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Author: John M Blain

Blender
ha my tnh v hot hnh
Blender l phn mm m ngun m c pht trin v xy dng theo nn tng Blender.
Blender tht s khng phi l mt chng trnh d hc. Tuy nhin chng ti cng thu gn
sao cho cc bn cng tip thu d dng mt cch c th no . Bn cng c th xem thm
cc ti liu khc thng qua internet hoc sch bo, y l ngun ti liu di do cho bn.
Cun hng dn ny c vit dnh cho cc phin bn 2.5.x hoc cao hn.
Blender cn nhc nhiu ln v giao din chng trnh. Thng qua cc bng v s
thao tc d hn so vi cc phin bn trc. Do giao din cc phin bn di 2.5.x s
kh s dng so vi phin bn ny.
Blender Versions
Graphical User Interface ( Giao din )
Thng qua giao din mi blender cung cp cho ngi dng thao tc bng chut v bng
cc con s nhp vo cc bng, rt tin li v nhanh chng.
Theo , bn s thng xuyn s dng cc phm tt lm vic, bn nn hiu ngha ca
n l g. Bn khng cn phi hc thuc lng v chng ti s dng rt nhiu trong cun
hng dn ny. Bn c th coi tt c cc phm tt cui cun ny.
























Omissions and Errors ( Cc thiu st v li )
Nu bn thy c li hay thiu st no th bn c th ng gp cun sch ny hay hn
ti bng cch lin lc sau:
laphonetens@yahoo.com
Chc may mn
v
Tri nghim l th
John M Blain
How to Get Blender ( Lm th no c blender).
Blender c th downloaded t www.blender.org , y l phn mm min ph nn bn khng
phi tn tin v rt nh.
v
Nh bn thy c 2 phin bn bn la chn, ci t v bn khng ci t. Bn nn
xi ci ci t chy s nhanh hn v km theo l Python. Ty bn s dng h iu
hnh g m bn s dng phin bn ph hp.


Contents ( Bng ni dung )
Chapter 01 The Blender Interface Chapter 03 Create Edit Objects
Chapter 02 Navigate & Save
G- Day Mate

Chapter 04 Materials Chapter 10 Raytracing
Chapter 11 Animation Basics
Chapter 05 Textures
Chapter 06 World Settings
Chapter12 3D Text
Chapter 07 Lighting
Chapter 08 Camera Chapter 13 Nurbs & Metashapes
Chapter 09 Rendering

Chapter 14 Modifiers Chapter 15 Particle System
Chapter 16 Child Parent Relationship

Chapter 17 Constraints Chapter 18 Armatures
Chapter 19 Relative Shapes Keys
Chapter 20 Fluid Simulation

Chapter 21 Nodes
Bn c bit n Blender cha?
Chapter 22 Game Engine
Chapter 23 Video Sequence Editing
Chapter 24 Appendix

CH01- The Blender Interface
01-Blender Screen
02-User Preference Window
03-Preset Interface Arrangement
04-3D Window
05-Window Modes
06-Layers
07-Moving in 3D Space
08-Mouse
09- Blender View Menu
10-Properties Window
11-Blender Windows
12-Console Windows
13-Outliner Window
14-Text Editor Window
15-Add-Ons
Return to Contents

The Blender Screen ( Mn hnh)
Learning Unit 1
Mn hnh khi ng
Khi khi ng ln u bn s thy mn hnh nh sau:
Nt m rng
mt s h iu
hnh khc c th mn
hnh s khng hin th
y .
Vi bng nh gia bn
s bit bn ang dng
phin bn g.
Mc nh ban u s c 5 ca s con gm nh sau
Info Window Outliner Window
Ghi ch: Bn c th thay i
mu nn , nu bn mun.
3D Window
Timeline Window Properties Window

Bn cnh cn c 11 ci khc c n trong icon pha tri di mn hnh trong icon
ny.
Mn hnh ban u ca bn l 3D view, bn c th khi phc li nh ban u.
Cc kiuWindow

Bng cch nhn vo bn s thay i window hin ti ca bn.
Bn c th thay i bt k window no bng cch ny.
Bn c th thay i kch thc ca s bng cch tr chut vo khung bn s thy mi
tn thay i bng gi chut tri v ko th.

Mi window c th chia ra thnh nhiu window con bng cch tr vo khong gia
nh v chn split hay ko gp window li
Learning Unit 1
Tr chut vo y
Chia window v gp
Ko th chia window ra
Khi bn tr vo , tr chut s thay i, chut phi v chn split khi mn hnh chia
ra lm 2.

khi phc li bn c th ko th 2 window li
thnh mt ci.
Cc window khi chia ra s thao tc d hn v bn nn hiu chng nh th no
Window Type Icon( Info Window )
Panel (Tool Panel)
Header Window Type Icon
Window (3D Window)
Buttons
(3D Window)
Drop Down Selection Menu

Mt iu tuyt vi l phin bn ny cn cho php thay i mu sc giao din. Sau y
l cch m chng ti lm:
User Preference Windows ( Tinh chnh ca ngi dng)
Nu bn khng thch mu en ca blender bn c th thay i.
Nu bn mun nhng tinh chnh ca bn lm mc nh bn c th chn save as default
Preset Interface Arrangements ( B giao din)
Ty nhu cu s dng c khi bn s dng window cho cng vic hay cng vic kia.
Blender cung cp cho bn b giao din dng cho Modelling hay Animation hay..
thun tin thao tc ty theo mi trng lm vic.


Window Button
Search Bar - Type in a Word to Search
Bn c th thay i bng cch chn vo khung ca s v chn cc option nh hnh trn.
Bn c th khi phc li nh ban u bng Default
The 3D Window
Trc tin, bn cn phi hiu trong 3D window c nhng g. Trong bao gm
bng Tool Shelf ( phm T cc cng c thao tc), bng Numberic ( phm N cc thuc
tnh ca object). Bn cnh cn c Camera ( hin th tm nhn ca bn), Lamp ( dng
chiu sang) v cui cng l Object.
Tool Shelf Main Window
Numberic + m rng
ra
Camera
Lamp
Cube Object
Header
y ch l 3D window, cha c 4
window c bn ban u.



Cc bng Tool v Number c th hin v n bng phm T v N. bng Number
dng iu chnh cc ta v cc th khc trong 3D, bng Tool gm cc cng c
c bn.
Bng Number
Gi tr trong bng Number thay i
Object
Bn c th chn bt c vt g trong khng gian 3D bng cch Click chut phi (Clk
RMB)
Hy th :phm A v bn thy mi th u c vin cam v khi bn ang chn tt c,
A ln na bn s khng chn na. Gi Clk RMB vo Object bn s thy object c vin
cam, n phm A bn s khng chn na hay dng cch Clk RMB ln na vo object.
Ghi ch: y l khung lm vic 3D chiu gm cc ta x,y,z. Cc phm thao tc trn
nu lp li s quay v trng thi ban u.
Trong Blender trc x c mu v trc y mu xanh l cy v trc z c mu xanh dng.
Trong khi lm vic s con tr 3D l mt ci hng tm nh hnh
3D Curser


Window Modes Cc ch lm vic )
Trong blender c 2 ch lm vic, mt l Object mode v Edit mode
Vi khi vung m bn chn nhn Tab chuyn sang ch
Edit v Object.
Vi Edit mode bn c th chnh sa cc chi tit, cn Object mode th khng
Layer ( cc lp)
Chm vng th hin
layer hin ti
20 Layers
Lp cung cp rt nhiu tin li, khi bn lm vic nhiu i tng chng ln nhau,
bn s kh m chnh sa, cho nn bn c th a n layer khc v thao tc tng ci
mt, ri sau gp vo. Blender cung cp cho bn 20 layer v chuyn object
sang layer khc bm phm M v chn layer mnh mun.
Cc mesh:
L nhng khi c bn trong blender dng cho vic dng hnh.

Sau y l cch di chuyn 1 object sang layer khc, Clk RMB object v n M sau
chn layer nh hnh di
Click vo th 2 move sang
layer 2
Chm vng cho thy layer 1 c nhn
thy khi render v trn mn hnh
Object Tools Tab (Tool Shelf Panel) thanh cng c
The Object Tools dng chnh sa, tuy nhin vn cha c hin th y cc cng
c, phin bn ti s chnh sa li, tuy nhin bn vn c th s dng cc chc nng
bnh thng thng qua cc phm tt.
Nhp tn cng c hay chc nng
bn mun tm
Thanh search thay bng phm Space-phm ngang, so vi
phin bn trc space dng add mesh. Mi cng c v
chc nng u c trong search ny.
Search Bar ( thanh tm kim )

Moving in 3D Space ( Xoay v lm vic trong 3D) Learning Unit 1
Moving About in 3D Space
Trong mi trng 3D bn s phi thao tc bng chut v cc phm s. Tuy nhin, i
vi laptop th cc bn thng qua cc phm s c bit ( hoc c th chnh option Input
emulator numpad trong User Preference.
Bn c th thay i hng nhn ( view port ) bng cc phm s trn. Sau y l
cc gc nhn khi b thay i
Num Pad 7 - Top View
User Perspective
Num Pad 1 - Front View Num Pad 3 - End View
c bit, phm 0 hin th camera khi bn render v l tm nhn chnh thc khi bn
lm mt b phim hay gi l tm nhn dng cho ngi xem.
Nu bn cn l lm vi cc hng nhn th bn hy xem hnh bn di:


Numpad 7 - Top
Ctrl + 7 - Bottom
Numpad 1 - Front Ctrl + 1 - Rear
Numpad 3 - Right Hand side Ctrl + 3 - Left hand Side
Numpad 0 - Camera View
Lu : Click Numpad 5 dng chuyn khi bn s dng mt hnh nh lm
nn.

The Properties Window ( Ca s thuc tnh )
Ca s ny dng iu chnh khung
cnh , cht liu v hnh vi ca i tng
trong khng gian 3D
Mi tab bn trong c th thu gn v m
rng ra rt thun tin
C th thu nh v phng to
Lu : mi i tng m bn chn s xut
hin thm vi chc nng i vi i tng
. VD: chn camera s ra mt tab dnh
cho camera v n s khc, bi v thuc
tnh ca i tng mi khc nhau.
Sau y l s m Properties Window cc tab v chc nng:
Render: iu chnh mn hnh
render.
Scene: Cc chc nng c bn
khung cnh.
World: Controls for scene background.
Object: Dng chn i tng
Object Constraint: iu chnh tng tc object.
Modifiers: Hiu chnh cc hiu ng.
Object data: Chn d liu m c th nh hng..
Materials: Mu sc cho object v cc th khc
Textures: To b mt object
Particles: Cc ht v di chuyn ng.
Physics: Tng tc vt l.


Chng 2- To v chnh sa Object
01-Basic Mesh
02-Placing Objects
03-Edit/Object Mode
04-Mesh Types
05-Cursor Placement
06-Moving Objects
07-Scaling Objects
08-Rotating Objects
09-Precision Manipulation
10-Transformation Widget
11-Mesh Vertex Editing
12-Selecting Verticies
13-Edit Mode Selection
14-Creating Verticies
15-Center Points
16-Object Display
17-Shading Smooth/Flat
18-Extruding Shapes
19-Proportional Vertex Editing
20-Creating Ground
21-Edge Loop Selection
22-Joining/Separating Meshes
23-Deliting Vertices
24-Adding Faces
25-Modifiers
26- Bevel Modifier
27-Subdivision Surface Modifier
28-Mirror Modifier
29-Boolean Modifier
30-Knife Tool
31-Sculpt Mode


Working with Basic Meshes
Learning Unit 1
Modeling Modes-Viewport Shading
Chuyn sang chng 2, chng ta bt u nhng c bn v mesh, c rt nhiu loi nhng
chng ta s xem nhng ci c bn v cch tinh chnh.
Placing Objects On The Screen( Cch t object)
Con tr 3D l con tr khi bn thm mesh ( Shift +A ), n s t object ti v tr m con
tr 3D chn, con tr 3D rt khc bit vi con tr 2D. i khi, bn phi xoay mn
hnh chn ng v tr mnh mun.
Mt khi bn to thm mesh( Shift +A ) bn s c vi option chnh mesh thm
bng Tool ( T ), v d nh khi thm circle, uvsphere.. nh hnh bn di y.
Transform a Mesh Object ( Cc thao tc vi mesh )
C 3 thao tc n gin gm : di chuyn (G), thay i kch c (S) v xoay object
(R).Ngoi ra cn c cc option ph theo trc xyz nh G+X di chuyn theo trc x,
S+X thay i kch c theo trc x. Ch yu l 3 thao n gin trn v cng thm tn
trc bn mun lm.
V d: hnh di thay i kch c (S) theo trc X: S+X



.
Precision Manipulation of Objects ( Bng thuc tnh )
Ngoi ra , bn cn c th lm cc thao tc n gin trn trong phn thuc tnh nh Scale
( S) , Location (G), Rotate ( R) lm cc thao tc trn tng t.
Tool Shelf -T Key toggles hide display
Numeric Panel - N Key toggles hide display
Numeric values for the Cube object
thay i gi tr trong bng hay menu khc bn c th dng cch sau:
Nhn LMB 2 ln ri backspace ri in s vo.
LMB 1 ln vo ri ko th hay nhn vo mi tn tri phi thay i.
Snap and Align Tool ( Cng c sp xp v tr object )
i lc bn cn cn v tr chnh xc cho object, hay v tr ca con tr m bn ang
thao tc blender cung cp cho bn cng c Snap and Align ny thc hin iu .
Bng phm Shilf +S n gin bn s c cc option nh sau: iu chnh v tr con tr v
iu chnh v tr ang chn.
Moving Objects

The Transformation Widget ( Cc cng c chuyn i nh trong blender ).
chuyn i v tr ( G ) hay kch thc (S) , xoay (R), ngoi ra bn cn c th s dng
cc cng c nh nh cc hnh di thay i. Tuy nhin cch ny hi bt tin hn i
vi dng phm tt.
Mc nh, bn click ln cc thanh nh hnh bn di bn s c 3 cng c v cc trc
nh hnh di:
G Grab Mode
R Rotate Mode
S Scale Mode
Mesh Vertex Editing ( Ty chnh cc im trong mesh )
T khi bn thm mesh, nu bn mun chnh sa mesh bn phi vo Edit mode (Tab ) v
ch trong Edit mode bn mi c th chnh sa mesh m thi. Khi object trng thi Edit
mode cc im s tr nn vng nh hnh di. V khi bn ang chn ton b cc im
cu to nn mesh . Nu bn chnh sa v tr cng th ci mesh ca bn cng bin dng
theo.

Object Mode
Selecting Vertices, Edge, Face ( Ch chn trong Edit mode)
Edit Mode
i lc bn cn chn tht nhanh 1 mt phng hay 1 cnh, chng l bn chn 4 im
hay 2 im. Chnh v th Blender cung cp cho bn cc ch chn nhanh nh
Vertices ( chn theo im ), Edge ( chn theo cnh ), Face ( chn theo mt phng ).
Khi bn thao tc nhanh hn v d dng hn. Mt khi bn la chn th cc mt
phng , cnh, im s sng ln so vi cc ci khng c chn.
Lu :i lc bn Object mode chuyn sang Edit mode bn cn nhn A b
chn ton b im hay cnh hay mt phng ca object. Nu khng bn s thao tc
vi ton b ci m bn chn.
Vertex
Edge Face
Basic Modifiers: ( Cc chnh sa c bn )
Sau khi bn chn c th p dng cc chnh sa c bn nh G ( v tr ), R ( xoay), S (
kch thc ) chnh sa.
Creating More Vertices ( To nhiu im hn trong mesh ):
i lc bn mun to thm 1 hay n im na gia 2 im bn chn hoc mt mt phng
phn ra 4 vung con bn trong. Lc ny bn cn ti cng c Subdivide phn chia
thm im. Bng cch chn object hay cc im cnh hoc mt phng m bn mun thao
tc ri dng 2 cch sau:
1. Dng cng c Tool (T) ri chn Subdivide nh hnh di.
2. Dng menu c bit W.
Lu : Bn c th chn s phn chia bn menu Tool

Specials Menu: Menu c bit
Trong ch Edit mode khi bn nhn W s a ra bng menu c
bit dng thao tc nh: Subdivide (phn chia im), Sudivide
smooth ( phn chia mesh nhn mn hn ), Merge (ni 2 im hay
n im li), n v nhn thy ci chn, ch lm mn v khi
Center Points: ( Tm im )
Mi mesh u c tm ca n hay center
point, c mi thao tc G,R,S bn ch
n s xoay quanh tm im ca n, hay
thay i kch thc so vi tm im
ca mesh. Vy tm im rt qua trng
khi bn thao tc vi mesh. Tuy nhin
tm ca mesh bn c th t n bt c
u m bn mun, v th n cho php
ghp tm ca 2 object hay n object li.
Trong blender, tm im l mt chm
vng nh, khi Edit mode bn xa cc
vertices (X) bn tr ra Object mode th
tm ca n vn cn.
Object Center
3D Curser
Nu bn mun di chuyn tm ca object sang ch khc, bn c th lm cch sau chn v
tr bn mun chuyn sau Transform -> Origin to 3D cursor ( di chuyn tm n ch
con tr ). Do con tr bn c th kt hp vi Snap and Align trn.
Object Display - Shading:

Cc ch Viewport Shading
Thng thng, blender thng dng ch solid shading ( xem ch
bng, gn th sng, xa th ti ), nhng i lc bn c th cn ti
ch wireframe ( xem kiu cu trc kt cu ). Do bn c th s
dng phm Z thay i ch nhn hin ti.
rng cn c cc ch khc nh Texture- dng xem cht liu
ph ln..v.v
S dng ch Shading Smooth v Flat Options:
Smooth
Flat
T lc bn thm object, mc nh vt th s hin trng thi flat ( mt th), bn
c th chuyn sang trng thi smooth( mn) bng cch chuyn i menu Tool
Extruding Shapes:
Khi shape c th ko di ra hoc co lai lm ng g bng cch s dng cng c
Extruding, hnh dung bn c th ko ra 1 hnh tng ng vi hnh trc nh l
tnh tin vy. Ngoi ra bn c th p dng thm G,S,R kt hp thm.
Bng cch chn cc vertieces( im) hay edge (cnh ).. ri phm E bn c th thao
tc vi cng c Extruding, nu bn mun n theo phng bt k th bn nn nhn
MMB ( chut gia-mid mouse button).
Extrusion Rotated
Khi ban u
Phn extruding ra
Proportional Vertex Editing:
Proportional Vertex Editing c s dng bin i mt vng nh hng so
vi im cho trc. VD: bn mun bin i 1 im nh cao mt cao z1, th
khi s dng cng c ny cc im ln cn s bin i cao z2<z1.
S dng cng c ny bng cch nhn O trong Editmode hoc bng tool.


