On a multitouch trackpad, use two fingers to scale the ring in and out to control the area-of-effect.Open that menu, and change the proportional scale to something reasonable (say 0.04 or 0.05), at which point you should be able to see a little gray ring as in the screenshot above.A “Move” menu will show up in the bottom left hand corner of the screen (see the screenshot above).You can use the scroll wheel to scroll up, which will reduce the area-of-effect until you can see it. You might not be able to see the circle (the default area-of-effect is far, far larger than the donut). Notice the circle in the screenshot above: this is the area-of-effect for proportional editing. Tip: Hold down “Shift” to select multiple points (vertices).Ī better way to change shapes is to enable proportional editing which will automatically grab vertices around your selected vertex, and will modify them as a group. We can (for instance) grab a vertex and then drag it away from the donut: Edit mode allows you to edit the object’s mesh (“skeleton”).Ĭlicking on a face or a vertex allows you to modify it. Tip: To switch into edit mode, hit the “Tab” key. We can make the object actually smoother using a “sub surf” operation: It simply makes the object appear smooth in the viewport. Note: Shade smooth doesn’t “add any geometry”. Which gives us a much nicer-looking result: If we right-click on the donut and choose “Shade smooth”, blender will switch to using smooth shading: Our donut looks “blocky” because by default blender uses flat shading. We can “apply” our object’s new scale with “Control + A”, then choose “Scale” from the menu that pops up, as shown here:īlender has two types of object shading: flat and smooth. You pretty much always want this to be “1”. You’ll see that the scale of the object is now around “0.033”. Hitting the “n” key will bring out a side menu like the one shown here. Say, 0.1 meters (10 centimeters) for a start. Use the “s” key to scale down to a more appropriate size. The donut above has a radius of about one meter, so it’s enormous. It’s important to keep things as close as possible to their real-life scale. You should also try to choose a number of major and minor segments that results in relatively square faces on the surface of the object, like this: Making things high resolution at the start of a project is more work for blender and more work for you, since you will be stuck editing object meshes that have a huge number of faces and vertices. Tip: When setting the number of “Major segments” and “Minor segments” for the torus, keep the numbers relatively low. If you accidentally close this menu, you can bring it back up with “F9”: When you add a new shape, a menu will come up at the bottom that allows you to edit the shape’s properties.
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