From BlenderWiki
[edit] تجول فى العالم ثلاثى الأبعاد - Navigating in 3D Space
برنامج ال (Blender) يسمح لك بالعمل فى الأبعاد الفراغيه الثلاثه ، ولكن الشاشه الخاصه بجهازك تمتلك بعدين فقط ، لتستطيع العمل فى الثلاثة أبعاد لابد ان تكون قادر على تغيير اتجاه نظرك بالإضافه الى القدره على تغير اتجاه نظر المشهد ، هذا ممكن فى كل النوافذ ثلاثية الأبعاد ( 3D Viewport ) ، معظم باقى الأنواع من النوافذ تستخدم مجموعه مشابهه من الوظائف ، مثلا من الممكن أن تحرك ( translate )و تقرب ( zoom ) نافذة الأزرار ( Buttons Window ) بكل قوائمها .
[edit] اتجاه الرؤيه ( الدوران) - (The viewing direction (rotating
برنامج ال Blender يوفر ثلاثة أنواع افتراضيه لإتجاه للرؤيه : الجانبى و الأمامى و العلوى ( Side, Front, and Top ) ، البرنامج يستخدم نظام معين للرؤيه يكون فيه دائما ( المحور Z ) أو ( Z axis ) تشير لأعلى ، اتجاه الرؤيه الجانبى يكون دائما فى اتجاه ( المحور X ) أو ( X axis ) ، اتجاه الرؤيه الأمامى يكون دائما فى اتجاه ( المحور Y ) أو ( Y axis ) يمكنك أن تختار اتجاه الرؤيه للنوافذ ثلاثية الأبعاد ( 3D Viewport ) بالضغط على زر View الموجود فى شريط الهام الخاص بالنافذه والإختيار من بين ( Side , Front , Top , Camera أو User ) أو استخدام مفاتيح الإختصار ( the hotkeys ) بأن تضغط الرقم "3" للمشهد الجانبى و الرقم "1" للمشهد الأمامى والرقم "7" للمشهد العلوى ( اضغط الأرقام اللتى فى الآله الحاسبه اقصى اليمين من لوحة المفاتيح )
Hotkeys - مفاتيح الإختصار
تذكر جيدا أن معظم مفاتيح الإختصار تؤثر على النافذه الفعاله لذلك تأكد من ان مؤشر الماوس فوق النافذه اللتى تريد تغييرها قبل الضغط على مفاتيح الإختصار!
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بعيدا عن هذه الإتجاهات الثلاثه الإفتراضيه المشهد يمكن أن يدور فى أى زاويه ترغب فيها ، اضغط زر الماوس الأوسط أو عجلة التدوير واستمر فى الضغط مع السحب ( داخل ال 3D Window ) - إذا بدأت الضغط من منتصف النافذه و سحبت لأعلى و لأسفل أو يمينا و يسارا تجد أن المشهد يدور حول منتصف الشاشه ، اذا بدأت الضغط والسحب من حافة النافذه لأعلى و لأسفل تستطيع تدوير المشهد حول المحاور "axis" . حاول اللعب بهذه الخاصيه حتى تعتاد عليها
اذا أردن تغيير المشهد من لوحة المفاتيح يمكنك ذلك باستعمال الأرقام"8"و "2" لتدوير المشهد بشكل عامودى و الأرقام "4" و "6" لتدوير المشهد بشكل أفقى
[edit] TrackBall/Turntable
By default, when you rotate the view as described in The viewing direction (rotating) section, you are rotating the scene as though you are rolling your hand across a "Trackball". For some users this is intuitive and for others it is not. If you feel you are having difficulties with this style of 3D window rotation you can switch to the "Turntable" style.
The "Turntable" style is fasioned more like a record player where you have two axes of rotation available and the world seems to have a better definition of what is "Up" and "Down" in the world. The downside to using the "Turntable" style is that you lose some flexibility when working with your objects. However, you gain the sense of "Up" and "Down" which can help if you are feeling disoriented. Of course you can always switch between the styles depending on what you are working on.
To change the rotation "Style" use the Info Window; remember to pull the main window down because only the header shows by default. Click on the "View & Control" button to reveal a page of buttons relating to Views and Control functionality. You will see an area for choosing the "View direction:", see (View direction). There are additional buttons for controlling how the 3D window switches to Perspective projection automatically and whether the display rotates about a selected object.
[edit] Translating and Zooming the View
To translate the view, hold down SHIFT and drag MMB
in the 3D Viewport. For discrete steps, use the hotkeys Ctrl NUM8, Ctrl NUM2, Ctrl NUM4 and Ctrl NUM6 as with rotating.
You can zoom in and out by holding down CTRL and dragging MMB
. The hotkeys
are NumPad + and NumPad -. The View>>Viewport Navigation sub-menu holds these functions too; see (A 3D Viewport's view menu).
Wheel Mouse
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If You Get Lost...