Lu : Ch bt c khi Editmode .
Bt Proportional Editing On / Off
Cc kiu ng
Creating Ground ( to mt nn t):
Bn c th to nn t d dng thng qua Proportional bng cch to mt plan (shilf+A-
>plane) 7view sau bn subdivide( phn chia ) nhiu ln , sau bn chuyn sang 1view,
sang ch Editmode v chn im gia hay bt k, ri nhn O v chn cc kiu
Proportional bn mun. Dng G ko im ln, c th bn thch p dng thm S,R hiu
r.
Kt qu nh hnh bn di:
Vertices nh
Plane subdivided
Cun chut gia
tng hoc gim vng
nh hng.
Edge Loop Selection( La chn cc cnh , im tng xng)
:
i lc bn cn la chn mt vng ngoi hay vng gia bn phn chia hay i
khi l mt nhng cnh i xng nhau hoc im.

Click Alt + RMB vo vng ngoi
la chn vng ngoi
Nhn thm Shift + Alt + RMB, l ta
la chn mt hnh vnh khn.
Click vo cnh ngoi ri Alt + RMB
chn cnh ngoi, c th shilf thc
hin nh trn la nhng cnh
ngoi hoc ton b.
Joining Meshes:( Ghp mesh)
ghp 2 mesh li , object mode chn mesh 1 sau shift ri chn mesh 2, sau Ctrl
+J , iu ny tng ng l bn c th chuyn ch Editmode cho cng 2 mesh, v di
chuyn cng lc 2 mesh.
Separating Meshes: (Tch mesh)
Bn c th chia mt mesh ra lm nhiu phn, nh bn c mt chic xe p ,thay v bn
thao tc ton b th phc tp v khng logic thay vo bn chia ra thnh : bnh xe, tay
li,Khi bn d dng thc hin v mesh mi bn phn chia ra d dng xc nh c
thng qua ci tn v n c coi nh mt mesh mi to ra.
s dng cng c ny bn cn chn cc vng ( im, cnh, mt) ri nhn P sau
chn Selection tch phn bn chn . Option All loop part dng tch cc mesh
khi bn add n trong Editmode.
Lu : Trong editmode m bn add thm mt mesh th n coi nhng mesh nh l
mt mesh join li nhau.


Vertices selected
Separated: P Key By Selection
Lu : Khi nhn P c th lm mt nh nn trong lc chia. Nhn ESC trnh
iu ny.
Deleting Vertices/Edges/Faces:(Xa im cnh, hoc mt )
Nu bn mun xa b mt vertices..faces th trong Editmode bn chn nhng im bn
mun ri sau X v la chn option m bn mun
Adding Faces: ( To mt )
Plane
i lc bn mun to mt mt phng gia 3 hoc 4 im bn chn th bn nhn F
trong Editmode . Nu bn khng to c mt phng gia 4 im th c ngha l c 2
im gc cho n khng tng ng nhau ( vn ny sau bn s hiu r), chnh li
bng cch di chuyn sau cho n ng phng ri sau ta ty chnh mnh mun.
Mt Vertice
Chn 3 vertices
sau nhn F.
Modifiers( Menu ty chnh):

Mesh c th ty chnh thm cc option nh mirror( gng), array, boolean..v.v. Cc
option ny c th rt c ch nh bn to mt bn v cn ly i xng khi mirror li
rt hu ch v cc option khc.
Properties Window
Modifier button Click 'Add Modifier'
Modifier Selection Menu
Nh bn thy c rt nhiu option trong ny nhng ch hng dn bn vi loi :
Bevel Modifier( dng to khi c vin bo mp)

Properties Window
Modifier button
Cube with Bevel Modifier Added
Change Width value to Increase/Decrease Bevel
Subdivision Surface Modifier
Learning Unit4
Subdivision Surface Modifier - Subserf
Cube with Subserf Modifier Added
View: 1 = 4 divisions
View: 0 = Cube
Change View value to Number of Subdivisions
Value: 3 Cube becomes a Sphere

Mirror Modifier( to mesh i xng) Learning Unit 8
Mirror Modifier
Khi bn to cc vt th i xng, bn ch cn to mt bn sau bn ch vic dng
Mirror l bn c mt vt th nguyn vn.
T khi cube ban u bn subdivide n ra lm 4 sau bn
delete 1 phn bn , chn object ri vo Modifier -> Mirror, th l
bn li c vt th ban u.
rng khi bn thao tc vi bn ny bn kia cng bin i
tng t.
Nu i lc bn thy trc gia hay trc i xng n khng khp
nhau, bn c th tick vo clipping trong option ca Mirror.
Lu : i khi bn c th b chn clipping hoc chn li trong
sut qu trnh lm i vi cc im khc nhau trong mesh,
nhng nh l sau khi lm mi Apply
3D Window Header
Note:
B chn 'Limit Selection to Visible'
trc khi chn hoc n gin phm Z
Solid Cube after applying
Mirror Modifier
In Edit mode
Dch chuyn im
Phn bn dch chuyn
theo

Boolean Modifier
Boolean Operations
Learning Unit 6
Bolean Modifier
Boolean Operations dng to l v ghp 2 mesh li vi nhau. Bn c th hnh
dung qua cc hnh sau:
1. The default Cube
in the 3D Window
with a Tube object
added and
positioned as
shown.
3. With the Cube selected a Boolean Modifier is
added and Type Intersect selected
Type Intersect selected
2. Default Cube
selected in 3D
Window
4. Apply button
clicked
5. Result after applying
the modifier and
separating the meshes.
The original Cube has been modified to the shape of
intersection (overlap)

Kiu Union dng hp 2 mesh li, nhng cu trc n khc so vi Join (Ctrl +J),
kiu ni rt kh nhn. Nh ch ni b c o ging nh iu khc vy.
Boolean Union Type selected
Result after Result after
applying separating meshes
modifier
Two meshes joined together
V d ca Difference Boolean .
Result after
applying
modifier
Kt qu mesh mi
Cc khi chng ln nhau b tch
ra.

The Knife Tool ( Tng t subdivide )
Cng c Knife Tool (K) thng s dng trong edit mode dng to thm cc
vertices (im ), tng t nh subdivide, nhng khc ch n chia theo mnh mun.
Mt v d in hnh l khi cube sau khi select (mu cam), sau bn gi K v
ko th ti ch bn mun chia ra. Cc im c to ra ch cnh b ct ra v nhng
im c th ty chnh v cng tc ng b mt object
Ko th chia thm vertices
Knife Tool
Cc vertices c thm vo khi ct.
Bezier Curves and Circles(Cc vng v ng cong)
Blender cung cp cho bn cc vng ng cong , nh bn bit vng trn l mt ng
cong c im u v cui trng nhau, c nhiu loi ng cong trong blender, s dng cc
ng ny nh ch nh hng i, hay lm mt ci g i theo mt ng i cho
trc hay n gin l lm cc b mt phc tp nh l cy, khn vi..v.v.
Bn c th thm Curve bng cch Shift+A v chn bng curve y cc loi thng
dng l Bezier( 2 im, c ta , trc quay), Path ( tng t nhng thng dng lm
ng i cho object)

Thm Curve
Cc loi ny c th d dng iu khin v
tr hng quay d dng nh thao tc vi
vertices( im) vy.
tng cao bn nn mode c trc Z
nh vy d dng thao tc hn.
Nh bn thy c y, trc mu c 2 im trng nhng im dng xoay, v cc
im chnh dng xc nh v tr
Quay Curve bng
cch iu khin
trc
Cc im
chnh

Sculpt Mode
Tht s th c th ni Sculpt mode nh mt ch iu khc vy. C th lm li
lm mt b mt, ging nh bin i mt phn nh b mt, hay ging nh ta ang
modelling( to hnh thng qua Vertices , Edge. chnh sa cc im).
chuyn sang ch Sculpt mode bn cn chnh Viewport sang Texture( cht liu
ph b mt) v ch lm vic Scuplt mode
3D Window - Sculpt Mode
Brush ( Sculpt Tool )
bt u, bn hy nhn vo pha tri trn
mn hnh, bn s thy s khc bit gia 2
ch Sculpt v Object, u tin l con tr
nh hng, sau l nhng nh hng n
b mt object
Theo , l km theo cc brush ( c), dng
thc hin cc chc nng khc nhau.
Bng cch gi chut v ko th bn s lm
bin i

Tool Panel

C nhiu loi brush hoc bn c th to thm thng qua Python hoc download c sn trn
internet. Sau y ta s xem xt brush.
Bng cch click vo hnh nh hay F bn c th thy c 19 loi
brush , thm vo l cc option nh Radius ( bn knh nh
hng), Strength ( nh hng, 1max), Autosmooth (
ging nh Smooth) v Add (tri ln) hay Subtract (ln
xung) v cc option khc km theo tng brush ring.
Bn c th thy thm bng Tool Tab dnh
cho Sculpt dng ch th loi c v nh
phun hay qut hay..v
Active Brush Type 'Draw' l menu nh
cng ging nh la chn brush ca 19
loi trn.
The Stroke Tab
Stroke cng cung cp thm mt s chc nng ph
khc nh xa nh hng, phn chiu.. ty theo
loi Stroke method m bn chn.
Lu : C mt s chc nng khng c ni n m
chnh bn phi t tri nghim v khng th din t c.

The Brush Tab
Mt cch khc thay
i kch ca brush l n
phm F v ko th.
F Key Drag Mouse
LMB Click
Sau y l mu bn lm th, to mt plane mi sau subdivide 6 ln ( bi v chia ra
ta mi thao tc c vi Sculpt c ) sau bn chuyn sang ch Sculpt bng cch
i ch lm vic
Lu : i km vi ch Sculpt l ch ph nn Texture nh ban u ni.
Brush - Add Selected tri ln
Brush - Subtract selected- lm xung
Click LMB( chut tri) v ko th quanh phn tri ln ri xoay trn theo kiu ln sng,
bn s thy nhng phn bin i ni m bn tr chut n. Bn c th s dng thm
bng Stroke c kt qu mong mun. Trong v d ny th Accumulate ( dy c)
trong bng Brush khng c chn v Strength ( mnh ) l 0.963.

The Curve Tab
L mt th kim sot tc dng
ca brush trong Sculpt hay kim
sot mn v th.
The Texture Tab
Hin cha c thng tin g v ci
ny. Tuy nhin c thm xem nh
chc nng ging bn texture phin
bn di 2.5x
The Symmetry Tab ( i xng )
To hnh tng ng vi mt i xng m bn chn, tng t
Mirror trong Modifier.
Deformation Reproduced on opposite side of Axis
Drag Mouse
Axis

The Options Tab
Another Tab requiring some research.
The Appearance Tab
Thay i mu sc ca brush, ch chnh mu trang tr.
3D Window .
C th xem nh hin th phn mu tri ln , hay lm xung
bng cch ny.
Ticking 'Custom Icon' allows you to select an image to display for the Tool Type icon
instead of Blenders default icon (See the Brush Tab quick select panel).

CH04- Materials
01-Materials
02-Material Settings
03-Materials Buttons
04-Material Colors
05-The Preview Tab
06-Diffuse Tab
07-Specular Tab
18-Hardness
09-Ramp Shaders
10-Transparency
11-Halos
12-Blender Material Slots
13-Vertex Paint
Return to Contents

Materials
Material l g.? Bn c th hiu n gin th ny, xe p lm bng st , vy st l
material v st th c mu en. Trong blender, th material khng nhng l nguyn liu
mu sc m cn l cht liu, bi v texture lun i vi material. Vy texture l g, l cu
trc b mt. Mt v d n gin, g c mu cam sng (material) v b mt g sn s (
texture). Nhng material trong blender cn c nhiu chc nng hn.
Basic Material Settings
Mt cch thay i mu sc cho object l thm marterial, cng nhiu marterial th
object c nhiu mu sc, cu trc.. lm vic vi marterial, trc tin chn cube
mc nh ban u, vo menu chnh Material
Properties Window Material button
Click new thm material
Lu : Cc object thm vo s c mu mc nh l xm, material mc nh ngm,
nhng ta c th chnh li bng cch thm marterial mi,.
i khi bng menu b che lp do bn xa 1 object trong editmode ri bn add object
mi. Cch sa cha nh sau ko = xung ( c th him khi gp ).
Materials Buttons
Sau y l vi option tinh chnh c bn m bn nn bit, nh diffuse, speculardng
thit lp cc hiu ng c bit nh d quang, thay i mu sc, mu cho object,
trong sut, c m, chi, nhiu hay tnh khc x, cc ch nn, v cc
kiu phi mu.v..v

Material Slot: Hin th cc material.
Material Name: Tn material
Material Stack: Cc b material
c gom chung.
Preview Panel: Bng hin th material
cho object, tng ng khi render.
Color Picker: Dng chn mu vi ,
chm trn.
Tabs: Cc bng, c th ng m.
Material Colors
C 3 mu c bn trong blender
1. Mu object
2. Mu phn x hay phn chiu ( mu ca nh sng
khc tc ng vo object hay mu ch nh sng
khc chiu vo ).
3. Mu bng khi trn nn t.

The Preview Tab ( Bng xem trc)
Have a look at the Preview tab in the Material Properties Window. This preview gives an
indication of what you will see in a
Render of the 3D Window. To save computer
memory Blender does not display everything
in the 3D Window. On the LH side of the
Preview tab there are options for viewing the
preview in different formats. One of the
options is Monkey but for simplicity I have
left my preview as the default Sphere.
Preview Monkey Option
The Diffuse Tab
Nh cp trc, mu ca object thng l mu xm tro, trong tab ny dng
gn mu cho object.
Color Bar showing the Diffuse color. Click to
display the Color Picker.
Default color
GreyColor
sng mu
Color System Options
Note the R: 0.800, G: 0.800, B: 0.800 values. Cc thng s RGB c th iu chnh
c hoc thng qua vic ko th..
Intensity l g. Ni cch khc intensity l kh nng nhn thy mu khi c nh sng
chiu vo, tng t nh trong m ti khng thy object khng c mu sc ( v quang
cnh en mt )
Intensity 0.000 No light
Intensity 0.800
Rendered Images

Hai bc hnh cho thy sng mu nh hng nh th no. Bn c th mt
phn do khut nh sng ( mt ) , mt phn do intensity ( u). Hay ni cch khc l
chu nh hng do cc camera ( gc quay), lamp ( n chiu sng).
Hy chnh Color picker theo h RGB values: R:0.800, G:0.430, B:0.000
Intensity 0.800
Chn mu
Note: Shiny Highlights
3D Window
Rendered Image
Bn c th thy s khc bit mu sc gia 3D window, v khi render l nh th no. V
3D window cha c nh hng nh sng chiu, nhn thy camera. Cho nn bn cn
hnh dung mu sc khi render nh th no so vi 3D window.
Phn sng trng hnh trn l do Specular ch nh, ta c th ch nh li, hnh ny
c th chnh li cho ng l mu vng sng.

Intensity Effect for Diffuse Color
3D Window Views
Intensity 0.000 Intensity 0.500 Intensity 1.000
Rendered Images
The Specular Tab ( mu phn x ).
Chng ta s i vo mu phn x khi c nh sng chiu vo, mu tng tc vi cc nh
sng xung quanh.
S khc bit thm l c thm option Hardness
v option ph nh CookTorr v...
Selected Specular Color
Select the green color with R:0.000, G:1.000, B:0.450

3 hnh di y cho thy khi chnh specular intensity cng cao th ch phn x cng
nhn r.
3D Window View
Intensity 0.000
Rendered Image View
The Hardness Value
Specular Highlights
Intensity 0.500 Intensity 1.000
Learning Unit 5
Multiple Materials
Blender Materials - Mirror
L dn tri mu phn x, hay cch sp xp dng mu, bn c th chnh v kim
chng.

Hardness Value Variation
3D Window View
Hardness: 1 Hardness: 50 Hardness: 115
Rendered Image View
As you see in the rendered images there is a relatively small change between
Hardness value 115 and 50 but a huge difference between 50 and 1. It is hard to see
any difference in the 3D Window.
Ramp Shaders Learning Unit 5
Blender Materials - Shaders
Bn cnh chng ta cn c ramp dng kim sot
mu phn chiu v mu sc cho object
Tick to turn Ramp Shader on
Ramp Shader dng to ha phi mu sc tng
tc vi nh sng v mi trng nh sng xung
quanh.

Transparency ( trong sut)
lm object trong sut c th lm nh sau vo Material- Transparency tick vo v
iu chnh cc gi tr mong mun.
With the Sphere selected in the 3D Window
tick Transparency and reduce the Alpha
value
2 object
3D Window View
Vi cube chn, b chn
Receive trong Shadow tab.
Halo Settings Phn cube c thy
Bng cch s dng Halo cc vertices s trong ging nh khi cu hnh di. L cc im sng
trng ging nh cc vng, cc sao sng..
Halo Selected
Rings
Ho quang
Specular Color
Change values as required
Lines
Stars
Combined

Vertex Painting
In addition to adding materials to an object as described in the foregoing pages Blender
also provides the Vertex Paint tool which allows you to manually paint a material on to
the surface of an object
You paint by changing the 3D Window from
Object Mode to Vertex Paint Mode. You will
be able to paint a selected object
immediately but before you can render an
image with the paint showing you must have
a material added. A new object added to the
3D Window displays with the default
Blender grey color but as seen in the
Properties Window - Material button there
are no control tabs displayed. With a new
object added to the 3D Window, in the
Properties Window - Material button press 'Add Material'. The new object still displays
in the 3D Window as the same grey color but now the Materials button contains control
tabs.
Go to the Materials button - Options tab and tick 'Vertex
Color Paint'.
'Vertex Color Paint' tells Blender to use the painted
material instead of base color when you render an image.
'Vertex Color Paint' must be ticked before the paint color
will render.
As Vertex Paint suggests, the process involves painting
vertices. The default Cube in the 3D Window only has
eight vertices therefore it doesn't provide much scope for
a demonstration. Delete the Cube and add a UV Sphere.
The default UV Sphere has 32 Segments and 16 Rings
which provides a vetex at each intersection point. If you
would care to count the intersections you will find there
are a lot more vertices in the sphere than the cube. Don't
ask me how many.
OK! Change the 3D Window to 'Vertex Paint Mode'.

