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Blender 2.

80 Grease Pencil
2D Animation Tools
Free Tutorial
A Supplement to The Complete Guide to Blender Graphics
5th Edition
Tutorial Content

Introduction
How to Download & Install Blender
How to Start Blender
Preamble – The Tutorial Format
The Graphical User Interface
The GP Screen Header
The GP 3D Viewport Header
How to Navigate and Save
Drawing Strokes
Strokes and Brushes
Using a Drawing Tablet
Smoothing and Editing Strokes
Canvas and Layers
Editing with Modifiers
Applying Stroke Effects
Tracing Background Images
How to Animating Strokes
How to use Armatures in Animation

Download the PDF File ZIP from:

www.tamarindcreativegraphics.com

Blender 5th Supplements

Learn how to use Blender 2.80 Grease Pencil for 2D Animation


as a unique exercise
OR
As a prelude to studying Blender 3D
Grease Pencil
Introduction
Tutorial Objective

The objective of this tutorial is to introduce 2D Animation (Two Dimensional Animation) using the
Blender 2.80 Grease Pencil.

Included within Blender is a 2D Environment for developing 2D Animations.

The 2D Environment in Blender is named The Grease Pencil.

Blender is a 3D Computer Graphics Program with tools for modeling and animating objects and
characters and creating background scenes. Scenes may be made into still images. Animated
sequences may be used for video production. Models and Scenes are enhanced with color and
texture producing brilliant realistic effects. The still images and video may be for artistic
appreciation or employed as architectural or scientific presentations. There are also tools for 2D
animation production. Stand alone models may be used for 3D Printing.

This document introduces the Tools contained in the 2D Environment and describes the creation
of 2D Animation as a separate exercise, without requiring a detailed study of the Three
Dimensional Aspect of Blender.

That being said, 2D Animation is reasonably complex. A knowledge of the Tools and Techniques
involved in the process is the key to understanding 2D Animation using Blender.

The Blender program is maintained by the Blender Foundation and released as Open Source
Software which is available for download and FREE to be used for any purpose.

Compilation

This tutorial has been compiled as the experimental builds of Blender 2.80 have been released.
During that time numerous subtle changes improving the program's interface have been
implemented. Every effort has been made to incorporate these changes in images which
demonstrate operational features of the program.

Images used to construct diagrams may differ to what you see on your computer screen. The
Blender screen display may be customized or modified to suit individual user preferences. There
are several in built display themes which you can choose. In some cases the screen display has
been altered to facilitate the construction of diagrams (Figures). When alterations have been
made they do not detract from the instruction presented.
Download & Installation

Download Blender 2.80

Download Blender from: www.blender.org

Select the current Blender version which is applicable to your operating system. Blender is
available for Windows, Mac OSX and GNU/Linux in 64 bit and 32 bit versions.
The download options shown in the previous diagram present a download window for a
compressed zip file of the program.

Alternative download options can be for a msi installer file. Note: At the time of writing this
document the MSI Installer is not available for Blender 2.80.

Installation on a Windows Operating System


Installing with the Installer(.msi) Option

Double click on the file name in the Downloads folder, follow the prompts and Blender will be
automatically installed to the Program Files folder on your computer and an icon will be placed
on your Desktop.

Installing with the ZIP Option

With a ZIP file you have to unzip the file. You first create a new folder on your computers hard
drive then use a program such as 7-Zip or Win-Zip to unzip (decompress) the zip file into the new
folder (see the note at the end of the chapter).

When the file is unzipped into the new folder you will see blender.exe as one of the entries. You
double click on this to run Blender or you create a shortcut which places an icon on your desktop.

When using either installation option you double click the blender.exe file to run the program.
Shortcuts on the Desktop are shortcuts to the blender.exe file.

Note: By having one version of Blender installed via the Installer(.msi) option and another using
the ZIP method you can have more than one Blender version installed on your computer at the
same time. This is useful for version comparison or for development purposes.
Installing Blender on a Linux Operating System

Ubuntu
http://www.wikihow.com/Install-Blender-3D-on-Ubuntu

Fedora
https://wiki.blender.org/index.php/Doc:KO/2.6/Manual/
Introduction/Installing_Blender/Linux/Fedora

Debian
https://www.howtoinstall.co/en/debian/jessie/blender

Installing Blender on Mac OS X

https://wiki.blender.org/index.php/User:Greylica/Doc:2.6/Manual/
Introduction/Installing_Blender/Mac
Starting the Program
Before starting, know how to Stop!

To quit when Blender is opened, click the Stop button at the top of the Screen

Starting the Program

How you start Blender depends on how you have installed the program (see Download &
Installation). If you have used the MSI installer option for Windows, Blender will be in the
Program Files directory on your C: Drive and a shortcut icon will have been placed on your
desktop. If you have installed to a Window 10 operating system, Blender will be listed in the File
Explorer under, Program Files\ Blender Foundation\ Blender.

Windows 10 File Explorer

To open (start) the program double click the


desktop icon or double click the Blender
Application in File Explorer.
If you have downloaded and unzipped the compressed (ZIP) file for Blender the blender.exe
application file will be located in the folder where you unzipped the compressed file. Open the
folder and double click blender.exe or right click and select Open.

Shortcut Windows 10 File Explorer

In the directory containing the blender.exe file create a shortcut and place it on the desktop.

Right click on blender.exe and select Create Shortcut.

Click, hold, drag and


drop to the Desktop.

Right Click

To start the program simply double click the left mouse button on the shortcut icon.
Preamble

Formats Conventions and Commands


In writing this tutorial the following format conventions have been adopted:

Paragraphs are separated by an empty line and have not been indented.

Key words and phrases are printed in bold text with the first letter of a component
name specific to Blender capitalised.

Headings are printed in Bold Olive Green.

The following conventions will be used when giving instructions.

When using a Mouse connected to a computer, the commands will be:

Click or Click LMB – In either case this means make a single click with the left mouse
button with the Mouse Cursor positioned over a control displayed on the computer
Screen. In some instances it is explicit that the left mouse button should be used.

A Control: Is a designated area on the computer Screen represented by an icon


in the form of a button or bar, with or without text annotation.

Double Click – Make two clicks in quick succession with LMB (the left mouse button).

Click, Hold and Drag – Click the left mouse button, hold it depressed while moving the
mouse. Release the button at the end of the movement.

Click RMB – Click the right mouse button.

Click MMB – Click the middle mouse button (the middle mouse button may be the scroll
wheel).

Scroll MMB – Scroll (rotate) the scroll wheel (MMB).

Clicking is used in conjunction with placing the Mouse Cursor over a button, icon or a
slider which is displayed on the Screen.
3D Graphical User Interface (GUI)
1

The Graphical User Interface

1.1 The Graphical User Interface (GUI)


When Blender is first opened what you see on the computer Screen is the Graphical User
Interface (GUI) for the program (Figure 1.1). This arrangement of panels is the interface which
allows you to communicate with the program by entering commands (data) using the Keyboard
and Mouse. The panels that you see are called Editors.

1.2 Editors
Editors (the panels in the GUI) are so named since the basic philosophy in operating the
program is; You are presented with a set of default data producing a Screen display. You Edit or
modify the default data to create what you want.

Note:In giving instructions, Default means, that which is displayed on the computer
Screen before any action is taken.

There are numerous Editor Arrangements for selection depending on the particular feature of
Blender you wish to use. The Editors you see in the default GUI are applicable to 3D Modeling
and Animation. Editor arrangements are called Workspaces.

This book is dedicated to 2D Animation using Blender's Grease Pencil, therefore, the 2D
Animation Workspace will be used.

To access the 2D Animation Workspace there are two options.

If you have opened Blender displaying the default GUI and have NOT clicked in the Screen the
Splash Screen will be displayed in the 3D View Editor (Figure 1.2 and Figure 1.3, over).
To open the 2D Workspace click on 2D
Animation in the Splash Screen (Figure 1.2).
You may have to wait a second for the interface
to change. Figure 1.2
If you have clicked in the Screen, the Splash
Screen will have disappeared. In this case, click
on File in the upper left hand corner of the
Screen (Figure 1.3), drag the Mouse Cursor
over New and click on 2D Animation in the
menu that displays.
Figure 1.3

Either method changes the Screen display to the


2D Animation Workspace (Figure 1.4).

Click the Blender button

Note: At any time you may reinstate the Splash Screen by clicking on
the Blender button in the upper left hand corner of the Screen and
selecting Splash Screen in the menu that displays.

1.3 The 2D Animation Workspace


The 2D Animation Workspace (Figure 1.4) is made up with five different Editors displayed. The
Editors are; the 3D Viewport Editor ( explanation to follow), the Outliner Editor, The Properties
Editor, the Dope Sheet Editor and the Timeline Editor. Each Editor Type has a Header at the
top of the Editor panel.

Note: Each Editor may be changed to a different Editor Type – see Controls following

There is also a GUI Interface Header at the very top of the Screen and an Information Header
running across the very bottom of the Screen.

The Editors are introduced as features of the program are encountered throughout the book.

Each Editor in the GUI is a separate panel comprising a Header at the top of the panel and sub-
panels which display within the Editor. The Header and sub-panels contain buttons and sliders
which you click to activate functions or display menus for selecting functions. The buttons are
displayed as text annotation, icons and panels. Each of these, relay data to the program to
perform an action.

Diagrams will be provided showing the location of buttons and controls for specific actions with
instruction on how to activate.
Blender Interface (GUI) Header 3D Viewport Editor Header Viewport Header
Figure 1.4

Outliner Editor
Tool Panel

3D Viewport Editor Properties Editor

Dope Sheet Timeline Editor


Timeline Editor

Information Header The 2D Animation Workspace

Note: The 2D Animation Workspace is part of the Blender 3D Program, hence the terminology 3D Viewport Editor and 3D
Viewport Header.
1.4 The 3D Viewport
The 3D Viewport is named 3D since, the 2D Animation Workspace is configured inside Blenders
3D Architecture.
Figure 1.5

Canvas
3D View Editor

2D Animation Workspace (Figure 1.4) Scroll MMB out to the maximum.

With the Mouse Cursor in the 3D View Editor, scrolling the MMB out to the maximum reveals the
2D Animation Canvas (Drawing Area Figure 1.5). Clicking MMB displays the Camera (Figure
1.6) which is a graphical representation of a Camera positioned in the 3D Environment to capture
what is drawn on the Canvas. By clicking, holding and dragging MMB to the left and scrolling out
again, shows the Camera pointing to the right. A representation of the Canvas has been sketched
in the Viewport to demonstrate how the Camera sees the Canvas i.e. the 3D View Editor in the
3D Environment Figure 1.7. Press Num Pad 0 to return to Camera View and scroll in.

Camera Canvas

Canvas Camera

Figure 1.6 Figure 1.7

The Camera is positioned pointing square on to the Canvas such that it captures the whole
Canvas area filling the entirety of the 3D View Editor.
1.5 Editor Controls - Buttons, Icons and Sliders
Controls for the operation of the program are presented in the Headers and Panel in each Editor
of the 2D Animation Workspace. The controls are in the form of Buttons, Icons and Sliders and
Bars. The following examples define these terms.

Example 1 – The 3D Viewport Editor (2D Animation Workspace) Figure 1.8

Button – Click to
display the Editor
Type Selection
Menu.
Icon – Showing
that the Draw
Tool is selected.

Button – Click to display


Brush Type selection
menu.

Bar – Click to
rename the Brush.

3D Viewport Editor Header Button

Button – Click to select the


Stroke Type
Draw Tool Selected (blue) Sliders – Click, hold
and drag left/right to
adjust values.
Tool Panel

Stroke Types

Note: The buttons shown in the diagram can be seen


in the upper left hand side of the 3D View Editor

Note: The default Workspace is shown with the 2D


View Editor in Draw Mode. There are four alternative
Inset modes as shown in the Inset to the left. At this time
the discussion will be limited to Draw Mode.
A Button in Blender can be a small square or rectangular area on the screen or an elongated
rectangle in which case it may be referred to as a bar. Some buttons display with icons.

An Icon is a pictorial representation of a function. In the diagram the icons show the Editor
panels that are opened and also act as buttons for selecting alternative Editors.

A Slider is an elongated area, usually containing a numeric value, which is modified by clicking,
deleting and retyping the value, or clicking, holding and dragging the Mouse Cursor that displays
on Mouse Over, left or right to decrease or increase the value. Some sliders have a small arrow
at either end which display when the Mouse Cursor is positioned over the Slider (Mouse Over).
Click on an arrow to incrementally alter the value. Some sliders directly alter the display on the
computer Screen. Properties Editor Icon
Figure 1.9
Example 2 – The Properties Editor (RHS of Screen)

Some Editors, such as the Properties Editor pack in a lot of


options which at first glance are not obvious.

Panels containing controls may be hidden inside Tabs. In the


diagram the Layers Tab is open displaying Lines and Fills.

The Filtering Options Tab is closed as is the Adjustments


Tab. To open a Tab click LMB on the triangle. To close a Tab
click the triangle a second time.

