Graphics Programs Reference
In-Depth Information
Figure 3.18
3.14.2 Creating Vertex Groups
Sometimes you will want to manipulate a group of vertices.
You can select multiple vertices on an object and manipulate
them, but once deselected you may have trouble selecting the
exact same group the next time you want them. You can assign
multiple vertices to a designated group for reselection. Work-
ing through this example will give you the idea.
Start the default scene and replace the cube with a UV
sphere. Zoom in on the scene to give a better view (press the
number pad + sign). Tab to edit mode and then press the A
key to deselect the vertices. Press the C key for circle select
(scroll the mouse wheel to adjust the circle size) and with the
mouse drag the circle over the sphere to select a bunch of ver-
tices (Figure 3.18). Press Esc to cancel the circle selection. Th e
vertices remain selected.
In the properties window - “Object Data” button - “Ver-
tex Groups” tab, click on the + sign to create a vertex group
data slot. By default, this will be named simply “Group” (Fig-
ure 3.19). You can change the name to something meaningful
if you wish by clicking on “Group” in the “Name” slot, delet-
ing it, and retyping a new name. With the bunch of vertices
still selected on the sphere, click on the “Assign” button in
the “Vertex Groups” tab—this assigns the selected vertices to
“Group.” By clicking on the “Select” and “Deselect” buttons,
you will see the vertices on the sphere being selected or dese-
lected, respectively. Deselect the vertices and repeat the circle
select with a diff erent bunch. Click on the + sign again in the
“Vertex Groups” tab and you should see a new data block
created named “Group.001.” Click the “Assign” button to as-
sign the new bunch of vertices to “Group.001.” Deselect the
vertices on the sphere in the 3D window, and you can now
select “Group” or “Group.001.”
Figure 3.19
3.15 Center Points
Every object you create in Blender has a small dot somewhere
in the center (by default, usually in the center geometry of that
object).Th is is the object's center, or pivot point (Figure 3.20).
Beginners in Blender oft en move these center points to loca-
tions other than where they want them. Th is happens because
they move all the vertices of the object in edit mode, but the center point fails to move. If
you want to move an entire object, hit Tab to get out of edit mode and into object select
mode. Using the G key to move the object in object mode will move the center point along
with the object.
Learning
Unit 2
Center Point
(Object Origin)
 
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