Section 2 Flashcards

Memorize and learn the information in section 2.

1
Q

Where can you find a list of the objects in your scene?

A

The Outliner Panel. (Top Right above main properties panel)

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2
Q

If you find that you can’t toggle out of Object Mode, what does that mean?

A

You have a non-editable object selected thin the Outliner Panel. eg. Camera or Lamp

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3
Q

What are the two ways of toggling from Object Mode to Edit Mode and back?

A
  1. TAB

2. The drop-down just to the left of the 3D Editor Menu.

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4
Q

What are two ways to name your objects?

A
  1. Double-click on the item in the Outliner Panel.
  2. Open the Properties Panel/N. Under ‘Item’ you will see the cube icon signifying ‘Object’ and a space containing the name of the Primitive. Type the new name in the box.
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5
Q

What are the three selection modes?

A
  1. Vertex Select
  2. Edge Select
  3. Face Select
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6
Q

What is the key command for Delete?

A

X

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7
Q

How do you delete a Face?

A

In Face select Mode, select the face that you want to delete and hit X. Then from the drop-down menu choose ‘Faces’.

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8
Q

How do you create an Edge?

A

In Vertex Select Mode, create 2 points by Shift + LMB. Using the Mesh Menu chooee Edges/Ctrl +E and a new edge will be created between 2 vertices.

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9
Q

What is the minimum number of vertices required to create a face?

A

3

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10
Q

What is the key command for creating a face?

A

F

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11
Q

How do you move the 3D Manipulator Widget to where you want it to be?

A

Tool Shelf/T under ‘Set Origin’

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12
Q

How would you re-position your model or object to the centre of the screen?

A

in Object Mode in the Properties Panel/N under Transform Options. You can set the X,Y,Z axis using digital co-ordinates. In this case all would be 0.

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13
Q

Can you set the amount of Rotation or Scale using co-ordinates?

A

Yes

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14
Q

What are the 5 Pivot Point Options in the Pivot Point drop-down?

A
  1. 3D Cursor
  2. Bounding Box
  3. Individual origins
  4. Meridian Point
  5. Active element
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15
Q

Which is the default Pivot Point?

A

Meridian Point.

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16
Q

Where does the 3D Manipulator Widget position itself when the Pivot Point is set to Meridian Point?

A

In the centre of selected objects.

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17
Q

When the 3D Manipulator Widget is in the centre of the active object, which Pivot Point option has been chosen?

A

Active Element

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18
Q

Where does the 3D Manipulator Widget go when 3D Cursor is the chosen Pivot Point?

A

Wherever you place the 3D Cursor.

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19
Q

How is choosing ‘Bounding Box’ as your Pivot Point different from Meridian Point?

A

Bounding Box is an invisible shape around all object and will have a slightly different centre.

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20
Q

Which Pivot Point is . (period) the shortcut key for?

A

3D Cursor

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21
Q

Which Pivot Point is , (comma) the shortcut key for?

A

Bounding Box

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22
Q

What is the key command for Individual Origins?

A

Ctrl + .

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23
Q

What is the key command for Meridian Point?

A

Ctrl + ,

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24
Q

What is the key command for Active Element?

A

Alt + .

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25
Q

How do you duplicate an object using the menu?

A

Object + Duplicate Linked or

Object + Duplicate Objects

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26
Q

What is the key command for Duplicate Objects?

A

Shift + D

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27
Q

What does ‘Duplicate Linked’ mean?

A

When one object is transformed, all linked objects will undergo the same changes.

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28
Q

If you have linked duplicates but only the selected object is changing, what is the problem?

A

You have to be in Edit Mode for changes to happen for all objects.

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29
Q

What is the key command for ‘Duplicate Linked’?

A

Alt + D

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30
Q

What is the benefit of changing the scale of only one linked object in Object Mode?

A

this allows you to scale objects individually and then go to edit mode and have all new edits affect all objects in their own scale.

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31
Q

Can you delete an object using the Outliner panel?

A

Yes

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32
Q

How do you merge (hint ‘Join’) two objects?

A

Ctrl + J

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33
Q

When we Join objects together they are no longer linked. what does this mean?

A

Changes made to one part of the Joined object will no longer duplicate in the other joined objects.

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34
Q

How do you save your multiple versions as you create your .blend file?

A

File - User Preferences/Ctrl + Alt + V - File

This will create files for your last saved versions.

