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2007-11-06No history Add My version 
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blender
+ - things that are not so obvious
- Are really hard to find/notice in the documentation.
- Are undocumented at all.
- New creative uses for things already present in the program.
+ - Animation
Choose animation mode
I
Convert mouse movements to IPO
R
+ - Animate procedural textures
, press 'I' with the mouse pointer in the materials window, and select the type
of keyframe you wish to set in the pop up menu. advance a few frames, tweak your
materials, and set another keyframe. yup.
holding "alt" while using the Scrool wheel advances through the animation frames
+ - File Browser Functions
+ - create a new directory
When you are inside a file browser for loading or saving something and you want
to create a new directory, just add the name to the path on top of the window
and confirm 'Makedir'.
Delete, Move, Rename, and Make Directory
you can also delete(x), move(m), or rename(n) a file. you can do action on
multiple files by select with right click
+ - Trick for Creating Quick File Revisions
After you have saved a blend file or an image you can then save it in
progression that is:

car .blend. or car .JPG

Next time do "Save As" (F1 is faster) then press the + (plus) key which will
advance the blend file by 1 every time it's pressed. example: car .blend becomes
car 1.blend. press again car 2.blend and so on.

The - (minus) key will subtract one. I've gotten into the habit of saving
frequently. Yea I know there is now the undo feature but I like this better
because it gives you a history in case you need to back a few levels of a build.
You get a sved version at the level you choose.
Blender automatically detects the number... meaning it does not need to be in
any position. For instace: If you have a file named 001starport.png or .blend or
whatever, pressing the + (plus) key will automatically name it 002starport.png.
If you want to name it starport1.png, it will change it to starport2.png.

Two rules:
The filename has to have a number. It can be 0, or 1, or 3.141569.

If the file number is a negative, pressing + (plus) key will increase the
"magnitude" of the negative number. I may have used magnitude wrong, if so, I
mean pressing the + (plus) key will make -0.04 drop to -0.05. The - (minus) key
will bring you only to 0, and then it will start to eat itself up.


Preview images when loading them as a texture
Whenever you are loading images as a texture, you can hold down Ctrl while
clicking on the 'load' or 'open' button and the original preview window will
appear. But be careful. The preview does not like certain file types and may
crash. That is the reason why it is hidden
Open Recent = Control O
File merging to use objects from one file in another
You can import all the things from one file by using * for the name
or multiple select objects with the RMButton
+ - misc
+ - show graphics card redraw rate
If you hit ctrl-alt-shift-Tkey in a window, Blender will tell you with how many
fps the graphics card can redraw that window. Valuable Benchmark
+ - make screensaver
to make screen saver !
rename the EXE file into SCR and right click it and install !
measuring, length, distance on an object.
Hit "F9" (editing), you should have split (2) windows. One "3d" the other
"buttons" go to the Mesh Tools 1 panel and press the Edge Length, Edge Angles
and the dimensions will appear on your selections in the 3d view.
~>img480.imageshack.us > My ? ...
+ - control Blender from the command line.
you can type blender -h to get a display in the Blender console window, of all
switches to control Blender from the command line. Useful for rendering without
Blender running.
You already know that Blender can load plug-ins for texturing, secuence editor,
etc. etc. etc.... but did you know that Blender comes with a few of such plugins
un-compiled? In Linux they are located on the plug-ins sub-directory of the
default Blender install, and all that you need is a Make command to compile
them. I don't know how to compile them in Windows, but there they are, just
waiting for you to awake them!!!
+ - fake-users
I like the fake user that allow to keep useful data blocks (materials, textures,
base meshes) at hand even if they are not linked to an object.
I used it to set a default material that would have the shader I like best set
rather than Lambert & Co.

Speaking of the Fake Users, pressing Shift-F4 will turn the window into a ¨Data
Select Window¨ where you can assign and de-assign fake users to almost
everything. By selecting by name and pressing Fkey
+ - Restoring your “lost” work.
If you go to the temp folder where you have Blender save it's temp .Blend files,
reload the most recent one and this will save you losing the whole of your work.
You don't even need to save a .Blend file for this to work. You can change the
settings for this in the tool window at the top of the Blender screen.
+ - Object/Vertex Manipulation (edit mode)
+ - change select mode (vertex, edge or face)

that to change select mode (vertex, edge or face) you can press Ctrl-Tab.
+ - Combining select modes on a mesh
When in Edit mode for a mesh (TAB key) you can choose the level that you wish to
edit at. At the bottom of the 3D window, there are four buttons. Vertex, edge,
face & backface cull.

By default the vertex level is selected, if you hold SHIFT and press the edge
button, you can use both at once.
+ - Remove Doubles option (hotkey: W)
did you know that in editing window under the mesh tools panel, you can adjust
the "limit" option so that "Remove Doubles" has more or less tolerance (i.e.
weld vertices that are further?)

+ - Recalculate normals outside/inside
CTRL + N = Recalculate normals outside (you might have to select faces before
doing so)
SHIFT + CTRL + N = Recalculate normals inside
These last two hotkeys are useful when you extrude some edges and see a kind of
seam in between (due to normals pointing in different directions).
+ - Selecting one object from a single mesh comprised of multiple objects
If you have more than one object in a single mesh, in Edit Mode, you can place
your mouse cursor next to one of the verts in the desired object, then press the
"L" key to select all of the verts linked to that one. "Alt+L" deselects in the
same manner.
+ - restrict a vertex move/scale to an axis (global,local)
you'll simply have to press Xkey, Y or Z, once to lock to global axes, twice to
lock to local axes.
Alternatively, Select scaling mode and select the axis not to scale with the
selecting button at the same time as you hit Shift.

* in every case You can hit the X,Y or Z button again to constrain movement
to a different set of axes. Normally this different set of axes is local.
However you can change the identity of this set to global, local, normal, or
view by pressing Alt+Space. which cycles through the different identites.

Note: All of these shortcuts work with scaling and Rotating as well
For widget people:
Select scaling mode and select the axis not to scale with selecting button at
the same time as you hit shift.
+ - restrict a vertex move to an axis, the mmb method
In edit mode when moving a vertex (G key) if you move it on the global X axis
(Up/Down) then press the MMB it will be constrained to only move in that axis,
or if you move it in X or Y axis then press MMB it will be constrained to move
only in that axis.

You can always use the X, Y or Z key in grab mode, pressing once is global axis
pressing twice is objects x, y or Z axsis. But I really like this MMB feature.
Anything to speed up modeling is a plus!!!
+ - Adding Connected Vertices
In Edit Mode and having selected only one vertex, pressing "E" will add a
vertex, on a freely defined place, connected to the selected one
As will holding CTRL and left clicking the mouse where you want the new vertex
to be positioned.
+ - deselect vertices
There is another way. Press B and then draw a box with MMB. Anything cought in
the box will be deselected. Also works with BB and the draw selection. Draw with
MMB and you deselect.
Pressing the U key (Undo in Edit mode) will also remove the last selection you
made.
Just Shift+RMB on the bad vert. Unselecting works the same as selecting.
Soft Selection, Like brush selection mode?
Hit b once for box select mode(selects all points/faces within box), hit b again
for brush select mode, just select like youre painting....(you can deselect with
it too)
+ - annother, more convenient select vertices method
Holding down the CTRL key and holding the LMB drag the mouse, it'll allow you
select vertices in a free movement versus the B button. (Included the shift
button to deselect. Try it, it'll make more sense.
+ - Vertex Parenting
You can parent object to a Mesh, in that case you are parenting to the center of
the mesh.. BUT if the mesh is translated somehow (lest say by an armature's
pose) the center remains in the same spot, and thus the child object doesn't
receive any transformation at all.

