Blender For Dummies. Jason van Gumster

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views. Move your mouse cursor up to change to top view, down for bottom view, left and right for their respective views, and so on. It’s really incredibly fast. It feels almost like you’re flinging the 3D Viewport around in front of you. On the right side of Figure 2-3 is the pie version of the View menu.

      Behold the power of the numeric keypad!

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      FIGURE 2-3: The View menu in the 3D Viewport (left) and the pie menu version of the View menu (right).

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      FIGURE 2-4: The numeric keypad is your ultimate tool for navigating 3D space.

      In Figure 2-4, notice that the hotkeys are arranged in a way that corresponds with how you would expect them to be. Top view is at the top of the keypad at Numpad 7. The front view is accessed at Numpad 1, and if you move to the right on the keypad, you can see the right side view by pressing Numpad 3. Because it’s the view you render from, the active camera is the most important and, therefore, gets the largest key at Numpad 0. Pressing Numpad 5 is a quick way to toggle between orthographic and perspective views.

      

If you’re ever unsure about what view you’re looking from, have a look in the upper left corner of the 3D Viewport. The first line tells you the view angle and whether you’re looking at it in perspective or orthographic view.

Hotkey Result Hotkey Result Hotkey Result
1 Front Ctrl+1 Back + Zoom in
2 Orbit back Ctrl+2 Pan down - Zoom out
3 Right side Ctrl+3 Left side / Toggle local view
4 Orbit left Ctrl+4 Pan left . View selected
5 Perspective/Orthographic
6 Orbit right Ctrl+6 Pan right
7 Top Ctrl+7 Bottom
8 Orbit forward Ctrl+8 Pan up
0 Camera view Ctrl+0 Set active object as camera Ctrl+Alt+0 Set user view as camera
The notions of what is left and right in the 3D Viewport are relative to you, not the object or scene you’re working in. That is, if you model a character who’s facing you from the front view, pressing Numpad 3 (right side view) shows your character’s left side. This setup can be a bit confusing in writing or conversation, but while you’re working, it’s really not much of an issue. I actually tend to think of the right and left side views as side view and other side view to avoid confusing myself.

      Here is where the numeric keypad shows its real power. With the numeric keypad, you can just as easily view the opposite angle (bottom, back, or other side views) as you can the standard views. To see the opposite side of the standard views, press Ctrl while hitting the corresponding Numpad key. For example, if you want to see the bottom view, press Ctrl+Numpad 7.

      Now, maybe you got a little bit excited and hit Ctrl+Numpad 0 to see what the opposite of the camera view is and had some unexpected results. Ctrl+Numpad 0 does something entirely different than pressing Ctrl in combination with the other Numpad numbers. The Ctrl+Numpad 0 hotkey actually allows you to treat any selectable object in Blender as a camera, with the view looking down the object’s local Z-axis. You can also access this functionality from the View menu at View ⇒ Cameras ⇒ Set Active Object as Camera. If you’re confused, take a quick look at the beginning of Chapter 3 for more explanation on local and global coordinate systems. The ability to treat any object as a camera may seem like a strange feature to have, but it can be really helpful for doing things like aiming lights and checking the line of sight of an object or a character.

Another cool thing you can do with Numpad 0 is to quickly snap the camera to your user view. For example, say that you’ve been working on a 3D model for a while from a certain angle, and you want to see what the model looks like in a render from that specific angle. Rather than try to grab and rotate your camera to get close to this same angle, you can simply press Ctrl+Alt+Numpad 0 or choose View ⇒ Align View ⇒ Align Active Camera to View, and the camera jumps directly to where you’re viewing your model. I find myself using this hotkey sequence quite a bit when I’m creating my models. Sometimes it’s just easier to change your user view and snap your camera to it than it is to aim the camera how you want it.

      The

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