issue181:blender
Différences
Ci-dessous, les différences entre deux révisions de la page.
Prochaine révision | Révision précédente | ||
issue181:blender [2022/05/27 19:43] – créée d52fr | issue181:blender [2022/06/03 09:53] (Version actuelle) – andre_domenech | ||
---|---|---|---|
Ligne 1: | Ligne 1: | ||
- | Fire up Blender and let’s start! If you saved your project from the last issue, open that, if not, grab the previous issue and quickly make our basic shape. With any cartoon character, the eyes are very important. They convey a lot more than you realize. In blender, if the eyes are the same, we can simply make two from one, by mirroring. We will use the same recipe from the last issue to make an eye (one - Because we will mirror it). Make sure you are in object mode (top-left) before continuing. | + | **Fire up Blender and let’s start! If you saved your project from the last issue, open that, if not, grab the previous issue and quickly make our basic shape. With any cartoon character, the eyes are very important. They convey a lot more than you realize. In blender, if the eyes are the same, we can simply make two from one, by mirroring. We will use the same recipe from the last issue to make an eye (one - Because we will mirror it). Make sure you are in object mode (top-left) before continuing. |
Tip: If you see points with lines between them, you are in edit mode. | Tip: If you see points with lines between them, you are in edit mode. | ||
Ligne 7: | Ligne 7: | ||
The sphere is created inside our body-shape. Oh no! (you know it is there, because of the orange circle that appeared - shown bottom left). | The sphere is created inside our body-shape. Oh no! (you know it is there, because of the orange circle that appeared - shown bottom left). | ||
- | Last issue, I told you the ‘four arrows’ symbol to the left is move, if you hover your mouse over it, you will see the shortcut key is G. | + | Last issue, I told you the ‘four arrows’ symbol to the left is move, if you hover your mouse over it, you will see the shortcut key is G.** |
- | Tip: if you want to move the selected object in one of the planes, you press G, followed by the direction, X, Y, Z, and it will move only on that plane. I moved mine on the X-axis, but it does not matter as we have an all-round same shape. | + | Lancez Blender et commençons ! Si vous avez sauvegardé votre projet du dernier numéro, ouvrez-le, sinon, prenez le numéro précédent et créez rapidement notre forme de base. Avec tout personnage de dessin animé, les yeux sont très importants. Ils transmettent beaucoup plus que vous ne le pensez. Dans Blender, si les yeux sont identiques, nous pouvons simplement en faire deux à partir d'un seul, en les inversant. Nous allons utiliser la même recette que dans le dernier numéro pour créer un œil (un seul - car nous allons le mettre en miroir). Assurez-vous que vous êtes en mode objet (en haut à gauche) avant de continuer. |
+ | |||
+ | Astuce : si vous voyez des points avec des lignes entre eux, vous êtes en mode édition. | ||
+ | |||
+ | Donc, Ajouter > Mesh > Sphère UV. | ||
+ | |||
+ | La sphère est créée à l' | ||
+ | |||
+ | Dans le dernier numéro, je vous ai dit que le symbole des « quatre flèches » à gauche correspond au déplacement. Si vous passez votre souris dessus, vous verrez que le raccourci clavier est G. | ||
+ | |||
+ | |||
+ | **Tip: if you want to move the selected object in one of the planes, you press G, followed by the direction, X, Y, Z, and it will move only on that plane. I moved mine on the X-axis, but it does not matter as we have an all-round same shape. | ||
Move the sphere out and resize it by right-clicking. Erm. No resize. You need to look at the bar on the left and use scale to resize. Click inside the sphere and drag. Until it is more-or-less eyeball size. I say this as cartoons have varying sized eyes. Now for the magic. Position the eye outside of your body object, and, on the bottom-right, | Move the sphere out and resize it by right-clicking. Erm. No resize. You need to look at the bar on the left and use scale to resize. Click inside the sphere and drag. Until it is more-or-less eyeball size. I say this as cartoons have varying sized eyes. Now for the magic. Position the eye outside of your body object, and, on the bottom-right, | ||
