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blender-manual-2.49a-1ark.i586.rpm

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>Let's see what Gus looks like</TITLE
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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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>Your first animation in 30 + 30 minutes</TD
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><H1
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><A
NAME="quickstart_still_rendering"
></A
>Let's see what Gus looks like</H1
><P
>&#13;		We're just about ready to see our first rendering, but first, we 
		we've got some work to do.
	</P
><P
>&#13;		1. <B
CLASS="keycap"
>Shift-LMB</B
> on the top right small button
		of the layer visibility buttons in the 3DWindow toolbar (<A
HREF="x1446.html#BSG.QIK.F.S68.019"
>Figure 19</A
>)
		to make both Layer 1 (Gus's layer) and Layer 10 (the layer with the 
		camera)
		visible.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.019"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick19.png"></P
></DIV
><P
><B
>Figure 19. Making both layer 1 and 10 visible.</B
></P
></DIV
><DIV
CLASS="note"
><P
></P
><TABLE
CLASS="note"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/note.gif"
HSPACE="5"
ALT="Note"></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;		Remember that the <I
CLASS="emphasis"
>last</I
> layer selected is
		the active layer, so all subsequent additions
		will automatically be on layer 10.
	</P
></TD
></TR
></TABLE
></DIV
><P
>&#13;		2. Select the camera (<B
CLASS="keycap"
>RMB</B
>) and move it to a
		location like (x=7, y=-10, z=7). Do this by
		pressing <B
CLASS="keycap"
>GKEY</B
> and dragging the camera
		while keeping <B
CLASS="keycap"
>CTRL</B
> pressed
		to move it in steps of 1 grid unit.
	</P
><DIV
CLASS="tip"
><P
></P
><TABLE
CLASS="tip"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/tip.gif"
HSPACE="5"
ALT="Tip"></TD
><TH
ALIGN="LEFT"
VALIGN="CENTER"
><B
>Entering precise locations and rotations</B
></TH
></TR
><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;			If you prefer to enter numerical values for
			an object's location you can do so by pressing
			<B
CLASS="keycap"
>NKEY</B
> and modifying the NumButtons
			in the Panel that appears (<A
HREF="x1446.html#BSG.QIK.F.S68.020"
>Figure 20</A
>).
			Remember to press <TT
CLASS="literal"
>OK</TT
>
			to confirm your input.
		</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.020"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick20.png"></P
></DIV
><P
><B
>Figure 20. The Panel for numerical input of object position/rotation 
		etc. </B
></P
></DIV
></TD
></TR
></TABLE
></DIV
><P
>&#13;		To make the camera point at Gus, keep your camera selected
		then select Gus via <B
CLASS="keycap"
>SHIFT-RMB</B
>. The
		camera should be magenta and Gus light pink. Now press
		<B
CLASS="keycap"
>CTRL-T</B
> and select the <TT
CLASS="literal"
>&#13;		Old Track</TT
> entry in the pop up.
		This will force the camera to track Gus and always point
		at him. This means that you can move the camera wherever you want
		and be sure that Gus will always be in the center of the camera's
		view.
	</P
><DIV
CLASS="tip"
><P
></P
><TABLE
CLASS="tip"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/tip.gif"
HSPACE="5"
ALT="Tip"></TD
><TH
ALIGN="LEFT"
VALIGN="CENTER"
><B
>Tracking</B
></TH
></TR
><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;			If the tracking object already has a rotation
			of its own, as is often the case, the result
			of the <B
CLASS="keycap"
>CTRL-T</B
> sequence
			might not be as expected. If it is not, select the tracking 
			object (in our example
			the camera), and press <B
CLASS="keycap"
>ALT-R</B
>
			to remove any object rotation.
			Once you do this the camera will really
			track Gus.
		</P
></TD
></TR
></TABLE
></DIV
><P
>&#13;		<A
HREF="x1446.html#BSG.QIK.F.S68.021"
>Figure 21</A
>
		 shows top, front, side and camera view of Gus.
		To obtain a camera view press <B
CLASS="keycap"
>NUM0</B
>.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.021"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick21.png"></P
></DIV
><P
><B
>Figure 21. Camera position with respect to Gus.</B
></P
></DIV
><P
>&#13;		Now we need to create the ground for Gus to stand on.
