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As well as any 3-D Application, the interface and navigation/navigating that interface is one of the most important things suggested/suprressed from study now with blender. The interface in blender is comprised of several different elements. Starting from the left to right, on the left side we have the two of/tool board, and this two of/tool board contains a mode of two of tool/ multitude of tools that allows/allow you work directly with your 3-D model. Well, start to work use some of the when we are in the modelin section.
When we actually start looking at manipulate on our objects.Right here on/in the center , we have 3-D view board/port, the view board is your view into the 3-D world and thats where you will spend most of your time working directly with our object. The view board/port allows you to manipulate all the different objects within your scene including the camera, the mesh and the lines. Move it over to the top right, we have the L-slider/outliner. The L-slider/outliner is the display of all diffenrent objects within your scene. It allows you to see whats connected what select those objects and manipulate them in another ways.
Although you wont use it a lot to study now, probably. Its very essential when you start working with lots of / large scene and quickly were goin to see how valuable it can be . Right below it you can find the property spell, the property spell has a series of different properties along the header here, which all contain different settings relating to your scene.Its better for one or the printer property/properties that allows/allow you to change things like immense sides, out put for mesh/format and what mount. Look more few of this, here in the setting to start its series/ started here is , you know, a little while, for the time being though. Its the good thing for us to just explore and see whats what?
Next, going back over to bottom we have the timeline. The timeline here is used during enimation and allows you to move your view through time , now bite a fold , youre not going to notice anything changing here except for this number here, which refer to the frame number, the frame number is the number frame for second and work/would cover this more in the inter animation. For the time being, lets go ahead to move on the navigation .
Navigation is the one of the most essential things as its what that allows you to move around your 3-D world. Since were working with A-4 3-D object that allows you to manipulate from every side and angle. Its important to be able to move around naturally , now world you mouse over the 3-D viewboard you can move around, using a complication/combination of back key and the middle mouse button .
If you just click a little/ the middle mouse button , youre able to just check/rotate your view around or orbit your view around your model. This is good for viewing at any angle. However, its also important to be able to bend your view or move it from side to side, and up and down, which you can do by holding Shift and middle click and draging. You can also zoom your view by using the score wheel on your mouse , on your mouse or the plasting minus key on your keypad to zoom inter now.
Obviously, this is essential for viewing model closer or getting grow up close to detail or for a wait to view the entire scene. Next , as you can see more, and its nesscesary to be able to preview your model from direct angle such as the top, the front, the back, the side, ect. And this can be done by the keypad on your key board, now lets/Do keep in mind that this is not the same as the top number 1 to 0 on the keyboard along the top. Theres very different within blender without changing a few settings. So if you did not have a keypad on your laptop you can use the function key in the J, K, and L and those keys to compensate on/for your number pad or youll find A- setting within use the/the use of differences to imelate the number part.
For the time being , if you can use the number pad I highly encourage/encouraged. It just allows you by to change directly to your individual views. The three most common views are top, front, and side. In the thick on your top view / you can twist the top view by hitting seven your number pad : front by 1, sideview by hitting 3, and even you can go to the oppsite of this ,though, by holding now control and hitting 7 : 1 for back , 3 for side or the left-side, and of course, the top was the bottom. You can also toggle bettwen perspective and all the graphic mode or the graphic being that theres no perspective of bite to your view port by hitting five on your number pad to toggle bettwen /to top of the bettwen them too. Youll normally use all the graphic view on all/while modeling directly from the elephent difference of/at a perspective mode to check that you have not overcompensated anything and that everything is corrected/correct when viewed with perspective to make sure that everthings as that should be in the real world.
Next you can also use the 4, 6 and 8 on your keypad to rotate at its complements around your model. At least it/ And this can be helpful for getting more direct exact view to your model. And lastly on the number pad, you can use 0 just to reach/to switch the camera view, as you can see on the 3D view here we have a camera object that allows you/us to see whats going on and this acts just like a real-good camera and thats it is, it captures the view . As in anytime you want to creat elements or render elements out into AJ B&J or another image format you use the camera to just play what you want to view and so by hitting 0 on the number pad you can see that and that will allow/ allows you to save about that image.
Now were covered that more directly in one of the layer section and redering . But for the time being, go ahead and pratice navigating around your model until you can navigate very very naturally to any angle that you want to zoom in and out, pan around, orbit, you name it !