UV Sphere
Paint Brush
In Vertex Paint Mode the UV Sphere looks like a white disk and your 3D Corsor
changes to a orange circle. The Tool Shelf panel at the left of the window displays with the
Brush tab open.
In the Brush tab you have a circular color picker for selecting the
paint color with a bar across the bottom showing the color that
you select.
Immediately below the color bar are two sliders. 'Radius' controls
the size of the Brush ( The circular 3D Cursor ) and 'Strength'
controls how much paint color is applied.
Another way of controlling the size of the Brush is to press the
F Key and click and hold the LMB dragging the cursor towards or
away from the centre of the Brush circle. Click LMB when
finished. The size of the Brush circle changes and the slider value in
the tool shelf is reset.
Drag mouse and click to
change Brush size.

I will leave you to find out the function of the all tabs in the tool shelf except for the
Tool tab. Here you select the tool specific to Vertex Paint and have a drop down menu
for selecting the action of the Brush. The default action is 'Mix'.
Drop Down Selection Menu
Select this Tool for Vertex Paint
Remember that the although the UV Sphere is displaying as a disc it is in fact a 3D
Sphere. You can display the segments and rings and hence the vertices and faces of the
sphere by activating the 'Face Selection Mask' in the 3D Window header.
Face Selection Mask activated
showing segments and rings.
When painting you are only painting the visible surface of the object. You have to pan the
3D View or rotate the object to paint the hidden surfaces.
Visible surface painted.
3D View rotated showing
unpainted hidden surface

The Vertex Paint Color can only be seen in Vertex Paint Mode or in a rendered image.
Vertex Paint Mode
Rendered Image

.
Phn ph :
Chn phn
trn thng
qua phm B
hoc C
trong material bn s thy assign ( dng gn material cho ci mnh chn)
selected ( chn material ) deselect ( khng chn material ).
Nu bn gn nhiu material cho object bn nn ch material ang chn l g ri mi
gn cho nhng vertices mnh mun.
Material.003 green - Material.002 grey

















c gn vo nhm nh
(vertex group)
Khng c iu g kh khi iu c
din gii ra. Mt s th dng nh rt n
n gin.
Vt liu mi
Material.003
Bm Tab chuyn sang Object Mode (ch i tng) trong khung nhn 3D
(3D View) xem qu cu vi 2 mu ( hay nhiu mu ).
Qu cu trong Object
Mode
Vy ti sao gii thch nhng th n gin li kh n
vy?

CH05- Textures
01-Textures (lp dt)
02-nh x Texture
03-Displacement Mapping
(nh x Disp)
04-UV Texture Mapping
(nh x UV)
05-Selective UV Mapping
(nh x UV c chn lc)
06-Unwrapping with Seams
(M li vi Seam (ng
phn gii))
07-V texture
Tr v bng ni
dung



Textures
Bi hc 5
Textture sinh bng th tc (Procedural
Textures) Trn Gradient
Trong phn Material (cht liu) chng ta xem xt n hiu ng nh sng phn
x trn mt b mt bng nhn (smooth surface). Texture l c tnh vt l ca b
mt kiu nh b mt ca gch, thm, khi g vvv.
Trong Blender s trc quan (visualization) c cc kiu c tnh v mt
c thc hin (are created) bng cch nh x nh ln b mt ca
m hnh trong ca s 3D. Trong trng hp ny nh c gi l texture.

Trong phn Material (cht liu) chng ta xem xt n hiu ng nh sng phn
x trn mt b mt bng nhn (smooth surface). Texture l c tnh vt l ca b
mt kiu nh b mt ca gch, thm, khi g vvv.
Trong Blender c 3 ch Texture. Chng ln lt l Material, World
Backdround (nn th gii) v Brush (c v).
Cn lu rng texture khng hin th trong ca s 3D. thy c texture xut
hin phi render cnh thnh mt nh s. iu ny ct l tit kim hiu sut
(power) ca my tnh.
Bn cnh to cc c tnh b mt cc Texture cn c s dng sculpt (iu
khc), paint (v) v deform (bin dng) i tng. Cc Texture cng c s
dng bi mt vi Modifiers ca Blender.












Texture c p dng vo mt b mt i tng bng cch s dng cc nt bm trong
ca s Properties - nt Texture . Click vo nt Texture s hin ln mt bng (panel)
m bn c th thm texture mi vo .
minh ha cch nh x Texture ta xem xt v d sau:
M mt cnh Blender mi v thay Cube (khi vung) mc nh vi 1 Plane (mt
phng). Scale (canh chnh kch thc) Plane tng ln 5 n v. Thm Material R: 0.800,
G: 0.767, B: 0.495.
Ca s c tnh Nt texture
Ti Properties Window (ca s c tnh) - ti nt
texture v click 'New'.
Nt texture hin th vi kiu texture mc nh 'Clouds' (my) v c th thy trong bng
'Preview'. Vi kiu texture 'Clouds' mt th 'Cloud' hin ra. Th ny cha cc thit lp
thay i cc c tnh ca texture ny. Th ny s cha cc thit lp thay i ty
theo kiu texture c chn.
Trc khi bn thm Texture vo b mt, u tin bn phi thm Material v mc
nh,texture material Blender c thit lp nh hng ti material. Xem thm
th Influence .
Texture Material (texture vt liu)
Blender c mt (comes with) lot cc Texture dng sn chn hoc bn c th dng
mt nh bt k trn my tnh thay th lm texture. Blender cng cho php t mt on
phim ln b mt v bn c th hot ha c texture (animate the textures).

KiuTexture
s xung
Click vo kiu texture
s xung v chn
kiu 'Magic'.
Clouds
Magic (ma
thut)
'
Th Magic
Texture Cloud c thay th bng texture Magic v th Cloud c thay bng th
Magic. Th ny by gi ch cha 2 gi tr thay i c tnh ca texture, Depth (
su) v Turbulence ( hn lon).
Ch l ca s 3D khng hin th
texture dn ln i tng. iu ny
l do Blender bo ton b nh.
render (kt xut nh), nhn F12, v xem
texture.

Thay i gi tr Depth thnh 4 v render li xem s thay i.
Tr v th x (drop down ) texture
v chn 'Image or Movie' (nh hay
phim).
Mt th thit lp cho kiu 'Image'
thay th cho kiu
'Magic' v bng preview th hin ra
l mt ca s mu en
. V chng ta vn cha ch ra nh
cho Blender s dng.
Render vi Depth: 4
Bi hc 5
Image Textures
(Texture nh)
Trong th Image click open. Ca s File Browser (ca s duyt file) xut hin.
Duyt n mt file nh. y, ti c mt nh tn l 'Street.jpg' trong th mc
Document. Click vo file nh ny v click 'Open' (Top RHS of screen).
Bn s thy bc nh ca bn xut hin trong
bng preview
( c th nhiu nh cng c). Render xem
nh ca bn xut hin trn b mt mt phng.
Bi hc 5
Decal Image Texture
(Texture nh v)

nh x Texture
D bn c dng texture dng sn hay l nh s i na th bn c l cng rt mun
bit lm th no canh chnh v tr t ln i tng ca texture. Th 'Mapping' l
ni thc hin iu ny.
Offset ( di) v Size (kch thc) tn ca n t gii thch ngha. C 2 thit lp
u c kim sot da vo trc X, Y v Z.
Th x (dropdown) Coordinates (ta ) cung cp cc h thng ta m bn chn v
Th x Projection (php chiu) c mt s ty chn kiu nh x ph hp vi hnh dng ca
i tng m bn mun thit lp
object.
Flat (kiu nh x phng)
Cube (kiu nh x khi vung)

Tube (kiu nh x ng ng) Sphere (kiu nh x cu)
C rt nhiu nt v thit lm m bn c th th nghim vi chng trong th Texture v
cch tt nht bit chng lm g l th tt c chng (play around) v ghi li kt qu
nghin cu sau ny.
nh x Displacement Bi hc 8
Bump Textures
(Texture c chi tit
sn si)
nh x Displacement l vic dng Texture lm bin dng li. Bn c th to mt
Cube hay Sphere vvv vi b ngoi x x m khng cn phi di chuyn cch nh ca n.
Bt u mt cnh Blender mi vi cube mc nh. m bo Cube c thit lp
material sau trong Edit mode (ch chnh sa) subdivide (chia polygon thnh
cc mt) Cube mt vi ln. Texture s thay th (displace) cc nh ca li v th
bn cn ton b nh lm vic vi texture.
nh x texture Cloud vo b mt Cube ri ti th Influence. i ti phn Diffuse
Color (mu tn x) nh du tch v bn di Geometry nh du tick vo 'Displace'.
Render xem hiu ng.
Di chuyn thanh trt (slider) trong Displacement va nh du thay i cc gi
tr displacement khc.
Th x 'Blend' hin th mt s ty chn cho s nh hng ln Material. Th chn
'Add' (thm) v 'Subtract' (bt) v render thy s khc bit. Ta s xem xt mt v
d khc bn di. Ln ny texture l mt nh en trng v c nh x vo mt mt
phng. ng qun

subdivide plane (mt phng). Gi tr Negative Displacement (gi tr ph nh
displacement) s lm cc gi tr dng b thp xung (raise the surface up positive
values depress the surface).
nh trng en
Render nh vi gi tr Negative Displacement
Th cc gi tr khc v ghi nh kt qu tham kho sau ny.

nh x Texture UV
Vi cc m hnh nh x texture phc tp nh nh x thng qua khi lp phng
(cubic), khi tr (Cylindrical) hay khi cu (Spherical) r rng vn cha chnh xc
t texture ln b mt . y l lc nh x UV s gip bn.
Ta U v V c s dng c lp vi ta XYZ trong ca s 3D.
nh x UV c thc hin bng cch ly b mt ca i tng ( y hiu l m hnh
) , bc n ra nh bn lt v mt qu cam vy v t n ln mt mt phng 2D. Mt nh
texture sau s c t chng ln mt phng 2D ( chnh l nh x). B mt
phng (khng gian phng) m t i tng c bc v ra chnh l ca s
chnh sa nh/UV (UV/Image Editor Window).
Cng nh vi mi hng dn c bn khc trong Blender bt u vi mt s th n
gin c l l iu tt nht. Mc d nhng qu trnh m ta ang ni ti s l nhng b
mt phc tp ch khng phi n gin m c th gy ra bi ri ngay t ln tip cn
u tin.
Hy khi u vi 1 i tng Cube mc nh trong cnh 3D Blender nhng trc tin
xa khi c np t ng i v thm mt Cube mi. (mnh ngh v ngha !)
Khi cube mc nh m c t ng np khi khi ng s xut hin vi mt knh
material v mt knh texture (comes preloaded with a material and a texture
channel). Trong tho lun trc v material v texture ta thy rng trc khi
texture c p dng, mt i tng phi c mt material . Vic thm mt cube
mi vo cnh ngha l cube cha c material v texture s cho chng ta thy rng c
2 yu t iu thc s khng cn thit khi chng ta p dng nh x Texture UV.
Ca s c tnh - nt Material
Cube mi c thm vo khng c
material
Vi cube mi va thm vo, chia ca s 3D thnh 2 phn v chuyn mt phn sang
kiu ca s UV/Image Editor. Trong ca s 3D phng to cnh thy cube. Khi
bn chia ca s ra, cube rt nh v kh thy c nhng thao tc m bn ang p dng.

Trong ca s 3D chuyn vo Edit
mode v chn kiu shading
(Viewport Shading Type) l
Textured.
Khi chn 'Textured' th bn s
thy c texture c thm vo
xut hin trong ca s 3D khi bn
trong Edit mode.
Trong bng 3D Window Tool (cng c ca s 3D) ti phn
'UV Mapping' (nh x UV) click vo 'Unwrap' lm xut hin
thc n chn kiu m li (unwrapping). Cc ty chn cho
php bn m b mt ca i tng chn theo mt s cch khc
nhau. Mt s cch m li rt kh hnh ung c v th ch c
mt cch hiu c l th nghim n, xem v ghi nh kt
qu tm thy.
mi th tr nn n gin chn phng php m gi 'Follow Active Quads' (theo
sau hnh t gic va m) m gi cube. Phng php ny s bc b mt ca hnh
cube ra ging nh l bn m ra mt trong cc hp th vn phng (post office mailing
boxes). B mt ny s s gm c 6 hnh vung. Trong ca s UV/Image Editor c l
bn cn phi phng to ra thy ton b b mt va bc (arrangement) ( dng phm
s - phm tr, tng t nh trong ca s 3D).
No by gi b mt bc ra xut hin,
n lc np 1 texture
Trong header (thanh bt u) ca ca s
UV/Image editor, click vo 'Image' v
chn 'Open'. Thao tc ny
s lm xut hin ca s duyt file (File
Browser Window) bn c th duyt v
tm mt nh m bn mun dng n lm
texture. Khi bn thy c file nh
mong mun























click vo n chn v sau click 'Open'.
Ca s duyt file
Click vo y file nh hin th dng thu nh (thumbnail).
Trong trng hp ca ti, ti chn file tn l 'WinterLeaves.jpg' trong th mc
C:\Users\Public\Pictures\SamplePictures\ .
nh xut hin trong ca s UV/Image editor.
Phng to thm nu nh qu ln (too large).
nh hin ra ti b mt trung tm nhng bn
s thy n c nh x ln mi b mt
ca hnh cube trong ca s 3D. Tip tc quay hnh
cube xem xem
ti ni c ng
khng.
t chut vo ca s UV/Image editor v nhn phm A
chn tt c b mt sau nhn phm G (Grab) v di
chuyn cc b mt. Khi bn di chuyn cc b mt bn s
thy nh c canh li v tr trn cc b mt ca hnh cube trong ca s 3D.
B tr (outline) ca cc b mt trong ca s UV/Image Editor c th c canh
chnh kch thc (scaled) v quay ging nh bn chnh sa li (mesh) trong ca
s ca s 3D . Bn cng c th chn ring mt s nh trn li v sau
grab (r) v di chuyn n. Nh bn thy bng cc thao tc b mt trong ca s
UV/Image editor bn c th t texture nh rt chnh xc ln i tng.

Nu bn mun render nh ca i tng (nhn F12) vo
lc ny bn s phi cam chu s tht vng v khng thy
texture nh xut hin (render).
lm xut hin (render) texture nh bn phi kch ha
'Face Texture' (nh du tick) trong th ty chn ca
nt material trong ca s c tnh (Options tab of the
Materials buttons in the Properties Window). c ri,
by gi bn phi p dng vt liu.
Mu xm ti mc nh s lm iu ny (will
do). Mu xm mc
nh
No by gi nhn F12 xem nh c
render.
nh x UV c chn lc (Selective
UV Texture Mapping )
n by gi cc texture nh c th c nh x ln tt c cc b mt i
tng trn nhng gi nh bn ch mun t texture ln mt b mt ca i tng
th lm sao.
To mt cnh mi v b chn cube (leave the default cube selected). Chia ca s
3D nh trn v thit lp mt ca s v UV/Image editor. Trong ca s 3D nhn tab
vo Edit mode v chn kiu Viewport Shading (dch l vy kiu to bng hin th
nhng mnh c quen gi l Draw Type tc kiu hin th!) l 'Textured'.
Trong ca s 3D chuyn ch Vertex
Select (ch chn la nh) thnh ch
Face Select (ch chn la b
mt). B chn tt c cc b mt sau
ch chn li mt b mt (click phi vo
b mt ).
Mt b mt c chn
Ch Face
Select

Trong ca s UV/Image Editor chn v
a vo mt nh lm texture nh
trc y.
Bn s thy nh c nh x vo b mt m bn chn trong ca s 3D. Cc b
mt khc vn hin th mu trng.

Trong trng hp ny chng ta khng phi thc hin bt k thao tc m li no m
ngay khi nh c a vo ca s UV/Image Editor, Blender t ng nh x n vo b
mt chn .
t con tr chut ln ca s UV/Image
Editor
v nhn phm A Key chn b mt. ng
vin (outline) trng s chuyn sang mu .
Sau bn c th thao tc c bn b
mt t nh vo v tr bn mong
mun.
Phm G r i tng, phm R - quay
i tng, phm S canh chnh kch
thc i tng (scale).
R (Grab) Di chuyn i tng
Quay
(Rotate)
Canh
chnh
kch
thc
(Scale)
Lu rng bn b mt trong ca s UV/Image Editor l ang trong ch Vertex
Select. Cng c cc thit lp vo ch Edge seclect hay Face select tng t nh
la chn ny trong ch Edit ca ca s 3D. Cng c mt thit lp (option) th t
l ch 'Island Select' (Chn dng o). Mt s thao tc m li (unwrapping )
c th chia li b mt thnh nhiu phn v ch Island Select cho php chng ta chn
c cc phn cn m li .

Island Select Mode
Bng cch chn cc b mt khc nhau trn hnh lp phng (cube) v them cc nh
khc nhau vo ca s UV/Image Editor bn c th t c nhiu texyre nh khc
nhau ln cc b mt ring l. Bn cng c th bm shirt (shift select multiple faces)
chn nhiu b mt hay cnh hoc nh ring ch ra cho Blender bit phn b mt
no ca i tng m bn mun t texture nh.
No chng ta hy tr li v xem xt tip tc vic m li (unwrapping). Nu bn nhn
nt Unwrap th n s cho bn thm nhiu ty chn khc. Ti s khng c gng khng
gii thch bt k kt qu no do cc phng php m li to ra but a further method
is available where you mark a seam on the surface of the object which tells Blender
how to unwrap that part of the mesh on which you wish to place your texture.
M li s dng Seam (ng phn gii)
To cnh mi trong Blender v thm mt Isosphere (khi cu dng t din) vo. An
Isosphere is chosen since by default it comes with just enough vertices for brginners to
play around with.
Seam
Thit lp li ca s UV/Image Editor nh nhng g chng ta
lm trc .
Trong ca s 3d chn Isosphere v
bm tab vo ch edit sau nhn A
b chn tt c cc nh. Chn ch Edge
select v thc hin chn cc cnh
(shift select edges) chia b mt qu cu thnh
1
3 phn. C l s tt hn khi phng to qu cu
v quay gc nhn trong khi bn chn cnh.
2
Vi cc cnh va chn c n 'Mark
Seam' (nh du ng phn gii) trong
bng (panel) cng c. Cc cnh va chn s
chuyn sang mu ch ra l seam (ng
phn gii) c nh du.
3
Bc (trick) tip theo l chn tt c cc cnh ca
trn b mt qu cu ch khng ch l chn nguyn
cc cnh c nh u l ng phn gii.
Nhn phm A b chn cc cnh phn gii
(seam edge) v sau nhn A chn li tt c
cc cnh.
Tt c cc cnh
c chn

Sau khi lm nh vy (having done), nhn 'Unwrap' trong bng cng c (Tools Panel)
v trong phn x sung chn 'Unwrap'.
Cc b mt ring r ca qu cu s c nh x trong ca s UV/Image Editor.
Cc hn o (Island)
chn
Phn b mt th 3 ca
qu cu
No by gi bn c tip tc v m mt nh ra lm texture. Trong ca s 3D vi
ch Edit v kiu Viewport Shading (mnh gi l Draw Type tc kiu hin th ln
ca s 3D nhng theo t ny mnh dch l to bng nhn!) l 'Textured' bn s thy
nh trn b mt qu cu c nh x vo 3 phn m bn thit lp vi ng phn
gii.