To solve this, you can parent the child object to a vertex (or a face) within
the mesh, and any transformation that the vertex receives is passed to the
child.

There are only 2 options, to parent to any 3 vertex withing the mesh or to
parent to just one vertex. If you parent to 1 vertex then only location
information is passed, with 3 vertex all transformations (rotation, location and
size) are passed to the child.

How to do it? Starting out of edit mode select the child(s), hold Shilf and
select the parent, enter edit mode, select one or tree vertex, press Ctrl-P.
That's it!
Vertex Parenting - why you need it and how to use it
Sometimes, you're in edit mode with one object, but you want ot be able to
select another object. This is useful if you want to make the second object the
child of a vertex of the first object. Select the second object with CTL-RMB
+ - welding Verts:
For Edge loop (verts) position both loops together as close as possible then hit
W then 4 (not on numkey pad). You can adjust how far the effect of collapse can
go in the Edit window (a button on the right labeled Limit: ***, where * is a
number).

As for individual verts, eg. Two vertices welded to become one, select both
verts, scale until they are very close then hit W then 4.


you can also do that with the snap combo

select the vertice you want to weld together
Shift-S, Cur -> Sel
Shift-S, Sel -> Cur
W, Remove Doubles



Also, whenever Blender pop up a menu with different options, you can just type
in a number to choose one of the options (use the numbers not on the numpad).
You can weld vertices by selecting them in edit mode and pressing Alt-M.
+ - Ordering Meshes in Vertex Groups
When setting up the skinning of your meshe and you are ready to create the
vertex groups... it is worth some beforethough on the order you use to create
them, because once they are created there is no way to re-arrange them on the
vertex-group list. That means that if you are a ultra-by-the-book person and
you would like the vertex group alphabetically orded on the list them you must
create them alphabetically. .. Or, if you would like them to be ordered
acording to theyr function (shoulders, then arms, then forearms, then palms,
etc. etc. etc. you must create them on that order on the first place.
+ - select/deselect the face associated with an edge
after selecting an edge, CTRL + NumPad+ selects the face associated with this
edge. CTRL + NumPad- unselect the face.
+ - making tris to quads
Alt + J when having two tris selected makes a quad.
+ - perfectly align a selection of vertices on a plane
1.) Before you are selecting the vertices you want to align, position your 3D
cursor in the plane that you want to align to (you could select the 4 vertices
of a big plane and hit Shift+S / Cursor->Selection for example, but you can
position it anywhere)


2.) Now select those vertices you want to align

3.) Choose "3D Cursor" under "Rotation/Scaling Pivot"

4.) Now with the S-key start scaling mode, hit the key of the axis you want
to move the vertices on (X,Y,Z)

5.) Holding down the CTRL-key, you can now move the vertices in one line
towards the cursor, until the value for the chosen axis is 0.000.

6.) Hit LMB. The vertices are perfectly aligned along a plane through the 3D
cursor.



This even works very well while in perspective view mode, so you can align on
the fly and don't have to switch to front/side/top view all the time.
+ - Hiding Meshes or Objects In edit mode
In edit mode press Alt+b and select the area you want to be displayed with LMB.
Rest of mesh will be hiden, until you press Alt+b. You can also hide all but
the currently selected objects by selecting at least one object and pressing
Divide on the Numpad.
select the vertices
Press H
to see them all press alt+H
+ - A great hotkey for smoothing and hiding options
instant access to subdivide and smoothing options - WKEY. This also has a HIDE
option that, for example, lets you hide the vertices on the rear of a mesh so
you can edit the front of the mesh without getting confused - kind of like
Maya's clipping plane or Max's hide function
+ - view wireframe of hidden verts
to view wireframe of hidden verts, makesure you are in WIREFRAME MODE and then
turn subsurf on and change the level to 0
+ - Shrink/fatten mesh in direction of vertex normals
When you're mesh-editing, alt-S will shrink/fatten the mesh selection in the
direction of the vertex normals.
Alt S: scale selected vertices along face normal
Position camera along face normal: Shift V
+ - Select a true loop
shortcut is Shift + Alt + right Button of the mouse, serves to select true loop,
in vertices as in edges like in faces.
+ - The Fastest Way to Center the 3D Cursor on the Grid
We've all done it and absolutely hate it! You're blendering away and @#$!, you
accidentally left-click and there goes the 3D Cursor. Normally, you would have
to snap the Cursor to the grid from the Top and Side views, a process involving
several clicks and keystrokes...ugh. Your creative flow has been interrupted,
not good.

Well, here's how to resolve that issue with a single keystroke:

Press Shift-C. This will center the viewport so that all objects are visible
and, it also returns the 3D Cursor to the grid's origin!


Now, here's another quick tip to go along with the usage of Shift-C.

Let's say that you've got a pretty involved scene and you were working on a
smaller aspect of that scene when you used Shift-C. Since this will center ALL
objects within the 3D View, you now have to work your way back to whatever
object or set of vertices you were working on. Again, not good.

Well, here's how to resolve that issue with a click and a keystroke:

Select the object(s) or vert(s) and press Numpad-Del. This will give you a local
view of what's selected WITHOUT moving the 3D Cursor!
+ - align selected vertices onto a plane
It's done simply by using scale transformation and restricting the axis
complementary to the plane you want to end up with: S,X (for ZY plane), 0. And
voila! your vertices are nicely aligned onto a ZY plane.
Join objects with CTL-JKEY. Separate objects with PKEY
+ - ALT + RMB selects edge loops.
Both these things work on vertex/edges and faces. shift and a combination of
these add or removes from the selection.
Also available through either the ctrl e menu or the space>select menu.
+ - CTRL+ALT +RMB ring selects
Both these things work on vertex/edges and faces. shift and a combination of
these add or removes from the selection.
Also available through either the ctrl e menu or the space>select menu.
Proportional Edit Fallof
Still I can CTRL + "+" or "-" a selection which is pretty nifty.
+ - RELATIVE VERTEX KEYS
go into edit mode and set a base key for your mesh this is your default neutral
shape

set each mesh key the way you want it by moving vertices and setting mesh keys

switch to relative keys mode (click the button in the anim window)

delete the default ipo curve - it's useless for this

click each of your vertex keys and make sure you know what the deformations are

click your "key1", "key2", etc for whichever shape you want to set a key for,
and the ipo screen goes blank. It's waiting for you to insert an ipo curve for
that key shape.

control-left mouse button to insert a vertex. Since it's the first one, you see
a 'curve' (actually a straight line) with one vertex - pretty useless! ctl-left
click again, and as you see you can now start to manipulate the curve.