In the case of the Adjustments Tab you will have to Mouse


Over on the panel border (displays double headed arrow),
click, hold and drag down to display the panel.
Adjustments Tab

Active Tool
Workspace
The vertical column of buttons below the Adjustments Tab
display different panels for performing different functions. By
default the Active Tool Workspace settings panel is
displayed. Mouse over on a button to see the panel display
name.

The Brush Pencil image is a button which when clicked


displays a selection menu for alternative Brush Types.

Slider Controls

Note: This menu is duplicated in the 3D


View editor Header
For the Keyboard input, a command is; to press a specific Key or a series of Keys. Press Shift
+ Ctrl + T Key means, press and hold both the Shift and Ctrl Keys simultaneously and tap the T
Key (Figure 10).
Figure 1.10

Shift + Ctrl + T Key Num Pad

Num Pad (Number Pad) Keys are also used in which case the command is Press Num Pad 0 to
9 or Plus and Minus.
2

Grease Pencil and 2D Animation

Animation is creating the illusion of motion, of tricking the observer into believing
that a drawing is a moving picture or that an inanimate object is animate.
Animation is also one form of storytelling which can be a simple moving object in
an advertisement or a full length movie.

2D Animation (Two-Dimensional) is one of several types of animation techniques


which include Traditional Animation, 2D Vector-Based, 3D Computer, Motion
Graphics and Stop Motion Animation.

Blender is primarily a 3D (Three Dimensional) Modeling and Animation Tool but


included in the Tool Set is a dedicated Workspace for 2D Computer Animation.

A Workspace is the arrangement of the programs interface (what is seen on the


computer screen) containing the controls for operating a specific part of the
program.

The objective in this tutorial is to introduce the controls and get you started in 2D
Computer Animation by bypassing the 3D Component of the application. In
Blender the Workspace for 2D Drawing and Animation is called the Grease
Pencil which is, in itself, a fascinating and challenging tool.

2D Animation creates characters, storyboards, and backgrounds in two-


dimensional environments which may be used in advertisements, films,
television shows, computer games, or websites and is just a fun thing to do.

3D (Three Dimensional) Animation can produce photo realistic portrayals of


characters and Scenes, 2D (Two Dimensional) Animation continues to be the
method of choice for the lovers of traditional cartoons and for many
presentations in advertising.
2.1 The Animation Walk Cycle
Animation Cycle Figure 2.1

Frame 1 Frame 20 Frame 40 Frame 60 Frame 80


Animation Timeline

The Animation Walk Cycle typifies a 2D Animation sequence where a drawing of a Character is
animated to walk in a Scene. In early animations each pose or part of the pose in the walk cycle
was drawn and photographed then the series of photographs displayed in quick succession
creating the illusion of motion.

2.2 2D Computer Animation

In modern Animation, using computers, the character is drawn at a Frame in the Animation
Timeline, then the individual Strokes (lines) are modified or edited at different Frames. For
example, the first Pose in the sequence shown in Figure 2.1, is drawn at Frame 1. At Frame 10,
the Strokes (lines) forming the character would be re-positioned forming the second Pose.
Continuing on, Pose three would be formed at Frame 20, Pose four at Frame 30 and on to Frame
80. Each Pose is called a Keyframe. The computer is then used to Interpolate or Sequence
(work out) all the intermediate Frames between the Keyframes. When the Animation is played,
that is all the Frames are displayed in succession, the illusion of the character walking is created.
How fast the character walks depends on how quickly the Animation Frames are displayed (the
Frame Rate).

2.3 The Animation Process

Be aware, animation is not a quick push button operation. Using the computer certainly
automates the workflow and is forgiving when mistakes are made but there is a skill-set to be
acquired and practice to become proficient.

In essence, you sketch a character by drawing rough Strokes. This is followed by tracing over the
sketch with more solid lines which are then smoothed and refined. The sketch and the solid lines
are drawn on separate layers, therefore, the sketch may be hidden for future reference if
required. The solid drawing is recorded at a Frame in the Animation Timeline forming the first
Pose then the individual Strokes are transposed and edited at a second Frame forming the
second Pose. This process is repeated at successive Frames creating an Animation Sequence.
With reference to the walk cycle you will observe that Pose one (1) and nine (9) are identical and
that pose five (5) is a left/right reversal of the first and last pose, therefore, a copy and paste
operation may be applied.

Individual strokes can have special effects applied and there are special Grease Pencil
Modifiers which may be used for even more affects.

Being aware of the tools which are available, knowing where to find them in the interface and
how to use them is the key to 2D Animation using the Blender Grease Pencil.

2.4 The Grease Pencil


The Grease Pencil originated as a tool for drawing notes and diagrams on the computer screen.
The Grease Pencil Annotation Tool remains in the Blender default user interface (Figure 2.2)
for this purpose and may be used as an introduction.
Figure 2.2
Figure 2.2 shows the upper left hand corner of the
Blender default user interface with the Tool Panel as seen
in Object Mode. The Tool Panel is arranged vertically on
the left.
The View Editor
Mouse over and click LMB on the Annotation Tool and the
Mouse Cursor becomes a Brush. Click LMB in the View
Tool Panel Editor, hold and drag the Brush to draw a Stroke (blue line
Figure 1.3).
Annotation Tool Brush

Position the Brush, click,


hold and drag to draw a
Stroke (blue line).

Mouse Cursor Figure 2.3

The Annotation Tool may be used to draw notes in the View Editor (Figure 2.4).
Figure 2.4

Click and hold the Mouse


Cursor on the Annotation Tool to
show the Tool Options (Figure
2.5).

Figure 2.5
Click an Option to activate a Tool. Clicking on Annotation Eraser actives the Eraser Tool.

Figure 2.6

Click, hold and drag over the Stroke to erase (Figure 2.6).

The Annotation Line Tool draws a straight Line (Stroke) by


clicking LMB, holding and dragging the Mouse. Release the
Mouse button to place the Stroke (Figure 2.7).

The Annotation Polygon Tool draws the sides of a Polygon by


clicking LMB at the corners. The sides are automatically drawn at
each click (Figure 2.8)

Figure 2.7 Figure 2.8

Click at the start and the corners.


3

The G P Screen Header


3.1 The Blender Grease Pencil Screen Header
The Header across the top of the Screen contains buttons for selecting: File, Edit, Render,
Window and Help, at the left hand side and at the extreme right Scene, View Layer etc. which
are standard buttons in Blender.

Clicking on a button in the Header generally displays a menu for selecting options as you have
seen when changing from Blenders 3D Workspace to the 2D Workspace.

Screen Header – 2D Workspace

Screen Header – 3D Workspace

Note: The content of the menus will be


explained on a need to know basis
when required.

Other buttons are: 2D Animation, 2D Full Canvas, Rendering and a plus sign. These buttons
are specific to the Grease Pencil Workspace.

2D Animation: is the selection button for the default Grease Pencil Workspace.

2D Full Canvas: Expands the Grease Pencil 2D View Editor to fill the entire Screen.

Rendering: Opens the Image Editor which will display a rendered view of what is seen in
the Grease Pencil 2D View Editor.

The Plus Sign: is a button for displaying menus for a variety of Workspaces. For
example clicking the Plus Sign and selecting General then Compositing, opens the
Compositor Editor and adds a button in the Header.
4
The 3D Viewport Header
4.1 The Header
Before examining the 3D Viewport Editor Header, be aware that the Viewport displays in five (5)
different Modes. The default display is Draw Mode. Each Viewport Mode has a different Header
content. The different contents will be explained as required. For the moment consider the
Header content with the 3D Viewport in Draw Mode.

The 3D Viewport Header below the Screen Header contains controls for the Tool that has been
selected in the 3D Viewport Editor Tool Panel (Figure 4.1).

3D Viewport Brush Type for


Editor the Draw Tool
Draw Mode

Figure 4.1
3D Viewport Editor Header

Stroke Type Black Stroke Size Color


Intensity
Draw Tool selected (blue)
The Draw Tool Brush Type is F Draw Pencil.

Tool Panel for the for the 3D View Editor when in Draw Mode. The panel will display
different Tools in different Modes. The Tool operations will be explained as required.

Note: The controls in the 3D Viewport Header affect how a Stroke is drawn in the 3D
Viewport Editor with the particular Tool that has been selected. Selecting a different
Tool will display a different set of control options.

Note: The default Grease Pencil 3D Viewport Editor display is Draw Mode with the
Draw Tool selected.

Note: Placing the Mouse Cursor over a button (Mouse Over) will generally display the
button's function or open a menu for selecting a function.
Note: There are also controls and display options
along the top of the 3D Viewport Editor Canvas i.e.
Draw (Mode selection), View, Strokes and Viewport Figure 4.2
display options at the extreme right. There are also
3D Manipulation Widgets (Figure 4.2).

Knowing the function of these controls is not


essential at this point but being aware that they exist 3D Manipulation Widgets
will help at a later stage. Widgets are shortcuts.

4.2 Hidden Properties Clicking the small gray Tab at the extreme right of the 3D View
Editor displays Object Properties options.
Figure 4.3
Mouse over and click LMB to
Item display Object Propertiess.

The Object Properties contain


controls relating to whatever is
selected in the 3D View Editor.

The controls vary depending on


the Viewport Mode and the Tool or
Object selected.

An alternative method of
displaying the Object Properties
panels is to press the N Key on
the Keyboard.

In either case, to cancel the


display, press the N Key.
4.3 Object Visibility Gizmos and Overlays
Figure 4.4

Clicking an eye icon toggles visibility of the item in


the Viewport. Clicking an arrow icon toggles the
function on/off. Checking or unchecking (ticking)
toggles the function on/off.

4.4 Overlays in the 3D View Editor


Overlays give control over what displays in the user interface. When a Scene becomes
complicated it can be advantageous to turn off displays such as the User Perspective and Object
notification in the upper left hand corner of the 3D View Editor or the Scene manipulation Widget
at the right hand side or perhaps the background grid in the 3D View Editor panel.

The controls for Object Mode and Edit Mode are different.

Note: The 3D View Editor has several different Modes. Overlays are only relevant to Object
Mode and Edit Mode. You switch between the Modes by clicking on the Object Mode button in
the 3D View Editor Header and selecting Edit Mode or vice versa. You may also toggle between
Object and Edit Modes by pressing the Tab Key.

You set Overlay preferences in the relevant Overlay panels. The preferences are then toggled
on / off by clicking the Toggle Button in the Header.
4.5 Manipulation Widgets Figure 4.5

Viewport Manipulation Widgets in the upper right hand corner


of the Viewport.

Toggle Camera View


Pan (Move) the View
Zoom (Scale) the View

Click to use a preset Viewport

Click, hold and drag in the


gray circle that displays on
mouse over to rotate the
Viewport spherically

4.6 Viewport Display Modes Figure 4.6


(Viewport Shading Options)

Transparent
Wireframe

Solid
LookDev

Rendered

Blender has several methods of displaying the Viewport. When using the Grease Pencil,
generally, the default Solid Viewport Shading will be used.

As you see the Graphical User Interface contains numerous display mode options and controls.
At this point it is not recommended that you attempt to memorise these options. As you progress
explanation will be given, as required, and with practice you will become familiar with the controls
and know which to use at the appropriate time.

When working in the Blender Grease Pencil 2D Animation Workspace you are using part of the
3D Modeling and Animation Program and as such the Viewport Display Modes are designed for
use in the 3D Environment.

At this point, how to change the 3D View Editor background color will be demonstrated since, in
some instances, the stark white display makes it difficult to display techniques. Besides, you may
wish to have your Strokes and characters displayed against a colored background for effect. To
begin an overview of the Viewport Shading Options will be presented.
4.7 Viewport Shading Options

Options for Viewport Shading (displaying the 3D View Editor) are found in the upper RH corner
of the 3D View Editor Header.
Viewport Shading Options Note: Solid Viewport Shading is
Rendered the default Shading Option selected.
Header Look Dev
Click to display Sub Options Panel
Solid
For Solid Viewport Shading.

Figure 4.7

Wireframe Display Mode


Note: The controls in the Sub
Click on the sphere for Option Panel are applicable
Lighting Tone Preview to the Viewport Shading
Matcaps Option that is selected in the
3D View Editor Header.

In Figure 4.7 The Viewport


Shading Option selected is
Matcaps are only applicable Solid. Selecting LookDev or
in 3D Modelling. Rendered displays different
controls in the Sub Option
Panel.

Solid Viewport Shading: The default display mode which has generally been used to produce
figures for demonstration and is the basic construction drawing mode.

LookDev Viewport Shading: Provides a quick method of previewing Scene Lighting Modes
when 3D modeling.

Rendered Viewport Shading: Places the Viewport in Render Mode allowing you to see what
you get when an image is rendered (produced).
The Solid and LookDev Viewport Shading options have a Sub Option Panel. Solid is the
default Shading and has by far the most comprehensive choice of Sub Options. As noted above
the display in the Sub Options Panels is different, depending on the Shading Mode selected.

