Okay.
Hello again.
Let's.
Let's see how the blender usually works, Charlie.
So first, I want to show you these options here.
These are the tools options that you can toggle them off and on with the T button.
So the T button will tell you these.
Tool and bar over here.
The first one is for selection.
Selection, and by default it is set to select box as box.
You can draw a box and then you can select your object.
For example, if you have a couple of objects and want to select them at once, you can do this.
The other one is select to call this circle, and that allows you to select your objects and select
the objects in the scene.
You have to hold shift to select a bunch of objects.
It is not useful when you have like big objects like this, but if you have like some smaller objects
like here and you want to select them all, it will become useful one.
The other one is the the lasso selects, it creates lasso.
You can draw a lasso to select your objects in your scene.
I tend to really use any other solution other than selection works.
The other option is through the cursor.
To ingest in blender means that when you when you have this on anywhere you click, your new object
will be created in this position of your reports.
So if I create an object by going to add mesh and it's creating another cube, it will be created in
this position of my viewport if I change it each and the location of the 3D courses to somewhere like
here.
And if I make another mesh like that, it will be created there, which is useful.
But the shortcut for to cursor is actually very easy shortcut these shift.
Plus right click.
Right click.
Right mouse click.
I mean, why not?
So by holding shift and right mouse clicks, you can.
Change the position of 3D cursor without even selecting the 3D cursor.
And that way you can always change the communication you have, you select some selection works and
you can work faster.
And if you combine that with the adding mesh shortcut, which is shift the shift at the bottom, the
key you can bring up this menu, which is I show this menu here to add a menu and you can make your
mesh like a cylinder and then you can make any other mesh in your 3D.
And that will be really useful by combining just these two shortcuts.
I was always one in the word.
So yeah, by pressing x I can really do stuff.
So if I have a bunch of stuff right here and I select them and I place press X on my keyboard and then
do the all right, so now I have my 3D cursor here, but I want it in my word origin, which is here,
right here.
So how can I do that?
I can shift right to here but didn't do a good job or do that maybe.
Is it on the word regime?
No, it's not.
So one thing I can do to bring back to my through the cursor to the word urgent is going to object a
snap.
And it's not my cursor to word or isn't it will bring back my cursor towards origin.
But we're doing the shortcuts right now.
Right.
And I told you two shortcuts by now.
Shift and shift right click the shortcut which is very close.
So these two shortcut, these shifts and s so the key on the left of D is was just shift a oh, I did
a mistake, I thought to do that the adds option shortcut was shift three, but it was actually shift
a.
So I confused it with the annotations which shorten the D I'm sorry for that.
I'm really sorry.
So shift eight is to create new mesh.
Shift eight is create new miss mesh and shift s will bring of bring up a pie menu of this is not all
these all these options will be displayed images.
So if I click if I hold the shift and s it will bring up this climbing u which I can use and do this
quest two or origin, right?
So Shift A is to create mesh again.
And so the next thing we have is the move too.
So if I shift if I hold shift, shift a make an object, make it cute.
We have this cute and if I click here, we can move it.
We have these arrows, we can move within the axis.
So if I move it in this green axis, it is actually the y axis.
I move it in this axis.
If I move it in the blue axis, it is the Z axis.
I'm within that axis and x axis is the right one.
The next one is for rotation.
So the colors, it is in the y axis with the green one, with the blue one, it is in the axis with
the rest.
One is based on the x axis and the scale is the same.
So I'm scaling in that axis like this.
Let me make another cube.
I'm a scale in the zip axis here with this red one, I'm scaling it in the x axis on the Y on a scale
and it's in the Y axis.
All right.
And then and the last one is a transform.
So it gives me this gizmo.
I have this gizmo that has all these options.
So it has the move options option.
But here I can move it in any direction I want.
These arrows lets me to move my Q These are for rotation.
I'm rotating rotation in the x axis and in the y axis.
Now in the z axis.
And then we have also the scale.
This is for scaling.
So don't get confused with this one.
This one is for moving and changing the location.
And this one in the inner circle is for scaling so and scaling it in the X axis and then scaling it
in the axis.
All right.
So that's all.
But as always, the shortcuts are easier.
And so we can't just ignore all these options for for moving the shortcut for moving these G on the
keyboard.
All right.
Don't worry.
I tried to not tell you the
the wrong shortcut.
The shortcut is G and my G.
I can move around my objects and easy like that.
So if I but person G, I'm really moving my objects in the 3D reports.
All right.
But what if I want to like the gizmo?
I want to just move within the x axis.
What I can do is has G first, then don't move it and then press.
Like, if I want to move it in the x axis on the keyboard at press x, then I can move it in the x on
the x axis.
Then if I click, I confirm my movements and by pressing g again and pressing Y on the keyboard and
move it.
Along the y axis.
I will pressing G and pressing Z and move it along the z axis.
Another cool feature moving is if you press G and then you press shift and Z, it will exclude the z
axis in your movement.
So you are only moving your objects in x and y axis so you can move it up in the viewport.
And another example of G shift x, we're moving in the Y and Z axis and we can move it in the X axis,
which can become useful.
All right.
This is for annotation, which I use for writing.
You can resample if you have this scene and you want to write the stuff and you want to write, this
is a Q, you can do that.
All right.
That's for deleting.
You just have to you just have to press D and then right click and you can delete the stuff.
So.
Presti And what the shortcut for annotation is?
D If you want to delete a lot of annotations like you know, you have a lot of annotations and all it
takes a lot to erase all these annotations.
Go to this menu here.
So by pressing and you go to this menu and then go to we down here annotations and press on this minus
button.
So you delete all your annotations and you see that you can also, if you saw the menu, you have the
plus item that you can use and change the color and if annotation and do some more drawing and you wash
it.
All right.
So the last option you have is measure the one thing that you may need.
You mean not only if you, for example, you're making a human character and you want it to be relative
to the water scale.
So you click and drag and let go.
And we will show you the units show.
So the this queue, the distance between this cube and the border region is around six meters.
And the bottom one, I can do another measuring as well.
If you're not really good with the metric system and you want imperial metrics, you can imperial units,
you can go to here this button here which says seen properties and then go to a unit and then change
the unit system to Imperial and then it is changed to inches and all those with stops.
Right.
Well I use metric and to remove it you can press X to remove your measures or you can change it to your
station to remove it.
The last one here is not that useful, but you can keep it in one and Q is when you want to add a cube
on top of other objects.
So if I press here, as you can see, this screen here, this cube will be added on top of this object.
I'm drawing here a box.
I'm letting I'm letting go.
And then I set the direction to be up or down.
If I click now, it will make a cube based on those those boxes that I have drawn, you know, forth.
At the same time, you can see what is in it is more, right?
You can all do this in extrude all this good stuff.
Okay, so I don't use as much, but you can if you want.
I explain to you the shift as which was in objects.
It's not here.
All these options is you can bring it up by pulling shift and s and the one option I showed you was
cursor toward origin.
But if e you want to select this object and move it to the wall region as well.
So it is hard to manually do that this time.
And you also do the same for that.
You're up.
So if you select this one selection to curse the object, we will go to selection and then it is in
on, it is on it is in the more origin location.
But because you moved your cursor to origin, if you if you, if you want to do the opposite action
so you want to move your to the cursor to the origin.
Origin is it is this orange dots over here you want to do that.
You just have to shift the s and cursor to select A.
Now your cursor is in your selection.
All right.
Is here in the origin of your object.
Uh, these three options are very useful selection to cursor cursor the selected cursor to your origin.
You can also use the other options here for using installations.
Active is useful also so because.
So if you want to move this object here to this object here shift s and then selection to select your
active object.
This is, by the way, but it's orange and it's the colors like this.
And you have orange here.
This is your active object and this is your selections.
If you if you have more objects here and you select them and these are the selection and this is the
active object.
If I select this queue over here now, this is the active object.
So if I hold down shift s and selection to active, all these objects have moved inside this object.
All right?
So we don't see them to see them, we can toggle this option on toggle x ray and as you can see there,
in the origin of that bigger box.
So we discussed the two menu and then another option to the scaling is the shortcut.
S So G was for moving and moving your object and S is for scaling your object.
And the same applies to the S shortcut.
So if you process and then press X, it will scale in the x axis.
And if you press x and y you will skill in the y axis and so on for rotating as you can, as you have,
I guess you guessed it.
Are you guessing already?
And you figure it out, you can move around with middle mouse button.
So you pan around, move around with the mouse button to pan you hold shift and hold the middle mouse
button.
All right.
And to zoom, you just use the mouse, will.
But if you don't want to use those shortcuts to move around, you cannot use these ones.
This is for rotating, so you just hover your mouse over here and then click and rotate.
And then you can rotate around your object.
You can also change your view.
