Hey guys doing you here and welcome back to the Toon shading tutorial
in this video. We're gonna be talking about the blender basics.
So navigation transformation all that jazz.
If you guys have already been using blender for awhile, go ahead and skip this video.
You don't need it.
But for those of you guys who have never used blender before and want to
jump into it and want to jump into this tutorial and make a cool character.
This tutorial is for you. So stay tuned.
We're going to be going over the basics of navigation here
and uh as well as some transformation things and some
editing things and all the things you need to know.
Very simple but you need to know them in order to use blender to its fullest.
So uh let's go and jump into it. Shall we?
This is the default scene in blender.
If you've ever opened blunder before, you have seen this scene.
Um This is the camera, the cube and the light.
Um and just to go over that real quick, if you can tell this is my mouse,
you can see what I've been pressing.
But right click is select. We'll start out with that. Right click it select
now. You might think that's a little weird to use right click for select.
Like no other software does that. Right. But um I'm personally a big fan of it.
I think it does a lot of wonders for clearing up any ambiguous clicks.
Uh that happened in other Softwares.
Um Usually because left click is so ubiquitous um
it becomes very ambiguous as to if they want
to select something or if they want to drag
something or if they want to select something else
etcetera etcetera. Um
The right click and the left quick separation there for the
selection versus all the other things actually helps a lot.
So um I'm a big fan of it if you guys can
get used to it I would recommend getting used to it.
Um but there is an option to change your right click to
your left quick if you go to me hit control shift you
if you go to uh do input
you can select with left
and if you do that you'll select with your left but I recommend trying
it with your right for awhile first if you can't get used to it,
go and switch it.
Um Anyway that's just my opinion, let's move on.
So another thing is uh you know rotating in your scene like this
as you can see here a free rotate around the cube or revolve,
I should say um with your camera that is with the middle
mouse button so you just click and hold middle mouse button and drag
that will achieve that
access of movement. And then you can do hold shift
and then do middle mouse button. So shift the middle mouse button is japan
so you can go left and right up and down
and then if you want to zoom in
pretty obvious you just
scroll on your scroll wheel, that's it scroll in scroll up scroll in screw up.
Okay so uh yeah that that and that so those are the
three things you really need to know for basic navigation and blunder.
Uh Super simple. Hope that is helpful.
Uh Next is of course transformation so we'll go over the G. S. And R. Hot keys.
GSR might sound kind of weird now but now I can tell you that they stand
for grab scale and rotate and suddenly hey
look at that that's pretty easy to remember.
So we have grabbed we'll start out with grab I'm
going to go and select this cube with right click.
And then as you can see here there's these arrows for the axes.
We're gonna ignore those for now because I prefer using the hot keys
and I think you should learn how to use the hot keys.
Um And that is with G. You can
freely grab and this is such a nice feature because
no other software can you do this and then also let
go of your hands and still just kind of move the
mouse I'm not holding or dragging any buttons at all.
It's just doing that.
So it's very uh it's much nicer on your fingers in your hands like for Maya.
And for other Softwares um
you have to click and drag to move things and that's just
very inefficient and very uh
very straining on your on your muscles in my personal opinion.
So if you hit G you can do that you can also do G. X.
Along the X axis. Or you can do uh right click ok go ahead.
Right click when you're in the middle of transformation by the way,
I didn't go over this.
Right click is to cancel.
So what's great about this is once you do this you're like
okay well how do I how do I actually move it?
Uh If you left click
that's confirmation. If you if you confirm your transformation it will stay there.
Uh and if you right click it will go back to where it was before you click G.
Um So that's a very handy thing.
It works for all three transformations, grab scale and rotate.
Very important to know. Uh So
along with that you have the G. X.
Then you also G. Y.
And you can switch these without having to press you again. But
all you do is hit X. Y. Or Z.
Very very intuitive,
I mean it's it's super super easy to remember and then you can move along any of
these axes and then also you can move along two axes and not the other one.
So if you do shift Z,
you can move along the X and Y axes and then shift Y. You can move along
those two and then shift X.
Yeah shift X. There we go.
Yeah so there's some fun to now
and then one last thing is L. G.
So L. G basically returns the cube or any object back to its original position.
Um And just to show you what the original position is,
if you can see here uh this transform uh property tab thing.
I went ahead and press the end for this, by the way,
the letter end is the thing that opens up this
properties tab here on the right of the view port.
Uh It has the location here so you can see the
location of the cube changes when I drag it right?
And I said I confirm it there, that's no longer 000. If you want to bring it back to 000
You hit all G000 can be anywhere, it doesn't have to be in the origin,
depends on where that local base transformation is
but for the most part it's the origin.
So another hockey is our for rotate. So we'll go and do that. Or for rotate.
As you can see I can rotate along the axis that I'm looking at.
But let's say you want to rotate along the X. Axis, Boom? Are X. Or are Y or R. Z.
And of course left quick to confirm
And then alter our to bring it back to 000 of the rotation
attributes values whatever.
Um And then we have something that is unique to rotation which is after you are,
you can hear our again
and then you get a free rotate, which is probably the most
intuitive rotation tool here um It is very very easy
to rotate something from any angle with this tool,
so you hit our R.
