Blender

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sử dụng Blender

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  • 2.59

    Author: John M Blain

  • Blender ha my tnh v hot hnh

    Blender l phn mm m ngun m c pht trin v xy dng theo nn tng Blender.

    Blender tht s khng phi l mt chng trnh d hc. Tuy nhin chng ti cng thu gn sao cho cc bn cng tip thu d dng mt cch c th no . Bn cng c th xem thm cc ti liu khc thng qua internet hoc sch bo, y l ngun ti liu di do cho bn. Cun hng dn ny c vit dnh cho cc phin bn 2.5.x hoc cao hn.

    Blender cn nhc nhiu ln v giao din chng trnh. Thng qua cc bng v s thao tc d hn so vi cc phin bn trc. Do giao din cc phin bn di 2.5.x s kh s dng so vi phin bn ny.

    Blender Versions

    Graphical User Interface ( Giao din ) Thng qua giao din mi blender cung cp cho ngi dng thao tc bng chut v bng cc con s nhp vo cc bng, rt tin li v nhanh chng.

    Theo , bn s thng xuyn s dng cc phm tt lm vic, bn nn hiu ngha ca n l g. Bn khng cn phi hc thuc lng v chng ti s dng rt nhiu trong cun hng dn ny. Bn c th coi tt c cc phm tt cui cun ny.

  • Omissions and Errors ( Cc thiu st v li )

    Nu bn thy c li hay thiu st no th bn c th ng gp cun sch ny hay hn ti bng cch lin lc sau:

    [email protected]

    Chc may mn

    v

    Tri nghim l th

    John M Blain

    How to Get Blender ( Lm th no c blender).

    Blender c th downloaded t www.blender.org , y l phn mm min ph nn bn khng phi tn tin v rt nh.

    v

    Nh bn thy c 2 phin bn bn la chn, ci t v bn khng ci t. Bn nn xi ci ci t chy s nhanh hn v km theo l Python. Ty bn s dng h iu hnh g m bn s dng phin bn ph hp.

  • Contents ( Bng ni dung )

    Chapter 01 The Blender Interface Chapter 03 Create Edit Objects

    Chapter 02 Navigate & Save

    G- Day Mate

  • Chapter 04 Materials Chapter 10 Raytracing

    Chapter 11 Animation Basics

    Chapter 05 Textures

    Chapter 06 World Settings

    Chapter12 3D Text

    Chapter 07 Lighting

    Chapter 08 Camera Chapter 13 Nurbs & Metashapes

    Chapter 09 Rendering

  • Chapter 14 Modifiers Chapter 15 Particle System

    Chapter 16 Child Parent Relationship

  • Chapter 17 Constraints Chapter 18 Armatures

    Chapter 19 Relative Shapes Keys

    Chapter 20 Fluid Simulation

  • Chapter 21 Nodes Bn c bit n Blender cha?

    Chapter 22 Game Engine

    Chapter 23 Video Sequence Editing

    Chapter 24 Appendix

  • CH01- The Blender Interface

    01-Blender Screen

    02-User Preference Window

    03-Preset Interface Arrangement

    04-3D Window

    05-Window Modes

    06-Layers

    07-Moving in 3D Space

    08-Mouse

    09- Blender View Menu

    10-Properties Window

    11-Blender Windows

    12-Console Windows

    13-Outliner Window

    14-Text Editor Window

    15-Add-Ons

    Return to Contents

  • The Blender Screen ( Mn hnh) Learning Unit 1 Mn hnh khi ng

    Khi khi ng ln u bn s thy mn hnh nh sau:

    Nt m rng mt s h iu hnh khc c th mn hnh s khng hin th y .

    Vi bng nh gia bn s bit bn ang dng phin bn g.

    Mc nh ban u s c 5 ca s con gm nh sau Info Window Outliner Window

    Ghi ch: Bn c th thay i mu nn , nu bn mun.

    3D Window

    Timeline Window Properties Window

  • Bn cnh cn c 11 ci khc c n trong icon pha tri di mn hnh trong icon ny.

    Mn hnh ban u ca bn l 3D view, bn c th khi phc li nh ban u.

    Cc kiuWindow

    Bng cch nhn vo bn s thay i window hin ti ca bn.

    Bn c th thay i bt k window no bng cch ny.

    Bn c th thay i kch thc ca s bng cch tr chut vo khung bn s thy mi tn thay i bng gi chut tri v ko th.

    Mi window c th chia ra thnh nhiu window con bng cch tr vo khong gia nh v chn split hay ko gp window li

    Learning Unit 1

    Tr chut vo y Chia window v gp

    Ko th chia window ra

    Khi bn tr vo , tr chut s thay i, chut phi v chn split khi mn hnh chia ra lm 2.

  • khi phc li bn c th ko th 2 window li thnh mt ci.

    Cc window khi chia ra s thao tc d hn v bn nn hiu chng nh th no

    Window Type Icon( Info Window ) Panel (Tool Panel)

    Header Window Type Icon

    Window (3D Window)

    Buttons (3D Window) Drop Down Selection Menu

  • Mt iu tuyt vi l phin bn ny cn cho php thay i mu sc giao din. Sau y l cch m chng ti lm:

    User Preference Windows ( Tinh chnh ca ngi dng) Nu bn khng thch mu en ca blender bn c th thay i.

    Nu bn mun nhng tinh chnh ca bn lm mc nh bn c th chn save as default

    Preset Interface Arrangements ( B giao din)

    Ty nhu cu s dng c khi bn s dng window cho cng vic hay cng vic kia. Blender cung cp cho bn b giao din dng cho Modelling hay Animation hay.. thun tin thao tc ty theo mi trng lm vic.

  • Window Button

    Search Bar - Type in a Word to Search

    Bn c th thay i bng cch chn vo khung ca s v chn cc option nh hnh trn. Bn c th khi phc li nh ban u bng Default

    The 3D Window

    Trc tin, bn cn phi hiu trong 3D window c nhng g. Trong bao gm bng Tool Shelf ( phm T cc cng c thao tc), bng Numberic ( phm N cc thuc tnh ca object). Bn cnh cn c Camera ( hin th tm nhn ca bn), Lamp ( dng chiu sang) v cui cng l Object.

    Tool Shelf Main Window

    Numberic + m rng ra

    Camera

    Lamp

    Cube Object

    Header

    y ch l 3D window, cha c 4 window c bn ban u.

  • Cc bng Tool v Number c th hin v n bng phm T v N. bng Number dng iu chnh cc ta v cc th khc trong 3D, bng Tool gm cc cng c c bn.

    Bng Number Gi tr trong bng Number thay i Object

    Bn c th chn bt c vt g trong khng gian 3D bng cch Click chut phi (Clk RMB)

    Hy th :phm A v bn thy mi th u c vin cam v khi bn ang chn tt c, A ln na bn s khng chn na. Gi Clk RMB vo Object bn s thy object c vin cam, n phm A bn s khng chn na hay dng cch Clk RMB ln na vo object.

    Ghi ch: y l khung lm vic 3D chiu gm cc ta x,y,z. Cc phm thao tc trn nu lp li s quay v trng thi ban u.

    Trong Blender trc x c mu v trc y mu xanh l cy v trc z c mu xanh dng. Trong khi lm vic s con tr 3D l mt ci hng tm nh hnh

    3D Curser

  • Window Modes Cc ch lm vic ) Trong blender c 2 ch lm vic, mt l Object mode v Edit mode Vi khi vung m bn chn nhn Tab chuyn sang ch Edit v Object. Vi Edit mode bn c th chnh sa cc chi tit, cn Object mode th khng

    Layer ( cc lp) Chm vng th hin layer hin ti

    20 Layers

    Lp cung cp rt nhiu tin li, khi bn lm vic nhiu i tng chng ln nhau, bn s kh m chnh sa, cho nn bn c th a n layer khc v thao tc tng ci mt, ri sau gp vo. Blender cung cp cho bn 20 layer v chuyn object sang layer khc bm phm M v chn layer mnh mun.

    Cc mesh:

    L nhng khi c bn trong blender dng cho vic dng hnh.

  • Sau y l cch di chuyn 1 object sang layer khc, Clk RMB object v n M sau chn layer nh hnh di

    Click vo th 2 move sang layer 2

    Chm vng cho thy layer 1 c nhn thy khi render v trn mn hnh

    Object Tools Tab (Tool Shelf Panel) thanh cng c

    The Object Tools dng chnh sa, tuy nhin vn cha c hin th y cc cng c, phin bn ti s chnh sa li, tuy nhin bn vn c th s dng cc chc nng bnh thng thng qua cc phm tt.

    Nhp tn cng c hay chc nng bn mun tm

    Thanh search thay bng phm Space-phm ngang, so vi phin bn trc space dng add mesh. Mi cng c v chc nng u c trong search ny.

    Search Bar ( thanh tm kim )

  • Moving in 3D Space ( Xoay v lm vic trong 3D) Learning Unit 1 Moving About in 3D Space

    Trong mi trng 3D bn s phi thao tc bng chut v cc phm s. Tuy nhin, i vi laptop th cc bn thng qua cc phm s c bit ( hoc c th chnh option Input emulator numpad trong User Preference.

    Bn c th thay i hng nhn ( view port ) bng cc phm s trn. Sau y l cc gc nhn khi b thay i

    Num Pad 7 - Top ViewUser Perspective

    Num Pad 1 - Front View Num Pad 3 - End View

    c bit, phm 0 hin th camera khi bn render v l tm nhn chnh thc khi bn lm mt b phim hay gi l tm nhn dng cho ngi xem.

    Nu bn cn l lm vi cc hng nhn th bn hy xem hnh bn di:

  • Numpad 7 - Top Ctrl + 7 - Bottom

    Numpad 1 - Front Ctrl + 1 - Rear

    Numpad 3 - Right Hand side Ctrl + 3 - Left hand Side

    Numpad 0 - Camera View

    Lu : Click Numpad 5 dng chuyn khi bn s dng mt hnh nh lm nn.

  • The Properties Window ( Ca s thuc tnh )

    Ca s ny dng iu chnh khung cnh , cht liu v hnh vi ca i tng trong khng gian 3D

    Mi tab bn trong c th thu gn v m rng ra rt thun tin

    C th thu nh v phng to

    Lu : mi i tng m bn chn s xut hin thm vi chc nng i vi i tng . VD: chn camera s ra mt tab dnh cho camera v n s khc, bi v thuc tnh ca i tng mi khc nhau.

    Sau y l s m Properties Window cc tab v chc nng:

    Render: iu chnh mn hnh render.

    Scene: Cc chc nng c bn khung cnh. World: Controls for scene background.

    Object: Dng chn i tng

    Object Constraint: iu chnh tng tc object.

    Modifiers: Hiu chnh cc hiu ng.

    Object data: Chn d liu m c th nh hng..

    Materials: Mu sc cho object v cc th khc

    Textures: To b mt object

    Particles: Cc ht v di chuyn ng.

    Physics: Tng tc vt l.

  • Chng 2- To v chnh sa Object

    01-Basic Mesh 02-Placing Objects 03-Edit/Object Mode 04-Mesh Types 05-Cursor Placement 06-Moving Objects 07-Scaling Objects 08-Rotating Objects 09-Precision Manipulation 10-Transformation Widget 11-Mesh Vertex Editing 12-Selecting Verticies 13-Edit Mode Selection 14-Creating Verticies 15-Center Points 16-Object Display 17-Shading Smooth/Flat 18-Extruding Shapes 19-Proportional Vertex Editing 20-Creating Ground 21-Edge Loop Selection 22-Joining/Separating Meshes 23-Deliting Vertices 24-Adding Faces 25-Modifiers 26- Bevel Modifier 27-Subdivision Surface Modifier 28-Mirror Modifier 29-Boolean Modifier 30-Knife Tool 31-Sculpt Mode

  • Working with Basic Meshes Learning Unit 1 Modeling Modes-Viewport Shading

    Chuyn sang chng 2, chng ta bt u nhng c bn v mesh, c rt nhiu loi nhng chng ta s xem nhng ci c bn v cch tinh chnh.

    Placing Objects On The Screen( Cch t object)

    Con tr 3D l con tr khi bn thm mesh ( Shift +A ), n s t object ti v tr m con tr 3D chn, con tr 3D rt khc bit vi con tr 2D. i khi, bn phi xoay mn hnh chn ng v tr mnh mun.

    Mt khi bn to thm mesh( Shift +A ) bn s c vi option chnh mesh thm bng Tool ( T ), v d nh khi thm circle, uvsphere.. nh hnh bn di y.

    Transform a Mesh Object ( Cc thao tc vi mesh )

    C 3 thao tc n gin gm : di chuyn (G), thay i kch c (S) v xoay object (R).Ngoi ra cn c cc option ph theo trc xyz nh G+X di chuyn theo trc x, S+X thay i kch c theo trc x. Ch yu l 3 thao n gin trn v cng thm tn trc bn mun lm. V d: hnh di thay i kch c (S) theo trc X: S+X

  • .

    Precision Manipulation of Objects ( Bng thuc tnh )

    Ngoi ra , bn cn c th lm cc thao tc n gin trn trong phn thuc tnh nh Scale ( S) , Location (G), Rotate ( R) lm cc thao tc trn tng t.