Trong ca s UV/Image Editor chn ch 'Island select' trong
phn u ca s (header).
Ch ny s cho php bn chn mi phn b mt trong 3 b mt trn mt cc
ring r. Vi phn b mt chn c bn c th thao tc, chnh sa n dn
texture ln trn phn b mt .
Hn o (Island) c chn c
thu nh (scale) kch thc v c
t ln phn mu xanh xm ca nh.
Phn nh xanh xm by gi ging nh
l mt texture
p dng ln phn mt th 3 ca qu
cu.
y c th l mt phn gii thiu rt vn tt
v nh x texture UV (UV Texture Mapping).
Cc kh nng ca n l khng gii hn v vy bn
nn t th nghim v pht hin ra cc kh nng
khc. (The possibilities are endless therefore it is
over to you to experiment and discover the
capabilities of the procedure.)




Texture Paint (ch v texture)
Texture Paint l ch v h tr sn c thit k c bit cho vic chnh sa cc
texture nh UV (UV Image Textures). N khng phi l phng php (method ) nh
(painting) cc texture ln b mt.
Texture UV (UV Texture) l mt nh (nh c v (picture)) c nh x ln b
mt i tng cn xc nh mu v nh ngha b mt cho n (providing color and
surface definition) (Xem thm nh x Texture UV).
Vi Texture Paint bn c th v mu trc tip ln nh hoc trc tip ln b mt ca i
tng khi nh c nh x. Trc khi bn c th v texture (Texture Paint) cho b mt
ca i tng th trc ht li i tng phi c m (unwrap) cc b mt xut hin
trong ca s UV Image Editor v a mt nh vo lm texture (Xem phn nh x
Texture UV). (ni nm na d hiu th phi dn texture xong !)
minh ha s dng Texture Paint, ta s dng cnh Blender mc nh vi Cube mc nh.
Nh rng Cube mc nh trong cnh p dng Material ri. Nu bn mun s dng
i tng khc trong cnh bn phi p dng material cho n trc khi bn chuyn
sang p dng texture.
Chn Cube v m li (unwrap) b mt ca n cc b mt xut hin trong ca s UV
Image editor, y chn phng php m li 'Follow Active Quads' (theo sau hnh t gic
kch hot). p dung mt nh lm texture.
Ca s UV Image Editor Ca s 3D
i tng Cube c m li vi phng
php 'Follow Active Quads'
nh texture c nh x ln cc b mt ca Cube
Ch hin th Texture
(Texture Dispay Mode)
nh p dng c xem nh l mt Texture

Trong ca s 3D, chuyn ch Edit thnh ch Texture Paint. Ca s 3D by gi trng
ging nh ca s Vertex Paint (ca s v nh) ngoi tr c mt thanh trt jitter (tn
s) ('jitter' slider) trong th Brush (c) , mt th 'Texture' v mt th 'Project Paint' (v
hnh chiu).
Ch Texture Paint
Ca s 3D trong ch Texture Paint

Ca s UV Image Editor
nh chn ch hin th khi ca s
3D trong ch Texture Paint.
Trong header (thanh u ) ca ca s UV Image Editor kch hot vo nt 'Enable
Image Painting' (cho php v nh).
By gi trong ca s 3D m ch Texture Paint bn c th chn mt mu t
cng picker mu (cng c bt mu), thit lp kch thc Brush (c v) v strength (
mnh hay m nht) v kiu nt c (the type of stroke). Click gi chut v r
Brush (c) v ln nh trong ca s UV Image Editor hoc trc tip ln b mt ca
i tng trong ca s 3D. D bn v trong ca s no i na, th mi khi bn v n cng s
phn nh kt qu ln ca s cn li.
Ca s UV Image Editor
Ca s 3D
V trong c 2 ca s

xem nhng g bn v xut hin khi render
th bn phi nh du tick (du v) vo 'Face
Textures' (b mt c texture) trong ca s
Properties (ca s c tnh) nt Material th
Options.
Mt ln na y cng ch l hng dn c bn. C rt nhiu ty chn khc th
nghim v c nhng bi hng dn tuyt vi trn internet ni r (covering) ch ny.
y l mt khm ph khc (other revelation) cho thy rng nhng g chng ta thy
trn ch l phn chp nh ca mt ngn ni bng tri (to demonstrate that we have only
seen the tip of the iceberg). Nu bn nhn k vo phn gc trn ca ca s bn s thy mt
vng trn nh mu trng v mt du + bn cnh (in side). iu c ngha l c mt
bng cng c (tool panel) n sau nt . Khi bn click ln cc biu tng (icon) n
s hin th ra bng cng c , tuy nhin bn cng c th o qua li (toggle) hin th
hay n bng cng c vi phm T ('T Key') v phm N ('N Key').
Ca s UV Image Editor
vi Tool Panel (bng
cng c) hin th ra.

CH06- Thit lp World
(th gii)
01-Cc thit lp World
02-Sng m (Mist)
03-Sao (Stars)
04-Texture lm nn
(Texture as Background)
05-nh lm nn (Image as
Background)
06-nh lm mu (Image as
Template)
Tr v bng ni
dung

Thit lp World
Thit lp World cho php bn ci t (set) nn
(background) cho cnh (scene) ca bn. Thit lp mc
nh ca World l mu xm ti m hin th khi bn
render nh. Nn (background) trong lc render th
hon ton khng ging nh nn (background) trong
ca s 3D. Nt World trong ca s Properties hin th
cc th ci t (settings tabs), th u tin nm trong
bng Preview.
Bng Preview hin th mu ng chn
tri (Horizon).
Thit lp mu l mu vng (gold) vi ty
chn kt hp l Paper Sky (bu tri giy),
Blend Sky (bu tri pha trn) v Real Sky
(bu tri thc) .
Bn ch nhn thy c mu nn vng khi bn
render cnh to nh.
Click vo thanh mu trong th World hin th
phn thit lp mu (picker) thit lp mu nn.
Horizon Color: Mu ca ng chn tri.
Zenith Color: Mu pha trn nh ca cnh. (tc vm tri)
Ambient Color (mu xung quanh): To ra (Provide) hiu ng nh sng ton cc
(overall lighting effect). Mt i tng trong cnh s pht ra (reflect)
mu ny m khng cn bit v mu Material ca ring n.
Sky: Paper (giy), Blend (pha trng), Real (thc). Cc ty chn ny to ra
s kt hp gradient (t gradient ny mnh khng r ngha ting Vit
chc l ha trn mu) mu trn nh render.

i tng ct (Vertical Pole) i tng bc tng vi cch thanh ngang
Bu tri Paper + bu tri Blend (pha trn)
Bu tri Paper + Blend + Real
nh qua render cnh 3D
V d v s kt hp cc nn bu tri (Sky background combinations) c ch ra
trn thc ra cn c mt hiu ng Mist (sng m) thm vo .

Mist (sng m)
Bi hc 7
Chnh sa World (World Editor) Mist (sng m)
Thit lp Mist cho php bn to ra hiu ng
sng hay ln khi m trong cnh ca bn.
Quan st camera trong ca s 3D
Mist Height (
cao lp sng)Mist
(sng m)
nh render
Quan st trong ca s 3D
Camera c thit lp nm ti gia (Mid
Pane)
xem ng gii hn sng m (Mist Limit) chn Camera ti ca s propertie nt
Object Data (d iu i tng).Trong th Display (hin th) click vo Mist.
Depth
Hnh chiu bng trong cnh 3D
Start (khong cch bt u)
Start: L khong cch tnh t Camera ti ch Mist (ln sng) bt u xut hin.
Depth: Vng (distance) Mist (ln sng tng ng su)
che ph tng t 0% ti 100%
Height: cao ca Mist.
Star (sao) Bi hc 7
Chnh sa World - Stars
Th Stars cho php bn to ra cc ngi sao
cho nn (background) ca bn.
Cc
ngi
sao















Texture lm nn.
Bi hc 7
Chnh sa World nn bu tri
(Background Sky)
Texture dng sn trong Blender c th c s dng to nn cho cnh ca bn. V d
sau s ch cho bn cch lm th no nhng bn s sm nhn ra rng chng l s kt hp
ca rt nhiu cc thit lp m bn cn phi th nghim vi chng (the following
demonstration will show you how but yo will soon realise that their are many many
combinations of settings to experiment with). Mt tng hay t c nhng hiu
ng c th l tm kim trn internet v tm cc bi ging (tutorial) ch cch lm i vi
cch hiu ng nhng cn nh rng cc hiu ng cng c th c to ra thng qua
s th nghim ca bn.
Bt u vi cnh mc nh ca Blender cha i tng Cube. B chn i tng Cube
bi v Texture m chng ta s p dng nh hng ti nn ca cnh ch khng phi Cube.
lm cuc sng d th hn, ch mt cht, chia mn hnh lm 2 ging nh bn di (To
make life a little simpler, just a little, divide the screen as shown in the following
diagram.).
Nh rng Texture s khng hin th trong ca s 3D, bn phi render nh thy chng.
Mc nh ca s Properties s hin th vi nt Render c kch hot. Trong mt ca s
Properties bn sao, kch hot nt World v trong ca s Properties cn li kch hot nt
Textures (By default the Properties Window displays with the Render buttons active. In
the set-up make one copy of the Properties with World button active and the other with
Texture buttons active). Nt Texture ang trong ch World Texture. (tc gi din t
hi phc tp!)
















Thit lp ny cho php bn thy trc c texture nn m khng cn render nh trong
ca s 3D mi ln bn thay i thit lp. Vng nhn trc (preview) ch cung cp cho bn
th hin c tnh thit lp ca render v bn phi render thnh 1 nh thy c kt qu
thc s. Lu s khc bit trong hnh (Note the difference in the diagram).
Khng c g hin th trong ca s Properties- nt World v nu bn render mt nh trong
ca s 3D (bm F12) th ch thy mt mu nn xm xt. l do lc ny bn khng ch
ra cho Blender xem texture s nh hng n nn nh th no.
Khi nt Texture - ca s Properties ln u xut hin, click vo New hin th cc th
nt bm. Mc nh texture Cloud (my) c m. Bn s thy Texture Cloud trong
vng nhn trc nhng n l mt nh en trng.
Trong ca s Properties nt Texture (ch texture world) th Influence (nh
hng), nh du tick vo nt Horizon (ng chn tri). By gi bn s thy Texture
tr thnh nn trong vng preview ca nt World. My c mu hng bi v l mu
trong thanh mu ca th Influence. Click vo thanh mu v chn mu xanh nht tuyt
p v m my trong vng preview gi trng thc hn nhiu. Render cnh trong ca s
3D s cho bn mt nh chnh xc ca nn trong cnh.
OK! Lm th no chng ta c c nn nh vy? (OK! How do we get the background?)
nh c render s khng ging nh vng preview v th by gi canh chnh cc gi tr
trong ca s Properties nhn c kt qu mong mun.
Trong ca s Properties Texture World (ch texture world) th Mapping canh
chnh thit lp Offset ( lch) v Size v thay i Coordinates (ta ) trong nt
spin (nt spin l nt c 2 du mi tn nh ngc nhau theo chiu dc) x xung (menu
s).
Trong th Influence th thay i Blend (trn), Mix (trn) cng to ra mt s hiu
ng (In the 'Influence tab' try changing the 'Blend', 'Mix' to something else).

Trong ca s Properties nt World th World tick vo cc loi Sky (bu tri) khc
nhau v chn cc mu khc nhau t thanh mu trong thit lp Horizon, Zenith v
Ambient sinh ra cc hiu ng khc nhau.
Trong ca s 3D chn Lamp v thay i kiu n, cn chnh cng v thay i mu
sc n.
ng qun th tt c cc kiu texture khc.

Nt Texture
Nt World
Horizon (ng chn tri) v Zenith (vm tri ) vi
mu xm Grey
Phi m bo nh du tick vo Paper Sky
nh du tick
vo Horizon
Thanh mu thit lp
thnh mu xanh nht
Di y l hnh khc ch ra s chia ca s Properties thnh 2 bn sao trn

nh lm nn
Bn c th s dng bt k nh no lu tr trnany
my lm nn.
B chn cc i tng trong cnh.
Bi hc 7
Chnh sa World - nh nn
Bi hc 4
nh nn
Trong ca s Properties nt Texture - click 'New' (thm mi) thm Texture.
Chn kiu Texture: kiu Image (nh) hay kiu Movie (phim) trong th Image v
click Open duyt v chn nh.
Trong nt Texture th Influence (nh hng), click
Horizon.
nh ny s hin th nh l nn ca cnh khi bn render.
Ch : thay i cc gi tr trong th
Mapping (nh x) canh chnh hin
th nh nn khi render.
nh khi render tr thnh nn trong cnh.






Dng nh lm Template (mu)
Mt nh c th c hin th trong cnh nh l template (mu) m
hnh ha.
t con tr chut vo ca s 3D nhn phm N trn bn phm.
nh du vo Background
Image (nh nn)
Click vo Add Image (thm nh)
Click vo Not
Set (khng thit
lp)
Click vo Open
Chn kiu quan st (Views) hin th
nh.
Cc iu khin canh chnh v Transparency
( trong sut), Size (kch thc) v Offset
( lch) nu nh trong vng quan st 3D
(3D View).
nh trong vng quan
st 3D (3D View)

CH07- nh sng
(lighting)
01-nh sng
(lighting)
Tr v bng ni
dung

nh sng v Camera
Bi hc Unit 7
Xem danh sch (ni dung) ti cui
phn ny Cc thit lp v cc kiu (type) nh sng
Cnh mc nh trong Blender bt u vi i tng Cube, 1 Camera v 1 n (Lamp).
Nhng g camera thy s l nhng g c thy khi render thnh nh hay phim l
thung vo nhng g bn to ra trong chng trnh c kt qu theo mong mun.
render, n gin nhn F12. Thao tc ny s m ra mt ca s hin th nh render
m ni dung l nhng g camera thy. Nu nh ny hin th i tng Cube nh l mt
bong en (black silhouette), iu c ngha l bn cha c n (lamp) hoc thit lp
hay v tr t ca n b sai. thot ca s render, nhn phm Esc.
Trong hu ht trng hp, bn s thy cn phi c nhiu n chiu sng chnh xc
c cnh ca bn. Nhng hy cn thn ng s dng qu nhiu n! Thay v thm qu
nhiu n nh vy, hy th nghim cc thit lp v Distance (khong cch pht sng) v
Energy (nng lng).
Hu ht cc cnh thng s dng 3-4 n.
Thit lp n (Lamp):
to hay thm n vo cnh, t con tr chut
3D vo v tr mong mun v nhn Alt + A v chn
'Lamp' t thc n s xung. Mt n s xut hin
(place) trong cnh.
Chn kiu n (Lamp
Type Selection)
Mu sng
sng
xa nh sng tc ng
Vi n chn, i ti ca s Properties - nt
Lamp lm hin th ra cc ty chn thit lp. Cc
ty chn c c hin th theo nhiu kiu khc
nhau l thuc vo kiu ca n (Lamp) m bn
chn.
Mu bng
(Shadow Color)

Biu din cc kiu n (diagrammatic representation) khc nhau trong ca s 3D.
Point (kiu im) Sun (kiu mt tri) Spot (kim m)
Hemi (khng r)
Area (kiu vng)
Nu bn thy n bn chn khng ng nhng g bn mong mun, bn c th thay
i kiu trong ca s Properties. Click vo Lamp Type Selection (chn kiu n)
trong th Lamp.

Spotlight (n sn khu!) c bit hu ch trong
vic ti ra cc hiu ng th v. Cng nh tt cc
cc loi n (all Lamps) cc spotlight c th c
canh chnh kch thc (scale), quay v to bng
(positioned to cast shadows) v chng cng c th
c s dng vi hiu ng halo (qung) to ra s
m phng nh sang xuyn quan mt m sng
(shining through a fog) . (C th hiu ging nh n
pha i trong m). Th th nghim vi tt c cc
thit lp ri ghi li kt qu.
Spotlight vi Show Cone (hin khi
nn) c bt
nh du tch cho hiu
ng Halo cho vng nn
Canh chnh Intensity (cng halo) xem bin
i hiu ng m khi (smoky effect)
Bi hc 7
Chiu sang Blender n Point
(n im)
Chiu sang Blender n Sun
(mt tri)
Chiu sang Lighting n Sun Sky (bu tri) v
Atmosphere (kh quyn)
Chiu sang Blender - n Hemi
Chiu sng Blender n Area (vng sng)
Chiu sang Blender n Spot (n sn
khu!)
Chiu sang Blender - Ambiant Occlusion (t bng khe bn dirty shadow )

CH08- Camera
01-Camera
02-Cc ty chn
thit lp
Tr v bng ni
dung

Cameras:
Mc nh cnh ca bn c sn mt camera v thng cng l tt c iu m bn cn,
nhng thnh thong bn c l cng mun them vi camera na. Bn c th them mt
camera bng cch nhn 'Alt + A' v chn 'Camera'. Camera mi s c t ti v tr 3D
Cursor v bn s phi nh hng cho camera. thay i camera kch hot (c dung
khi render), bn chn camera v nhn Ctrl + Num Pad 0.
Ty chn thit lp : Bi hc 5
Rng buc camera
(constraint)
Perspective Orthographic -
Dng thit lp camera t kiu quan st phi
cnh (perspective) nh trong cuc sng thc ca
chng ta thnh kiu nhn trc giao (orthographic).
Lens Angle (gc thu knh) -
Thit lp di thu knh ging nh camera
thc t vy. Khong 35mm l ok, chc chn (safe),
nhng c th thit lp rng hn hoc hp li ty theo
nhu cu (wide and tight angle setting work for different
needs).
Shift- y quan st camera theo mt hng, nhng
khng thay i lut phi cnh (perspective).
Clipping Start -
Khong cch gn camera nht m i tng vn
c th c nhn thy.
Clipping End -
Khong cch xa nht m i tng vn c th
c nhn thy bi camera. Trong 1 cnh rt rng
, thit lp ty chn ny cao hn l cn thit hoc l
mt s th s bin mt khi tm quan st.
Depth-of-Field-
c s dng vi node lm m (blur)
cc i tng tin cnh (foreground) v i tng
nn (background objects). Vic s dng Node s tho
lun trong chng sau.
Limits- V mt ng thng gip bn hnh dung
c phm vi nhn ca camera.
Mist - Show Mist
c dng hin th trc quan (visual display) khong cch
m camera quan st c nu s dng Mist (sng m).
Title Safe-
Hin th mt hnh vung t nt bn trong gip
Limits
sp xp (placement of) i tng v text.
Name- i vi tt c i tng, tn ca chng (gm c camera)
Clipping Start
c hin th trn mn hnh,
Tuy nhin ty chn ny s hin
th tn ca chng trong quan st
camera.
Size - Kch thc v
camera trn mn hnh. Bn c
thit lp kch thc nh cch
dung phm S thng thng..
Clipping End
Passepartout- Lm ti (Shade) khu vc mn hnh ngoi vng quan
st ca Cameras
Alpha Thit lp ti ca vng ti trn (passerpartout) vi thanh
trt.