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35
Q

What is the key command to toggle into or out of Wire Frame Mode?

A

Z

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36
Q

Where can you view the number of Vertices,Edges, and Faces in your model?

A

In the Info Header, top header bar on the right-hand side.

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37
Q

Why is it important to remove duplicate vertices, edges or faces?

A

Because it is extraneous information that can increase your file size and slow rendering times and tax your processor. Also because duplicate faces will NOT render correctly.

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38
Q

Where do you find the tool to remove duplicates?

A

In the Tool Shelf/T - Remove Doubles

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39
Q

Do you have to select anything in order to remove doubles?

A

Yes, you must select the entire model, or the areas in which you want doubles to be removed.

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40
Q

What is the ‘Merge Distance’?

A

This sets the tolerance to tell Blender what to merge when removing doubles.

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41
Q

What is the term used to describe the direction of faces in your model?

A

Normals

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42
Q

Do the ‘Normals’ have to face in any particular direction for your model to render?

A

Yes. Normals must always be facing outwards.

43
Q

What happens to rendered faces that do not face outward?

A

You can see through them, and also pass objects through them.

44
Q

What are the 2 areas we need to look at to determine and fix Normals?

A

Properties panel/N

Shading & Mesh Display

45
Q

How can you tell if a face is in the wrong direction just viewing your model in Edit Mode?

A

In solid view the backwards normals are a darker grey (almost black) than the correct normals.

46
Q

What do you see when you choose Mesh Display - Faces?

A

Turquoise lines coming out of your model showing the direction your faces are facing. (So that you can accurately identify your Normals)

47
Q

What selection do you need to make in the ‘Shading’ portion of the Properties Panel/N before fixing Normals?

A

Backface Culling and Ambient Occlusion

48
Q

Can Shading Options be viewed in Wireframe Mode?

A

No

49
Q

Do you have to be in Edit Mode or Object Mode to adjust Normals?

A

Edit Mode

50
Q

How do you fix normals?

A

In Edit Mode choose Face Select then…

Mesh - Faces/Ctrl + F - Flip Normals

51
Q

What would be another way to fix normals?

A

In Edit Mode, select your entire model. Mesh - Normals - Recalculate Outside

52
Q

How can you remove the turqouise lines that show the direction of your normals?

A

Under ‘Mesh Display’ in the Properties Panel/N under ‘Normals’ set the size to 0.

53
Q

What is the key command for Extrude?

A

E

54
Q

Can you Extrude vertices, edges or faces?

A

Yes

55
Q

When you Extrude, does applying the extrusion automatically remove doubles?

A

No

56
Q

Which axis can you extrude in? X,Y or Z?

A

X, Y and Z

57
Q

What is the key command for Insetting?

A

I

58
Q

Where do you find the option for insetting faces?

A

In Edit Mode, Key command I or;

Mesh - Faces - Inset Faces

59
Q

You can control the amount of inset using numbers for precise measurement. Where do you find this option?

A

In the Toolshelf/T - Inset Faces

60
Q

How would you inset a loop to meet at it’s centre?

A

0

61
Q

Where do you find the ‘Outset’ option?

A

‘I’ for Inset. LMB to apply change and then the Inset Faces Operater Panel will display under the Tool Shelf/T. Click ‘Outset’ and select parameters.

62
Q

What do we call 3 or more edges that connect to form a loop?

A

An ‘Edge Loop’

63
Q

What are the 3 ways you can select an Edge Loop?

A
  1. In Edge Select Mode hold Alt + LMB on one edge.
  2. Mesh - Edge - Edge Loop
  3. In Face Select mode, Alt + LMB to choose a face and then change to Edge Select Mode.
64
Q

What does the key command Ctrl + R do?

A

Creates a Loop Cut

65
Q

What is another name for Border Select?

A

Box Select.

66
Q

What is the key command for Box Select?

A

B

67
Q

In which mode does Box Select work best?

A

Wireframe/Z

68
Q

How do you Deselect using Box Select?

A

MMB

69
Q

What is the key command C for?

A

Circle Select

70
Q

How do you change the size of your ‘Brush’ when using Circle Select/C?

A

Scroll wheel.

71
Q

How do you deselect when using Circle Select?

A

MMB

72
Q

Is the Snapping Tool on or off by default?