Ligne 15: | Ligne 26: | ||
Now I know this looks confusing, but soon it won’t. You may say, but I clicked “mirror” and it did not mirror? | Now I know this looks confusing, but soon it won’t. You may say, but I clicked “mirror” and it did not mirror? | ||
- | Tip: Any time you make a mistake on an object, go to the scene collection in the top-right and delete it. | + | Tip: Any time you make a mistake on an object, go to the scene collection in the top-right and delete it.** |
- | It did not seem to have mirrored, as it mirrors around that center point inside your object. The origin or pivot point should be outside of the object for you to get a physical mirror of the shape. So, how does one move an object without moving the origin? Simply, you don’t – again pay attention to the terminology used. You need to move the mesh, not the object. So change from object-mode to edit-mode and move your mesh. Now repeat the mirror. | + | Astuce : si vous voulez déplacer l' |
+ | |||
+ | Déplacez la sphère et redimensionnez-la en faisant un clic droit. Erm. Pas de redimensionnement. Vous devez regarder la barre sur la gauche et utiliser l' | ||
+ | |||
+ | Bon, je sais que cela semble confus, mais bientôt ça ne le sera plus. Vous pouvez dire : « mais j'ai cliqué sur " | ||
+ | |||
+ | Conseil : Chaque fois que vous faites une erreur sur un objet, allez dans la collection de scènes en haut à droite et supprimez-le. | ||
+ | |||
+ | |||
+ | **It did not seem to have mirrored, as it mirrors around that center point inside your object. The origin or pivot point should be outside of the object for you to get a physical mirror of the shape. So, how does one move an object without moving the origin? Simply, you don’t – again pay attention to the terminology used. You need to move the mesh, not the object. So change from object-mode to edit-mode and move your mesh. Now repeat the mirror. | ||
Tip: If you have moved the mesh, and mirrored it, and you still do not see the second mesh, mirror it on another axis. | Tip: If you have moved the mesh, and mirrored it, and you still do not see the second mesh, mirror it on another axis. | ||
Ligne 23: | Ligne 43: | ||
If you moved your mesh on green, which is the Y-axis, you need to mirror it on the same axis. If you moved it on red, which is the X-Axis, you need to mirror it on that. | If you moved your mesh on green, which is the Y-axis, you need to mirror it on the same axis. If you moved it on red, which is the X-Axis, you need to mirror it on that. | ||
- | Change to move (G), and move the eyes into place (more-or-less). So you know they are eyeballs later. | + | Change to move (G), and move the eyes into place (more-or-less). So you know they are eyeballs later. |
- | You can also use the scale now again, and notice how the scale works from the spot between the two meshes. You can also, for instance, grab the blue – Z-axis line and elongate both eyes at once, if you do not want them round. These are all things you can try on your own. | + | Il ne semble pas s' |
+ | |||
+ | Astuce : si vous avez déplacé le mesh, et l'avez reflété, et que vous ne voyez toujours pas le second mesh, reflétez-le sur un autre axe. | ||
+ | |||
+ | Si vous avez déplacé votre mesh sur le vert, qui est l'axe Y, vous devez le mettre en miroir sur le même axe. Si vous l'avez déplacé sur le rouge, qui est l'axe des X, vous devez le mettre en miroir sur cet axe-là. | ||
+ | |||
+ | Passez en mode déplacement (G) et mettez les yeux en place (plus ou moins). Ainsi, plus tard, vous saurez qu'il s'agit de globes oculaires. | ||
+ | |||
+ | |||
+ | **You can also use the scale now again, and notice how the scale works from the spot between the two meshes. You can also, for instance, grab the blue – Z-axis line and elongate both eyes at once, if you do not want them round. These are all things you can try on your own. | ||
