Creating and deleting objects

Gustavo Rosa
A free video tutorial from Gustavo Rosa
Modelador, Animador e Generalista 3D.
4.7 instructor rating • 10 courses • 81,161 students

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Learn Blender The Right Way!

Learn 3D Modeling , Materials , Lights , Render and Animation in Blender!

21:27:18 of on-demand video • Updated January 2021

  • Learn From Zero - Understand and use Blender Interface.
  • Model Your Objects - Use poligonal modeling tools and model 3D objects.
  • Apply different kinds of materials to objects.
  • UV Mapping - UV map the objects and apply textures to materials.
  • Use lights and render scenes using EEVEE and Cycles render engines.
  • Introduction to Animation - Animate objects and create complete projects from scratch.
English [Auto] In this lesson I will talk about creating and deleting objects. Let's take advantage of the fact that the default lender scene already comes with some objects and starts talking about how to delete the objects from the scene. I will start by deleting these cute to delete an object you can select it and press the X key or the delete key if you press the X key blender will display a message asking if you really want to delete the objects. If you click delete or hit the enter key you confirm the command and the object is deleted. Now I'm going to remove the link from the same only this time instead of using the x key I will hit the delete key as you can see when we hit the delete key. The object is deleted directly without blinders showing any messages. Finally I will select this scene camera. But this time instead of using a key I will use the delete command which we can find inside of the object menu here in the treated view. Now let's talk about creating objects that are two different ways to create objects in blender. The first one is through the admiral who located here in the treated view header here. We will open a menu with all the objects that can be created in Blender divided by categories such as mesh which are the geometries curves which are the lines and lights which are delights if I click here on the mesh option and click on plain for example. It will create a plane in the middle of the grid but blender will not necessarily create the object in the middle of the great. In fact the object will be created in the position where the tree the cursor is in for us to change the location of the treaty cursor. Just keep the shift key pressed and click with the right mouse button anywhere on the screen so if I hold the shift key and right click here for example we can see that the dreaded cursor goes to these points. Now when I add a new object such as a cube for example by clicking add mesh cube bland there will create this object exactly at the position of the dreaded cursor. If you wants to position your are cursor in the scene with more precision you can go to the treaty view sidebar here on the right by clicking on that arrow or by pressing the end shortcut key here we will find a panel called created cursor inside D view that in the spaniel we can numerically edit the location of the treaty cursor if you want to put the treaty cursor back in the center of the scene you can enter 0 0 0. Here on the 3 axis or right click on one of these values and click on resets 0 2 default values another way to position the treated cursor in the center of the greed is by right clicking on iterative you and in these nap menu click on the cursor toward origin. Option with this command the cursor will be automatically centered in the center point of the agreed and another way to position the dreaded cursor in the center of the greed is with this shift to see shortcut a shortcut that we can use to open the creation menu without the need to go there in the ad menu is the shifty these shortcut shows the creation menu in the position where the cursor is and we will have access to the same options as the ad menu off the creative view header since this shortcut is very practical. These is going to be the way I will use most of the course to create objects. Now that we have seen how to create the objects let's talk a little about the three dimensional geometries in their initial configuration I will start by deleting all those objects that I created in the scene to do this. I would just click the a key to select all the objects and click delete if you are pretty cursor is not in the middle of the scene. Remember that it can position it to they're using the shift see shortcuts. Now I'm going to click shift to a mesh and I will create a plain as we can see the plane is a very simple object without any thickness the moment we create the object we can edit some of its properties true these parameter panel that we can open and close by clicking on these top bar these panel shows the parameters of the Left action that was performed and since I just created this plane. I can set its parameter in this panel the creating object initial parameters we were right from object to objects in the case of the plane. For example we can set the position its initial rotation and the scale in this size parameter. Now it's important to understand that you can only tweak the basic parameters of the object in the moment to create it if you perform any order egged on on blander such as moving the objects the object initial settings will no longer be available in the parameter panel these properties panel shows the options referring to the last action that was performed. Then when we moved the object for example the panel will show the translation options and not the parameters of the object anymore. Now I'm going to create a ceiling there to continue if we look at the initial properties we will see that we have divert this parameter which will undermine the number of segments that the cylinder will have around its the radius and the Beth if I create a U vs fear which is a common sphere. I will be able to configure the number of lateral segments in the segments parameter the number of high segments in rings and this size in radius. In addition to these objects I use to exemplify. You can see that blender has some more basic geometry objects these geometries can be used to start the process of modelling more complex objects and you will see that among these geometries there is a curious object called monkey if we click on it we create a monkey had the name of these monkey E's Suzanne so Zain is a mess caught off the blender community and these very useful for quick testing on topics such as lighting and materials besides it. It's just a geometry like any order. Now I suggest you create an object of each type and explore the parameters spaniel to familiarize yourself with the parameters of each of them.