Book Image

Blender 3D Basics Beginner's Guide Second Edition

By : Gordon Fisher
Book Image

Blender 3D Basics Beginner's Guide Second Edition

By: Gordon Fisher

Overview of this book

This book teaches you how to model a nautical scene, complete with boats and water, and then add materials, lighting, and animation. It demystifies the Blender interface and explains what each tool does so that you will be left with a thorough understanding of 3D. This book starts with an introduction to Blender and some background on the principles of animation, how they are applied to computer animation, and how these principles make animation better. Furthermore, the book helps you advance through various aspects of animation design such as modeling, lighting, camera work, and animation through the Blender interface with the help of several simple projects. Each project will help you practice what you have learned and do more advanced work in all areas.
Table of Contents (20 chapters)
Blender 3D Basics Beginner's Guide Second Edition
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
3
Controlling the Lamp, the Camera, and Animating Objects
Index

Time for action – preparing to adjust falloff


Now, you are going to prepare a scene to investigate falloff from a light:

  1. Open the file 4909OS_11_light_test_rig_Sintel.blend from the download pack.

  2. Select Sintel with the RMB.

  3. In the Properties window header, select the Object Modifiers button; it is the button with the wrench on it.

  4. In the Modifiers subpanel, select Add Modifier and choose Array from the menu.

  5. In the Array Modifier subpanel, set Relative Offset to X: 0.000, Y: 1.300, and Z: 0.000.

  6. Set the Count value to 7.

  7. Select the camera with the RMB.

  8. Press G, X, and move the camera 15 units with the mouse while holding down the Ctrl button. Finish the move with the LMB.

  9. Press G, Y, and move the camera 5 units with the mouse while pressing the Ctrl button. Release the move with the LMB.

  10. Press R, Z, and rotate it with the mouse so you can see all the Sintels in the Camera view. Release the rotation with the LMB. Move the camera in the Z axis until you can see all the Sintels at eye-level, individually...