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Index
Copyright
About the Author
About the Technical Reviewer
Acknowlegements
Introduction
How This Book Is Organized
A Note on Blender Versions
Extras for This Book
1. History and Installation
1.1. Sample Blender Artwork
1.2. Blender History Timeline
1.3. About Open Source
1.3.1. Do I Owe Royalties If I Use Blender for Commercial Work or Otherwise?
1.3.2. Does the GPL Apply to All the Work I Do with Blender?
1.3.3. If I Download Blender for Free, Can I Give It Away? Can I Sell It?
1.3.4. What About Making Changes to Blender Source Code? Can I Market My Own Custom Version?
1.3.5. Technical Caveats
1.4. Installing Blender
1.4.1. Hardware
1.4.2. Operating Systems
1.4.2.1. Installation Example: Linux
1.4.2.2. Using the GUI
1.4.2.3. Using the Command Line
1.4.2.4. Installation Example: Windows
1.5. Summary
2. The Interface
2.1. The Blender Interface
2.1.1. Changing the View
2.1.1.1. The View Menu
2.1.1.2. Splitting the Screen
2.1.1.3. Custom Window Splitting
2.1.1.4. Maximizing Windows
2.1.2. Blender Window Conventions
2.1.3. Multiple-View Setup
2.1.4. Built-In Screen Layouts
2.2. Adding New Objects
2.2.1. The Cursor
2.2.2. Choosing a New Object
2.3. Moving Things Around
2.3.1. Moving Objects
2.3.2. Rotating Objects
2.3.2.1. Changing the Manipulator Arrows
2.3.2.2. The Difference Between Global and Local
2.3.3. Scaling Objects
2.3.4. Using Numbers
2.3.5. Layers
2.3.6. Undoing Things
2.3.7. Saving Your Work
2.4. Exercises
2.4.1. Exercise 1: Making a Robot
2.4.2. Exercise 2: The Ten-Cube Challenge
2.5. Useful Keyboard Shortcuts
2.6. Summary
3. Modeling
3.1. What Is a Mesh?
3.1.1. Origin Point
3.1.2. Vertices
3.1.3. Edges
3.1.4. Faces
3.2. Edit Mode
3.2.1. Some Mesh-Editing Tools
3.2.1.1. Extrude
3.2.1.2. Fill
3.2.1.3. Add Edgeloop
3.2.1.4. The Edges Menu
3.2.1.5. Edgeloop Deletion
3.2.1.6. Merging Vertices
3.2.1.7. Joining and Separating Mesh Objects
3.2.2. Background Images
3.2.3. Topology
3.3. Example Modeling Through Mesh Editing
3.3.1. The Mirror Modifier: Making a Mirror Cube
3.3.2. A Note on Modifiers
3.3.3. Smoothing a Mesh
3.3.3.1. The Subsurface Modifier
3.3.3.2. The Multiresolution Modifier
3.3.4. Box-Modeling a Man
3.4. Sculpt Mode
3.4.1. Getting into Position
3.4.2. Adding a Multiresolution Modifier
3.4.3. Starting to Sculpt
3.4.3.1. Types of Brushes
3.4.3.2. Changing Brush Size and Strength
3.4.4. Exercise 1: Monkey Sculpt
3.5. Using Sculpt and Mesh Modeling Together: Retopology
3.6. Summary
4. Lighting and Procedural Textures
4.1. Setting Up a Basic Scene
4.1.1. Adding a Model
4.1.2. Adding a Ground Plane
4.2. The Scene Camera
4.2.1. Aiming the Camera
4.2.1.1. Tracking to an Object
4.2.1.2. Tracking to an Empty Target
4.2.1.3. Fixing Up the Camera View
4.2.2. Lighting Techniques
4.2.2.1. Lamp Types
4.2.2.2. Lamp Settings
4.2.3. Using the Lights Together
4.2.3.1. Adding the Key Light
4.2.3.2. Tracking Lights to Objects for Easy Positioning
4.2.3.3. GLSL Mode
4.2.3.4. Adding Fill Lights
4.2.4. Changing the World
4.3. Procedural Materials and Textures
4.3.1. Using Procedural Textures
4.3.2. Using Multiple Materials in One Mesh
4.3.3. Exercise: Applying Textures
