WEBVTT 0 00:00:00.240 --> 00:00:03.450 Hey guys doing you here and welcome back to the Toon shading tutorial 1 00:00:03.840 --> 00:00:06.850 in this video. We're gonna be talking about the blender basics. 2 00:00:06.860 --> 00:00:10.280 So navigation transformation, all that jazz, 3 00:00:10.290 --> 00:00:14.300 if you guys have already been using blender for awhile, go ahead and skip this video. 4 00:00:14.310 --> 00:00:15.060 You don't need it. 5 00:00:15.070 --> 00:00:18.500 But for those of you guys who have never used blender before and want to 6 00:00:18.500 --> 00:00:21.970 jump into it and want to jump into this tutorial and make a cool character. 7 00:00:21.980 --> 00:00:23.760 This tutorial is for you. 8 00:00:24.040 --> 00:00:28.360 So stay tuned. We're gonna be going over the basics of navigation here 9 00:00:28.940 --> 00:00:32.470 and uh as well as some transformation things and some 10 00:00:32.479 --> 00:00:35.390 editing things and all the things you need to know. 11 00:00:35.400 --> 00:00:38.920 Very simple but you need to know them in order to use wonder to its fullest. 12 00:00:38.930 --> 00:00:41.660 So uh let's go and jump into it. Shall we? 13 00:00:42.540 --> 00:00:45.090 This is the default scene in blender. 14 00:00:45.090 --> 00:00:47.930 If you've ever opened blender before, you have seen this scene. 15 00:00:47.940 --> 00:00:51.810 Um This is the camera, the cube and the light. 16 00:00:51.820 --> 00:00:56.540 Um And just to go over that real quick, if you can tell this is my mouse, 17 00:00:56.540 --> 00:00:57.760 you can see what I've been pressing. 18 00:00:57.770 --> 00:01:01.460 But right click is select. We'll start out with that. Right quick is select 19 00:01:01.740 --> 00:01:04.959 now. You might think that's a little weird to use right click for select. 20 00:01:04.970 --> 00:01:09.490 Like no other software does that. Right. But um I'm personally a big fan of it. 21 00:01:09.490 --> 00:01:13.990 I think it does a lot of wonders for clearing up any ambiguous clicks. 22 00:01:14.000 --> 00:01:16.090 Uh that happened in other Softwares. 23 00:01:16.100 --> 00:01:20.100 Um Usually because left click is so ubiquitous um 24 00:01:20.110 --> 00:01:23.620 it becomes very ambiguous as to if they want 25 00:01:23.620 --> 00:01:25.770 to select something or if they want to drag 26 00:01:25.770 --> 00:01:28.250 something or if they want to select something else 27 00:01:28.440 --> 00:01:30.450 etcetera etcetera. Um 28 00:01:30.840 --> 00:01:31.980 The right click in the left, 29 00:01:31.980 --> 00:01:34.380 quick separation there for the selection versus all 30 00:01:34.380 --> 00:01:36.300 the other things actually helps a lot. 31 00:01:36.300 --> 00:01:39.640 So um I'm a big fan of it, if you guys can get used to it, 32 00:01:39.640 --> 00:01:40.930 I would recommend getting used to it. 33 00:01:40.940 --> 00:01:45.180 Um but there is an option to change your right click to your left click. 34 00:01:45.180 --> 00:01:47.960 If you go to me, hit control shift you 35 00:01:48.340 --> 00:01:52.260 if you go to uh do input 36 00:01:52.640 --> 00:01:54.350 you can select with left 37 00:01:54.840 --> 00:01:57.780 and if you do that it will select with your left but I recommend trying 38 00:01:57.780 --> 00:01:59.840 it with your right for awhile first if you can't get used to it, 39 00:01:59.840 --> 00:02:00.580 go and switch it. 40 00:02:00.590 --> 00:02:03.560 Um Anyway that's just my opinion, let's move on. 41 00:02:04.040 --> 00:02:07.830 So another thing is uh