Blender
Up House Materials Octopus 3D Painting Metaman Rendering Camera Modifiers Animation Basics Character Animation Motion Capture Motion tracking Hotkeys 3D print/scan Viewing in 3D Links
Blender is a wonderful 3D modelling and animation program that
you can download free from blender.org (be sure to download version 2.5 or later).
We hope to make our own characters and animate them, though it will be a while before we can make an animation as
professional as this one, entirely made in Blender, which is called Big Buck Bunny and which lasts 10 minutes.
Choose the highest resolution that your internet connection can deliver - HD if possible!
You can play the video full screen if you want!
If you are looking at this page at school then the video will not be visible - sorry!
Beneath the video are some introductory notes.

 

Blender is a great 3D modelling program that does more than make still models - it also allows you to animate your models. For example, you could make a 3D model of a human then animate the model so that it walks, runs and dances! Blender lets you create a whole virtual world with lights, shadows and physical effects like gravity and collisions - in fact with enough time you could even make a movie looking like Ice Age, Toy Story or Big Buck Bunny (above). As you might expect, this makes Blender much more complex and hard-to-learn than Sketchup, for Sketchup is only really good for making still models of buildings. Therefore I suggest you get to know Sketchup quite well before you even think of using Blender, although it's true that there are a number of things that are easy to do in Sketchup that you won't be able to do in a similar way in Blender - even things as simple as drawing a line.

You can download Blender free of charge from www.blender.org  . Or simply do a Google search for Blender. Downloading and installation is easy.

An excellent free introductory e-book on Blender 2.5 can be downloaded HERE (30MB, 178 pages, PDF format).

Getting Started 

Everything on this page is vitally important if you wish to learn Blender so study this page very carefully. When you start Blender you will see a cube in the main ‘3D View’ window, along with a horizontal grid and probably a lamp and a camera. The screen is complex, with 5 windows altogether, as shown below:

Note that the official Blender term for windows is 'editors' (the timeline editor, for example) and in my site I may switch between the two terms 'window' and editor' which for me are synonymous. For more information on how to work with windows/editors, please see the bottom of this page.

Navigating

Here are some hints for navigating (changing your viewpoint) within Blender (these are the same as in Sketchup though Blender and Sketchup are very different overall). Don't forget that the mouse pointer must be over the correct window (usually the 3D View window) in order to get the result you want.

bulletTo orbit, hold down the middle mouse button and move the mouse.
bulletTo pan, hold down the shift key and the middle mouse button then move the mouse.
bulletTo zoom simply roll the mouse wheel.

It's easy to accidentally move or rotate objects in the wrong directions in Blender. One way to minimise this risk is to get the habit of working in standard views: from the top, front or side (the right side). To look down from the top, press Numpad 7. To look from the front, Numpad 1. To look from the right side, press Numpad 3. To get the complementary views, use the Ctrl key. For example, to view from the bottom use Ctrl+Numpad 7. The view that you are using is indicated in the top left corner of the 3D window.

Use Numpad 5 to switch between Perspective view and Ortho(gonal) view. Perspective view looks more natural but I strongly recommend you use Ortho view all the time since it gives much more control. Press Numpad 0 to switch into or out of Camera view. Camera view lets you view the scene from the location of the active camera and thus allows you to preview what the final rendered image will look like, since the active camera is used to make the render. Numpad 8, 4, 6 and 2 behave in logical ways that I will let you discover for yourself.

Selecting Objects

bullet

Very important: Select objects using the RIGHT mouse button (not the left like in SketchUp).

bullet

To select multiple objects hold down the Shift key and use the right mouse button. You can also Shift-right click to unselect a selected object.

bullet

Press A to unselect All objects or, if no objects are already selected, to select All objects.

bullet

You can also make selections with 'box select' (also called 'border select'): press B then draw a selection rectangle (box) that touches (it does not need to enclose) everything you wish to add to the current selection. Warning: if something is already selected when you begin using box select then box select will ADD to the current selection. Most of the time you will be wanting to make a fresh selection so you will usually need to deselect all (press 'A') before using box select.

Transformations

Perform transformations on the selected object(s) by clicking any of the tool buttons on the Toolbox at the left of the 3D view window (press T if you can't see the toolbox) or use these keys for the most basic operations:

bullet

G (grab) to move

bullet

R to rotate

bullet

S to scale (shrink or expand)

When you make these changes you must confirm them with a left-click. If you right-click instead (or press the Escape key) then that change will be aborted.

To constrain the above transformations to a single dimension you can follow those letters with an X, Y or Z. For example if you type GY then you will be moving the object in the Y (green) direction only.

You can also follow these letters with a number. For example if you type S3 then you will scale the object by 3 (3 times bigger in every dimension). If you type GZ5 then you will move the object 5 units in the Z direction (upwards).