4.4. Summary
5. UV Mapping
5.1. Creating a UV Map
5.2. Texture Painting
5.2.1. Brushes
5.2.2. Saving the Texture
5.3. Exercise 1: Cube Painting
5.4. Projection Painting
5.4.1. Step 1: Unwrapping the Base Mesh
5.4.2. Step 2: Loading in a Reference Image
5.4.3. Step 3: Painting the Textures
5.4.4. Step 4: Save, Save, Save (Can I Say It Enough?)
5.5. Exercise 2: Painting a Boxlike Model
5.6. Normal Maps and Bump Maps
5.6.1. Making a Normal Map
5.6.1.1. Step 1: Preparing and Unwrapping Your Low-Poly Model
5.6.1.2. Step 2: Selecting Both Models
5.6.1.3. Step 3: Baking the Normal Map
5.6.1.4. Step 4: Applying the Normal Map to the Low-Poly Mesh
5.7. Summary
6. Curves and NURBS
6.1. Metaballs
6.1.1. How Meta Objects Work
6.1.2. Exercise 1: Mud Monster
6.1.3. Meta Object Properties
6.1.3.1. Standard Options
6.1.3.2. Edit Mode Options
6.2. Curves
6.2.1. Bezier (Curve and Circle)
6.2.2. NURBS (Curve and Circle)
6.2.3. Path
6.2.4. Modifying a Curve
6.2.5. Path Editing
6.2.5.1. Adding Points
6.2.5.2. Deleting Points
6.2.5.3. Controller Handle Types
6.2.5.4. Making a Circle
6.2.6. 2D and 3D Curves
6.2.6.1. Modeling with a 2D Curve
6.2.6.2. Modification and Bevel Parameters
6.2.6.3. Width
6.2.6.4. Extrude
6.2.6.5. Depth
6.2.6.6. Resolution
6.2.6.7. Modeling with a 3D Curve
6.2.6.8. Using Other Objects to Define a Custom Curve
6.2.7. Hooks
6.2.8. Exercise 2: Curve Bugs
6.3. Spin
6.3.1. Spin Properties
6.3.2. Calculating the Spin Angle
6.3.3. Using Spin
6.4. NURBS
6.4.1. Controlling the Points
6.4.2. NURBS Modeling Example: A Simple Shark
6.5. Summary
7. Basic Rigging and Animation
7.1. Keyframing with the Timeline
7.1.1. Automatic Keyframing
7.1.2. Exercise 1: Flying Monkey
7.2. The Dopesheet
7.3. Parenting
7.4. Graph Editor
7.5. Pivot Point: The Center of Rotation
7.5.1. Restricting the Movement
7.5.1.1. Transform Locks
7.5.1.2. Constraints
7.5.2. Exercise 2: Making a Robot
7.6. Basic Tracking: Eyes That Follow
7.7. Rigging with Bones
7.7.1. Types of Bones
7.7.2. Making Bones Work with a Mesh
7.7.3. Using Bone Envelopes
7.7.4. Weight Painting
7.7.5. Dividing the Two Techniques
7.8. Rigging a Simple Character
7.8.1. Applying the Bone Envelopes
7.8.2. Adding Weight Painting
7.8.3. B-Bone Body
7.8.4. Animating the Figure
7.9. Summary
8. Advanced Rigging
8.1. Forward Kinematics vs. Inverse Kinetics
8.1.1. Making an IK Arm
8.1.2. Setting a Custom Bone Shape
8.1.3. Exercise: Creating an IK Leg
8.1.4. Reverse Foot Rig
8.1.5. Single-Bone Finger Control
8.2. Blender 2.5 Rigs
8.2.1. Unofficial Mancandy 2.5
8.2.2. Ludwig
8.2.3. KM
8.3. Walk Cycles
8.3.1. Pass 1: Contact Positions
8.3.2. Pass 2: Passing Poses
8.3.3. Pass 3: Peeling the Feet
8.3.4. Pass 4: Adding Some Finesse
8.4. Shape Keys
8.4.1. Symmetrical Facial Expressions
8.4.1.1. Creating Symmetrical Models
8.4.1.2. Creating Asymmetrical Shape Keys
8.5. Lip Syncing
8.5.1. The Basis Shape Key
8.5.2. Smile and Frown
8.5.3. Wide and Pucker
8.5.4. Puff and Suck
8.5.5. Sneer_L and Sneer_R
8.5.6. Grimace_L and Grimace_R
8.5.7. Toplip_out and Toplip_in
8.5.8. Bottomlip_out and Bottomlip_in
8.5.9. Preparing the Sound for Lip Syncing
8.5.10. Moving the Lips
