User Interface Software Projects

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User Interface Software Projects Assoc. Professor Donald J. Patterson INF 134 Winter 2013 The author of this work license copyright to it according to the Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License http://creativecommons.org/licenses/by-nc-sa/3.0/us/

Intro to Blender http://wiki.blender.org/index.php/doc:2.6/manual

MicroLesson #1 Orientation

What is Blender?

What is Blender? Blender first launched in August 1994 Tool to make 2D and 3D content Blender supports: modeling, texturing, lighting, animation and video post-processing open source/cross platform (GNU GPL) Intended users are media professionals, artists, visualizers The Blender Foundation in the Netherlands coordinates its ongoing development.

What is Blender?

What is Blender? Key Features: Fully integrated creation suite Supports modeling, uv-mapping, texturing, rigging, skinning, animation, particle and other simulation, scripting, rendering, compositing, post-production, and game creation Cross platform, with an OpenGL GUI that is uniform on all platforms (customizable with python scripts), ready to use for all current versions of Windows (XP, Vista, 7), Linux, OS X, FreeBSD, Sun and numerous other operating systems User community http://blenderartists.org http://blendernation.com

Examples open source philosophy (http://www.blender.org/features-gallery/blender-open-projects/) Big Buck Bunny (http://download.blender.org/peach/trailer/trailer_480p.mov) Tears of Steel (http://www.youtube.com/embed/gjbhp94dwm0?rel=0)

Using the interface

Using the interface

Using the interface The Info window (shaded red) at the top. The Info window is comprised solely of a header. A large 3D window (3D View) (shaded green). A Timeline window at the bottom (shaded purple). An Outliner window at the top right (shaded yellow). A Properties window (Buttons window) at the bottom right (shaded blue).

Using the interface

Using the interface Custom windows written in OpenGL Windows are non-overlapping, non-blocking, non-modal Generally left hand on keyboard, right hand on 3 button mouse Turn on 3-button emulation in User Preferences

Using the interface

Using the interface Modeling requires lots of windows Resize a window by grabbing the border and dragging Split a window by grabbing the triangle and making it smaller Merge a window by grabbing a triangle and making it bigger

Using the interface

Using the interface Predefined screen layouts support common workflows at different stages of development

Using the interface

Using the interface Modes the whole application is always in one and only one mode Each mode is designed to edit an aspect of the selected object.

Micro-Lesson #1 Open Blender Go to blendswap.com register an account download a model open it in Blender Switch between different screen layouts Switch between different modes Render your model using F12

MicroLesson #2 Manipulating Objects

Micro-Lesson #2 Select Grab/Move Rotate Scale Properties Panel

Select When in object mode, RMB will select an object

Grab When an object is selected, grabbing the transform widget will slide the object along the x, y and z axes Pressing g then moving the object with the mouse LMB confirms move MMB restricts move to x,y,z axes RMB cancels shift {x,y,z} restricts objects to a plane

Rotate When an object is selected, grabbing the rotation manipulator will rotate the object around the x, y and z axes Tap r once to enter rotation mode. Rotate the elements by moving the mouse. The closer the mouse is to the elements's center, the higher the rotation influence. LMB confirms move MMB restricts rotate around x,y,z axes RMB cancels shift {x,y,z} restricts objects to rotate in a

Scale When an object is selected, grabbing the scale manipulator will rotate the object on the x, y and z axes Tap s once to enter rotation mode. Scale the elements by moving the mouse. The closer the mouse is to the elements's center, the higher the rotation influence. LMB confirms move MMB restricts scales on x,y,z axes or {x,y,z} RMB cancels shift {x,y,z} restricts objects to scale in a plane

Properties Panel n will make the properties panel appear manual editing of object

Micro-Lesson #2 Make a snow man with 3 spheres, and two cylinders. Scale, rotate and grab as necessary

MicroLesson #3 Editing Objects

Edit Mode Select an object in object mode Switch to edit mode to perform fine-grained editing Objects have centers vertices edges faces

Centers Each object has a center or origin point. This is where the object is located in 3D space. When an object is selected, a small circle appears, denoting the origin point. The origin point is important when rotating or scaling an object.

Centers Moving Object Centers in Object Mode Object -> Transform Geometry to Origin Move model to origin and this way origin of the object will also be at the center of the object. Origin to Geometry Moves the origin to the average position of the object's components. Origin to 3D Cursor Location Moves the origin to the location of the 3d cursor.

Selecting in Edit Mode There is one active object in edit mode To select everything / nothing use a (ALL) Selection Mode: vertex edge face restrict selection to visible

Selecting in Edit Mode Basic Select with RMB To add to the selection, use Shift RMB on more objects. To deselect an active object, click Shift RMB one time. Box press b to select all elements within a box LMB to draw box Lasso Select CTRL-LMB to draw a free hand loop and select objects in the loop. Do it again to add points. Shift-CTRL-LMB to delete points with a free-hand loop

Selecting in Edit Mode Semantic Select Shift-G Adds elements that are similar in some way Select by painting c

Translation/Rotation/Scale in Edit Mode Just like the objects themselves, individual parts of the objects can be: g : grabbed and moved r : rotated s : scaled attached pieces remain attached That can create odd effects, so proportional mode is used to cause unselected nearby elements to be changed as well

Extrusion Extrusion is a way of extend a model with new faces In edit mode, select some elements e extrudes the elements ALT-e gives some other options

Subdivide Subdividing splits selected edges and faces by cutting them in half or more, adding necessary vertices, and subdividing accordingly the faces involved w then select subdivide

Loop Subdivide Loop Subdivide splits a loop of faces by inserting a new edge loop intersecting the chosen edge. The tool is interactive and has two steps: CTRL-R Step 1: visualize the cut with magenta line enter a number or use the mouse wheel to select multiple cuts LMB to accept placement

Micro-Lesson #3 Starting with a cube, create a robot by subdividing and extruding faces