MatCap (Material Capture) shaders are complete materials, including lighting and reflections.
They let you view an Object in the way in which you want the surface to appear. This is only
applicable to 3D Modeling.
Sub Options

4.8 Solid Viewport Shading Sub Options Solid Viewport Shading

The Sub Options Panel for Solid Viewport


Shading is where you change the 3D View
Editor background color
Figure 4.8

3D View Editor
Default Color
(white)

Click the Color


Bar and select a
Color

Note: The 3D View Editor Background Color will


NOT Render when using this method. It is usefull
as a preview only (see over).

Rendering is the process of converting what you see in the 3D View Editor into an image. With
the Mouse Cursor in the 3D View Editor, pressing F12 on the Keyboard opens the Image Editor
where you see a render preview. When using the above procedure to change color a Render
shows a white background. With Rendered Viewport Shading there is no Sub Options Panel.
An alternative method for changing background color, in Solid Viewport Shading or Rendered
Viewport Shading Modes is found in the Properties Editor, lower panel World buttons.
Figure 4.9

World Buttons

Click to select color

When using this method the Background Color Renders in the Image Editor.
5

Navigate and Save

5.1 Saving Work

When you work in Blender you edit (modify) the default file which opens when you start Blender
or a file that has been previously saved. Blender file names end with a .blend suffix and are
peculiar to the Blender program. Saving work means you save the modifications or editing, that
has been performed in a Blender file. You save the file, in a folder of your choice on your
computer's hard drive. You should understand how and where to create a folder and how to
retrieve a file when it has been saved. In other words you need to know how to navigate your file
system. Files are saved on your computer using the File Browser Editor.

5.2 Navigation
Navigation is the science of finding the way from one place to another. If you can see where you
are going it's an easy process to head over to that place but sometimes where you want to go is
hidden from view. In Blender you create files and store them away for future use. You can reuse
the files and build on to them and then save the new material. Saved files are your library of
information from which you can extract elements and insert into future work. The saying is,
“There is no point reinventing the wheel”. If you have created something that works use it
again. But where did you put the wheel? That's where navigation comes in. You need to find the
place where you safely stored that wheel or, in the case of Blender, where you saved a file
containing the wheel. Navigation in Blender is performed in the File Browser Editor.

Note: Saving work in the Grease Pencil from the 2D Animation Workspace is the same as saving
from the 3D Workspace but for this tutorial instruction will be provided with reference to the 2D
Animation Workspace.
5.3 Files and Folders
Definition (from the internet)

A file is a common storage unit in a computer, and all programs and data are “written” into a file
and “read” from a file. A folder holds one or more files, and a folder can be empty until it is filled. A
folder can contain other folders (sub folders). Folders provide a method for organising files much
like a manilla file folder contains paper documents in a file cabinet. In fact, files that contain text
are often called documents.

Folders are also called "directories," and they are created on the hard drive (HD) or solid state
drive (SSD) when the operating system and applications are installed. Files are always stored in
folders. In fact, even the computer desktop is a folder; a special kind of folder that displays its
contents across the entire screen.

File Extensions

A file extension or suffix, is the bit at the end of a file name preceded by a dot or period. For
example, My_Photo.JPEG, would be a JPEG image (photograph). The .JPEG extension tells the
computer which application (App) or program to use when opening the file. With a .JPEG
extension the computer would look for an image editor or viewer to open the file. With a .TXT
extension signifying a text file the computer would use a text editor.

When writing file extensions to a file name they are usually written in lower case letters such as
.jpeg or .txt.

Blender files have a .blend extension which tells the computer to open the file in the Blender
program.

Figure 5.1

Blender Logo File Name

Windows 10 File Explorer

Figure 5.1 show a Blender file saved in the C: Directory (Hard Drive) in a Folder named
A_Blender_Files. The Blender file is named My_New_File. Blender file names usually display
with the Blender logo preceding the file name but the .blend file extension does not display.
5.4 Saving a File
On a computer, when you save a Blender file (.blend) you are saving the data which is producing
the display on the computer screen. This set of data includes not only what you see but all the
settings which control all the effects that will be displayed in the various Editors. The Blender file
may be considered as a complete package. Saving a file for the default arrangement saves
everything.
Outliner Editor Blender File Mode

Figure 5.2 shows the data listed in the Outliner Editor which
would be saved for the default Blender Scene. All this data
is saved to a single file. Figure 5.2

Click the + Icons to expand the entries

The diagram shows the file saved on the C: Drive (Hard Drive) of the computer in the Directory
Folder named A_Blender_Files. The file has been named My_New_File. Although not shown, in
this Windows file system the file does have a .blend suffix.
Note: Placing an A in front of the Directory Folder name ensures that it is
located at the top of the alphabetical directory list.

In Blender the File Browser Editor is used to navigate through the file system on your computer.
On a Windows operating system, Windows Explorer or Windows File Explorer is used.
Blender's File Browser is a little different to the Windows system in appearance but uses the
same work flow.

To demonstrate the procedure the Blender file displaying the 2D Animation Workspace will be
saved. Opening Blender and changing to the 2D Workspace has modified the default Blender file
which displayed the 3D Workspace. Saving the modified file will allow you to open a file with the
2D Workspace displayed by default.

To start, you must have a Folder in which to save you file.

For the demonstration it is suggested you create a new Folder in the top directory of your hard
drive. On a Windows PC this is the C: Drive.

Note: On a Windows PC you will not be allowed to save a Blender (.blend)


file directly to the C: Drive. You must create a Folder.

To create a Folder from the Blender 2D Workspace interface change the 3D Viewport to the File
Browser Editor Figure 5.3.
In the Viewport Header click on the 3D Viewport Icon and select (click) File Browser in the
menu.
Figure 5.3

In the File Browser Editor click either of the up arrows until you are in the C: Directory.
Figure 5.4

Click on the Create New Directory button. A new Directory named New Folder is placed in the
File Browser Editor. Figure 5.5

Delete the name New Folder and retype a name for your Folder (Directory). Press Enter on the
Keyboard. Giving a name like A_Blender_GP_Files causes the Folder to be placed at the top of
the C: Drive (easy to find).
Figure 5.6
Blender – File Browser Windows – File Explorer
Figure 5.7
5.5 Windows File Explorer

Take a short refresher to analyse what you do when you save something when using a Windows
operating system.
Windows Notepad – Save As Figure 5.8
As an example, it is assumed
you have written a note using
Windows Notepad and you
are about to save the file.
You simply go to the top of
the Notepad window, click on
File, click on Save and the
Save As window displays. In
the panel at the top of this
window you will probably see
a panel showing This PC >
Documents which is telling
you that your file will be
saved to the Documents
folder on your computer
(Figure 5.8). You enter a
name for your file
(My_Blender_Note.txt) and
click Save. Simple!
The problem with this is; the file gets saved amongst your letters to your mother, the tax man,
pictures of your pet dog and holiday snaps all saved in the Documents folder. You should make a
special folder for your Blender Stuff. You can create new folders in File Explorer by Right
clicking on a folder or sub folder, selecting New then clicking New Folder and entering a name.
The previous example has shown you how to do this in Blenders File Explorer.

5.6 Windows File Explorer Diagram Figure 5.9

The File Explorer Header

This abbreviated diagram of File Explorer shows the


file path to the file named My_Blender_Note.txt which
is saved in the My Documents folder. As you can see it
is a long and tortuous path which doesn’t make it easy
to find the file.

(User Name – My name is John)

A Portion of My Documents Folder


5.7 Blender File Browser
Blender's File Browser is the File Browser Editor. Click on the 3D View Editor icon (upper left)
and select Editor type: File Browser in the menu. The 3D View Editor is replaced by the File
Browser Editor (Figure 5.11). This is where you navigate to find things and save things. You
save your Blender files and rendered images and animation files and you search for pre-saved
files from which you obtain data to use in new work. You can also create a new folder for your
Blender Stuff.

To navigate the File Browser is very simple. As an example, go find the file named
My_Blender_Note.txt. The .txt bit (suffix) on the end of the name tells you that the file is a Text
file.
Figure 5.10
In the File Browser Editor click on (C:) or Windows (C:) in
the System Tab panel in the upper LH part of the Editor
panel. This is the C: drive on your PC. The PC used in this
demonstration is a HP computer running Windows 10. The
name on your computer is probably different but you will
have something that tells you it is your C: Drive.

When you click on the C: Drive the main panel (in the File Browser Editor) to the right displays
the list of folders that you have in the C: Drive. The list is displayed in columns and by default is
in alphabetical order. To follow the file path that was shown in Windows File Explorer:

C:\ Users\ John\ Documents\ My_Blender_Note.txt

My name is John. This will be your User Name.

Click on the folder name Users. The panel will display the list of sub folders in the Users
directory. In Users click on the sub folder named User Name (your name). The panel displays
the list of folders in that directory one of which is named, Documents. Click on the Documents
folder to see the directory list of folders and files and somewhere in amongst the multitude of stuff
you will see the file named My_Blender_Note.txt.

Note: When using Windows Ten there is sometimes a folder named My Documents. In
either case you cannot open a Text (.txt) file from this location.

Blender opens different types of files in different windows (see Chapter 04 Objects in the 3D View
Editor). My_Blender_Note.txt is a text file therefore you would open it in the Text Editor.
Blender files with the .blend extension open in Blender from the Blender Screen Header, File
button. Image files (pictures) with file extensions such as .jpeg or .png will open in the UV/Image
Editor. The File Browser Editor merely allows you to search for files and folders to see where they
are saved. You can make a new folder but that will be discussed later.

For now take a look at some of the other features of the File Browser Editor. You have navigated
down the file path to the Documents folder but what about going back?

Simple! Click one of the Back Arrows (Figure 5.11) to go back to the previous directory folder.
Having made your way down the file path Blender
5.8 Navigation in the File Browser remembers where you have been. To move from
where you are on the path you can click on the
Previous Folder arrow or the Next Folder arrow
Previous Folder – Next Folder to go forward or back.
Back Arrows

Figure 5.11

Folders and Files


on the C: Drive

The File Path

C:\Users\John\Documents\File Name
5.9 File Browser Editor Features (Figure 5.12)
Refresh the File List

Create a NewDirectory

Make the List Short or Long

Display Image Files as Pictures

Sort the File List Methods

Enable File Filtering Figure 5.12


Select Filtering Methods
(RH Side of the Header)

5.10 Make a New Folder (previously explained 5.4)


At some stage you will want to make a new folder to store your Blender stuff. In the File Browser
navigate to an existing folder in which to create a sub folder or perhaps make a new folder in the
C: Drive. When you have selected your location simply click on the Create New Directory
button. A folder is created with the name New Folder highlighted. Click the entry see a blue
cursor at the end of the name. Backspace or delete and type a new name. Press Enter.

5.11 Display Images Click to display Image Files as Thumbnail Pictures


Figure 5.13

When you have image files saved you


can display the files as small pictures
(Thumbnails).
Image Files – Displayed as Thumbnails
Image Files
5.12 Saving Your Work
Besides being able to navigate the File Browser to find things that have been saved you will
inevitably want to save your work. It's a good idea to be organised and create folders for different
things. Let's assume you have made a folder and named it A_My_Blender_Stuff and the folder
is located on your C: Drive. In fact, using the default Blender Scene, make the folder.

The next assumption is; you have Blender opened and you have created work that you wish to
save for future use.

To save the Blender file click on File in the Blender Screen Header.

When saving a file you will have noticed that there are three
options;

Save: This option will save the Blender file that you have
open. If the file is one that you have previously created and
opened for modification, clicking Save will save the file with
modifications to the directory where previously saved.

If you have been working in the default Blender file (the file that
opens when you first start Blender) clicking Save will open the
File Browser Editor. Click where you see untitled.blend and
enter a name for your new file. When you have typed the name
press Enter then click Save Blender File in the upper RH
corner of the File Browser Editor.
Figure 5.14

File Browser Editor

When saving the file with the modifications or as a new file with a new name, the file remains
open (active) in Blender.

Save As: This saves a copy of the file that is opened. You can give the file a new name which
will distinguish it from the original. When saved this file is open (active) in Blender.

Save a Copy: This saves a copy of the file but the file will not be active. The file is saved but
the original file is the file which remains open in Blender.
To recap, you have created work in Blender and wish to save the work in a Blender file (.blend).
You wish to save the Blender file in the folder (directory) named A_ My_Blender_Stuff
previously created. You have clicked File in the Blender Screen Header then Save in the menu
that displayed. The File Browser Editor opens.

Since A_My_Blender_Stuff was placed on the C: Drive and it was named beginning with the
letter A it will be somewhere near the top of the first column. Click on the folder name. You will be
presented with an empty File Browser Editor. At the top of the Editor you will see the file path C:\
A_My_Blender_Stuff\ and immediately below the name untitled.blend (Figure 5.15).