So I explained that in the in the last video that you can go to the views is not to use with numpad.
So if you press one, you go to France, you if you press three, you go to side view to right with
you.
And if you press seven, you go to top view, which is integrated here right now is top view.
If I press one, it will go to France view over here.
But you can do that as well in here.
So if I press on this X, it will go to right view if you like, press on this.
Well, I will go to back view.
If I press on this that it will go to top you.
So you can use that as well if you don't want to use the shortcuts.
And this is for zooming, but it's a simple you just click on it and then zoom in and zoom out.
This is for putting your click on it and then move your mouse and this button will move your view to
the camera view.
So if you have a camera in your scene, which I don't have it since the other camera for bringing up
a camera, you can shift and then camera over here you have a camera over here and if you like, I want
to rotate it.
And if I rotated over here like this is it down?
And if I click here, it will go to my camera views and click on it.
And as you can see, it is in my camera will be all right.
But the shortcut it says here is non zero.
So if I if you press numpad zero, you will also go into camera view and out of general view.
The last option here is switching between orthographic view and prospective view.
So we are right now in perspective, as you can see, if you want to switch towards a graphic, we can
use this option and now we are in that orthographic which can cause problems when you're modeling.
So I recommend you're modeling changes to perspective so you can see better like how your model is looking
in a perspective.
Because we see things in a perspective, you really don't see things and also graphic, right?
So that's all for these options here.
So as you can see, very easy.
So what are these options?
First, we have this one view object types.
So let let me first add some objects here.
I want to add a curve, then I want some metal balls, then I want an armature.
All right, so we have this.
Objects right now.
Okay.
If I go here and I have all of the objects in my scene and if I click on it and then I don't want to
see any meshes, you might see I want to only see the other type of things I have in my viewpoint as
click on this and all all my measures of disappearance.
It's just not just this cube, all the measures I have.
Like if I have a cylinder, all the images will disappear.
Okay.
The same applies to other types of care.
If this is a curse, if I want.
Sable the view.
All the curves in my scene will be disabled, the metal also disabled, and the armature and all the
type of things I have, the cameras and all of that.
The other thing is this option here, the selection one.
So if I dislike this one, so I'm pressing on into these thing and then all my missions are on SELECTABLE.
It means if I try to select these here, I can select them.
I'm pressing, but I can't select them.
And that applies to other things like curves.
The curve I have here, it is selectable.
All right, so I turn this on.
My recommendation is to not mess around with these object types of disability.
Here, you can do the same thing over here.
So if you want the cubes to be, like, hidden, you can just click and drag.
So your objects and all the things are hidden.
We can use other types of methods.
Like, for example, if you press you cube and press shift edge, all the other objects in the scene
will be hidden.
And to get them back on, you can, you can do this or you can press all this edge to hide the hide
to unhide to on hide the objects in your C.
So you can also add these, this selection selection thing here.
So if you go over here and then enable this, you have this option here that if, if, for example,
I do this, then I can select this cute icons like this cute because it is on I can select this skip.
So you can always use those options as well.
So next thing we have is this viewport gizmos.
It will if you disable this one, these the navigation here will be disabled is only for the viewport
and the what things you want to see in your viewpoint, what things you don't want to see.
So don't I recommend to tons to play around with these.
Only if you want a clean viewport and you don't want these to be in your scene, just click on it to
disable it.
Don't play around with the other options.
So the other thing is the release this quite important.
So you have a lot of options here.
As you can see, you have a flaw in or C, let me just delete this with X and shift as Cristobal or.
We have all these things looking at the floor of the axis x axis and what axis are shown to us.
So if I go to overlay, let's first of all disable the whole thing and disable it.
We have a blank blank like a blank canvas, you know, but we can play around and then.
So you just don't want the floor.
We disable it.
We don't want the grid.
We don't want the text in full text.
The info is right here.
We can disable it.
We don't want to the curse which is or we can disable it.
Also, we don't want the annotations like we have of annotations.
We don't want to remove it from the view or here or we can hide that here.
What the same option is also here to disable dynamic annotations.
Then we have statistics which is very good, very useful.
I use I always send this on because as you can see, our statistics are 000 like we have no registry,
no object, no edges, no is not right.
But if I make an object queue, for example, I can see that they have six faces and 12 triangles.
And then when I'm modeling, for example, I'm doing this one extrude gives me 20 triangles and ten
faces, and then I can better optimize my scene and do a better modeling and optimization when I'm doing
those modelling stuff.
So I use this on the extras, the bones, and if you have an armature, these are all doing things.
The other thing that you use a lot is wireframes.
So if you go to mesh queue and you want to see like let's extrude a little bit like this.
So from here you have this object over here and you want to see the wireframes, you want to see how
is the geometry and then these black lines is shown to show you the geometry and how they work.
You can play around and crank down the opacity, all right.
Or how many wireframes are shown.
That way you can see the white frames.
Eve, I have something like you ask me to use it better.
As you can see, the wireframes are shown here.
So this shows me how optimized my scene is by just clicking on this thing for you.
The next important option is face orientation.
Okay?
Face orientation is very important because sometimes you may make your scene, make your character,
and then you want to animate and you want to do all.
There's some.
And then you face a lot of problems, a lot of distortions and all that and texturing and doing all
of all the all the other things.
So if I go to edit by pressing tab all these faces over here, all of these persons are facing toward
the outside or inside.
So if I get overlaid overlay in edit mode, he has some more options down here.
I have this normal option.
If I enable this, it will show me the direction each face is facing.
Like the direction of this face is outside.
Outside.
Also it shows me that's the faces of my mesh is on the right direction.
If I do something now, don't pay attention.
If I do something now.
And as you can see.
I don't have those numbers.
There are only if I zoom in all the more you can see that the normals are facing toward the insides
of my image.
And that's not good at all.
Because if we are going to if you go to render it, if we go to texturing and all this stuff, we go
to unwrap it.
It makes a lot of problems for us and we may forget about this.
All right.
So so I recommend you to always if you make your character, for example, let's say your model is this
and you finish you want to render your own texture.
You want to do all those good stuff.
Always go to here all these and turn on first orientation.
And when you turn this option on, you must see all your objects in blue.
Okay, so, so always remember that that's all the ways you need to see blue.
So if I turn the song and I see any red, then that is an alarm for me that my normals are facing the
wrong direction.
Now, this is normal.
This is.
This is red.
So this shows me that my normals are facing the wrong direction.
Let me delete these ones.
And what happened was edit I press a to select all of them and then press press the shortcut which was
shift plus and shift boss and will recalculate your normals and then flip the normals for you.
So whenever you have this option, don't panic.
Just if you see your your objects in red this go to edit mode by tapping a selecting all by pressing
a and then shift and and then your problem is solved.
Right?
This is blue now and the normals are facing the right direction.
If it didn't solve your problem, just flip this box.
Check this box to see if fixes that for you.
Now I can disable my normal direction.
Or here.
And right now, I have a blue object.
And now I can turn this off.
So, yeah, that's all about normals, which is importantly can cause a lot of problems if you don't
know what this one doing.
The motion tracking is important for us.
This is because it's for animations and.
All right, there you of.
Discuss the oil is now.
The next option is x ray.
So if you have an option, if you have a objects, a Q and then you have another object and usually
a sphere.
All right.
If you have selected this thing, you know, there there's a you this one in the box.
But if you have not selected this, then you're making objects after the of oblivion, you meet in scene
and then you went there and in the render it may be appear in this little sphere here.
By the way, if you want to if you have objects in objects and you want to select them first, click
on the first object.
If it clicks, if you click another time, you will select the object and the other object that is inside
of that logic.
All right.
If you have the third object, just click.
Okay.
As I was saying, you have a lot of objects here.
Then you need to check first.
If you don't have objects inside other objects, so you target this x ray on or I usually tend to use
the shortcut, which is also that.
All right, bye bye.
Holding alts and that I have toggled on the x ray.
And now we can see that there's a sphere inside my cube and I can delete it by pressing x, delete it,
then all that again and the x ray is off.
The x ray is really helpful, especially when you're
adjusting your scenes.
It's real and we'll get into into that.
And the last things here are the shadings.
We are all now in the solid more or within the solid mode.
If I change it to this one is on Y for a moment so I can see the y frame of my objects.
Let me add some more objects.
Let's circle you with sphere.
That may be a cylinder now, maybe.
Tourists.
Now, on top of all them, the monkey, which is facing this way.
This is a monkey.
Cold.
Suzanne.
So, Michael, Suzanne is chilling.
So much energy to Warframe, as you can see.
You have the wireframes of all our objects.
And this is another way to check if we have objects in objects.
So if I do this process to scope and this is another way to see if we have objects inside objects other
than the, you know, the x ray.
Right.
And this is also a good way to check if you have all the geometry that we don't want.