you know rotating in your scene like this 42 00:02:07.840 --> 00:02:11.610 as you can see here a free rotate around the cube or revolve, 43 00:02:11.610 --> 00:02:15.430 I should say um with your camera that is with the middle mouse button, 44 00:02:15.430 --> 00:02:20.660 so you just click and hold middle mouse button and drag that will achieve that 45 00:02:21.140 --> 00:02:24.650 axis of movement. And then you can do hold shift 46 00:02:25.140 --> 00:02:29.550 and then do middle mouse button. So shift the middle mouse button is to pan 47 00:02:30.040 --> 00:02:31.860 so you can go left and right up and down 48 00:02:32.540 --> 00:02:34.460 and then if you want to zoom in 49 00:02:35.340 --> 00:02:36.860 pretty obvious you just 50 00:02:37.240 --> 00:02:42.270 scroll on your scroll wheel, that's it scroll in scroll up scroll in scroll. 51 00:02:42.280 --> 00:02:46.480 Okay so uh yeah that that and that so those are the 52 00:02:46.480 --> 00:02:49.470 three things you really need to know for basic navigation and blunder. 53 00:02:49.480 --> 00:02:52.800 Uh Super simple. Hope that is helpful. 54 00:02:52.810 --> 00:02:59.730 Uh Next is of course transformation so we'll go over the G. S. And R. Hot keys. 55 00:02:59.740 --> 00:03:03.820 GSR might sound kind of weird now but now I can tell you that they stand 56 00:03:03.820 --> 00:03:07.220 for grab scale and rotate and suddenly hey 57 00:03:07.220 --> 00:03:09.540 look at that that's pretty easy to remember. 58 00:03:09.540 --> 00:03:11.870 So we have grabbed we'll start out with grab I'm 59 00:03:11.870 --> 00:03:13.450 going to go and select this cube with right click. 60 00:03:13.940 --> 00:03:16.910 And then as you can see here there's these arrows for the axes. 61 00:03:16.920 --> 00:03:20.080 We're gonna ignore those for now because I prefer using the hot keys 62 00:03:20.080 --> 00:03:21.760 and I think you should learn how to use the hot keys. 63 00:03:21.770 --> 00:03:26.270 Um And that is with G. You can freely grab. 64 00:03:26.280 --> 00:03:28.870 And this is such a nice feature because no other 65 00:03:28.870 --> 00:03:31.260 software can you do this and then also let go 66 00:03:31.260 --> 00:03:33.330 of your hands and still just kind of move the 67 00:03:33.330 --> 00:03:36.230 mouse I'm not holding or dragging any buttons at all. 68 00:03:36.240 --> 00:03:37.770 It's just doing that. 69 00:03:37.770 --> 00:03:40.110 So it's very uh it's much nicer on your 70 00:03:40.110 --> 00:03:42.690 fingers in your hands like for Maya and for other 71 00:03:42.690 --> 00:03:46.210 Softwares um you have to click and drag to 72 00:03:46.210 --> 00:03:49.260 move things and that's just very inefficient and very uh 73 00:03:50.140 --> 00:03:53.540 very straining on your on your muscles in my personal opinion. 74 00:03:53.550 --> 00:03:57.460 So if you hit G you can do that you can also do G. X. 75 00:03:57.840 --> 00:04:02.270 Along the X axis or you can do uh we right click ok go ahead. 76 00:04:02.280 --> 00:04:04.660 Right click when you're in the middle of transformation 77 00:04:04.670 --> 00:04:05.980 by the way I didn't go over this. 78 00:04:05.990 --> 00:04:07.850 Right click is to cancel. 79 00:04:07.860 --> 00:04:10.450 So what's great about this is once you do this you're like 80 00:04:10.450 --> 00:04:12.370 okay well how do I how do I actually move it? 81 00:04:12.380 --> 00:04:13.950 Uh If you left click 82 00:04:14.440 --> 00:04:18.700 that's confirmation. If you if you confirm your transformation it will stay there. 