In this lecture we're going to look at two things.
We're going to look at some different selection modes and also proportional editing.
By selection modes, I mean different ways to select vertices, edges, and faces.
Because as I explained towards the end of our last lecture, if you have multiple um, now we have,
um, faces, edges and all this other more advanced stuff.
Um, you don't want to just be left clicking all the time because one, it takes a long time.
And two, you can also see we have an issue here.
It doesn't save your previous selection.
Now you can use you can use shift to save your previous selection.
But if you imagine if you have to select 100 vertices, this can take an extremely long time.
So there's lots of selection modes.
I'm going to teach you in this lecture to speed that up.
And we're also going to have a look at what proportional editing is just after that as well.
So go under, go over to select.
And you can see a bunch of options here to do selections.
So A is a shortcut which will select everything.
I sneakily use that last layer.
So I shouldn't have.
Um now if you if you have a couple of things selected and you want to select everything else, you can
invert your selection by pressing invert.
This is a really useful um, and I do use this quite a bit, um, personally, myself.
Bulk select drag left mouse to box select like that.
There um you have Circle Select which has a shortcut of C.
With this you can expand and close the radius of this circle by using your mouse.
And basically when you left click anything says circle will be selected.
So basically a quick method to select objects.
Once you're done press enter and your selection will then be saved.
You always have the Sue select select set and you can create a rope almost around what areas you want
selected, which I think again is pretty cool.
Um.
Select random, we'll create.
We'll select random vertices.
Pretty cool.
If you're wanting to then take this and like extrude them out or something like that.
Um.
Let me repeat that again.
Um.
Select random.
Now you can increase and decrease the ratio of vertices that are selected.
And let's say you don't like the selection it picked.
You can also change the key to pick different ones with the same ratio, which I think is pretty cool.
Okay.
Um, that's majority of them.
Check a deselect can we can can come in useful.
Um if we select all for vs here for example pick checker deselect and it will deselect every one for
every one selected.
This is very useful obviously for larger models, not just a simple cube here.
And the last thing I want to show you is find shortest path, which is using commands on my device,
but it should say somewhere here which one it is.
Um, yeah.
If you go over to, um.
Nothing.
It doesn't show.
Okay.
So command I believe is tab or control.
You have to check that if you're on a different device.
But when you use it it will select it will select any vertices between the two you selected.
So if I pick this one I'll pick this one.
Come on click it, then picks the shortest path to get to from a Vertice A to Vertice B.
This is extremely useful when you're wanting to select larger ones.
And remember you can pair this with um, shift click as well, or even shift command click to select
regions like that there as well.
So very useful to select more and once.
So there's lots of ones there won't have them quickly because you don't have to know every single one
in detail.
As long as you know a couple and apply them when you are selecting lots of things at once, it will
save you a lot of time when modeling and blender.
And if you're very used to doing the basics like moving each vertice itself, selecting just by using
left click things will take you a lot more time than they would do if you were to use these methods
and make sure you do okay, right.
So now we know that I'm going to show you a quick one on proportional editing.
This is a really useful feature which I think you should know about.
So we add in a plane.
And we make much loop cuts to this plane.
So down here.
Now I'm going to make it.
I'm going to make an odd number of loop cuts for a very specific reason.
Okay.
Now let's say I want to make these into like an arch.
Maybe this is the base for like a bridge.
And I want it to be an arched bridge.
Kind of like this here.
Oh, that's measure.
So, um, kind of like, um, this here.
Okay, I could take this middle, middle and one and move it up.
Move these two up.
Um, there and there like that.
But it became it becomes very difficult.
And chances are, once you've done it, it's not going to be very accurate at all.
This is where proportional editing comes in.
Proportional editing allows you to adjust one word to your edge, and it will influence the rest of
them based on the mode you've selected.
This is something you need to turn on.
So over here you can click on to turn this on and click this dropdown menu to see all the different
proportional editing options.
You can pick.
So this is smooth sphere root, inverse square and much other ones you can try out as well.
So for our example we're going to be using sphere.
So select that.
Select the middle vertex.
I'm locked to this mode here.
And I'm going to bring it up by pressing G and Z to lock to that one axis.
Then anything inside my circle will be affected by the proportional editing.
I want it, I want all of it to apart from the last two vertices.
I'm going to just leave it like that, bring it up and I've got a nice smooth curve and no matter the
size of it, it's all completely accurate.
So for a bridge, something like that there will look very nice like that.
I mean got a nice bridge going over something, you know.
Um, I can then perhaps go over to here, select all these.
And select dwarves and then like, extrude them up.
Um, each extrude along Z.
And see how quickly I did that.
I managed to make a nice little bridge over over some water.
So just by using all these features, you can really save yourself a lot of time.
And that's the thing of blender, um, you know, all the basics now it's just additional things.
It can really save your time.
Now there's lots of other ones here.
There's smooth route inverse square sharp linear constant random.
So there's lots of different ones.
I recommend you try all these out um, and experiment a bit, but, but um, they all work with similar
way to the sphere bomb we looked at here.
The reason why I use an odd number of vertices when I did the loop cuts is because if I, if I had an
even number, there wouldn't be a middle vertex, which would mean that if we do one to the left or
one to the right, it wouldn't be exact, it'd be one off basically.
So when you are when you do want to use proportional editing, make sure you were doing it on an odd
number of vertices.
Okay, if you are forced to use an even number of vertices, make a loop cut between the two middle
vertices for two closest to the middle vertices, to put it exactly in the middle.
Okay.
Um, so that's it for this lecture.
Join me in the next lecture.
We're going to have a look at how to merge and separate geometry, as well as creating new faces and
a bit about normals.
So just a lot of small options really we're going to look at in the next lecture.