    Tool Shelf -T Key toggles hide display Numeric Panel - N Key toggles hide display

    Numeric values for the Cube object

    thay i gi tr trong bng hay menu khc bn c th dng cch sau:

    Nhn LMB 2 ln ri backspace ri in s vo.

    LMB 1 ln vo ri ko th hay nhn vo mi tn tri phi thay i. Snap and Align Tool ( Cng c sp xp v tr object )

    i lc bn cn cn v tr chnh xc cho object, hay v tr ca con tr m bn ang thao tc blender cung cp cho bn cng c Snap and Align ny thc hin iu . Bng phm Shilf +S n gin bn s c cc option nh sau: iu chnh v tr con tr v iu chnh v tr ang chn.

    Moving Objects

  • The Transformation Widget ( Cc cng c chuyn i nh trong blender ). chuyn i v tr ( G ) hay kch thc (S) , xoay (R), ngoi ra bn cn c th s dng cc cng c nh nh cc hnh di thay i. Tuy nhin cch ny hi bt tin hn i vi dng phm tt. Mc nh, bn click ln cc thanh nh hnh bn di bn s c 3 cng c v cc trc nh hnh di:

    G Grab Mode R Rotate Mode

    S Scale Mode

    Mesh Vertex Editing ( Ty chnh cc im trong mesh )

    T khi bn thm mesh, nu bn mun chnh sa mesh bn phi vo Edit mode (Tab ) v ch trong Edit mode bn mi c th chnh sa mesh m thi. Khi object trng thi Edit mode cc im s tr nn vng nh hnh di. V khi bn ang chn ton b cc im cu to nn mesh . Nu bn chnh sa v tr cng th ci mesh ca bn cng bin dng theo.

  • Object Mode

    Selecting Vertices, Edge, Face ( Ch chn trong Edit mode)

    Edit Mode

    i lc bn cn chn tht nhanh 1 mt phng hay 1 cnh, chng l bn chn 4 im hay 2 im. Chnh v th Blender cung cp cho bn cc ch chn nhanh nh Vertices ( chn theo im ), Edge ( chn theo cnh ), Face ( chn theo mt phng ). Khi bn thao tc nhanh hn v d dng hn. Mt khi bn la chn th cc mt phng , cnh, im s sng ln so vi cc ci khng c chn. Lu :i lc bn Object mode chuyn sang Edit mode bn cn nhn A b chn ton b im hay cnh hay mt phng ca object. Nu khng bn s thao tc vi ton b ci m bn chn.

    Vertex Edge Face

    Basic Modifiers: ( Cc chnh sa c bn )

    Sau khi bn chn c th p dng cc chnh sa c bn nh G ( v tr ), R ( xoay), S ( kch thc ) chnh sa. Creating More Vertices ( To nhiu im hn trong mesh ): i lc bn mun to thm 1 hay n im na gia 2 im bn chn hoc mt mt phng phn ra 4 vung con bn trong. Lc ny bn cn ti cng c Subdivide phn chia thm im. Bng cch chn object hay cc im cnh hoc mt phng m bn mun thao tc ri dng 2 cch sau:

    1. Dng cng c Tool (T) ri chn Subdivide nh hnh di. 2. Dng menu c bit W.

    Lu : Bn c th chn s phn chia bn menu Tool

  • Specials Menu: Menu c bit

    Trong ch Edit mode khi bn nhn W s a ra bng menu c bit dng thao tc nh: Subdivide (phn chia im), Sudivide smooth ( phn chia mesh nhn mn hn ), Merge (ni 2 im hay n im li), n v nhn thy ci chn, ch lm mn v khi Center Points: ( Tm im )

    Mi mesh u c tm ca n hay center point, c mi thao tc G,R,S bn ch n s xoay quanh tm im ca n, hay thay i kch thc so vi tm im ca mesh. Vy tm im rt qua trng khi bn thao tc vi mesh. Tuy nhin tm ca mesh bn c th t n bt c u m bn mun, v th n cho php ghp tm ca 2 object hay n object li. Trong blender, tm im l mt chm vng nh, khi Edit mode bn xa cc vertices (X) bn tr ra Object mode th tm ca n vn cn.

    Object Center

    3D Curser

    Nu bn mun di chuyn tm ca object sang ch khc, bn c th lm cch sau chn v tr bn mun chuyn sau Transform -> Origin to 3D cursor ( di chuyn tm n ch con tr ). Do con tr bn c th kt hp vi Snap and Align trn.

    Object Display - Shading:

  • Cc ch Viewport Shading Thng thng, blender thng dng ch solid shading ( xem ch bng, gn th sng, xa th ti ), nhng i lc bn c th cn ti ch wireframe ( xem kiu cu trc kt cu ). Do bn c th s dng phm Z thay i ch nhn hin ti. rng cn c cc ch khc nh Texture- dng xem cht liu ph ln..v.v

    S dng ch Shading Smooth v Flat Options:

    Smooth Flat

    T lc bn thm object, mc nh vt th s hin trng thi flat ( mt th), bn c th chuyn sang trng thi smooth( mn) bng cch chuyn i menu Tool

    Extruding Shapes: Khi shape c th ko di ra hoc co lai lm ng g bng cch s dng cng c Extruding, hnh dung bn c th ko ra 1 hnh tng ng vi hnh trc nh l tnh tin vy. Ngoi ra bn c th p dng thm G,S,R kt hp thm.

    Bng cch chn cc vertieces( im) hay edge (cnh ).. ri phm E bn c th thao tc vi cng c Extruding, nu bn mun n theo phng bt k th bn nn nhn MMB ( chut gia-mid mouse button).

    Extrusion Rotated Khi ban u

    Phn extruding ra

    Proportional Vertex Editing:

    Proportional Vertex Editing c s dng bin i mt vng nh hng so vi im cho trc. VD: bn mun bin i 1 im nh cao mt cao z1, th khi s dng cng c ny cc im ln cn s bin i cao z2

  • Lu : Ch bt c khi Editmode .

    Bt Proportional Editing On / OffCc kiu ng

    Creating Ground ( to mt nn t):

    Bn c th to nn t d dng thng qua Proportional bng cch to mt plan (shilf+A->plane) 7view sau bn subdivide( phn chia ) nhiu ln , sau bn chuyn sang 1view, sang ch Editmode v chn im gia hay bt k, ri nhn O v chn cc kiu Proportional bn mun. Dng G ko im ln, c th bn thch p dng thm S,R hiu r. Kt qu nh hnh bn di:

    Vertices nh

    Plane subdivided

    Cun chut gia tng hoc gim vng nh hng.

    Edge Loop Selection( La chn cc cnh , im tng xng) :

    i lc bn cn la chn mt vng ngoi hay vng gia bn phn chia hay i khi l mt nhng cnh i xng nhau hoc im.

  • Click Alt + RMB vo vng ngoi la chn vng ngoi

    Nhn thm Shift + Alt + RMB, l ta la chn mt hnh vnh khn.

    Click vo cnh ngoi ri Alt + RMB chn cnh ngoi, c th shilf thc hin nh trn la nhng cnh ngoi hoc ton b.

    Joining Meshes:( Ghp mesh)

    ghp 2 mesh li , object mode chn mesh 1 sau shift ri chn mesh 2, sau Ctrl +J , iu ny tng ng l bn c th chuyn ch Editmode cho cng 2 mesh, v di chuyn cng lc 2 mesh. Separating Meshes: (Tch mesh) Bn c th chia mt mesh ra lm nhiu phn, nh bn c mt chic xe p ,thay v bn thao tc ton b th phc tp v khng logic thay vo bn chia ra thnh : bnh xe, tay li,Khi bn d dng thc hin v mesh mi bn phn chia ra d dng xc nh c thng qua ci tn v n c coi nh mt mesh mi to ra. s dng cng c ny bn cn chn cc vng ( im, cnh, mt) ri nhn P sau chn Selection tch phn bn chn . Option All loop part dng tch cc mesh khi bn add n trong Editmode. Lu : Trong editmode m bn add thm mt mesh th n coi nhng mesh nh l mt mesh join li nhau.

  • Vertices selected Separated: P Key By Selection

    Lu : Khi nhn P c th lm mt nh nn trong lc chia. Nhn ESC trnh iu ny.

    Deleting Vertices/Edges/Faces:(Xa im cnh, hoc mt ) Nu bn mun xa b mt vertices..faces th trong Editmode bn chn nhng im bn mun ri sau X v la chn option m bn mun

    Adding Faces: ( To mt )

    Plane

    i lc bn mun to mt mt phng gia 3 hoc 4 im bn chn th bn nhn F trong Editmode . Nu bn khng to c mt phng gia 4 im th c ngha l c 2 im gc cho n khng tng ng nhau ( vn ny sau bn s hiu r), chnh li bng cch di chuyn sau cho n ng phng ri sau ta ty chnh mnh mun.

    Mt Vertice Chn 3 vertices sau nhn F.

    Modifiers( Menu ty chnh):

  • Mesh c th ty chnh thm cc option nh mirror( gng), array, boolean..v.v. Cc option ny c th rt c ch nh bn to mt bn v cn ly i xng khi mirror li rt hu ch v cc option khc.

    Properties Window Modifier button Click 'Add Modifier'

    Modifier Selection Menu

    Nh bn thy c rt nhiu option trong ny nhng ch hng dn bn vi loi :

    Bevel Modifier( dng to khi c vin bo mp)

  • Properties Window Modifier button

    Cube with Bevel Modifier Added

    Change Width value to Increase/Decrease Bevel

    Subdivision Surface Modifier Learning Unit4 Subdivision Surface Modifier - Subserf

    Cube with Subserf Modifier Added

    View: 1 = 4 divisions View: 0 = Cube

    Change View value to Number of Subdivisions

    Value: 3 Cube becomes a Sphere

  • Mirror Modifier( to mesh i xng) Learning Unit 8 Mirror Modifier

    Khi bn to cc vt th i xng, bn ch cn to mt bn sau bn ch vic dng Mirror l bn c mt vt th nguyn vn.

    T khi cube ban u bn subdivide n ra lm 4 sau bn delete 1 phn bn , chn object ri vo Modifier -> Mirror, th l bn li c vt th ban u. rng khi bn thao tc vi bn ny bn kia cng bin i tng t. Nu i lc bn thy trc gia hay trc i xng n khng khp nhau, bn c th tick vo clipping trong option ca Mirror. Lu : i khi bn c th b chn clipping hoc chn li trong sut qu trnh lm i vi cc im khc nhau trong mesh, nhng nh l sau khi lm mi Apply

    3D Window Header

    Note: B chn 'Limit Selection to Visible' trc khi chn hoc n gin phm Z

    Solid Cube after applying Mirror Modifier

    In Edit mode Dch chuyn im

    Phn bn dch chuyn theo

  • Boolean Modifier

    Boolean Operations Learning Unit 6 Bolean Modifier

    Boolean Operations dng to l v ghp 2 mesh li vi nhau. Bn c th hnh dung qua cc hnh sau:

    1. The default Cube in the 3D Window with a Tube object added and positioned as shown.

    3. With the Cube selected a Boolean Modifier is added and Type Intersect selected

    Type Intersect selected

    2. Default Cube selected in 3D Window

    4. Apply button clicked

    5. Result after applying the modifier and separating the meshes.

    The original Cube has been modified to the shape of intersection (overlap)

  • Kiu Union dng hp 2 mesh li, nhng cu trc n khc so vi Join (Ctrl +J), kiu ni rt kh nhn. Nh ch ni b c o ging nh iu khc vy.

    Boolean Union Type selected

    Result after Result after applying separating meshes modifier

    Two meshes joined together

    V d ca Difference Boolean .

    Result after applying modifier

    Kt qu mesh mi

    Cc khi chng ln nhau b tch ra.

  • The Knife Tool ( Tng t subdivide )

    Cng c Knife Tool (K) thng s dng trong edit mode dng to thm cc vertices (im ), tng t nh subdivide, nhng khc ch n chia theo mnh mun. Mt v d in hnh l khi cube sau khi select (mu cam), sau bn gi K v ko th ti ch bn mun chia ra. Cc im c to ra ch cnh b ct ra v nhng im c th ty chnh v cng tc ng b mt object

    Ko th chia thm vertices

    Knife Tool

    Cc vertices c thm vo khi ct.

    Bezier Curves and Circles(Cc vng v ng cong) Blender cung cp cho bn cc vng ng cong , nh bn bit vng trn l mt ng cong c im u v cui trng nhau, c nhiu loi ng cong trong blender, s dng cc ng ny nh ch nh hng i, hay lm mt ci g i theo mt ng i cho trc hay n gin l lm cc b mt phc tp nh l cy, khn vi..v.v. Bn c th thm Curve bng cch Shift+A v chn bng curve y cc loi thng dng l Bezier( 2 im, c ta , trc quay), Path ( tng t nhng thng dng lm ng i cho object)

  • Thm Curve Cc loi ny c th d dng iu khin v tr hng quay d dng nh thao tc vi vertices( im) vy. tng cao bn nn mode c trc Z nh vy d dng thao tc hn.