I want you to move the eyes into the body and position them so that just the right amount sticks out that makes it look good to you. If at any point you are unsure, use the middle mouse button to rotate your camera and use the arrows to slide the eyes inwards. (Remember we just slid them (it) out, so they can just slide back nicely). | I want you to move the eyes into the body and position them so that just the right amount sticks out that makes it look good to you. If at any point you are unsure, use the middle mouse button to rotate your camera and use the arrows to slide the eyes inwards. (Remember we just slid them (it) out, so they can just slide back nicely). | ||
- | Now for the beak, we can also stick to a simple shape, a cone. Or I could teach you a bit about shaping meshes. Let’s go with the latter. (If I go over my allotted space in the magazine, please send the editor a message saying you like this and we should not cut it – misc@fullcirclemagazine.org) [What alloted space? | + | Now for the beak, we can also stick to a simple shape, a cone. Or I could teach you a bit about shaping meshes. Let’s go with the latter. (If I go over my allotted space in the magazine, please send the editor a message saying you like this and we should not cut it – misc@fullcirclemagazine.org) [What alloted space? |
- | You can then select the whole mesh and resize it to be a beak. | + | Vous pouvez également utiliser à nouveau l' |
+ | |||
+ | Je veux que vous déplaciez les yeux dans le corps et que vous les positionniez de manière à ce qu'ils dépassent juste ce qu'il faut pour que cela vous convienne. Si vous avez des doutes, utilisez le bouton central de la souris pour faire pivoter votre caméra et utilisez les flèches pour faire glisser les yeux vers l' | ||
+ | |||
+ | Maintenant le bec, nous pouvons aussi nous en tenir à une forme simple, un cône. Ou je peux vous apprendre à façonner les maillages. C'est ce que nous allons faire. (Si je dépasse l' | ||
+ | |||
+ | |||
+ | **You can then select the whole mesh and resize it to be a beak. | ||
OR... | OR... | ||
Ligne 37: | Ligne 73: | ||
We can select the front four dots on the mesh, and zip them down to the center point on the mesh. When I say center point, I mean the orange dot you can see in the middle of the cube. Now the merge command will be new to you. It is easy to remember, you press the M-key. Hover your mouse over the very first option, it says “merge selected vertices at center”. Click that and you will be left with a pyramid. Hold it right there. | We can select the front four dots on the mesh, and zip them down to the center point on the mesh. When I say center point, I mean the orange dot you can see in the middle of the cube. Now the merge command will be new to you. It is easy to remember, you press the M-key. Hover your mouse over the very first option, it says “merge selected vertices at center”. Click that and you will be left with a pyramid. Hold it right there. | ||
- | If you have seen the angry birds movie, or seen the adverts for it, you will know what I am talking about; if not, find it on the interwebs. The red bird in the poster has a diamond-shaped beak. A diamond is simply a pyramid at 45 degrees. We can split it in two later. To rotate a mesh, we press the R-key, but here is where you need to pay attention. You need to assess which axis you need to rotate it around. In our case it is simple, if you rotate it around the wrong axis, simply press undo and try again. However, try to learn to pay attention to the color of the lines in your mesh. | + | If you have seen the angry birds movie, or seen the adverts for it, you will know what I am talking about; if not, find it on the interwebs. The red bird in the poster has a diamond-shaped beak. A diamond is simply a pyramid at 45 degrees. We can split it in two later. To rotate a mesh, we press the R-key, but here is where you need to pay attention. You need to assess which axis you need to rotate it around. In our case it is simple, if you rotate it around the wrong axis, simply press undo and try again. However, try to learn to pay attention to the color of the lines in your mesh. ** |
