WEBVTT

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To add an object in Blender, it's really quite simple. Let's say we want to add

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another mesh, maybe a torus for example, or a donut. Simply go to the Add menu in

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the top left, go to Mesh, and select Torus. For hockey users, you can simply

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press Shift-A to open your Add menu. You'll notice that the new mesh spawns

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where the 3D cursor is. This is an important feature of the 3D cursor. I'm

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sure you've noticed you can add things other than toruses. Inside the Mesh menu

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alone, you can see all these primitives here. Most of them are self-explanatory,

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but you might be curious about what this monkey option is. The monkey is the head

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of a character called Suzanne. Suzanne is Blender's alternative to more common

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test models such as the Utah teapot and the Stanford buddy. As a low-polygon

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model of only 500 faces, Suzanne is often used as a quick and easy way to test

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material, animation, rigs, texture, and lighting setups. Fun fact, the largest

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Blender contest which takes place at the Blender conference every year gives out

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an award called the Suzanne Award. To delete an object, there are three ways to

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do it. Make sure you have the correct object or object selected, then go to

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Object, Delete. For hotkey users, you can press X or the Delete key. However, if you

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press X, you'll get a confirmation message to confirm simply left-click or

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press D. These delete functions also extend to almost every other editor

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where you can delete things, but it's important to know that the deletion menu

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in Edit Mode, for example, can look very different. Instead of a simple

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confirmation menu, deleting things in Edit Mode will bring up another menu

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which will ask you for more information. For example, you can choose to delete the

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vertices, the edges, or the faces that you have selected, and each one will do

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something slightly different. If you delete vertices, it will also delete all

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connecting edges and faces of the vertices you selected. If you delete

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edges, it will also delete any faces formed by those edges, but it will not

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delete any vertices that also share another existing edge. And if you delete

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faces, it will also delete all edges and vertices within your selection, but not

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delete any edges or vertices along the boundary of your selection. Deleting

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only edges and faces will leave your vertices intact throughout your selection,

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even if they are floating in mid-air. Deleting only faces will leave you all

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of your edges intact throughout your selection, even if they're floating in

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mid-air. Dissolve vertices, edges, and faces are operators that try to combine

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the geometry in a way to act like your selection never existed. It will not

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always work, but can be very handy for removing loop cuts or extra subdivisions.

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Edge collapse will collapse all vertices along the boundary of your selection,

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caving in the geometry where your selection once was. Edge loops will

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functionally do the opposite of a mesh extrusion. It will reduce your selection

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geometry down to the next edge loop available. Edit mode has the most

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complex deletion options available. So while other modes and editors may have similar deletion

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options, they should be pretty self-explanatory if you can understand these.

