Hello everybody.
By the end of this lecture we're going to learn how to move rotate and scale any object within blender.
And it's not just useful for mesh objects like this but we can also have fun with lights in scenes as
well.
Of course this will come much later on in the course when we start rendering out our models.
Let's find out more and hop on over into blender OK.
So are over in the default blend file at the moment.
If you're not hearing you've been playing around you can get back to here by going to file new and going
to general and you'll get a scene very much like this.
So we're talking about transforms in this lecture and transforms a key.
They allow us to move things around they allow us to scale things make them bigger and smaller.
And they also allow us to rotate them and that is really really paramount and useful when you're working
within the 3D Ed because you need to be able to do these things.
They also apply elsewhere in Blender as well which can be really useful with the shortcut keys remain
the same.
So the first place I want to draw your attention to is the left hand side of the screen.
We have a toolbar on the left hand side of the screen.
If you don't see it you can use the shortcut key t to make it appear and there's also little arrow of
you look there in the top left that you can open up.
Now the second group of icons relates to transforming.
You can turn on a couple of widgets that will appear on the screen.
So we've got move rotate and scale.
And we've also got a widget that does all three.
So if we enable that we see that suddenly our cube ends up with these control points around it.
Now notice that they're color coded as well they're color coded in green blue and red representing X
Y and Z Y being the green X being the red and Z being the blue and we confirm that as well in the top
right.
We've got those colors and letters as well.
Now if this didn't happen perhaps you'd D selected from the cube because in order to transform something
you need to tell blender what you want to transform.
Now if you click anywhere else in the scene it would d select an object.
If I left click again in this case and I select the cube you see that it now it has the outline around
it again the orange outline means it's selected and it's also got these tools around it's a scale with
these blocks to rotates.
And also just to move really useful being able to just grab those and move them around.
Now if we had something else selected maybe the camera over here all the lights at the top then the
tool moves to those places.
Now the other place that you could manipulate these is over in the properties panel now similar to the
tools on the left hand side on the right hand side there's a properties panel there's a little arrow
that you can open it up with and you also have the N key.
Now the N Key will bring open this properties panel and it will change depending on what you're doing
and which window.
Ed you're in but we're in the 3D editor at the moment.
So what else can we do here.
Well we can be more precise with where we want this light.
We can click and drag.
We can even type in here so if I wanted to set that to one meter in this case I could do so I could
highlight by clicking and dragging over all of these fields and change them all to the same value that
can be incredibly useful as well such as if you've rotated something I mean you want to set the rotation
all back to zero.
We can highlight it all and press zero and there you go it's cleared the rotation that was once there
there is another way that we can do it and that's already we can see that in the right hand side the
far right hand side we have the object properties so we've got the properties of the 3D window and we
can close that down but we also have the object properties going to make this area here wider by moving
my cursor between these windows to get that double headed arrow and I can make this wider as I want
more much much more narrow about there is can be fine for the moment.
And here is the properties panel.
This is here by default.
We hover over this little icon at the very top of this window.
We can see that the editor type is properties.
In fact these exist all over the place within blender.
We go to this one at the top here we've got outline.
If we go over to the far left we've got a 3D viewport that's the main one we're working in and at the
very bottom we have one called the timeline and these can be changed out and manipulated.
We'll learn about that more later on but we can also set the object properties the objects transform
properties and it's neatly under the transformed dropped down.
So we've played with these and we can click and drag and move around and that's that's great we can
set things up.
But how does this really help us or what we can do is we can start putting things together and rotating
them and moving them around.
But for the moment what's I'd like you to do is get the hang of doing this now I'm a big fan of shortcut
keys but they can be a bit overwhelming from time to time and I don't exclusively use them.
So I will often use an in to bring open these areas on the left and right.
I like N.A. simply because it's a pain to click on the little arrows.
So I go to that and I also use shortcut keys.
I use the menu options.
I use the property panels.
It just depends on what I'm doing if I need something precise.
I'm not going to do it by hand but what I can do is get rid of all of those.
And there are three shortcut keys that you can use as well.
I'm going to open up the tool shelf and just go at the very top again and go to our normal select mode.
Now if I've done that what I can do is compress the G key the G key is all about moving around pretty
cool Hey now what was missing when we were moving before is these arrows.
That's very useful to be able to move something on the x y or z axis.
So how do we manage that.
Well what we can very easily do let's make that gizmo disappear again.
If I press G to move it then I can simply press the letter in the direction I want to lock the movement
so I can get X and it will lock it in the x axis y in the y axis and Z in the z axis.