- | Back to the tutorial. You need to change modes – click on the little mouse pointer on the left-hand side bar and click on your mesh. Now press the A-key. The whole mesh should change color. Press the R-key for rotate and type in 45 and press enter. The pyramid should have turned into a diamond shape. Now here is that catch I was talking about. If you were looking head-on like me, the rotation will be correct, if not, you need to press X, Y, Z before typing in the angle. | + | Vous pouvez ensuite sélectionner l' |
- | You can also make your view like mine, simply by clicking on the color of the axis you are working on in the top-right view sphere. If this is too difficult for you, use a cone for a beak - it works just as well. I just want you to be creating, having fun and learning at the same time. | + | OU... |
- | Now, let’s scale this sucker and plonk it on its nose. Now, because my body is egg-shaped and not quite pear-shaped, | + | Nous pouvons sélectionner les quatre points avant du maillage, et les réduire jusqu' |
+ | |||
+ | Si vous avez vu le film « angry birds », ou si vous avez vu les publicités pour ce film, vous saurez de quoi je parle ; sinon, trouvez-le sur l' | ||
+ | |||
+ | |||
+ | **Back to the tutorial. You need to change modes – click on the little mouse pointer on the left-hand side bar and click on your mesh. Now press the A-key. The whole mesh should change color. Press the R-key for rotate and type in 45 and press enter. The pyramid should have turned into a diamond shape. Now here is that catch I was talking about. If you were looking head-on like me, the rotation will be correct, if not, you need to press X, Y, Z before typing in the angle. | ||
+ | |||
+ | You can also make your view like mine, simply by clicking on the color of the axis you are working on in the top-right view sphere. If this is too difficult for you, use a cone for a beak - it works just as well. I just want you to be creating, having fun and learning at the same time.** | ||
+ | |||
+ | Retour au tutoriel. Vous devez changer de mode ; cliquez sur le petit pointeur de la souris dans la barre latérale gauche et cliquez sur votre maillage. Appuyez maintenant sur la touche A. Le maillage entier devrait changer de couleur. Appuyez sur la touche R pour tourner, tapez 45 et appuyez sur la touche Entrée. La pyramide devrait se transformer en diamant. Maintenant, voici le piège dont je parlais. Si vous regardez de face comme moi, la rotation sera correcte, sinon, vous devez appuyer sur X, Y, Z avant de taper l' | ||
+ | |||
+ | Vous pouvez également rendre votre vue comme la mienne, simplement en cliquant sur la couleur de l'axe sur lequel vous travaillez dans la sphère de vue en haut à droite. Si cela est trop difficile pour vous, utilisez un cône comme bec, c'est tout aussi bien. Je veux simplement que vous créiez, que vous vous amusiez et que vous appreniez en même temps. | ||
+ | |||
+ | |||
+ | **Now, let’s scale this sucker and plonk it on its nose. Now, because my body is egg-shaped and not quite pear-shaped, | ||
I am going to leave you here, as I am over my space and I want to leave space for others in the magazine. (Though this is so much fun, I could go on for days!). | I am going to leave you here, as I am over my space and I want to leave space for others in the magazine. (Though this is so much fun, I could go on for days!). | ||
Ligne 51: | Ligne 101: | ||
Complaints? Compliments? | Complaints? Compliments? | ||
- | UPDATE: This series was done during Q2 of 2020, and Blender has jumped a few versions, but I put it to the test and it is still 100% valid. | + | UPDATE: This series was done during Q2 of 2020, and Blender has jumped a few versions, but I put it to the test and it is still 100% valid.** |
+ | |||
+ | Maintenant, mettons ce truc à l' | ||
+ | |||
+ | Je vais vous laisser ici, car j'ai dépassé mon espace et je veux laisser de la place aux autres dans le magazine. (Bien que ce soit tellement amusant, je pourrais continuer pendant des jours !) | ||
+ | |||
+ | Rejoignez-nous dans le prochain numéro pour d' | ||
+ | |||
+ | Des plaintes ? Des compliments ? Faites-nous en part : misc@fullcirclemagazine.org | ||
+ | |||
+ | MISE À JOUR : Cette série a été réalisée au cours du deuxième trimestre de 2020, et Blender a sauté de quelques versions depuis, mais je l'ai mise à l' | ||
issue181/blender.1653673416.txt.gz · Dernière modification : 2022/05/27 19:43 de d52fr