Right-click cancels whatever change you're busy making.
- G for Move.
- R for Rotate.
- S for Scale.
- follow with X/Y/Z to snap to the axes.
- middle mouse button will try to snap to whichever axis you head toward.
Middle-mouse - Orbit view. Shift+middle-mouse - Pan move.
Numpad-. - Focus on selected object. Numpad 1 and 3 are front-on and side-on views, handy for certain things.
Good rule of thumb right up front: Some detail is better than no detail. When in doubt, do something.
Shift+A - "Add" menu.
When you add a mesh, don't click on ANYTHING until you settle your "Add XYZ" options.
- But if you do, F9 will return the options menu. Whew.
Making copies. Shift+D to duplicate after selecting both donut & icing (or whatev')
- With the dupes selected, hit M to Move, make a new Collection for Backup Copies.
- Uncheck the box for the backup Collection to make it hide away for future need.
Donut tutorial stuff:
Torus, set the Major Radius to something actually real-world scale reasonable accurate.
- Not a 2 meter diameter donut, yeah?
- 10cm diameter, so 5cm radius.
- Minor Radius around .025 to .03 ish seems to look donut-y.
- He uses 28 & 12 for the resolutions, we'll see how ours goes.
Resolution? You don't actually want to start at high res to not overwork the compy.
- You're trying for square-ish faces, which helps displacements. (Sure, okay?)
X-Ray mode lets you "see through", Alt+Z toggles that. Now we can drag-select "through" the full mesh.
Shift+D duplicates, which we're going to do to that top almost-half of the donut.
- Esc or right-click to snap the duplicated thingy back to its starting location.
- P hotkey brings up the "separate" menu, to make this new selected thing its own mesh.
- Pick Selection, that is.
With the backups made, Apply the Subsurface to the donut so there are more vertices.
- Then we go to sculpting.
Making more sprinkles:
- Duplicate source sprinkle, stretch it out (X-ray, grab top, Grab it up a bit).
- Name our sprinkles and Move to a new Sprinkles collection so Hair can use that.
- Bendy? Ctrl+R is what he refers to as a "loop cut," making our bend point(s).
- scroll-wheel Up to make it 2 or more. can also slide them up/down before placing.
- Why do the new big sprinkles stick up so much? Origin points.
- move them to the middle-ish, basically.
- Right-click all the sprinkles, Set Origin to Geometry. That'll basically center.
- Too much intersection/overlap of sprinkles? Mainly all you can do is change seed.
- Icing, particle settings, Emission, Seed. (Number change might help too.)
- We don't care about spheres but we do like the Use Count function under Collection.
- Toggle that on and we can decide to have fewer big bendy sprinkles, etc.
- You can only increase, not decrease, importance. So just bump up all OTHERs.
Donut improvement tips?
- Play with the sprinkles.
- Make some "null zones" with the weight painter, make it "look" more random.
- Play with the subsurface radius for the icing's material.
- Emission is an option for material, you can in theory make radioactive glowing icing. Lawl.
Numpad-zero puts your view into the camera.
- While there, hit G to move the camera in your view.
- If you hit Lock Camera to View in the N swingout you can move that way.
- OR. Find what you want it to look like, then Ctrl+Alt+Numpad-zero PLACES camera.
- First the child gets selected, THEN shift-click the "parent".
- Ctrl+P for Parent, use the Keep Transform option.
- Then if you move the PARENT, the child comes with.
Oh hey you can also merge two meshes via the Boolean modifier on one and selecting the other, then hitting Apply. Duck head attached to duck body!
Outliner is the object hierarchy thing up in the upper right.
- Name your objects! F2 lets you rename things quickly when selected in Object mode. Same hotkey as Windows!
- Seriously, stay organized. Tomorrow!You will thank Today!You.
When working with small scenes/objects, possibly lower the Clip Start value to .001
- N key toggles that whole properties section flyout menu on/off.
Too many workspaces? Right-click the boundary (double-arrow indicator), Join, and pick the direction of the workspace that should go away.
If you have one vertex selected, Ctrl+L will select all vertices in that mesh.
- One way to get the whole object "back" again if you lost track of it?
Splitting the view, at the edges of the viewports you can right-click to split.
F3 - Search functions dialog
- Smoke is a preset. Does a lot of stuff for you.
Toggling Show Overlays is helpful when playing with materials, less distraction/confusion.
Properties / Units lets you change Unit System to Imperial. Which we won't.
- Yeah, let's try being metric. Just try.