

• Shift S Cursor Grid to send the 3D cursor to the nearest visible point of the grid;

• Shift S Selection Grid sends the center of the selected object to the nearest visible point of the grid;

• Shift S Cursor Selection to send the 3D cursor to the Center of the selected object;

• Shift S Selection Cursor sends the Center of the selected object to the position of the current position of the cursor

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View Properties• Numerically, using the View Properties menu entry (View >

View Properties) from the 3D View header bar, and then entering the 3D Cursor location in the 3D Cursor section of the resultant dialog box that should now be visible.

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Proportional Editing

• The mode menu is available in Edit Mode on the 3D View header

• Off : Proportional Editing is Off, only selected vertices will be affected.

• On : Vertices other than the selected vertex are affected, within a defined radius.

• Connected : Rather than using a radius only, the proportional falloff propagates through connected geometry. This means that you can easily proportionally edit the vertices in a finger of a hand, without affecting the other fingers.

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Falloff

• While you are editing, you can change the curve profile used by either using the Mesh → Proportional Falloff submenu, using the toolbar icon Falloff Menu. or by pressing Shift O to toggle between the various options.

• You can increase or decrease the radius of the proportional editing influence with the mouse wheel MW or Page Up and Page Down respectively. As you change the radius, the points surrounding your selection will adjust their positions accordingly.

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Examples

• Switch to a front view (NumPad 1) and activate the grab tool with G.

• As you drag the point upwards, notice how nearby vertices are dragged along with it. When you are satisfied with the placement, press LMB to fix the position.

• If you are not satisfied, cancel the operation and revert your mesh to the way it looked before with RMB or Esc key.

• You can use the proportional editing tool to produce great effects with the scaling (S) and rotation (R) tools, as A landscape obtained via Proportional Editing shows.

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• Combine these techniques with vertex painting to create fantastic landscapes. Final rendered landscape shows the results of proportional editing after the application of textures and lighting.

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Transform Orientations Panel

• The Transform Orientations Panel, available from the *View* menu, can be used to manage Transform Orientations:

• Selecting the active orientation, Adding and Removing custom orientations and Clearing all custom orientations.

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Transform Properties Panel

Mode: Edit or Object mode, Hotkey: N Menu: Object ? Transform Properties

• The Transform Properties popup panel is a modeless dialog meaning it can continue to be visible while you perform other activities. The dialog is actively updated. For example, as you rotate an object the Rot fields are updated in realtime.

• Use this panel to either edit or display the object's transform properties such as position, rotation and/or scaling and this includes the object's name and parent assignment. These fields change the object's center and then affects the aspect of all of its vertexes and faces.

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Transform Properties Panel (Object mode) Options• OB:

• The object's name.

• Par: • The name of the parenting object, if one is assigned. By entering in a name you are assigning a

parent object. The name must match an existing object; if it doesn't then the name is erased from the field.

• LocX, LocY, LocZ: • The object's center location in global coordinates relative to the object's center. see example.

• RotX, RotY, RotZ : • The object's orientation relative to the object's centerScaleX, ScaleY, ScaleZ: • The object's scale relative to the object's center. Each object (cube, sphere, etc), when created, has a

scale of one blender unit outward on each side of center. To make the object bigger or smaller, you scale it in the desired dimension.

• DimX, DimY, DimZ:• The object's basic dimensions (in blender units) from one outside edge to another, as if measured

with a ruler. For multi-faceted surfaces, these fields give the dimensions of a bounding box (think of a cardboard box) just big enough to hold the object.

• Link Scale: • If this toggle-button is activated the relation of the X, Y and Z values in the Scale- and the Dim

Fields is always preserved. changing one value will change all the others as well with the same multiplication-factor.

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Transform Properties Locking• The locking feature of the Location, Rotation

and Size fields allow you to control a transform property solely from the properties panel.

• Once a lock has been activated any other methods used for transformation are blocked. For example, if you locked the LocX field then you can't use the mouse to translate the object along the object's X axis.

• However, you can still translate it using the LocX edit field. Consider the locking feature as a rigid constraint only changeable from the panel.

• To lock a field click the padlock icon next to the field.