WEBVTT

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Okay, welcome to chapter two.

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In this chapter, I want to show you a few different things that you can do to customize

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Blender to fit your workflow.

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Since you already are familiar with other applications or are likely familiar with other

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applications, there's a very good chance that you already have a preferred interface layout,

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some preferred hotkeys, and by customizing some things in Blender, it will allow you

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to get up to speed faster.

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So the first thing I'm going to show you is how to customize the Blender interface.

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So luckily, Blender's interface is very, very customizable.

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We can use any layout we wish.

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We can switch between quad view and regular view or any other number of things.

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So the first thing to understand is windows inside Blender.

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Windows not in the normal sense of a different window.

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There's no floating windows in Blender, but window types in Blender are every single one

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of these panels.

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Every single one of these panels, including the viewport, the outliner, the properties

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panel, and the timeline, and even the top header bar right here, each one of these are

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different window types.

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And you can change the window type of any active view by using the icon in the bottom

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left corner.

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So if you choose this icon here, you'll notice that we then have all of our different editor

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or window types that we wish to choose from.

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So if we wanted to switch the 3D viewport over to the graph editor for our animation

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curves, we can simply change that.

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Or if we want to change our timeline over to the dope sheet, we can change that.

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So any one of these can be changed to any view that we wish.

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If you want to add multiple views, so let's say if we want to do a dual viewport layout

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here or maybe one side we want an image editor and the other side we want the viewport.

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There's two different ways you can do that.

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One is to use the split handles that you'll find at the bottom left right here and top

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right of every single window.

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If you just hover your mouse over these and then left click and drag in the direction

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that you wish to split.

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So in this case, if I want to split this view here and I use the top right handle,

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I can just left click and drag and draw across there and it will split that view duplicating

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whichever region that I currently used.

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So now I have two separate viewports.

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Each one of these are independent, but of course show the exact same content.

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If I then change this view over to the UV image editor, I then have two different views

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that again I can use for different purposes.

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The other way to split views, let's just assume for a moment that I wanted to get a graph

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editor in here, is to hover your mouse over the dividing bar between those views until

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you have the double ended arrow and then you can simply right click and choose split area

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or join area.

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So if I choose split area, I'll get a new line and allows me to move where I wish before

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splitting.

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If you wish to change the orientation, just middle click and it will change the direction

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of the split.

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When you're ready to split, just left click and you now have two views again, again which

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you can then change the type.

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If you want to merge these back together, so if I want to just get back to one view,

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I can either use the handles here again or by right clicking.

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So if I wanted to use the handles, the way that you do it is you drag towards the window

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that you want to merge into.

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So if I want to merge into this view, I'm going to click and drag here, left click up

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and I'll get an overlay arrow.

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At this point, I could actually reverse the direction but I'll just go ahead and confirm

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over that and I'll just release my mouse and it will merge those two together.

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The other way to do it is by right clicking with the double ended arrow, I right click

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and choose join area and then you can choose which one you want to merge over.

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So I'll just merge over here, giving me back to my 3D view.

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Now once you're done customizing this, you want to go ahead and save your defaults.

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The way that you can do this is by going up to file and save user settings.

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The one thing to be aware of at this point in Blender 2.63, now I'm actually using a

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release candidate since this will be available very soon, but in Blender 2.63, any scene

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that you currently have up will also be saved in your default settings.

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So if you had an active scene that you are working on here and you go to file, save user

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settings, that scene will then become your default file that will be loaded anytime you

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create a new file or open Blender.

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So anytime you change these settings or to set your defaults, you're going to want to

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load up a default scene first and then change your settings and save your user settings.