CH09- Rendering
(Trnh chiu)
01-Thit lp Render
02-Rendering mt nh JPEG
03-To 1 Video Clip
Quay v bng ni
dng

Thit lp Render
Rendering l qu trnh chuyn cc d liu trong file cnh Blender c quan st bi
camera thnh 1 file nh hay phim.
Nt Render trong Properties Window l ni bn thit lp (tell the program what
you want as an output from your scene) cc nh hng ti kt xut c to ra t
cnh. Bn mun mt bc nh JPEG hay mt b phim? Kch thc kt xut m bn
mun l g ? Bn mun kt xut cht lng cao hay ch l (high quality output) mt bn
tm (draft style format)? Bn mun hiu ng shadow (to bng) hay Raytracing (d tia)?
S chuyn ng b m ra sao? (How about motion Blur?) Nu bn ang lm mt b
phim, th bao nhiu frames/giy m bn mun thit lp cho phim? V iu cui cng ,
(but not least) nhng khng phi l ti thiu, bn mun lu file u? Tt c cc vn
ny c gii quyt trong nt Render. R rng, cht lng kt xut cng cao, th render
cng chm v kch thc file cng ln khi hon tt.
Cc thit lp Rendering:
C nhiu ty chn cn c ch (need to be addressed) lu cc cc tc phm ca
bn li thnh nh hay phim. Mt vi trong s chng (feature) s c tho lun chi tit
hn trong chng sau. T gi , ta s ch qua tm ti vic lu cc nh c bn theo nh
dng JPEG (.jpg) v phim theo nh dng Windows (.mpg). Cn bit rng cn c cc ty
chn khc v nhiu ty chn khc na c thm vo trong mt mi phin bn (Be
aware that other options exist and more are added every few releases).
Cc thit lp Render c tm thy trong Properties Window nt Render.
Render:
Image- Render nh ging nh bm phm F12.
Animation - Render phim hay file hot ha n gin
(animation). C th mt nhiu thi gian
l thuc vo kch thc cnh hot ha
(depending on the animation size).
Display: Menu x (dropdown) vi cc ty chn hin th
render.
Dimensions:
Dropdown (mi tn s)- thit lp kch thc ngh sn
(Preset Rendering Sizes) cho cc nh dng kt xut khc
nhau.
Resolution- Nhp bng phm cc gi tr X, Y thit
lp kich thc cho rendering thay v dung cc gi tr
nh trc (presets).
Percentage- Slider (Thanh trt %) thit lp kch
thc cho hin th render trong 3D Window (tng
quan theo Resolution).
Frame Range- Thit lp frame start v end cho render.
Frame Rate- T l pht li hnh nh ng (Animation
playback rate). 25 FPS cho kt xut PAL, 30 FPS cho
kt xut NTSC.

Anti-Aliasing: Thit lp cht lng kt xut. Thng thng
thit lp l 8 cho mt kt xut tuyt (nice) m khng mt
nhiu thi gian render.

Shading: B du tick nu mun b tnh nng
(features) khi qu trnh render.
Nt s Alpha Sky cung cp cc ty chn nn tng cho
render (options for the render background).
Output: Thanh output cho php bn thit lp v tr lu tr
nh render. Mc nh l th mc 'tmp'. Nt spin x ch
nh dng file c render. Kiu mc nh l 'PNG'.
Bi hc 5
Render 1 nh
Bi hc 7
Render Slot
(khe)
Render 1 nh JPEG
render 1 nh JPEG n gin thit lp tt c cc ty chn nh ni trc .
Thc ra cc thit lp mc nh cng c th tt ngoi tr l l kiu file kt xut
trong th Output ca Properties Window. Thay i kiu mc nh PNG thnh JPEG.
Vi cnh to, trong ca s 3D (3D Window) nhn 'F12' hay nt 'Render Image'.
Vi cc thit lp mc nh ca s Render (Render Window) s xut hin v cha
kt xut nh (With the default settings the Render Window will display). Nhn 'F3'
m Save Window. Trong Save Window nh tn file nh, nhn 'Enter' v 'Save As'
ng dn lu file
Tn file
Trong Save Window bn c th duyt n th mc khc lu tr thay v thc hin
iu trong th Output ca Properties Window (that in the Output tab of the
Properties Window). Lu : Nu bn quyn thay i PNG thnh
JPEG, n s khng them phn m rng .jpeg vo tn file . Nu bn nhp tn file
l

'FileName.jpg' n s lu di tn 'FileName.jpg.png' v v th file vn thuc kiu
PNG.
To 1 Video Clip
Sau khi to cnh vi chui hot ha (an animation sequence) bn sn sng to
file phim. Mt b phim, d n di 3 ting (a full length three hour feature) hay ch
ngn 3 giy (a short thirty second television add) cng u c to bi chui cc
Clips (cc file phim) c ghp li k mt cu chuyn. Cc bc c bn sau to
mt file phim.The following steps are the basics for creating a file.

1.
1.
Trong th Output chn nh dng file t nt menu x.
nh dng File cho tv l 'NTSC' i vi M hay 'PAL' i vi Chu u
v Australia. Bn c th chn 'AVI' chiu trn my tnh.
2. Thay i kiu file t 'PNG' mc nh thnh 'FFMPEG'
3. Cng trong th Output thit lp ng dn lu file.
4. nh du tick cho 'Anti-Aliasing' v chn 8.
5. Kim tra frame 'Start' v 'End'.
6. Kim tra frame rate xem c ng khng. 30 cho NTSC hay 25 cho PAL.
7. Trong th Shading, m bo Shadow v ray tracing c du tick.
8. Cui cng nhn nt 'Animation' trong th render.
Video clip (file phim) s cn mt cht thi gian bin tp l thuc di hot ha.
Mi frame hot ha phi c render v lu li. L thuc vo phc tp ca cnh,
mt frame c th mt t vi giy cho ti vi pht render. bt u tt nht nn gi
cho mi th n gin v c bn. Nu bn tin ti giai on to c mt b phim
tuyt vi (If you get to the stage where you have created a wonderful movie) bn c
th gi file hot ha n render farm (trang tri render) trn Internet c render
h. N gip tit kim thi gian m thi gian li l tin bc ca bn.

CH10- Raytracing
01-Raytracing
Tr v bng ni
dng

Raytracing
Raytracing c s dng to ra cc b mt
phn chiu (reflective) v phn chiu gng
(mirror). N cng c s dng to s trong
sut (transparency) v s khc x (refraction) (b
cong hnh nh xuyn qua b mt trong sut ging
nh l knh lp hay thu knh). Raytracing c th to
ra cc hiu ng tuyt vi nhng c th phi chu mt
chi ph thi gian render cao. Hy dung n tht t.
ng c gng Raytrace mi th. Bn cng c th nhn
c hiu ng to bng v texture tuyt vi
(greatshadow and texture effects)s vi cc thit lp
spotlight v material.
nh bn di c to ra
vi cc thit lp c th
hin thng qua mt hnh
cu. Properties Window
nt Material trn RHS (on
the RHS).
Mu Diffuse (khuch
tn) ca Sphere
Bt Raytracing
Trong sut vi
Raytracing c bt
Mt qu cu (Sphere) c thm vo cnh t trn
mt mt phng (Plane). Mt phng c gn 1
Material v 1 Texture Imagine. Cc thit lp material
qu cu c th hin bn pha bn phi (Sphere
Materials button settings are shown on the right).
Bt hiu ng Mirror
(phn gng)
Vi cc thit lp , nh c render th hin nh
di y.

CH11- C bn hot ha
(Animation)
01- C bn hot ha
(Animation)
02-Di chuyn,quay & canh chnh kch
thc
03-Quan st (Viewing) hot ha
04-Ca s Graph Editor
05-Chnh sa Curve (ng cong)
06-Cc loi Curve
07-Ngoi suy hng (Constant Extrapolation)
08-B tr Curve (Curve Modifying)
09-T thm keyframe (Automatic Keyframing)
10-Cc tnh nng hot ha khc
11-Thit lp key (Keying Set)
12- Hot ha mnh ca gi
13-Hot ha theo sao Path/Curve
(ng dn/curve)


Hot ha (Animation) c bn
Trong chng ny chng ta s gii thch lm th no to i tng di chuyn trong
nh. y l mt ch ln trong Blender vi nhiu tnh nng (feature). Nhiu tnh
nng s tr nn d hiu vi thc hnh v cho php bn tin b xa hn nhng
iu c bn. y l ch c pht trin nhiu (This is a highly developed section)
v cc tnh nng mi lun c thm vo mi lc v vy c th ni rng trc khi ti
liu ny c in, cc tnh nng mi vn c sn (nhng cha hin thc vo Blender?)
(so it is likely that before this document is printed new features will be available). V
vy chng ta ch c gng xem xt nhng phn c bn.
Trc khi bt u phi m bo rng bn phi hiu v Rendering .
K l xem xt n hot ha (animation) l g. Trong Blender chng ta ang ni
ti cch (method) to mt s th xut hin v di chuyn trn mn hnh my tnh m
sau s c chuyn (transform) thnh 1 file phim. iu ny c thc hin bng cch
to ra mt lot nh tnh m mi nh u c cht (slightly) khc bit vi nh k tip
trong chui hot ha lin tip mt cch nhanh chng th hin s chuyn ng
(displayed one after the other in quick succession create the allusion of movement).
Mi nh tnh l mt frame n (single frame) ca chui hot ha (of the animation).
Mi frame (nh) s c render tc l (which means) d liu bn a vo chng
trnh Blender vi s lin h vi nhau c chuyn thnh nh s (correlated and turned
into the digital image). nh ny (this) thng theo nh dng JPEG. Cui tt c cc
nh c bin tp l (compile) thnh mt file phim duy nht.
Sau khi bn to ra (set up) cnh vi cc i tng m bn mun hot ha n (gi l
Actor (din vin) ) xem xt xem actor c yu cu lm g v lm n trong bao
lu. V cng cn phi xem xt xem nh dng bn s s dng trong render cui cng
. nh dng render xc nh xem c bao nhiu Frame/Second (frame trn giy) m
s hot ha (animation) s chy ( NTSC -M 30 fps, PAL- c 25 fps ). Mt trong
nhng vn mt ngi mi (beginner animators) s nhn ra (experience) l lm
sao to ra s chuyn ng xy ra trong thi im thch hp. Nh l hy nhn vo
frame/second v s tng ng (relate) ca n vi thi gian hot ha. V d nu bn
mun 1 chuyn ng mt 3 giy v bn ang chy hot ha theo nh dng 25 fps th
th s chuyn ng cn phi din ra trong 75 frame.
Trong Blender 2.50+ cc phng php hot ha c th c xem xt gm 2 giai on
(considered as being in two stages). Giai on u l thit lp nhng g m actor cn
lm vi 1 rng buc thi gian cho trc (in a given time) nh l di chuyn, thay
i kch c hay quay. Giai don th 2 l thit lp xem actor s hnh x (behave) ra
sao trong sut qu trnh di chuyn, thay i kch c hay quay. Giai u c thc
hin bng cch them cc Keyframe vo hot ha (animation).Cc Keyframe th hin
chnh xc nhng g m tn n ng , tc l chng l 'cc Frame cha kha' bn
trong chui (serie) frame. Hy ngh xem mt hot ha 10 giy, m chy vi tiu chun
25 fps s cha 250 frame. Nu bn mun actor i t im A ti B v sau ti im
C vi 250 frame hoat ha th u tin bn phi thm 1 Keyframe ti A. iu ny s to
ra (give) d liu Blender m ti frame c ch nh s t actor ti v tr A. Sau
ti frame c ch nh tip theo actor s c t ti B v c nh vy t ti v tr C.
l cc Keyframe hot ha. Blender s t sinh ra cc frame gia cc frame
(will work out all the in-between frames).

Cng c th Keyframe cho scale v rotate actor cng nh l cc kiu keyframe khc
(as well as other features). iu ny c l cn xem xt nhng r rng quan trng l
hiu khi nim (This may be stating the obvious but it is important to understand the
concept).
Di chuyn, quay v canh chnh
kch thc:
Move (di chuyn), Rotate (quay) v Scale (canh chnh kch thc) cng vi nhiu kiu
Keyframe (other feature) khc c thc hin nh nhng g ch ra bng cch p
dng modifier (tc cc kiu keyframe ) cho cc actor (are accomplished by what
is termed, applying modifiers to the actor). Move, Rotate v scale l 3 modifier c bn
s dng trong hot ha i tng. Khi bn to Keyframe trong Blender vi cc modifier
, tc l ch ra cho Blender lm th no hin th actor v hin th ch no ti cc
frame trong hot ha, Blender s t tnh ton (figure out) ra tt c cc d liu v tr,
kch thc, v hng quay cho cc frame gia key frame ( data for the location, scale
and rotation at the in-between frames).
Tnh ton (determining) cc d liu (d liu y ch frame!) gia c gi l
Interpolation.(C l bn cng hiu interpolation nomarl ri!)
Mc nh Blender s dng kiu interpolatrion Bezier m s cho ra s gia tc v gim
tc p gia cc keyframe (acceleration and deceleration between Keyframes). Nh l
chng ta ang xem xt n s chuyn ng ca i tng. Khi mt i tng di chuyn
t im A ti B theo mt khong thi gian cho trc, th c ngha l n di chuyn vi
mt tc n nh (certain velocity (Speed)). Theo l thuyt tc (speed) c th
c biu din bng mt th ng thng (straight line graph) nhng trong thc t
mt i tng ti v tr dng (at rest) (khng chuyn ng) (v tr dng hiu l v tr bt
u v v tr kt thc A-B) trc ht phi t ti vn tc (vn tc n nh trn). S
thay i tc (rate) m m ti n t c vn tc n nh c gi l gia tc.
Interpolation Bezier Blender v cc ng cong ti im bt u v im kt thc ca
ng tc (the straight line graph) (gia tc v gim tc). Bn c th chn kiu ty
chn interpolate l Constant (hng) hoc Linear (tuyn tnh) nu mun. Vic chn kiu
interpolate s n sau trong phn ny.
S dng Bezier thng m t interpolate bt thng (Using the term Bezier to
describe interpolation is an anomaly). Bezier thc s m t mt kiu ng v (type
of line) (kiu ng v (line) nh c m t trong phn on trn) (the line on a graph
described in the previous paragraph).
Mt ng v (line) hay ng cong Bezier trong Blender, l mt ng v (line)
m c cc im iu khin t ln n m cc im ny cho php bn thay i hay
chnh sa hnh dng (shape) ca ng v Bezier . Trong Blender cc im iu
khin c t ti v tr ca cc Keyfram. Interpolation hay tnh ton cc frame gia
c thc hin tun theo mt cng thc ton hc xc nh hnh dng ng v
(ng v Bezier). Khi d liu frame trong hot ha c th hin (drawn as) nh l
mt ng v (line) trn th ( th speed?) th ng v s tun theo mt cng
thc ton hc (cng thc ton hc xc nh xc nh hnh v nh trn
ni). Hnh dng ca ng v c l rt ging vi ng cong sin (sine curve) v th
Interpolation cng c th c xem nh l kiu sin (as being type sine).
Lc ny chng ta s tm chp nhn kiu interpolate mc nh Bezier minh ha vic
thm Keyframe v to hot ha n gin.

Chng ta s s dng mn hnh Blender mc nh vi ca s 3D cha i tng Cube
mc nh ng vai tr l actor. Mn hnh mc nh cng cha ca s Outliner v
Properties bn pha phi mn hnh v ca s Timeline pha di.
OUTLINER
3D WINDOW
TIMELINE WINDOW
WINDOW
PROPERTIES
WINDOW
xy dng hot hoa (set up our animation) u tin thay i ca s 3D v quan st
nh (top view) vi kiu quan st trc giao (orthographic) (t con tr ln ca s 3D
bm phm s 7 v phm s 5). iu ny ct l cho quan st n gin m
chng ta c th thy c v tr m chng ta ang i ti (so we can see where we are
going).

Bc u trong vic to hot hnh (animation) l quyt nh xem bn mun actor lm
g trong 1 khong thi gian cho trc. Trong trng hp ny actor l i tng cube.
Vic actor ca bn mt bao lu thc hin cng vic l thuc vo s frame/giy
m hot ha chy v iu ny cng xc nh kiu nh dng cho kt qu render cui
cng (How long it takes your actor to do something will depend on how many frames
per second your animation is run at and this is determined by what format your
final render will be in).
No by gi chng ta s thit lp hot ha chy vi mc 25 frame/giy, m l mc ph
hp vi nh dng PAL (which would be good for PAL format) (i ti: ca s
Properties nt Render th Dimensions Frame rate (tc frame)). Lu l thit
lp Frame Range (phm vi Frame): Start:1 , End: 250. Thit lp ny c ngha l hot
ha ca ta s bt u ti frame 1 v kt thc ti frame 250. Chy hot ha vi tc
25 fps (frame/giy) th thi gian hot ha s din ra trong 10 giy. Nu tnh nh vy ,
th 10 giy l thi gian di i vi mt hnh ng n din ra trong 1 video clip (If you
think about it, 10 seconds is quite a long time for a single action to take place in a video
clip).
Ca s Properties
Nt Render
Frame/Second
(frame/giy hay fps)
lm mi th n gin chng ta ch thit lp actor (Cube) chuyn ng theo mt
ng thng trn mn hnh dc theo trc X v trong lc di chuyn s tng kch
thc (and at the same time increase in size). Chc chn l cube c chn trong ca
s 3D.
By gi chng ta s them Keyframe, ch cn 2 keyframe l n gin
(only two to start with, just to keep it simple).