Blender has automatically named your Blender file untitled.blend. Note the .blend suffix. All
Blender files end in .blend. Click where you see untitled.blend and a blue cursor will display at
the end of the name. Backspace or delete and retype a new name for your file. Don't forget the
.blend suffix. Press Enter. With your new file name in place click Save Blender File in the top
RH corner of the Editor. The 3D Editor is reinstated. When you open the File Browser Editor you
will see your file in C:\A_My_Blender_Stuff\ . Using the default Blender Scene save a file and
name it Stuff.blend.
Retype a New Name – Press Enter – Click Save Blender File

Figure 5.15

The new file saved


Important: If you close a Blender file without saving, your work will be lost.

5.13 The Concept of Files

To save a file? What does this mean? It's easy to say, save a file but what are you actually doing
when you save? The chapter started by discussing saving a file created in Windows Notepad.
This was a simple text file. A text file contains data which displays letters and words on your
screen i.e. Text. An image file contains data which displays a picture. A music file plays music.
Each file type uses a different application (App) or program to generate the display or, in the case
of a music file, play the music. Sure! You know all this but the point is; a Blender file contains a
combination of data organised into separate parts or elements.

When you save a blender file you save all the elements.
To show you what this means in practical terms, open Blender with the default Scene. Click on
File in the Blender Screen Header then click on Append. The File Browser Editor opens.
Navigate to the file you previously saved named Stuff.blend (Figure 5.16).

Parts of the File Browser Editor


Figure 5.16

Note: In my Stuff.blend file a


Click on Stuff.blend to new Object named Suzanne
display the elements in (Monkey) has been added.
the File

Click on Object to display the


Objects in the File.
6

Drawing Strokes
6.1 Drawing Strokes

To draw a Stroke, withe the default settings, positioning the Mouse Cursor in the 3D View Editor
and clicking the left Mouse button displays the Mouse Cursor, Holding the left Mouse button
and dragging the Mouse draws a Stroke.
3D Viewport Header Figure 6.1

Stroke Type Name


Note: Clicking LMB once
Draw Tool draws a dot (Stroke)
Selected

The Stroke drawn is a simple Mouse Cursor


black line, Thickness (Radius)
25px.

In Figure 6.1 the Strokes have been drawn using a Mouse with the default Draw Tool selected
with the default F Draw Pencil Type named Brush. The size of the Stroke Line is 25 px with a
Strength value of 0.600. You see these values in the 3D Viewport Header.

Where you see the name Black in the Header is the name of the Stroke Type. The name Black
is coincidentally the color of the Stroke being drawn not the color of the Stroke (explanation to
follow).

You may continue to draw Lines by repositioning the Mouse Cursor, clicking and holding LMB.

To Erase a Stroke select the Erase Tool. The Mouse Cursor changes to
a circle which you position over a Stroke then click, hold and drag to
erase. Figure 6.2
6.2 Strokes vs Lines

You will observed the terminology, Drawing Strokes and Stroke Lines.

A Stroke has two components, a Line and a Fill.

Figure 6.3 Fill

Line Line

The Line delineates the shape of what is being drawn. The Fill is the area bounded by the Line
and an imaginary line connecting the start and the end of the Stroke Line.

Clarification Properties Editor


Figure 6.4
Before proceeding, the following requires clarification. You
will observe in the Properties Editor, in the default
Screen, the two entries Lines and Fills in the Layers
Tab.

When Strokes are drawn they are drawn on imaginary


Layers in the 3D View Editor. In the Layers Tab, the
entries Lines and Fills are the names of the default Layers
(see: 10 Canvas and Layers).

In Figure 6.3 the Stroke has been drawn, comprising the


black Line with the gray Fill, on the Layer named Lines.

The Layer named Lines is the active (selected) Layer as


indicated by the gray highlight.

Layers will be discussed later.

Another point to clarify when drawing a Stroke is the Stroke Type Name.

Figure 6.5

In Figure 6.5, Black is the name of the Stroke Type being drawn. As previously stated, it is
coincidental that, with the default settings, this Stroke Type produces a black line. You can have a
Black Stroke Type with a blue Line and a pink Fill or anything you wish.

By default, there are three Stroke Types available; Black, Red and Grey.
You see the Stroke Types available by clicking where you see Black in the Header or in the
Properties Editor with the Material button selected.
Click to display the menu. Figure 6.6
Select a different
color for the Line
Click and drag up.
Stroke Types Available

The Stroke Type Black is


selected as indicated by
the gray highlight.

Click to display the color picker

With a Stroke Type selected (highlighted gray) you may click the Stroke Color bar and choose a
different Line color in the color picker.
Figure 6.7
You can also select a Stroke type in the Properties Editor
with the Material button selected.

Why Don't I see a Fill?

Also in the Properties Editor (Figure 6.7) are the controls Stroke Type Black
for altering the Line color and the Fill color. In the Surface Selected
Tab you see Stroke and Fill checked which indicates that
you can draw Lines and Fills with the selected Stroke
Type. Note: Where Stroke is checked refers to Line.

To change a Line or Fill color, click on the Color Bar and


select a different color in the Color Picker that displays.

Note: By default, in the Color Picker for the Fill, the Alpha
(A) value is 0.000. This means the Fill color is transparent
i.e. No Color. Increase the Alpha value to see a Fill when
you draw.
Material Button

You may uncheck Stroke (Line) or Fill


in which case drawing a Stroke only
draws what is checked.

Increase the Alpha Value


A: Alpha
6.3 Adding Stroke Types
They default Stroke Types are named Black, Red and Grey as seen in the Properties Editor,
Materials.
Figure 6.8

Black Stroke Red Stroke Grey Stroke

Click the Plus Sign


You may add Stroke Types to the selection menu by clicking the
plus sign in the Properties Editor to add a New Material Slot.
Click on New at the bottom of the panel then select new Stroke
(Line) and Fill colors. New Material Slot
Figure 6.9
The new Stroke Type will be named Material by default. You can
double click on the new Material name to display a typing cursor,
backspace or delete and retype a new name.
Click on New

Figure 6.10

Typing Cursor Retype a new name


The New Stroke Type is available from
the 3D View Editor Header Figure 6.11

Select new Stroke (Line)


and Fill colors

Material
Figure 6.12
6.4 Drawing Strokes (Continued)

The basics of drawing a Stroke was presented in 6.1 using the Tool Header controls. The
objective, up to this point, has been to show how a simple Stroke is draw and to familiarise you
with the Grease Pencil Interface.

It's time to return to the Grease Pencil View Editor and expand on Drawing Strokes. Of necessity
the instruction will remain limited to the basics.

The View Editor Tool Header contains controls which affect the Stroke (Figure 6.13).
Figure 6.13

Draw Position Cursor, Click, Hod, Drag, Release

Erase Position Circle, Click, Hod, Drag, Release

Cut Position Cursor Click, Hold, Drag Release

Figure 6.13 shows the basic operation of the Draw Tool, Erase Tool and Cut Tool which are
selected from the Tool Panel. The Fill Tool has been omitted for the moment and will be
described in conjunction with Fills in general. The remaining Tools (shown in green) operate as
follows.
Note: The Tool Panel in Figure 6.13 is with the View Editor in Draw Mode
(different Mode different Panel).

Figure 6.14
Figure 6.15

Figure 6.16

Figure 6.17

Figure 6.18

All the Strokes are drawn in the Grease Pencil View Editor on a Layer. The controls in the View
Editor Header apply to the particular Stroke being Drawn. Change the settings before drawing
the Stroke.

After drawing, Strokes can be altered in Edit Mode. Before looking at Editing, Fills will be
revisited.
6.5 Strokes and Fills
When considering Fills there are two types of Strokes, Open Strokes and Closed Strokes.

Figure 6.18

Open Stroke Closed Stroke


Either Type of Stroke has a Fill.
Click to select Fill Color
And adjust the Alpha Value

Fill

When either Type of Stroke is drawn it


automatically has a Fill applied.
Alpha: 0.000
The reason the Fill is not immediately displayed, even though Fill is checked in the Properties
Editor, Material buttons is; the Alpha value for the Fill Color is set at 0.000. Increase the Alpha
Value to display the Fill.

In a roundabout way the foregoing has demonstrated that a Stroke Type in the Grease Pencil is
made up of two components, the Stroke Line and the Fill. When you add a New Type you add
both components. It follows that when you draw a Stroke you can draw with or without a Fill or
with and without a Stroke Line. For example: With the Draw Tool selected in the Tool Panel and
the Red Stroke Type selected in the Tool Header; No Stroke

No Fill Figure 6.19

Stroke + Fill Stroke Only Fill Only


The Fill Tool in the Tool Panel does not act as a tradition Bucket Fill Tool. Rather than
Filling a Closed Stroke it overlays a Fill Color on the Stroke itself.

Closed Stroke – Color: Black – Radius: 200px using the Draw Tool.

Fill Overlay

LMB Click

Fill Tool selected – Coler (in the Header): Red – Radius:40px. Click LMB inside the
Closed Stroke. Repeated clicking inside the closed Stroke gradually extends the
Fill inwards.

To use the Fill Tool as a traditional Bucket Fill have a Closed Stroke drawn with Fill unchecked
or Fill Alpha value 0.000 (no Fill). Create a New Stroke Type in the Properties Editor with Stroke
and Fill checked and both Alpha values 1.000. When a New Stroke Type is created it is made
active in the Tool Header. Select the Fill Tool in the Tool Panel then click LMB inside the Closed
Stroke.

Note: Clicking outside the Closed Stroke fills the entire Grease pencil 2D View Editor.
7
Strokes and Brushes
7.1 Brush Types

How to draw Strokes has been demonstrated using the default F-Draw Brush Type with the
Stroke Type named Black. The Stroke size has been 25px and the Stroke color intensity has
been 0.600. Figure 7.1
Brush Type Icon: F-Draw Pencil selected 3D View Editor Header

You may change the Stroke color of the Stroke Type, the Size of the Stroke Line (Radius) and the
Intensity of the Stroke Line color (Strength).

Brush Type: F-Draw is one of several Brush Types available for selection by clicking on the
Brush Icon in the 3D View Editor Header.
Figure 7.2
Six (6) Draw Type Brushes Default Brush Type

The Brush Types are divided into Two Catogories; Draw and GBrush.
The Brush Type selection menu is also accessed in the Properties Editor, with the Active Tool and
Workplace Button selected.
Properties Editor

Active Tool and Workplace Button

Figure 7.3

Click the Image to open the Brush


Type selection menu (Figure 7.2).
Drawing Strokes with different Brush Types produces a
Line with different Line Style. In the Diagram below the
three Strokes have been drawn with different Brushes but
make note that they all have the same Stroke Type named
Black.

With each Brush Type there is a different Radius and Strength value. These are default values
which may change to suit what you are drawing.
Figure 7.4 Brush Types Stroke Type Default Values in the 3D View Editor Header

F Draw Pencil

F Draw Block

F Draw Noise

Note: If you change the color of the


Stroke Line for Stroke Type: Black all
Strokes drawn using Black are affected.
The three samples shown in Figure 7.4 have been drawn using Brush Types from Draw category
of Brushes. The GBrush category are Texture Brushes which draw Textures (Patterns).

For example, selecting F Gbrush_010 draws a Stroke of a leaf pattern (Figure 7.5). BUT NOTE;
you will be disappointed to find that all you see is a green blob (Figure 7.6).

Figure 7.5 Figure 7.6

Examples of Strokes drawn up to this point have been drawn with the 3D View Editor in Solid
Display Mode with the default Viewport Shading Options where the Color setting in the Sub
Options panel is Material. To see Strokes using Texture Brushes, change the Color setting to
Texture.

To see Texture Strokes you have to be in Rendered Display Mode.


Upper RH corner of the 3D View Editor

Figure 7.7

Alternativly in Solid Viewport Shading Mode change the Color Value in the Sub
Options Panel
Shading Options – Solid Display Mode Sub Options Panel

Viewport Header
See Viewport Shading Options
In 4 The Viewport Header
4.6 and 4.7

Change to Texture
Default Color: Material

You may adjust the Radius and Strength values for Texture Strokes in the 3D View editor Header.
Figure 7.8

When selecting a Texture Brush you will find a new Stroke


Type has been added to the selection menu in the 3D View
Editor Header and in the Properties Editor with the Material
button selected.

You can change the color of the Stroke in the Properties


Editor.
Experiment with
the Factor Value

7.2 Rendered Viewport Shading (Rendered Display Mode)


Viewport Shading refers to how the 3D View Editor displays. Generally, Solid Viewport Shading
has been used when describing how to draw Strokes.

Solid Viewport Shading is Blender's default Display Mode which when modeling in the 3D
Environment is unencumbered by special effects and lighting which can become computer power
intensive. This Mode does have Lighting Options but, by and large, these options are not
applicable to the Grease Pencil 2D Environment at a basic level.

Rendered Viewport Shading, in the 3D Environment, displays the 3D View Editor as if it were a
Renderd image, that is, as if the view had been converted to an image. Again, at a basic level,
this option is not applicable to the Grease Pencil 2D Environment except that Texture Brushes of
the F GBrush Type will not display properly unless the Viewport is in Rendered Display Mode.

