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Ecclesiastes 9:16
"Then said I, Wisdom is better than strength: nevertheless the poor man’s wisdom is despised, and his words are not heard."

Introduction:

Hello, this is a page on blender, an open source 3d modelling program. (Which can also act as a movie editor, animation studio, laggy game engine, python plugin creator, and UV editor/painter .) I will be teaching you the bare basics that hardly anyone seems to know when they install blender.

Tranforming the cube:

When you open blender for the first time you might see a cube in the middle of your screen. This cube can be moved, rotated, and scaled. To move/'G'rab the cube press 'G' on your keyboard. Then with your mouse cursor move it to a place you desire. Then LEFT CLICK on your mouse to confirm. RIGHT CLICK is for deconfirming a move. The LEFT CLICK for confirming, and the RIGHT CLICK for deconfirming is used for almost every tranforming move.

For 'R'otating the cube press 'R', Rotating a mesh will depend on the 3D viewport's camera angle. We will get into moving around the 3D viewport later. To rotate it's the same as moving, you change it with the mouse cursor, confirm a rotation with LEFT CLICK, or deconfirm it with RIGHT CLICK. For 'S'caling an object press 'S'. Again simliar to moving and rotating, you change it with the mouse cursor, confirm the scale with LEFT CLICK, or deconfirm it with RIGHT CLICK.

Don't forget you can always undo by pressing CTRL+'Z', and redo by pressing CTRL+META+'Z'. (For Windows it's ALT instead of META.)

If you forget what key goes to what, click on the 3D viewport menu's Object tab / Transform to look up the keybinding.

Creating and deleting meshes:

Hmmm this cube is rather boring. Let's have a ring instead. Press 'X' to delete the cube. Then press SHIFT 'A' to create a new mesh. The mesh I will be selecting is a Torus/Ring. Bam now we have a different mesh in the scene.

Transforming vertices:

Something has been on my mind here. How do we get complex meshes. Well to edited a mesh beyond it's basic structure. Press the TAB key to turn the 3D viewport's mode from object to edit. You now see a lot of ornage dots. Those are vertices or verts for short. They are the corners of your 3D shape. But we do not need them all selected. Press 'A' to deselect 'A'll of them. (If you want to select all of them again just press 'A' again)

Now we can select seprate verts by RIGHT CLICKING on one. But we want to select multiple. So let's press 'C' to bring up 'C'ircle select. Now to increase or decrease the circle's size, use the mouse scroll wheel. To select the verts LEFT CLICK, to unselect verts MIDDLE CLICK. To exit out of circle select RIGHT CLICK.

In edit mode vertices act just like meshes in object mode. So you can transform the verts by 'G'rabbing, 'R'otating, and 'S'caling. It looks funny now huh. When your done messing around with the mesh, just press TAB to go back to the Objects mode.

Exporting and finale:

Now that we have a completed mesh we can export to a different piece of software. Like Unreal engine 4 or Godot. At the top-left of blender you'll see the info menu. Here you can export to whatever file you want Info/File/Export/(.FBX for unreal) or (.DAE for Godot). Then you'll enter a file browsing menu where can select it's destination and name. Once your done go to the top right of blender and press the export to (INSERT THE FILETYPE HERE) button. There you have learned the basics of blender. If you need help with anything just let me know in the comments. (WHEN I GET THEM FIXED!)