WEBVTT

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Welcome to Importing Reference Material! In this

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video we are going to go through the fact that there are two ways of

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importing reference material. There are basically background

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images and textured planes. Now, because we know

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nothing about texturing, at the moment, we will be using background

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images, and they also give us a fundamental control, whereas

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planes can be a bit more tricky to get right. So let's

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hop straight over into Blender and experiment with

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background images! Now, there are two ways

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of doing background images in Blender, and

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one of them is really simple and one of them is a

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few more clicks and simple. So I'll show you the menu option, first of all.

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So if you haven't already got it open, you'll need to open the

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Properties Pane, by pressing even the N key. I pressed and clicked on the little

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+ and opened up this Properties Pane of

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the 3D Editor. Now, if we scroll right down towards the bottom,

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there's a section called Background Images. Now we

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can click to make a tick in this box

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and expand this option and we can add an image. But before

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we go and do that, I would like to quckly show you the other way of bringing

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an image in. And if you go to any image

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on your computer,

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for example, I've got an image example here; I can click and

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drag it straight into Blender. Just close down Finder there,

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and we get a similar show as we've got here. We could have just

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opened up our Background image. Now, there's a lot of information

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in this view here. So the first thing we're going to cover is the

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fact that I can't see my image. Where is it? Well there

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are two constraints for a background image. You must

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be using an orthographic projection, so let's go and

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set Orthographic Projection now. So I still

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can't see my image! You have to be looking along one of the

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X, Y, or Z axes, so you could look at it from the Front, Top, Bottom, Left,

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Right, etc. So if we switch the view now to Bottom,

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we can see, hey thumbs up! We can see it! If we

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switch to Left, it's there as well,

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and if we view it from the front, it's there as well! So

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that means that it's on all of our axes, and we can change that with our

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first dropdown here. So I'm just going to expand the

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Properties Pane, so we can just see what's going on here. So it's an image,

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that's fine! It's All Views, so we can actually control

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here where we can see the image and where we can't. I'm going to

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leave it on All Views, for the moment, because that's fine for the purpose of this

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exercise. Source image, it's a Single Image. That's absolutely fine.

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That's where we can find the image, which is great, ImageExample.

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Going down. So Opacity, now depending on the

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darkness or lightness of your image, this basically fades this away into the

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background, so it's less so it's not as strong on the screen. Of course,

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100% Opacity means that you cannot see the model

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at all. Now we can see it's at the back, at the moment, so let's zoom in a little

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so I can see what's going on! Now we have our cube here,

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our default cube, and we have the image

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behind it, so if we have anything on the screen.

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So if I scale our cube up a little, you can see that our background

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image is behind that cube.

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If I had moved it to the front, it's always going to be in front of whatever

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geometry you're working on, and this is where you may want to play with the

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Opacity, so that you can still see your geometry.

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Now, in general, you'll probably want it set to Front

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so you can see the reference material itself and so it's not

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hidden.

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What does this X thing do? Whoah, it

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moves it along this X axis! What does the Y do? Well,

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in this case, it does move up or down and that's a little confusing with the way

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we're viewing it, because that's actually the X Z axis,

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at the moment. But essentially, that's going to move it up or down, and those

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are, of course, Blender units! Then, we have our two options here to

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Flip Horizontally and Flip Vertically as well. It doesn't like

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being flipped vertically, as we can see there. And finally, we've got

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two down at the bottom, so you've got a scale there with the

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Size modifier, and finally Rotation so we can

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rotate it around at a set angle. So that's great! We've got

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our background image there! I think we can now do

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a challenge!

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I would like you to import, into our Blender file,

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the PinReference.png and set that

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as the background image. I'd like you to make

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sure that it's only visible from the front,

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and get the image as up front as possible. I've noticed

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that the image itself is slightly wonky to one way or

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the other. I can't remember which way it is. Now, bear it in mind that the real

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pin is 38 centimeters in height. I would like

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you to think about the scale that's going to be

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appropriate to what you're doing in Blender. So

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pause the video now and import the pin

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and scale it accordingly.

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OK welcome back! Let's hop over into

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Blender!

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OK so here we are in Blender!

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So let's go and import our PinReference! So I'm going to go down to

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Background Images and Add an Image. Just

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scroll down some more and click Open. I've stored mine

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in my Donwloads folder. I suggest you store yours in a Project folder.

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And, first of all, I'm going to just set it to the

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Front axis. I can't see it, at the moment, because I'm not looking

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by the Front, and I'm still in Perspective. So let's change it to Orthographic

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Projection and move around to the Front.

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So there is our pin! Now, arugably I could do the

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rotation now, while it's much larger. In fact, I think I will! Let's just

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rotate it by a degree. Em, that looks much better to me!

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Excellent! So let's use a cube

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or another bit of reference material, it doesn't matter, as a

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guide, if you will, to scale this reference image. So I'm going to get

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rid of that one thats there, and I'm going to create

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a new object, it doesn't matter what it is.

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I'm going to create a Cube. Why not? The Radius, so the Radius,

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that cube's actually 2 in height. So it's

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going to work to a scale of say 3.8 Blender

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Units. I'm thinking about it. We don't really want it very very

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small, we need to work with it. So that's nearly 4, so half of 4 is

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2, so we need 1.9 on our Radius.

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Now that's perfect! That's now the correct height! What we

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can simply do is go back to here to our scaling, and we can't see which

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one's scaling, at the moment. Here we go, Size and let's just

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all the way down, and we can't see it any more.

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So let's bring our... Here we go! Let's bring our image to the front. Ooh, that

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looks like it's worked perfectly! So 1.2 seems to be spot

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on! I'm happy with that! So there we go, we've got our reference

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material imported, straightened up, and to the

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right size to work with in Blender.

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Let's move on to the next lecture!