    Nh bn thy c y, trc mu c 2 im trng nhng im dng xoay, v cc im chnh dng xc nh v tr

    Quay Curve bng cch iu khin trc

    Cc im chnh

  • Sculpt Mode

    Tht s th c th ni Sculpt mode nh mt ch iu khc vy. C th lm li lm mt b mt, ging nh bin i mt phn nh b mt, hay ging nh ta ang modelling( to hnh thng qua Vertices , Edge. chnh sa cc im). chuyn sang ch Sculpt mode bn cn chnh Viewport sang Texture( cht liu ph b mt) v ch lm vic Scuplt mode

    3D Window - Sculpt Mode

    Brush ( Sculpt Tool )

    bt u, bn hy nhn vo pha tri trn mn hnh, bn s thy s khc bit gia 2 ch Sculpt v Object, u tin l con tr nh hng, sau l nhng nh hng n b mt object Theo , l km theo cc brush ( c), dng thc hin cc chc nng khc nhau. Bng cch gi chut v ko th bn s lm bin i

    Tool Panel

  • C nhiu loi brush hoc bn c th to thm thng qua Python hoc download c sn trn

    internet. Sau y ta s xem xt brush.

    Bng cch click vo hnh nh hay F bn c th thy c 19 loi brush , thm vo l cc option nh Radius ( bn knh nh hng), Strength ( nh hng, 1max), Autosmooth ( ging nh Smooth) v Add (tri ln) hay Subtract (ln xung) v cc option khc km theo tng brush ring.

    Bn c th thy thm bng Tool Tab dnh cho Sculpt dng ch th loi c v nh phun hay qut hay..v

    Active Brush Type 'Draw' l menu nh cng ging nh la chn brush ca 19 loi trn.

    The Stroke Tab

    Stroke cng cung cp thm mt s chc nng ph khc nh xa nh hng, phn chiu.. ty theo loi Stroke method m bn chn.

    Lu : C mt s chc nng khng c ni n m chnh bn phi t tri nghim v khng th din t c.

  • The Brush Tab

    Mt cch khc thay i kch ca brush l n phm F v ko th.

    F Key Drag Mouse

    LMB Click

    Sau y l mu bn lm th, to mt plane mi sau subdivide 6 ln ( bi v chia ra ta mi thao tc c vi Sculpt c ) sau bn chuyn sang ch Sculpt bng cch i ch lm vic Lu : i km vi ch Sculpt l ch ph nn Texture nh ban u ni.

    Brush - Add Selected tri ln

    Brush - Subtract selected- lm xung

    Click LMB( chut tri) v ko th quanh phn tri ln ri xoay trn theo kiu ln sng, bn s thy nhng phn bin i ni m bn tr chut n. Bn c th s dng thm bng Stroke c kt qu mong mun. Trong v d ny th Accumulate ( dy c) trong bng Brush khng c chn v Strength ( mnh ) l 0.963.

  • The Curve Tab L mt th kim sot tc dng ca brush trong Sculpt hay kim sot mn v th.

    The Texture Tab

    Hin cha c thng tin g v ci ny. Tuy nhin c thm xem nh chc nng ging bn texture phin bn di 2.5x

    The Symmetry Tab ( i xng ) To hnh tng ng vi mt i xng m bn chn, tng t Mirror trong Modifier.

    Deformation Reproduced on opposite side of Axis

    Drag Mouse

    Axis

  • The Options Tab Another Tab requiring some research.

    The Appearance Tab Thay i mu sc ca brush, ch chnh mu trang tr.

    3D Window .

    C th xem nh hin th phn mu tri ln , hay lm xung bng cch ny.

    Ticking 'Custom Icon' allows you to select an image to display for the Tool Type icon instead of Blenders default icon (See the Brush Tab quick select panel).

  • CH04- Materials

    01-Materials

    02-Material Settings

    03-Materials Buttons

    04-Material Colors

    05-The Preview Tab

    06-Diffuse Tab

    07-Specular Tab

    18-Hardness

    09-Ramp Shaders

    10-Transparency

    11-Halos

    12-Blender Material Slots

    13-Vertex Paint

    Return to Contents

  • Materials

    Material l g.? Bn c th hiu n gin th ny, xe p lm bng st , vy st l material v st th c mu en. Trong blender, th material khng nhng l nguyn liu mu sc m cn l cht liu, bi v texture lun i vi material. Vy texture l g, l cu trc b mt. Mt v d n gin, g c mu cam sng (material) v b mt g sn s ( texture). Nhng material trong blender cn c nhiu chc nng hn.

    Basic Material Settings

    Mt cch thay i mu sc cho object l thm marterial, cng nhiu marterial th object c nhiu mu sc, cu trc.. lm vic vi marterial, trc tin chn cube mc nh ban u, vo menu chnh Material

    Properties Window Material button

    Click new thm material

    Lu : Cc object thm vo s c mu mc nh l xm, material mc nh ngm, nhng ta c th chnh li bng cch thm marterial mi,. i khi bng menu b che lp do bn xa 1 object trong editmode ri bn add object mi. Cch sa cha nh sau ko = xung ( c th him khi gp ).

    Materials Buttons

    Sau y l vi option tinh chnh c bn m bn nn bit, nh diffuse, speculardng thit lp cc hiu ng c bit nh d quang, thay i mu sc, mu cho object, trong sut, c m, chi, nhiu hay tnh khc x, cc ch nn, v cc kiu phi mu.v..v

  • Material Slot: Hin th cc material.

    Material Name: Tn material

    Material Stack: Cc b material c gom chung.

    Preview Panel: Bng hin th material cho object, tng ng khi render.

    Color Picker: Dng chn mu vi , chm trn.

    Tabs: Cc bng, c th ng m.

    Material Colors

    C 3 mu c bn trong blender 1. Mu object 2. Mu phn x hay phn chiu ( mu ca nh sng

    khc tc ng vo object hay mu ch nh sng khc chiu vo ).

    3. Mu bng khi trn nn t.

  • The Preview Tab ( Bng xem trc)

    Have a look at the Preview tab in the Material Properties Window. This preview gives an indication of what you will see in a Render of the 3D Window. To save computer memory Blender does not display everything in the 3D Window. On the LH side of the Preview tab there are options for viewing the preview in different formats. One of the options is Monkey but for simplicity I have left my preview as the default Sphere.

    Preview Monkey Option The Diffuse Tab

    Nh cp trc, mu ca object thng l mu xm tro, trong tab ny dng gn mu cho object.

    Color Bar showing the Diffuse color. Click to display the Color Picker.

    Default color

    GreyColor

    sng mu

    Color System Options

    Note the R: 0.800, G: 0.800, B: 0.800 values. Cc thng s RGB c th iu chnh c hoc thng qua vic ko th..

    Intensity l g. Ni cch khc intensity l kh nng nhn thy mu khi c nh sng chiu vo, tng t nh trong m ti khng thy object khng c mu sc ( v quang cnh en mt )

    Intensity 0.000 No light Intensity 0.800

    Rendered Images

  • Hai bc hnh cho thy sng mu nh hng nh th no. Bn c th mt phn do khut nh sng ( mt ) , mt phn do intensity ( u). Hay ni cch khc l chu nh hng do cc camera ( gc quay), lamp ( n chiu sng). Hy chnh Color picker theo h RGB values: R:0.800, G:0.430, B:0.000

    Intensity 0.800

    Chn mu

    Note: Shiny Highlights

    3D Window Rendered Image

    Bn c th thy s khc bit mu sc gia 3D window, v khi render l nh th no. V 3D window cha c nh hng nh sng chiu, nhn thy camera. Cho nn bn cn hnh dung mu sc khi render nh th no so vi 3D window.

    Phn sng trng hnh trn l do Specular ch nh, ta c th ch nh li, hnh ny c th chnh li cho ng l mu vng sng.

  • Intensity Effect for Diffuse Color

    3D Window Views

    Intensity 0.000 Intensity 0.500 Intensity 1.000

    Rendered Images

    The Specular Tab ( mu phn x ).

    Chng ta s i vo mu phn x khi c nh sng chiu vo, mu tng tc vi cc nh sng xung quanh.

    S khc bit thm l c thm option Hardness v option ph nh CookTorr v...

    Selected Specular Color

    Select the green color with R:0.000, G:1.000, B:0.450

  • 3 hnh di y cho thy khi chnh specular intensity cng cao th ch phn x cng nhn r.

    3D Window View

    Intensity 0.000

    Rendered Image View

    The Hardness Value

    Specular Highlights

    Intensity 0.500 Intensity 1.000

    Learning Unit 5 Multiple Materials

    Blender Materials - Mirror

    L dn tri mu phn x, hay cch sp xp dng mu, bn c th chnh v kim chng.

  • Hardness Value Variation

    3D Window View

    Hardness: 1 Hardness: 50 Hardness: 115

    Rendered Image View

    As you see in the rendered images there is a relatively small change between Hardness value 115 and 50 but a huge difference between 50 and 1. It is hard to see any difference in the 3D Window.

    Ramp Shaders Learning Unit 5 Blender Materials - Shaders

    Bn cnh chng ta cn c ramp dng kim sot mu phn chiu v mu sc cho object

    Tick to turn Ramp Shader on

    Ramp Shader dng to ha phi mu sc tng tc vi nh sng v mi trng nh sng xung quanh.

  • Transparency ( trong sut)

    lm object trong sut c th lm nh sau vo Material- Transparency tick vo v iu chnh cc gi tr mong mun.

    With the Sphere selected in the 3D Window tick Transparency and reduce the Alpha value

    2 object

    3D Window View Vi cube chn, b chn Receive trong Shadow tab.

    Halo Settings Phn cube c thy

    Bng cch s dng Halo cc vertices s trong ging nh khi cu hnh di. L cc im sng

    trng ging nh cc vng, cc sao sng..

    Halo Selected

    Rings

    Ho quang

    Specular Color

    Change values as required

    Lines Stars Combined

  • Vertex Painting

    In addition to adding materials to an object as described in the foregoing pages Blender also provides the Vertex Paint tool which allows you to manually paint a material on to the surface of an object

    You paint by changing the 3D Window from Object Mode to Vertex Paint Mode. You will be able to paint a selected object immediately but before you can render an image with the paint showing you must have a material added. A new object added to the 3D Window displays with the default Blender grey color but as seen in the Properties Window - Material button there are no control tabs displayed. With a new object added to the 3D Window, in the Properties Window - Material button press 'Add Material'. The new object still displays in the 3D Window as the same grey color but now the Materials button contains control tabs.

    Go to the Materials button - Options tab and tick 'Vertex Color Paint'.

    'Vertex Color Paint' tells Blender to use the painted material instead of base color when you render an image.

    'Vertex Color Paint' must be ticked before the paint color will render.

    As Vertex Paint suggests, the process involves painting vertices. The default Cube in the 3D Window only has eight vertices therefore it doesn't provide much scope for a demonstration. Delete the Cube and add a UV Sphere. The default UV Sphere has 32 Segments and 16 Rings which provides a vetex at each intersection point. If you would care to count the intersections you will find there are a lot more vertices in the sphere than the cube. Don't ask me how many.

    OK! Change the 3D Window to 'Vertex Paint Mode'.

  • UV Sphere

    Paint Brush

    In Vertex Paint Mode the UV Sphere looks like a white disk and your 3D Corsor changes to a orange circle. The Tool Shelf panel at the left of the window displays with the Brush tab open.

    In the Brush tab you have a circular color picker for selecting the paint color with a bar across the bottom showing the color that you select.

    Immediately below the color bar are two sliders. 'Radius' controls the size of the Brush ( The circular 3D Cursor ) and 'Strength' controls how much paint color is applied.

    Another way of controlling the size of the Brush is to press the F Key and click and hold the LMB dragging the cursor towards or away from the centre of the Brush circle. Click LMB when finished. The size of the Brush circle changes and the slider value in the tool shelf is reset.

    Drag mouse and click to change Brush size.

  • I will leave you to find out the function of the all tabs in the tool shelf except for the Tool tab. Here you select the tool specific to Vertex Paint and have a drop down menu for selecting the action of the Brush. The default action is 'Mix'.

    Drop Down Selection Menu

    Select this Tool for Vertex Paint

    Remember that the although the UV Sphere is displaying as a disc it is in fact a 3D Sphere. You can display the segments and rings and hence the vertices and faces of the sphere by activating the 'Face Selection Mask' in the 3D Window header.

    Face Selection Mask activated showing segments and rings.

    When painting you are only painting the visible surface of the object. You have to pan the 3D View or rotate the object to paint the hidden surfaces.

    Visible surface painted.

    3D View rotated showing unpainted hidden surface

  • The Vertex Paint Color can only be seen in Vertex Paint Mode or in a rendered image.

    Vertex Paint Mode

    Rendered Image

  • .

    Phn ph :

    Chn phn trn thng qua phm B hoc C

    trong material bn s thy assign ( dng gn material cho ci mnh chn)selected ( chn material ) deselect ( khng chn material ).

    Nu bn gn nhiu material cho object bn nn ch material ang chn l g ri mi gn cho nhng vertices mnh mun.