83 00:04:18.709 --> 00:04:23.860 Uh and if you right click it will go back to where it was before you click G. 84 00:04:24.240 --> 00:04:26.230 Um So that's a very handy thing. 85 00:04:26.230 --> 00:04:28.730 It works for all three transformations, grab scale and rotate. 86 00:04:28.740 --> 00:04:31.160 Very important to know. Uh So 87 00:04:32.140 --> 00:04:34.940 along with that you have the G. X. 88 00:04:35.190 --> 00:04:36.550 Then you also G. Y. 89 00:04:36.940 --> 00:04:39.660 And you can switch these without having to press you again. But 90 00:04:40.340 --> 00:04:42.650 all you do is hit X. Y or Z. 91 00:04:42.660 --> 00:04:46.170 Very very intuitive I mean it's it's super super 92 00:04:46.170 --> 00:04:48.870 easy to remember and then you can move along any 93 00:04:48.870 --> 00:04:53.100 of these axes and then also you can move along uh to access and not the other one. 94 00:04:53.100 --> 00:04:58.550 So if you do shift Z, you can move along the X and Y axes and then shift Y. 95 00:04:58.550 --> 00:04:59.360 You can move along 96 00:04:59.740 --> 00:05:01.370 those two and then shift X. 97 00:05:01.700 --> 00:05:03.160 Yeah shift X. There we go. 98 00:05:04.040 --> 00:05:05.460 Yeah so there's some funding now 99 00:05:05.590 --> 00:05:07.760 and then one last thing is L. G. 100 00:05:08.440 --> 00:05:08.860 So 101 00:05:08.980 --> 00:05:14.770 G basically returns the cube or any object back to its original position. 102 00:05:14.780 --> 00:05:18.170 Um And just to show you what the original position is, 103 00:05:18.180 --> 00:05:23.450 if you can see here uh this transform uh property tab thing, 104 00:05:23.460 --> 00:05:25.560 I went ahead and press the end for this, by the way, 105 00:05:25.740 --> 00:05:27.990 the letter end is the thing that opens up this 106 00:05:27.990 --> 00:05:30.150 properties tab here on the right of the view port. 107 00:05:30.440 --> 00:05:33.290 Uh It has the location here so you can see the location of the 108 00:05:33.290 --> 00:05:36.480 cube changes when I drag it right And I said I confirm it there, 109 00:05:36.490 --> 00:05:38.080 that's no longer 000. 110 00:05:38.090 --> 00:05:39.860 If you want to bring it back to 000 111 00:05:40.340 --> 00:05:44.250 You hit all G000 can be anywhere, it doesn't have to be in the origin, 112 00:05:44.250 --> 00:05:49.270 depends on where that local base transformation is 113 00:05:49.280 --> 00:05:50.880 but for the most part it's the origin. 114 00:05:50.890 --> 00:05:53.530 So another hockey is our for rotate. 115 00:05:53.540 --> 00:05:55.760 So we'll go ahead and do that are for rotate as you 116 00:05:55.760 --> 00:05:58.660 can see I can rotate along the axis that I'm looking at 117 00:05:58.840 --> 00:06:04.910 but let's say you want to rotate along the X axis, boom, R X. Or are Y or R. Z. 118 00:06:05.000 --> 00:06:06.660 And of course left quick to confirm 119 00:06:07.140 --> 00:06:12.150 And then alter our to bring it back to 000 of the rotation 120 00:06:12.640 --> 00:06:15.180 attributes values whatever. 121 00:06:15.190 --> 00:06:21.520 Um And then we have something that is unique to rotation which is after you are, 122 00:06:21.520 --> 00:06:22.660 you can hear our again 123 00:06:23.040 --> 00:06:25.950 and then you get a free rotate, which is probably the most 124 00:06:26.340 --> 00:06:31.380 intuitive rotation tool here um It is very very easy 125 00:06:31.380 --> 00:06:33.700 to rotate something from any angle with this tool, 126 00:06:33.710 --> 00:06:34.930 so you hit our R. 127 00:06:34.930 --> 00:06:38.160 And you can rotate you know kind of freely from any axis, 128 00:06:38.640 --> 00:06:40.620 I'm gonna go ahead and left click and then 129 00:06:40.790 --> 00:06:45.560 are and then we'll move on to scale. So scale is obviously S. 130 00:06:45.940 --> 00:06:51.350 S. Is going to be for making things bigger or smaller essentially. 