WEBVTT 0 00:00:01.940 --> 00:00:02.260 Yeah, 1 00:00:04.340 --> 00:00:04.540 yeah. 2 00:00:07.040 --> 00:00:10.410 So next along the three D views header bar is these 3 00:00:10.410 --> 00:00:13.600 layers and we've got these 20 layers to play with. 4 00:00:13.610 --> 00:00:15.860 We've got the first one is currently selected. 5 00:00:15.870 --> 00:00:19.140 You can kind of see a little gray box in the of the first one. 6 00:00:19.150 --> 00:00:21.520 If we left click on another one of these, 7 00:00:21.530 --> 00:00:24.720 you can see that this one is now selected and that 8 00:00:24.720 --> 00:00:26.850 basically means it's going to show in the three D. 9 00:00:26.850 --> 00:00:28.580 View the contents of that layer 10 00:00:28.780 --> 00:00:30.930 and there isn't anything in that particular layer that I've 11 00:00:30.930 --> 00:00:33.960 selected and that's why the screen has gone all blank. 12 00:00:33.970 --> 00:00:37.390 So if we just click on the first layer again, we should bring everything back. 13 00:00:37.400 --> 00:00:42.020 We can move things around by pressing the M key and that allows 14 00:00:42.020 --> 00:00:45.720 us to move to layer and we've got this plane selected right now. 15 00:00:45.720 --> 00:00:47.560 So let's move that to the second layer 16 00:00:47.860 --> 00:00:49.940 and you can see the difference that we get down here. 17 00:00:49.940 --> 00:00:52.840 In fact we get a little circle showing up in that second layer. 18 00:00:52.840 --> 00:00:54.520 Now to show us that there is something in there, 19 00:00:54.520 --> 00:00:56.640 you can kind of make out that it's orange as well to 20 00:00:56.640 --> 00:00:59.700 show us that that's the object that we happen to have selected. 21 00:00:59.710 --> 00:01:04.500 Also take a look over in the properties window under the object tab. 22 00:01:04.510 --> 00:01:08.440 You can see under the relations area that this is now in the second layer 23 00:01:08.550 --> 00:01:11.250 and we can kind of jump it around into different layers if we 24 00:01:11.250 --> 00:01:13.960 like and you can see it now jumping around down here as well. 25 00:01:13.970 --> 00:01:16.560 So let's just move that back into the first layer. 26 00:01:16.840 --> 00:01:18.830 If we want to be able to see multiple layers, 27 00:01:18.830 --> 00:01:22.260 we can just shift select and then we'll be able to see 28 00:01:22.540 --> 00:01:24.690 everything that's going on in the first five layers. 29 00:01:24.690 --> 00:01:27.670 Now we can keep this fairly simple and just click on the 30 00:01:27.670 --> 00:01:30.580 first layer and just sort of leave it at that for now, 31 00:01:30.590 --> 00:01:34.750 of course these layers do correspond with the layers management 32 00:01:35.340 --> 00:01:40.220 adam that we have enabled and you can kind of see more details about that here as well. 33 00:01:40.250 --> 00:01:44.120 This is just another way of being able to represent this information down here. 34 00:01:44.120 --> 00:01:46.760 It just gives us a little bit more options to play with. 35 00:01:47.940 --> 00:01:51.820 Moving on from the layers we have are proportional editing option. 36 00:01:51.830 --> 00:01:57.860 So if I enable that it's then going to give us a fall off type that we can then choose 37 00:01:58.340 --> 00:02:03.050 and what this basically means is if we press g to start moving this object, 38 00:02:03.060 --> 00:02:05.680 this single plane that we have selected, 39 00:02:05.690 --> 00:02:08.600 we get this circle that shows up this white circle 40 00:02:08.600 --> 00:02:11.620 which is going to give us a radius of influence 41 00:02:11.730 --> 00:02:18.650 and if we use our middle mouse wheel we can kind of scroll that sphere of influence up 42 00:02:18.840 --> 00:02:20.290 when we start moving. 