    Material.003 green - Material.002 grey

  • c gn vo nhm nh (vertex group)

    Khng c iu g kh khi iu c

    din gii ra. Mt s th dng nh rt n

    n gin.

    Vt liu mi Material.003

    Bm Tab chuyn sang Object Mode (ch i tng) trong khung nhn 3D (3D View) xem qu cu vi 2 mu ( hay nhiu mu ).

    Qu cu trong Object Mode

    Vy ti sao gii thch nhng th n gin li kh n vy?

  • CH05- Textures

    01-Textures (lp dt)

    02-nh x Texture 03-Displacement Mapping

    (nh x Disp)

    04-UV Texture Mapping

    (nh x UV)

    05-Selective UV Mapping

    (nh x UV c chn lc)

    06-Unwrapping with Seams

    (M li vi Seam (ng

    phn gii))

    07-V texture

    Tr v bng ni dung

  • Textures

    Bi hc 5 Textture sinh bng th tc (Procedural Textures) Trn Gradient

    Trong phn Material (cht liu) chng ta xem xt n hiu ng nh sng phn x trn mt b mt bng nhn (smooth surface). Texture l c tnh vt l ca b mt kiu nh b mt ca gch, thm, khi g vvv.

    Trong Blender s trc quan (visualization) c cc kiu c tnh v mt c thc hin (are created) bng cch nh x nh ln b mt ca m hnh trong ca s 3D. Trong trng hp ny nh c gi l texture.

    Trong phn Material (cht liu) chng ta xem xt n hiu ng nh sng phn x trn mt b mt bng nhn (smooth surface). Texture l c tnh vt l ca b mt kiu nh b mt ca gch, thm, khi g vvv.

    Trong Blender c 3 ch Texture. Chng ln lt l Material, World Backdround (nn th gii) v Brush (c v).

    Cn lu rng texture khng hin th trong ca s 3D. thy c texture xut hin phi render cnh thnh mt nh s. iu ny ct l tit kim hiu sut (power) ca my tnh.

    Bn cnh to cc c tnh b mt cc Texture cn c s dng sculpt (iu khc), paint (v) v deform (bin dng) i tng. Cc Texture cng c s dng bi mt vi Modifiers ca Blender.

  • Texture c p dng vo mt b mt i tng bng cch s dng cc nt bm trong ca s Properties - nt Texture . Click vo nt Texture s hin ln mt bng (panel) m bn c th thm texture mi vo .

    minh ha cch nh x Texture ta xem xt v d sau:

    M mt cnh Blender mi v thay Cube (khi vung) mc nh vi 1 Plane (mt phng). Scale (canh chnh kch thc) Plane tng ln 5 n v. Thm Material R: 0.800, G: 0.767, B: 0.495. Ca s c tnh Nt texture

    Ti Properties Window (ca s c tnh) - ti nt texture v click 'New'.

    Nt texture hin th vi kiu texture mc nh 'Clouds' (my) v c th thy trong bng 'Preview'. Vi kiu texture 'Clouds' mt th 'Cloud' hin ra. Th ny cha cc thit lp thay i cc c tnh ca texture ny. Th ny s cha cc thit lp thay i ty theo kiu texture c chn.

    Trc khi bn thm Texture vo b mt, u tin bn phi thm Material v mc nh,texture material Blender c thit lp nh hng ti material. Xem thm th Influence .

    Texture Material (texture vt liu)

    Blender c mt (comes with) lot cc Texture dng sn chn hoc bn c th dng mt nh bt k trn my tnh thay th lm texture. Blender cng cho php t mt on phim ln b mt v bn c th hot ha c texture (animate the textures).

  • KiuTexture s xung

    Click vo kiu texture s xung v chn kiu 'Magic'.

    Clouds

    Magic (ma

    thut)

    '

    Th Magic

    Texture Cloud c thay th bng texture Magic v th Cloud c thay bng th Magic. Th ny by gi ch cha 2 gi tr thay i c tnh ca texture, Depth ( su) v Turbulence ( hn lon).

    Ch l ca s 3D khng hin th texture dn ln i tng. iu ny l do Blender bo ton b nh. render (kt xut nh), nhn F12, v xem texture.

  • Thay i gi tr Depth thnh 4 v render li xem s thay i.

    Tr v th x (drop down ) texture v chn 'Image or Movie' (nh hay phim).

    Mt th thit lp cho kiu 'Image' thay th cho kiu 'Magic' v bng preview th hin ra l mt ca s mu en. V chng ta vn cha ch ra nh cho Blender s dng.

    Render vi Depth: 4

    Bi hc 5 Image Textures (Texture nh)

    Trong th Image click open. Ca s File Browser (ca s duyt file) xut hin. Duyt n mt file nh. y, ti c mt nh tn l 'Street.jpg' trong th mc Document. Click vo file nh ny v click 'Open' (Top RHS of screen). Bn s thy bc nh ca bn xut hin trong bng preview

    ( c th nhiu nh cng c). Render xem nh ca bn xut hin trn b mt mt phng.

    Bi hc 5 Decal Image Texture (Texture nh v)

  • nh x Texture D bn c dng texture dng sn hay l nh s i na th bn c l cng rt mun bit lm th no canh chnh v tr t ln i tng ca texture. Th 'Mapping' l ni thc hin iu ny.

    Offset ( di) v Size (kch thc) tn ca n t gii thch ngha. C 2 thit lp u c kim sot da vo trc X, Y v Z. Th x (dropdown) Coordinates (ta ) cung cp cc h thng ta m bn chn v Th x Projection (php chiu) c mt s ty chn kiu nh x ph hp vi hnh dng ca i tng m bn mun thit lp object.

    Flat (kiu nh x phng) Cube (kiu nh x khi vung)

  • Tube (kiu nh x ng ng) Sphere (kiu nh x cu)

    C rt nhiu nt v thit lm m bn c th th nghim vi chng trong th Texture v cch tt nht bit chng lm g l th tt c chng (play around) v ghi li kt qu nghin cu sau ny. nh x Displacement Bi hc 8

    Bump Textures (Texture c chi tit sn si) nh x Displacement l vic dng Texture lm bin dng li. Bn c th to mt

    Cube hay Sphere vvv vi b ngoi x x m khng cn phi di chuyn cch nh ca n.

    Bt u mt cnh Blender mi vi cube mc nh. m bo Cube c thit lp material sau trong Edit mode (ch chnh sa) subdivide (chia polygon thnh cc mt) Cube mt vi ln. Texture s thay th (displace) cc nh ca li v th bn cn ton b nh lm vic vi texture. nh x texture Cloud vo b mt Cube ri ti th Influence. i ti phn Diffuse Color (mu tn x) nh du tch v bn di Geometry nh du tick vo 'Displace'. Render xem hiu ng.

    Di chuyn thanh trt (slider) trong Displacement va nh du thay i cc gi tr displacement khc. Th x 'Blend' hin th mt s ty chn cho s nh hng ln Material. Th chn 'Add' (thm) v 'Subtract' (bt) v render thy s khc bit. Ta s xem xt mt v d khc bn di. Ln ny texture l mt nh en trng v c nh x vo mt mt phng. ng qun

  • subdivide plane (mt phng). Gi tr Negative Displacement (gi tr ph nh displacement) s lm cc gi tr dng b thp xung (raise the surface up positive values depress the surface).

    nh trng en

    Render nh vi gi tr Negative Displacement Th cc gi tr khc v ghi nh kt qu tham kho sau ny.

  • nh x Texture UV Vi cc m hnh nh x texture phc tp nh nh x thng qua khi lp phng (cubic), khi tr (Cylindrical) hay khi cu (Spherical) r rng vn cha chnh xc t texture ln b mt . y l lc nh x UV s gip bn.

    Ta U v V c s dng c lp vi ta XYZ trong ca s 3D.

    nh x UV c thc hin bng cch ly b mt ca i tng ( y hiu l m hnh ) , bc n ra nh bn lt v mt qu cam vy v t n ln mt mt phng 2D. Mt nh texture sau s c t chng ln mt phng 2D ( chnh l nh x). B mt phng (khng gian phng) m t i tng c bc v ra chnh l ca s chnh sa nh/UV (UV/Image Editor Window). Cng nh vi mi hng dn c bn khc trong Blender bt u vi mt s th n gin c l l iu tt nht. Mc d nhng qu trnh m ta ang ni ti s l nhng b mt phc tp ch khng phi n gin m c th gy ra bi ri ngay t ln tip cn u tin. Hy khi u vi 1 i tng Cube mc nh trong cnh 3D Blender nhng trc tin xa khi c np t ng i v thm mt Cube mi. (mnh ngh v ngha !)

    Khi cube mc nh m c t ng np khi khi ng s xut hin vi mt knh material v mt knh texture (comes preloaded with a material and a texture channel). Trong tho lun trc v material v texture ta thy rng trc khi texture c p dng, mt i tng phi c mt material . Vic thm mt cube mi vo cnh ngha l cube cha c material v texture s cho chng ta thy rng c 2 yu t iu thc s khng cn thit khi chng ta p dng nh x Texture UV.

    Ca s c tnh - nt Material Cube mi c thm vo khng c material

    Vi cube mi va thm vo, chia ca s 3D thnh 2 phn v chuyn mt phn sang kiu ca s UV/Image Editor. Trong ca s 3D phng to cnh thy cube. Khi bn chia ca s ra, cube rt nh v kh thy c nhng thao tc m bn ang p dng.

  • Trong ca s 3D chuyn vo Edit mode v chn kiu shading (Viewport Shading Type) l Textured.

    Khi chn 'Textured' th bn s thy c texture c thm vo xut hin trong ca s 3D khi bn trong Edit mode.

    Trong bng 3D Window Tool (cng c ca s 3D) ti phn 'UV Mapping' (nh x UV) click vo 'Unwrap' lm xut hin thc n chn kiu m li (unwrapping). Cc ty chn cho php bn m b mt ca i tng chn theo mt s cch khc nhau. Mt s cch m li rt kh hnh ung c v th ch c mt cch hiu c l th nghim n, xem v ghi nh kt qu tm thy.

    mi th tr nn n gin chn phng php m gi 'Follow Active Quads' (theo sau hnh t gic va m) m gi cube. Phng php ny s bc b mt ca hnh cube ra ging nh l bn m ra mt trong cc hp th vn phng (post office mailing boxes). B mt ny s s gm c 6 hnh vung. Trong ca s UV/Image Editor c l bn cn phi phng to ra thy ton b b mt va bc (arrangement) ( dng phm s - phm tr, tng t nh trong ca s 3D). No by gi b mt bc ra xut hin, n lc np 1 texture

    Trong header (thanh bt u) ca ca s UV/Image editor, click vo 'Image' v chn 'Open'. Thao tc ny s lm xut hin ca s duyt file (File Browser Window) bn c th duyt v tm mt nh m bn mun dng n lm texture. Khi bn thy c file nh mong mun

  • click vo n chn v sau click 'Open'. Ca s duyt file Click vo y file nh hin th dng thu nh (thumbnail).

    Trong trng hp ca ti, ti chn file tn l 'WinterLeaves.jpg' trong th mc C:\Users\Public\Pictures\SamplePictures\ .

    nh xut hin trong ca s UV/Image editor.Phng to thm nu nh qu ln (too large). nh hin ra ti b mt trung tm nhng bn s thy n c nh x ln mi b mt ca hnh cube trong ca s 3D. Tip tc quay hnh cube xem xem ti ni c ng khng.

    t chut vo ca s UV/Image editor v nhn phm A chn tt c b mt sau nhn phm G (Grab) v di chuyn cc b mt. Khi bn di chuyn cc b mt bn s thy nh c canh li v tr trn cc b mt ca hnh cube trong ca s 3D. B tr (outline) ca cc b mt trong ca s UV/Image Editor c th c canh chnh kch thc (scaled) v quay ging nh bn chnh sa li (mesh) trong ca s ca s 3D . Bn cng c th chn ring mt s nh trn li v sau grab (r) v di chuyn n. Nh bn thy bng cc thao tc b mt trong ca s UV/Image editor bn c th t texture nh rt chnh xc ln i tng.

  • Nu bn mun render nh ca i tng (nhn F12) vo lc ny bn s phi cam chu s tht vng v khng thy texture nh xut hin (render).

    lm xut hin (render) texture nh bn phi kch ha 'Face Texture' (nh du tick) trong th ty chn ca nt material trong ca s c tnh (Options tab of the Materials buttons in the Properties Window). c ri, by gi bn phi p dng vt liu. Mu xm ti mc nh s lm iu ny (will do). Mu xm mc

    nh No by gi nhn F12 xem nh c render.

    nh x UV c chn lc (Selective UV Texture Mapping ) n by gi cc texture nh c th c nh x ln tt c cc b mt i tng trn nhng gi nh bn ch mun t texture ln mt b mt ca i tng th lm sao. To mt cnh mi v b chn cube (leave the default cube selected). Chia ca s 3D nh trn v thit lp mt ca s v UV/Image editor. Trong ca s 3D nhn tab vo Edit mode v chn kiu Viewport Shading (dch l vy kiu to bng hin th nhng mnh c quen gi l Draw Type tc kiu hin th!) l 'Textured'. Trong ca s 3D chuyn ch Vertex Select (ch chn la nh) thnh ch Face Select (ch chn la b mt). B chn tt c cc b mt sau ch chn li mt b mt (click phi vo b mt ).