F GBrush Strokes Figure 7.9


7.3 Stroke Control When Drawing
Up to this point drawing Strokes has been demonstrated using a Mouse. This method is limited
since it doesn't provide any control over how the Stroke is drawn when compared to an artist
using a pencil, pen or brush. With the Mouse you click and hold the button while dragging and
the Stroke which is drawn is purely dependent on Radius, Strength and Color setting which have
been set.

You have far greater control if you are able to use a Drawing Tablet with a pressure sensitive
Stylus.
Creating GP Texture Brushes
7.4 Making a Texture Brush
Figure 7.10
Properties Editor
Grease Pencil Brushes are found in the Properties
Editor, Active Tool and Workspaces Tab with the 2D
Animation Workspace opened.

You can customise Brushes and create new Brushes.

Active Tool and Workspaces


Click the Image Icon to display the Brush selection menu

The Brush Selection Menu contains 16 Brush Types in two categories, F Draw and F_GBrush.

F Draw Brushes are regular line drawing types while F GBrush are Texture Brushes which
distribute patterns on the Canvas.

The default Brush Type is F Draw Pencil. Note: The Brush Radius and Strength Settings.

Leaf Pattern
Simple Stroke Line The Stroke Line using
Radius 25px Brush Type F Gbrush_010
Strength 0.600 Radius 200 px
Strength 0.874
Note: See Viewport Shading over.
Viewport Shading 3D View Editor Header

To see F GBrush Strokes in Solid Viewport Shading


Mode you must active Color, Texture in the Viewport
Shading Sub Options Panel.
Figure 7.11

Adding Texture Brushes

You may add your own Texture Brushes to the


menu using any PNG Image which has a
Transparent Background.

Figure 7.12
PNG Image with Transparent
Background downloaded at
random from the internet.

In the Properties Editor, Active Tool and Workspace settings Tab click Add Brush for Grease
Pencil.

Figure 7.13

Clicking Add Brush enters a new data slot and


automatically names it Draw Pencil.001.

In the Properties Editor, Material buttons, Surface Tab,


change the Style to Texture then click Open.

Figure 7.14
In the File Browser that opens, navigate and find your
PNG Image. Select the file and click Open Image in the
upper RH Corner of the Screen.

In this case the Image File is named


Smoke_Trail_01.png
The Image file name is entered in Material buttons,
Surface Tab under Style: Texture.

Figure 7.15

When you added the new Brush (Draw Pencil.001) it was


entered in the 3D Viewport Header. The Stroke Type
selected (Black) remains per the default as does the
Radius and Strength values.

Drawing a Stroke in the View Editor produces a very small reproduction of the Texture Image in
the form of a line. Increasing the Radius value improves the display.
Figure 7.16

Radius: 25 Radius: 100 Radius: 500 Radius: 500


Single Click

7.5 Making a PNG Image with Transparent Background

In the preceding exercise a new Texture Brush has been created using a PNG image with a
Transparent Background downloaded from the internet. You can create such an image from any
image file saved on your computer using photo editing or drawing software programs.

The following will show you how, using the FREE drawing program Krita. Figure 7.17
Open an image in Krita, any image, in this
case a .jpeg file.
Figure 7.18
Using the Outline Selection Tool trace
Freehand Brush Tool Eraser Tool around the part of the image you wish to
use as your Brush in Blender.

With the outline traced, press Shift + Ctrl


+ I Key (selects the entire image.

Select the Freehand Brush Tool and


change it to Eraser Mode.

Increase the Eraser Tool diameter to a


suitable size and drag over the image
making the background transparent.

Outline Selection Tool

Eraser Tool Diameter

Save the image as a PNG File.

You may use the PNG File, as before, to draw in Blender Grease Pencil.
Note: Any Brush you customise or add, as well as any Texture Brushes
you create, are saved in the Blender File you are working on. They are
NOT saved in the default Blender 2D Grease Pencil file.

To use customised Brushes you must have the file with the Brushes
saved then Append the Brush into a new file.

Customising GP Brushes
Any Brush in the Blender Grease Pencil may be customised and you can add extra Brushes.
Creating a Texture Brush is one form of customising a Brush. Changing the Radius or Strength
value is customising a Brush.

A method of creating a Brush Library would be to add and customise Brushes in a copy of the
default Grease Pencil 2D Workspace file. You could then Append Brushes from that file into a
current file.

Note: Except for creating new Texture Brushes, adding and Customising
Brushes creates a Brush with a unique Stroke Line Style. It does not
incorporate the Line or Fill color. When yo use a customised Brush you
still have to select a Stroke Line and Fill.

7.6 Adding New Brushes


You can add a single Brush or a Brush Group.

Add a Single Brush

The default Grease Pencil Workspace comes with the six (6) F Draw Brush Types and the ten
(10) F GBrush Texture Brushes.
Figure 7.19
To add a new single Brush go to the Properties Editor,
Active Tool and Workspace Settings and click on the Add
Drawing Brush button, the same procedure used when
creating a new Texture Brush. Figure 7.20
The Brush selected is duplicated. F Draw Pencil is
duplicated and named F Draw Pencil.001

Figure 7.21

Add a Brush Group Figure 7.22


Create Preset Brushes
In the Properties Editor, Active Tool and Workplace
Settings, click Create Preset Brushes .

The Brush Preview changes showing a new Brush names


Draw Soft.

F Draw Brush Types Duplicated

Brush Draw Soft is a new Brush


and all the F Draw Brush Types
have been duplicated.

You may select any F Draw Brush


and edit settings to modify, creating a
custom Brush.

Figure 7.23
7.7 Customising Brushes
Brushes are customised (edited) by changing settings in the Properties Editor. Figure 7.24

Selecting the Brush Type, F Draw Pencil.001 and


changing the Radius and Strength values creates a
custom Brush.

Other settings are entered in the Options, Curves and


Display Tabs.

Mouse over on the different controls to display


descriptions of the functions.

Remember: Changing setting only applies to


the current Blender file.
8

Using a Drawing Tablet

In demonstrating how to draw Strokes a Mouse has been used to construct diagrams. If you
aspire to becoming a commercial artist you will no doubt invest in a Drawing Tablet which allows
you to draw strokes using a Stylus. This provides the freedom to draw as you would with a pencil
on a paper pad. This is the way to go, but, be aware, there is a learning curve to mastering the
use of a Stylus. The technical set up of a Tablet and Stylus is not difficult but training your hand
eye coordination will take practice.

The following shows the difference between drawing, with a Mouse and with a Tablet and Stylus.

Figure 8.1

Mouse Stroke
Stylus Stroke

The Strokes have been drawn with the default settings in the 3D View Editor Header. The dark
Strokes are drawn using the Mouse and the feint Strokes using a Stylus on a Drawing Tablet.
With an unpractised hand replicating the squiggle with the Mouse is better than the attempt with
the Stylus. Practice is required.
A Drawing Tablet is the superior tool for an artist. In the Grease Pencil 3D View Editor Header, by
default, Pressure Sensitivity is activated which provides control over Stroke thickness when
drawing with the Stylus.
Figure 8.2

Pressure Sensitivity Active


For Stroke Radius (Thickness) and Strength
Click to toggle on/off
Stroke drawn with a Stylus from top to bottom
while increasing the pressure between the
Stylus and Tablet.

Note: For the demonstration the Stroke Radius


is 100px and the Strength is 1.00 (maximum).
Figure 8.3
Calibration: A Drawing Tablet and Stylus will require
Calibration to optimise operation.

In Blender 2.80: Go to the Screen Header – Edit –


Preferences – Input. If you are unable to change the
Stylus settings, check Emulate 3 Button Mouse. The
Alt Key on your Keyboard will be the same as the
Middle Mouse button.

For the drawing Tablet: There are a variety of


settings which may be adjusted to suit your particular
equipment.

The following show two options for a Wacom Tablet.

Clicking the plus sign and selecting the Blender Application file in File Explorer makes Tablet
setting Changes specific to Blender
Figure 8.4

Pen Settings Touch Options


9
Smoothing and Editing
Strokes
9.1 Smoothing Strokes
Even with the steadiest hand drawing a Stroke will produce an uneven line. This is particularly so
when using a Stylus. To help you out, the Grease Pencil incorporated automatic Stroke
Smoothing.
Figure 9.1 Options

In the 3D Viewport Header click on Options and in the


panel that displays increase the Active Smooth Value.

Rough Edges

Smooth Edges
Stroke: Active Smooth 0.000 Active Smooth 0.920
Figure 9.2
As well as the Active Smooth
setting there are Guides
Functions also accessed in the
3D Viewort Header. By default this
is deactivated and almost invisible.
Click the icon to activate.

There are four Guide Options


which allow you to draw precise
Strokes.
9.2 Guide Options Guides Draw smooth precise Strokes

Parallel: Draws Horizontal Parallel Strokes. Figure 9.3

Grid: Allows you to draw horizontal and vertical Figure 9.4


parallel Strokes.

Circular and Radial: Draws Circular and Radial Strokes about a Center Point.

Center Point 3D View


Editor Cursor

Figure 9.5

The Center Point is, in fact, the location of the View Editor Cursor. By default the Cursor is at
the center of the View Editor but it is NOT displayed. With the Draw Tool engaged and Guide
Type: Circular selected, clicking, holding and dragging the Mouse or Stylus will Draw a Circular
Stroke about the center of the 3D View Editor.

To Draw at different location display the View Editor Cursor by checking 3D Cursor in the
Viewport Overlays Panel in the View Editor Header.
Figure 9.6 Viewport Overlays

Note: You are working


in the 2D Animation
Workspace which is part
of Blender which is a 3D
Application, hence 3D
Cursor

With the Cursor Tool selected click LMB to relocate the 3D


View Editor Cursor. With the Draw Tool selected, Guides
Type Circular active, clicking LMB, holding and dragging
draws a Circular Stroke. Similarly, with Guides Type Radial
selected, radial Strokes are Drawn.

Note: Guide Strokes are drawn about the 3D View Editor


Cursor despite the Origin setting in the Tool Header.
Remember: The purpose for Drawing Strokes is to generate digital lines forming an Object or
Character for animation. The Strokes are drawn then Edited at different animation Frames in the
Dope Sheet Timeline Editor. Playing the animation creates the illusion of motion.

In a final drawing you want the Strokes to appear smooth and precise but to begin you will
probably start with a rough sketch. How you progress from that point depends on drawing the
techniques you devise.

9.3 Recap on Stroke and Line Definitions


A Stroke drawn in Draw Mode comprises a Line and a Fill. In the View Editor in Draw Mode,
where you see Black in the Tool Header is a drop down menu for selecting a Stroke Type. The
entries in the menu are Stroke Types NOT colors of the Stroke. By default the Stroke selected is
Type: Black which produces a Black Line and has a Black Fill when the Fill Alpha value is set to
1.000. In Figure 9.7 the Fill Color Alpha value is 0.336 (grey).

Tool Header – Stroke Type: Black Figure 9.7 Properties Editor – Stroke Type Black

You may select a Stroke


Type in the View Editor
Tool Header or in the
Properties Editor

Fill Color Black with Alpha: 0.336

The Fill color is black with the


selection point in the picker circle at
the center and the intensity slider
way down. The display is gray since
Alpha = 0.336.

You could also produce a gray Fill


with the selection point at the center
(white) and the intensity slider at the
mid point with Alpha = 1.000.
Material Button Selected
Stroke Type: Red has a Red Line
and a Black Fill.

Stroke Type: Grey has a Grey Line


and a Grey Fill.
You may add Stroke Types to the menus by clicking the plus sign in the Properties Editor,
clicking New and selecting new Line and Fill color combinations.
9.4 Editing Strokes

Strokes may be Edited to refine their shape. They may be re-positioned, rotated and scaled and
have special effects applied. Repositioning is performed in Object Mode and Edit Mode. Refining
the shape of the Stroke is performed in Sculpt Mode and special effects are applied with the
Properties Editor, Special Effects buttons. There are also special Grease Pencil Modifiers.

Editing in Object Mode Figure 9.8

Although strictly not to be considered Editing,


manipulating a Stroke in Object Mode falls into the
Editing category.

Moving a Stroke in the View Editor, using the Move Tool,


is one type of Edit operation performed in Object Mode.
There is also Rotate, Scale and Transform.
Click to select the Strolke Click to select a Control Handle
Move

Rotate
Scale
Transform
Move Rotate Scale

Experiment with each Tool by


selecting the Stroke, clicking on the Tool to
Tool to activate then clicking a control
control handle and moving the
Mouse.
Transform
While in Object Mode you may also use the G (grab), R (rotate) or S (scale) Keys on the
Keyboard.

Performing these operations applies the function to all Strokes drawn on any one Layer (see 10
Canvas and Layers).