43 00:02:20.290 --> 00:02:24.860 Now we can start to include that cube into our movement and you can see 44 00:02:24.860 --> 00:02:29.900 it's only moving a subtle amount because it's at the perimeter of our influence. 45 00:02:29.910 --> 00:02:34.560 The kind of the more that it gets sucked into the middle of the uh sphere of influence, 46 00:02:34.560 --> 00:02:37.350 the more it's going to start moving and that's a a 47 00:02:37.360 --> 00:02:40.380 nice organic way of being able to move things around. 48 00:02:40.640 --> 00:02:43.110 I'm just gonna right click to just abort that though. 49 00:02:43.220 --> 00:02:47.260 And then we can also just disable that option there. 50 00:02:48.140 --> 00:02:50.270 Let's take a look at one of the last things along 51 00:02:50.270 --> 00:02:53.750 the head of our now which is this snapping area, 52 00:02:53.790 --> 00:02:56.790 this first magnet icon is going to allow us to 53 00:02:56.790 --> 00:02:59.960 enable are snapping and this next icon next to it 54 00:03:00.340 --> 00:03:04.460 will allow us to pull down a menu to change our various different snap elements. 55 00:03:04.470 --> 00:03:07.630 So at the moment is set to incrementally along the grid. 56 00:03:07.640 --> 00:03:11.150 So what that actually means is when if I press seven 57 00:03:11.150 --> 00:03:13.480 on the numpad to jump to a top Ortho graphic view, 58 00:03:13.480 --> 00:03:16.330 press is said to toggle the wireframe and let's zoom 59 00:03:16.330 --> 00:03:18.160 in a little bit by scrolling the mouse wheel, 60 00:03:18.240 --> 00:03:21.260 you can see that the object at the moment isn't actually on the grid, 61 00:03:21.540 --> 00:03:25.110 What we might like to do is just zoom out a little bit more. 62 00:03:25.120 --> 00:03:28.460 Get these larger grid spacings and then what we can do is 63 00:03:28.460 --> 00:03:31.920 start to move along the X axis and you can see it's still 64 00:03:31.920 --> 00:03:34.990 got all these extra digits you might wanted it to be just say 65 00:03:34.990 --> 00:03:39.450 for and so that's an important point to make that the incrementally snapping 66 00:03:39.640 --> 00:03:42.060 option here is just going to 67 00:03:42.240 --> 00:03:44.420 allow you to move incrementally along the grid, 68 00:03:44.420 --> 00:03:47.340 it's not gonna snap you to the grid to be able to do that. 69 00:03:47.340 --> 00:03:51.210 Just got to remember that we've got this other snap menu which is shift S 70 00:03:51.350 --> 00:03:55.110 and that means we can now the top of that is selection to grid. 71 00:03:55.220 --> 00:03:56.530 And then when you do that, 72 00:03:56.540 --> 00:03:59.790 this surrounds out these figures and snaps us to the grid for us. 73 00:03:59.940 --> 00:04:01.410 And now when we start moving, 74 00:04:01.420 --> 00:04:04.420 translate along the X axis in this case you 75 00:04:04.420 --> 00:04:07.310 can see that it was snapping on along the grid 76 00:04:07.320 --> 00:04:09.920 that now that we're actually snapped to the grid which 77 00:04:09.920 --> 00:04:11.670 we have to manually do in the first place. 78 00:04:11.680 --> 00:04:14.110 So that's just something to bear in mind. 79 00:04:14.110 --> 00:04:18.070 Once you zoom in and you get some smaller grid spacings, 80 00:04:18.070 --> 00:04:19.990 you can see that we can now sort of snap 81 00:04:19.990 --> 00:04:23.950 along and well move incrementally along those smaller grid spacings. 