So if this is all the geometry and then don't want freedom, go inside and try to use the geometry.
I wrote the next one.
This is one frame.
This is solid shape, which we are.
No.
And we do.
We use this mode to model a lot of stuff after we did our modelling.
And then for example, we add material between going here we go here and right here and it says material
properties.
Click on it and then click on New.
We have given our Suzanne the material and let's change the base color here basically to like something
like orange.
Right.
And we want to see how it looks with the material and the color.
So we go to this option, which is material preview and we'll click on it.
As you can see, we can now see how our Suzanne looks like.
All right.
But then we have another option, which is the rendering surrender preview.
We have two main renderers.
First one is cycles, which is a which is an offline render renderer.
It means it calculates all those lights and those realistic lighting's offline.
So you don't always see the glory of how cycle works in the preview.
You can see that it is very much performance was not really good.
All right.
But image, on the other hand, is a real time render.
So it shows you it shows your objects in a real time view view.
And what you see is what you get.
So as you see in there evening, you get in the render as well as if I switch it to TV, we can see
that we have this whole little thing is because we don't have a light.
So if my friends shift away and go to light and at a sun, now we can see better how Suzanne in color
and how the shadows walk.
Like pretty cool, right?
But cycles is more realistic.
So if I change it to cycles, let's see what happens.
As you can see, the shadows are more soft now.
Like how you will see them in real world.
But.
I zoom out, it becomes like noisy and that is not good.
So that's how that cycle works.
The way in TV is real time, but in cycles it is more of loan based.
But you can fix this by going to Dino's Enable and Dino's, and this will be this will give you a better
experience.
All right, well, turn back on TV, and that's it for the viewport.
So you have the read, the report, the material preview, the shading, the solid viewport, and the
higher frame viewport before going to these options.
Let's have a look at up here.
As you can see, we have something.
It's called global.
What does it mean?
It means if I select my Suzanne and if I go to my gizmo and I rotate it right this.
All right.
It is changing the location.
And this gizmo is based on the global axis.
The global axis is this one's for here is the red line and green one.
All right.
If I change it to local, it will change its based on the origin of my object.
So if I change it to local, as you can see, the axis all changed based on the origin.
If I change the origin of my if I go to head mode and the move with G, as you can see, this orange
dot is here right now.
If I change the origin and then in the local axis it is in the different locations.
Right.
But if I change it to global, it is now in the global direction like this.
But this is the whole difference.
You can use the normals, the gimbal gimbal on the north coast view and the cursor vectors, but usually
just use the global and local.
Right.
And then another thing is
first let me give you a shortcut for like our season is like this in your position, you can do this
and the like, but it is not in the right position.
What if you press all these spots and then if I press G in the reset location?
All right.
You reset the location of first and go back to the word origin.
If I press alt press or you do reset the rotation.
So remember these two shortcuts also always are and always.
G who resets each location and rotation on our faults.
All right.
So by default, this option is for pivots points by default, by the way.
As you can see, our original design is here to fix that.
Right click go to set origin and origin to geometry.
These options are really cool.
You can move.
The origin is 3D cursor.
So if I select Mexico, move to the cursor here by holding sheath and right click and then right click
on my Suzanne set origin origins of the cursor.
Now the origin of my design is in this call to the cursor.
It rotates based on this origin.
All right, but if I wanted that in the middle of my Suzanne, I can just go here or he's into geometry
and now it's back in the middle.
And if I press hold or and I'll g now it's back to the origin.
Cool.
But puts away by default the pivot point is on the meeting points which is now like in the middle and
like this points here if I change it to something like to the cursor now it is based on the 3D curve.
Said the same thing I did by moving the origin points.
Right now my Suzanne moves and rotates and scales based on the to the cursor.
So I'm moving my suitcase by shift and right click and if I now rotate like this, my Suzanne is rotating
based on the 3D cursor and that will become really useful when we have a lot of options and we want
to rotate things around and we don't want to rotate it around the mid some point.
Like we want to rotate it for example for trees we tend to move the cursor here and then rotate it like
this from the bottom.
To move it like this, it will become easier to scale it, to rotate onto all those stuff and that's
all the thing you can get with the change in the pivot points.
Again, just the medium point to the cursor is enough, but you can use the individual origins as well
as you have some more objects in your.
See, the next thing I want to show you here is the snap.
The snap is a little tricky.
If I change this to face and turn this all on and then I make a plane.
All right.
I have a plane here.
Then.
I changed this to medium point, the pivot point towards it.
It's like this or or x 92 rotate it as the skeleton and then g y to move it.
Now on once my playing on the head of my Suzanne but I just it like it's really hard like that just
very is exact and the it goes like inside of the object and all those problems I can use this as that
feature for here and then turn it on and then watch what happens.
If I do this.
It will snap my frame on top of the other objects.
So if I move it and this object, it will also snap it.
And this object, if I move it around this object through the snap, it's on the ball on the surface
of this object.
And this is why changing it from this default one to face.
Usually these are all different types.
Like if you want the edge to stick into the edge, you can try this one.
But usually the face is what you're going to use to do that.
And this is actually the fundamental of topology.
So, for example, if you have this, Suzanne.
And they have this design and then we have this and then we want to apologize our Suzanne.
All right.
Because we it's not this until Suzanne and then we go to edit mode change it to Edgemont and like extrude
around.
Suzanne.
All right.
Then after extruding and then getting the shape of Suzanne, we just want plain and using the stop feature.
We have a much lower resolution, Suzanne.
That's useful in its apology.
This option is for proportional editing.
It is only usable in a moment.
So, for example, if I'm in this mode of Suzanne by pressing tap and I go to vertex mode and then I
want to move these only it's like four or more.
All right.
And then I press G and then like, what happened here?
Right.
Because I only move these vertices that I select.
That's what that's what we want.
So what we can do is by turning this proportional editing arms.
Right.
And based on this kind of curves here.
We can move our object so it is on while we can't see anything yet.
Right.
Because we have to press the magic key which is G for moving, right?
So if I press G, this gives me this circle.
And if I use my the feel of my mouse, my mouse will.
Right.
And going down and going up, I can increase or decrease my selection.
So this circle is the radius of my selection.
It will select all the words.
This is connected to the to these to these vertices vertices that I have selected.
So if I increase the radius, it will.
Select all the vertices connected here and then I can move it around here.
But I want only the here.
So maybe I just see this then I have used my here without stored in it like that and I can move around
easily.
The shortcut for proportional editing is all so.
So is the shortcut.
If I press all, as you can see, it will turn back on or off.
Okay, that's it for these options.
The next ones are or here.
As you have guessed already, we are in object mode.
We can change the mode we are in right here.
The shortcut for I didn't mode was to have as I've said it before.
All right, Top.
But you can go here and use this menu to go as well or use this menu to go to sculpt more or use this
menu, go to vertex paint or use this menu to go to make paint or texture paint and then get back to
object.
But the easier way to do this, the shortcut way you'll see is control.
Plus tap on keyboard.
So if you select your objects and then press halt control and then tap is pie menu will open up for
you, which is exactly the same as this thing over here that we discussed.
Right?
So if you want to go to object mode here and it won't hear sculpt mode here, texture, paint, vertex
and baseball, great payments.
So what if I want to quickly go to weights, paints, do this.
If I want to quickly go to this, you want to quickly go to a school board of this or want to quickly
go to where it exports texture as it objects.
Easy.
I just I'm just holding control on top and then moving my mouse toward the direction.
So I know for a fact that the duration of this called is this way and then objects is this way and then
edit is this way, right?
The most things that you're going to use in doing modeling.
So control, top down, console, top right, console, top left.
And I can this way I can quickly change between my moves and then I don't want to just use these on
my work here.
We're going to discuss this later.
The important thing to me is this shift as to bring back my cursor to work region.
This view option will give you the options to toggle on and off the toolbar.
Toolbar is this one, as I've said before, the to toggle this on or off in your view for just press
t as it says here t the sidebar is here, this one over here, which we just discussed later, and the
shortcut is in by press and you can go.
Now it can go.
Opening up this sidebar or close and close it.
And the tool setting is this here, which is which has the options.
Once you have the options over here and these are all in the selection modes.
How to select words.
I never found the use for them.
Maybe if you're doing environments and doing object stuff is useful to you, but I tend to turn this
off and adjust.
Last operation is very important don'ts and I repeat, don't turn this off.
What is a just nice operation?
For example, if you scan all this, Suzanne, by pressing S and then click, you get this window over
here.
And this is what was called here at just last operation in this menu.
And you can adjust your scaling that you did.
You just did.
All right.
And you can have all these nice options.
And if you if you rotate in, you're not affected.
But if you click and even in blend or in viewport, if you click anywhere in the viewport, it will
disappear and you never get it back.
