All language subtitles for 3 Boyutlu Yazıcılarda Çizim Yapmak İçin Blender Programı Kullanımı ve Ayarları - English

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Original subtitles

When you want to print something using your 3D printer, you need a design file.

You can create these drawing files yourself, according to your needs.

Or, if you want to print out a decorative item from the internet, you can download it from the internet.

If you only print out things you've downloaded from the internet, you can turn your room into a souvenir shop.

In this video, I'll show you how to create drawing files according to your own needs.

I will give an introduction related to this.

I will be using Blender here.

Blender is a free, open-source program used by nearly 95% of animation artists on the internet.

Here, we will create a design file according to our needs using our 3D printers, and then we will print the resulting output.

In this first video, I'd like to introduce the program first.

I will explain all the details when I introduce this program.

This video is for those who have never worked with 3D drawing programs before.

If you've used Blender before, you can skip directly to my next video.

You download the Blender program from this website. No registration is required.

After installing the program, we get a pop-up panel like this.

This homepage is a page where our basic information is organized.

Here, we can select our language in the first line.

Turkish is available.

Unfortunately, the Turkish translation isn't 100% complete, and the quality of the translation is poor.

Since all information sources on the internet are in English, I recommend using this program in English as well.

You'll also improve your English a bit.

Moreover, when you encounter a problem or difficulty on the internet, you can easily find a video or information that will help you solve your problem.

Because the program also operates using symbols, you don't need to know a lot of English.

The next step is to create a selector button for your mouse.

There is a left or right option.

We will use the left option.

In the next settings point, you select the function of your space bar.

Here it comes standard as Play.

Since we're not doing any animation, we'll just do it as a Search function.

We also set our theme to Blender dark mode and click Next.

This is the next window that will open, the usual general window that opens when you reopen the program from this point onwards.

We will choose between "new file" and "general new file".

We press the General button.

Our application currently looks like this.

Our working point is located in the middle of our application.

Our left panel contains the section related to selection markers or gestures.

The names of all the objects in the standard workspace are listed in the upper right corner.

There's a camera here, and there's a cube.

You can give any name you want here.

There is a light.

For example, here you can change the camera's name to "camera" in Turkish by tapping twice.

It doesn't have to be in English.

Cube. Let's just call our cube a cube.

You can also change our light to light.

Below this, there's a tab where changes and fine-tuning of this workspace are made.

For example, when you want to print something,

Here you can adjust the pixel settings of your camera's image.

There are different settings here.

The scaling section is located here.

There are many different settings here as well, but I won't go into too much detail.

Since the program we'll be using will only produce our own output, we'll create the image on the 3D printer.

And we don't need any more. Of course, if you want to switch to animation in time,

You can also get information through the program. We have a file section in the upper left corner.

Here,

We have an editing section. Here,

We have a rendering department.

We won't have many transactions.

After that, there's the windows section.

Layout...

Our normal,

The standard window we will be working with.

This is modeling.

It changed directly in the left panel.

Now to the left panel,

we can change the objects here,

The segments have arrived.

Sculpting, as he calls it, is the art of sculpting.

This is a section where transactions of this nature can be carried out.

It has a UV X-ray section.

Here you'll find a section for open masking or applying images to objects.

Texture Paint, Shading, Animation, Rendering, Composite.

We have no dealings with them.

We will always do our work from the Layout section.

When you create an animation in the lower section, there's a segment section for it to play, that is, for it to move.

You can also change this to anything else you want from here.

Or you can also rotate it to a different point using the boxes here.

Opening windows, if you have too many windows, let me show you how to get rid of them.

When you move the mouse cursor over any section, it turns into a plus sign like this, or here, when you move it to the left of this selection area, it turns into a plus sign.

When this turns into a plus sign, dragging it to the right automatically opens a new window.

You can also translate this as "Playback" if you prefer.

It doesn't matter, or we can just put this list here.

Which one is this list?

Yes, we can put our list here.

Or we need to add a picture.

The art department is located here.

Image editor.

You also add your picture here.

Here you can work by looking at the image simultaneously if you don't have a second screen.

To close this window, after creating the plus sign again in the previous section,

When we click the mouse and move it to the left, our window is covered like this.