Now if I didn't want to move it up or down and just around the x y plane what I can do is press G to
say that I want to move it and then say shift and Z to say not on the z axis.
Now if you were to just go shift and Z you turn on what's called wireframe mode and we can turn that
off again we shift in Z so if it's going like this that means that you've not pressed G first or perhaps
you've not pressed one of the other modifier keys s for scaling.
And again we can lock that on X Y and Z or R for rotation and again X Y and Z.
Okay.
So the final thing to touch upon is applying transforms if we open up the properties panel again we
can see that its location is relative to the world origin which is 0 0 and 0.
So it's five meters in the x axis point four meters in the y axis and point to six in the z and that's
to do this orange dots in the middle of our object let's talk about the origin points later on.
We have a rotation and the scale applied to our model.
Now there are plenty of operations in Blender where if you do not apply the rotation and scale you can
end up with some really weird effects going on.
So it's often a good idea to apply the rotation in scale following doing a transform.
The location however is often just left as is unless you've got a very specific case.
So we can do that by going to the very top of the 3D Ed window to the object's menu going to apply and
we can see the shortcut key there is control an A and if we use control and we'll get the same window
up let's try that.
Now control and a.
There we go.
And we want to apply the rotation and scale and we find then that the rotation is set to 0 0 0 and the
scale has been reset to 1.
Now that's a really useful thing to do and there's something that I'm going to remind you about throughout
the course as we go.
And now we've learnt about transforms.
Well I'd like you to do is reinforce that knowledge with a little challenge okay.
So your challenge starts a new blend file.
Once you've done that move the default cube one meter on the z axis.
So that will be moving it up.
Then rotate the default cube 45 degrees on the z axis again once you've done that.
I'd like you to make a diamond shape by scaling it by 2 on the y axis.
Now you will notice at this point if you scale it by two on either the X or Y axis it's not gonna make
a diamond shape straight away.
So what I'd like you to do is play and think about when you might need to apply a transform.
Here's a clue.
It's going to be more than once and the other thing that you can play with is save your moving something
on the z axis by 1.
You could press G to move Z to lock it to the z axis and immediately press the number one press enter
and it's moved by one meter on the z axis.
So it can even be quicker to move things around.
And let me just show you the end states.
What we're trying to achieve.
So this is the final shape that will end up with as you can see here.
I've applied all of my transforms except the location one so we've got sitting with orange dots one
meter above the zero points of the world.
Okay so this is what we're going for.
Go ahead pause a video now and give that a go
Okay everybody Welcome back.
So I'm going to start off by starting a brand new scene so new general Okay so we've got our default
scene in front of us.
I'm gonna press G to move it Zed to lock it to the z axis and I'm going to press the number one and
that's lifted it up one meter and we can confirm that over in the properties panel here we can see that
it has been shifted on the z axis by one meter and we can also open up a three the editor properties
window and see exactly the same information I'm gonna leave this open and then rotate it by 45 degrees
on the z axis.
I'm then going to scale it on the x axis.
Now this is where it starts getting a bit weird.
So if we scale it's in the 3D window itself and on just locking into the access we get it scaling like
this is pretty cool it's making a flatter square of the height one meter.
Okay.
Oh sorry 2 meters there'll be two meters high.
Okay.
That's not what we want we can see here it's scaled on the x and y axis.
Okay so if I set that back to 1.
Okay.
So we can set these independently.
Now you might think Oh okay is that because I didn't apply the the rotation that we have there.
Well let's try it.
Let's see what happens.
And this is what I want to encourage you to do is to play in blender.
What happens if I apply the rotation first and then try and scale it on the x axis.
Oh that looks completely different.
And if I scale on the excesses here it does the same thing.
So because the rotation wasn't applied it was doing something completely different in the 3D viewport.
But as soon as that rotation was applied then it starts behaving differently.
Again pretty cool high but it just shows you the difference that applying or not applying a transform
can have and that's just at this stage.
Later on it can really impact your work and even destroy your models.
If you don't get that right.
So is worthwhile right from the very beginning even at this stage applying those transform.
So now I've just scaled it on the scale and make the diamond.
I'm going to then go out and a and I'm going to apply that scale.
This is our new object.
It's really this dimensions is not being transformed into a different shape.
I'm going to finally save my work with file and save and I'm going to call this transforms Diamond.
Excellent.
Okay.
How did you guys get on.
I know this is a very straightforward start but these are some key skills that you're going to need
as we progressed through the course and so we're going to start with these small steps.
And by the end of this section you'll be amazed at what you can achieve with just these simple tools
that I'm now giving you.
That's it for this lecture and I'll see you in the next one.