    Mt b mt c chnCh Face Select

    Trong ca s UV/Image Editor chn v a vo mt nh lm texture nh trc y. Bn s thy nh c nh x vo b mt m bn chn trong ca s 3D. Cc b mt khc vn hin th mu trng.

  • Trong trng hp ny chng ta khng phi thc hin bt k thao tc m li no m ngay khi nh c a vo ca s UV/Image Editor, Blender t ng nh x n vo b mt chn . t con tr chut ln ca s UV/Image Editor v nhn phm A Key chn b mt. ng vin (outline) trng s chuyn sang mu . Sau bn c th thao tc c bn b mt t nh vo v tr bn mong mun. Phm G r i tng, phm R - quay i tng, phm S canh chnh kch thc i tng (scale).

    R (Grab) Di chuyn i tng

    Quay (Rotate)

    Canh chnh kch thc (Scale)

    Lu rng bn b mt trong ca s UV/Image Editor l ang trong ch Vertex Select. Cng c cc thit lp vo ch Edge seclect hay Face select tng t nh la chn ny trong ch Edit ca ca s 3D. Cng c mt thit lp (option) th t l ch 'Island Select' (Chn dng o). Mt s thao tc m li (unwrapping ) c th chia li b mt thnh nhiu phn v ch Island Select cho php chng ta chn c cc phn cn m li .

  • Island Select Mode

    Bng cch chn cc b mt khc nhau trn hnh lp phng (cube) v them cc nh khc nhau vo ca s UV/Image Editor bn c th t c nhiu texyre nh khc nhau ln cc b mt ring l. Bn cng c th bm shirt (shift select multiple faces) chn nhiu b mt hay cnh hoc nh ring ch ra cho Blender bit phn b mt no ca i tng m bn mun t texture nh. No chng ta hy tr li v xem xt tip tc vic m li (unwrapping). Nu bn nhn nt Unwrap th n s cho bn thm nhiu ty chn khc. Ti s khng c gng khng gii thch bt k kt qu no do cc phng php m li to ra but a further method is available where you mark a seam on the surface of the object which tells Blender how to unwrap that part of the mesh on which you wish to place your texture.

    M li s dng Seam (ng phn gii)

    To cnh mi trong Blender v thm mt Isosphere (khi cu dng t din) vo. An Isosphere is chosen since by default it comes with just enough vertices for brginners to play around with. Seam Thit lp li ca s UV/Image Editor nh nhng g chng ta lm trc . Trong ca s 3d chn Isosphere v bm tab vo ch edit sau nhn A b chn tt c cc nh. Chn ch Edge select v thc hin chn cc cnh (shift select edges) chia b mt qu cu thnh

    1 3 phn. C l s tt hn khi phng to qu cu v quay gc nhn trong khi bn chn cnh.

    2

    Vi cc cnh va chn c n 'Mark Seam' (nh du ng phn gii) trong bng (panel) cng c. Cc cnh va chn s chuyn sang mu ch ra l seam (ng phn gii) c nh du.

    3

    Bc (trick) tip theo l chn tt c cc cnh ca trn b mt qu cu ch khng ch l chn nguyn cc cnh c nh u l ng phn gii. Nhn phm A b chn cc cnh phn gii (seam edge) v sau nhn A chn li tt c cc cnh. Tt c cc cnh

    c chn

  • Sau khi lm nh vy (having done), nhn 'Unwrap' trong bng cng c (Tools Panel) v trong phn x sung chn 'Unwrap'.

    Cc b mt ring r ca qu cu s c nh x trong ca s UV/Image Editor.

    Cc hn o (Island) chn

    Phn b mt th 3 ca qu cu

    No by gi bn c tip tc v m mt nh ra lm texture. Trong ca s 3D vi ch Edit v kiu Viewport Shading (mnh gi l Draw Type tc kiu hin th ln ca s 3D nhng theo t ny mnh dch l to bng nhn!) l 'Textured' bn s thy nh trn b mt qu cu c nh x vo 3 phn m bn thit lp vi ng phn gii.

  • Trong ca s UV/Image Editor chn ch 'Island select' trong phn u ca s (header).

    Ch ny s cho php bn chn mi phn b mt trong 3 b mt trn mt cc ring r. Vi phn b mt chn c bn c th thao tc, chnh sa n dn texture ln trn phn b mt .

    Hn o (Island) c chn c thu nh (scale) kch thc v c t ln phn mu xanh xm ca nh.

    Phn nh xanh xm by gi ging nh l mt texture p dng ln phn mt th 3 ca qu cu.

    y c th l mt phn gii thiu rt vn tt v nh x texture UV (UV Texture Mapping). Cc kh nng ca n l khng gii hn v vy bn nn t th nghim v pht hin ra cc kh nng khc. (The possibilities are endless therefore it is over to you to experiment and discover the capabilities of the procedure.)

  • Texture Paint (ch v texture)

    Texture Paint l ch v h tr sn c thit k c bit cho vic chnh sa cc texture nh UV (UV Image Textures). N khng phi l phng php (method ) nh (painting) cc texture ln b mt. Texture UV (UV Texture) l mt nh (nh c v (picture)) c nh x ln b mt i tng cn xc nh mu v nh ngha b mt cho n (providing color and surface definition) (Xem thm nh x Texture UV). Vi Texture Paint bn c th v mu trc tip ln nh hoc trc tip ln b mt ca i tng khi nh c nh x. Trc khi bn c th v texture (Texture Paint) cho b mt ca i tng th trc ht li i tng phi c m (unwrap) cc b mt xut hin trong ca s UV Image Editor v a mt nh vo lm texture (Xem phn nh x Texture UV). (ni nm na d hiu th phi dn texture xong !) minh ha s dng Texture Paint, ta s dng cnh Blender mc nh vi Cube mc nh. Nh rng Cube mc nh trong cnh p dng Material ri. Nu bn mun s dng i tng khc trong cnh bn phi p dng material cho n trc khi bn chuyn sang p dng texture.

    Chn Cube v m li (unwrap) b mt ca n cc b mt xut hin trong ca s UV Image editor, y chn phng php m li 'Follow Active Quads' (theo sau hnh t gic kch hot). p dung mt nh lm texture.

    Ca s UV Image Editor Ca s 3D

    i tng Cube c m li vi phng php 'Follow Active Quads'

    nh texture c nh x ln cc b mt ca Cube Ch hin th Texture (Texture Dispay Mode) nh p dng c xem nh l mt Texture

  • Trong ca s 3D, chuyn ch Edit thnh ch Texture Paint. Ca s 3D by gi trng ging nh ca s Vertex Paint (ca s v nh) ngoi tr c mt thanh trt jitter (tn s) ('jitter' slider) trong th Brush (c) , mt th 'Texture' v mt th 'Project Paint' (v hnh chiu).

    Ch Texture Paint

    Ca s 3D trong ch Texture Paint

  • Ca s UV Image Editor

    nh chn ch hin th khi ca s 3D trong ch Texture Paint.

    Trong header (thanh u ) ca ca s UV Image Editor kch hot vo nt 'Enable Image Painting' (cho php v nh). By gi trong ca s 3D m ch Texture Paint bn c th chn mt mu t cng picker mu (cng c bt mu), thit lp kch thc Brush (c v) v strength ( mnh hay m nht) v kiu nt c (the type of stroke). Click gi chut v r Brush (c) v ln nh trong ca s UV Image Editor hoc trc tip ln b mt ca i tng trong ca s 3D. D bn v trong ca s no i na, th mi khi bn v n cng s phn nh kt qu ln ca s cn li.

    Ca s UV Image Editor Ca s 3D

    V trong c 2 ca s

  • xem nhng g bn v xut hin khi render th bn phi nh du tick (du v) vo 'Face Textures' (b mt c texture) trong ca s Properties (ca s c tnh) nt Material th Options.

    Mt ln na y cng ch l hng dn c bn. C rt nhiu ty chn khc th nghim v c nhng bi hng dn tuyt vi trn internet ni r (covering) ch ny.

    y l mt khm ph khc (other revelation) cho thy rng nhng g chng ta thy trn ch l phn chp nh ca mt ngn ni bng tri (to demonstrate that we have only seen the tip of the iceberg). Nu bn nhn k vo phn gc trn ca ca s bn s thy mt vng trn nh mu trng v mt du + bn cnh (in side). iu c ngha l c mt bng cng c (tool panel) n sau nt . Khi bn click ln cc biu tng (icon) n s hin th ra bng cng c , tuy nhin bn cng c th o qua li (toggle) hin th hay n bng cng c vi phm T ('T Key') v phm N ('N Key').

    Ca s UV Image Editor vi Tool Panel (bng cng c) hin th ra.

  • CH06- Thit lp World (th gii)

    01-Cc thit lp World

    02-Sng m (Mist)

    03-Sao (Stars) 04-Texture lm nn

    (Texture as Background)

    05-nh lm nn (Image as

    Background)

    06-nh lm mu (Image as

    Template)

    Tr v bng ni dung

  • Thit lp World

    Thit lp World cho php bn ci t (set) nn (background) cho cnh (scene) ca bn. Thit lp mc nh ca World l mu xm ti m hin th khi bn render nh. Nn (background) trong lc render th hon ton khng ging nh nn (background) trong ca s 3D. Nt World trong ca s Properties hin th cc th ci t (settings tabs), th u tin nm trong bng Preview.

    Bng Preview hin th mu ng chn tri (Horizon). Thit lp mu l mu vng (gold) vi ty chn kt hp l Paper Sky (bu tri giy), Blend Sky (bu tri pha trn) v Real Sky (bu tri thc) .

    Bn ch nhn thy c mu nn vng khi bn render cnh to nh. Click vo thanh mu trong th World hin th phn thit lp mu (picker) thit lp mu nn.

    Horizon Color: Mu ca ng chn tri. Zenith Color: Mu pha trn nh ca cnh. (tc vm tri) Ambient Color (mu xung quanh): To ra (Provide) hiu ng nh sng ton cc (overall lighting effect). Mt i tng trong cnh s pht ra (reflect) mu ny m khng cn bit v mu Material ca ring n. Sky: Paper (giy), Blend (pha trng), Real (thc). Cc ty chn ny to ra

    s kt hp gradient (t gradient ny mnh khng r ngha ting Vit chc l ha trn mu) mu trn nh render.

    i tng ct (Vertical Pole) i tng bc tng vi cch thanh ngang

    Bu tri Paper + bu tri Blend (pha trn) Bu tri Paper + Blend + Real

    nh qua render cnh 3D V d v s kt hp cc nn bu tri (Sky background combinations) c ch ra trn thc ra cn c mt hiu ng Mist (sng m) thm vo .

  • Mist (sng m)

    Bi hc 7 Chnh sa World (World Editor) Mist (sng m)

    Thit lp Mist cho php bn to ra hiu ng sng hay ln khi m trong cnh ca bn.

    Quan st camera trong ca s 3D Mist Height ( cao lp sng)Mist (sng m)

    nh render Quan st trong ca s 3D Camera c thit lp nm ti gia (Mid Pane)

    xem ng gii hn sng m (Mist Limit) chn Camera ti ca s propertie nt Object Data (d iu i tng).Trong th Display (hin th) click vo Mist.

    Depth

    Hnh chiu bng trong cnh 3D Start (khong cch bt u)

    Start: L khong cch tnh t Camera ti ch Mist (ln sng) bt u xut hin. Depth: Vng (distance) Mist (ln sng tng ng su) che ph tng t 0% ti 100% Height: cao ca Mist. Star (sao) Bi hc 7

    Chnh sa World - Stars Th Stars cho php bn to ra cc ngi sao cho nn (background) ca bn.

    Cc ngi sao

  • Texture lm nn. Bi hc 7 Chnh sa World nn bu tri (Background Sky)

    Texture dng sn trong Blender c th c s dng to nn cho cnh ca bn. V d sau s ch cho bn cch lm th no nhng bn s sm nhn ra rng chng l s kt hp ca rt nhiu cc thit lp m bn cn phi th nghim vi chng (the following demonstration will show you how but yo will soon realise that their are many many combinations of settings to experiment with). Mt tng hay t c nhng hiu ng c th l tm kim trn internet v tm cc bi ging (tutorial) ch cch lm i vi cch hiu ng nhng cn nh rng cc hiu ng cng c th c to ra thng qua s th nghim ca bn.

    Bt u vi cnh mc nh ca Blender cha i tng Cube. B chn i tng Cube bi v Texture m chng ta s p dng nh hng ti nn ca cnh ch khng phi Cube.

    lm cuc sng d th hn, ch mt cht, chia mn hnh lm 2 ging nh bn di (To make life a little simpler, just a little, divide the screen as shown in the following diagram.).

    Nh rng Texture s khng hin th trong ca s 3D, bn phi render nh thy chng.