And it deletes the window you opened.

I've added a small feature here.

When I press a key, it shows you as Left Mouse, Right Mouse, Middle Mouse (when I press the scroll wheel), and Up and Down (when I move the scroll wheel).

You will also be able to see what I press anywhere on the keyboard.

Just as you need a camera, lighting, or an object to film when you want to shoot a video, animation programs work in a similar way.

But we don't need light because we'll be drawing, creating drawing files for our 3D printers.

We won't need a camera either.

First, how do we control our screen? I'll start with information related to that.

We clicked the middle wheel of our mouse.

When I move the mouse left or right, the center of our camera remains fixed.

And we can draw circles around objects.

When you press and hold the Shift key and then click the middle mouse wheel,

When we move it left or right, we can also shift the view sideways.

When we click the center of the mouse, we only draw circular images.

By holding down the Shift key and moving the mouse up, down, left, or right, we can also move sideways.

By practicing this, you can improve your skills.

You can also zoom in and out by pressing the CTRL key.

You can also zoom in and out step-by-step simply by moving the mouse wheel back and forth on your own.

We turn our left panel on and off using the letter T.

When we press the letter T, the navigational buttons on the left side of our panel appear.

When we press the N key, our add-on panel on the right appears.

Here, for example, the settings are related to appearance, and the "Tools" section is related to tool settings.

We won't have many transactions.

We'll see as we go along.

You don't need to try to memorize these.

We have two modes that we can use.

One is Object mode, and the other is Edit mode, which is the processing mode.

Here you can activate object mode or rendering mode from the top left corner.

For example, I don't have Edit mode right now.

Why isn't it there?

Because I haven't selected any object.

After selecting the object and clicking on object mode, you'll see a lot of different modes appear.

Just like the Sculpting mode here, there's also a Sculpt mode here.

For example, there are different styles.

For example, Texture Paint, but we also have a window here.

But here we will only be using object mode and edit mode.

When you go into edit mode, you'll see even more options in the left panel.

More options are emerging here, regarding how we should proceed.

Don't question too much why you don't have it or why you have it.

You're doing something wrong.

You will experience such difficulties.

You can also use the Tab key as a shortcut to switch from Edit mode to Object mode.

Pressing the Tab key switches to Edit mode.

You press the Tab key, and it switches to object mode.

There is just one problem.

For example, let's say you go to the sculptor section and press Tab, it takes you back to Edit mode.

It doesn't return to object mode; in other words, the Tap key here returns to the last mode opened. So it doesn't switch between Edit and object mode.

It brings me to whichever mode was open last. Now I'm switching to Edit mode.

When you enter edit mode, three different windows open here. These three different windows appear.

These are windows used to modify and process our object. There are 3 different modes within the edit mode.

One of them is Vertex, for example, when you don't know the meaning of this word, you might not use Google Translate,

Check other dictionaries. They are also a much more useful source of information regarding synonyms.

Now we have three different modes here. This is Vertex mode,

This Edge mode,

And this is Face mode.

So, when we look up "Vertex" in the dictionary, it's a word that means hill or peak, not a point.

I was the one who initially wondered why they chose this.

But then, as time went on, I learned... look, now it's just a little hill.

It's not just a point anymore.

It also became a small hill.

But when you look at it this way, it appears to be a point; or you could call it a corner.

But when you move it, it becomes a small hill, a peak.

The lines between two points are called edges.

When we look at this color, its meaning in Turkish is "corner".

Our third mode is face mode.

In other words, the face of objects.

To switch between these three boxes, use the keyboard shortcuts numbered one, two, and three, located above the letters.

Key number one switches to point mode.

Key number two converts them into lines.

The third key also converts the characters to faces.

So what does this mean?

Any object is composed of points, lines connecting those points, and faces.

Whether you draw a monster, build a car, a triangle, or a cube, everything is made up of these three objects.

Now I will explain to you a little bit about how this field of study works.

Now, in the upper right corner, we have a section with coordinates and a compass.

Points containing letters represent positive values, while points without letters represent negative values.

For those who haven't worked with 3D drawing programs before, I'll create a drawing method that I think will be more helpful.