Editing in Edit Mode

To understand the editing process, begin by examining how the Stroke is constructed and viewed
in the View Editor. Figure 9.8 (over) shows a simple Stroke produced using the Draw Tool in Draw
Mode. Default setting have been used in the Tool Header with the exception the Radius has been
increased to 50px.
Draw Mode Figure 9.8
Stroke
Changing to Object Mode, the Stroke has an orange outline indicating that it is selected. You also
see an orange dot at the center of the View Editor which is the center of the Layer on which the
Stroke is Drawn.

Object Mode Figure 9.9


Center

In Object Mode you may click LMB anywhere in the View Editor to deselect the Stroke then LMB
click on the Stroke again to re-select.

When the View Editor is placed in Edit Mode the stroke appears as it did in Draw Mode but with
a very feint line along its center and you continue to see the center dot of the View Editor.

Figure 9.10

Press the A Key on the Keyboard and the line along the center of the Stroke displays orange.

Figure 9.10

Zoom in on the View Editor (scroll MMB) for a better view. Figure 9.11

As you see the center line is made up from a series of small orange points connected together.
The dots are Vertices (Control Points). When they display orange they are selected, therefore, for
this particular Stroke all the Control Points are selected. By clicking LMB in the View Editor you
deselect the points. Press the A Key to select all the points. Click LMB on a single point to select
it or B Key (box select) or C Key (circle select) a series of points.

Figure 9.12

With points selected (in Edit Mode) they can be manipulated, Editing the shape of the Stroke.
Figure 9.13

Translate (Move) Rotate Scale

To manipulate the points you can use the Move, Rotate and scale Tools from the Tool Panel or
press the G Key (Translate), R Key (Rotate) or S Key (Scale) on the Keyboard.

In the Figure 9.13 the manipulations produce sharp transitions in the shape of the Stroke. To
produce smooth transitions, Proportional Editing is activated.

Viewport Header Falloff Type


How the Control Point
Manipulation effects
the Stroke.
Select Enable

Figure 9.14

With Proportional Editing activated the previous manipulations produce the following results.

Figure 9.15

Circle of Influence
G Key -Translate (Move) R key Rotate S Key Scale

Circle of Influence

When manipulating the points a circle appears in the View Editor indicating how much of the
Stroke will be influences by the manipulation of the selected points. Initially the circle may be very
large. Scroll MMB to adjust the circle diameter.
Edit Mode Manipulation Tools Figure 9.16
Circle of Influence
Move Widget

Move

Rotate
Scale Rotate Widget
Scale Widget

Edit Mode Editing Tools Figure 9.17


Extrude

Select Point – Click on Tool Place Cursor on the Cross

Hold LMB to show the X Axis Hold LMB – Press Z Key to show Z Axis

Radius – Make the Stroke Thicker or Thiner

Previously Extruded Point selected


Drag Mouse away Thickens Drag
Mouse in to Thin. Multiple Points selected and Stroke Thined

Bend With the Stroke selected, click, hold and


drag the Cursor in the View editor to bend
Center the Stroke relative to the center.

Selected horizontal Strokes are


realligned at an angle when the
Shear Cursor is moved in the View Editor.
Editing in Sculpt Mode Figure 9.17

In general, the Sculpt Mode Tools operate by dragging the Circle Cursor over
the stroke to affect the Stroke.

Smooth
Thickness

Mouse over to see theTool Name and Description


10

Canvas and Layers


Drawing and editing and arranging Strokes allows you to create characters and background
scenes for an animation. You will appreciate that, even a simple scene, can have many elements
and that each element may require modifying before the final result is produced. In following
pages you will be introduced to Stroke Modifiers and Stroke Effects which are functions that
automate modifications. To apply such functions to individual elements in a scene, the elements
need to be separated.

Separation is achieved by drawing the individual elements on different Layers where each Layer
may be worked separately.

In the Grease Pencil there are Layers which may be considered to reside inside a container
called a Canvas. Layers were referred to in 6.2 Strokes vs Lines.

Figure 10.1 shows two Layers inside a Canvas.

You may have multiple Layers inside a Canvas and you may have multiple Canvases in a Scene.
The Canvas and Layers coexist in the same Plane as a lamination.
Canvas Figure 10.1

Two Layers
When you draw a Stroke it is drawn on a Layer in the 3D View Editor. The 3D View Editor is in
Camera Perspective View as seen by the notation in the upper left hand corner. By zooming out
in the 3D View Editor you see the white background of the Scene surrounded by a grey area
which is called Passepartout. When the Scene is Rendered (converted to an image) only what
you see in the white area is converted.

Remember; A Stroke has two components: a Line and a Fill (6.2 Strokes vs Lines).

The color of the Line and Fill depend on the Stroke Type that has been selected (Figure 6.6).

The style of the Line is determined by the Brush Type selected(7.1 Brush Types).

Strokes (Lines and Fills) are drawn on different Layers in the Canvas.

Think of the Canvas as a laminated surface with each lamination being transparent. In the
default 3D View Editor the Canvas (white area) has two Layers. One Layer is named Lines and
the other is named Fills. This does not mean, that when a Stroke is drawn, the Stroke's Line is
drawn on the Layer named Lines or the Stroke's Fill is drawn on the Layer named Fills. Both
Lines and Fills belonging to the Stroke are drawn on whichever Layer is selected. The default
Layers are seen in the Properties Editor, Layers Tab and by default the Layer named Lines is
selected (greyed).

Using Layer names, Lines and Fills, when the two components of a Stroke have the same names
is a little confusing and a further complicated by the Canvas being named Stroke in the Outliner
Editor.

To clarify the understanding of Layers work through the following exercise.

10.1 Renaming and Adding Layers Figure 10.2 Properties Editor

Layers are listed in the Properties Editor, Layers Tab,


under Stroke. Stroke is the name of the Canvas.
Add Layer
The Layer named Lines is selected (greyed).
Stroke = Line + Fill

Eye Icon
The Stroke, consisting of a Line and a Fill, is drawn on Toggle Display
the Layer named Lines in the Canvas named Stroke On/Off

To select the Layer named Fills click LMB on Fills.


With a Stroke drawn on a Layer you may toggle the display of the Stroke in the 3D View Editor
on/off by clicking the Eye Icon in the Properties Editor.

Layers may be added to a Canvas by clicking the Plus sign at the RHS of the Stroke, Layers
Tab.

To delete a Layer, select (LMB Click -greyed) and click the Minus sign just below the Plus sign.
Figure 10.3
Figure 10.3 shows three Layers added with automatic
names, GP_Layer, GP_Layer.001 and GP_Layer.002.

The original default Layers have been renamed as Layer


named Lines and Layer named Fills. The Canvas named
Stroke is renamed Canvas named Stroke.

You may rename components of the interface to suit your


requirements.
Figure 10.4
Layer named Lines
Layer named Fills

The Canvas named Stroke is a container


for the Layers as shown in Figure 10.4
The Layers and the Canvas coexist in
the same plane in the 3D View Editor like
Canvas named Stroke
a laminated surface.

10.2 Pre-constructed Strokes

In some video tutorials found on the internet, a pre-constructed Stroke has been used for
demonstration. This requires an explanation since it seems to defy the logic of the forgoing.

Blender has a pre-constructed Model of a Monkey, affectionately named Susanne, which is used
for demonstration purposes. Susanne is also incorporated in the Grease Pencil.

To find Susanne change the 3D View Editor to Object Mode, click Add, Grease Pencil and
select Monkey (see over).
The 3D View Editor Figure 10.5

Meet Susanne

Outliner Editor
When Susanne is entered she is placed in the 3D View
Editor in a New Canvas appropriately named Susanne.

Clicking the Eye Icons for the Layers in the Properties


Editor shows that the Stroke, Fills and Lines are on
different Layers.
Properties Editor

By selecting each Layer in turn and investigating the


Materials Button in the Properties Editor, in this particular Click to Hide/Display
case, it would suggest Susanne has been constructed The Layer
using different Stroke Types where the Stroke Type has
only a Stroke component or a or a Fill component.

See over for further explanation.

Examine the Stroke Types and combinations of Strokes,


Fills and colors in Figure 10.6 following.
10.3 Lines Only Stroke Type: Black.001
Properties Editor

Figure 10.6

Fills Hidden
Stroke Type: Pupils
Stroke: Black.001

Stroke: Pupils
Material Buttons

10.4 Fills Only Properties Editor

Figure 10.7

Lines Hidden

Stroke Type: Skin Stroke: Skin


Stroke: Skin_Light

Material Buttons
10.5 Adding a New Canvas

When Susanne was added to the 3D View Editor she was entered in a New Canvas named
Susanne as seen in the Outliner Editor.
Figure 10.8
In the default Outliner Editor the default Canvas is
named Stroke.

Note: Stroke is a sub category (Datablock) listed


under the Collection Datablock.

The Code (hidden) producing displays in Blender


is grouped in Blocks of Data, hence Datablock.

You may add a Canvas which will contain Layers to organise your work.

To add a new Canvas, click on the canvas named Stroke in the Outliner Editor to select it
(highlights blue). Right click on the blue selection and select Copy in the menu that displays. This
copies the Stroke (Canvas) datablock to the clipboard.
Figure 10.9
Click on Collection in the Outliner (highlights blue) then
right click and select Paste.

You will see Stroke.001 entered in red text in the


Outliner Editor.

Bear in mind, copying the Canvas named Stroke, copies the entire content of the datablock which
includes Layers and everything that has been drawn and edited. You will have to delete content
to use the new Canvas for new work.

A Suggestion; Copy and paste an empty Canvas before commencing any work, in which case
you work on the new Canvas and have the original remaining in place should you wish to create
a third copy.

With an arrangement of Canvases created you can save a Blender file with the arrangement for
future use. Figure 10.10
A Layer in the Canvas
named Stroke

Canvas named Stroke

Canvas named Stroke.001

A Layer in the Canvas


named Stroke.001
10.6 Adding a new Canvas (Alternative Method)
You may add a new blank Canvas, at any time, even when Strokes have been drawn on an
existing Canvas.

To demonstrate, have a circle drawn in the default 3D View Editor, 2D Animation Workspace.

The Stroke (circle) is drawn on the Layer named Lines in the Canvas named Stroke.

2D Animation Workspace Figure 10.11 Outliner Editor


3D View Editor

Properties Editor

Stroke (circle)

Drawing a circle will serve to distinguish the Canvas named Stroke when a new Canvas is
created.

Change the 3D View Editor from Draw Mode to Object Mode. In the 3D View Editor Header click
Add then Grease Pencil and select Blank.
Figure 10.12 Outliner Editor

Selecting Blank creates a new Canvas with the default name GPencil. You will see the name
entered in the Outliner Editor above the original Canvas named Stroke.
In the Properties Editor you will find the Gpencil is
entered in the Grease Pencil Data to be linked slot
(Cache). Figure 10.13

Data to be linked slot

With the new Canvas, GPencil created, it is also entered


in the Properties Editor but you have to click on New
Layers to create a Layer on which to draw.

Clicking on New Layer enters GP_Layer in the Canvas


named GPencil. Figure 10.14
At this point you have the Layer named GP_Layer
selected (greyed) in the Canvas named GPencil.

Change the 3D View editor to Draw Mode and draw a rectangle (new Stroke).

Figure 10.15

Toggle Display in 3D View Editor


The rectangle is drawn on GP_Layer in the GPencil Canvas. Change the 3D View Editor to
Object Mode.

Clicking the eye icons adjacent to GPencil and Stroke in the Outliner Editor toggles the display
of the circle and rectangle in the 3D View Editor. In a complicated Scene cancelling the display of
a Canvas unclutters the Scene.

To edit or modify individual Strokes you have to display the Canvas containing the Layer on
which the Stroke is drawn and have the Layer on which it is drawn selected in the Properties
Editor.
For example; to Edit the rectangle have GPencil Canvas display in the 3D View Editor and have
GPencil Canvas selected in the Outliner Editor. It is not necessary to cancel the display of the
Stroke Canvas.
Figure 10.16
Having GPencil Canvas selected displays the Layers on
the Canvas in the Properties Editor, Layers Tab, in this
case the single Layer named GP_Layer. The Layer is
selected as indicated by the grey background of the Layer
Slot.

Note: With GP_Layer selected you may toggle the display


of the Layer on/off by clicking the eye icon in the Layer
Slot.

O.K. With GP_Layer selected and the rectangle displayed


in the 3D View Editor, change the 3D View Editor to Edit
Mode or Sculpt Mode and use the Tools from the Tool
Panel to Edit or Modify the rectangle

In draw Mode you can draw new Strokes on GP_Layer.

Figure 10.17

The rectangle Stroke drawn on


GP_Layer in the GPencil
Canvas, modified by using the
Push Tool selected in Sculpt Push Tool.
Mode

To Edit or Modify the circle, select the Stroke Canvas in the Outliner Editor and the appropriate
Layer in the Properties Editor, Layers tab.
10.7 The Canvas Grid Figure 10.18
Properties Editor
To aid in construction (drawing Strokes) a Canvas has a
hidden grid.

Note: The default Canvas is named Stroke in the


Outliner Editor.

