Interaction modes

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Transcript

In this lesson video, we are going to discuss about the interaction modes in Blender when working with the 3d viewport in blender, by default, we are working in an interaction mode called the object mode. In object mode, we can select objects and do some transformation and other object based manipulation. Now, Object Mode is actually one of the many interaction modes available in render. To see or to access other interaction modes, we can click on this pulldown list that has the word object mode. As we can see, in here we have Edit Mode, Scott mode, vertex pain mode, weight, pain mode, and texture pain mode. We will discuss all of them in time inshallah, for a quick explanation about what each of these modes do.

Edit Mode is where we do the 3d modeling process. In this mode, we can access the sub objects The elements that make up the 3d object. We will discuss more in depth about Edit Mode later in this video. Next is the sculpt mode. sculpt mode is used for 3d modeling also, but it uses a very different approach. sculpt mode mimics how Orioles copter works with clay.

Okay, next is vertex pain mode. In this mode, we can paint colors to our 3d model. It is called vertex pain because the color information that we pain will be saved on each of the vertex of our 3d model. If you don't know what vertex is, vertex is basically a point in 3d space. We will discuss more in depth about vertex later in the next lesson. Next is the weight pin mode.

This mode is used for editing the influence of bones to the skin object. Now you might be wondering what is bone and what Skin object. Well, in the world of computer graphics, we need at least two types of objects when doing 3d organic character animation, the bone objects that can be animated, but will not be visible by default when rendered, and the skin object that will be driven by the bones which will actually get rendered. Basically, if you do 3d organic character animation, After you have created the 3d model, or the skin of the character, you then need to create the bone structure or also known as the armature in blender. Then after that, you need to go to the pain mode to control the relation between the bones and the skin model. Okay, the last one is texture pain.

This is the mode where we can pin on 3d object using brushes just like how we do it in Krita or Photoshop. The big difference between this mode versus the vertex pain mode is that texture paint mode, we'll save The texture that we pay in in raster image formats such as PNG or jpg, etc. For now let's focus on the edit mode. As this is the mode we need to use in 3d modeling process. As I mentioned earlier, Edit Mode is the mode where we can edit the elements of an object. To access the edit mode.

First, you need to have an active object. So let's select this cube object just for example, there are three methods that we can use to access the edit mode using the interaction pulldown list using keyboard shortcut. And finally using the modeling workspace. Let's look at each of these methods one by one. First is by clicking on this interaction mode pull down list and choose Edit Mode. We can tell we are in the edit mode because we can select vertices or these points in this cube object.

Also, we can see at the left side, the modeling tool are now visible and accessible. To go back to object mode, we can click in here again and choose object mode. Okay. The second method is using the keyboard shortcut, which is tab, so press tab to go to Edit Mode. And to go back to object mode, we can press tab again. The last method of accessing the edit mode is by going to the modeling workspace up here.

Remember that the shortcut for switching the workspace is control page up and control page down. As you can see, in modeling workspace, the default interaction mode is edit mode. To go back to the layout workspace, you can either click in here or press Ctrl page up okay. Now before moving on, you must first understand that there are many types of objects in render. If you go to Edit Mode while you have a mesh object selected, you will get mesh editing tools available For you, but if you go to Edit mode with a current object or a text object selected, for example, that will be a different story. in edit mode, each object type will have a different set of editing tools.

Some object types don't even have any Edit Mode feature available for them. For example, if you select this camera object, you can see it only has Object Mode available in this pulldown list. And if we select a light object, it also does not provide edit mode in this pulldown list, okay, so just be sure you select the right object before going into the edit mode. When you are inside the edit mode, you can only select the elements of the current active object, so you won't be able to select this light object or this camera object. Because they are both objects you need to be in object mode to select them. Also, if we have multiple mesh objects in the scene, Such as this month you had object and the cylinder object, we cannot select them or select their elements.

If you want to edit the mesh elements inside the monkey head object, for example, you need to go back to the object mode, you can use the keyboard shortcut for this, and then select the monkey head object, then press tab again to go to the edit mode. We are now inside the edit mode of this monkey head object. So we can edit this monkey head object, but you won't be able to select this cube object. Now, you might be wondering, what if I want to edit multiple objects at the same time? Is that possible? Since Blender 2.8?

Yes, it is possible, but it is still limited. Let me show you what I mean. If we go back to the object mode, and instead of selecting one object, I select three mesh objects like this. Notice if I press tab to go to Edit Mode, we can actually Access the elements of all of these three objects, which is kind of cool because you couldn't do this before the version 2.8. But it still has some limitations. You can perform modeling features on each of these objects, but you won't be able to perform modeling features that potentially combine these objects.

For example, we cannot create a mesh structure from here to here, or from here to here. Basically, each object is like their own little private islands. We can however, combine this mesh together first, but that will be for another lesson.

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