8.5.10.1. Phase 1: The Jaw Movement
8.5.10.2. Phase 2: Refining Mouth Shapes with Shape Keys
8.5.10.3. Phase 3: Enhancing with Expression
8.6. Summary
9. Making Movies
9.1. Before We Begin
9.1.1. Disabling Color Management
9.1.2. Rendering Formats
9.1.3. What Is Alpha?
9.2. The Compositing Node Editor
9.2.1. Setting Up for Instant Feedback
9.2.1.1. Method 1: The F11 Key
9.2.1.2. Method 2: Separate Render Window
9.2.1.3. Method 3: Background Images
9.2.2. Managing Node Clutter
9.2.3. Give It a Go
9.3. Lighting Adjustments
9.3.1. How Color-Mixing Nodes Work
9.3.2. Mixing Images Together
9.3.3. Depth of Field
9.3.3.1. Creating the Scene
9.3.4. Greenscreen Filtering
9.4. A Practical Example of Compositing
9.4.1. Before You Begin
9.4.2. Setting Up Your Windows
9.4.3. Setting Up the Background Movie Footage
9.4.4. Positioning the Objects in the Scene
9.4.5. Materials and Lighting
9.4.6. Greenscreening the Hand
9.5. The Video Sequence Editor
9.5.1.
9.5.1.1. A Few Things Worth Remembering
9.6. Crash Management and Rendering Speed
9.7. Summary
10. Particles and Physics
10.1. Making Particles
10.1.1. Particle Appearance
10.1.2. Particle Behavior
10.1.2.1. Emission Area
10.1.2.2. Velocity Area
10.1.3. External Forces
10.1.4. Exploding Rocket
10.2. Making Hair
10.2.1. Separating the Wig
10.2.2. Creating a New Material Ready for the Hair
10.2.3. Making the Hair Strands
10.2.4. Hiding the Wig, and Strand Render
10.2.5. Hair Texture: Creating Fine Ends
10.2.5.1. Strand Thickness Variation
10.2.5.2. Alpha Material Blend
10.2.5.3. Maximizing Control Through a Ramp
10.2.5.4. Shaping the Hair
10.2.5.5. Base Settings
10.2.5.6. Children
10.2.5.7. Freehand Editing
10.3. Fluid Dynamics
10.3.1. Exercise: Tsunami Simulation
10.3.1.1. Pouring Liquid from a Cup
10.4. Smoke
10.4.1. Rendering the Smoke
10.4.2. Improving the Smoke
10.5. Soft Body Physics
10.6. Cloth Dynamics
10.7. Summary
11. The Game Engine
11.1. Game Engine Physics
11.1.1. Exercise: Marble Slide
11.2. Creating Your Own Droid
11.2.1. Step 1: Making the Droid
11.2.2. Step 2: Setting Up the Logic Bricks
11.2.3. Step 3: Dealing with the Falls
11.2.3.1. Method 1: Creating a Logic Brick Safety Net
11.2.3.2. Method 2: Using Python
11.2.4. Step 4: Debugging the Movement
11.2.5. Step 5: Setting Up a Chase Cam
11.3. Silly Soccer Game
11.3.1. Step 1: Making the Playing Field
11.3.2. Step 2: Making the Ball
11.3.3. Step 3: Making the Players
11.3.4. Step 4: Making the Goals
11.3.5. Step 5: Setting Up the Score
11.3.6. Step 6: Setting Up the Camera
11.4. A Change of Scene
11.5. Shooting Things
11.5.1. Step 1: Creating the Bullet
11.5.2. Step 2: Setting Up a Bullet Emitter Object
11.5.3. Exercise: Shooting Spaceship
11.6. Summary
12. Going Further
12.1. Common Problems
12.1.1. Interface-Related Problems
12.1.1.1. I'm trying to select items, but they won't select, and this funny circle keeps snapping to my mouse clicks.
12.1.1.2. Can I select multiple items?
12.1.1.3. Can I edit multiple selected items?
12.1.1.4. What is the orange dot in the middle of my object?
12.1.1.5. For some reason, I can move my objects but not rotate or scale them. I haven't put on rotation constraints or anything like that.
