How
to do for...
..having
access to nearly all controls :
press on 'space' key , then the main menu appears . Choose in the
main menu you have now, by sliding the mouse's cursor verticaly on the
left, without pressing any button of the mouse, (just be careful not to
slide out of the menu).
When you see something
that interests you among the option given, go to the right horizontaly
and then move again verticaly , now you can click one time (left-mouse-button)
to activate the option choosen and again one time if there is a sub-menu.
the affiner son
choix dans le sous menu qui apparaît ensuite dans la colonne de gauche.
Si le menu principal ne convient pas, sortir du menu et appuyer sur
la touche TAB pour changer de mode d'édition.
..increasing
the size of the viewfinder (sort of target to select sth) (*)
in EditMode:
press the '+' key on the numeric pad.
..creating
a control curve of relative vertex keys :
For the main points
: the Relative Vertex Keys : What are they used for ? :
they do a kind of "morphing" between
several motion of
summits (vertex Key) wich are distributed on copies of a same "mesh" object.
The problem : making
appear the control curve wich indicates how important a mesh is in the
miscellany (mix).
The command : after
having selected the key in the "key's window" and having made it white,
click "Ctrl-LeftMouse"
in the motion window.
(Understanding this
process will be easier thanks to Jonathan Dubois' tutorial, Jason Nairn
& Official NaN )
..moving
in the tree structure of the directories :
click on the directories' names with the RightButtonMouse.
...copying
an object :
press on SHIFT+D keys.
the keys 'ALT+DKEY'
are creating a clone, a sort of snapshot of the source object and not a
brand new object..
...creating
a vase, or a volume of rotation:
1. Go in the front view (numpad 1)
2. Add -> Surface -> Curve
3. Move the points to another location, add points with Ctrl-LeftButtonMouse,
until you obtain the outline of a vase or anything else you want to draw,
be careful to place your outline on one side of the 3D cursor,if the 3D
cursor is located at 0,0,0, the outline must be, either completely in the
positive axis or totally in the negative axis.
4. go in the Top view (numpad 7)
5. With the curve in EditMode (tab), go to edit buttons (F9), and
click the button "spin".
6. Adjust the accuracy in U and V until you are satisfied
.
Notice :
the rotation axis, centered on the 3D cursor, stand in the extension
of screen.
[Sources: Blender
newsgroup]
...doubling
an object with a mirror effect ( bilateral symmetry for example):
1. Make a simple copy of, either an object or a group of points with
SHIFT-DKEY
then
click RightButMouse.
2. If you are in "object mode" put the correct scale -1 on
the desired axis with N Key. If it's a group of points
do the normal scaling
with S Key then press on X, or Y, or Z.
...editing
the characters ' ]' et '[' under windows 95/98(French) :
1. Go in the structure control panel (configuration)
2. In the panel language add the us english keyboard.
3. Cross the radio button 'rock between language' for alt-shiftLeft.
4. In the editor: the changing from one keyboard to another allows to obtain
']' instead of '$' and '[' instead of '^',
MAJ-3
(figures on the normal pad, the NumPad is reserved ) for '#'
Notice: rather for
Complete Blender users whose are interested by Python scripting.
...deleting
the record of a material from the "MATERIAL" datas panel :
Cancel the whole
links to an object by clicking button "Cross". Save the file and
reload.
[source: Blender
newsgroup, The-Iceman]
..register
a picture of last rendered :
press on key 'F3'. Don't forget to give
the format's type of the picture's file before the registration in the
control module related to rendering ; see : Paramètres
de rendu.
The motion pictures
are automatically saved with the default format in the directory '\\render'.
...reversing
positioning of the normals vectors :
In Editmode ,
(activated
with TAB), in the panel of control buttons, click button Flip
Normal.
If there is no visible
result press
W
Key, it makes appear an edit menu, then click
Flip Normal.
(Be careful don't
press SHIFT-W Keys, that's the control for Warp/bend).
The handling will
be applied on selected faces and points only.
...projecting
some images (optimally 6
images for all cardinal directions) in the background when editing mesh.
It is very useful for modelling.
Go to 3D window and
then SHIFT+F7. Look for Buttons that refer to 'Backround Pic'.
There is an example in the tutor_1.02 file on the ftp (ftp.blender.nl).