Do the same with other relative keys.

shift click the names of the ipo keys to see multiple relative vertex key curves
at the same time
Lattices wont do relative vertex keys
Blender WON'T do relative vertex keys for a lattice, but smesh gives you the
basic benefit you're looking for.
Skinning multiple nurb curves (U-LOFT)
Skin a nurb cage with ctl-f in edit mode. Blender looks at this the same as
creating faces in mesh mode. So create the spline cage as surface curves, ctl-j
to join them if they aren't created as a single object, then jump to edit mode,
AKEY to selct all control points, then CTL-F to make the skin, ctl-a to covert
your nurbs surface to a BE-YEW-TI-FUL SMeshable quad based mesh!
+ - How to fake relative vertex keys with a NURBS model
SOoooo. if you want the benefit of relative vertex keys on a nurb surface,
create your nurb surface, then lower the resolution way down to 2 or 3 before
converting it to a mesh, then set relative vertex keys but render it in smesh
mode - it works!
Proportional vertex editing is one of Blenders most powerful modeling features
Hotkey for proportional vertex editing is OKEY (the letter "o", not zero),
Change the sphere of influence of proportional vertex editing by hitting your
translation key (S,R, or G) and before translating hit + or - on thekeypad. The
sphere of influence changes visually. In fact, you can even do your translation,
then use + and - to dynamically adjust the strength of the 'magnet'. Max,
Lightwave, and Maya can't touch this simple, yet incredibly useful feature
How to close a curve
Close a curve witht he CKEY (make curve cyclic)
Joining and Separating Objects
Shearing the mesh
CTL-S
In edit mode it Shears the mesh, of course if you're not in edit mode this is
the hot key to save the scene
+ - convert subsurf mesh to normal
Say you have a sub-surfed mesh.. did you know you can turn THAT sub-surf mesh
into a normal mesh? Yeap, a mesh without sub-surf but that has the same density
as the sub-surfed one!

Just select the sub-surfed mesh and press Alt-C (Conversion).
if the subsurfed mesh becomes (numb) black on s ome places, that's becouse of
the normals. select all and press ctrl+n and then confirm. now it should look
prettier!
+ - Black faces in 3D windows solution.
ometimes, accidental pressing of the F Key will result in a shaded mesh becoming
completely black.

To rectify this problem, save your Blend file, Quit Blender then restart. Use
CTRL O to open the last file and your mesh will have returned to correct shaded
state.

+ - fill in four or fewer vertexes
Select the vertexes and press [F], this will fill in the empty space around them


to clean up a filled in space, select all the vertexes for the area, and press
[F]. choose OK to make FCon For example: add a plane in wireframe mode, extrude
it several times, select all vertexes, then hit [F].
+ - select all edges/vertices around holes
Shift+M
Then all you have to do is hit SHIFT-F to auto-fill those holes with "beauty
fill". That's the coolest..
Shift+M is an alternative shortcut for 'Select Non-manifold'. You'll find this
in the select menu when in mesh edit mode. The listed short cut there is
'Ctrl+Alt+Shift+M'. 'Shift M' is obviously a lot more comfortable on the fingers
though! Note that it selects 'Non-manifold' which is not necessarily only holes
eg, an edge with three faces coming out of it is also a non-manifold edge!
+ - Add a Subsurf Modifier with One Keystroke
Pressing Ctrl-1 will add a Subsurf modifier with Levels set to 1. Pressing
Ctrl-2, 3, or 4 will do the same but, with Levels set to 2, 3, or 4,
respectively. This will work in both the Object and Edit modes. However, you can
only use this keystroke for one object at a time.
A better sphere primitive than ICOSPHERE or UV Sphere
Usually when modeling from a sphere I want a 'symmetrical' sphere - that is, one
that has six sides that are each the same. I don't want an icosphere OR a uv
sphere. The way to get what I want is to create a cube, hit WKEY and smooth
subdivide it 100% twice. This kind of sphere is comprised completely of roughly
equally sized quads.
Quick and easy way to mirror a flat polygonal shape
A quick way to mirror a flat polygonal shape is to do a spin of 180 degrees with
just one segment
+ - Interface / Camera /Layers
+ - camera
+ - change active camera
Select your camera and hit Cntrl numpad 0 to make it the active camera again.
+ - emulate camera target of 3dsMax
If you place the cursor in the object target, you choose rotate on pivot and
rotate camera you emulate camera target of Max
alternatively, add an empty, set the camera to track the empty with CTRL+T. Fix
the axis tracking in animations window. Now the camera will look at the empty
where-ever it moves. So move it to a target.
+ - fly mode
enter camera mode and press Shift-F move the mouse slowly space to keep the
orientation escape to cancel fly mode
By pressing the LMB you can move forward - pressing the MMB puts it in
reverse....
+ - look through objects
if you select certain objects and press CTRL-0 it will make them the camera. I
use it all the time to align spotlights.
Select your camera and hit Ctrl+NumPad0 to make it the active camera again
+ - "truck" the camera in camera mode:

1) go into cam mode with NUMPAD 0
2) move the camera with pressing Gkey
3) press the middle mouse button
... and tadaaa!!
+ - views
maximize a view
Ctrl+UpArrow
Shift+Space
+ - move a view
Ctrl+4 moves the screen left while Ctrl+6 moves it right. The same for Ctrl+8
and Ctrl+2 - moving the screen up and down
pan view to right pos (same as pan view)
Shift+Scroll wheel pans up/down, Ctrl+Scroll wheel pans left/right,
+ - to rotate a view (= tilts the view), same as numpad 4,6,8,2)
Ctrl-Alt-Scrollwheel left-right and Shift-Alt-Scrollwheel up down
Shift+Scroll wheel pans up/down, Ctrl+Scroll wheel pans left/right,
Ctrl+Alt+Scroll wheel tilts left/right, Shift+Alt+Scroll wheel tilts up/down
+ - use back, down and right views
You already know that Numpad 1, 7 and 3 puts you on front, top and left view,
but did you know that Ctrl+1, Ctrl+7 and Ctrl+3 puts you on back, down and right
view (the opposite views) ?
+ - more controlled zoom
Hold down the CTRL & MMB, move your mouse vertically and you can get a more
controlled zoom versus scrolling the MMB wheel.
+ - the X, Y, and Z hotkeys
After S (for scaling), R (rotating), G (translating, grabing), you can use X, Y
or Z to constraint the transformation to the X, Y, Z axis, respectively. I have
seen somebody constraining transformation to a plan (XY, XZ, YZ) But I don't
know how he did it.
G, then Shift-X means moving in the Z-Y-Plane. Analog: Shift-Z=XY, Shift-Y=XZ...
Works with scaling. with Rotating it's the same effect X=Shift-X=rotate around
X-Axis.
+ - scale simultaneously on two axis
For widget people:
Select scaling mode and select the axis not to scale with selecting button at
the same time as you hit shift.