12.1.1.6. Where did my window header go?
12.1.1.7. The button or menu I'm looking for is missing.
12.1.2. Viewport-Related Problems
12.1.2.1. My objects disappeared.
12.1.2.2. My model has gone all see-through.
12.1.2.3. How do I easily move the view around to look at what I want?
12.1.2.4. How do I line the camera up to where I want it?
12.1.3. File Management Problems
12.1.3.1. Where did my saved render actually go?
12.1.3.2. Blender never told me my work wasn't saved when I closed it! How can I get it back?
12.1.3.3. I've noticed there are .blend1 files in my project folders. What are they and can I delete them?
12.1.3.4. How else can I recover work after a crash?
12.1.3.5. Can I combine Blender files into one?
12.1.4. Surface Texture Problems
12.1.4.1. I have black lines/faces on my mesh.
12.1.4.2. My UV textures aren't showing in 3D view.
12.1.4.3. How do I get alpha (transparency) to work?
12.1.5. Physics-Related Problems
12.1.5.1. Why do my particles stop at frame 250?
12.1.5.2. Can I Make a Self-Running Application with Blender?
12.1.6. Migration Problems
12.1.6.1. What happened to the old spacebar menu?
12.1.6.2. How do I merge/split windows in the newer Blender versions?
12.1.6.3. Can I open an old file without it spoiling my window layout?
12.2. Resources
12.2.1. Render Farms
12.2.1.1. The BURP Project
12.2.1.2. Loki Render
12.2.2. Sound Editing
12.2.3. Paint Programs
12.2.3.1. GIMP
12.2.3.2. MyPaint
12.2.3.3. Alchemy
12.2.3.4. Vector Drawing
12.2.4. Camera Tracking
12.2.5. BlenderArt Magazine
12.2.6. Getting Blender
12.2.6.1. Cutting-Edge Releases
12.2.7. Community
12.2.7.1. BlenderNation
12.2.7.2. The BlenderArtists Forums
12.2.7.3. Noob to Pro
12.2.7.4. BlenderNewbies
12.2.7.5. Blender Guru
12.2.7.6. Blender Cookie
12.2.8. Free Blender File Resources
12.3. Summary
A. Companies That Use Blender
B. Blender and GPL Terms of Use
B.1. In a few sentences, what is the GPL?
B.1.1.
B.1.1.1. In a few sentences, what is the GPL?
B.1.1.2. Can I sell my Blender creations?
B.1.1.3. So I can make games without having to worry about the GPL, right?
B.1.1.4. So I own the copyright to all output?
B.1.1.5. What about the splash screen and icons?
B.1.1.6. What if I take screenshots of the Blender interface?
B.1.1.7. How does the GPL and Blender benefit me?
B.1.1.8. Can I distribute the official Blender.org releases under my own branding and name?
B.1.1.9. Can I license .blend files myself?
B.1.1.10. What about my Python scripts?
B.1.1.11. Can I give Blender to my coworkers or employees?
B.1.1.12. Can I change Blender and give it to my coworkers or employees?
B.1.1.13. Can my organization use Blender internally without giving up our valuable changes to our competitors?
B.1.1.14. Can I sell my own version of Blender?
B.1.1.15. Can I sell plug-ins for Blender?
C. GNU Public License
C.1. GNU General Public License
C.1.1. Preamble
C.1.2. GNU General Public License
C.1.2.1. Terms and Conditions for Copying, Distribution and Modification
C.1.2.2. No Warranty
C.2. How to Apply These Terms to Your New Programs
D. OpenContent License
D.1. OpenContent License (OPL)
D.1.1. LICENSE
D.1.1.1. Terms and Conditions for Copying, Distributing, and Modifying
D.1.2. NO WARRANTY
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