    Mc nh ca s Properties s hin th vi nt Render c kch hot. Trong mt ca s Properties bn sao, kch hot nt World v trong ca s Properties cn li kch hot nt Textures (By default the Properties Window displays with the Render buttons active. In the set-up make one copy of the Properties with World button active and the other with Texture buttons active). Nt Texture ang trong ch World Texture. (tc gi din t hi phc tp!)

  • Thit lp ny cho php bn thy trc c texture nn m khng cn render nh trong ca s 3D mi ln bn thay i thit lp. Vng nhn trc (preview) ch cung cp cho bn th hin c tnh thit lp ca render v bn phi render thnh 1 nh thy c kt qu thc s. Lu s khc bit trong hnh (Note the difference in the diagram).

    Khng c g hin th trong ca s Properties- nt World v nu bn render mt nh trong ca s 3D (bm F12) th ch thy mt mu nn xm xt. l do lc ny bn khng ch ra cho Blender xem texture s nh hng n nn nh th no.

    Khi nt Texture - ca s Properties ln u xut hin, click vo New hin th cc th nt bm. Mc nh texture Cloud (my) c m. Bn s thy Texture Cloud trong vng nhn trc nhng n l mt nh en trng.

    Trong ca s Properties nt Texture (ch texture world) th Influence (nh hng), nh du tick vo nt Horizon (ng chn tri). By gi bn s thy Texture tr thnh nn trong vng preview ca nt World. My c mu hng bi v l mu trong thanh mu ca th Influence. Click vo thanh mu v chn mu xanh nht tuyt p v m my trong vng preview gi trng thc hn nhiu. Render cnh trong ca s 3D s cho bn mt nh chnh xc ca nn trong cnh.

    OK! Lm th no chng ta c c nn nh vy? (OK! How do we get the background?)

    nh c render s khng ging nh vng preview v th by gi canh chnh cc gi tr trong ca s Properties nhn c kt qu mong mun.

    Trong ca s Properties Texture World (ch texture world) th Mapping canh chnh thit lp Offset ( lch) v Size v thay i Coordinates (ta ) trong nt spin (nt spin l nt c 2 du mi tn nh ngc nhau theo chiu dc) x xung (menu s).

    Trong th Influence th thay i Blend (trn), Mix (trn) cng to ra mt s hiu ng (In the 'Influence tab' try changing the 'Blend', 'Mix' to something else).

  • Trong ca s Properties nt World th World tick vo cc loi Sky (bu tri) khc nhau v chn cc mu khc nhau t thanh mu trong thit lp Horizon, Zenith v Ambient sinh ra cc hiu ng khc nhau.

    Trong ca s 3D chn Lamp v thay i kiu n, cn chnh cng v thay i mu sc n. ng qun th tt c cc kiu texture khc.

  • Nt Texture Nt World

    Horizon (ng chn tri) v Zenith (vm tri ) vi

    mu xm Grey

    Phi m bo nh du tick vo Paper Sky

    nh du tick vo Horizon

    Thanh mu thit lp thnh mu xanh nht

    Di y l hnh khc ch ra s chia ca s Properties thnh 2 bn sao trn

  • nh lm nn

    Bn c th s dng bt k nh no lu tr trnany my lm nn.

    B chn cc i tng trong cnh.

    Bi hc 7 Chnh sa World - nh nn

    Bi hc 4 nh nn

    Trong ca s Properties nt Texture - click 'New' (thm mi) thm Texture. Chn kiu Texture: kiu Image (nh) hay kiu Movie (phim) trong th Image v click Open duyt v chn nh. Trong nt Texture th Influence (nh hng), click Horizon.

    nh ny s hin th nh l nn ca cnh khi bn render.

    Ch : thay i cc gi tr trong th Mapping (nh x) canh chnh hin th nh nn khi render.

    nh khi render tr thnh nn trong cnh.

  • Dng nh lm Template (mu)

    Mt nh c th c hin th trong cnh nh l template (mu) m hnh ha. t con tr chut vo ca s 3D nhn phm N trn bn phm.

    nh du vo Background Image (nh nn) Click vo Add Image (thm nh) Click vo Not Set (khng thit lp)

    Click vo Open

    Chn kiu quan st (Views) hin th nh.

    Cc iu khin canh chnh v Transparency ( trong sut), Size (kch thc) v Offset ( lch) nu nh trong vng quan st 3D (3D View).

    nh trong vng quan st 3D (3D View)

  • CH07- nh sng (lighting)

    01-nh sng (lighting)

    Tr v bng ni dung

  • nh sng v Camera Bi hc Unit 7 Xem danh sch (ni dung) ti cui phn ny Cc thit lp v cc kiu (type) nh sng

    Cnh mc nh trong Blender bt u vi i tng Cube, 1 Camera v 1 n (Lamp). Nhng g camera thy s l nhng g c thy khi render thnh nh hay phim l thung vo nhng g bn to ra trong chng trnh c kt qu theo mong mun. render, n gin nhn F12. Thao tc ny s m ra mt ca s hin th nh render

    m ni dung l nhng g camera thy. Nu nh ny hin th i tng Cube nh l mt bong en (black silhouette), iu c ngha l bn cha c n (lamp) hoc thit lp hay v tr t ca n b sai. thot ca s render, nhn phm Esc.

    Trong hu ht trng hp, bn s thy cn phi c nhiu n chiu sng chnh xc c cnh ca bn. Nhng hy cn thn ng s dng qu nhiu n! Thay v thm qu nhiu n nh vy, hy th nghim cc thit lp v Distance (khong cch pht sng) v Energy (nng lng). Hu ht cc cnh thng s dng 3-4 n. Thit lp n (Lamp):

    to hay thm n vo cnh, t con tr chut 3D vo v tr mong mun v nhn Alt + A v chn 'Lamp' t thc n s xung. Mt n s xut hin (place) trong cnh.

    Chn kiu n (Lamp Type Selection)

    Mu sng

    sng

    xa nh sng tc ng

    Vi n chn, i ti ca s Properties - nt Lamp lm hin th ra cc ty chn thit lp. Cc ty chn c c hin th theo nhiu kiu khc nhau l thuc vo kiu ca n (Lamp) m bn chn.

    Mu bng (Shadow Color)

  • Biu din cc kiu n (diagrammatic representation) khc nhau trong ca s 3D.

    Point (kiu im) Sun (kiu mt tri) Spot (kim m)

    Hemi (khng r) Area (kiu vng)

    Nu bn thy n bn chn khng ng nhng g bn mong mun, bn c th thay i kiu trong ca s Properties. Click vo Lamp Type Selection (chn kiu n) trong th Lamp.

  • Spotlight (n sn khu!) c bit hu ch trong vic ti ra cc hiu ng th v. Cng nh tt cc cc loi n (all Lamps) cc spotlight c th c canh chnh kch thc (scale), quay v to bng (positioned to cast shadows) v chng cng c th c s dng vi hiu ng halo (qung) to ra s m phng nh sang xuyn quan mt m sng (shining through a fog) . (C th hiu ging nh n pha i trong m). Th th nghim vi tt c cc thit lp ri ghi li kt qu.

    Spotlight vi Show Cone (hin khi nn) c bt nh du tch cho hiu

    ng Halo cho vng nn Canh chnh Intensity (cng halo) xem bin i hiu ng m khi (smoky effect)

    Bi hc 7 Chiu sang Blender n Point (n im) Chiu sang Blender n Sun (mt tri) Chiu sang Lighting n Sun Sky (bu tri) v

    Atmosphere (kh quyn)

    Chiu sang Blender - n Hemi Chiu sng Blender n Area (vng sng) Chiu sang Blender n Spot (n sn khu!) Chiu sang Blender - Ambiant Occlusion (t bng khe bn dirty shadow )

  • CH08- Camera

    01-Camera

    02-Cc ty chn thit lp

    Tr v bng ni dung

  • Cameras: Mc nh cnh ca bn c sn mt camera v thng cng l tt c iu m bn cn, nhng thnh thong bn c l cng mun them vi camera na. Bn c th them mt camera bng cch nhn 'Alt + A' v chn 'Camera'. Camera mi s c t ti v tr 3D Cursor v bn s phi nh hng cho camera. thay i camera kch hot (c dung khi render), bn chn camera v nhn Ctrl + Num Pad 0.

    Ty chn thit lp : Bi hc 5 Rng buc camera (constraint) Perspective Orthographic -

    Dng thit lp camera t kiu quan st phi cnh (perspective) nh trong cuc sng thc ca chng ta thnh kiu nhn trc giao (orthographic).

    Lens Angle (gc thu knh) - Thit lp di thu knh ging nh camera

    thc t vy. Khong 35mm l ok, chc chn (safe), nhng c th thit lp rng hn hoc hp li ty theo nhu cu (wide and tight angle setting work for different needs). Shift- y quan st camera theo mt hng, nhng khng thay i lut phi cnh (perspective). Clipping Start - Khong cch gn camera nht m i tng vn

    c th c nhn thy. Clipping End - Khong cch xa nht m i tng vn c th c nhn thy bi camera. Trong 1 cnh rt rng , thit lp ty chn ny cao hn l cn thit hoc l mt s th s bin mt khi tm quan st.

    Depth-of-Field- c s dng vi node lm m (blur)

    cc i tng tin cnh (foreground) v i tng nn (background objects). Vic s dng Node s tho lun trong chng sau. Limits- V mt ng thng gip bn hnh dung c phm vi nhn ca camera. Mist - Show Mist

    c dng hin th trc quan (visual display) khong cch m camera quan st c nu s dng Mist (sng m). Title Safe- Hin th mt hnh vung t nt bn trong gip

    Limits

    sp xp (placement of) i tng v text.Name- i vi tt c i tng, tn ca chng (gm c camera)

    Clipping Start

    c hin th trn mn hnh,Tuy nhin ty chn ny s hin th tn ca chng trong quan st camera. Size - Kch thc v camera trn mn hnh. Bn c thit lp kch thc nh cch dung phm S thng thng..

    Clipping End

    Passepartout- Lm ti (Shade) khu vc mn hnh ngoi vng quan st ca Cameras

    Alpha Thit lp ti ca vng ti trn (passerpartout) vi thanh trt.

  • CH09- Rendering (Trnh chiu)

    01-Thit lp Render

    02-Rendering mt nh JPEG

    03-To 1 Video Clip

    Quay v bng ni dng

  • Thit lp Render

    Rendering l qu trnh chuyn cc d liu trong file cnh Blender c quan st bi camera thnh 1 file nh hay phim.

    Nt Render trong Properties Window l ni bn thit lp (tell the program what you want as an output from your scene) cc nh hng ti kt xut c to ra t cnh. Bn mun mt bc nh JPEG hay mt b phim? Kch thc kt xut m bn mun l g ? Bn mun kt xut cht lng cao hay ch l (high quality output) mt bn tm (draft style format)? Bn mun hiu ng shadow (to bng) hay Raytracing (d tia)? S chuyn ng b m ra sao? (How about motion Blur?) Nu bn ang lm mt b phim, th bao nhiu frames/giy m bn mun thit lp cho phim? V iu cui cng , (but not least) nhng khng phi l ti thiu, bn mun lu file u? Tt c cc vn ny c gii quyt trong nt Render. R rng, cht lng kt xut cng cao, th render cng chm v kch thc file cng ln khi hon tt. Cc thit lp Rendering: C nhiu ty chn cn c ch (need to be addressed) lu cc cc tc phm ca bn li thnh nh hay phim. Mt vi trong s chng (feature) s c tho lun chi tit hn trong chng sau. T gi , ta s ch qua tm ti vic lu cc nh c bn theo nh dng JPEG (.jpg) v phim theo nh dng Windows (.mpg). Cn bit rng cn c cc ty chn khc v nhiu ty chn khc na c thm vo trong mt mi phin bn (Be aware that other options exist and more are added every few releases). Cc thit lp Render c tm thy trong Properties Window nt Render. Render:

    Image- Render nh ging nh bm phm F12. Animation - Render phim hay file hot ha n gin (animation) . C th mt nhiu thi gian l thuc vo kch thc cnh hot ha

    (depending on the animation size). Display: Menu x (dropdown) vi cc ty chn hin th render. Dimensions: Dropdown (mi tn s)- thit lp kch thc ngh sn (Preset Rendering Sizes) cho cc nh dng kt xut khc nhau.

    Resolution- Nhp bng phm cc gi tr X, Y thit lp kich thc cho rendering thay v dung cc gi tr nh trc (presets). Percentage- Slider (Thanh trt %) thit lp kch thc cho hin th render trong 3D Window (tng quan theo Resolution). Frame Range- Thit lp frame start v end cho render. Frame Rate- T l pht li hnh nh ng (Animation playback rate). 25 FPS cho kt xut PAL, 30 FPS cho kt xut NTSC. Anti-Aliasing: Thit lp cht lng kt xut. Thng thng

    thit lp l 8 cho mt kt xut tuyt (nice) m khng mt nhiu thi gian render.

  • Shading: B du tick nu mun b tnh nng (features) khi qu trnh render. Nt s Alpha Sky cung cp cc ty chn nn tng cho render (options for the render background). Output: Thanh output cho php bn thit lp v tr lu tr nh render. Mc nh l th mc 'tmp'. Nt spin x ch nh dng file c render. Kiu mc nh l 'PNG'.