So keep in mind that if you do this and then you have these options and if you accidentally click,
you don't get this map.
So you can't control Z to undo that and then to the second to get this option.
But if you turn this off by accident or anything, then you don't have that option.
It becomes very useful in many situations.
So be careful to always have that options.
Option on and friend selected is really useful, especially when you're modelling.
For example, you're here.
I have selected this cylinder over here and then I'm just for away like okay, where I'm where I am,
my viewport.
Like you were aiming objects, then you would press that the Dell or the Dell the key and you numpad
the period key and your numpad.
And with that it will automatically zoom into your cylinder.
If I select this one and the numpad in the numpad the delta key, it will reset camera based on this
object and so on.
And this is the object.
This is the option you have here.
If you don't have a numpad or you don't want to use the key or Kisha key shortcut to the shortcut you
can use here frame selected the frame all as you can see is the home button.
So if I click on home button, it will frame all the objects I have.
My C all right.
Pretty handy.
And the Numpad five will
switch between perspective and I want the graphic which is this one here.
So with number five, you can change between perspective and auto graphic.
Okay.
Um.
This is very useful.
I use it all the time.
If you have let me change into perspective.
If you have your shoes on and you're going to sculpt and you want to sculpt, Suzanne, but these objects,
you don't want them in your report.
So what you do is pressing slash on your keyboard and you make your object to go into a solid more,
basically.
So if you're press slash, it will hide.
It will not hide all the other objects.
As you can see, it is not hot, hidden.
It will only makes your objects to go into a solid wall so you can only see your object and do adjustments.
And if you press slash again, you can now see all other objects, right?
So it is different with Shift Edge, with which I discussed, which will hide all the other objects.
And for on hiding, you have to press all edge.
But Slash is more useful because it's as you saw, it will sit the camera based on this objects object
as well.
So you don't need to press numpad as well.
And you can always just.
Press and slash.
Go in and out.
Right.
It also works in edit mode.
So if you have a bunch of objects.
If I join these objects together with control j.
So I joined this cylinder over here with this design.
And then I go to edit more of these two objects.
For selecting these objects, ease my pressing l.
I can select the connected
vertices, so I select the connected vertices safely.
However, my mouse over Suzanne and press l it will select the connected versus which is Suzanne the
hover my mouse over the cylinder.
So it will connect.
It will select all these want.
All right.
And then if I press slash, it will only
will only make these objects
selectable.
The best way to say these objects or only selectable.
And then by presence again, I can see all other objects pretty handy.
So the camera, the active camera is what we have here.
So we'll will switch to the camera here, but we don't have it.
And so I can see it's active objects.
Camera will only set objects as the set set the object that we have.
So the camera, for example, that we have, has the active camera for selecting between cameras because
we discussed camera before.
Shift a camera here and you have separate cameras for if I if I do this or press number zero and go
to my camera, this is my camera.
Now this is showing this camera.
But by going here seen properties, I can change what camera want to see.
So if I change to one, if I change it to two, because something I'm seeing on the the floor and canvas,
it's not showing.
But if I change, it's here, for example, maybe.
Yeah.
As you can see, it is.
Yeah.
This is my first camera.
Okay.
As you can see, the camera two is my selected is my primary camera for rendering.
So if I go to camera and want this is what I get from rendering.
If I want I don't want this view and I want to render this view.
I just go here to select properties and then set the can select other camera.
And this one is not acting out.
As you can see, this triangle here becomes it fills the triangle.
So other cameras don't have this feeling.
I mean, that triangle, right?
So if I saw this camera as well, which I want happens, it shows as cameras, as the active camera.
And if I go here and as you can see, this is my active camera.
All right.
So with these cameras, the viewport, this will obviously be discussed.
So basically by pressing one on number, you go to front.
We can see here by pressing three, you go to the right and seven you go to top.
But what if you want to go to your in top view?
Now, what if you go to the bottom of the nine, the number nine key or key or you get you to the other
side.
So if I press nine, if it will change the view to the bottom.
So as you can see, a four is nine what's my purpose?
Nine to go top and again, bottom nine again.
So if I press three to go to the right and then I want to go to the left view, I was not very good.
If I press one and go to the front of you and I want to go to the back view, I press nine, I will
go to back view.
So this is all the options you have for viewing here as well with the number navigation.
We discussed all these options because we were doing this with shortcuts.
Right.
Okay.
Now we can navigate to this as well.
All right.
So align view, we can align the view to the active camera or the active object.
We don't need this very much, except maybe this one center person, very small.
If we press shift C, it will send that concern and frame all the objects.
If I have my cursor over here, similar to what we do with the cursor origin thing, but it will also
reset the camera.
I would like this.
So shift plus c is the option.
The is the shortcut for this.
Navigation along with you shift see as we discussed the regions not important unless there were in the
region maybe because the controls be does the river in the region, for example.
You're adjusting, Suzanne, right now.
Okay.
I just and Suzanne, right now, you don't want to see all the other objects in your render.
So you want to go here and just see Suzanne in your render.
So by pressing control, B, you get this this option to draw a box.
And we're drawing this box here.
All you see in the rendering will be what is in this section, or it only walks in cycles.
So it doesn't work in every auction cycle.
And because cycle is very heavy, you can use it in your advantage.
So cycle.
But do that as you can see, all the other objects disappear.
You only see what is in this box cycle or we only calculate what is inside this box.
And that makes things very faster.
You know, it makes it makes sense to use this when you're using cycle.
So remember that.
And to delete this red dot box.
I believe it was control of speed.
Yes, it was.
Control of speed will remove it.
So control would be to make a render box and control wants me to remove.
And you see those regions over here as well.
Oh yeah.
Clear.
And the region controls be the animation things we're not going to discuss but this will render images
I there's interesting so if y disable my overlays and gets more and all those things and if I want to
capture a screenshot from this canvas or here I go to you and the viewport render image and what I see
it it captures screenshots of my viewport right.
Pretty handy for press t to highlight the tools can see better so view before render image and then
I can go to image save and save my image wherever I wants the presenter again to get in, provide these
tools for these days and we have seen.
So that's it for the view options.
One last thing is that Blender has this cool option to match more windows, right?
Let me show you.
So if if hovering amongst or here on the edge or here and you press and drag, all right, you press
and drag, you'll get another scene, right?
Another like window.
All right.
I did that by hovering my mouse on the edge here and then dragging it down.
Now I have three windows so I can use this model and I can set this one in the like pressing.
Try go to right to you and then this one pressing seven to go to top you and then maybe this one for
rotating around and stuff like that or setting this one to camera view like you don't have a camera
now.
Well, I can set this one to general view.
So for example, this is more general view, what I get in the end, and then I can adjust it accordingly.
All right.
To delete these or join these areas together.
Hover your mouse over here and then go up.
And then the area that is that is like shaded the black location, but black sheet will be deleted and
the area that is white will join the other area.
If I did this again, so yeah, do this again, this will happen.
Another way to make more windows is by going here.
As you can see, these arrows right click and then vertical space or horizontal speed.
If we do a vertical speed, it will give us this line over here.
We can press it.
And now we have two areas that we can work with, right?
Vertical.
If you press this and I'm not there, let's make.
Or is it to spend now?
And we decided we wanted to hear was here, let's say here and now we have three areas over here which
can be useful.
Right.
And then to join them.
Also we can use this arrow, right click join areas or swap areas and then join them where we want.
So can you join us and then join and that's it.
Well, we have another cool option here in view for you area where we can toggle quad view by targeting
quad view.
It will give us four windows, four areas which three of them are not adjustable.
You can rotate in them, you can only rotate in one of them.
I would go this quick and show you how you go because as you can see, a quick changing between the
areas, between the lines here and we don't have to do that manually.
So in here you can rotate like you can rotate around, you can only pan, but you can rotate around.
And the only window you can with around is this one that you can rotate around and go away.
And this is cool for modelling too.
Like we're modelling this, you're seeing I mean zooming, zooming in is in these videos and you're
modelling in this window and then you can see the France view, the right view and the top.
You like that anyway open or you're going to enable proportional editing and then proportionally like
change this here we can see how it is also changing in other we use critical they will want to turn
back turn this off.
I just talk of this and then I'm back to my original view.
You can also toggle you can also if you have like let's say you have two windows each.
Like you have to win those.
You're doing some other works here.
Like, for example, you press a slash on my keyboard to make my object here to go to solo mode.
And my object is now in Solomon.
And this window is nothing Solomon.
You can also.
I want this window later at home to do my work.
But for now, I want this window to work on these objects I have.
I don't want these objects to work.
So I want this window.
I press control the space to maximize the window here.
If I break control of space, as you can see it, this window is maximized.
I don't even have the other windows I have here.
Like the animation stuff now and is maximized is very useful, especially sculpts more and you're sculpting.