131 00:06:51.350 --> 00:06:57.360 So as you can see here, the scale values here are also getting up. Uh and for the X. Y. Z. 132 00:06:57.360 --> 00:06:59.760 You can see you can also do X. 133 00:07:00.240 --> 00:07:02.160 Or or why 134 00:07:02.640 --> 00:07:03.360 or C. 135 00:07:03.740 --> 00:07:07.620 Right or you can do shifts, you can also do that for rotate by the way, 136 00:07:07.620 --> 00:07:10.140 I didn't really go over that but it's not as helpful with 137 00:07:10.140 --> 00:07:13.310 rotate because you can really only rotate along one axis anyway. 138 00:07:13.320 --> 00:07:14.020 And of course it? 139 00:07:14.020 --> 00:07:19.950 S also does uh the zeroing out of scale except for scale, 140 00:07:19.960 --> 00:07:22.760 all tests goes to one because going to zero would be 141 00:07:23.040 --> 00:07:24.060 invisible. So 142 00:07:24.340 --> 00:07:25.260 um anyway 143 00:07:26.140 --> 00:07:29.020 uh let's see that's about it for transformation. 144 00:07:29.030 --> 00:07:33.170 Now I do have something I want to show you guys for before we 145 00:07:33.170 --> 00:07:37.010 get into the modeling part of the tutorial and that's something called edit mode. 146 00:07:37.020 --> 00:07:39.430 Now you might have noticed we can transform this cube all 147 00:07:39.430 --> 00:07:42.050 we want but it's never gonna turn into a snowman, 148 00:07:42.050 --> 00:07:42.350 right? 149 00:07:42.350 --> 00:07:43.560 This is this is 150 00:07:43.940 --> 00:07:48.560 it doesn't matter what I do too. It's it's still not a snowman, right? 151 00:07:49.140 --> 00:07:49.860 So 152 00:07:50.540 --> 00:07:52.720 what you want to do is go into edit mode 153 00:07:52.720 --> 00:07:56.170 and edit mode actually alters the vertex is themselves. 154 00:07:56.180 --> 00:07:59.750 So uh if you hit the tab button 155 00:08:00.740 --> 00:08:03.020 you notice everything turns orange. That's cool. 156 00:08:03.030 --> 00:08:05.170 But the reason why it's oranges because everything 157 00:08:05.170 --> 00:08:07.160 is selected and when I say everything, 158 00:08:07.160 --> 00:08:09.050 I mean all of the vertex is so 159 00:08:09.540 --> 00:08:11.960 these verses here are individual 160 00:08:13.040 --> 00:08:17.140 objects, essentially individual entities that you can move as you can see here. 161 00:08:17.150 --> 00:08:19.550 Uh and that was from me right clicking and dragging. 162 00:08:19.550 --> 00:08:21.650 That's another way to transform something. 163 00:08:21.650 --> 00:08:22.180 By the way, 164 00:08:22.190 --> 00:08:25.660 if you right click and drag you can you can go on that and then if you I can still 165 00:08:25.670 --> 00:08:27.550 go right click and it's still in the grab thing 166 00:08:27.550 --> 00:08:29.750 and you left click and right click to confirm or deny 167 00:08:30.240 --> 00:08:33.880 etcetera etcetera. Anyway, I just want to explain that there and why that happened. 168 00:08:33.890 --> 00:08:38.190 But yeah you can select and you can also shift select to select 169 00:08:38.190 --> 00:08:41.030 multiple points and you can do this in object mode as well, 170 00:08:41.030 --> 00:08:43.390 shift select works ubiquitously. 