    Bi hc 5 Render 1 nh

    Bi hc 7 Render Slot (khe)

    Render 1 nh JPEG

    render 1 nh JPEG n gin thit lp tt c cc ty chn nh ni trc . Thc ra cc thit lp mc nh cng c th tt ngoi tr l l kiu file kt xut trong th Output ca Properties Window. Thay i kiu mc nh PNG thnh JPEG. Vi cnh to, trong ca s 3D (3D Window) nhn 'F12' hay nt 'Render Image'. Vi cc thit lp mc nh ca s Render (Render Window) s xut hin v cha kt xut nh (With the default settings the Render Window will display). Nhn 'F3' m Save Window. Trong Save Window nh tn file nh, nhn 'Enter' v 'Save As'

    ng dn lu file

    Tn file

    Trong Save Window bn c th duyt n th mc khc lu tr thay v thc hin iu trong th Output ca Properties Window (that in the Output tab of the Properties Window). Lu : Nu bn quyn thay i PNG thnh JPEG, n s khng them phn m rng .jpeg vo tn file . Nu bn nhp tn file l

  • 'FileName.jpg' n s lu di tn 'FileName.jpg.png' v v th file vn thuc kiu

    PNG.

    To 1 Video Clip Sau khi to cnh vi chui hot ha (an animation sequence) bn sn sng to file phim. Mt b phim, d n di 3 ting (a full length three hour feature) hay ch ngn 3 giy (a short thirty second television add) cng u c to bi chui cc Clips (cc file phim) c ghp li k mt cu chuyn. Cc bc c bn sau to mt file phim.The following steps are the basics for creating a file.

    1.

    1. Trong th Output chn nh dng file t nt menu x. nh dng File cho tv l 'NTSC' i vi M hay 'PAL' i vi Chu uv Australia. Bn c th chn 'AVI' chiu trn my tnh.

    2. Thay i kiu file t 'PNG' mc nh thnh 'FFMPEG'

    3. Cng trong th Output thit lp ng dn lu file.

    4. nh du tick cho 'Anti-Aliasing' v chn 8.

    5. Kim tra frame 'Start' v 'End'.

    6. Kim tra frame rate xem c ng khng. 30 cho NTSC hay 25 cho PAL.

    7. Trong th Shading, m bo Shadow v ray tracing c du tick.

    8. Cui cng nhn nt 'Animation' trong th render.

    Video clip (file phim) s cn mt cht thi gian bin tp l thuc di hot ha. Mi frame hot ha phi c render v lu li. L thuc vo phc tp ca cnh, mt frame c th mt t vi giy cho ti vi pht render. bt u tt nht nn gi cho mi th n gin v c bn. Nu bn tin ti giai on to c mt b phim tuyt vi (If you get to the stage where you have created a wonderful movie) bn c th gi file hot ha n render farm (trang tri render) trn Internet c render h. N gip tit kim thi gian m thi gian li l tin bc ca bn.

  • CH10- Raytracing

    01-Raytracing

    Tr v bng ni dng

  • Raytracing

    Raytracing c s dng to ra cc b mt phn chiu (reflective) v phn chiu gng (mirror). N cng c s dng to s trong sut (transparency) v s khc x (refraction) (b cong hnh nh xuyn qua b mt trong sut ging nh l knh lp hay thu knh). Raytracing c th to ra cc hiu ng tuyt vi nhng c th phi chu mt chi ph thi gian render cao. Hy dung n tht t. ng c gng Raytrace mi th. Bn cng c th nhn c hiu ng to bng v texture tuyt vi (greatshadow and texture effects)s vi cc thit lp spotlight v material. nh bn di c to ra vi cc thit lp c th hin thng qua mt hnh cu. Properties Window nt Material trn RHS (on the RHS).

    Mu Diffuse (khuch tn) ca Sphere Bt Raytracing

    Trong sut vi Raytracing c bt

    Mt qu cu (Sphere) c thm vo cnh t trn mt mt phng (Plane). Mt phng c gn 1 Material v 1 Texture Imagine. Cc thit lp material qu cu c th hin bn pha bn phi (Sphere Materials button settings are shown on the right).

    Bt hiu ng Mirror (phn gng)

    Vi cc thit lp , nh c render th hin nh di y.

  • CH11- C bn hot ha (Animation)

    01- C bn hot ha (Animation) 02-Di chuyn,quay & canh chnh kch

    thc

    03-Quan st (Viewing) hot ha

    04-Ca s Graph Editor

    05-Chnh sa Curve (ng cong)

    06-Cc loi Curve 07-Ngoi suy hng (Constant Extrapolation)

    08-B tr Curve (Curve Modifying)

    09-T thm keyframe (Automatic Keyframing)

    10-Cc tnh nng hot ha khc

    11-Thit lp key (Keying Set)

    12- Hot ha mnh ca gi 13-Hot ha theo sao Path/Curve (ng dn/curve)

  • Hot ha (Animation) c bn

    Trong chng ny chng ta s gii thch lm th no to i tng di chuyn trong nh. y l mt ch ln trong Blender vi nhiu tnh nng (feature). Nhiu tnh nng s tr nn d hiu vi thc hnh v cho php bn tin b xa hn nhng iu c bn. y l ch c pht trin nhiu (This is a highly developed section) v cc tnh nng mi lun c thm vo mi lc v vy c th ni rng trc khi ti liu ny c in, cc tnh nng mi vn c sn (nhng cha hin thc vo Blender?) (so it is likely that before this document is printed new features will be available). V vy chng ta ch c gng xem xt nhng phn c bn. Trc khi bt u phi m bo rng bn phi hiu v Rendering . K l xem xt n hot ha (animation) l g. Trong Blender chng ta ang ni ti cch (method) to mt s th xut hin v di chuyn trn mn hnh my tnh m sau s c chuyn (transform) thnh 1 file phim. iu ny c thc hin bng cch to ra mt lot nh tnh m mi nh u c cht (slightly) khc bit vi nh k tip trong chui hot ha lin tip mt cch nhanh chng th hin s chuyn ng (displayed one after the other in quick succession create the allusion of movement). Mi nh tnh l mt frame n (single frame) ca chui hot ha (of the animation). Mi frame (nh) s c render tc l (which means) d liu bn a vo chng trnh Blender vi s lin h vi nhau c chuyn thnh nh s (correlated and turned into the digital image). nh ny (this) thng theo nh dng JPEG. Cui tt c cc nh c bin tp l (compile) thnh mt file phim duy nht. Sau khi bn to ra (set up) cnh vi cc i tng m bn mun hot ha n (gi l Actor (din vin) ) xem xt xem actor c yu cu lm g v lm n trong bao lu. V cng cn phi xem xt xem nh dng bn s s dng trong render cui cng . nh dng render xc nh xem c bao nhiu Frame/Second (frame trn giy) m s hot ha (animation) s chy ( NTSC -M 30 fps, PAL- c 25 fps ). Mt trong nhng vn mt ngi mi (beginner animators) s nhn ra (experience) l lm sao to ra s chuyn ng xy ra trong thi im thch hp. Nh l hy nhn vo frame/second v s tng ng (relate) ca n vi thi gian hot ha. V d nu bn mun 1 chuyn ng mt 3 giy v bn ang chy hot ha theo nh dng 25 fps th th s chuyn ng cn phi din ra trong 75 frame. Trong Blender 2.50+ cc phng php hot ha c th c xem xt gm 2 giai on (considered as being in two stages). Giai on u l thit lp nhng g m actor cn lm vi 1 rng buc thi gian cho trc (in a given time) nh l di chuyn, thay i kch c hay quay. Giai don th 2 l thit lp xem actor s hnh x (behave) ra sao trong sut qu trnh di chuyn, thay i kch c hay quay. Giai u c thc hin bng cch them cc Keyframe vo hot ha (animation).Cc Keyframe th hin chnh xc nhng g m tn n ng , tc l chng l 'cc Frame cha kha' bn trong chui (serie) frame. Hy ngh xem mt hot ha 10 giy, m chy vi tiu chun 25 fps s cha 250 frame. Nu bn mun actor i t im A ti B v sau ti im C vi 250 frame hoat ha th u tin bn phi thm 1 Keyframe ti A. iu ny s to ra (give) d liu Blender m ti frame c ch nh s t actor ti v tr A. Sau ti frame c ch nh tip theo actor s c t ti B v c nh vy t ti v tr C. l cc Keyframe hot ha. Blender s t sinh ra cc frame gia cc frame (will work out all the in-between frames).

  • Cng c th Keyframe cho scale v rotate actor cng nh l cc kiu keyframe khc (as well as other features). iu ny c l cn xem xt nhng r rng quan trng l hiu khi nim (This may be stating the obvious but it is important to understand the concept).

    Di chuyn, quay v canh chnh kch thc: Move (di chuyn), Rotate (quay) v Scale (canh chnh kch thc) cng vi nhiu kiu Keyframe (other feature) khc c thc hin nh nhng g ch ra bng cch p dng modifier (tc cc kiu keyframe ) cho cc actor (are accomplished by what is termed, applying modifiers to the actor). Move, Rotate v scale l 3 modifier c bn s dng trong hot ha i tng. Khi bn to Keyframe trong Blender vi cc modifier , tc l ch ra cho Blender lm th no hin th actor v hin th ch no ti cc frame trong hot ha, Blender s t tnh ton (figure out) ra tt c cc d liu v tr, kch thc, v hng quay cho cc frame gia key frame ( data for the location, scale and rotation at the in-between frames). Tnh ton (determining) cc d liu (d liu y ch frame!) gia c gi l Interpolation.(C l bn cng hiu interpolation nomarl ri!) Mc nh Blender s dng kiu interpolatrion Bezier m s cho ra s gia tc v gim tc p gia cc keyframe (acceleration and deceleration between Keyframes). Nh l chng ta ang xem xt n s chuyn ng ca i tng. Khi mt i tng di chuyn t im A ti B theo mt khong thi gian cho trc, th c ngha l n di chuyn vi mt tc n nh (certain velocity (Speed)). Theo l thuyt tc (speed) c th c biu din bng mt th ng thng (straight line graph) nhng trong thc t mt i tng ti v tr dng (at rest) (khng chuyn ng) (v tr dng hiu l v tr bt u v v tr kt thc A-B) trc ht phi t ti vn tc (vn tc n nh trn). S thay i tc (rate) m m ti n t c vn tc n nh c gi l gia tc. Interpolation Bezier Blender v cc ng cong ti im bt u v im kt thc ca ng tc (the straight line graph) (gia tc v gim tc). Bn c th chn kiu ty chn interpolate l Constant (hng) hoc Linear (tuyn tnh) nu mun. Vic chn kiu interpolate s n sau trong phn ny.

    S dng Bezier thng m t interpolate bt thng (Using the term Bezier to describe interpolation is an anomaly). Bezier thc s m t mt kiu ng v (type of line) (kiu ng v (line) nh c m t trong phn on trn) (the line on a graph described in the previous paragraph). Mt ng v (line) hay ng cong Bezier trong Blender, l mt ng v (line) m c cc im iu khin t ln n m cc im ny cho php bn thay i hay chnh sa hnh dng (shape) ca ng v Bezier . Trong Blender cc im iu khin c t ti v tr ca cc Keyfram. Interpolation hay tnh ton cc frame gia c thc hin tun theo mt cng thc ton hc xc nh hnh dng ng v (ng v Bezier). Khi d liu frame trong hot ha c th hin (drawn as) nh l mt ng v (line) trn th ( th speed?) th ng v s tun theo mt cng thc ton hc (cng thc ton hc xc nh xc nh hnh v nh trn ni). Hnh dng ca ng v c l rt ging vi ng cong sin (sine curve) v th Interpolation cng c th c xem nh l kiu sin (as being type sine). Lc ny chng ta s tm chp nhn kiu interpolate mc nh Bezier minh ha vic thm Keyframe v to hot ha n gin.

  • Chng ta s s dng mn hnh Blender mc nh vi ca s 3D cha i tng Cube mc nh ng vai tr l actor. Mn hnh mc nh cng cha ca s Outliner v Properties bn pha phi mn hnh v ca s Timeline pha di.

    OUTLINER

    3D WINDOW

    TIMELINE WINDOW

    WINDOW

    PROPERTIES WINDOW

    xy dng hot hoa (set up our animation) u tin thay i ca s 3D v quan st nh (top view) vi kiu quan st trc giao (orthographic) (t con tr ln ca s 3D bm phm s 7 v phm s 5). iu ny ct l cho quan st n gin m chng ta c th thy c v tr m chng ta ang i ti (so we can see where we are going).

  • Bc u trong vic to hot hnh (animation) l quyt nh xem bn mun actor lm g trong 1 khong thi gian cho trc. Trong trng hp ny actor l i tng cube.

    Vic actor ca bn mt bao lu thc hin cng vic l thuc vo s frame/giy m hot ha chy v iu ny cng xc nh kiu nh dng cho kt qu render cui cng (How long it takes your actor to do something will depend on how many frames per second your animation is run at and this is determined by what format your final render will be in).