And Yeah said you can also sort of control space.
Use this toggle maximum OEM full screen area is pretty much the same, but you can see the menus here.
They're gone.
Control space will do that for you.
The closer you go to close the areas we're in.
If I select this now, it will close blend there like the through.
It will be close.
So be careful with that.
All right.
Now we have to go through the reviews now that we have done it.
I want to show you the windows.
We can get rid of these animation time line.
So if I if we don't need animation for now, so let's just toggle this off point going here.
Right click and joint areas and do this.
And now we have a more space model things, right?
The first one is selection.
We can if I slash the objects for how these use here and I want to do something for other objects in
my scene except my sphere.
All right.
So I'm thinking now I want these objects, like these objects to do something.
I can manually select them like this.
When there are a lot of objects, it becomes hot, right?
So what I can do, I can select object that I want to be excluded from selection and then press control.
I and it will select all the other objects in my scene, including my lights, or if I have a camera
on my camera.
So be careful with that.
Also, you can get this effect here with in words and in voice of a will.
This select everything and I will select everything.
So I will select anything.
And also, you see, select anything the box selects is what we are using or now circle select.
These are all the options that we have here, circle and Export Book Select we have in the toolbar tool
menu.
So select all my type is quite handy.
So we have.
Although we have some curves on here and some like glass and metal bowl.
And then I only want to select my meshes.
All right?
I do.
I come here, select and select my top mesh.
Now I only have my meshes selected.
Mm hmm.
And that's quite on these curves and all other things.
So that active camera is that non-participating zero.
All right.
We have select mirror setting randomly, randomly select objects in the scene.
So if I select again and again and again, it will randomly selected objects.
And the saying more or less is is more useful in the element.
So I have this and I could select that it more or less this can see nothing happens.
But if I go to this object to have it mode by tapping tap and then change it to face selection.
So this is the solution edge selection where the selection is these vertices over here, that selection
is this edges.
So we can see it's just faceless and these are these faces over here.
So if I go to face selection.
I can move as well as you can see, of moving around.
But I want to see more of the faces around this selection.
So I press control plus on my keyboard and I increase the selection.
Right.
It is very useful, especially for areas like this.
I have selected this then from the space of space.
Space.
For example, if I go to this vertices, I have this versus the selected control of the space.
I thought this was, as you can see, this selecting the face loops you have here and it is very useful.
For example, I can do this and then press X and delete this.
Pretty useful.
And we're doing some modeling and in edit mode.
Okay.
You can also use this for selecting the parents and asking the chores as well.
All right.
We'll discuss that in the modeling video when we go into the modeling.
A select group will select the children, parents or groups, sex links or select everything that or
have the same data.
If, for example, let's say let's give this a material material number two, and if what if this the
same as you were going here, clicking on it and working on Material two.
Now this object also has material to these two objects of material to identify with the selection and
select link and select the material.
Then the objects that have the same material will be selected.
All right.
The object as evolves.
We'll discuss those later.
And that's it for selection menu here.
The other menu here is just we this them shift a menu, admissions curves, materials, volumes mature.
It's not an empty thumbnail image.
The lighter light prop for mostly easy for the lighting of the camera and for some physics simulations.
Right.
Calls to an object which transformation we discuss this for rotating r for a scaling s, for moving
g for other stuff.
The bending of these things are not useful.
So we use for bending.
We use modifiers which we'll discuss later.
And then we have move texture, space along transportation and align objects.
So the origin we discussed starts over.
So like objects like Suzanne for example here and right click and separation is right here.
Like instead of adding to geometry, you have this option also here, the mirroring if you don't use
it here sports when you re when you're using the mirror for example the modifier here later, I don't
want to overwhelm you.
It's all the things.
But we can change the axes here with this option.
The Y option is very important.
So I have to, Suzanne, if I click and as you can see, if I go to item my scaling off of that, it's
so much.
But if I go to my like this object here, you can see the scale is one to go to here the go is valid
again over here, one if we go here one for making new objects like another column, for example, as
you can see, the default scale variation is set to one.
All right, if my other objects are not set to one value, it will make it like this scale.
Now, if this is not similar to how the scan of this object looks will make problems later on other
sections, even in rendering, even in doing parenting.
And those are still painting, doing painting by the means like linking objects together.
So what you have to do is this you have your object, you have to check this here item and then go to
scale.
And you always have to see this as one.
So if you go here and if you click and drag here and you manually change it to one, the scaling changes,
see?
No wonder.
All right.
You want to scale to be this, that you want it like you don't want it to be big like this.
All right.
If it changes manually here, it was just scaled down, right?
You wanted this scaling to be like these based on this.
But see, but you have these, like, monstrous.
Suzanne Yeah.
So what you would do is the shortcut for this, one of these very important, one of the most important
shortcuts.
Control a control as a shortcut to get this menu here or as we saw is or here object and apply are these
says control so progress in control a and then over here we have some apply so location, rotation scale
all transforms and all those here.
It was press skill.
Watch what happens here.
Focus skill l chin chin is backed by migration to one, but it keeps the scaling that we did.
All right, so usually when you're done modeling, keep this, have it, make this happen for yourself,
that your modeling is still rotating many objects and doing these these and that that these objects
scaling are not similar.
You have to press a select all of them, then press control a and then the skill on all the objects,
variations, escalations, what to say.
Right.
So keep that in mind.
And also the other useful for control apply is as for example, if you have modify modifications here,
this modifiers for these numbers on the multiple is like mirror and stuff like that.
You have a lot of money for us here.
All right.
And then you want to apply all the all these modifiers once you can apply modifiers, but going to this
arrow here, clicking on it and then apply.
But you can also do that by going here, selecting an object and then control a and clicking on here
visual geometry to match and it will apply all those modifiers for you and all the other things.
Okay, so that's it for apply as the most important things in apply this not you discussed it it's with
this discussed that it's not discussed.
All right.
It's shift s.
If that's your idea and then the duplication for duplicating objects you use shift the and for duplicating
link.
So usually we use shift to duplicate.
Right.
But for example, if we give given material, this is one of the materials, I give it a blue color
and then go to material preview.
These will all have blue material, right?
Because they're of the same objects.
If we shift the again, these are have all the material.
But if I go to element and if I change anything in this objects like this, this change will not be
applied to all the other objects.
Sometimes we want that.
So what we do is sort of shift the for these objects.
Then we go back to that is the shift you use all t which is here duplicate link all the.
And then we have an object with same object data on this one.
So what that means is that if I, this is my original mesh, which I duplicate it for good.
And then this, as you can see, these other objects will be
will be changed as well.
So if I do alter D again and again and again, if I make any changes to any of these objects, the other
objects will change as well.
But these one these one will shift the.
And this one will also see.
For most of these objects.
If I did this, nothing will happen.
All right?
So that is the fundamentals of doing this.
It is.
This can be useful.
But this is also good for performance.
Right.
It takes a lot less power from like a compressor.
It's really good for the memory and all those stuff if you're seeing it's laggy because you have a lot
of duplicated mesh, so you can consider using the oldie.
But what I use is that I use this simple shift for duplication.
Then you have this shortcut.
For example, if I select these on these and then select this one as the active object, and then the
shortcut is control.
And so the shortcut is control.
L If I press control and then I link object data, it basically does the same as all C, which we duplicated.
So if I link object data to all these objects, details are linked to this one over here.
Right.
So if I got it marked and then I did this.
Now, as you can see, all the other objects will be changed accordingly.
So I use this method to do these things.
So like shift.
Then if I want to.
Like these datas are linked for one to link this one as well.
Control L latency lynch side link of the data.
And now the object data is copied to this object selection of objects from the active objects.
So that's the whole thing about the control and of system for joining two object together as you can
see and.
Oh, this object.
This is one object.
If I move it around and other objects will not move.
But if I want to join these two together, I press control J and both hop and or method control data
they form once, so don't make movies for him and then I shift it in a skillet and I want these two
to be joined together.
Right.
I want of cubes of sphere one is due to you.
I want I only want a sphere one.
I wanted this one to be joint of this one.
So this is the solution.
This is the active and control j and I have the sphere one as one object.
I can move around and go to it and add them all together.
So then copy objects and place objects.
Not that useful, but maybe if you if you want to move it in the collections but not that useful and
these pants and things.
All right.
Let me explain the pattern of things for you.
If I make an object here like a cute skin, adult control, a skill set, this go back to one another
object here is for.
And another object here.
Like a choice to object.
I want to move this object, this cube over here.
I wants all these other objects here.
This one, this one, this one to follow this object.
So what I do is select this one as selection and select this one the last one as the active object.
And then I pass them together for printing.
This could be looking changes too.
All right.
Proposing the shortcut is control p.
So if I select these on this and then select this one as active and then control P, this menu will
be opened and obviously object.
