workspaces are customizable groups of panels or editors
that can be used for specific workflows
blender comes with predefined workspaces that can be found in the tabs at the top.
These are labeled as layout, modeling, sculpting, UV editing, texture paint,
shading,
animation, rendering,
compositing scripting and an option to add your own.
If you can't see all the tabs,
just know that you can use scroll wheel or middle click drag to show more
simply left click any of these tabs to switch
to them and you'll notice they look different.
The modeling workspace is used for creating
models by manipulating vertex is directly.
This is why you'll notice that the advertises
or corners of your mesh are now selectable.
That's because the modeling workspace automatically brings you
into edit mode instead of object mode.
As you can see in the top left hand corner of the view port,
you can change into edit mode in any workspace view port by
changing the value of this drop down menu or pressing the tab key
but the modeling workspace tries to make itself as
convenient as possible for you to get started modeling.
It also removes the timeline as modeling typically does not require any animation.
The sculpting workspace is similar to the modeling workspace but
is used for creating models by manipulating measures with a brush
sculpting is a more free form method of creating models and
typically results in higher pollen counts not usable for animation.
However,
it is a great way to start your creation process
to then re optimize your match later on
this workspace automatically puts you into sculpt mode which is also accessible
through the same drop down menu in the top left hand corner.
However, there is no hotkey for this mode.
The UV editing workspace is used for editing your
UV projection maps which is another way of saying
I skinned this object and stretched its skin across a flat surface.
Anyway, this is a very handy tool for texture in your objects.
As textures must be represented in two D. But projected onto a three D object.
You can see the 3D View port on the right
with an object corresponding UV map on the left.
If there was an image linked to this UV map,
that image may become visible on the three D object on the right hand side,
which would show you visually how the two detector has been projected.
Texture paint is probably what some of you are
thinking when I mentioned the complexity of U.
V. S. Why paint on a two D surface and project that to a three D surface.
When you can simply paint on the three D surface directly.
Like painting an easter egg.
Well in this case you can paint any object like an easter egg
with texture painting,
you can paint directly onto the three D object and blender will project
your painted texture onto a two D surface based on the leaves.
The shading workspace is a very important
work space used for manipulating materials,
particularly with node based shakers.
The workspace puts your view port into look DEV mode,
showing you in real time what your
shoulders would approximately look like at render.
You can also access this from any view port window. Using these buttons here
for hot key users simply press Z and use the pie menu that appears
if you want a more accurate display of your shader,
you can also change it to rendered mode.
If you play around with the numbers in the note editor below,
you'll be able to see some changes in real time in the viewpoint above.
It also includes an image editor and file Explorer for any necessary image files.
The animation workspace is catered specifically for animators
to have all the tools they might need.
The three d view port is where most of the animation will happen.
But the dope sheet,
which looks similar to the timeline will be
where all of your key frame manipulation happens.
You may also notice that there is a sliver of the timeline editor below the dope sheet
that is simply to provide all the playback options,
start and end frames and key frame navigation buttons.
The dope sheet does not have.
For example, you can click this circle slash record icon
to start automatically recording changes in your objects location,
rotation or scale as key frames for animation.
The camera view on the left is also a three
D view port panel but focused on the camera's perspective.
This is great for getting an idea of what the animation will look like at render.
Now there may be some of you who are wondering where the graph out of there is.
If you want to use the graph editor,
simply create a new panel and select graph editor
from the editor options in the drop down.
However, the dope,
she is so powerful with key frame manipulation compared to other three D
animation software that the graph editor is not used nearly as often,
but it can still be useful.
The rendering workspace is used for testing or finalizing the output of your file.
If you had a recent render, it likely be displayed here.
It's important to note that this is the same
image editor that we see in other workspaces.
However,
the image selected is render result giving you access
to slots which serve as great temporary render test,
comparisons
these slots are accessible both through the top right drop down
as well as the right hand side. Quick menu
pulled up with the N hotkey under image
for Hotkey users you can use J to talk between the most recent two slots or use any
of the numbers on the number road to go
to a specific slot corresponding to that number.
The compositing work space is used for post processing and after effects that
would add beautification to your renders such as glow blur masks etcetera.
The composite er in blender is node based and is very similar to the shader
editor in the shading workspace but has its own editor in the drop down menu
in order to start using the composite. Er simply check used notes at the top here.
This will automatically generate a view layer node and a composite note.
The composite note is simply the end result receiver, your final output
and the view layer node represents how you
can use view layers to combine different passes
such as character and background in this composite. Er
Now you may notice that there is a dope
sheet provided at the bottom which is blunders.
Key frame manipulator for animation.
So why is it here?
Well let's say you're doing an animation where you
want one particular part of the animation to have heavy
directional blur because the camera is moving fast but you
want to turn it off after a certain point.
In this case you'll want to key frame, your blur property.
The dope sheet is provided to help you
keep track of those composite or specific frames.
The scripting workspace is for those instances where
we might have to write some code.
The text editor is very flexible,
it can load and save files externally
enable syntax highlighting,
enable word wrap, enable word lines and a number of other useful coding tools.
It can also provide easy to set up templates for common blunder script functions
such as uI elements or gizmos.
You'll notice there's also a console panel provided on the left.
This is for seeing error messages at runtime
and at the bottom we have what's called the info panel.
This is a list of recent operations that have been performed by blender
which usually correspond to actions the user has taken somewhere in the software.
For example, if you select an object in the three D view boards and transform it,
you'll notice a new line appear in the info panel,
you can copy and paste these operations onto your text
editor for reference on how to use certain functions.
And finally, we have our create new workspace option.
This will bring up a few options but you'll notice many of them are great out.
This is simply because they already exist in your tabs.
However, you can select, duplicate current,
which is a great way to start customizing your own,
simply duplicate the work space and double click the
tab to rename it to whatever you like.
If you'd like to bring a certain workspace to
the beginning of the list for easy access,
you can right click the tab and choose reorder to front.
Mhm.
You can also remove workspaces from the
list by right clicking and selecting delete.
Keep in mind that if you delete a custom workspace, it will be lost forever
in order to save a custom workspace.
I recommend setting up a custom startup file by opening up a new file,
setting up your workspace and then going to file defaults,
save startup file,
your workspace will then be included in every new blender file you create.
However, while you're looking through the new workspace options,
you may have noticed that there are a few workspaces
in the creation options that we haven't seen yet.
We may go over these in another video,
but I highly recommend looking into the strengths of blunders two D
animation capabilities as well as its
powerful Vfx and motion tracking capabilities.
And that's the general summary of how workspaces work will be
going over specific workspaces in more detail in their separate videos.