BASIC MODELING - PART 2

Now we will talk about rotation of an object.

Add a Cylinder over the Ground. In the central position. Accept the default (32 vertices) or change this number.

REMEMBERING: To add a new primitive, select, at the superior bar: Add | Mesh and the object you would like to add. The center of a new object added will appear in the point of your last had clicked in the world. Zoom of the Top View is a sugestion.

The first cylinder you add will have some orientation. The second and others will appear rotated 90 degrees. Sometimes is better to erase the first and add a new cylinder. To the exercice try to have a cylinder having the base paralel to the Ground.

We will try to incline our cylinder 45 degrees to East. To do this we need to rotate it by the axis South-North.

To do a rotation is similar to move. You only need to press the "R" keyboardkey ( you need to press and release before try to rotate) and move the pointer at the adequate View. The rotation axis will be the that "going out" or "going away" from the View.

Appears a interrupted line, beginning in the rotation axis, that you need to move in the right direction.

We can define where will be the center of the rotation. Look the figure.

An interesting option is 3D Cursor where, clicking in the View, we define the position of this center.

Click to "liberate" the object.

Sometimes to do a correct rotation you need to use the Side View (selecting: View | Side).

To learn how to scale an object or a face we will do two exercices.

For the first exercice, erase the cylinder and add two IcoSpheres.

IMPORTANT WARNING: Do not add a new object with some other selected (included the Ground) or in Edit Mode. This new object will be not independent and will not have a useful behavior. If, by mistake, you did this kind of thing, to erase this dependent new object use Undo. When you add a new object the Mode goes to "Edit Mode" and it is selected!

So, for the exercice you need to add the first sphere, change the Mode, desselect it, and add the second at another place clicking a new point before to add.

Scale is similar to move.You only need to press the "S" keyboardkey and move the pointer. The scalation is proportional at each axis. Let's go to scale the sphere at East.

TIP: If the scene is not clear you can add lights. Select: Add | Lamp | Sun, by example. These lights are not valid for Blink3D that has its Light System .

Click to "liberate" the object.

The second exercice is the creation of a "truncade square pyramid". We will use a Cube and scale only its superior face.

Erase all the spheres and add a Cube. Remember that it needs to be "independent" - read the Warning again!

At Edit Mode,desselect all using "A" and click the "Face select mode" button in the bar of any View.

Click the superior face. Press "S" and move the cursor.

Click to "liberate" the object.

Sometimes is useful to hide (not erase) some faces. To do this, in Edit Mode, select the faces (Shift + click in the faces) and press: "H".

To undo this, use "Alt + H". Or the usual "U"... If you like to erase definitively the faces, press the keyboarkey: "Delete".

TIP: If you mantain the right button of the mouse pressed over a View will appear a popup window where you can choose some actions. By example Scale on Axis. Move the pointer out off the menus and the popup will disappear. REMEMBER THAT THE AXES OF BLENDER ARE NOT THE CARTESIAN (Z IS UP!)

DIRT TRICK: Like the "official" Perspective View has limitations in the Zoom, you can rotate the Top View (zoomed). To return to Top, select View | Top




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