For non-widget people:
Hit s, hit shift and the key of axis not to scale. You can hit it again to scale
on special axis (global, local, normal, view) selected by alt-space. Normally it
is local.
+ - Mouse Gestures
LMB-draw

-a straight line: move.
-a circle: rotate
-a z: scale
"Local View" mode, frame/frame all: selected object is fully zoomed to
numpad divide key
If you have accidentally brought 2 objects into "Local View" mode (NUMPAD /
KEY), you can send the selected object out of local view by pressing MKEY and
click the popup.
change how an object rotates
Want to change how an object rotates (using it's own center or the cursor)? Use
. and , on the keyboard.
+ - Animation Preview in all windows at the same time
It is well known that Alt-A is for previewing an animation on the 3D window. But
that's not all of it. Divide your screen into multiple 3D Windows, each from a
diferent point of view.

Press Alt-Shift-A

Enjoy!!!

If you have an Action/Ipo Window and 3D windows open, and you issue the
Alt-Shift-A command from the Action (or the Ipo) window, it will animate both
(the action and the 3D) in sync!! Great for visualization of Ipo's efect on your
model.
+ - select an object, which is hidden behind other objects
Say you are in front or side view and you want to select an object, but it is
hidden behind other objects. If you press Alt RMB over a group of objects, a
menu will be displayed in the 3D window allowing you to pick the object you wish
to select.
+ - precision mode using construction widget
using construction widget press Shift and then you get precision mode for fine
tuning. Then release left mouse button (LMB) and holding Shift down press it
again, then you'll get moving along another axis.
+ - cycle through scenes
ctrl + uparrow/downarrow
+ - cycle through screens
So you have your screen made off the 3D window, the buttons window and the info
window... but you are doing some fine tunning to the mesh in two places
simultanesly, and they both need to zoom in the 3D window. You could scroll or
zoom out, translate the view and zoom in again. None of them an elegant
solution.

Another situation. You are working on a model and are using an image for
reference. You are not tracing over the photo, just take a look at it often to
make sure you don't deviate to much from the concept. So you open the photo in a
2D program and keep swichting back and forth from Blender.. or you have the
photo open in an image window and keep maximizing and minimizing the window...
another hastle :annoyed:

Wory no more!!! Blender can handle multiple virtual screen (ala Linux) and you
can come and go from them with just one key stroke.
Just press Ctrl+Left Arrow or Ctrl+Right Arrow and you are switching screens. Go
ahead! By default EVERY .blend file comes with 3 screens ... and of course you
can add/delete as many as you see fit. ** Edit: the magic button to add or
delete screens is right beside the Tools menu, up there in the info window.
+ - change slider sensitivity
In the material editor, hold down the ctrl-key while moving the sliders. This
will make it jump +/- 100. Then, when usind shift, you it will do a +/-1,
instead of jumping some values over, like in standard mode (without pressing
anything). Of course, you can also just change the value by pressing the number
+ - Horizontal Scroll for the Script Window
in the text window (where you load and write Python scripts), if you have a line
that extends off the end of the screen, you can middle-click-drag the screen
left and right, as there is no left<->right scroll bar.
+ - zoom the floating panel in 3dview
you can zoom the floating panel in 3dview by having the mouse cursor over one of
the and pressing (-)(+). I always keep some floating windows in the 3d view
while modeling, but some time they are taking too much space and I can hide it,
as i need to see the adresse of the vertex.
+ - Insert key frames for settings such as light intensity and horizon color
once you have added a lamp or a world, by placing the cursor over the
corresponding icon at the bar (the bar for switching what type of button you see
on the buttons window) and pressing the I (i) key you can insert key frames for
settings such as light intensity and horizon color?
+ - show all layers
`
+ - show all layers that used to be selected.
~
In a case where you have layers 1, 4 and 5 selected. If you press ~ (tilde),
then all layers are visible. But if you press Shift ~, then only the previous
layers that you had selected will be visible.
+ - Blender's Global Undo
Blender, of course, has undo features (Ctrl-Z to undo and Shift-Ctrl-Z to redo).


But, you may not be aware of its Global Undo feature. This feature, accessed
using Alt-U, gives you a popup list of previous actions! Clicking on any action
reverts you back to that state just before the next action was performed. Very
handy!

The depth of the history is controlled by the number of undo steps set in the
Preferences.
+ - Auto-Fitting the Button Panels
Quite often, you need to pan or zoom the Button Panels when working in Blender.
It's great to have the freedom to do that but, it can be a real time-waster when
trying to reset their size and position or, when trying to get the Panels to fit
nicely within a resized Buttons window. It often involves several adjustments
and, too often, you probably just end up leaving it as it is just so you can
refocus on your scene.

Well, here's a simple solution that takes advantage of an existing feature in
Blender!

Simply Right-Click anywhere within the Buttons window to bring up the Panel
Alignment menu. Select the desired orientation and the Panels will be oriented
accordingly but, they will also be resized perfectly (within the Panel's sizing
range) and left-aligned within the Buttons window. You're done! Now you can
quickly get back to your scene.
To save even more time, you also have the option to use the Home-key! That's one
of the great things about Blender, there's often more than one way to solve an
issue.
+ - Be careful when setting defaults
We just covered the topic of default settings in Blender but, here's a quick tip
that will help you avoid potiential problems.

Be aware that when you press Ctrl-U to save Blender default settings, the
current state of just about EVERYTHING is set to be the new defaults. That
includes your layout, current texture settings, field values, control settings,
panel tab orientations, the current file that may be open...just about
everything. It's a great feature of Blender but, you can create a problem if you
aren't aware of the scope of its effect.

So, the best way to use this feature is to start with a new document. Make
whatever changes you want as new default settings then, press Ctrl-U to save the
new settings.

BTW, a quick way to start a new document is to press Ctrl-X. This will close the
current file and start a new one.

shift + c resets the 3d cursor. however it doesnt align you to it you have to
the press C
+ - Preview button
shift-p in object mode. Rather than rendering the entire scene, I can focus on
just the parts I was recently modelling and see what it will look like rendered.
Plus, the window is scalable by tugging on the bottom right corner, and
"minimizable" so I can move it out of the way, but still have it near.
'x' is the better delete button!
holding "alt" while using the Scrool wheel advances through the animation frames
if you hold down either the Left Mouse or Right mouse button for about 2
seconds, it brings up the add dialog. (Space bar)
Though you can't turn it off completely, you can adjust the time it takes befor
it pops up.
Pull down the preferences window and find it under View & Controls. Set it as
high as it goes and you should see it less often.
( mind that in Left Button mode: RMB == LMB and LMB == RMB )
~>imageshack.us
+ - "rt" hacks in Blender
Here are the current active "rt" hacks in Blender:

* rt==1
Hold ctrl, you can drag buttons around. Used to be 'UI edit mode'. Still
saves file "butsetup" in current directory with button coordinates.
* rt==2
Use alternative OpenGL calls for reveiling UI refreshes like button
highlights or pulldown menu updates. Seems to work faster on certain older ATI
cards.
* rt==2, rt==3
3d window, Transform Manipulator in rotate mode, shows alternative designs
* rt==8
LSCM unwrap on selecting seams in face mode (ALT+Select) or on CTRL+E "mark
seam"
* rt!=0
Debug print for each multilayer image loaded when image type is Image
Sequence