	</P
><P
>&#13;		1. In top view (<B
CLASS="keycap"
>NUM7</B
>), and
		<I
CLASS="emphasis"
>out</I
> of EditMode, add a plane
		(<B
CLASS="keycap"
>SPACE</B
>&#62;&#62;ADD&#62;&#62;Mesh&#62;&#62;Plane).
	</P
><DIV
CLASS="note"
><P
></P
><TABLE
CLASS="note"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/note.gif"
HSPACE="5"
ALT="Note"></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;		It is important to be out of EditMode, otherwise the newly
		added object would be part of the object
		currently in EditMode, as it was for Gus' head when we
		added it. If the cursor is where <A
HREF="x1446.html#BSG.QIK.F.S68.021"
>Figure 21</A
>
		shows, such a plane would be
		in the middle of Gus's body.
	</P
></TD
></TR
></TABLE
></DIV
><P
>&#13;		2. Switch to ObjectMode and Front view (<B
CLASS="keycap"
>NUM1</B
>) and move
		(<B
CLASS="keycap"
>GKEY</B
>) the plane down to Gus's feet, using
		<B
CLASS="keycap"
>CTRL</B
> to keep it aligned with Gus.
	</P
><P
>&#13;		3. Switch the reference center from cursor (where we set it
		at the beginning) to object by pressing the highlighted
		button <A
HREF="x1446.html#BSG.QIK.F.S68.022"
>Figure 22</A
>. 
	</P
><P
>&#13;		4. Go to Camera view (<B
CLASS="keycap"
>NUM0</B
>)
		and, with the plane still selected, press 
		<B
CLASS="keycap"
>SKEY</B
> to start scaling.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.022"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick22.png"></P
></DIV
><P
><B
>Figure 22. Set the reference center to Object center.</B
></P
></DIV
><P
>&#13;		5. Enlarge the plane so that its edges
		extend beyond the camera viewing area, as indicated
		by the outer white dashed rectangle in Camera view.
	</P
><P
>&#13;		Now, some light!
	</P
><P
>&#13;		1. In Top view (<B
CLASS="keycap"
>NUM7</B
>), add a Lamp light
		(<B
CLASS="keycap"
>SPACE</B
>&#62;&#62;ADD&#62;&#62;Lamp) in front
		of Gus, but on the other side of the camera;
		for example in (x=-9, y=-10, z=7) (<A
HREF="x1446.html#BSG.QIK.F.S68.023"
>Figure 23</A
>).
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.023"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick23.png"></P
></DIV
><P
><B
>Figure 23. Inserting a Lamp.</B
></P
></DIV
><P
>&#13;		2. Switch to the Lamp Buttons in the Shading context via the button with a lamp
		in the Button Window toolbar (<A
HREF="x1446.html#BSG.QIK.F.S68.024"
>Figure 24</A
>) or
		<B
CLASS="keycap"
>F5</B
>.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.024"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick24.png"></P
></DIV
><P
><B
>Figure 24. The Lamp Buttons window button.</B
></P
></DIV
><P
>&#13;		2. In the Buttons Window, <TT
CLASS="literal"
>Preview</TT
> Panel,
		 press the <TT
CLASS="literal"
>Spot</TT
>
		toggle button to make the
		lamp a Spotlight (<A
HREF="x1446.html#BSG.QIK.F.S68.025"
>Figure 25</A
>) of pale 
		yellow (R=1, G=1, B=0.9). Adjust <TT
CLASS="literal"
>ClipSta:</TT
>
		Num Button to 5, <TT
CLASS="literal"
>Samples:</TT
>
		to 4, and <TT
CLASS="literal"
>Soft:</TT
> to 8.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.025"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick25.png"></P
></DIV
><P
><B
>Figure 25. Spot light settings.</B
></P
></DIV
><P
>&#13;		3. Make this spotlight track
		Gus just as you did for the camera by selecting Spot,
		<B
CLASS="keycap"
>SHIFT</B
>, then Gus, then by pressing <B
CLASS="keycap"
>&#13;		Ctrl-T</B
>. If you added the spot in Top View
		you should not need to clear its rotation
		via <B
CLASS="keycap"
>Alt-R</B
>.