If you get lost in 3D space, which is not uncommon, two hotkeys will help you: HOME changes the view so that you can see all objects (View>>Frame All Menu entry,) while NumPad . zooms the view to the currently selected objects (View>>Frame Selected Menu entry)
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[edit] Perspective and Orthographic Projection
Each 3D Viewport supports two different types of projection. These are demonstrated in (Orthographic (left) and perspective (right) projection.):
Our eye is used to perspective viewing because distant objects appear smaller. Orthographic projection often seems a bit odd at first, because objects stay the same size independent of their distance; It is like viewing the scene from an infinitely distant point. Nevertheless, orthographic viewing is very useful (it is the default in Blender and most other 3D applications), because it provides a more "technical" insight into the scene, making it easier to draw and judge proportions.
To change the projection for a 3D Viewport, choose the View>>Orthographic or the View>>Perspective Menu entry (A 3D Viewport's view menu.). The hotkey NumPad 5 toggles between the two modes.
Camera projection
Changing the projection for a 3D Viewport does not affect the way the scene will be rendered. Rendering is in perspective by default. If you need to create an Orthographic rendering, select the camera and press Ortho in the EditButtons (F9) Camera Panel.
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The View>>Camera Menu entry sets the 3D Viewport to camera mode (Hotkey: NumPad 0). The scene is then displayed as it will be rendered later (see Demonstration of camera view.): the rendered image will contain everything within the outer dotted line. Zooming in and out is possible in this view, but to change the viewpoint, you have to move or rotate the camera.
[edit] Perspective definition
A Perspective view is geometrically constructed this way: you have a scene in 3D and you are an observer placed at a point O. The 2D perspective scene is built by placing a plane, a sheet of paper where the 2D scene is to be drawn in front of point O, perpendicular to the viewing direction. For each point P in the 3D scene a line is drawn, passing from O and P. The intersection point S between this line and the plane is the perspective projection of that point. By projecting all points P of the scene you get a perspective view.
[edit] Orthographic definition
In an orthographic projection, also called "orthonormal", you have a viewing direction but not a viewing point O. The line is then drawn through point P so that it is parallel to the viewing direction. The intersections S between the line and the plane is the orthographic projection. And by projecting all point P of the scene you get the orthographic view.
[edit] Draw mode
Depending on the speed of your computer, the complexity of your Scene, and the type of work you are currently doing, you can switch between several drawing modes:
- Textured - Attempts to draw everything as completely as possible. Note that if you have no lighting in your scene, everything will remain black.
- Shaded - Draws solid surfaces including the lighting calculation. As with textured drawing, you won't see anything without lights.
- Solid - Surfaces are drawn as solids, but the display also works without lights.
- Wireframe - Objects only consist of lines that make their shapes recognizable. This is the default drawing mode.
- Bounding Box - Objects aren't drawn at all; instead, this mode shows only the rectangular boxes that correspond to each object's size and shape.
The drawing mode can be selected with the appropriate Menu Button in the header (A 3D Viewport's draw mode button.) or with hotkeys:
- Z toggles between wireframe and solid display,
- Shift Z toggles between wireframe and shaded display. You can also pop up a contextual menu by pressing D to toggle between all the draw modes
[edit] Local view
When in local view, only the selected objects are displayed, which can make editing easier in complex scenes. To enter local view, first select the objects you want (see Selecting objects) and then use the View>>Local View Menu entry; use the View>>Global View Menu entry to go back to Global View. (A 3D Viewport's view menu.). The hotkey NumPad / toggles between Local and Global View.
[edit] The layer system
3D scenes often become exponentially more confusing with growing complexity. To get this under control, objects can be grouped into "layers," so that only the layers you select are displayed at any one time. 3D layers differ from the layers you may know from 2D graphics applications: they have no influence on the drawing order and are there (except for some special functions) solely to provide the modeler with a better overview.
Blender provides 20 layers; you can choose which are to be displayed with the small unlabeled buttons in the header (A 3D Viewport's layer buttons.). To select only one layer, click the appropriate button with LMB
; to select more than one, hold SHIFT while clicking.
To select layers via the keyboard, press 1 to 0 (on the main area of the keyboard) for layers 1 through 10 (the top row of buttons), and Alt 1 to Alt 0 for layers 11 through 20 (the bottom row). The SHIFT key for multiple selection works for these hotkeys too. By default, the lock button directly to the right of the layer buttons is pressed; this means that changes to the viewed layers affect all 3D Viewports. To select only certain layers in one window, deselect locking first. To move selected objects to a different layer, press M, select the layer you want from the pop-up dialog, then press the Ok button.
Redirects to fix
- Manual.ar/PartI/The Interface → Attic:Old/Manual.ar/PartI/The Interface
- Manual.ar/PartI/The Vital Functions → Doc:AR/Manual/Vitals/File operations
- Manual/PartI/The Interface → Manual/The Interface
- Manual/PartI/The Vital Functions → Manual/The Vital Functions
- Manual/PartII/ObjectMode → Manual/Objects
- Reference/Windows/Info → Doc:Reference/Windows/Info










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