171 00:08:43.400 --> 00:08:46.400 But yeah so once you do that you can you 172 00:08:46.400 --> 00:08:49.560 know you can transform this cube however you want. 173 00:08:50.040 --> 00:08:54.940 Uh you can even select multiple and kind of rotate it or scale it like that, 174 00:08:54.950 --> 00:08:58.620 you know you can do whatever you want, you can take these two and scale it, 175 00:08:58.620 --> 00:09:00.770 you know uh of course with the S. 176 00:09:00.770 --> 00:09:05.360 And R. And G. S. Only. Uh so yeah that's very very intuitive 177 00:09:06.040 --> 00:09:08.160 all the same transformation hot keys are there. 178 00:09:08.640 --> 00:09:14.110 Uh And except there's no there's no reset uh position, I can't go here and hit G. 179 00:09:14.110 --> 00:09:16.950 That doesn't that doesn't do anything. So um 180 00:09:17.340 --> 00:09:20.160 you know once you make a change you have to undo it or 181 00:09:20.540 --> 00:09:24.050 uh or or just remember where it was. Um 182 00:09:24.740 --> 00:09:27.790 So yeah cool so I could I can undo things in the in 183 00:09:27.790 --> 00:09:30.160 here you know in the edit mode I can undo things here. 184 00:09:30.540 --> 00:09:32.470 The that that 185 00:09:32.580 --> 00:09:33.150 great 186 00:09:33.540 --> 00:09:36.030 so it goes pretty far I think we can get all the way down. 187 00:09:36.030 --> 00:09:39.870 Note that's as far as we can go so that's just based on the undo buffer, 188 00:09:39.880 --> 00:09:42.980 it's not big enough so that's as far as we can go, 189 00:09:42.990 --> 00:09:46.380 you can change that in the user preferences as well. 190 00:09:46.390 --> 00:09:48.860 Let's go ahead and see if we can do that real quick 191 00:09:49.340 --> 00:09:51.190 Editing editing. 192 00:09:51.200 --> 00:09:54.110 Yeah so undo global under you can do steps you 193 00:09:54.110 --> 00:09:56.710 can bring this up to like 256 or something like 194 00:09:56.710 --> 00:10:02.120 that but that does use up more memory so it's entirely up to you if you want to do that. 195 00:10:02.130 --> 00:10:02.860 Okay anyway 196 00:10:03.640 --> 00:10:09.180 so one thing I did want to talk about was undo history so um 197 00:10:09.190 --> 00:10:12.890 which we just talked about yes but more specifically undo history with edit mode. 198 00:10:12.890 --> 00:10:16.830 So you have an undo history with edit mode and you can also hit control shift. 199 00:10:16.830 --> 00:10:19.360 See by the way for redo it's not control why? 200 00:10:19.360 --> 00:10:21.230 Like it is in a lot of Softwares it is 201 00:10:21.230 --> 00:10:24.760 in my opinion the superior hotkey control shift C. 202 00:10:24.940 --> 00:10:26.370 Which just makes so much more sense. 203 00:10:26.380 --> 00:10:31.500 Um uh But yeah so as you can see here we have uh an undo history. 204 00:10:31.500 --> 00:10:35.050 I'm doing control Z control shift, See going back and forth blah blah blah great. 205 00:10:35.440 --> 00:10:38.950 Now I'm gonna go all the way forward to our final transformation 206 00:10:39.340 --> 00:10:43.560 uh do a little bit extra stuff here. Um And uh and then I'm gonna hit tab 207 00:10:44.140 --> 00:10:45.550 and we go back into object mode. 208 00:10:46.140 --> 00:10:50.030 And as you can see uh I'm like okay well I didn't like that. 209 00:10:50.040 --> 00:10:50.430 You know, 210 00:10:50.430 --> 00:10:53.160 maybe I want to bring it back to uh just one more step and I wanted 211 00:10:53.160 --> 00:10:56.450 to bring that one thing back in just a little bit like I had it before, 212 00:10:56.460 --> 00:10:58.350 I'm gonna hit the control Z button, 213 00:10:58.740 --> 00:11:00.060 uh 214 00:11:01.140 --> 00:11:03.860 Everything's gone, everything's gone because I'm an object mode 215 00:11:04.240 --> 00:11:06.710 and an object mode. The undo history is separate. 