To display the grid on this Canvas in the 3D View Editor


go to the Properties Editor. Mouse over between
Adjustments and Draw to display a double headed
arrow, click, hold and drag down to show the hidden Tabs
then open the Viewport Display Tab followed by the
Canvas Tab.

In the Canvas tab you may select a color for the grid lines
and adjust Scale and Offset values for the Grid. At this
point there is no grid on the Canvas.

At the upper right of the 3D View Editor open Overlays


and check (tick) Canvas at the bottom of the panel.

Figure 10.19

In the Canvas Tab


select a grid line color
and adjust values to
configure the grid.
11

Editing with Modifiers

Modifiers are built in functions (pieces of code, blocks of data) which perform operation when
applied to Strokes drawn in the 3D View Editor.

Modifiers are found in the Properties Editor, Modifier Buttons. Figure 11.1
Properties Editor
With the Modifiers Button open, click Add Grease Pencil
Modifier to display the Modifier selection menu.

With a selection made the


Modifier buttons expand
showing the controls for the
selected Modifier.

11.1 Array Modifier

Stroke Drawn in
the 3D View Editor Modifiers Button

When the Array Modifier is added


an Array is produced. In this
case two Strokes (Count 2) offset
on the X Axis by 1m.

You adjust values in the Modifier to manipulate the Array.


11.2 Mirror Modifier Figure 11.2

Stroke drawn in the 3D View Editor


Center of Canvas

Stroke Mirrored on the X Axis when Mirror Modifier Added

11.3 Simplify Modifier Figure 11.3

Stroke drawn in the 3D View Editor

Simplify Modifier Added

Iterations = 6 Iterations = 20
11.4 Noise Modifier Figure 11.4

Stroke drawn in the 3D View Editor

Noise Modifier Added Factor 21.100


11.5 Offset Modifier Figure 11.5
Properties Editor
Stroke drawn in the 3D View Editor.

Array Modifier added with Count 2 plus an Offset Modifier.

In the Offset Modifier the Y Axis Rotation Value = 45°

Modifier Button

You may add multiple


Modifiers to Strokes.

11.6 Smooth Modifier Figure 11.6

Adjust Values to affect


Stroke Smoothing

Stroke drawn in the 3D View Editor Smooth Modifier Added


11.7 Thickness Modifier Figure 11.7

11.8 Build Modifier Figure 11.8

The Build Modifier produces a dynamic build effect when


added to a Stroke.

The immediate effect when the Modifier is added is, the


Stroke disappears from the 3D View Editor.

To see the effect Press the Play button in the Timeline


Editor at the bottom of the Screen.

The Timeline plays an Animation and you see the Stroke


progressively build as the Cursor in the Timeline moves
from left to right (Frame 0 to Frame 100).

Figure 11.9

Frame Frame Frame


35 70 100
Dope Sheet Editor

Timeline Editor Press the Play Button


12
Stroke Effects
Stroke Effects in the Grease Pencil are non destructive ways of altering the appearance of
Strokes which have been drawn in the 3D View Editor on a Canvas. The Effects alter the
appearance of all Strokes on the Canvas. They can not be applied to individual Strokes even if
the Strokes are on different Layers.

Effects can only be viewed with the 3D View Editor in LookDev or Rendered Viewport Shading
Mode. They do not display in Solid Viewport Display Mode. Since the default LookDev Mode
produces a dark background, for demonstration purposes, Effects are best viewed in Rendered
Viewport Shading Mode.

12.1 Viewport Shading Options Upper Right Hand of the 3D Viewport


Rendered Viewport Shading Figure 12.1
show the view in the 3D View
Editor as it is seen when an image
is Rendered.
Wireframe
Solid
LookDev
Rendered

12.2 Stroke Effects


Figure 12.2
Stroke Effects are found in the Properties Editor, Object
Visual Effects buttons.
Click Add Effect to
Stroke drawn in the 3D see the selection
View Editor menu

Flip Effect

Object Visual Effects


The following are a few examples of adding a Stroke Effect. You will have to experiment and
record your findings to become conversant with each effect. Adjusting values in the Effect Panel
that displays when an Effect is activated produces infinite results.

Flip Effect Figure 12.3

The Flip Effect is one of the simplest to demonstrate


since it has only two options (Flip Horizontal and Flip
Vertical).

Stroke as Drawn Flip Horizontal Flip Vertical


Blur Effect Figure 12.4

Stroke as Drawn Blur: Factor 70 px

Pixelate
Figure 12.5

Stroke as Drawn Pixelated: Size 55 px – 46 px

Shadow Figure 12.6


Wave Distortion Figure 12.7

Wave Distortion affects the Strokes in varying degrees


depending on the Amplitude, Period and Phase settings in
Horizontal and Vertical configurations.
1

13

Background Image Tracing

13.1 Background Images


There are no hard and fast rules when it comes to drawing. Whatever suits you and what you are
comfortable with is the best way.

One technique, when drawing a character is to do a rough sketch on the computer. The Strokes
forming the sketch will be on a Layer. You add a new Layer and draw new Strokes over the
original using Editing and Smoothing methods previously describe. Finally delete the first Layer.

For example: Add a new layer in the Properties Editor ,


Layers Tab (GP_Layer). Click on the Layer to select it.

Draw a sketch on GP_Layer. Figure 13.1 Add Layer

Select the Layer named Lines and draw new Strokes


tracing over the sketch. Delete the GP_Layer.

Delete Layer

Black Strokes drawn on Red Strokes drawn on the Layer named Lines
GP__Layer GP_Layer deleted
Another technique is to draw a sketch on paper, scan the drawing, then enter the scanned image
as a template for tracing. This applies to any image saved on the computer. Images entered in
Blender may be either a Background Image or a Reference Image. Background Images
Render as part of the Scene being created, Reference Images do not Render and ,therefore, are
suitable as templates for tracing.

Images can be entered in the Grease Pencil in two ways; Drag and Drop or by using the Add
Image Selection Method.

13.2 Drag and Drop Method

To select an Image and drag it into the Grease Pencil 3D View Editor, have the image displayed
in a image viewing program and the Grease Pencil 3D View Editor opened simultaneously. If you
only have a single monitor, using Windows, have Blender opened in grease Pencil Mode then
open the program where you display images without closing Blender. RMB click in the Task Bar
and select Show Windows Side by Side. Click on your image, hold and drag the cursor into the
Grease Pencil.
Click, Hold and Drag the File Figure 13.2
Image Viewing Program Blender Grease Pencil

The drag and drop method enters the image as a Reference Image (does not render) and fills
the entire 3D View Editor Camera View. In the example the image is distorted horizontally. There
is no means of scaling or rotating.
13.3 Add Image Method

Upper left hand corner of the 3D View Editor in Object Mode

Figure 13.3 To Add an Image, change the 3D View from the


default Draw Mode to Object Mode. In the 3D View
Header click Add, select Image, then select either
Reference or Background. Selecting either opens
the File Browser Editor where you navigate to the
Folder containing your Image. Click on the Image
to select, then click Load Reference Image or
Load Background Image in the upper RH corner of
the Editor .

In Object Mode you may alternative press Alt + A


Key to bring up the Add Menu.

13.4 The Blender File Browser Editor Click Load Reference Image
Figure 13.4
Click to Display Files as Images in the File Browser Editor
With the Image loaded in the 3D View Editor you will see
the file name of the image under Empty in the Outliner
Editor. Figure 13.5

Entering the image in this way has entered it as an Object


which may be manipulated to suit what you are drawing.

Mouse Over, Click and Drag Cursor.


Figure 13.6

Scaled Down Rotated

Mouse over on the edge of the image to display the edge with control points and a Cursor. You
may drag the Cursor to scale the Image in the Viewport or use the S, R and G Keys on the
Keyboard to Scale, Rotate or Grab and Move the Image.

To trace Strokes over the Reference Image, the 3D


View Editor has to be in Draw Mode with the Stroke
Layer selected.
Figure 13.7
Note: Before changing modes you need to put the
Reference Image (layer) behind the Strokes (layer).
Entering the Image places it in front of the Strokes layer,
therefore, you will be unable to Draw over the Image.

In Object Mode have the Image (Empty) selected (click on


Empty in the Outliner Editor) then in the Properties Editor,
Object data buttons change the Depth value from default
to Back (Figure 13.7).
To change from Object Mode to Draw Mode, select Stroke in the Outliner Editor. Entering the
Reference Image has placed an Empty in the Outliner which is selected and in the 3D View
Editor there is no option to change the Viewport Mode.

With Stroke selected the Viewport Mode options are


reinstated.
Figure 13.8

Viewport Mode Options only


display when Stroke is selected
in the Outliner Editor

13.5 Tracing
Figure 13.9
In Draw Mode you may Draw Strokes tracing
over the Reference Image. You can use all the
Smoothing methods as previously described but
it is not necessary to be too concerned with
placement since the Strokes can be edited.

Editing Strokes is performed with the 3D View


Editor in Edit Mode.
14

Animating Strokes
Knowing how to Draw, Edit, Modify and organise Strokes are the essential ingredients for
creating an animation. In its simplest form an Animation is a single Stroke appearing to move in
the computer Screen. The Stroke may change shape as it moves, even so, it remains a simple
Animation. Complex Animations involve numerous Strokes, all of which appear to move, perhaps
simultaneously, telling a story or conveying a message.

An Animation takes place during a period of time, therefore, it is said to work in a Timeline.

The very basic method of creating an Animation is to move and manipulate a Stroke at different
Frames in the Timeline. In the 2D Animation Workspace the Dope Sheet Editor and the
Timeline Editor are displayed across the bottom of the 3D View Editor. By default only the
Timeline Editor Header is displayed.

At specific locations in the Timeline, Keyframes are created, recording the Pose at that specific
location. The computer automatically creates what occurs in between the Keyframes.

14.1 Timeline Editors Figure 14.1

Frames in the default Animation F1 to F250

Dope Sheet Editor

Timeline Editor

Cursors Mouse over on the panel edge to Maxim number of Frames


show the double headed arrow, in the Animation.
Animation Play Buttons click, hold and drag up to reveal
the Timeline Editor.
Note: It is not necessary to display the Timeline Editor since only the Play buttons in the Header
will be used.
In the default display, the Dope Sheet Timeline Editor and Timeline Editor Frame Scales are not
aligned. It is not necessary but they may be aligned by manipulating the Scale Bar at the bottom
of the Timeline Editor.

Timeline and Dope Sheet Cursors aligned at Frame 1 Figure 14.2 End Frames aligned

Change the value to alter


the length of the Animation.

To align the Frames in the Timelines, click, hold and drag to Pan the Editor.
Click, hold and drag the dots at either end to Scale the Timeline.

14.2 Timeline Animation Play Buttons

The Play buttons control the Play of the Animation.


Figure 14.3

Automatic Keyframe insertion Keyframes is a Frame in the


Move to the first Frame in the frame range Animation where you shape or pose
Move to the previous Keyframe a Stroke.
Reverse Play
Forward Play Blender calculates the shape and
Move to the next Keyframe pose at intermediate Frames
Move to the last Frame in the frame range between selected Keyframes.

To demonstrate the basics of Animation a Stroke representing a ball will appear to bounce off a
second Stroke representing a surface.

Ball Figure 14.4

Surface
14.3 Animation Action
Consider the chain of events occurring in the Animation.14.3 Figure 14.5

The Ball at the initial position KF 1. KF 1


The Ball on the surface KF 2. KF 5
The Ball after bouncing KF 5.

In between KF 2 and KF 5 the Ball:

Compresses on impact KF 3.
KF 2
Bounces and resumes shape KF 4. KF 4
KF 3
14.4 Animation Time
Consider the time for the action to take place.

The time may be anything you like but what occurs in the animation depends on how quickly you
play the Frames and the number of Frames in total.

Assume that the Ball will descend, bounce and rise in 1.25 seconds. Figure 14.6

The default Frame Rate (speed of Play) is 24 Frames per


second. You see this in the Properties Editor, Output Tab.

What Frame Rate you choose depends on the type


of Video Format you intend to produce. For the
moment accept the default value.

14.5 Number of Frames


The Frame Rate and the Time of the Animation determines
the number of Frames in the Animation.
1.25 seconds X 24 Frames per second = 30 Frames

14.6 Set up the Scene


Before you begin to draw it is a good idea to rename the
Canvas and Layers to something meaningful.

Outliner Editor Figure 14.7 Properties Editor


In the Properties Editor, select the Layer named Surface then in the 3D View Editor, in Draw
Mode draw a line to represent a surface. Select the Layer named Ball and draw a Circle to
represent a Ball.
Figure 14.8 Drawing Strokes in the 3D View Editor automatically
Circe - Ball enters Keyframes at Frame 1 in the Dope Sheet
Timeline Editor as indicated by the small diamond
shapes at Frame 1 under the Timeline Cursor.

Note: renaming in the Properties


Editor, Layers Tab automaticaly
renames the Stroke channels in
the Timeline. Line - Surface

Timeline Cursor at Frame 1 (blue) Figure 14.9

Keyframes

Change the 3D View Editor to Edit Mode.

