Blender For Dummies. Jason van Gumster

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      Working in Edit Mode and Object Mode

      IN THIS CHAPTER

      

Making changes to your 3D objects

      

Adding new objects to a scene

      

Saving, opening, and appending .blend files

      When working on a scene in Blender, your life revolves around repeatedly selecting objects, transforming them, editing them, and relating them to one another. You regularly shift from dealing with your model in Object mode to doing refinements in Edit mode.

      And this process isn’t only for modeling, but also for most of the other heavy tasks performed in Blender. Therefore, you can reuse the skills you pick up in this chapter in parts of Blender that have nothing to do with 3D modeling, such as animating, rigging, compositing, and motion tracking. Even if you don’t know how to do something, chances are good that if you think like Blender thinks, you’ll be able to make a successful guess.

      

When you understand how Blender thinks, figuring out unknown parts of the program is much easier.

      Switching between Object mode and Edit mode

      In Chapter 3, you do just about everything in Object mode. As its name indicates, Object mode is where you work with whole objects. However, Object mode isn’t very useful for actually changing the internal structure of your object. For example, select the cube in the default scene. You know that you can turn it into a more rectangular shape by scaling it along one of the axes. But what if you want to turn the cube into a pyramid? You need to modify the actual components that make up the cube. These changes are made by entering Edit mode.

      

Of course, Blender also has a hotkey to enter Edit mode. Actually, technically speaking, the hotkey toggles you between Object mode and Edit mode. Pressing Tab is the preferred way to switch between modes in Blender, and it’s used so frequently that Blender users often use Tab as a verb and say they’re tabbing into Edit mode or Object mode. This language is something you come across fairly often in Blender user forums and in some of Blender’s online documentation.

      

A slightly better approach, in my opinion, is to use pie menus. Press Ctrl+Tab to open a pie menu with the option of many modes. It isn’t quite as fast as toggling with Tab, but it can be pretty fast if you use the hold hotkey ⇒ drag mouse cursor ⇒ release hotkey method of using the pie menu. More importantly, you get the added benefit of easily choosing other modes. Figure 4-1 shows the Interaction Mode menu in the 3D Viewport’s header and the Mode pie menu.

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      FIGURE 4-1: On the left, the Mode button allows you to switch between Object mode and Edit mode for a selected object. On the right, the mode selection pie menu.

There’s another means of entering Edit mode that’s really quite handy: You can use Blender’s workspaces to your advantage. By default, Blender launches when you’re in the Layout workspace, which is a decent general purpose workspace that you can use to get a lot done. However, the Layout workspace isn’t specifically geared for modeling. If you switch to the Modeling workspace (click the Modeling tab at the top of the Blender window), Blender automatically toggles Edit mode for your selected objects.

      Selecting vertices, edges, and faces

      Regardless of how you get into Edit mode, once you’re there the cube changes color and dots form at each of the cube’s corners. Each dot is a vertex. The line that forms between two vertices is an edge. A face in Blender is a polygon that has been formed by three or more connecting edges.

In the past, faces in Blender and other applications were limited to only three-sided and four-sided polygons, often referred to as tris (pronounced like tries) and quads. Since that time, Blender — like many other programs — gained support for something called an ngon that can have a virtually limitless number of sides. But don’t let Blender’s ngon functionality go to your head. There still are some limitations and caveats, as covered in the “A word on ngons” sidebar later in this chapter. Generally, you should think of ngons as a “process” tool. With some exceptions, like architectural models, a finished model should only consist of just three- and four-sided faces. In fact, most detailed character models are made almost completely with quads and an occasional triangle, and all 3D geometry is reduced to triangles when it gets to your computer hardware.

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      FIGURE 4-2: The Modeling workspace gives you quick access to Edit mode and a screen layout that’s more specifically geared for modeling.

      

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