And you can rotate you know kind of freely from any axis,
I'm gonna go ahead and left click and then
are and then we'll move on to scale. So scale is obviously S.
S. Is going to be
for making things bigger or smaller essentially.
So as you can see here, the scale values here are also getting up. Uh and for the X. Y. Z.
You can see you can also do X.
Or or why
posey
right?
Or you can do shifts, you can also do that for rotate by the way,
I didn't really go over that but it's not as helpful with rotate because
you can really only rotate along one axis anyway and of course it?
S also does uh the zeroing out of scale except for scale,
all tests goes to one because going to zero would be
invisible. So
um anyway
uh let's see that's about it for transformation.
Now I do have something I want to show you guys for before we
get into the modeling part of the tutorial and that's something called edit mode.
Now you might have noticed we can transform this cube all
we want but it's never going to turn into a snowman,
right?
This is this is
it doesn't matter what I do too. It's it's still not a snowman, right?
So
what you want to do is go into edit mode
and edit mode actually alters the vertex is themselves.
So uh if you hit the tab button
you notice everything turns orange. That's cool.
But the reason why it's oranges because everything
is selected and when I say everything,
I mean all of the vertex is so
these verses here are individual
objects, essentially individual entities that you can move as you can see here.
Uh And that was from me right clicking and dragging.
That's another way to transform something.
By the way,
if you right click and drag you can you can go on that and then if you I can still
go right click and it's still in the grab thing
and you left click and right click to confirm or deny
etcetera etcetera. Anyway, I just want to explain that there and why that happened.
But yeah you can select and you can also shift select to select
multiple points and you can do this in object mode as well,
shift select works ubiquitously.
But yeah so once you do that you can you
know you can transform this cube however you want.
Uh you can even select multiple and kind of rotate it or scale it like that,
you know you can do whatever you want, you can take these two and scale it,
you know uh of course with the S.
And R. And G. S. Only. Uh so yeah that's very very intuitive
all the same transformation hot keys are there.
Uh And except there's no there's no reset uh position, I can't go here and hit G.
That doesn't that doesn't do anything.
So um you know once you make a change you have to undo it or
uh or or just remember where it was. Um
So yeah cool.
So I can I can undo things in the in here,
you know in the edit mode I can undo things here.
The great so it goes pretty far I think we can get all the way down.
Note that's as far as we can go.
So that's just based on the undo buffer, it's not big enough.
So that's as far as we can go. You can change that in the user preferences as well.
Let's go ahead and see if we can do that real quick
Editing editing.
Yeah so undo global under you can do steps you
can bring this up to like 256 or something like
that but that does use up more memory so it's entirely up to you if you want to do that.
Okay anyway
so one thing I did want to talk about was undo history so um which we just talked about.
Yes but more specifically undo history with edit mode.
So you have an undo history with edit mode and you can also hit control shift.
See by the way for redo it's not control why?
Like it is in a lot of Softwares it is in my opinion,
the superior hotkey control shift C
which just makes so much more sense.
Um uh But yeah, so as you can see here we have uh an undo history.
I'm doing control Z control shift, see going back and forth blah blah blah, great.
Now I'm going to go all the way forward to our final transformation
uh do a little bit extra stuff here. Um and uh and I'm gonna hit tab
and we go back in the object mode.
And as you can see uh I'm like okay well I didn't like that, you know,
maybe I want to bring it back to uh just one more step and I wanted
to bring that one thing back in just a little bit like I had it before,
I'm gonna hit the control Z button,
uh
everything's gone, everything's gone.
Because I'm an object mode and an object mode. The undo history is separate.
So an object mode, what they see as your edit mode and your edit mode,
doing all those crazy things that edit mode history is separate.
So you have basically a gap in the timeline of undo history where all
you did was go into edit mode and then come back out of it.
So when you undo once it goes all the way back to the time before you went into edit mode
which is of course before you transformed anything.
So now you have this cube that isn't transformed at
all and if you re do with control shift,
see it brings it back.
But uh but as you can see here,
if we go into edit mode and try to bring back the undo history, it's all wiped out so
it will wipe out your undo history if you're not careful.
So that's why I want to make sure you guys uh
don't do that, I don't want you guys to lose any work. But
yeah anyway the proper way to do it is like this, so
let's say I'm just gonna go and undo on purpose to this cube here, so we can start over,
I'm gonna go ahead and hit tab,
go into edit mode and I'm gonna move some things around baja baja.
Look at this cube, man, I'm so cool, I'm moving a cube around.
Cool, it's no longer a cube, but look at that, that's a very strange shape.
Um But ultimately uh
if I hit tab and I'm like oh cool,
actually I didn't really want to do that last thing I did in edit mode,
you want to go back into edit mode
and then controls you you still have your fall under history that way as
you can see I can go back and forth and that's totally fine,
just make sure that you don't do anything uh
crazy trying to undo things in object mode when really
you want to be an edit mode and Yeah,
that's it.
I just wanted to warn you guys about that. Now.
There are a few more tools that you guys need to learn,
but we'll be going over those as we use them
in the next tutorial where we begin the modeling process.
So I hope you guys are excited. Uh I'm sure excited, so
uh let's jump into it. I'll see you guys there.