How to constrain movement to the grid
Use CTL with grab mode to constrain movement to grid increments. Also, CTL
during rotation limits the rotation to 5 degree increments. Very handy.
Quick & Easy way to create lathe models
As cool as patches are, the fact is that the mesh editing tools in blender are
state of the art. Want to create a quick n easy lathe? ADD > MESH > CIRCLE >
ENTER, then just hit XKEY to delete ALL the vertices, then start drawing your
lathe profile with CTL-LMB
Autosmooth is very cool but a little strange
Autosmooth feature requires you to click autosmooth and set the angle,
THEN CLICK SET SMOOTH!!!! It doesn't work unless you click SET SMOOTH.
IPO direct editing tips
Setting IPO curves is easier if you set basic keys, then press TKEY to choose
linear interpolation (straight lines, not curves) then when you're done drawing
the basic curve, change interpolation back to bezier to smooth transitions out
and fine tune. If you don't do it this way it's often easy to try to grab a
bezier center handle and accidentally get one of the two tangent handles.
Instantly clear any object rotations
Want to instantly clear the rotation of an
object (effectively normalizing the rotation
along the axis of creation? ALT-RKEY.
+ - Modelling
+ - Negative Meta-Balls
Negative Meta-Balls

Add>Metaball as usual. Exit EDIT mode and Add>Metaball. This time before you
exit EDIT mode, hit the Negative button in the EDIT buttons window. Then leave
edit mode.

If you move the negative Metaball around, you can see the effect it has on the
positive metaball.

Be careful though, as negative metaballs are not displayed in the same manner as
positive metaballs, you will only see the Pivot point not a meta-mesh.

This is a little test you can try to see the amazing effects negative metaballs
can produce.

Make 1 Metaball, make it big. Place three spheres (UV) inside, make them emit
particles, one 100, one 200, one 300 particles. Parent three negative metaballs,
one to each sphere, and use dupli-vert on each sphere. Make the 100 duplicate
metaball quite big, the 200 medium and the 300 small. Hit Alt A to run animation
in 3D window.
~>negative metaball thread
Sculpt Mode Hotkeys
F: an interactive brush resize S
Shift F: an interactive brush strength adjuster
Ctrl F: in interactive texture angle adjuster for your brush.
Shift B: a rectanglular zoom selection for close-up work
Alt B: hides all but selected rectangle
A: toggles airbrush
S: smooth
D: draw
G: grab
L: layer
I: inflate
P: pinch
Use X, Y and Z to toggle axis mirroring.

+ - Rendering
+ - render speedup
Do not watch blender while it renders, go to a different vitual desktop. Blender
doesn't have to keep X informed of what's going on and rendering speed increases
by about a factor of 5.
the render window can be zoomed (by the normal ways or by pressing Z ) to do a
closer inspection of the image.
+ - fast image & alpha mask export from render view
When cut & pasting stuff from render window to {insert your fav image editor
here} using alt+ PrtScr, cut and paste the render first, come back to render
window and press "A". It changes the wiew to alpha and you get black & white
mask to cut the background nicely in the {again, favourite image editor}.
Nice when you do testing in low res.
+ - making it easier to compare slight changes in rendering
After rendering, you can use hotkey J to use a spare render. After the second
render, you can use it again (hotkey J) to jump back to the first render, and
then back to the second, thus making it easier to compare slight changes.
+ - border/crop rendering
In the rendering buttons find the buttons marked "Border" and "Crop". If you
depress "Border", you can get a rendering of any part of what the camera sees.
Just do the following :

Go into a camera view using NumPad 0, press Shift+B. Then, mark the limits of
the rendering as you want them using LMB. Next, render the usual way and the
section you marked will be rendered first, then it will be integrated to the
complete rendering. If you wish that *only* the chosen section would be rendered
then click on the button marked "Crop" also.
+ - Using the render buffers
Ok, so you set your scene and press RENDER, a nice window comes up and you see
your hard work comming to existence (that's the default behavior, if your change
it on the display buttons then this may not work for you).

Do you realize that the window containing your render image is also a render
buffer? Actually they are 2 buffers for your to play with. Whenever the render
window is ywzY (and you can re-open it by pressing F11 without having to wait
again for the render) if you press the J key you can switch from Buffer A and B.
(the last active one is what you save when you press F3). You can even swith
buffers in the midle of a rendering (but I advice agains that when rendering
very complex scenes, you have been warnned!)

The cool thing about having two separete render buffers is that you can have
instant before-and-after images for things that you change in the scene. For
example you are searching the perfect position for a light source in a scene,
you place it and do a render, place the ligth in another positon, switch to the
second buffer and do a new render. Now, with the render window open, just press
J to see how the change on the light's position influence your scene and that
makes your decision easier.
+ - Ever wondered what the RGBA (Red, Green, Blue, Alpha) values of rendered
image are?
When the render window is open, click and hold with the left button of your
mouse. Drag the mouse around and there you go!!
+ - view an an alpha version of the image.
With the render window open, you can press the A key to view an an alpha version
of the image.
+ - Creating a cluster of particles which takes little time to render
Render some particles, and make the picture into an alpha mapped tga in GIMP or
whatever graphics editing application you use.

Load the image onto a plane. Adjust the alpha settings accordingly. Parent the
plane to the emitter. Press dupli-verts.

You now have a cluster of particles which takes relatively little time to
render. Of course it doesn't have to be an alpha map of particles. That's
entirely up to you.
How to render targas so they composite well
Render sequenced targas using the "KEY" option for the alpha calculation (not
SKY or PREMUL). Premul actually looks better on the targa image, and KEY looks
blotchy, BUT, when you composite, the KEY option causes varying transparency
levels (eg halos) top be interpreted correctly by the compositor. High-end
stuff.
+ - UV Mapping and Texturing
+ - show alpha texture as wire
ctrl-d in 3dview can show alpha texture as wire.
very usefull for preview without rendering.
+ - a very useful tool for texturing
If you have a scene with a hundred mesh objects, say 50 of them have one texture
and 50 of them have another.

Say you want to change the texture to the first 50, but don't want to change
each individually. Add a Plane out of the view of the camera. Add your new
texture (Material) to the plane. Then use the Copy to material Buffer button in
the header of the Material buttons.
Select one mesh object of the same sort that you want to change, open Material
buttons and Paste from Material Buffer.

All the mesh objects with the same texture will now have the new texture.
+ - Maintain the UV layout when moving/scaling/rotating UV co-ords.
When you have the UV image/editor window open and have loaded an image you want
to UV map to a mesh, click on the UV tab in the header bar and turn off 'Snap UV
to pixels'.
+ - adjust an object's size values so that the image won't be stretched when
projected.
If you have an object (works best on a mesh plane) with an image texture, you
can use alt-Vkey outside editmode. This will adjust the object's size values so
that the image won't be stretched when projected.
+ - Bulk Texture Change
1. Select all the objects you want to apply the material to.
2. Apply a material. (this only applies to the last selected object)
3. press CTRL+L > Materials. (this links the material of the last selected
object to all the other objects)
Consider a scenario in which you have a scene with a 100 mesh objects, and 50 of
them have one texture and 50 of them have another.