	</P
><P
>&#13;		4. Add a second lamp in the same location as the spot, and again in Top 
		View, with (<B
CLASS="keycap"
>SPACE</B
>&#62;&#62;ADD&#62;&#62;Lamp). Make this lamp
		a <TT
CLASS="literal"
>Hemi</TT
> lamp with
		energy of 0.6 (<A
HREF="x1446.html#BSG.QIK.F.S68.026"
>Figure 26</A
>).
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.026"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick26.png"></P
></DIV
><P
><B
>Figure 26. The Hemi lamp settings</B
></P
></DIV
><DIV
CLASS="tip"
><P
></P
><TABLE
CLASS="tip"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/tip.gif"
HSPACE="5"
ALT="Tip"></TD
><TH
ALIGN="LEFT"
VALIGN="CENTER"
><B
>Two lamps?</B
></TH
></TR
><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;			Use two or more lamps to help produce
			soft, realistic lighting, because in reality natural
			light never comes from a single
			point. You will learn more about this
			in <A
HREF="c4956.html"
>the chapter called <I
>Lighting</I
></A
>.
		</P
></TD
></TR
></TABLE
></DIV
><P
>&#13;		We're almost ready to render. As a first step, go to the Scene
		context and Render
		buttons by pressing the image-like icon in the Button
		window toolbar (<A
HREF="x1446.html#BSG.QIK.F.S68.027"
>Figure 27</A
>)
		or <B
CLASS="keycap"
>F10</B
>.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.027"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick27.png"></P
></DIV
><P
><B
>Figure 27. The Rendering buttons window buttons.</B
></P
></DIV
><P
>&#13;		In the Render Buttons, <TT
CLASS="literal"
>Format</TT
> Panel,
		set the image size to 640x480
		with the Num buttons at the top right. In the
		<TT
CLASS="literal"
>Render</TT
> Panel set the <TT
CLASS="literal"
>Shadows
		</TT
> Toggle Button top center to On, and the
		<TT
CLASS="literal"
>OSA</TT
>  
		Toggle Button center-left to On as well (<A
HREF="x1446.html#BSG.QIK.F.S68.028"
>Figure 28</A
>). These latter controls will
		enable shadows and oversampling (OSA) which will prevent jagged
		edges.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.028"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick28.png"></P
></DIV
><P
><B
>Figure 28. The Rendering Buttons window</B
></P
></DIV
><P
>&#13;		Now press the <TT
CLASS="literal"
>RENDER</TT
> button
		or <B
CLASS="keycap"
>F12</B
>. The result, shown in <A
HREF="x1446.html#BSG.QIK.F.S68.029"
>Figure 29</A
>, is actually quite poor. We still need materials, 
		and lots of details, such as eyes, and so on.
	</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.029"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick29.png"></P
></DIV
><P
><B
>Figure 29. Your first rendering. Congratulations!</B
></P
></DIV
><DIV
CLASS="tip"
><P
></P
><TABLE
CLASS="tip"
WIDTH="100%"
BORDER="0"
><TR
><TD
WIDTH="25"
ALIGN="CENTER"
VALIGN="TOP"
><IMG
SRC="./stylesheet-images/tip.gif"
HSPACE="5"
ALT="Tip"></TD
><TH
ALIGN="LEFT"
VALIGN="CENTER"
><B
>Saving</B
></TH
></TR
><TR
><TD
>&nbsp;</TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
><P
>&#13;			If you have not done so already, now would be a good
			time to save your work, via the 
			<TT
CLASS="literal"
>File</TT
>&#62;&#62;<TT
CLASS="literal"
>Save</TT
>
			menu shown in <A
HREF="x1446.html#BSG.QIK.F.S68.030"
>Figure 30</A
>, or 
                  <B
CLASS="keycap"
>CTRL-W</B
>. Blender will warn you if you try to 
			overwrite an
			existing file. 
	</P
><P
>&#13;			Blender does automatic saves into
			your system's temporary directory. By
			default, this happens every four minutes and
			the file name is a number. Loading these saves is another
			way to undo unwanted changes.
		</P
><DIV
CLASS="figure"
><A
NAME="BSG.QIK.F.S68.030"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartI/quick_start/gfx/Quick30.png"></P
></DIV
><P
><B
>Figure 30. The Save menu.</B
></P
></DIV
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