In this lecture you are going to learn about the modeling tools.
So the tools that are in the modeling section and think this is really going to start pushing what you
do know already as basically we do a blender kind of takes off.
And being different from Robot Studio or these tools are extremely useful and they'll be primarily used
when you are modeling stuff in this section.
Let's expand them out.
Like I mentioned in the last lectures, and there are quite a few.
Okay, you're already familiar with move, rotate, scale, transform, annotate and measure and add
cube, but there are quite a few other ones down here.
Now don't be scared by the amount that there are there.
I'll be honest with you, the ones towards the bottom are not as useful as one towards the top.
So really the first 5 or 6 are going to be ones you're going to be using most of the time, and then
the rest of them are ones that you might use a lot less commonly.
Okay.
So I'm going to talk through each one a bit about it.
Um, but feel free to try out how we kind of interact with them yourself afterwards.
So the first one is extrude region and this will add geometry onto your object.
You can extrude faces edges or vertices but it is usually used for faces.
So grab a face select a face and this appears here.
Drag this plus up and you've now created this new section onto your object.
Now sometimes people get confused between doing this and by scaling.
It's different to scaling because you are then left with the original vertices plus an extra four.
Um, so you're adding extra vertices, which then means you can like grab this edge, for example,
and pull it outwards, something that you wouldn't be able to have done before because there weren't
enough there wasn't enough geometry, there weren't enough points.
You could only move something if if there's a point at that position.
So extrude region is a really useful one.
The shortcut for this is E.
Now they all have shortcuts.
Not not all of them are as useful as each other.
But think extrude region E to extrude is a really good one as well and select anything.
Press E to extrude and extrude out.
Not quite nicely like that there.
Okay.
Um cool.
Next one is insert faces.
This will kind of bring a face in on itself.
So select a face and you can hold down like this.
Or you can instead press I to inset and it will bring it in itself.
Like this.
Here.
This one's really good.
If you open up the menu that appears with this and change the depth of this, as you can bring this
out and in which I think is really cool for you to do, like almost like a speaker or something like
that.
It's a pretty cool addition you can make.
You can even go as far as, say, expanding this out.
And when taking this, when extruding it like that there you can make very quick and easy like pillars
and stuff like that by just using extrude region insert faces.
So one thing I do want to stress here is that, um, these tools aren't necessarily meant to be used
by themselves, but when you compare them with others, they become a lot, a lot, a lot more useful.
Okay, on to bevel.
So bevel will smoothen out any edges of yours.
So this works with um its movement to smooth out edges and smooth out vertices.
So let's look at it with edges.
So select a face for this and you can expand.
You can bring it back like that on itself.
And it creates that smooth curve.
As you can see there.
You can go further than this though.
Change the number of segments to make a smoother curve like that there and change the shape to make
this curve kind of go go fall down or go up like that there so you can make a nice smooth kind of um,
cut to it there, which I think is really cool.
Um, and you can do the same with vertices by selecting two to bevel.
So bevel again, but this time pick vertices and it will do the vertices for you here increasing segments.
And you got nice smooth vertices like this here.
So I hope you can see by just a few clicks you can make very drastic changes to your models, which
I think is incredibly cool.
Luca is the next one.
Luca is essential when it comes to modeling.
As I mentioned a minute ago.
Um, you cannot like, create a point.
You cannot move geometry at a position if there's not a vertex there.
To make these vertices, you can use loop cuts.
Loop cuts are creating cuts in your object.
So when I hover over the yellow outlines of a possible cuts I can add in, say I'd want in here.
I've now sliced it down the middle just there.
And by doing this, if I now go on to move, I now have a whole new set of vertices that I can drag
and use.
So I can like, um, pull this up.
I wanted to, um, and stuff like that really.
So again, like a house or almost something like that, that wouldn't have been able to make before
simply because there wasn't any geometry there.
So the loop cut is a very useful one when it comes to adding in geometry.
Let's go.
Let's lock to this view here, because I want to use the knife next.
So the knife is like a loop cut, but it's more of like an irregular way of doing it.
So the knife you're just left clicking and you can just click every point you want to make a vertice.
So these are all points.
And you're kind of carving out a region of your object.
Like this is a pretty cool one.
Just making a bunch of cuts.
So I finished up over here.
Once you finished, connect it to wherever you want to connect it to and just press enter and it will
finish like that here.
And now you've got a nice little outline of whatever object this is, um, into your geometry.
And again, I explained that, um, this is most useful when you compare it to other tools.
If we take this and perhaps inset it like that and then take this and extrude it in, we now have something
like that, which is incredibly cool, just with, just with a few clicks, just with a few clicks there.
Okay.
Now that's it for the most useful tools, I believe.
Now I will go over the other ones, but I'm going to go through a bit quicker because I don't think
they are as useful.
Poly build allows you to create circles, so on.
And so that's that's the next one.
Poly build basically allows you to grab vertices like this here.
Just a quicker version really of doing this.
So a quick version of extruding and things like that.
Spin allows you to spin a certain vertices like this one here for example, and create a circle like
that.
There can be useful, but I don't really find too many applications for it itself.
Smooth will smoothen out a certain point.
So here, for example, smoothing it out kind of brings in on itself like that there edge slide will
slide an edge um, up and down like that.
If you wanted to do that shrink slash flatten.
We'll move it in and out just like that.
And shear will.
Kind of rotate a region.
Kind of like that.
You can see it rotating and then finally rip region allows you to rip out an area.
So say I wanted to rip this bit here.
I can rip that.
Oh sorry.
You can't rip faces.
Rip this edge here, for example.
And I can pull it out like that.
Really?
So, um, they're not, they're not that they're not useful, but you just won't use them nearly as
much as the other ones.
Really?
So in a quick overview of all those tools.
But really they are the main things that you're going to be using in order to model stuff in order to
model stuff in blender.
Okay, so the shortcuts for all of these, you can use shift spacebar to bring.
So shift spacebar to bring all of these up on your keyboard.
And to the right.
You can also see all the shortcuts for these.
So extrude and insert R E and I.
Bevel and Luca are command B and command R again only different on different devices.
Knife is K poly builder shift nine spinners shift zero.
Smooth is control to control four and they get a bit stupid like shear is shift control option, which
I don't think is a very good shortcut at all.
So definitely remember the single letter shortcuts like the E for extrude, I for insert, but don't
worry too much about some of the other ones, because chances are you're not going to be using them
too much either.
Um, so yeah, so hopefully you're a bit more confident now.
Now you know those tools.
And in the next few lectures we're going to be, um, adding and doing more stuff in this, in this
modeling section, which will basically take what you can already do and make even better.
So, um, hope to see you speak to see you in the next lecture when we have a look at that.