Now if we move my queue, okay, what happens?
All right, so let's in these one control a scale, we control P and so advance.
To keep transfer loop in pants.
Oh, so it is.
It is pounds.
It's.
Look in France.
So let's press all speak to the appearance of all these objects.
So clear pants.
It's all free and clear pants.
And then selecting these control p objects.
Yeah, it works now.
I don't know what happens there, what happened there, but now works as you can see by selecting these
one and then control P and then selecting the objects to be painted.
Now whatever I do, if I move, if I rotated, if I scale it, it will be other objects will do the
same as well.
So that's the whole thing about parenting.
All right.
If if I want to on parents, these objects select them and then also speak under clear pants.
If you, for example, you have this parent and for example.
You have, move them over here or rotate them right here.
And if you select them and all three and just select the clear patterns, as you can see the movements,
all those actions will be resets.
So if you don't want that, also be a clear presence and keep transformation.
So the movements are kept.
We discussed the links, obviously.
So over here, if I want to like if I go to edit and then like do this, all these objects will be moved
as well.
But I want this to be to have a separate object.
And so now on this separated.
So what I would do, I selected objects and then go to relations, mix singular user and objects and
data.
And now if I look at this now this object here is a single user and you can edit this and you like anything
you want and it won't affect any other objects.
The collections will discuss the collection collections here.
Let's discuss them.
This costs the collection.
We have collections in our scenes.
As you can see, these are the objects over here.
If you want to add collections.
We hit on this.
Plus you have another collection.
We have four or five collections.
We we can rename them the collection and then say like Q.
Then once, like, for example, these cubes and these collection cubes.
Well, I can do a can go here and then it's going to be hard, but I can just select them one way or
one and then dragging them down to cute.
All right.
That's one way to do it.
But let me do that.
The best way to do this is by shortcuts.
And so end is for collection.
The shortcut, the main shortcut for collection.
So I have these objects like that.
If I press and these moves, the collection menu will come on and come up and then I can press on.
Q And then all these collections will be moved to Q.
Right.
And also, if I want a new collection, I can use this as well, like this one.
These are ones in the new collection.
So I go here new collection.
So, like the name, like.
And it's.
Or are a scene like back up and then he's okay and this new collection will be made for me.
Simple as that.
And that's the whole thing about the collection over here.
Move the collection, link to collection and all this stuff.
But the main thing you will use is this shortcut to make a new collection or move the objects to the
collection.
The existing collections, the relations are discussed to make a separate single user.
The constraint useful for us is for information tracking all also creating a solution if what is kind
of importance.
If I make a new Suzanne here this again, it's up on a scale.
As you can see, this design is very blocky or we can see all these edges.
If you go to these edges, all these edges can be seen.
All right.
We don't want that to fix that can go to objects here to smooth or we can right click and go here and
press on shade smooth.
Then as you can see, one that does a very good job to smooth the normals for us and make like the edges
disappear.
To make this even better, we can go here into this objects, states of properties.
Right?
Go here and then go here to normals and then turn this.
I recommend you always do this, like always, if you want with something something tennis on.
And as you can see the edges here, like the eyebrow is kept.
But here it is all smooth outs, right?
And if you don't want it to be smooth, you can right click on Shape Flat.
Also, when I'm in sculpting control top sculpts, I usually keep it to be flat because you can see
the volume is much better.
And I like how the geometry is in these locations.
All right.
If you when you're done with the sculpting and you going to render some always should smooth.
That's for sure.
These are for animation.
We're not going to discuss.
This is quick effects.
Not going to discuss this is converting.
So if you have a category here.
All right.
And the cool thing about her, which we're going to discuss later in the course, is if you go to here
to object the properties and then go to geometry and then go over here to Bevel, and then you increase
the depth.
As you can see, we have something like this.
It is very useful to do some crazy stuff where I like to make a cable or all that.
But this is so terrible.
We cannot do anything with cause.
We can't sculpt them like that.
We can only edit the modern object, convert them and go to object converts and convert to mesh or right
click.
Cameras too and mesh or I believe you can also control a visual geometry to mesh and this has convert
the curve to mesh if you go to emote by tapping by pressing tap as you can see now, we have a mesh
that we can walk around, maybe turn on that for push anything and like it does.
Anyway, we want to do this shapes.
All right.
This is the converse and show.
It's not very useful on edge.
I've actually discussed this, right?
Sure.
So if I shift that, it will hide all the other objects.
I also edge into Unhide objects cleaning up.
For example, if you go to materials, which is concealed materials, if you make a new material, then
delete it.
Making new material that it'll make a new material.
Then all these materials over here, let's say a three, four or five.
As you can see, the number is zero.
So they have no user.
But if you save out seen over here, all these materials also will be safe and it will increase your
file size.
All right.
So one way is to clean up from here, but the best way is to go to file, to clean up and then unused
data blocks.
You do wonder.
We'll say that three materials, one armature, 52 meshes to coast one.
That's bold one like five cameras there will be push and you click on yes.
And I'll use links to the blocks.
And then the last one I use local called two blocks.
And then if you go to materials and as you can see, all those materials magazine for five are now deleted.
A Now if you save you have a much more.
We have a file with less size the deleting and I'll put anything in the option.
Use X by now you have found it.
Let's continue with the next stuff.
We talked about the collections.
You add collections with M pressing M new collection or adding them to the existing collections.
In here we have options that we don't use these all, but you can turn this filter out and on and you
have all the channels or here that you can customize your items that you want to see in your add on
sections before going to your through all these options, all these other options like I would practice
on them as well as I want to talk about this before we go to viewport and sidebar is and then you click
and you see all these options.
If we watch item, you see all the options for item and you can adjust the locations, rotations, scaling
dimensions are all that.
And you have this also in this orange thing, objects, properties, all these options there as well.
The only thing that you find here is the iPhone useful.
Here you have this all those relations collections here with more options you can like see what this
object is panted to and all that.
But the only thing I find useful in here is put this display.
You can like check this box name and you can now see the name of your object, which is cute over here.
You can also channel access internal wireframe, which is very useful if I make another object like
ecosphere as you can see and I go to object, properties are used for easier and I turn on what frames?
As you can see, I can see the wireframes of my mesh right here.
So if I add to all edges, texture, space, I get those kinds of things.
Another useful thing is in France option over here in viewport display if I like.
Move my sphere inside my cube.
As we talked about this.
I press alt z to tug on x ray and now I can see that something else is on my.
Something else is always in the force material preview.
So I switch to two solid what I can see with all that and the whole x ray thing.
And there's a use for inside my cube.
But you can also see I don't want to turn the sun.
You also turn the water from on tender in front.
You're on an object.
And then always when object is shown, in my view puts no matter where it is.
So is actually inside the cube here.
I will not be a render too, but if it turns on I can always see it in my viewpoint.
The off and it's in side.
Too cute.
Pretty useful for the water frame.
I usually use the quick favorites option in blending, so every option in here if you want, you can
add two quick favorites and it's by right clicking and pressing to right clicking and pressing.
Going to assign shortcut.
You can also assign shortcut to it, or you can added two quick fairways, which I did right here.
So everything you add to peripheries you can access to it with pristine cute.
So I Q on keyboard you in this menu open up all the other options that you've added to that.
For example, if I add my annotation to annotation to quick favorites and then here at Press Q, I can
access my intuition if I presentation, you will quickly add the annotation thing.
What if I press if I select my object and then I have added my my friend to my three favorites and then
Q and then displaying where I can see the rest of my optional here display, where I can see the words
my objects if I want to disable, also have to disable the wire like this.
So that's the object properties that you can find also here.
All right.
This is the item in the sidebar.
The tools is not useful to view is the focal length of your view.
If increase it.
And if you're just curious, you can see the effects.
Sometimes when you're walking, especially in a sculpting, you may want to zoom further into your character,
so you need to increase it to something like 100 I usually 7 to 100.
The sculpting was listed to default value.
To set anything of these values.
To default value, you just have to hover your mouse to the value and then right click and then go to
reset all the default value.
And then for here, also right click only to default like they will.
This research resulted in the default value that is is for the clip is stored just use in default one
I think it's yeah let's reset it but click reset and the default is 0.01 if you want to reset it.
If I want to.
Yeah.
So the clipping also occurs when you read your modeling and you're going you're zooming, zooming and
then some artifacts happening.
This is was happening.
What's happening?
So usually it is fixed by decreasing the creep of stone.
So just set into all points or one and you're good to go and this option here is really useful.
So if you said to me you can lock the camera, left the view based on your option.
You have that if you if let's make a camera over here and you have this camera and if I set this the
camera to view.
Then go to zero for my camera.
And if I rotate around now, I'm rotating around with the camera.
And this can be useful for using the cameras.
In your scene when you want to set the camera around.
So this this is my this option or your camera to you.