Extract it and there ia a 'rotoscope.blend' example file of this.
(the iceman's Answer).
..Open
a file :
-1/ press 'F1' Key.
- 2/ select the file with RightButMouse, it highlits the name in blue.
-3/ click the CenterButMouse to open the file.
see: ...moving
through tree's directories.
..Put
a material precisely :
-1/ Create an Empty.
- 2/ Select the option "Object" in the MATERIAL buttons block
-->(or panel of buttons if you prefer).
- 3/ Write the Empty's name in the script button wich is just next the
choice button
dans le bouton de script qui se trouve à coté du bouton de
choix?.
- 4/ Move/enlarge/reduce/ as you want.
...recovering
a file after having cancelled by error, even when the"LOAD" button on the
help
window says "can't load file" :
1. Button F1 to load a file.
2. Go to the root directory of the disk.
3. look for the temporary directory whose name can be seen in the
button 'dir:/tmp' of the help window.
Chercher le répertoire temporaire dont le nom figure dans la fenêtre
d'information sur le bouton
4. Display the contain of the directory and click the button "Details"
and the button"Clock" so you can select the
last dated .blend file.
...reducing
the size of the select viewfinder (*)
in EditMode:
press the '-' Key in the numeric pad.
...making
appear the shadows of the objects wich have a wire frames material applied
:
1. rock the camera on the spotlight you want to produce those shadows with
the control Ctrl-0.
2. On the object wich has to produce a shadow, modify the texture to have
a reasonably good black.
The one of the holder to have a correct light .
3. Modify lthe centring to obtain a square picture. F10 to go to
the button's block "Display".
modify the buttons SizeX and SizeY
4. Launch the rendering wih this centring and the image with F3
5. Copy the spotlight . Eventually place it in a new layer.
6. go to the button's block "Lamp" with F6. Add a texture
to the new spotlight, click the button "Dot" on the
right of the button's block "Lamp".
7. Make immediatly after the addition, a texture that contains the previous
picture.
(inspired by the
Hiroshi's method, wich recommend to rather give the texture to the
object that support it
lutôt de donner
la texture à l'objet par lequel elle est portée et
de coordonner l'orientation
en plaçant le nom de la lampe dans l'option objet de la texture.)
...retrouver
le bloc de calque:
appuyer sur la touche '/' (diviser) du pavé numérique. La
fenêtre est en Local View et ne présente que l'objet
sélectionné. Si on essaye de faire un rendu d'image le problème
est pluc clairement visible.
...sélectionner
un objet dans un ensemble d'éléments joints :
En editMode amener le curseur 3D sur la partie de l'objet
que l'on désire sélectionner. Appuyer sur lKey
(touche l, L minuscule).
...sortir
de l'ajout de TEXT: modifiez le type d'édition avec la
touche TAB.
...transformer
les coordonnées relatives en coordonnées absolues:
apres un déplacement,une rotation ou une mise à l'echelle,
appuyer sur la touche
Ctrl- AKEY.
Après une transformation par Lattice, CTRL-SHIFT-AKEY
...voir
le viseur de selection: appuyer deux fois sur BKEY (la
touche 'b').
...
making a FaceSelect work:
(copy of a Ton's
message getted in the newsgroups Complete Blender in date of 03/20/2000.)
Still
no docs, so here some tips to make realtime textured objects (Ckey only)
- start with a nice Mesh
- (not in editmode) press FKEY (FaceSelect mode, it toggles)
- press AKEY to select all faces
- split the window and make the new window an image window (SHIFT+F10)
- load an Image (max 256x256, in units of 64 pixels)
- in the 3D window: press ALT+Z to activate textured view. (a.k.a. Potato
mode :-)
in general:
- by browsing an Image in the ImageWindow, you assign an image to the selected
faces
in FaceSelect
mode.
- pressing FKEY automatically makes TexFaces
- purple faces are to indicate that the faces don't have an Image
- delete texFaces with the F9 menu
- you can both activate VertexPaint and FaceSelect. painting only works
at selected faces then
- in FaceSelect mode, entering and leaving editmode keeps the selection
Les questions concernant
cette page peuvent être posées sur :
news://news.zoo-logique.org/3D.Blender
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