Yeah,
yeah.
So next along the three D views header bar is these
layers and we've got these 20 layers to play with.
We've got the first one is currently selected.
You can kind of see a little gray box in the of the first one.
If we left click on another one of these,
you can see that this one is now selected and that
basically means it's going to show in the three D.
View the contents of that layer
and there isn't anything in that particular layer that I've
selected and that's why the screen has gone all blank.
So if we just click on the first layer again, we should bring everything back.
We can move things around by pressing the M key and that allows
us to move to layer and we've got this plane selected right now.
So let's move that to the second layer
and you can see the difference that we get down here.
In fact we get a little circle showing up in that second layer.
Now to show us that there is something in there,
you can kind of make out that it's orange as well to
show us that that's the object that we happen to have selected.
Also take a look over in the properties window under the object tab.
You can see under the relations area that this is now in the second layer
and we can kind of jump it around into different layers if we
like and you can see it now jumping around down here as well.
So let's just move that back into the first layer.
If we want to be able to see multiple layers,
we can just shift select and then we'll be able to see
everything that's going on in the first five layers.
Now we can keep this fairly simple and just click on the
first layer and just sort of leave it at that for now,
of course these layers do correspond with the layers management
adam that we have enabled and you can kind of see more details about that here as well.
This is just another way of being able to represent this information down here.
It just gives us a little bit more options to play with.
Moving on from the layers we have are proportional editing option.
So if I enable that it's then going to give us a fall off type that we can then choose
and what this basically means is if we press g to start moving this object,
this single plane that we have selected,
we get this circle that shows up this white circle
which is going to give us a radius of influence
and if we use our middle mouse wheel we can kind of scroll that sphere of influence up
when we start moving.
Now we can start to include that cube into our movement and you can see
it's only moving a subtle amount because it's at the perimeter of our influence.
The kind of the more that it gets sucked into the middle of the uh sphere of influence,
the more it's going to start moving and that's a a
nice organic way of being able to move things around.
I'm just gonna right click to just abort that though.
And then we can also just disable that option there.
Let's take a look at one of the last things along
the head of our now which is this snapping area,
this first magnet icon is going to allow us to
enable are snapping and this next icon next to it
will allow us to pull down a menu to change our various different snap elements.
So at the moment is set to incrementally along the grid.
So what that actually means is when if I press seven
on the numpad to jump to a top Ortho graphic view,
press is said to toggle the wireframe and let's zoom
in a little bit by scrolling the mouse wheel,
you can see that the object at the moment isn't actually on the grid,
What we might like to do is just zoom out a little bit more.
Get these larger grid spacings and then what we can do is
start to move along the X axis and you can see it's still
got all these extra digits you might wanted it to be just say
for and so that's an important point to make that the incrementally snapping
option here is just going to
allow you to move incrementally along the grid,
it's not gonna snap you to the grid to be able to do that.
Just got to remember that we've got this other snap menu which is shift S
and that means we can now the top of that is selection to grid.
And then when you do that,
this surrounds out these figures and snaps us to the grid for us.
And now when we start moving,
translate along the X axis in this case you
can see that it was snapping on along the grid
that now that we're actually snapped to the grid which
we have to manually do in the first place.
So that's just something to bear in mind.
Once you zoom in and you get some smaller grid spacings,
you can see that we can now sort of snap
along and well move incrementally along those smaller grid spacings.
So let's just take a quick look at another option in here.
So for example like vortices and we've got this cube sat next to us. So let's press G.
And then just gesture over to this vertex in the top right of the cube.
And then we can just left click to just confirm that translation
and what happened there was it used the closest vertex in the plane
to snap to the vertex that we indicated to on the cube.
So we can set that to something else, like say the median point instead
and then press G
and then
sort of snapped to it, you can see the medium point of the verses of the plane is.
Now the point that it got snapped to.
Uh let's sort of sometimes a good way of being able to use
that tool is to say if you wanted to snap from this point
so that this point of the plane was snapping to that area is
to just move it fairly close first and then you can indicate the closest
and press G and then just indicate onto that.
And now that basically that is in position. Now
also we can just disable the option by clicking on
it there but we don't have to necessarily just common,
manually click it on.
We can also, once we start to move we can press control and that will now tuggle our
while we hold control. We're now snapping.
So now we can as you can see we're now
basically snapping onto the various different verses that we select to
and then when you let go then it's no longer
snapping still because we've let go of our control key
which is kind of our modifier for snapping while translating.
Finally we have these two last buttons which are are open G l vieux port,
render buttons.
The first is for a still image and the second
will output an animation if you have one set up
basically this means a very simple render of what we're
looking at in our view port as opposed to the other
main render buttons which will render from the active camera and
process all the complicated like imbalances and mirrors and transparency and
whatever you else you might have going on in the scene. That needs time to calculate
options for these by the way, can be found at the top in the render menu.
These first two, uh the main render buttons, F 12 and control F 12.
The next down are these two buttons that are at the far
right of the head of bar that we've just been talking about.
The open gl render and the open gl render animation.
You can also see the options for these here as well.
So that wraps up the 3D view bars,
header and now it's time to get on with some modeling.