Instead of using the letters G, R and S you may prefer to use the 3D manipulator  instead. Turn on the 3D manipulator by clicking this button (on the left): then choose from translate (move), rotate or scale with the other three buttons (in the image above the translate option is selected). You can then use any of the three arrows to modify your object in one dimension or you can drag the white sphere in the centre to apply a modification in all directions at once. Using the coloured arrows is a good habit for it ensures that you know exactly which direction the movement will follow. You can make the 3D manipulator display more than one transformation type by holding down Shift and then click adding other types of transformation (for example you could set up the manipulator so that it allows you to translate or rotate).

You can UNDO actions with Ctrl+Z, as in most other programs. To redo what you have just undone, use Shift+Ctrl+Z (not Ctrl+Y as in many other programs).

If you try to do something in a certain window and nothing happens make sure that the mouse pointer is over that window.

See the Keyboard Shortcuts page for more important keyboard shortcuts ('hotkeys').

Save carefully

You must save carefully and often for three reasons:

bullet

If you close Blender by clicking its close box then it will close immediately without inviting you to save your changes like most other programs do.

bullet

You may assume that if you do Ctrl-S then Blender will immediately save your work, like most programs do. In fact Blender will display a message asking you if you want to replace the existing file. If you move the mouse the message will disappear, leaving you thinking you have saved your work when in fact you have not. Try to get into the habit of doing File>Save instead of Ctrl-S for File>Save does not have this problem - it saves your work immediately without question.

bullet

The save dialog looks rather different to what you are used to:

In the save dialog (and also in the Open dialog) you should click on a folder once not twice to open it. Clicking on the symbol '..' (two dots) will take you to the folder that contains the current folder. Choose the drive you want to save to at the left (always the H drive if you are working at school). Add a bookmark for the H: drive so you can navigate easily to it in the future. Then type the desired file name where you see 'myfile.blend' above (you do not need to type the .blend extension since if will be added automatically if necessary). You need to click the 'Save Blender file' button at the right to actually save the file - you can't save by just pressing the Enter key. As previously stated, be sure not to miss messages that might pop up when you try to save such as 'Replace existing file?' - these messages will disappear when you move your mouse unless you are watching for them, meaning your work does NOT get saved.

Since it is so easy to FAIL to save your Blender work properly, it is a good idea to check that your file really exists in the H drive before you close the program.

Next Steps

Follow the links at the top of this page for several Blender projects that you can try. Expect to feel a bit lost and frustrated in the beginning but after a while you will hopefully start to enjoy Blender as much as I do...

If you would like to go even further with Blender, you will find many additional lessons on www.blender.org including several video lessons. Speaking of videos, you can also find dozens of Blender lessons on www.youtube.com . Unfortunately, however, you are not allowed to access YouTube videos from school!

Check out the video tutorials from Super3boy which you can find (downloadable) at Nystic.com or on Youtube.

For more great links check the LINKS PAGE.

Working with Blender's windows

Higher up this page the 5  windows (editors) of Blender's default screen (layout) were presented. Here is more information on working with windows in Blender:

Each window can be resized by dragging (with the left mouse button) the border that separates this window from a neighbouring window.

Each window can be split into two windows or joined with another window by using the left mouse button to drag the pattern of slanted lines that you see in the top-right corner or the bottom-left corner of the window (try it). Note how the pointer changes into a white crosshair when you are correctly pointing at the pattern of lines. If you pull the crosshairs INTO the same window then the window will be split into two windows. If you pull the crosshairs into a neighbouring window then Blender will try to join the two windows. However, the joining can only succeed if the neighbouring window edges match those of the first window. For example, of you try to join a window with another window to the right then the top and bottom edges of the two windows must line up exactly. When windows are joined the original window (where you pulled the crosshairs from) expands over the other window, causing that window to be suppressed.

Each arrangement of windows is called a 'screen' and you can switch between a number of screens using a pull-down list in the Info window at the top of the Blender interface. The main screen you will use is called 'default' and if you 'mess up' the window layout you should be able to get the default screen layout back by choosing 'default' from this list. You also can save new screen arrangements by pressing the plus sign, though this should not be necessary for a beginner.

Each window has a 'header' containing various menus and buttons but this is a bad name for it could just as well be at the bottom of the window as at the top. In fact you can switch any header between the top and bottom positions by right-clicking it and choosing 'Flip to Top' or Flip to Bottom'.

Each window can be easily switched to display any of dozens of different window types, by using the button at the left end of the window's header. Try changing the main (3D View) window into a Graph Editor window, for example, then switch it back into a 3D View window.

House Materials Octopus 3D Painting Metaman Rendering Camera Modifiers Animation Basics Character Animation Motion Capture Motion tracking Hotkeys 3D print/scan Viewing in 3D Links

Previous Up