    No by gi chng ta s thit lp hot ha chy vi mc 25 frame/giy, m l mc ph hp vi nh dng PAL (which would be good for PAL format) (i ti: ca s Properties nt Render th Dimensions Frame rate (tc frame)). Lu l thit lp Frame Range (phm vi Frame): Start:1 , End: 250. Thit lp ny c ngha l hot ha ca ta s bt u ti frame 1 v kt thc ti frame 250. Chy hot ha vi tc 25 fps (frame/giy) th thi gian hot ha s din ra trong 10 giy. Nu tnh nh vy , th 10 giy l thi gian di i vi mt hnh ng n din ra trong 1 video clip (If you think about it, 10 seconds is quite a long time for a single action to take place in a video clip).

    Ca s Properties

    Nt Render

    Frame/Second (frame/giy hay fps)

    lm mi th n gin chng ta ch thit lp actor (Cube) chuyn ng theo mt ng thng trn mn hnh dc theo trc X v trong lc di chuyn s tng kch thc (and at the same time increase in size). Chc chn l cube c chn trong ca s 3D.

    By gi chng ta s them Keyframe, ch cn 2 keyframe l n gin (only two to start with, just to keep it simple).

  • Cnh mc nh c thit lp ti frame 1. Trong gc ca s tri thp pha di bn s thy (1)Cube hin th mu ch trng. iu ny c ngha l bn chn hnh Cube ti frame 1. R rng?! Nu bn c 10 i tng truong cnh v tt c chng u l actor, v cng c th mt s chng c n i (phm H), th y l iu cn thit bit c i tng no ang c chn (it would be nice to know what was selected).

    Trc khi chng ta them 1 Keyframe thay i v frame 25. Ti ca s Timeline pha di mn hnh. Trong header bn s thy nt Start:1, End:250 v k n l s 1.

    iu ny ch ra frame bt u v kt thc m chng ta thit lp trc y cho hot ha v frame hin ti ca hot ha. pha trn header (with these button) bn s thy 1 di frame i t 0 n 250 ( di hot ha theo frame). Ti v tr 0 bn s thy mt ng thng ng xanh l ch ra bn ang ti frame 1. Click vo ng thng v r n ti frame 25. Lu rng con s k bn dng ch trng (1)Cube bn gc tri di ca s v trong thanh header ca ca s Timeline cng thay i theo. Mt cch khc thay i n frame (frame 25) l click vo mi tn nh bn cnh nt s 1 trong header ca s timeline hoc click vo nt s 1 ri r chut sang phi hoc click vo 1, bm delete v nh s frame mun nhy ti (retype the required frame number). Lun lun c nhiu hn 1 cch thc hin c iu ny (There is always more ways than one to skin a cat).

    ang v tr frame 25 Click thay i frame By gi bn ti frame 25, vi con tr t trong ca s 3D n phm ' I '. Trong danh sch chn la hin ra chn (tc l click vo) 'LocRotScale' m s ch ra c 3 kiu Keyframe (which covers us for ) di chuyn, quay, v thay i kch thc ca i tng

    Danh sch la chn

    LocRotScale

  • Bn thm 1 Keyframe. Trong giai on thm ny ch c mt cch thy iu ny l click v r ng thng xanh ri ti frame khc frame 25 (At this stage the only way to see this is to click on the green line in the Timeline Window and drag it away from frame 25). Sau khi r bn s thy ng thng dc mu vng ti frame 25 (By doing this you will see a vertical yellow line at frame 25). Thanh dc ny ch ra l 1 Keyframe (This indicates a Keyframe).

    Cho ti gi chng ta mi ch thm 1 Keyframe, actor ca chng ta vn cha thc hin bt c hnh ng g. iu ny cng ging nh m mn (pulling the curtains) trong mt v kch (stage play) v actor s ch ng m khng lm g hay ni g cho giy u tin (Mt s ng im tng tng (A pregnant pause)). Chy t frame 1 ti frame 25 theo nh dng 25 fps s bng vi 1 giy. Click v r ng thng xanh trong ca s Timeline c gi l scrubbing hot ha (scrubbing the animation) v thc ra l vic chy hot ha bng tay nhng bi v chng ta cha bo actor lm bt c iu g, nn chng c g xy ra. Tip tc thay i ti frame 75 (r ng thng xanh). Trong ca s 3D r v di chuyn cube 5 n v blender sang phi v scale n tng ln 2 ln so vi kch thc u tin. Vi con tr t trong ca s 3D nhn phm I v chn 'LocRotScale' ln na them Keyframe th 2.

    Nu bn di chuyn ng thng xanh trong ca s Timeline bn s thy mt ng Keyframe na xut hin.

  • Nu bn tip tc di chuyn ng thng xanh t frame 25 n 75 bn s thy hnh cube di chuyn v thay i kch thc. Bn ang scrubbing hay chy hot ha bng tay. Lu l chuyn ng ny ch din ra t frame 25 n 75 l v tr t cc keyframe (Note the action only takes place between frames 25 and 75, the location of our Keyframes). Phn pha ngoi vng keyframe khng c bt k chuyn ng no din ra (Either side of the Keyframes no action takes place). Xem hot ha (Viewing Your Animation):

    thc s thy trc c s hot ha, di ng thng xanh ti frame 1 trong ca s Timeline v nhn 'Alt+A', vi con tr nm ang t trong ca s 3D. T ni t mt ngn chm li (ni t trong vng 1 giy, trong khi vn ng thng xanh trong ca s Timleline di chuyn ti frame 25) (Say o n e t h o u s a n d to yourself slowly ( counting one second, while the green line in the Timeline moves across to frame 25 )) v (sau khi ni t ng 1 giy, tc ang frame 25) bn s thy hnh cube di chuyn v tng kch thc. Ti frame 75 n ngng di chuyn v thay i kch thc. ng thng xanh trong ca s Timeline tip tc chy ti frame 250 ri nhy tr li frame 1 v hot ha li chy li ln na (the preview of the animation plays again). Nhn 'Esc' ngng play. Mt cch khc (Another way to skin this cat? b tay cu ny) thc hin iu ny l nhn nt play trong ca s Timeline. Cc nt ny cng ging nh cc nt play thng thng trong bt k mt trnh player m thanh hay video no.

    Nt Play Bn c th thm nhiu Keyframe cho hot ha move,scale v rotate actor xung quanh mn hnh. i vi hu ht cc nhim v (For the most part), cc key frame location v size lm vic hon ho nhng cn cn thn khi thc hin vi keyframe rotation (but care needs to be taken with rotation key). Nu bn th xoay mt i tng qu nhiu bng mt tp cc key frame th i tng c th khng quay ng hng nh bn mun v n c th quay mt cch k l (If you try to rotate an object too far in one set of keys the object may not rotate in the direction you want it to and it may rotate oddly). Hy th cc chuyn ng gc nh hn khi quay (Try small angular movements between keys while rotating). l cch kim sot iu ny tt hn v l cng c n gin ha qu trnh keyframe (tools to simplify the process) m ta s tho lun pha sau. Bn cnh rotation (bn cnh li rotation?), s chuyn ng ca actor cng c th khng chnh xc nh k hoch. Blender mc nh s c gng t ng to ra mt dng chy mt gia cc Keyframe (create a smooth flow through the Keyframes) (Interpolates). Lm vic vi ca s Graph Editor: Ca s Graph Editor th hin cc hnh ng ca actor v cng vi Keyframe trn ca s Timeline theo dng ha v cho php tinh ch v b sung s hot ha (refinement and modification of the animation).

  • Chia dc ca s 3D v thay i kiu ca s gc di thnh kiu Graph Editor Window. By gi bn s nhn thy mt ca s vi 2 bng. Bng pha bn tri gi l Dope Sheet (?) v bng pha tay phi l s th hin ha ca hot ha (Graphical Display of your animation). Cho d l i vi hot ha n gin nh chng ta nhng vn c ton b cc ng v ha c th hin ra.

    DOPE SHEET

    GRAPHICAL DISPLAY

    u tin xem xt Dope Sheet (To make sense of this first consider the Dope Sheet). Click vo trng (black tick arrow) pha trc 'Cube'. Tick c pha trn v pha di t 'Action' u c 1 ngha nh nhau trong lc ny (will do the same thing at this stage), l o qua li s tt v m (toggle) s th hin ha (ca cc keyframe!). By gi click vo mi tn trng nh trong thanh Cube mu xanh l thp hn. Vic click vo s hin ra hay thu li danh sch cc Knh ng x ('Action Channels') lin quan ti actor Cube. Click nh du tick vo cc hp c mu trong mi knh s o qua li (toggle) tt/m s th hin ha ca cc knh (the display of that particular channel in Graphical Display).

    M rng/Thu gn hin th

    Click o tt/m

  • No by gi xem xem chng ta thc s c ci g bn trong vng Graphical Display. Click vo du tick, tc l loi b n, trong mi hp c mu trong cc knh trong vng dope ngoi tr knh u tin X Location(Cube). No by gi click vo X Location (Cube) chn knh (Lm knh chuyn thnh mu trng). By gi bn ch nhn thy mt th (graph) (mt ng th hin!) trong vng (panel) Graphical Display m c v vi ng mu . Cc ng thng xanh ngang, dc l 1 con tr 2D. Click vo u trong vng graphical display v cc ng thng xanh s c t li v tr. iu ny tng t nh click trong ca 3D v t v tr con tr trong ca s . Khi cc ng thng xanh c t li (relocated) bn c th nhn thy r hn ng mu (better see the red line) m th hin hot ha (animation) ca i tng cube (Actor) dc theo trc X trong ca s 3D.

    Click chn Knh (Channel) v th (Graph )

    dch 5 n v

    Click xa hay them du Tick

    ng v mu c 2 on ngn mu vng lien kt vi n. Mi ng thng mu vng c 1 du chm ti trung tm v mt du chm ti mi u mt. Cc ng thng vng c gi l tay n (handle). Nhng g m chng ta ang thy chnh l nhng g m c ta gi l ng cong Bezier (Bezier Curve) v cc ng mu vng c gi l cc tay n iu khin (control handle). Cc tay n iu khin c dng thay i hnh dng ca ng cong. Chng ta cp n loi ng cong ny trc v s tr li ch ny sau .

    V tr ca ng xanh dc ca con tr th hin v tr frame hin ti ca hot ha (the frame number of the animation). Bn s thy n c canh ph hp vi thanh di frame pha di ca s v cui ca ng xanh ny c ghi ch s frame (You will see it aligns with the frame numbers across the bottom of the window and at the lower end of the line a green box holds the frame number). Bn c th click vo ng thng ny v scrub n qua cc frame (scrub through the animation) ging nh cch m bn lm trong ca s Timeline. pha tri ca vng Graphical Display l mt thanh dc vi cc s m v dng th hin lch (displacement) t im gia ca ca s 3D.

  • Trn mn hnh ca ti, cc s xut hin do s sp xp ca thang chia (these numbers appear to be a little out of alignment with the background scale lines). iu ny l khc nhau l thuc vo vng Graphical Display c canh chnh nh th no (scale). Ging nh tt c cc ca s trong Blender, vi con tr t trong ca s nhn phm s + v s cnh chnh kch thc (scale) vng ca s tng v gim. No chng ta tr li vi ng mu . ng mu ch ra rng t frame 1 n 25 khng c lch (displacement) no ca actor so vi im gia (mid point). T frame 25 n frame 75 actor di chuyn t im gia ca ca s 3D dc theo trc X 5 n v Blender. T frame 75 n frame 250 actor vn c lch so vi im gia l 5 n v Blender. Chuyn ng ny c quan st khi khi chng ta chy hot ha (This is the movement observed when we play the animation).

    Chnh sa ng cong (Curve): Ti by gi ta xem xt n cc Keyframes thit lp xem hnh x ca actor m chng ta mun trong sut hot ha v chng ta c bit cc hnh ng ny c th hin ha nh th no. By gi chng ta s xem xt ti vic chng ta c th thay i hnh vi (behavior) ca actor nh th no bng cch thay i hnh dng ca ng curve th hin hnh ng . Nh l kiu ng cong c xem xt l kiu ng cong Bezier c to ra chnh sa (is designed to be edited). Tr li vi ng mu . Vi con tr t trn vng Graphical Display nhn phm A 2 ln chn ng v . Nu ng v th hin vi ng mu thm (solid red) vi 2 tay n mu vng th c ngha bn ang trong ch Edit nu nh bn khng nhn phm Tab (nhn Tab s chuyn qua ch khng chnh sa, lu y l ch Edit trong ca s Graph Editor i vi Curve, khng phi trong ca s 3D!) (If the line shows solid red with the two yellow handles you are in Edit Mode if not press the Tab key???). Nu bn khng trong Edit Mode ng v s l mt ng v mu nt t khng c tay n.

    Nu by gi bn click vo du tick trong mt knh Scale (Cube) bt k trong vng Dope Sheet bn s thy mt ng v mu vng, ngc lam hay tm th hin l actor thay i kch thc t 1 n v Blender n 2 n v Blender trong khong fr