If you want to change the texture of the first 50, but don't want to change each
individually, do the following. Add a Plane out of the view of the camera. Add
your new texture (Material) to the plane. Then use the “Copy to material Buffer”
button in the header of the Material buttons. Select one mesh object of the same
sort that you want to change, open Material buttons and Paste from Material
Buffer.

All the mesh objects with the same texture will now have the new texture.
+ - Saving your face groups selections
Regarding UV maping and Face Gruoups Selections there seems to be the general
misconception that you can't save your face groups selections on Blender.

Must people already know that from within the Face Select Mode (Potato Mode) you
can switch into Edit Mode and whatever selection you do while in Edit Mode is
passed back to Face Select Mode when you exit the Edit Mode.

Well... Did you ever wonder why Material Index Groups (that are nothing more
than face groups with a common material on them) have those little 'Select' and
´Deselect' buttons there? Sure they come handy for later modification of the
material index but that is not all about them.

Do this: Before starting the UV unwrapping job, cut your mesh by creating as
many material indexes as you need, you can even assing each one a different
color so you can be shure that there is no face orphan. Once you have the mesh
all cut and sliced (so to speak) you enter in Face Select Mode, then switch into
Edit Mode, selec the index containing the faces you want to unwrap, press
'Select', leave Edit Mode and VOILA!!! there you just have an entirely usefull
face group waiting for you to unwrap. No more manual (and unprecise) face
selection is needed.

If you later need to change the mapping of those faces don't fear, just make
shure there isn't any face selected on Potato Mode, do as you did first (enter
edit mode, select the index, exit edit mode) and there are your very same faces
selected again with the UV mapping you already assigned to them.

-----
Edit:

Another benefic of have precise face selection groups is that, inicially, you
don't have to worry about UV coordinates overlapping, since you know have the
way to selec ONLY the faces you whant to. For example, you unwrap all your faces
by groups and when you are done you can start thinking about scale and position
withing the texture map, not like before when you have to solve those things as
you go.
+ - color picker
Blender has a photohop-esque color picker. Simply click on the color preview
next to the sliders to use it. Hit enter when you have the color you want.
CTRL + T triangulates models so I can joyfully export 'em to Unreal 2004.
Fast way to adjust how textures map to your model
Grab an object and hit TKEY to adjust texture space.
+ - particle emmitors
Render some particles, and make the pic into an alpha mapped tga in gimp, load
the image onto a plane, adjust the alpha settings accordingly, parent the plane
to the emittor, press dupliverts, and you have one hell of a cluster of
particles, and it takes relatively little time to render. Of course it doesn't
have to be an alpha map of particles. That's entirely up to you.
+ - videoTutorials
+ - Modeling
~>Retopology Tool tutorial and video
~>Blender Tips 1-8 (17 MB 06:57) - B - 2.42a
~>Modeling a Box Pyramid (Fill, Remove Doubles, Subdivide Edges, . key) (18 MB
05:48) - B - 2.42a
~>Duplicate, Link Duplicate, and Instantiation/DupliGroups (12.5 MB 06:31) - B -
2.42a
~>Using the Warp Tool to wrap text around an object and animate it (17.5 MB
06:51) - B - 2.42a
~>Using the Shape Keys in conjuntion with the Warp Tool to wrap text around an
object and animate it (9 MB 03:57) - I - 2.42a
~>Tracing 2D images with Curves (24 MB 09:05) - B - 2.42a CVS
~>The Crease Tool (6.4 MB 04:07) - B - 2.43
~>Blender-Smooth Text Tutorial 02:19
~>Blender timelapse: Modeling a rough Birdo 08:01
~>Modeling a monster head in blender 01:38
~>Modelling a Penguin with Blender 03:54
~>terrain pt1 17:55
~>Blender modelling a hand 08:14
~>+ - Modeling the Blender 3D Logo
In this tutorial, we create a 3D version of Blender's 2D logo. When we're done,
we'll have a very accurate model of our favorite 3D application's logo.

What's covered:

* Adding a background image (or blueprint)
* Using curves for modeling iconic images and lettering
* and more

~>How to Make 3D Cables/Wires in Blender
~>+ - Gen3 Tree-Making Tool Tutorial
This is a quick demo of the Gen3 tree-generating script. Gen3 is created by
Sergey Prokhorchuk (a.k.a. Stager) and we have him to thank for creating such a
great tool for Blender.

I've done a lot of research and have found quite a few tools for creating trees
that are compatible with Blender. And, because I was able to find so many useful
tools (I think I found something like 12 or 13), it's going to be difficult to
create actual tutorials for each of them. There are so many things to consider
when creating a tree and that usually translates to a lot of parameters in these
types of applications. So, in order to cover them all in a reasonable amount of
time, I've decided to present quick demonstrations, instead. The bonus aspect of
this is that I'll share with you all of the treasures of information that I've
collected in my search for these tools. This should save you quite a bit of time
in getting up to speed with the applications.


This video covers:

* Introduction to Gen3
* The Basics of Using Gen3
* Speed Tips
* Creating/Trimming a Quick Shr
dl:
http://www.blendernewbies.com/tutorials/swf/tree_tools_review/gen3/gen3_demo.zip
~>model a glass.
~>+ - Uniform Distribution of Vertices (or Meshes) along a Path
Here's a quick tutorial about how to get uniformly distributed vertices (or
meshes) along a curve. You can control the density of the vertices and also make
adjustments to the curve that are instantly reflected in the vertices. Also,
this technique can be used for any object you create...fence posts, telephone
poles, trees, etc.!
~>+ - Modeling a Lowpoly Character
A very good video tutorial has been released by Montage Studio, showing the
entire process for modeling a Lowpoly character with Blender, for using in game
projects. The video has a total running time of approximately 50 min, and it`s
in high quality 1024 x 768.

If you never visited Montage Studio website, there are some more good video
tutorials available to download:

* Modeling a female face (50 min)
* Modeling a human ear (38 min)
* Modeling a human eye (15 min)

To download the tutorials, visit the Montage Studio Tutorials page. But be
aware, it`s a 193MB download, just for the Lowpoly character tutorial.


http://rapidshare.com/files/48981589/Lowpoly-Character.part1.rar
http://rapidshare.com/files/48985854/Lowpoly-Character.part2.rar
~>+ - Modeling the Female Face
A very good video tutorial has been released by Montage Studio, showing the
entire process for modeling a Lowpoly character with Blender, for using in game
projects. The video has a total running time of approximately 50 min, and it`s
in high quality 1024 x 768.

If you never visited Montage Studio website, there are some more good video
tutorials available to download:

* Modeling a female face (50 min)
* Modeling a human ear (38 min)
* Modeling a human eye (15 min)

To download the tutorials, visit the Montage Studio Tutorials page. But be
aware, it`s a 193MB download, just for the Lowpoly character tutorial.
~>+ - Modeling the Human Ear
A very good video tutorial has been released by Montage Studio, showing the
entire process for modeling a Lowpoly character with Blender, for using in game
projects. The video has a total running time of approximately 50 min, and it`s
in high quality 1024 x 768.