For simplicity assume that the Ball descends to the Surface in half the Animation Time, that is
over 15 Frames then bounces to the position at the end of the Animation at Frame 30.

Position the Timeline Cursor at Frame 15 (click on the blue rectangle at the top of the Cursor line,
hold and drag to Frame 15). The frame Number changes as the Cursor is moved. You may also
simply click LMB at Frame 15 in the Frame Channel.

In a complicated Animation sequence you may have difficulty positing the Cursor at a specific
Frame in the Timeline. To accurately position the Cursor, mouse over on the Frame Number
Slider in the lower right hand corner of the Timeline. This is actually in the Timeline editor Header.
Click, hold and drag the double headed arrow that displays to change the Frame Number or click
on either of the chevrons that display to increment the number or retype a number.

Timeline Editor Header Click a Chevron Figure 14.10

Click, hold and drag the double headed arrow


With the Timeline Cursor positioned at Frame 15, select the Ball, IN EDIT MODE, and move it
down until it just touches the Surface Line. Position the Timeline Cursor at Frame 30 and move
the Ball to its final position.
Figure 14.11

Note the ghost outline of Note the ghost outline of


the Ball at Frame 1 (the the Ball at Frame 15 (the
preceding Keyframe preceding Keyframe

Frame 15 Frame 30
The ghost outlines of the Ball at preceding Keyframes is called Onion Skinning. This is an aid to
positioning and reshaping Strokes as the Animation is constructed (more on this later).

At this point Keyframes have been inserted in the Timeline at Frames 1, 15 and 30. Figure 14.12

Jump to First Frame


Play (the Animation)
You may click the Jump to First Frame button followed by the Play the button to see a very jerky
simulation or click, hold and drag the Timeline Cursor to scrub the Animation. In either case the
Ball will jump from its position at Frame 1 to Frame 15 then on to Frame 30. With the Play button
activated the Timeline Cursor continues to move until it reaches Frame 250 then jumps back to
frame 1 and proceeds to repeat the play. Obviously refinement is required,

When the Play button is activated it changes to a Stop button which yo may press at any time.

Figure 14.13

When the Animation Action was mapped out, Keyframes KF 4 and KF 5 were included. When the
Ball contacts the Surface it will compress on impact then go back to its original shape as it
bounces up. Including this in the Animation is an example of a minute refinement to create
realism. This will be included at this point but bear in mind the action will still be jerky until it is
smoothed out.
Position the Timeline Cursor at Frame 17. In the 3D View Editor, in Edit Mode Scale the down on
the Z Axis and position it just touching the Surface. Move the Timeline Cursor to frame 19 and
reshape the Ball.
Figure 14.14

Scale down on the Z Axis Reshape the Ball

Frame 17 Frame 19

14.7 Interpolation
Interpolation is the process of calculating the Frames in between the Keyframes.

Position the Timeline Cursor between two Keyframes. Between Frame 1 and 15, between 15 and
17 (at frame 16), between 17 and 19 (18) and between 19 and 20. With the Cursor at each
intermediate position, wite 3D View Editor in Edit Mode, click on Interpolation in the 3D View
Editor Header and select Sequence.

Figure 14.15

When Interpolation – Sequence is clicked frames are inserted in the Dope Sheet, Timeline
Editor.
Intermediate Frames Note: Keyframes are deselected
when displayed white.

Figure 14.16

Playing the Animation shows a smooth motion with the Ball descending, compressing on impact
with the Surface and bouncing to its final position.
14.8 Onion Skinning
In previous examples you will have seen a ghost of the Stroke displayed showing the location
and shape of the Stroke at a previous Keyframe. This is a reference which allows you to modify
the Stroke at the current Keyframe. This technique is called Onion Skinning and may be
controlled in the Properties Editor Onion Skinning Tab.
Figure 14.16 Properties Editor

By adjusting the controls in the Tab you may configure the display in the 3D View Editor.

14.9 Timeline Manipulation


At this point the Animation takes place, starting at Frame 1 and ending at Frame 30. When the
Animation plays the Ball descends, bounces and stops at Frame 30. The Dope Sheet Timeline
Cursor continues to move to Frame 250 then jumps back to Frame 1 and replays over.

The Animation sequence (Keyframes) in the Timeline may be repositioned by placing the Mouse
Cursor in the Timeline Editor, pressing the B Key dragging a rectangle around the Keyframes to
select them then pressing G Key and dragging the selection to a new position.
Dope Sheet Timeline Editor Figure 14.17
Keyframes deselected
(White)

B Key drag a rectangle to


select.

Mouse Cursor

G Key, drag right to reposition


the selection.

Animation plays from Frame


20 to Frame 50
Keyframes selected (Blue
and Yellow)
14.10 Perpetual Motion Figure 14.18

A Ball inside a Circle

Keyframe and Interpolate the Ball to bounce inside the Circle. Figure 14.19

In the Timeline Editor Header change


the End Frame to 30.

When the Animation is played the Ball


continues to bounce around inside the
Circle.

Towards the beginning of the chapter the walk cycle was introduced showing a series of images
depicting a figure walking. If each image were displayed in quick succession you would see an
animation of the figure walking. This method is called Time Laps Animation and requires that
each pose is drawn separately.
Figure 14.20

In the Grease Pencil you could trace Strokes from one


of the pose images constructing the components of the
character (arms, legs etc.) then manipulate the Strokes
in Edit Mode to create an animation.

Blender contains a device called an Armature which


you may use to control the manipulation of the Strokes.
15

Armatures in Animation
Armatures are a device in Blender used for posing characters when animating. They are included
in the Grease Pencil and may be used for posing Strokes.

15.1 Adding an Armature


In the 2D Animation Workspace, with the 3D View Editor on Object Mode, an Armature is entered
by clicking Add in the Header and selecting Armature in the menu that displays.

Figure 15.1 Tip

Single
Body Bone

Base
Armature

An Armature consisting of a Single Bone is entered at the center of the Scene. Armatures may
consist of Multiple Bones connected together in a chain. An Armature is an Object in Blender
which does not Render and has its center located at the center of the Base.

Object Center Multi Bone Armature Figure 15.2 R Key (rotate) and
drag the Mouse to
rotate.

To create a Multi Bone Armature, have the Armature selected in Edit Mode. Select the Tip. Press
E Key (extrude) and drag the Tip. Click LMB to set.
Figure 15.3

G Key (grab)
Drag the Mouse
15.2 Armature Display Types Figure 15.4

Armatures may be displayed as several different types.


Properties Editor

Note:

You have seen how posing a Stroke in Edit Mode, enters


Keyframes in the Animation Timeline. A similar procedure
is employed when using Armatures to pose Strokes. As a
demonstration a single image from the walk cycle in the
preceding chapter will be used.

15.3 Adding and Positioning the Armature


Enter the image as a Reference Image for Tracing Strokes (13 Background Image). Don't
forget to send the Image to the Back.
Figure 15.5 Trace a Stroke around the part of the character to be
Animated in Draw Mode (red Stroke).

To enter Draw Mode Select Stroke in the Outliner Editor.

In Object Mode add an Armature (single Bone) to the


Scene. G Key grab and position the single Bone on the
character. R Key and rotate.

With the Armature selected, change to Edit Mode.

Select the Tip of the Bone. Press E Key (extrude), drag to


form a second Bone and with the new Tip selected drag and
position to suit the Stroke.
The objective is to pose the Stroke by manipulating the
Armature Bone (Figure 15.6).

Note: This part of the


Stroke shows an error to be
explained in a moment.
Figure 15.6

Armature Bones Rotated


15.4 Parenting a Bone

As shown in Figure 15.6, manipulating a Bone in the Armature positions part of the Stroke
representing the lower arm of the character. For this to occur the part of the Stroke to be moved
has to be Parented (linked) with the Bone of the Armature. In the Figure 15.6 there is an error in
the Parenting which leaves part of the Stroke in situ when manipulation takes place.

Remember: A Stroke is made up with control points or Vertices.

Figure 15.7

The Verticies are linked or Parented to a Bone in the Armature. There are several options for
Parenting (Press Ctrl + P Key for options).
With Automatic Weights

With the Stroke Drawn and the Armature constructed and positioned in
Object Mode, select the Stroke first then press the Shift Key and select
the Armature Bone. Press Ctrl + P Key and in the menu that displays
select With Automatics Weights.

Field of Influence

Figure 15.8

Note: The Field of Influence shown


is diagrammatic only and not a true
representation.

When using this method Vertices falling within a field of influence (Automatic Weights) are
Parented to the Armature Bone, such that when the Bone is moved (rotated) the Parented
Vertices follow the movement of the Bone. Vertices outside the field of influence remain in situ
and the Stroke is stretched.
Obviously employing this method
relies on accurately constructing and
positioning the Armature relative to
the Stroke.

Figure 15.9

To cancel the Parenting, select the


Stroke in Object Mode, Shift select
the Bone then Press Alt + P Key.
With Envelope Weights

With Envelope Weights is best demonstrated having the Armature in Envelope display Mode.

Figure 15.10

Envelope Field of Influence Background darkened and Image deleted

With an Armature Bone selected in Pose Mode you see the Field of influence surrounding the
Bone. Selecting With Envelope weights in the Parenting Menu causes Stroke Vertices within the
Field of Influence to be linked to the Bone.

Vertices outside the Field of Influence remain in situ when the Bone is moved (rotated).

When Parenting With Automatic Weights and


Figure 15.11
With Envelope Weights it can be difficult to
achieve an accurate assignment of Vertices when
working with Strokes of irregular shape. A far
better method is to use Parenting With Empty
Groups. In using this method you manually select
the Vertices you wish Parent (link) to a specific
Bone in the Armature.

Construct and position the Armature relative to


the Stroke as previously describe.
With Empty Groups
Figure 15.12 In Object Mode select the Stroke then press
Shift + P Key and select With Empty Groups in
the Parenting menu.

With all Parenting methods Vertex Groups are


created for each Bone in the Armature. With the
two previous methods Vertices are automatically
assigned to a Vertex Group.

With Empty Groups means the vertices have to


be manually selected and assigned.
15.5 Vertex Groups Figure 15.13

Vertex Groups are found in the Properties Editor. In the


3D View Editor, in Object Mode select the Stroke then
press the Tab Key to enter Edit Mode.

With the Stroke selected you will find the Vertex Group Tab
in the upper section of the Properties Editor.

As shown in Figure 15.12 there are two Bones in the


Armature. The Vertex Group Tab shows two Vertex Groups
named Bone and Bone.001 (you may wish to rename
these to Upper _Arm and Forearm).

Since With Empty Groups has been employed, when


Parenting, Vertices have not been assigned.

In the 3D View Editor, in Object Mode, select the Stroke


then Tab into Edit Mode. Press Alt + A Key to ensure there
are NO Vertices selected.

Select and assign Vertices to Bone.001 (the Lower Arm).

Use Circle Select and carefully select Vertices in the


Stroke for the Lower Arm.

Figure 15.14

Figure 15.15 When Vertices are selected buttons in the


Vertex Group Tab which were greyed out
(inactive) become active (white). Press the
Assign button to assign the selected vertices to
Group Bone.001. You may check the assignment
by clicking on Deselect and Select. You see the
result in the 3D View Editor.

Click LMB in the 3D View Editor to deselect the


Vertices and change to Object Mode. Select the
Armature and change the 3D View Editor to Pose
Mode. Select the Lower Arm Bone and Rotate.
15.6 Animation Keyframes
In previous examples, Keyframes were automatically inserted in the Timeline when the Stroke or
part of the Stroke was moved in the 3D View Editor with the Timeline Cursor positioned at a new
Frame.

When using Armatures to move Strokes you either manually insert


Keyframes or activate Automatic Keyframing.
Figure 15.16
Manual Assignment of Keyframes

With the Armature in the initial position and the Dope Sheet Cursor at
Frame 1, press the I Key to display the Insert Keyframe menu.

There are numerous options but for this simple demonstration where
only the Lower Arm is being Rotated, select LocRot (Location )
Rotation).

In the Dope Sheet Editor Timeline move the Cursor to the next
Frame and press the I Key a second time and select LokRot. Repeat
the process for successive Frames.

Note: You will NOT see keyframes being inserted in the Dope
Sheet Editor Timeline.
Figure 15.17

Dope Sheet Editor Timeline

Drag the upper edge of the Timeline Editor up to see the Keyframes. Automatic Keyframes

Timeline Editor Timeline

Keyframes
Automatic Assignment of Keyframes

With the Armature at the initial rest position and the Timeline Cursor at Frame 1, click the
Automatic Keyframe button in the Timeline Editor Header. Rotate the Armature slightly in the
3D View Editor then return it to the initial position. A Keyframe is inserted at Frame 1. Move the
Timeline Cursor to the next Frame and Rotate the Armature. A new Keyframe is inserted. Repeat
the process for successive Frames.

Press the Play button to play the Animation.

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