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Wednesday 30 June 2021

BISECT AN OBJECT

 BISECT AN OBJECT


    The steps listed below will guide you to bisect an object into two pieces.


1. Add an object in Object mode. Now switch to edit mode and select all the vertices of the object.

2. If tool shelf is not visible in the 3D window, press "T" key to make it visible on the left side of your 3D window.

3. In the tool shelf, click on Tools > Mesh>Add>Bisect.

4. Place the cursor near the object and draw a line across the object so as to cut across it.Press Enter key to confirm.

5. In the tool shelf, look below, under the panel named "Bisect" you will find three check boxes, Fill, Clear Inner, Clear outer. Selecting clear inner will delete the lower half of the object, selecting Clear outer, will delete the upper half of the object.  Selecting the Fill check box will cover the cut edge with a face.

6. In edit mode, select all the vertices (eight) of  the upper piece, then press "P" key and click on "Selection" option.

7. Go to object mode, Object>Transform>Origin to Geometry.

8. Deselect both objects, select the upper portion and pull it away.



Thursday 27 May 2021

VERTEX GROUP

TO MAKE A VERTEX GROUP FOLLOW THE STEPS GIVEN BELOW:

1. Add an object, go to edit mode and sub divide the mesh once.

2. Go to the properties window in the right, and click on the data block icon which is high-lighted with blue color.
Go down to vertex group panel , click on the  " + "  sign in the right. A "Group" will be added. Select some vertices, in the 3D window on the object which you sub divided and press on the "Assign" button below in the Vertex group panel.. Now the selected vertices will be assigned to a group called "Group" as a default.
Click on the Group name, it will get  into edit mode, delete it and add a new name like "Head-top".






3. The same procedure may be followed to create additional vertex groups.

4. Once vertex groups are formed, any vertex group may be selected here and used for further activities. One example can be adding hair particles to the vertex group called "Head top" to form the hair.


Saturday 24 April 2021

TO ADD DIFFERENT COLOURS TO EACH CUBE FACE.

 TO ADD DIFFERENT COLORS TO EACH CUBE FACE


Version : Blender version 2.79

Steps:
1. Open a new Blender file. You will find the default cube at the centre of the 3D axes.
2. Go to the Properties panel and then click on Materials button.Click on the + button to the right of the  box with a blue band. A blue colored band will shift one line below a grey colored default material icon.
3. Below the blue colored window, click on the button with a sign, "+ NEW". A preview window with Diffuse and Specular color settings will appear. Select a color, say, Red. Name the material as red.
4. Next go to the + button to the right of the blue colored band.Then click on "+ NEW" button another color and rename the material as, say, Yellow.
5. Repeat the process for four more colors.
6. To apply Red color to a face of the cube, select the Cube, go to edit, face select mode and select a face. In the properties panel, under materials, to the left of "+ NEW" button you will find a round disc icon with two arrows pointing up and down. Click on this button and select the Red color and click on assign. Red colour will be applied to the face selected.
7. Repeat these steps for another five colors.
8. You will see the different colors on the face of the Cube.

TO COPY AND PASTE KEY FRAMES

 TO COPY AND PASTE KEY FRAMES


Delete the Cube and add a Monkey. Go to frame one set up a key frame. Do changes in  location and rotation settings. Go to frame 125 and set up another keyframe. Now if you want to copy the key frame at frame 1 and paste it at frame 250 follow the following steps.

To copy/paste keyframes for the same object,go to the Dope sheet, press "A" key to de-select all action points (yellow squares). Then select the action points which corresponds to the key frame you want to copy by right clicking each action point while holding down the "Shift" key.Once you have selected all the desired points  press Ctrl+C to copy, go to the key frame where you want to paste then press Ctrl+V. Save the file.Run animation to check for the desired result.


Wednesday 7 April 2021

LIMIT LOCATION/ROTATION/SCALE/DISTANCE CONSTRAINT

Three separate constraints to limit location, rotation and scale are provided to limit the respective transformation of an object. All these three constraints do not require a target object. The limiting parameter is set for the source/owner object. 

Let us consider the limit location constraint. The lower and upper limit can be set for each axis- X,Y and Z separately or in combination like X and Y, Y and Z or Z and X or X ,Y and Z. Setting an upper limit of 5 along X axis would limit the movement of the object along  X axis up to  5 units. The distance is considered from the initial position of the object origin  to the limiting value  set by us for the origin, of the source object. Setting the minimum and maximum value to zero along any axis will lock the movement of the object along that axis.

Clicking the For transform option will limit the movement with in the set minimum and maximum value, which we can see in the location parameters displayed in the properties  panel. By unchecking the Transform option, you will see that the object is visually limited to move within the set parameters, but the actual value can go beyond the set limits. This again you can see under the location parameter.

Setting the Influence value to zero will make the limits set to become in-effective, setting it to 1 will make it effective on a100% basis. If the maximum value is set to 5, the object movement will be limited to 5. If influence is set to 0.5 and maximum value is set to 6, the object will be limited up to 3 units.

Similar logic is applicable to limit Rotation and Scale constraint.

Limit Distance constraint requires a target object with respect to which the limit operates.    

 

RIGHT OBJECT SCALE FACTOR FOR RIGID BODY PHYSICS SIMULATION



 When you want to do rigid body physics  simulation make sure that all the objects created for the scene must have a scale  factor of 1,1,1 along all three axes. To do this, select an object after scaling, and press Ctrl+A and select scale. You can see the scale factor set to 1 along all three axes in the properties panel by pressing N and looking under the head  "Scale".

 This is essential for the objects to perform properly when you do the rigid body physics simulation.

Monday 5 April 2021

COPY LOCATION CONSTRAINT

  COPY LOCATION CONSTRAINT

For this constraint to work we need two objects - a source(owner) object and the target object. Copy location constraint is applied on the owner object and the target object is the controlling  object.

1.Once the copy constraint is applied on the source object, it copies the location of the target object. The source object will get located at the target object location.

2. Depending on whether X,Y or Z is ticked(selected), the corresponding X,Y or Z location of the target  is picked by the source.If only X is ticked, the source will take the X value of the target. Either X, X and Y or X,Y and Z can be selected or its inverted values.

3. Activating the invert option will pick the negative value of the corresponding axis of the target object.

TO MIRROR ARMATURE BONES ON X AXIS 1. Assume that we are making a human rig in standing position. 2. Set the view to front view. 3. Create t...