If you never visited Montage Studio website, there are some more good video
tutorials available to download:

* Modeling a female face (50 min)
* Modeling a human ear (38 min)
* Modeling a human eye (15 min)

To download the tutorials, visit the Montage Studio Tutorials page. But be
aware, it`s a 193MB download, just for the Lowpoly character tutorial.
~>+ - Modeling the Human Eye
A very good video tutorial has been released by Montage Studio, showing the
entire process for modeling a Lowpoly character with Blender, for using in game
projects. The video has a total running time of approximately 50 min, and it`s
in high quality 1024 x 768.

If you never visited Montage Studio website, there are some more good video
tutorials available to download:

* Modeling a female face (50 min)
* Modeling a human ear (38 min)
* Modeling a human eye (15 min)

To download the tutorials, visit the Montage Studio Tutorials page. But be
aware, it`s a 193MB download, just for the Lowpoly character tutorial.
~>Creating an SGI logo
~>Blend a violin
~>Water Glass Tutorial Part 1 (modeling) 08:19
~>Tutorial from www.blender.sk about Andy´s modeling method.
~>carabiner video tutorial part 1
~>Blender-Glass Modeling Tutorial 05:05
+ - create a low poly terrain game model
~>Blender terrain pt1
~>Blender terrain pt2
~>Blender terrain pt3
~>Blender terrain pt5
~>Blender terrain pt6
~>Blender terrain pt7
~>Blender terrain pt8
~>Blender terrain pt9
~>Blender terrain pt11
~>Blender terrain pt12
~>Blender terrain pt14
~>Extrude And Subsurf : Simple Sword
~>Super3boy's Third Blender Tutorial(Subsurf) 06:41
~>Super3boy's Fourth Blender Tutorial(Editing) 07:24
~>Speed Modeling Landscape: 04:27
~>Modeling a boot (more advanced modeling): 04:57

~>editing with nurbs and meta: 07:15
~>Tips for better modeling: 08:31
~>Modelling Golf Ball: 02:04
~>How to make a Kirby face... (with teeths) 10:51
~>kirby's mouth using shape keys 07:11
~>extruding and Knife cutting: 04:44
~>How to make a simple aircraft in Blender: 04:59
~>editing yafray and Refrence Images: 07:35
~>Blender terrain - method 2a
This part of the tutorial covers manipulating and shaping the mesh.
~>editing and modeling with basic sub surf (modeling a wine glass): 07:59
~>editing buttons (part 1): 07:18
~>SUB SURF HEAD PART 1
~>Landscape Tuorial Part 1: 10:36
+ - Animation
~>Modeling and Animating Box Flaps (using bones with vertex groups) (23 MB
10:38) - B - 2.42a
~>Intro to the Non-Linear Animation (NLA) System and Action Editor (for
Armatures/Action Constraint) (33.5 MB 15:31) - I - 2.42a
~>Intro to the Action Editor (for Shape Keys) (12 MB 05:27) - I - 2.42a
~>Shape Key Driver Controls - Objects (17 MB 07:43) - A - 2.42a
~>Shape Key Driver Controls - Armatures (12 MB 05:24) - A - 2.42a
~>Shape Key Drivers - Python Expressions (12 MB 05:23) - A - 2.42a
~>Array Demo Explained (11 MB 04:05) - I - 2.42a
~>Fake Muscles (Armatures/Weight Painting/Shape Keys) (25.5 MB 10:39) - A -
2.42a CVS**
~>Cloud Layering Effect (32.5 MB 15:45) - A - 2.42a CVS
~>here (9 MB h264 .mov)
~>here (8 MB h264 .mov)
~>Animating Layers and Alpha Channels (35 MB 08:48) - B - 2.42a CVS
~>Basic Movement of an Object
03:48
~>+ - How to Animate a Cylinder along a Curve
Here's a quick tip video (with audio) that shows how to animate an object along
a curve that will also cause the object to be deformed by the curve. Note:
There is no actual setting of keyframes covered in the tutorial.
~>basic animation tutorial 06:33
~>+ - Quick and Easy 360-degree Turntable Camera Setup
Here's a quick tutorial that shows a very simple way to create a camera setup
that allows for perfectly circular rotations around an object(s). This is great
for studying your rendered models from all sides as well as showcasing a
finished project.

http://www.blendernewbies.com/tutorials/swf/360render/360render.zip
Download the ZIP file (18.4MB) to view it offline (load the HTML file in your
browser).
~>Armature tutorial
http://www.blendermasters.com/cms/component/option,com_docman/task,doc_download/gid,5/Itemid,32/lang,en/
~>+ - Using your Mouse for 3D Animation
This tutorial is about using your mouse to quickly create IPO curve data that,
otherwise, would be tedious to do by hand. Using this technique, we'll look at
how to easily add a more "organic" feel to certain types of motions, create a
handheld camera effect, and more!

~>+ - Part One covers just the basics of the Mouse Recording feature.
~>Download it to view offline (load the HTML file in your browser).
~>+ - Part Two shows how you might apply it in a more "real-world" scenario by
adding animation to a spherical probe.
~>Download it to view offline (load the HTML file in your browser).
~>Part Three shows how to easily create a handheld camera effect.
~>Download it to view offline (load the HTML file in your browser).
Blend Files:
~>A Simple Text Animation
~>A Handheld Camera Effect
~>Controlling Particles with the Mouse
Short Video Clips:
~>Candle Flame (from Nathan Dunlap's non-particle flame example*) with subtle
vertical turbulence added.
~>Particle "Storm" with mouse-animated colors, halo size, alpha, scaling,
rotations, and vortex.
Links
~>Nathan Dunlap's website
~>Nathan's original .blend file
~>Leg Rig in Blender
~>How To Make A Gun That Shoots On Blender
~>blender ragdoll video tutorial 9:49
~>Water Glass Tutorial Part 2 (animating) 19:40
~>Scale Rig Tut
~>creates Kirby armature and bones: 05:24
+ - Materials/Texture/UVMapping
~>Material Indices (multiple Materials on a Mesh) (12 MB 04:11) - I - 2.42a
~>Material Nodes Overview (written) - B - 2.42a
~>Mixing Materials Using Vertex Painting (7 MB 03:06) - A - 2.42a**
~>Mixing Materials Using Texture Painting (with UV Unwrap) (11 MB 04:03) - A -
2.42a
~>Mixing Materials Using Texture Painting (with UV Uwrap)-Extended Edition (37
MB 12:57) - A - 2.42a**
~>Animating Node Materials (Blender Tip 9) (10 MB 04:28) - A - 2.42a
~>Fake SubSurface Scattering (SSS) in Blender (24 MB 09:13) - I - 2.42a^^
~>Here’s the Giuseppe Canino article on the technique
~>Also see Mike Pan’s method
~>and Matt Ebb’s technique.
~>Environmental Map (EnvMap) Mirroring (30 MB 15:23) - I - 2.42a
~>Electron Microscope Material/Displacement and Mirror Modifiers (30 MB 10:19) -
I - 2.42a CVS
~>Multiple UV Sets (20 MB 08:45) - I - 2.42a CVS
~>Exporting Complex Materials From Blender Using Bake (and Exporting to Sunflow)
(18 MB 06:50) - I - 2.43 CVS
~>Multiple Materials On A Single Mesh
~>toon (cel_)shading tutorial
~>Mixing Textures Through Painting
~>GreyBeard's UV mapping tutorial
~>Super3boy's Sixth Blender Tutorial(Materials) 05:48
~>Glass material in Blender: 07:02
~>Changing color in edit mode and (disp Mapping): 08:52
~>Weight paint and Softbody
~>Creating a glass effect in blender and subsurfing modifier 10:37
~>Blender terrain - method 2b
This part of the tutorial covers basic UVWmapping and materials
+ - Lighting
~>Animating Light Attributes and Using Light Groups in Render Layers (26 MB
06:04) - B - 2.42a CVS
~>A Dome Light Setup using Dupliverts (20 MB 07:29) - B - 2.44
~>iluminating with normal nodes in blender
~>Texture Lighting, Hidden object with texture over, Animating light
+ - Rendering/Camera
Links
~>Intro to Render Layers (26 MB 10:55) - I - 2.42a
~>Using Render Layers to do an Ambient Occlusion “Pass” (Without Using Blender’s
Passes) (18 MB 07:35) - I - 2.42a^^
~>AnimatingFocal Plains (fake Depth of Field) using Render Layers and
CompositeNodes: Alpha Over, Blur, Time (23.5 MB 12:09) - A - 2.42a CVS
~>See the result here (640×512 30 KB 00:10 Xvid)
~>What The Map Value Node Does (in terms of Z-depth) (12 MB 09:17) - I - 2.43
~>rendering with yafray 03:43
~>render settings 04:29
~>Blender's new Interactive Render mode
~>+ - Rendering Solid Wireframes
've always really liked the solid wireframe renders produced by "other" 3D apps.
I didn't think it was possible to do something like that in Blender, until I
stumbled upon an old post (by Matt Ebb, aka "broken" - http://mke3.net) at
blenderartists.org that provided a great tip.