Cnh mc nh c thit lp ti frame 1. Trong gc ca s tri
thp pha di bn s thy (1)Cube hin th mu ch trng. iu
ny c ngha l bn chn hnh Cube ti frame 1. R rng?! Nu
bn c 10 i tng truong cnh v tt c chng u l actor, v
cng c th mt s chng c n i (phm H), th y l iu cn
thit bit c i tng no ang c chn (it would be nice to
know what was selected).
Trc khi chng ta them 1 Keyframe thay i v frame 25. Ti ca s Timeline pha
di mn hnh. Trong header bn s thy nt Start:1, End:250 v k n l s 1.
iu ny ch ra frame bt u v kt thc m chng ta thit lp trc y cho hot ha
v frame hin ti ca hot ha. pha trn header (with these button) bn s thy 1 di
frame i t 0 n 250 ( di hot ha theo frame). Ti v tr 0 bn s thy mt ng
thng ng xanh l ch ra bn ang ti frame 1. Click vo ng thng v r n ti
frame 25. Lu rng con s k bn dng ch trng (1)Cube bn gc tri di ca s
v trong thanh header ca ca s Timeline cng thay i theo. Mt cch khc thay
i n frame (frame 25) l click vo mi tn nh bn cnh nt s 1 trong header
ca s timeline hoc click vo nt s 1 ri r chut sang phi hoc click vo 1, bm
delete v nh s frame mun nhy ti (retype the required frame number). Lun
lun c nhiu hn 1 cch thc hin c iu ny (There is always more ways than
one to skin a cat).
ang v tr frame 25 Click thay i frame
By gi bn ti frame 25, vi con tr t trong ca s 3D n phm ' I '. Trong danh
sch chn la hin ra chn (tc l click vo) 'LocRotScale' m s ch ra c 3 kiu
Keyframe (which covers us for ) di chuyn, quay, v thay i kch thc ca i tng
Danh sch la chn
LocRotScale

Bn thm 1 Keyframe. Trong giai on thm ny ch c mt cch thy iu ny l
click v r ng thng xanh ri ti frame khc frame 25 (At this stage the only way to
see this is to click on the green line in the Timeline Window and drag it away from frame
25). Sau khi r bn s thy ng thng dc mu vng ti frame 25 (By doing this you
will see a vertical yellow line at frame 25). Thanh dc ny ch ra l 1 Keyframe (This
indicates a Keyframe).
Cho ti gi chng ta mi ch thm 1 Keyframe, actor ca chng ta vn cha thc
hin bt c hnh ng g. iu ny cng ging nh m mn (pulling the curtains)
trong mt v kch (stage play) v actor s ch ng m khng lm g hay ni g
cho giy u tin (Mt s ng im tng tng (A pregnant pause)). Chy t frame
1 ti frame 25 theo nh dng 25 fps s bng vi 1 giy. Click v r ng thng xanh
trong ca s Timeline c gi l scrubbing hot ha (scrubbing the animation)
v thc ra l vic chy hot ha bng tay nhng bi v chng ta cha bo actor
lm bt c iu g, nn chng c g xy ra.
Tip tc thay i ti frame 75 (r ng thng xanh). Trong ca s 3D r v di chuyn
cube 5 n v blender sang phi v scale n tng ln 2 ln so vi kch thc u
tin. Vi con tr t trong ca s 3D nhn phm I v chn 'LocRotScale' ln na
them Keyframe th 2.
Nu bn di chuyn ng thng xanh trong ca s Timeline bn s thy mt
ng Keyframe na xut hin.

Nu bn tip tc di chuyn ng thng xanh t frame 25 n 75 bn s thy hnh cube
di chuyn v thay i kch thc. Bn ang scrubbing hay chy hot ha bng tay. Lu
l chuyn ng ny ch din ra t frame 25 n 75 l v tr t cc keyframe (Note the
action only takes place between frames 25 and 75, the location of our Keyframes).
Phn pha ngoi vng keyframe khng c bt k chuyn ng no din ra (Either side
of the Keyframes no action takes place).
Xem hot ha (Viewing Your Animation):
thc s thy trc c s hot ha, di ng thng xanh ti frame 1 trong ca
s Timeline v nhn 'Alt+A', vi con tr nm ang t trong ca s 3D. T ni t mt
ngn chm li (ni t trong vng 1 giy, trong khi vn ng thng xanh trong
ca s Timleline di chuyn ti frame 25) (Say o n e t h o u s a n d to yourself slowly (
counting one second, while the green line in the Timeline moves across to frame 25
)) v (sau khi ni t ng 1 giy, tc ang frame 25) bn s thy hnh cube di
chuyn v tng kch thc. Ti frame 75 n ngng di chuyn v thay i kch thc.
ng thng xanh trong ca s Timeline tip tc chy ti frame 250 ri nhy tr li
frame 1 v hot ha li chy li ln na (the preview of the animation plays again).
Nhn 'Esc' ngng play.
Mt cch khc (Another way to skin this cat? b tay cu ny) thc hin iu ny
l nhn nt play trong ca s Timeline. Cc nt ny cng ging nh cc nt play
thng thng trong bt k mt trnh player m thanh hay video no.
Nt Play
Bn c th thm nhiu Keyframe cho hot ha move,scale v rotate actor
xung quanh mn hnh. i vi hu ht cc nhim v (For the most part), cc key frame
location v size lm vic hon ho nhng cn cn thn khi thc hin vi keyframe
rotation (but care needs to be taken with rotation key). Nu bn th xoay mt i tng
qu nhiu bng mt tp cc key frame th i tng c th khng quay ng hng nh
bn mun v n c th quay mt cch k l (If you try to rotate an object too far in one set
of keys the object may not rotate in the direction you want it to and it may rotate oddly).
Hy th cc chuyn ng gc nh hn khi quay (Try small angular movements between
keys while rotating). l cch kim sot iu ny tt hn v l cng c n gin
ha qu trnh keyframe (tools to simplify the process) m ta s tho lun pha sau.
Bn cnh rotation (bn cnh li rotation?), s chuyn ng ca actor cng c th khng
chnh xc nh k hoch. Blender mc nh s c gng t ng to ra mt dng chy
mt gia cc Keyframe (create a smooth flow through the Keyframes) (Interpolates).
Lm vic vi ca s Graph Editor:
Ca s Graph Editor th hin cc hnh ng ca actor v cng vi Keyframe trn ca s
Timeline theo dng ha v cho php tinh ch v b sung s hot ha (refinement and
modification of the animation).

Chia dc ca s 3D v thay i kiu ca s gc di thnh kiu Graph Editor
Window. By gi bn s nhn thy mt ca s vi 2 bng. Bng pha bn tri gi l
Dope Sheet (?) v bng pha tay phi l s th hin ha ca hot ha (Graphical
Display of your animation). Cho d l i vi hot ha n gin nh chng ta nhng
vn c ton b cc ng v ha c th hin ra.
DOPE SHEET
GRAPHICAL DISPLAY
u tin xem xt Dope Sheet (To make sense of this first consider the Dope
Sheet). Click vo trng (black tick arrow) pha trc 'Cube'. Tick c pha trn v
pha di t 'Action' u c 1 ngha nh nhau trong lc ny (will do the same thing at
this stage), l o qua li s tt v m (toggle) s th hin ha (ca cc
keyframe!). By gi click vo mi tn trng nh trong thanh Cube mu xanh l thp
hn. Vic click vo s hin ra hay thu li danh sch cc Knh ng x ('Action
Channels') lin quan ti actor Cube. Click nh du tick vo cc hp c mu trong
mi knh s o qua li (toggle) tt/m s th hin ha ca cc knh (the
display of that particular channel in Graphical Display).
M rng/Thu gn hin th
Click o tt/m

No by gi xem xem chng ta thc s c ci g bn trong vng Graphical Display. Click
vo du tick, tc l loi b n, trong mi hp c mu trong cc knh trong vng dope
ngoi tr knh u tin X Location(Cube). No by gi click vo X Location
(Cube) chn knh (Lm knh chuyn thnh mu trng). By gi bn ch nhn
thy mt th (graph) (mt ng th hin!) trong vng (panel) Graphical Display m
c v vi ng mu . Cc ng thng xanh ngang, dc l 1 con tr 2D. Click vo
u trong vng graphical display v cc ng thng xanh s c t li v tr.
iu ny tng t nh click trong ca 3D v t v tr con tr trong ca s . Khi cc
ng thng xanh c t li (relocated) bn c th nhn thy r hn ng mu
(better see the red line) m th hin hot ha (animation) ca i tng cube (Actor)
dc theo trc X trong ca s 3D.
Click chn Knh (Channel) v th
(Graph )
dch 5 n v
Click xa hay them du Tick
ng v mu c 2 on ngn mu vng lien kt vi n. Mi ng thng mu vng
c 1 du chm ti trung tm v mt du chm ti mi u mt. Cc ng thng vng
c gi l tay n (handle). Nhng g m chng ta ang thy chnh l nhng g m c
ta gi l ng cong Bezier (Bezier Curve) v cc ng mu vng c gi l cc
tay n iu khin (control handle). Cc tay n iu khin c dng thay i hnh
dng ca ng cong. Chng ta cp n loi ng cong ny trc v s tr li
ch ny sau .
V tr ca ng xanh dc ca con tr th hin v tr frame hin ti ca hot ha (the
frame number of the animation). Bn s thy n c canh ph hp vi thanh di
frame pha di ca s v cui ca ng xanh ny c ghi ch s frame (You will
see it aligns with the frame numbers across the bottom of the window and at the lower
end of the line a green box holds the frame number). Bn c th click vo ng thng
ny v scrub n qua cc frame (scrub through the animation) ging nh cch m
bn lm trong ca s Timeline.
pha tri ca vng Graphical Display l mt thanh dc vi cc s m v dng
th hin lch (displacement) t im gia ca ca s 3D.








Trn mn hnh ca ti, cc s xut hin do s sp xp ca thang chia (these
numbers appear to be a little out of alignment with the background scale lines).
iu ny l khc nhau l thuc vo vng Graphical Display c canh chnh nh th
no (scale). Ging nh tt c cc ca s trong Blender, vi con tr t trong ca s
nhn phm s + v s cnh chnh kch thc (scale) vng ca s tng v gim.
No chng ta tr li vi ng mu . ng mu ch ra rng t frame 1 n 25
khng c lch (displacement) no ca actor so vi im gia (mid point). T
frame 25 n frame 75 actor di chuyn t im gia ca ca s 3D dc theo trc X
5 n v Blender. T frame 75 n frame 250 actor vn c lch so vi im
gia l 5 n v Blender. Chuyn ng ny c quan st khi khi chng ta chy hot
ha (This is the movement observed when we play the animation).
Chnh sa ng
cong (Curve):
Ti by gi ta xem xt n cc Keyframes thit lp xem hnh x ca actor
m chng ta mun trong sut hot ha v chng ta c bit cc hnh ng ny
c th hin ha nh th no. By gi chng ta s xem xt ti vic chng ta c
th thay i hnh vi (behavior) ca actor nh th no bng cch thay i hnh dng
ca ng curve th hin hnh ng . Nh l kiu ng cong c xem xt l
kiu ng cong Bezier c to ra chnh sa (is designed to be edited).
Tr li vi ng mu . Vi con tr t trn vng Graphical Display nhn phm A
2 ln chn ng v . Nu ng v th hin vi ng mu thm (solid red)
vi 2 tay n mu vng th c ngha bn ang trong ch Edit nu nh bn khng
nhn phm Tab (nhn Tab s chuyn qua ch khng chnh sa, lu y l ch
Edit trong ca s Graph Editor i vi Curve, khng phi trong ca s 3D!) (If
the line shows solid red with the two yellow handles you are in Edit Mode if not
press the Tab key???). Nu bn khng trong Edit Mode ng v s l mt
ng v mu nt t khng c tay n.
Nu by gi bn click vo du tick trong mt knh Scale (Cube) bt k trong vng
Dope Sheet bn s thy mt ng v mu vng, ngc lam hay tm th hin l
actor thay i kch thc t 1 n v Blender n 2 n v Blender trong khong
frame t 25 n frame 75. Ba ng thng th hin tng ng theo 3 trc X,Y & Z.
Chn (Clk RMB) ng mu trong ch Edit (Mu thm vi cc tay n). By
gi nhn A b chn ng v . Bn s c mt ng nht vi cc tay n mu
en. Chn tay n frame 75 (Clk - RMB, Click chut phi vo du chm gia ca
tay n). Tay n s chuyn thnh mu vng v ng v (curve) s tr thnh mu
sng.
OK , by gi click vo du chm phi u mt ca tay n (dot on the end of the
handle) (RMB). Na tri ca tay n b m i. By gi click RMB vo du chm
phi u mt ca tay n ng thi gi phm phi v r u mt (the end of
the handle) xung v qua tri. Hnh dng ca ng cong s vm ln.
Click RMB v r


































































Constraints-gii thiu
Constraints bao gm nhng tnh nng ca object, xc inh mi quan h trong khng gian gia nhng object
vi nhau. Chng l phng php chun chng ta c th iu khin nhn vt trong s tt c cc ci gi ca
din hot 3d v vn thc hin nhiu theo cch truyn thng din hot nhn vt. Trong Blender, Constrants c
th c dng vi object, nn lu mt iu l khng phi tt c cc constraints u hot ng khi xi chung vi
tt c cc object.
Mun Constraints c lin kt vi 1 object bn trc tin chn object cn chn trong 3D Window, sau trong
phn properties window chn object constraints, di object constraints cc bn click vo nt add constraints,
1 ca s gm nhng constraint c x xung, sau chn constraint trong ca s
.

Trang k tip trong phn ny s m t ngn gn nhng chc nng ca constraint. Bn thn ca nhng
Constraint hu ht u c gii thch do mt dng gii thch chi tit s c hin ra cho mt vi ci
constraints chung hoc ch no n khng r.
Phng php chung m constrain l chn object 3D windows, sau trong Properties Window nt
constraint, click vo add constraint sau chn constraint cn chn.
Trong mt vi trng hp, mt control object s c yu cu to ra chc nng ca constraint, cc gi tr
kim sot s c a vo iu chnh chc nng ca constraint.

Constraint Stack
Cn lu trong mt s trng hp n thch hp thc hin nhiu hn 1 constraint i vi 1 object. Khi mi
chuyn xong xui th nhng constraint s c t vo stack theo th t u tin. u tin c th b thay i
khi ta chuyn Constraint ln xung trong Stack.







Thao tc trn Constraint
Sao chp v tr
Tc ng vo object cng vi nhng constraint c add m nhn v tr ca object mc tiu.
Sao chp xoay
Tc ng vo object cng vi nhng constraint c add sao chp xoay ca object mc tiu.
Sao chp dn
Tc ng vo object cng vi nhng constraint c add sao chp dn ca object mc tiu.
Sao chp chuyn i
Ging nh sao chp v tr
Gii hn khong cch
Constraint object duy tr mt khong cch nh sn t Object mc tiu.
Khong cch chnh l khu vc dng qu cu xung quanh mc tiu. Object s c constraint trong vng cu
hoc bn ngoi.
Gii hn v tr
Rng buc xoay ca object theo mt trc c th gia nhng gii hn.
Gii hn v dn
Rng buc dn ca mt object gia nhng gii hn trn mt trc c th.
Duy tr khi lng
Rng buc phm vi ca mt hng trn mt trc ng nh r
Mc nh khi hp khi lng l 1 x=2, y=2, z=2
Khi lng thay i 4 ln theo trc y x=4, y=2, z=4





Tracking constraint
Clamp to
Gi hoc kha v tr ca 1 Object vi mt Target Curve
Damp Track
Gi cho mt trc ca Object lun nhn v Object mc tiu

Inverse Kinematics
Ch c th c xi cho Bones. Xem phn Armature.
Locked Track
Ging nh Damped Track nhng nhiu trc hn.
Spline IK
Ch c th c xi cho Bones. Xem phn Armature.
Stretch To
Ko Object ra theo hng vo Object mc tiu hoc nn li t Object mc tiu.
Track To
Bi v Object lun hng vo Object mc tiu bt chp n Object hay Mc Tiu c b tr u.
Bt u vi giao din mc nh ca Blender Top View (nhn phm s 7 + 5 numpad)
Chn Camera v nhn Alt+R Clear Rotation( a Camera v trng thy x rotation=y rotation= z
rotation=0), v lm cho trc ca Camera v trc ca World trng nhau. Vo bng Properties Window nhn
vo nt Object Constraint click vo Add Constraint v chn Track To.
Ch Target chn Cube. Ch chn trc, chn vo -z. v di Axis Up (Up) chn Y nh hng1 cho
Camera trong World. Camera s khng hng vo khi hp khi m Camera hoc khi hp thay i v tr.

RELATIONSHIP CONSTRAINTS
Action
S c cp.


Child Of
Xem Child Parent Relationship.

Floor
Cho chp Object Mc Tiu cn tr s chuyn ng ca Object.
Follow Path
Lm cho Object c animate chy theo mt ci Curve Path (ng qu o) c xem nh l mt Target.
Constraint ny cng c nhng tnh nng Follow Curve ging nh vic Object s xoay v bank nh n cha
theo mt Curve.
Constraint ny cng c s dng sao lu cc Object trn cng mt ng qu o Curve Path.
Pivot
Lm cho Object nhy ti pha i din ca Object mc tiu cng mt trc gia Object v trung
tm ca mc tiu. V tr c th c b li c 2 hng nu trc c chn gi tr b p.
Rigid Body
S c cp.
Shrinkwrap
S c cp.
Duplicate Object Along Curve
Constraint chy theo qu o c vch sn c th c dng sao chp mt Object cng mt
Curve.
V d:
Bt u vi mt cnh mt nh trong Blender, mt khi hp c chn. Sau Add mt Bazier
Curve v iu chnh hnh dng ca n trong Edit Mode, chn khi hp gim kch thc ca n xung
(tht nh), trong Properties windows chn nt Object Constraint, nhn vo Add Constraint, chn Follow Path.
Ti bn iu khin Constraint, ch Target chn Curve.



Extrude along Curve
Extrude cng mt Curve to ra mt hnh th (a Shape)
V d: bt u vi mt Scene mc nh trong Blender, xo khi hp mc nh i, add mt Bezier Curve v cho n di ra
theo trc X. nhn phm 7 Keypad vo Top View, cng bm phm 5 vo Ortho View. Curve v add s c nh
dng v thay i kch thc Edit Mode ta hnh dng bn mong mun. B chn Curve (phm A) v add mt
Bezier hay Nurbs Circle. Vng trn c th c to hnh ti Edit Mode to ra mt phn ct ngang.