If I said this off, if I wrote it, you will go out of the camera with you.
But this is the location of the studio here.
So pretty.
Is it still useful?
As I said before, shift s chief right click.
You can move it around or shift as and because of the word origin we can we it's the collections here.
We can hide the collections or here or unhide them or we can use it right here also to hide and hide
collections.
So pretty much the same thing.
The notations are here as well.
So that's the sidebar.
Let's go straight into the this menu over here.
This property is over here or no, no is happening.
The rendering is on cycles but can see the properties is pretty weird.
Let's make it to load factory.
Yeah.
So let's join areas here.
Joint areas and those because we have evening cycles by default it is on sets.
On CPU, I usually system CPU on them.
On the preferences you have to go to system and set it on could onset give you a car.
We have cycles and if we don't care about work this year it's useful for us is dedicated for like an
older users but cycles on VB is a let's put on material that's a color and metallic so metallic that's
going to give you some metallic effects every is a real time render engine so it is all real time if
you add light over here, if you have the lights over here, some lights, it is is real time.
It gives us what we see.
So if we render this, it is the same thing we see now.
People say if you go to cycle, as you can see, it is much slower and it is an offline renderer so
it renders offline.
And if we enable this statistics over here, as you can see the rendering done, it says that if you
brought it the view, it starts to render again.
It is so during the recently we have only a computer here.
So it's very simple rendering and so does it.
You know, if you feel like sculpting all the geometry, this is going to be so slow.
So I usually set it to so the two samples for you force and for the render you can use anybody you want.
But I think 512 is enough for both cycles and then we can use the DINO is option.
So without the option if you go around you it and these noises but if anybody knows us option and then
go to for some optics I usually use optics and it choice to Dino is the scene for us all right we have
all these options for cycles.
It's not very like it's a package itself, like big change.
It's a cyclone, the render.
It's all right because it's is accurate lighting.
All the things are accurate.
But if we go through it is a real time engine.
So it has its flaws and it's not as accurate as cycle, but it is real time.
So we don't have to wait for it to render all that we can enable.
Amazon collision and bloom for, for example, give it some glue and stuff like that.
We use blue, so you have to know something about these options.
That is to get a good results.
But we get to get to that.
When we render out of character, the next option is the output properties.
You can change your resolution.
So if I go to terminal view with pressing number zero, as you can see.
First of all, let's talk about the camera here.
Korea has a purpose for itself.
It's over here.
If you can look anywhere else and other objects you can see.
You have to click the camera and then go into camera purposes.
It has some ability, has vocal range for itself.
Like if you go to camera review, the focal lens will change here of our camera.
I usually keep it between 45 and 60.
I use 60 and then we have depth of field and all those.
So what I want to show you is this thing here, beautiful display.
If I render this right now, I go to render render image f 12 is for it very will give me this render
image which is based on this box I have here.
So this is what I get by randomly zooming.
You can see they want I don't want to see all the rest of these things.
So one thing to do is to go to camera properties, go to viewport display.
And then this thing that I don't want to pronounce, you have to crank it up all the way to one and
then you don't see all the things are not important and then and but combining in this to camera do
you you can go around the viewpoints in the camera and set your scene and then render it and then you
get this.
So that's what I want to talk about, about the camera.
But we're in the outputs properties.
So if I go to camera view again as if I have a 1080 resolution, there are some presets or here like
4K, like this one, like seven MP and all this stuff.
I can actually manually change the outputs or here the resolution outputs over here, but usually tending
to be will do with the presets which I need to be able to do.
And usually aspects keep it as one always.
It might make some problems like the resolution might be slow sometimes and you don't know what's happening.
So always check that the aspect is always set to one.
The frame rates for animation.
Whenever I discuss the outputs, whenever there's a temporary, if I if I render this, this is saved
into a temporary file.
If I click on then changed outputs every single render, it will render there with these values in opinions
you force with color depth of eight well all the time.
What I do is render image and then go to image and save manually.
So that's it for this menu.
This is for the light passes.
So what is it like as a if you go to render render viewport during the run, what if you go to this
arrow, you see these things that you can toggle off the scene, lights the scene, words, you can
take it off or change the scene would actually dissolve the issue.
Your eyes, change your eyes and this friend of this, your eyes and then turn the back on or not here
and we have the render passage.
These are the things we have over here after rendering.
So these are render passes.
If we would combine this is a combined if I could see, for example, ambient occlusion, ambient inclusion,
only the shadows, you know, me, gives me a depth of my objects and all that.
And if I turn this on some of the mist, let's actually not turn this on in the render.
I have this option also here if I go to view later.
All right.
It was in view everything here.
Yeah.
I think that this this will display the channels.
Yeah, over here.
All right.
If I enabled these means, light emission shadows might be no collusion and then render again and then
go here.
No, all here is here in combines.
So now this option is appearing.
Now I have all this thing and I don't wish to see that I'm in occlusion means such a very simple for
me so we can save it to me separately.
I used depth in composition.
After we render it, we can use this depth in composition in Photoshop or any of the other 2D applications
so we can turn these off as well.
Keep in mind that light passes between evil cycles are different.
You have more options for cycle.
You can see so many options for cycles.
So keep that in mind.
The next thing is the scene properties.
As you can see there, we have cameras that we discussed before.
Big of the active camera, the union, so we can see the metrics from from history to imperial.
And the other things are not that important for us.
So this is the vote properties.
And you can see this.
This is how the eye of a blender uses some default as your eye.
This your eye is affecting the scene with its light so you can achieve this strange if you want, you
can trend to zero.
So you have no sense of the word, and you just will with your own lights, for example, and do what
you think is right so you can change it.
Back on to default value, right click and reset to default.
But you can add volume to boards which we will we will do.
The volume in the later chapters is one of the important object properties.
We discussed this, the visibility we can use the view for this problem can use the wireframe on or
off the in and all those things.
Let's go back to solid view and this is the modified properties.
Don't get scared by all these modifiers or as we have all the money for us here, but we will only use
some simple things in this course.
Like four or five of them.
Very easy are a modifier.
If you enable it in an object, it will duplicate objects in the direction you want.
So it's right now in the one in the extraction.
If we increase this value, it will make more spaces between each duplicated object.
If we if we go with more access, if we go with z-axis, we can change how the location of this array
of these duplicate objects.
So that's great.
The next thing I want to show you is is mirror here, which is very important.
Need a mirror and an object in a word or word rising.
Right.
You can see anything happening, right?
You have to go to edit mode by tapping a so tapping tap and then g and then move it.
And you can see the mirrored object is mirroring based on the word origin over here all right.
Is so even more visible is always mirroring based on this mode origin over here.
So even if I like move it over here and then tap and move, it is based on the origin over here that
we have.
All right.
So we can change it to white access.
All right, then to set access and access we want and then I more and then move it.
Accordingly.
All right.
There's an option here.
Clipping, if you like your object like.
Like this, but then not connected to each other.
As you can see, if you enable this object and if you get them closer, these to the mirrored object
and the original object are connected now.
So you want them connected like that?
You don't get them connected.
Then they were going to be separate and this merge option is on for that very same reason to merge them
and connect them and sort of clip into them.
But what I do with use with your modifier is to as are the cute.
And for example, my cue is over here so you find it at me in a modifier.
I want my cue to be over here.
Right.
So how can I do?
Like, as you can expect, it's is mirrored based on the words oily over here.
One thing I can do is that we can move like shift s and then like for example, look, we can move it
to cursor and then go to edit mode before I think I accidentally hide my mesh before adding the mirror
modifier.
You go here and then move it and then your origin is here in your jurisdiction.
Then you can add the movement for SH and you can see as you can see it is based on the here or the origin
and you can if you move it, it's like this, but the easier way.
So I say it's not the origin, it's not here.
Let's change the origin both to geometry and let's say we want something like this.
We want to be this object to be mirrored somewhere around here.
So what we do is shift directly it, move the cursor here, shift a and empty.
So we have this empty.
This empty will not be rendered on anything else.
It's empty is an empty, obviously, that we can use for our main objects.
Safety at the mirror object.
And with this mirror objects be this eyedropper.
I click on it and then select more empty.
All right, now.
So you can see my cube is mirrored based on this.
These empty objects even move this empty object.
All right.
It is actually doing some more calculation to move the mirror as well.
And if I move it over here, I can do this double.
So I can shift s cursor to an origin and also move this all this empty to the word origin.
So now my queue is mirrored based on the word origin.
And that's what I want usually.
And I'm modelling, for example, a modelling hands or arms.
I did this and then this and then I can have two arms like that.
That's the whole
mirroring.
And it's sort of a simple the nice thing or the how to add a resolution.
As you can see, if I go to any more like I have only six faces, 12 edges, all done.
And let's actually add another object.