This video will show you how easy it is to create such renders and also cover
some ways to enhance this effect.
http://www.blendernewbies.com/tutorials/video/solid_wireframes/bn_solwire.zip
here
~>+ - Applying Special FX to the Camera
Here's a video tutorial that shows how you can apply special effects to a camera
in your scene. The concept of the effect is simple but, it has the potential to
help create an unlimited number of effects for your stills and animations. It
can not only be used around the camera but, around individual objects in your
scene as well. Enjoy!

NOTE: Be mindful of the type of materials that you use. Some material settings,
like transparency and refraction, can cause extended rendering times when used
in complex scenes. In a true production environment, some effects are best
accomplished in post-production.

http://www.blendernewbies.com/tutorials/video/cool_fx1/blendernewbies_cool_fx1.zip

Download the video tutorial here.

For more advanced users, here's a very brief overview that may spare you the
need to download the video:
- Create your subject and orient the camera as desired.
- Add a sphere around the camera.
- Apply a transparent material to the sphere and adjust the IOR as desired.
- Animate the rotation of the sphere, with the camera inside.
- Render
~>+ - The Camera Panel, Scaling the Camera, Multiple Cameras
Here's another video in the Camera Control series. This time we look at:

- Understanding the Camera Panel
- Scaling the Camera
- Multiple Cameras

http://www.blendernewbies.com/tutorials/video/cam_control/lesson2/cam_control2.avi
~>Blender, rendering speed optimization: 01:06
~>editing yafray and Refrence Images: 07:35
~>navigation and rendering: 07:04
+ - Building Blender
~>Compiling Blender With Visual Studio C++ 2005 Express using CMake (written) -
A
~>Patching Blender (written) - A - Any (This is the classic way to do it)
~>Patching Blender (outside site) - A - Any (This is the new way to do it if
you’re using TortoiseSVN)
~>installing blender and compiling with python
+ - Compositing
~>Glow Effect with the Compositor or Sequencer (23 MB 12:29) - I - 2.42a CVS
~>+ - Video Titling Techniques #1 - (The Basics) *
This is the first in a series of tutorials focusing on video titling techniques
in Blender. We'll take a look at how to setup your workspace, create your
titling text, and animate your titling on top of a video.

Using the basic techniques learned in this video, you'll be well on your way to
creating interesting titling for your videos!

http://www.blendernewbies.com/tutorials/swf/Titling1/bn_titling1_basics.zip
*Download it to view offline (load the HTML file in your browser)
~>Color Difference Keying in Blender 3D
~>Specifics on compositing...Endorphin blender: 03:16
+ - Physics
~>Blender Tutorial 01: how to make particle explosions 08:18
~>Blender-Physics Tutorial 02:21
~>Fluid Simulation 03:54
~>Re: Fluid Simulation
~>Re: Re: Blender Tutorial - Fluid Simulation
~> soft body 02:53
~>Soft Body (jelly effect) 02:57
~>How to do Rigid Bodies and then Bake them to IPO (23 MB 07:31) - I - 2.42a
~>+ - How to Create Glint Effects in Blender
Adding glints to your scenes can add an extra touch of realism and excitement.
This video tutorial will show you, step-by-step, how to easily add glint
effects.

Topics covered:

* Halo types
* Basic Compositing using the AlphaOver node
* and more...

http://www.blendernewbies.com/tutorials/swf/glints/cymbal.blend
here (1.56MB packed - After loading file, go to File-->Unpack Data. Specify
where you want the textures to be placed.

http://www.blendernewbies.com/tutorials/swf/glints/bn_glints.zip
Download the 79.6MB ZIP file to view it offline (load the HTML file in your
browser).
~>Liquid Simulation Blender Tutorial 14:06
~>Softbody Tutorial 06:47
~>Hair
~>here is also this demo file by Matt Ebb.
~>Simple Blender3D Physics Tutorial
~>basics of particles
~>fire tutorial 10:00
~>Water simulation: 08:05
~>Smoke with Line Constraint: 06:58
~>halo with particles and layers: 08:09
~>Symmetrical Particle Effects
~>blendernation.com/2006/06/16/videotutorial-symmetrical-particle-effects/
~>Blender file for my original animation (Symmetrical Particles) is here.
~>The final animation made during the tutorial
Modyfier
~>Array 03:14
~>array modifier
This may be a look into the past for some. But for others I'm sure these videos
will be new and insightful.
For 2.43 ZanQdo created 2 video tutorials demonstrating the modifier stack
functionality with the new modifiers. They really are a great demonstration of
the flexibility available within the stack.
The tutorials are about the array modifier and the wave modifier. Its great to
watch over someone's shoulder, the pace is steady and being someone who hasn't
used the wave modifier it was pretty neat to see the flexibility. Its something
I'll have to work into a future project.
~>wave modifier
~>Blender-Array Tutorial 05:47
~>arrays and mirroring : 05:31
~>Array Modifier Tutorial - mysticduder
+ - Basics/Interface/Tips
~>Blender Basics Tutorial 08:13
~>+ - Blender's Built-in HotKey and MouseAction Reference
Here's a great info resource that's been lurking right under your mouse pointer!
It's a built-in HotKey and MouseAction reference, complete with search
capability.

The short story is that it's located in the Help menu - "HotKey and MouseAction
Reference&quo