First, let's hide our object and switch to a top-down view.

Now we know our X, Y graph from elementary school.

I will draw an example of this.

This is our x-line.

This is a plus.

That's a minus point here.

We also have a Y-line.

This is Y+.

Because the places that are shaped like a plus sign are letters, and the places that are not letters are minus signs.

Now, the X and Y graphs are present in the two-dimensional drawings.

And when I show it like this, it becomes even clearer.

Now we're going to add a third dimension to this.

So we're going to add a Z line.

Switching to the right-hand view, if we add a Z line here as well, which one is the plus side?

Upper section.

Plus.

This is also a negative point.

Now, if I press the middle mouse button and scroll upwards a bit, you'll understand what I mean better.

Look what happened now?

We now have a 3D drawing environment.

So here we have an environment where we can give coordinates in a 3D setting using X, Y, and Z lines.

After completing the workflow in the workspace, I will finally complete the appearances section.

Our item has arrived.

The quotation mark key is located to the far left of the numbers above the letter section on our keyboard.

So, a key with a quotation mark, or a key with a lowercase French letter E.

When you press this button, a menu like this will open.

This top-down view shows the top, right, left, rear, front, and bottom views. The bottom left is the camera view, but since we don't have a camera, no image is being formed.

What will we use here?

Those who do technical drawings know more.

I think they call this orthographic appearance.

We will be using right-hand, front, and top-down views more often. The top-down view, for example, looks like this.

Our screen image is converted to two-dimensional orthographic, and the orthographic word "Top" appears on the left.

For example, when we rotate this section in three dimensions with the mouse, the user's perspective immediately changes.

You can see your current location in the upper left corner.

If you have keyboards with a Numlock key, one of the keys is shown in the front view, and here it's "Front".

The three-key right-hand view became Right.

All seven keys are shown from a top view.

This place has become "Top". "Top Orthographic".

And you, along with the mouse, look, it's reversed now. Z is up there.

Now we've leveled off. Plus Z is up.

I plan to describe the front or top view as follows.

For those who have never used it before.

We're hiding our object again.

I'm doing a right-hand view.

I'm going to draw a picture of a car.

And I want you to imagine that you are looking at the car from the front of the car.

This is the headlight.

This is the driver's seat.

And this is the back.

Let's draw our driver here too.

Here's our steering wheel. Let's make the levers and wheels too.

Now imagine you're looking at the car from the outside, from the right side, towards the driver, and this is the right-hand view.

Imagine you're standing in front of a car and looking at it; that's the front view.

Now, how do we switch to the right-hand view section?

Imagine you're walking towards the driver's side, and as you continue to look at the car, you're looking at it from the right side.

So that's the view from the right.

Let's get back in the lead quickly.

If you want to get a top-down view, you can look up at the car as if you're flying through the air, using the car's top-down view as well.

We will be making extensive use of top, right, and front perspectives here.

But of course, those who do technical drawing will know.

The more detailed the technical drawing of the product, the more likely it is to be viewed from the left, the back, and where appropriate, from the rear or bottom.

If there are additional details here as well, it turns into an understated perspective.

I think this approach is more explanatory at this point as well.

I'll delete these again.

Let's leave our object in the center.

In our final step, we'll now make a few adjustments to set up the Blender program to work in 3D.

We will change the scaling.

Because Blender's scaling is standard in meters.

For example, when we print a 15-centimeter piece of material, we will use a 150-millimeter thickness.

How do we do that?

We press the N key to open the extension panel on the right.

Our object is selected, and we activate the Item window.

Now it says location here.

In other words, it shows the location of the part.

The part that says "rotation" refers to how much it has been rotated.

This is scaling based on meters, this is scaling based on degree, that's what he calls "Scale".

We don't have much to do with this place either.

Dimension refers to the size of the part.

So our piece X is 2 meters long from the length of the red line.

It is the length of the Y line.

2 meters and Z, meaning the height, is also 2 meters above the ground level.

We will now convert these to millimeters.

And where do we get this from?

On the right side, in the settings section, you can adjust the scaling of the Scene.

Here we click on Unit.

Metric, okay, that's right, we use the meter.

Rotation is measured in degrees. I'm changing the length to millimeters.