If I asked you this, we could not have five, 12 faces and nights in 9960 trying to add geometry to
any objects.
You go to modifiers, you go to SOP, division, surface.
And by clicking on that, it automatically adds a subdivision to our object.
If I increase this amounts like to another subdivision, if I increasing as other subdivisions.
So what does this subdivision means if this is a mesh?
Right.
It has 12 faces.
It has 482 vertices.
What it does is that it multiplies the vertices by four.
So every subdivision multiplies the worlds by four.
So if I increased this, if I go to remote now, I won't see because my gender doesn't show then not
applied modifiers.
So I have to apply this.
And then if I go to any mode which otherwise happens, it's multiplied the vertices by four.
Why does subdivision work?
So if I had another subdivision level and I apply it, as you can see, eight has multiplied by another
four times.
So it's very useful to add geometry.
So for example, if we have this on here, right, if you have Susan here and you want to add more geometry,
as you can see, this is very lucky.
This looks very lucky.
And even if we should smooth it, it doesn't look good.
What we can do, we can use this subdivision surface, but the shortcut to a subdivision surface is
very useful also.
So the shortcut is to me, delete these first.
All right.
Okay.
The shortcut is control was any number.
So this number can be three, four, four, anything.
So by pressing control and then one, it will add a subdivision level in the level one way control to
the subdivision, level to number control three.
It will add a subdivision level tree and so on.
So I'm clicking control of one and it has added a subdivision level one.
So my mission, as you can see now, my Suzanne is very much it has much more resolution.
Well, I even if I increase in more, it has more resolution and more, as we can see now, we don't
have to add much detail to need level three adds vertices in in object modes.
You can see the vertices, right?
But you see the voices of all the objects.
So if I have multiple objects is combined combining them and giving you the vertices of all objects.
But I have this so here with Little Tree and then I can see that the level tree is too much for me,
but level two is enough.
The difference is no, I don't see a lot of difference in the word three, so I'll just upload in levels.
I just duplicate as applied in little to avoid the element.
I can see that it is eight times more where it is.
It has more data, more resources.
That is much more.
It has much more resolution.
All right.
So what is the difference between that and the thing I'm going to show you now?
So we have all thing as multi resolution.
So multi resolution is the same as subdivision.
All right.
But you have to first select it from here and then subdivide it is the same thing.
Like it adds four times vertices like multiplies over this by four times every time you solve it.
But the difference is in this mode, in a sculpts mode, you have another option is called mom and you
can go back to your previous levels.
For example, I'm sculpting in this level, level three, much more resolution and then I want to move
my objects around.
But level when I go more subdivision, moving around and changing things becomes harder.
So they go to level one or even level zero, and then I move around the lower levels and which are what
happens when I turn it back to level three again and then changes is applied.
So that's pretty, pretty useful.
And a sculpting which we'll discuss about the water is a whole lot less in the sculpting shots know
another thing is other
another useful modifier is a skin framework to this cute because the vertices a and a measure center.
I want to see how these like becomes a scheme.
It gives me a scheme for that one word z and if I add another subdivision surface, I have one and increase
in the subdivision.
I want to see how I can manipulate and extrude and do all of this dust skin, which is very useful though.
The other thing we have is solidify it.
We'll discuss it later and that's it for you.
That's this all the thing for now that I want to show you about the modifiers, then we have the particles.
For example, you can add particles, you can add hair to objects, you can go to particles and do that
thing, which is pretty cool.
Adding hair, right?
Well, there's the list for now.
We're not going to go into this.
These are the hair and the particles has its own like thing.
And then we have physics we're not going to use in physics.
And then we have constrained not going to be using constrained, which is for basically for cameras
more.
And then we have Vertex, we will discuss that and then we are going to base paints and all that stuff.
Then we have materials.
So these three things like these, these four things like for now, just forget about them.
We are not going to use them when we use them.
I'm going to explain them to you composing what they do.
So in the materials we can add materials new and then change the name for something like you as we have
as I have shown do before.
So it's so the color and the.
We appreciate you can see the color and texture.
We can add texture to our workmanship of fiber like a plane.
And if I subdivide the some more like a displacement my leg, then I have some grounds for coup grounds.
I think that's all for now.
And this the last thing we want to show you are these options.
Blender has let me leave this annotations.
Blender has its of these things made for you to make.
The walking is now in the lay of the land are seen mixing and stuff like that and make things make the
mesh and all that right.
But you want to go straight into modeling.
Then you go here into modelling that you have straight tools for modeling.
Then you go.
Then you want to think you're done with modeling.
You want to go to a sculpting, then you go to a sculpting.
And the difference here is if I go to the back to layer and if I go to sculpting by control tub and
sculpting, as you can see, the flow here is shown here, which I don't want in sculpting.
So I have to manually go here.
I'll turn this all, then turn this off and on.
That's okay.
But I can just go here in sculpting and Blender has turned these options off, which I don't need in
sculpting.
I can use editing or you be editing, which we will use in the next chapters.
We can use texture, paint, shading for adding materials and all those stuff.
Animation.
We don't need this or rendering.
We needed compositing.
We may use it in the future.
Geometry nodes.
We don't need scripting, we don't need that.
So these tools that you don't need become a right click and delete.
Just delete them.
Compositing for now we don't need them, so just delete them rendering the needed shading and animation.
We don't need this.
We have only these options.
One, two, three, four, five, six menus that we can use and just change just so quickly.
And that's what I love about one of these so quick that's so good and intuitive to use.
Then another option here is we can change that to other things.
Like all the thing, like this other thing, it has this window, it is actually and editor window.
So you can manually go here and actually change the events or many legal immigrants or go to timeline,
right?
Or go to show that editor.
All right.
Well, it's very easy just to swap between this just go in these menus.
All right.
In the filing, if you want to save your scene, control s and name your wonderful, for example, blender
and then save fun and then you font is saved and it automatically blender sends you file.
If you want to see the auto saves you go here you have your says.
But I recommend that you make this habit of saving your regular scene all the time, like control is
all the time.
But for example, you open the scene and you want to make another adjustments or make a new fire based
on this.
When the file that you have made, you go to fire, save as or console faster.
So if I press control as I open up this window, and if I press on this plus button, I make another
version of this and there five with number on it, blender one.
So if I press on this another version, bring the one saving console as and then another one if I want
another one, then the two on the stream and the four and so on.
And I have other versions of my work that I can use later so I don't lose my war.
So if I delete this here, I have those in my previous versions.
You can import files we usually import mostly before they from origin or if you click on and find the
option to find the OBJ or the file you have downloaded and you imported for export object for example.
I want to export all these here.
I just go here for the exports and they France or if they France or I want and then press export selected
directory course export.
But sometimes I only want to export this Q here for example, then go here export OJ and this selection
only check this box.
So you only export this cube or.
Yeah, you talk about the queen of.
How to use these links and updates on this site is important if you want to not lose your textures,
if you have pictures and those pictures are in a folder and then you move that folder in your computer,
then when can find your textures and you don't have any sections yet and you have to manually again
select.
But by clicking this on it will automatically pack those textures, all those, all those things that
you imported, all those images into your blender font.
But it will make the blender scene and then the font size very high.
So keep that in mind.
You can save your sort of phone by this if you are happy with this.
As I said before, in cycles the CPU is in default.
But I want you as I go here if possible, sort of fine.
But I don't want this one because all these cubes and spheres will be saved as well.
So every time I open up blender, if I save it as sort of file, I see all these cubes, all of them.
But you can't.
The option is here and anytime you want you can load factory shipping.
Then that's all.
Then we have a pin here.
If you have another, like if you have another blender fun and you want to use some of the, some of
the, let's say some of the things you have in your blender.
Fine.
So you have another blender fun, and you want to use the material you created in that wonderful the
like the cube we made.
So you go to material and then append or you want a mesh.
So you go to objects and you object to a pen or you want to collections, zipcode collection and collection.
Then all this collection is sort of seen to be removed, if you remember, and then how to save it also
says you're seen.
That's it for now, the preferences we talked about.
But you can go to teams and you can actually change the color of everything you see here.
Change.
You can even change the color of the selection and all that.
You can change to blue if you like, to any color you want.
You have to go through here and change it.
All right.
And then we have yeah, we have a rendering here and then we have window.
You can toggle it before scanning right now in full asking.
Sorry them out.
I can see the windows thing here down here so you can toggle that on.
If you want to toggle the system console, it will show you the the commands that all the thing the
blender does while you use it so that can become helpful.
So I think we have the colors.
Everything here is similar and fundamentals.
UI is very important to know what every menu does so you don't get confused, right?
So it's always good to review these things.
And I'm I wish you learned something in this one.
You and the next video, we're going to go into the whole modeling process and how we can model and
make our first character fly on the modeling.
So next with you, goodbye.