A

Off

73
Q

what is the shortcut for the Snapping Tool?

A

Shift + Tab

74
Q

When snapping objects together, is it better to move the objects close together before turning the Snapping Tool on?

A

No. Items moved with the Snapping Tool turned on move in increments of .01 Blender Units. If you move an object before turning the Snapping tool on it will move arbitrarily and then wont align properly when you try to snap.

75
Q

Can you snap vertices, edges, and faces, or just faces with the Snapping Tool?

A

Yes you can choose your selection mode to snap to vertices edges or faces.

76
Q

What does the snapping tool icon look like?

A

A magnet.

77
Q

How would you merge 2 objects that you are snapping together?

A

Yes. Use ‘Automatically Merge Vertices”. The icon that has 2 arrows pointing to each other at an angle beside the Snapping Tool.

78
Q

Modifiers allow us to make changes to our model. Are they destructive or non-destructive?

A

Non destructive… Until you apply them!

79
Q

How do you add a Modifier?

A

Click the wrench icon in the main Properties panel. choose “Add Modifier” and choose the modifier you want from the drop-down menu.

80
Q

Which type of Offset takes int account the entire model itself so for example, if you choose a ___ Offset of 1 in the X direction each duplicate will start exactly where the old one ends in the X direction?

A

Relative Offset

81
Q

Which type of offset maintains a constant distance in the spacing of each object in the X, Y, & Z axis?

A

Constant Offset

82
Q

Do you apply an Array Modifier in Object Mode or Edit Mode?

A

Object Mode. You can create the array in Edit Mode but must toggle back into Object Mode to apply the modifier

83
Q

When you apply the Array Modifier are the newly created objects listed in the Outliner Panel?

A

No, they are still one object.

84
Q

Can you separate arrayed objects?

A

Yes

85
Q

is there a view that is somewhere between Solid mode and Wireframe Mode?

A

Yes. choose the “Limit Selection To Visible” icon with a wire face above a solid face on it. Next to the selection icons.

86
Q

After selecting the object that you wish to separate, how do you separate objects?

A

Mesh Menu - Vertices - Separate - Ctrl + V - P

87
Q

What is the other way of separating objects when you only have 2 linked objects?

A

In Face Select Mode; Select the object and L for ‘Linked’ then P for Separate and choose ‘Selection’.

88
Q

What is the key command for Loop Cuts?

A

Ctrl + R Us the scroll wheel to create more cuts.

89
Q

How do you create a Face Loop?

A

Alt + LMB on desired face.

90
Q

What is subdividing?

A

Subdividing is creating evenly spaced divisions of the edge or face.

91
Q

What is the key command for the Subdivide Menu?

A

W

92
Q

Where is one other place you can access the Subdivide Menu?

A

In the Tool Shelf/T

93
Q

What are the three main categories of Transforms?

A
  1. Translation
  2. Rotation
  3. Scale
94
Q

In the Properties Panel/N under Transform; What does it mean if your X,Y,or Z axis has negative numbers?

A

This would indicate that normals are facing in the wrong direction.

95
Q

When you are using Transforms in Object Mode, are you Scaling/S, Rotating/R, Translating (Grab)/G the mesh data or just the way your object displays?

A

The display. Transforms made in Object Mode do not change the mesh until you ‘Apply’ them.

96
Q

How do you apply a Transform?

A

Object - Apply/Ctrl + A individually for Scale, Rotation, Location etc.

97
Q

Can not applying transforms cause problems later?

A

Yes! Not applying transforms can impact animation, particles systems, physics, beveling and modifiers…

98
Q

What is the key command for Applying Transforms?

A

Ctrl + A

99
Q

Can you reverse Transforms once they have been applied?

A

Yes.

100
Q

Is there a menu item for clearing transforms?

A

Yes. Object - Clear - choose G,R,S,Origin

101
Q

What are the key commands for clearing Transforms?

A

Alt + G = Location
Alt + R = Rotation
Alt + S = Scale
Alt + O = Origin

102
Q

Why bother using Transforms in Object Mode when you can just do them in Edit Mode and your mesh data will change accordingly?

A

Using Transforms in Object Mode speeds up the work flow, but you have to remember to ‘Apply’ your transforms!

103
Q

What do you have to watch for when changing the Location in Object Mode?

A

You can change the Origin. (Orange dot that defines the centre of an object).