82 00:04:24.140 --> 00:04:27.690 So let's just take a quick look at another option in here. 83 00:04:27.690 --> 00:04:33.010 So for example like vortices and we've got this cube sat next to us. So let's press G. 84 00:04:33.090 --> 00:04:38.920 And then just gesture over to this vertex in the top right of the cube. 85 00:04:38.930 --> 00:04:41.650 And then we can just left click to just confirm that translation 86 00:04:42.040 --> 00:04:46.520 and what happened there was it used the closest vertex in the plane 87 00:04:46.530 --> 00:04:50.170 to snap to the vertex that we indicated to on the cube. 88 00:04:50.180 --> 00:04:54.420 So we can set that to something else, like say the median point instead 89 00:04:54.650 --> 00:04:55.800 and then press G 90 00:04:55.920 --> 00:04:56.400 and then 91 00:04:57.340 --> 00:05:01.050 sort of snapped to it, you can see the medium point of the verses of the plane is. 92 00:05:01.050 --> 00:05:02.990 Now the point that it got snapped to. 93 00:05:03.000 --> 00:05:06.270 Uh let's sort of sometimes a good way of being able to use 94 00:05:06.270 --> 00:05:10.230 that tool is to say if you wanted to snap from this point 95 00:05:10.230 --> 00:05:13.330 so that this point of the plane was snapping to that area is 96 00:05:13.330 --> 00:05:17.760 to just move it fairly close first and then you can indicate the closest 97 00:05:17.940 --> 00:05:21.260 and press G and then just indicate onto that. 98 00:05:21.260 --> 00:05:23.660 And now that basically that is in position. Now 99 00:05:24.040 --> 00:05:28.330 also we can just disable the option by clicking on 100 00:05:28.330 --> 00:05:32.130 it there but we don't have to necessarily just common, 101 00:05:32.130 --> 00:05:33.140 manually click it on. 102 00:05:33.140 --> 00:05:39.660 We can also, once we start to move we can press control and that will now tuggle our 103 00:05:39.940 --> 00:05:42.740 while we hold control. We're now snapping. 104 00:05:42.740 --> 00:05:45.080 So now we can as you can see we're now 105 00:05:45.080 --> 00:05:49.100 basically snapping onto the various different verses that we select to 106 00:05:49.240 --> 00:05:52.000 and then when you let go then it's no longer 107 00:05:52.110 --> 00:05:54.700 snapping still because we've let go of our control key 108 00:05:54.700 --> 00:05:58.260 which is kind of our modifier for snapping while translating. 109 00:05:59.940 --> 00:06:04.340 Finally we have these two last buttons which are are open G l vieux port, 110 00:06:04.340 --> 00:06:05.340 render buttons. 111 00:06:05.480 --> 00:06:08.490 The first is for a still image and the second 112 00:06:08.490 --> 00:06:10.950 will output an animation if you have one set up 113 00:06:11.240 --> 00:06:14.040 basically this means a very simple render of what we're 114 00:06:14.040 --> 00:06:16.390 looking at in our view port as opposed to the other 115 00:06:16.390 --> 00:06:19.550 main render buttons which will render from the active camera and 116 00:06:19.550 --> 00:06:23.450 process all the complicated like imbalances and mirrors and transparency and 117 00:06:23.640 --> 00:06:27.150 whatever you else you might have going on in the scene. That needs time to calculate 118 00:06:27.640 --> 00:06:31.750 options for these by the way, can be found at the top in the render menu. 119 00:06:32.640 --> 00:06:38.850 These first two, uh the main render buttons, F 12 and control F 12. 120 00:06:38.860 --> 00:06:42.680 The next down are these two buttons that are at the far 121 00:06:42.680 --> 00:06:45.050 right of the head of bar that we've just been talking about. 122 00:06:45.050 --> 00:06:47.990 The open gl render and the open gl render animation. 123 00:06:48.000 --> 00:06:50.760 You can also see the options for these here as well. 124 00:06:52.040 --> 00:06:53.880 So that wraps up the 3D view bars, 125 00:06:53.880 --> 00:06:56.860 header and now it's time to get on with some modeling.