216 00:11:06.720 --> 00:11:11.250 So an object mode, what they see as your edit mode and your edit mode. 217 00:11:11.250 --> 00:11:14.260 Doing all those crazy things that edit mode history is separate. 218 00:11:14.260 --> 00:11:18.210 So you have basically a gap in the timeline of undo history where all 219 00:11:18.210 --> 00:11:20.950 you did was go into edit mode and then come back out of it. 220 00:11:21.140 --> 00:11:23.480 So when you undo once it goes all the way 221 00:11:23.480 --> 00:11:25.550 back to the time before you went into edit mode, 222 00:11:25.640 --> 00:11:28.000 which is of course before you transformed anything. 223 00:11:28.000 --> 00:11:30.620 So now you have this cube that isn't transformed at 224 00:11:30.620 --> 00:11:33.390 all and if you re do with control shift, 225 00:11:33.390 --> 00:11:34.990 see it brings it back. 226 00:11:35.000 --> 00:11:38.750 But uh but as you can see here, if we go into edit mode 227 00:11:39.140 --> 00:11:41.470 and try to bring back the undo history, 228 00:11:41.660 --> 00:11:43.160 it's all wiped out, so 229 00:11:43.840 --> 00:11:46.110 it will wipe out your undo history if you're not careful, 230 00:11:46.120 --> 00:11:50.260 so that's why I want to make sure you guys uh don't do that, 231 00:11:50.270 --> 00:11:51.970 I don't want you guys to lose any work. 232 00:11:51.980 --> 00:11:53.350 Um But uh 233 00:11:53.740 --> 00:11:57.160 yeah anyway the proper way to do it is like this, so 234 00:11:57.740 --> 00:12:01.850 let's say I'm just gonna go and undo on purpose to this cube here, so we can start over, 235 00:12:01.860 --> 00:12:03.460 I'm gonna go ahead and hit tab, 236 00:12:03.460 --> 00:12:07.170 go into edit mode and I'm gonna move some things around baja baja. 237 00:12:07.180 --> 00:12:11.640 Look at this cube, man, I'm so cool, I'm moving a cube around. 238 00:12:11.640 --> 00:12:15.560 Cool, it's no longer a cube, but look at that, that's a very strange shape. 239 00:12:15.740 --> 00:12:17.960 Um But ultimately uh 240 00:12:18.140 --> 00:12:19.550 if I hit tab and I'm like oh cool, 241 00:12:19.550 --> 00:12:22.840 actually I didn't really want to do that last thing I did in edit mode, 242 00:12:22.850 --> 00:12:24.560 you want to go back into edit mode 243 00:12:24.940 --> 00:12:28.070 and then controls you you still have your fall under history that 244 00:12:28.070 --> 00:12:32.610 way uh you can go back and forth and that's totally fine, 245 00:12:32.620 --> 00:12:35.460 just make sure that you don't do anything uh 246 00:12:35.940 --> 00:12:36.370 Crazy, 247 00:12:36.370 --> 00:12:40.810 trying to undo things in object mode when really you want to be an edit mode and Yeah, 248 00:12:40.820 --> 00:12:41.390 that's it. 249 00:12:41.400 --> 00:12:43.790 I just wanted to warn you guys about that. Now. 250 00:12:43.790 --> 00:12:45.770 There are a few more tools that you guys need to learn, 251 00:12:45.780 --> 00:12:48.220 but we'll be going over those as we use them 252 00:12:48.230 --> 00:12:51.270 in the next tutorial where we begin the modeling process. 253 00:12:51.270 --> 00:12:54.150 So I hope you guys are excited. Uh I'm sure excited, so 254 00:12:54.940 --> 00:12:57.760 uh let's jump into it. I'll see you guys there.