B chn vng trn trn v chn ng cong Curve, xoay vng trn ng ln vung gc vi ng cong Curve ( bm r
+ y + 90 > Enter)
Ti Properties Windows > nt Object Data > ti tab Geometry chn Curve Circle trong bng iu khin Bavel Object
data.









CHNG 18: ARMATURE
ARMATURES
Trong cun t in ca ti th nh ngha Armature l mt lp bc bo v nhng trong Blender th khc hon ton.
Armature m ch n mt loi Object c dng lm bin i li (Mesh). Ging nh cc ngn tay c bao bc bi
da v bn trong l nhng khc xng. Da s l li v Xng s l Armature. Khi xng chy i u th da cng s
chy theo cng xng.
ADD MT ARMATURE VO SCENE
Bt u vi khi hp mc nh trong Scene Blender, xo khi hp i v add mt Object Armature (shift + a ->
Armature -> Single Bone)
Zoom to ln (phm cng bn numpad) v nhn vo phm s 1 sau l s 5 vo Front View v Orthorgraphic View.
SINGLE BONE ARMATURE
Nhng g bn thy l mt khc xng(single bone) Armature. Nhng Armature thng bao gm nhiu bone nhng
trc khi phc tp ho mi chuyn th nn hiu cc thao tc trn bone.
Mc nh th single bone Armature c hin th vi tn gi l Octaheral. N xut hin ging nh 2, 4 mt mt ci thp
dnh lin ti base vi mt khi cu ti nh. Ch : Mc d Armature l mt object trong Blender nhng n khng phi
l mt Mesh Object. Bn khng th thay i hnh dng ca n ngoi tr thay i kch thc ca n to ln hay nh li. N
c th c xoay v bin i. N c mt trung tm ging nh bao Object khc, c th c t li v tr nhng c dng
trong mt multi bone armature n l th tt nht gi cho trng tm ti nh ca ch thp hn hnh ci thp trong tm
khi cu.

Manipulation Widget m Widget v t ngay trung tm.
vi mc ch d nhn chng ta s t tn cho tng b phn ca Armature, Tip, Body v Base.
ARMATURE DISPLAY TYPES
Mc nh loi hin th l Octahedral nhng c 3 loi hin th thay th. l
Stick, B-Bone v Envelope. ( t Armature bone c chn, vo
Properties Window > chn nt Object Data > tab Display). Kiu hin th c s
dng ph thuc vo nhng g bn ang lm vi Armature. Trc khi i vo cch
s dng Armature bin i Object Mesh chng ta cn hiu qu trnh din ra
nh th no.


BASIC PROCEDURE
Th tc c bn trong vic bin hnh mt Object Mesh cng vi mt Armature apply mt Armature Modifier cho mt
Object v sau t tn Armature trong Modifier.
Thay i kiu hin th Armature Envelop. By gi bn s c vi th ging nh mt hnh tr cng vi mt qu cu
mi im mt. Bn ch c th thy n trong Envelope display type trong edit mode. Editmode bn chn ton b
Armature hoc nhng qu cu 2 u sau thay i kch thc. y l hiu ng ca vic thay dng ca vng b nh
hng bao quanh nhng verticles trong mesh.

Ch sp t nhng on thng tin vo vng nh vo lc ny v quay li vi single bone Armature mc nh trong loi
hin th Octahedral Object mode.















Nhn Tab vo Editmode, by gi widget c t vo u (Tip). Tip ca Armature c chn. tt widget v ta
s thy qu cu nh c mu cam. C Widget trn ch lm cho d nhn. Cng vi widget trn chng ta c th bin
i Tip ti 3d window cng c th thay i di ca Armature. vic xoay v thay i kch thc ch nng ca widget
khng nh hng g.
EXTRUDING MULTI BONE ARMATURE
Tt Widget i nhng li Tip chn. Nhn phm E (Extrude) v ko chut. Bn s thy mt new bone c Extrude t
Tip. Chn Root > nhn phm E ko chut v mt new bone c Extrude t Root. Chn Tip ca new bone v lp li
qu trnh to mt multi bone Armature. Chn Root v extrude bone cn li.

DEFORMING A MESH
T trc n gi chng ta chng minh nhng ci rt c bn ca Armature v lm m rng t single bone n
Multibone. V by gi l lc chng ta nn bit thay i hnh dng ca li (mesh) nh th no. chng minh
Armature ch yu trong Blender chng ta s lm mt vic ging nh l mt ngn tay trn mt bn tay v lm n bin
dng vi mt Armature
Bt u vi giao din Blender mc nh, xo khi hp mc nh v add mt Mesh Circle.
Trong Tool Shelf (Bng iu khin bn tri c s 3d - di thp bn tri) gim ch vertices t 32 xung 8. Khi to
mt Mesh xi vi Armature, s dng vertices cng t nht c th. Cng nhiu Vertices th mt b mt cng p hn v
render cng trng tt hn nhng qu nhiu vertices s lm chm tc my tnh ng k.
Ch : khi add mt Primitive vo mt scene trong Object mode v tool panel bn tri pha di ca mn hnh cung cp
c s chnh sa kch thc v m vetex. Mt ln tab vo Edit mode tool panel s bin mt cho tnh nng ny.
Tab vo edit mode. Extrude Circle theo trc Z v scale nhng phn on to mt mesh n gin nh c hin th
trong hnh di. Ngn tay s ch c 2 phn vi mt khp gia. Nhng Verticle gn gia li ni m cc khp s .
Chng hot ng nh ci ng trong my ht bi cho php Mesh c th un cong.

Cng vi mesh chn, tab vo Object mode v t 3d Cursor ging trong hnh.
Ch : Circle object mc nh c bn knh mc nh 1.000 n v Blender
nu circle c scale th Finger mesh vertices c th nm ngoi khu vc nh hng ca Armature v kt qu khng
nh mong i.
B chn tt c (phm A).
Add mt single bone Armature ging nh trc kia cp.Cursor s c t ti. base
ca ngn tay trn trung tm chng ta c th khng thy Armature. Vo Properties
Window > nt Object Data > chn tab display v nh du vo X-Ray. iu ny lm cho
Armature c th thy c Object mode Solid display.
N s lm cho cc Armature display nh ca Mesh.

Vi Armature chn tab vo editmode. Chn u cui ca Bone (Tip) v ko n ln trn gia ca im un ca finger.
Nhn E extrude xng (to mt xng th hai) cho n ln n nh ca finger mesh.
Ti properties window Object data - tab Display-chn Name hin th tn ca nhng khc xng ca s 3D. nhng
ci tn ny s l Bone v Bone.000.
Nhn A b chn nhng khc xng Armature -vn cn trong Object mode
ALTERNATIVE METHOD FOR CREATING A MULTI BONE ARMATURE
C mt phng php thay th to mt multi bone Armature
Vi mt single bone Armature add, nhn tab vo editmode v ko Tip ln nh ca ngn tay.Bo m l chng ta
chn thn bone. (phi chut vo thn ca bone)
Vo Tool Shelf bn tri ca mn hnh v click vo subdivide. tip tc click s chia nh bone v to mt multi bone
armature.


ARMATURE MODIFIER
Chng ta by gi s add mt Armature Modifier vo Finger Mesh Object.
B chn Armature
Chn Finger (phi chut). Properties Window > nt Modifier > click Add Modifier v chn Armature.
Click vo Armature Oject panel, chn Armature, Blender t tn Armature l Armature.

n lc kim tra thnh dng ca qua trnh.
Trong 3D Window b chn Finger v chn Armature. Tu thuc vo chng ta t Armature vo Finger, chng ta c th
c gp kh khan trong vic select. Nu y l trng hp i n Outliner Window ti pha bn phi ca mn hnh v phi
chut vo Armature trong display.
Cng vi Armature chn, thay i t Object Mode n Pose Mode trong phn u 3D Window. Bone.000 nen c
nhn mnh bng mu xanh. Phm R xoay bone. nh ca Finger xoay cng bone.


Chn mt bone v nhn phm S( scale).











Thay i Armature bao quanh display

Bao bc display vi Bone.000 scale xung to ra khu vc
nh hng c gim.





Nh trc y chng minh lm sao bin to hnh li object s dng nhng Armatures v Armature Modifier. Cui
cng s dng Armature trong nhn vt hot hnh lin quan n vic rigging li (nhn vt) cng vi mt multi boned
Armature v sau din hot cc c ng ca Armature ging nh cc chuyn ng ca nhn vt.
HUMANOID ARMATURE
Trong user Preference Window click vo Add Ons trn u ca Window.Trong bng iu khin bn tri click
Rigging v chng ta s c mt dng nhp tn Rigging Rigify
Chn vo hp nh cui ca ci dng .
Quay tr li 3D Window v nhn Shift + A. Chn Armature v bn s thy rng Human (Meta-Rig) c add vo
tu chn selection. Click vo n nhp mi v mt multi boned Humanoid Armature c cho vo Scene. Phng to
ging nh scale the rig ln. Xoay Window qua xung quanh v rig lc ny nhn kh hn. Nu chng ta vo Pose Mode v
chn individual bones chng ta s c th di chuyn chng bng cch to nhng ci pose khc

c th l mt cht xu tham vng trong giai on ny xy dng mt m hnh ngi v rig n cho din hot hoat
hnh. Tt nhin chng ta c th s dng ch ng trnh Make Human (http://www.makehuman.org/) to mt nhn vt
sau import vo Blender v rig animation cho n nhung nu khng chng ta c mt my tnh l tng chng ta c th
tht vng. To m hnh Human c kh nhiu nh l nhiu th di chuyn trong animation. Chng ta s phi i tm
rigging tut internet v hc ch ny chi tit hn. Nhng g chng ta dn vo u cho n nay l rt rt cn bn.
DISCONNECTED BONES
Chng ta tp trung vo Humanoid
Armature mt s ca nhng bone xut
hin b ngt kt ni. Chng b tch t
nhng bone lin k.
chng t n xy ra theo nhng
phng thc ny.
Trong mt scene mi,
add single bone
Armature. nhn Tab vo edit mode, chn 1 Tip v extrude 1 bone. Chn phn thn
ca bone mi, trong Properties Window > nt Bone > tab Relation b chn
Connected

Bone mi c th by gi c thay i (phm G) v nh li v tr t bone gc. N vn
cn nh b phn ca Armature. nu Connected c chn li, bone mi s c nh
v li cng vi base ca n kt ni vi bone gc.

Trong cc v d trc v nh dng mt mesh vi mt Armature. Nhng vertices mesh c yu cu t trong vng
khu vc ca s nh hng ca Armature.
Nhng phng php c bn:
1. Chn v gn Vertices vo Vertex Group v s dng control Armature
bone.
2. Thc hin nhng thao tc tng t ny s dng Weight Paint Tool.
PHNG PHP 1. Gn Vertices th cng:
mt scene mi to mt finger ging nh trc . Add 2 bone Armature ging nh trc nhng t n vo ging nh
hnh di.
Chn Armature trong Properties Window > nt Object data > ch tab Display chn Names hin th nhng bone
c t tn Bone v Bone.000. B chn Armature.
Chn Finger v nhn Tab vo Edit Mode > phm a b chn Vertices.
Ti Properties Window chn nt Object data > ti tab Vertex group click plus
sign add mt Vertex Group mi.Vertex Group c add v c tn l
Group.





Mc ch y l select
vertices v add chng vo Vertex
Group. S bin ng ca group
ny ph thuc vo mt bone trong Armature.
Bng vic t tn Group thnh Bone 000, Vertex Group s t ng c kim sot bi mt bone c tn
Bone.000. Nhng Group v Bone c th c i tn thnh bt c th g chng ta mun nhng Group th
c kim sot bi Bone nn tn ca chng phi ging nhau.
Trong 3D Window chn vertices phn trn ca Finger (phm B ko hnh ch nht)
Phi chc rng nt Select Only Visible c tt trong 3D Window hoc chng ta ch s chn vertices pha
trc ca Finger.

Trong Vetex Group, click Assign gn nhng vertices select vo group. Kim tra bng cch thay th lin tc click
vo Deselect v Select trn Tab.
Tab vo Object Mode v bm phm A b chn Finger.


Chn Armature v gh sang Pose Mode. chn Bone 000 v bm phm R xoay.
Khng c g ht! ti sao? Chng ti khng gn mt Armature Modifier n mt Finger.
Quay li v chn Finger v trong Properties Window nt Modifiers click Add Modifier v chn bng iu khin
Armature Object v select Armature.


B chn Finger v chn Armature trong Pose Mode. Chn
Bone.000 v xoay n. Phn trn ca Finger by gi s thay
dng thnh bone c xoay.






Khi Armature c t xa Finger khu vc nh hng ca Armature khng nh hng c n.
PHNG PHP 2
Thay v chn vertices, trong Blender c phng php v chn v gn vertices vo mt Group, t ng dn chng n mt
bone Armature.
Phng php v cung cp cho mt graduated weight cho Vertices xc nh bao nhiu nh hng m Armature bone s c
hn bin dng ca Mesh.
Thit lp mt scene mi ging nh phng php 1.
Chn Finger trong Object Mode v trong Properties Window add mt Armature Modifier. ng qun chn Armature
trong bng iu khin Object.
Chn Armature v sau sang Pose Mode.
Trong Properties Window > Nt Object Data > tab Display chn Name hin th tn ca bone. Chng nn c tn l
Bone v Bone.000.
Ri Bone.000 chn v phi chut vo Finger chn n. Cng vi Finger c chn, vo 3D window v i t
Object Mode thnh Weight Paint Mode. Finger hin th mu xanh. Xanh biu th rng khng c vertices no c chn.
Trong bn iu khin bn tri ca window, ko Strenght Slider len n 0.900 Chng ta sp sa sn ln li ca
Finger chn Vertices v tang gi tr strength ln. Chng ta ang ni Blender nhng Vertices c chn c iu khin
nghim ngt bi Bone.000
Nh rng chng ta c Bone.000c chn khi chng ta click vo Finger.

Chng ta mun phn trn ca Finger c chuyn bi Bone.000. Click gi v ko vng trn Cursor ln phn nh ca
Finger. Phn ca Finger c i mu thnh . ch ra mt vng kim sot nghim ngt. Thay i gi tr
Strength thay i sc mnh kim sot v s hin th vo mu khc.
Ch t mu nhng vertices chn trn b mt nhn thy ca Mesh. Chng
ta phi xoay quanh mesh v sn hng c mu en chn tt c phn u ca
Finger ( Xoay quanh 3D View)
Sn Finger, Lu rng trong Properties Window > Nt Object data > Tab
Vertex Group c to v t tn l Bone.000.

Chn Armature Bone.000 trong Pose Mode v thay i n s chuyn phn u ca
Finger.
Vertex Groups hoc Field of Influence
Miu t bin dng ca mt Mesh bng vic s dng Vertex Groups v Field of
Influence. Nhng cu hi c t ra l th g ang c s dng khi Armature
c t trong Mesh.
Quay li nhng v d cng 2 bone Armature ca chng ta ang nm trong Finger.
Nu chng ta theo u n nhng v d hoc select Vertieces hoc Weight Painting,
assign Vertices vo mt Vertex Group. Th cha r liu Vertex group hay Field ca
Influence ang kim sot bin dng ca Mesh.
Nu Armature b di chuyn xa ra t Mesh, Bone vn c dng nh vy nn Vertex Group
vn trong kim sot. Nhng khi Armature cn bn trong Mesh, l Field of Influence hay Vertex Group?
Theo chn v d ny lm r iu kh x ny.

Ch chn Vertices ti nh ca Finger v assign chng vo Vertex Group.
Bo m rng bn add mt Armature Modifier vo Finger v assign Armature trong Object panel.
Xoay Bone.000 trong Pose Mode v tt c nh ca finger. t Armature trong Object mode v chuyn n ra xa Finger.
Xoay li bone v ch phn nh ca Finger. Ch cho r l c Vertex Group v Field of Influence u active.

t Armature li bn trong Finger.
Chn Finger v nhn vo Armature Modifier. Di dng Bind To c 2 phn l Vertex Group v Bone envelopes.
B chn Bone Envelope.Xoay Bone ch lm bin dng nh ca Finger.Hin nhin l
bn tt Field of Influence.


Cch khc ngc li Field of Influence l a gi tr 0.000 vo
Distance v Wieght trong Properties Window > nt Bone >
Deform tab.
Trong Properties Window > Nt Object Data > Skeleton tab, di Deform, cng c nhng box
c chn c tn l Vertex Group v Bone Envelope. chn hoc khng chn chng u khng
c g xy ra.

Tt c u rt c bn, mun hiu su chng ta cn vo internet v tm tuts.
The IK Constraints
IK Solver Constraint l mt cng c tuyt vi cho din hot. IK c ngha l Inverse Kinematics i din FK (Forward
Kinematics). IK v FK u l nhng cch kim sot posing v animation ca mt chui nhng bone. Cng FK chng ta
phi xoay tng ci bone mt trong chui bone v pose n vo animation. y l mt qu trnh bun chn nhng cho full
control. Trong IK, ko phn u s cho ra kt qu l chui nhng bone bm theo sau.bone select.

Cng vi chui (Armature) select, vo Pose Mode. Select bone cui cng trong chui v trong Properties Window >
Bone Constraint > click vo Add Constraint. Chn Inverse Kinematics. Trong 3D Window. Pose Mode, Cng bone
bone cui select, phm G di chuyn bone.



CHNG 19 RELATIVE SHAPES KEYS
SHAPES KEY V ACTION EDITOR
Shape Keys v Action Editor cung cp mt phng php n gin cho din hot nhng Shape v Object.
C 2 Editor u c t trong Dope Sheet Window. Shapes Key Editor cho php chng ta kim sot vic animate
vertices hoc nhng group ca vertices trong khi Action Editor cho php chng ta thit lp mt animation s chuyn ng
ca nhng object v thay i kch thc n.
chng minh c hai phng php chng ta s s dng mt Plane Object n gin ch c 4 vertices.
Bt u bng vic xo khi hp mc nh trong Blender scene. Vo Top View (phm 7 + phm 5 bn numpad). Zoom cho
n to ln (phm + ben numpad).
Chia 3d Window thnh 2 window v thay mt window thnh Dope Sheet Window.
Shape Key Editor
Trong Dope Sheet Window click vo drop down mode selection v chn Shapes Key Editor. Vi Editor chn
window by gi bt u mt animation timeline.
Chn Properties Window > Nt Object data > shapes Keys tab v click vo plus sign phn tab m rng hin mt Basis
Key c chn. Click vo plus sign li ln na v Key 1 s c add. Lu rng trong Dope Sheet Shapes Key
Window Key 1 cng c hin th. (Di pha tri ca Window).