What happened when we chose millimeters?

Here, our scaling is in millimeters, but it's still the same length as a meter.

So, 2000 is the meter scale, and since there are 1000 millimeters in one meter, the length of the object is 2 meters by 2 meters by 2 meters. So, 2000, 2000, and 2000.

We need to reduce this to one in a thousand.

To reduce it to one-thousandth, we will change the scaling here to one-thousandth.

Just pay attention to the workspace over there.

How will the change happen?

0 point zero zero.

Right now it's 1%, if I put in 1, it becomes 1%.

I'm adding another zero.

It happens one in a thousand times.

When I pressed Enter, our scaling went from 2 millimeters to 2 millimeters to 2 millimeters.

However, the scaling of our workspace is still based on metrics.

Therefore, since 2 millimeters is so small, nothing appears in front of us.

Here, and this too, there's a different scaling section here.

When we set Scale to 0.001, we complete the scaling of our workspace.

We have just a few final steps left.

Our program is now scaled appropriately for our 3D printer.

What does this mean?

So, when we create a 10-centimeter by 10-centimeter object here and send it to the printer, we can then print a 10-centimeter by 10-centimeter object from our printer.

Only minor adjustments remain.

At this point, we come to the Edit Settings section.

We will now prepare the program to be compatible with the printer.

You can scale your program to size by adjusting the Interface Resolution Scale section in the menu list at the top left.

You can adjust it to suit you, depending on how good your eyesight is.

I will use it as 1.

I'll make a small adjustment in the theme section.

You are entering the 3D Viewport.

"Vertex Size in 3D Viewport".

So here, inside our object,

points,

Place to adjust the size of the dots

I'll raise the stakes at one point.

Look,

I'm setting it to 4 now.

One point has grown. This part is complete.

We have no other work at Viewport.

We have no business with Light. We have no business with Editing.

We're on add-ons,

We don't have any work at the moment.

Here,

There is Emulate Numpad on the Keyboard,

So, if you have a laptop and your keyboard doesn't have a numpad, this section simulates that.

What is this simulation used for?

In shortcuts, for example, when you pressed 1, you would get a front view.

But if you don't have a Numpad section, when you simulate it, you're simulating it using the numbers above your letters.

But here, you don't need to use the leftmost key of the numbers above the letters because it's faster.

You don't need to activate this even if you don't have a numpad.

The next step is to simulate a 3-button mouse if the mouse doesn't have a scroll wheel in the middle.

But I don't recommend it.

For example, when you press this, you're working on your laptop but you don't have a mouse.

So what action do you take then?

This left-right movement, achieved by pressing Shift + Alt+Down and also pressing the left mouse button, gives the impression of pressing the middle wheel.

But the process will be very slow.

In other words, it will extend your working time by 80%.

Again, I recommend buying a cheap mouse, even if it's the cheapest and most inferior one.

I don't recommend using this either.

Our next fine-tuning step is navigation.

KMP is not required.

System.

The system currently has a stepping stone section.

This comes standard as 32.

I'm increasing this to the maximum value of 256.

What is this?

Pressing CTRL+Z records up to 256 steps of your undo process.

This means that if you make a mistake in any operation, you can go back up to 256 steps.

It was 32.

He couldn't go before 32.

So you couldn't go back to before that point.

We set this to 256 as well.

Now, as we close this,

Activate the automatic save option.

However, it's best to click save instead.

I'm closing this now.

I'm putting it in object mode.

You absolutely must do this.

I'm switching it to object mode at this point.

I'm deleting the object.

It stays in Tool here.

It remains at the highest level here.

If I open and close the program right now,

All settings will be reset from here. To save this, I click File.

And I go to Defaults. Here there are two options, "Save Startup File", which means preserving the initial settings when I restart it.

And there's also the option to reset them to factory settings.

Here we say "Save Startup File", we say OK, and now when we open and close our program, it will also work.

We will continue with a screen like this.

I hope you found this video helpful.

In the next video, we'll show you which plugins you need for Blender to print with 3D printers, and which ones you need to download from the internet.

Or there will be a video about which ones we need to activate.

Take care of yourselves. See you in the next video.

May God protect you.

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