Cng vi Cursor trong 3D Window nhn Tab vo Edit Mode. b chn tt c Vertices (A Key).
Gi chn mt Vertices v ko n (phm G v ko chut). Nhn Tab vo Object Mode.
Plane tr li vi hnh dng c ca n.
Trong Properties Window >tab Shapes Key > i gi
tr bng cch di chuyn thanh trt thay i hnh
dng ca Plane trong 3D Window. Bn cng c th
thay i hnh dng bng cch di chuyn thanh trt
n Key 1 trong Dope Sheet Shapes Key Editor
Trong Properties Window >ti tab Shapes Key .click vo plus sign ln na add Key 2.

Trong 3D Window nhn tab vo Editmode, select mt vertices v di chuyn n. Nhn Tab vo Object Mode. Key2
c add vo Shapes Key Editor.

Trong Shape Key Editor click vo Key1 sau
gi phm Shift v click vo Key2. C 2 key
c chn, tn c chuyn thnh mu trng
lm ni bt.

Chuyn tng thanh trt thy Plane thay i hnh dng trong 3D Window sau
tr v tng thanh trt v tr 0.000. Chuyn nhng thanh trt c chn nhng
v tr nhng key trong timeline ca Shapes Key Editor c ch ra bi hnh dng
kim cng mu cam. Nhn phm I v chn Only Slected Channel chn
Keyframes trong animation timeline. Ko ng mu xanh l vo mt frame mi,
chuyn Key trt v nhn I ln na chn Only Selected Channels.
Keyframes mi c chn. Ko timeline thy animation hoc cng c th nhn t hp phm Alt + A.
Action Editor
chng minh Action Editor bt u cng vi mt thit lp tng t s dng Shapes Editor tr ln ny select Action
Editor mode trong Dope Sheet Window.
Select Plane trong 3d Window trong Object Mode v chn mt keyframe (phm I) v chn LocRotScale.


Trong Dope Sheet Action Editor bn s thy keyframe c hin th trong phn trn ca window. Click vo little
triangle ng trc ca LocRotScale m rng keyframe hin th cc thnh phn c nhn.
Trong Action Editor Window click View v chn Show Sliders. Nhng gi tr thanh trt s c thay i trong tng
thnh phn ca keyframe. Bng vic chuyn nhng thanh trt chng ta c th thao tc trn Plane trong 3d Window.

Chn Keyframe (phm I) cng tng thay i ca frame to ra mt animation. Chng ta c th ko animation hoc s dng
Alt+ A chi animation.








CHNG 20 FUID SIMULATION
Fluid Simulation Physics c ngha nh l m phng dng chy ca cht lng. Chng ta s xem xt 2 tnh hung.
Tnh hung u tin l animate mt khi cht lng nh mt git nc hoc ln hn th ban u l lng trong khng gian
v c th vo mt container hoc mt mt phng no .
Tnh hung th 2 l animate mt dng cht lng chng hn nh cht lng chy t mt ci thc hoc bn ngoi container
trong mt khu vc c kim sot. Tnh hung ny s c t trong tnh hung u tin.
Xem chi tit ti Blender Wiki PDF trang 1059 n 1071 ti http://www.letworyinteractive.com
Lu l Wiki cp n Blender 2.49.
THIT LP C BN FORE FLUID SIMULATION (TNH HUNG U TIN)
Blender 3d Window Scene.
Tt c nhng Blender scene phi c light cung cp nh sang v mt camera trc khi render bt k th g.

Scene c xy dng.
Fluid Object > Sphere > Default Sphere 32 phn on v Rings. Domain Cube > Cube mc nh scale ln 4 ln.
Obstacle Object > Cup > Extrude t mt Circle (xem trang k)
Trong Scene mt khi cht lng (Fluid Object) c t l lng trong khng gian, n s c ri vo mt ci tam gi l
Cup (Obstacle Object). Mt thc cht lng (Fluid Simulation) din ra trong mt khng gian ring ca Domain. Khu vc
phn on trong khng gian c xc nh bng mt khi (Cube).
Phi c mt Domain mt qu trnh simulation cho n din ra v tt c cc Object tham gia vo qu trnh simulation
phi trong Domain . Bt k phn no ca Object bn ngoi ca Domain s khng c chc nng hay tc dng.g.
Trong qu trnh simulation ny cht lng c i din bi mt Sphere c t u quanh nh ca Domain v ngay
trn The Cup. Kch thc ca Sphere tng ng vi Domain v nhng Object khc
The Cup l mt ci cc ngn dng dng chy ca the Fluid. Trong v d ny cht lng ch n gin ri trong khng gian
cho n khi n b cn bi mt ci cc (The Cup). Nu ci cc khng tn ti th cht lng s ri cho n y ca Domain
v sau dng li ging nh n c bao quanh bi mt container hnh ch nht trong sut c nh hnh bng hnh
dng ca Domain.
Nhng Object c t trong Scene s khng phn ng g cho ti khi tt c chng c gn gi tr vo. N s thit lp
simulation.
Thit lp Domain Object
Trong v d ny Domain l mt Cube c Scale cha Sphere (Fluid
Object) v The Cup (Obstacle Object). gn nhng gi tr ca Fluid
Simulation vo Domain u tin chn Cube trong 3D view.
Vo Properties Window >nt Physics >tab Fluid. Click Add New hin th
nhng tu chn trong tab Fluid. Chn Domain th menu Type xung.
Bng iu khin Fluid Domain settings hin th.
Chn Cube trong 3D Window, apply nhng c tnh ca Domain v Cube
v hin th tu chn
Domain. C them 3
tab c th c m.

V d u th xi
ht tt c cc gi tr
mc nh, ring
Time th chnh gi
tr End thnh 0.03.
Thi gian mc nh
bt u Start v kt
thc End mc nh
gi tr ln lt:
Start: 0.0 End: 4.0.
i gi tr End
thnh 0.3 khi xong
vic gim the Bake
time mi th tr
nn hp l cho mt
cuc trnh din.
Baking ging nh
render nhng bc
nh cho mt b
phim hot hnh.
Baking l mt qu
trnh m phng
dng chy cht lng
v c th mt rt
nhiu thi gian cho
n, cng phc tp
Bake cng lu.
Khi Baking,
Blender nhn vo
thi gian bt u
Start v kt thc
End thit lp trong tab Fluid, tnh ton khong thi gian, sau tnh ton khi cht lng s phn ng vi mi trng trong
khong thi gian . Trong v d ny khong thi gian l 0.30 giy (Start:0.00 End:0.30).
Nhng gi tri Start v End s chng c nh hng n vic l c bao nhiu frame c to ra trong qu trnh chuyn ng
ca cht lng nhng thay vo c lin quan n lc vt l v nht ca cht lng. Ni cch khc cch cht lng s
phn ng vi mi trng ca n trong khong thi gian .
Trong Properties Window >chn tab Render-button-Dimensions, di animation mc nh l 250 frame (Frame Range
Start: 1 End: 250) v s hin th trong 24 frames trn giy. The animation Frame Range cng c hin th trong Timeline
Window. Nhng gi tr to ra mt Animation xp x 10 giy. hot ng ca khi nc trong v d khong 0.30 giy ko
ra thi gian animation l 10 giy. Tng tng cc nc v quan st trong khong 0.30 giy sau ko dn n ra v
quan st trong 10 giy. Mt slow motion s l kt qu.
0.3 giy bake mt mt khong thi gian n k, 4 giy bake mt mt khong thi gian rt rt di.
0.3 giy bake l chng minh m phng mt dng chy cht lng mc d mc d n khng to ra mt thi gian thc
animation.
thi gian thc animation l g? Thi gian thc animiation i vi dng chy cht lng l mt animation hin th mt cch
chnh xc cht lng phn ng trong thi gian thc.
Nu mun thi gian thc, chnh gi tr Time Start v End trong tab Fluid khp vi chiu di ca animation. V d
animation mc nh l 250 frame tc 24 frame/s tng thi gian tng ng xp x 10 giy chng ta s chnh gi tr
trong tab Fluid cho mt khong thi giani 10 giy Cn thn: Qu trnh Bake s din ra rt lu v mt rt nhiu thi
gian.
Thay i thi gian bt u Start v kt thc End ca Fluid to ra hiu ng ca qu trnh ng fluid c xem nh phn
sau cng ca animation.
By gi li tt c gi tr trong tab standard Domain tab thit lp cho mi ci mc nh ngoi tr phn End Time.
Mt trong nhng im cui trong phn thit lp Domain by gi. Lu rng tn th mc ti phn cui ca tab Fluid.
Cung cp v tr ni nhng file Bake s c lu. Ni mc nh l /tmp/\ nhng chng ta c th thay i n thnh bt c
g chng ta mun. Chng ta lu rng Baking mt rt nhiu thi gian v v c th gy m nh bi c rt nhiu file
c to ra. Nu qu trnh m phng li bake nhng file c ghi v sau khi ri tung ln vi nhng th nghim v li
trong qu trnh hc tp.
Cch tt nht lm sch chng l xo folder tmp v thay vo mt ci mi. Window Explorer l ni tt nht lm
iu ny..
Fluid Object Setup ti liu tham kho : Qu trnh bc 2 Blender Wiki PDF P1060
Trong v d ny Fluid c i din bng mt Sphere c t trong Domain ngay trn Cup.
Kch thc ca Sphere lin quan ti Domain v Cup xc nh lng cht lng trong qu trnh m phng. Big Sphere th
c khi lng ln. Small Sphere c khi lng nh. Cuc trnh din phi m bo l Sphere nh hn Cup .Chn Sphere
trong 3D window. Vo Properties Window > chn nt Physics > tab Fluid. Click Add trong menu x xung chn Type
Fluid.

Chng ta c th y khng tc ng nhng cn ch rng nhng gi tr trong Initial Velocity s cho Fluid chng ta mt
gi tr khi u l bt k hng no chng ta thit lp.
Obstacle Object Setup
T liu tham kho: Qu trnh trong bc 2 Blender Wiki PDF P1060
Trong v d Obstacle dng chy cht lng s vo the Cup.
Cng vi Cup chn trong 3D Window vo Properties Window > chn nt Physics. Click Add v chn Type
Obstacle.

Cng tt c cc Object c yu cu cho qu trnh m phng simulation c cc thit lp c gn vo Fluid
Simulation Setup by gi hon thnh v sn sang c bake.
Baking
Trong 3D Window trong wireframe mode chn Domian cube. Tab Domain properties s c hin th cng nhng gi tr
c thit lp trc .
Phi lu rng baking mt qu trnh m phng c th mt nhiu thi gian ph thuc vo phc tp ca qu trnh m
phng , phn gii, chiu di ca animation v tc ca my tnh. Nhng mc ch cho v d ny, ni nhng gi tr
mc nh c dng, iu chnh chiu di ca animation ti 50 frame trong animation Timeline Window. Vi tc hin
th l 25 frame/s s to mt animation di 2 giy.
Quay li Properties Window > nt Physics > tab Fluid.
Cng vi Domain Object c chn (Cube) trong 3D Window click vo nt Bake Fluid Simulation.
Tin Bake c th thy ti top ca 3D Window trong thanh Fluid Simulation progress. N ch xut hin khi chng ta
bake v s c t trong Information Window lin k Blender Render. Nu chng ta khng mun Bake na click trn
du cng cnh thanh bar. Bake mt mt khong thi gian ng k. N ging nh vic to mt bc nh cho tng frame ca
mt animation.
Trong v d ny Bake mt khong 30 giy.
Lu rng nhng g din ra trong 3D Window. Domain bin mt thay i trong mt blob gn n vo Sphere Fluid
Object.
Blob sau h xung. bin dng v bn vo trong Cup.

Progress ca Bake c th c thy ti thanh tiu ca Information Window. Nu qu trnh Bake khng c thc hin
nh mong i n c th c chm dt bng vic bm nt Esc. hoc nhn nt cancle (Cross) v c th c thit lp iu
chnh khp vi hnh ng.
Bake Simulation chn Domain (by gi l Blob c dnh vo Sphere) v nhn BAKE ln na trong tab Domain
properties.
Khi qu trnh Bake hon thnh i thnh solid mode v nhn Alt + A xem animation ca simulation.
Khi mt simulation c bake ging nh render nhng file cho mt animation theo trnh t. Nhng file c to v lu
vo mt folder trong cng my tnh. ng dn ti folder ni nhng file c Bake v lu c th thy trong tab
Domain Fluid.

Folder cho vic lu tr nhng file Bake c th c thay i thnh bt k folder no chng ta mun bng vic click vo
biu tng tm kim file v iu hng n mt folder trong file browser window.
Nu qu trnh Bake c thc hin khng lm thay i ng dn qu trnh Bake s c lu trong folder tmp mc nh.
Khi mt simulation c bake khng thay i im n folder bt k bake tn ti c ghi . delete Bake, chn
folder v delete nhng file v ct nh folder.
Basic Set Up For Fluid Simulation ( Scenario Two)
Blender 3D Window Scene
Thit lp trong the view bn di l mt scene cu hnh c bn chng minh mt fluid simulation ph hp vi kch bn 2.
Camara v light khng c hin th trong nh chp mn hnh khi render nhng chng phi tn ti trong scene.




Trong kch bn fluid s chy thnh mt dng t
Inflow Object Sphere xung Obstacle Object
Trough vo Obstacle Object Cup. Tt c Object
tham gia phi trong gii hn ca Domain.

Domain Object Setup
Cube Domain c scale gii hn nhng Object tham gia trong mt vng hn ch ca
khng gian. Th tc bin Cube thnh Domain v thit lp nhng gi tr ging nhau
ngoi tr phn End Time c i thnh 8.00 trong Standard setting v Real World
Size c chnh n 0.180 trong tab Domain World.
Trong vic thit lp mt fluid simulation chiu di sau cng ca animation trong thi
gian thc v kch thc vt l ca scene view trn mn hnh vi tnh c nhn trong
n v Blender v mt animation c o trong s nhng frame c view v thit lp
tc .
Trong simulation ny animation s l 200 frame tc 24frame/s trong Properties
Window > chn nt Render > Tab Dimensions
200 frame ti 24 frame mi giy to ra mt animation xp x 8 giy.
Chnh Start l 0.00 v End l 8.00 trong tab Fluid, hot ng ca Fluid trong khong
thi gian 8 giy. To ra thi gian thc animation. Nu v d gi tr End c chnh l 4
giy Fluid s c ko ra 8 giy trong animation.
Ch n kch thc ng knh ca ci cc the Cup khong 8 hay 9 xentimet
v chiu ngang ca ci mng qua nh ca ci cc.cng 8 hoc 9 xentimet. sau yu
cu di Domain l 18 xentimet. Do the Real_World_Size c chnh l 0.180
(0.180M = 18cm) kch thc di nht ca Domain.

Fluid Object Setup
Trong tnh hung ny khng Fluid Object thay th chng ta s dng mt Inflow Object cung cp mt dng chy Fluid
lin tc.
Inflow Object setup
Scale Object Inflow tng ng Obstacle Objects. Scale Inflow Object xc nh khi lng vt l ca fluid trong
Scene. Nu Inflow Object qu ln, khi nc s trn qua hng ca ci mng v ci cc.
Cng Inflow Object chn trong 3D Window vo Properties Window > nt Physics >tab Fluid.
Khi Domain Object c thit lp trc y tu chn Fluid trong tab Field c chn.
Chn Inflow hin th nhng tu chn Inflow.

cho Fluid mt t lc chnh Z vn tc ban u Initial Velocity l 0.2
Fluid chuyn ng trc khi tang tc do tc dng ca trng lc gravity. Cho Z vn tc velocity l 0 cho ra mt dng chy
Fluid chm chp hn.
Obstacle Object Trough Setup
Lu cu trc ca ci mng The Trough. N c to ra bng cch extrude v scale mt
khi hp Cube thnh hnh ch nht dng ch u U-Shape v sau xoay to ra mt ci
dc v v tr di Inflow object v trn The Cup. Sau khi model mt Subself
Modifier c appy. Khng c Subself Modifier, Fluid c xu hng vt qua b mt
ca ci mng Trough.
Vi Trough c chn vo tab Fluid v chn Obstacle. Chnh gi tr Volume Init Shell
v Boundary type thnh Free. Volume Init v Shell khi to mt layer mng cho tt c cc
mt ca mesh chn khng cho Fluid i qua. Hnh thnh hnh dng t do cho php Fluid
chuyn ng dc obstacle. Nhng tu chn khc xem Blender Wiki PDF P1065.
Obstacle Object Cup Setup
Vic model mt Cup l ging ht nhau.
Thit lp nhng gi tr tu chn ging nh trong Trough Obstacle Object.
Tt c cc Object bao gm trong simulation c assign v sn sang bake. Theo nhng g nu ra kch bn u
tin.

Out Flow Object
Mt Outflow Object c s dng gii hn cn c vo fluid mt level nht nh trong gii hn ca Domain.





Tab Outflow Object
Settings.
Outflow s c s dng
nu n c nh rng
Fluid trn t Cup v chng
ta ch mun Fluid level trong Domain t c mt
level nht nh.
Fluid Simulation Particles
Trc n gi Domain, Obstacle, Inflow v Outflow Objects u c nhc. By gi n ng dng ca nhng Particle
Object.
Bt u vi h thng Fluid thit lp cho kch bn th 2.
Add mt Sphere vo Scene v t n trong Domain nh hnh di.

Cng Sphere c chn trong 3D Window vo: Properties Window >Phisics Button > Chn Type Particle > tick vo
Tracer.

Trong 3D Window chn Domain by gi l blob gn vo mt bn ca Inflow Sphere Object.
Vo tab Fluid. chnh Tracer Particles thnh 3000 v Genterate Particles thnh 1.000.
Chnh nhng gi tr hng dn h thng to ra 3000 ht trn chiu di ca animation v bt generation ln t on thnh
normal (0=off, 1=normal, >1=more).

Trong tab Domain Particle tu chn window click vo Bake Fluid Simulation. H thng s REBAKE simulation. Ch
rng cng nh cc fluid to ra nhng im en c ri iu mt cch ngu nhin trong fluid. Nhng im ny l the
Particles v khi render ra n s cho nhng qung sang.

Khi Scene c render particles hin th nh l nhng qung sang. Trong mu material view c add v cng l mt
spotlight.

Fluid Simulation Control
Bn cnh Domain, Fluid, Object Obstacle, Inflow v Particles Objects cn c Control Object. Control Object c t
vo Scene trong Domain tc ng vo dng chy ca Fluid.

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