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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
www.tamarindcreativegraphics.com
The objective of this tutorial is to introduce 2D Animation (Two Dimensional Animation) using the
Blender 2.80 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
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.
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.
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
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
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.
In the directory containing the blender.exe file create a shortcut and place it on the desktop.
Right Click
To start the program simply double click the left mouse button on the shortcut icon.
Preamble
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.
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.
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 MMB – Click the middle mouse button (the middle mouse button may be the scroll
wheel).
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
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.
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
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.
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
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
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
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.
Button – Click to
display the Editor
Type Selection
Menu.
Icon – Showing
that the Draw
Tool is selected.
Bar – Click to
rename the Brush.
Stroke Types
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)
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.
Slider Controls
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
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.
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.
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.
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).
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.
The Annotation Tool may be used to draw notes in the View Editor (Figure 2.4).
Figure 2.4
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).
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.
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).
Figure 4.1
3D Viewport Editor Header
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).
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.
An alternative method of
displaying the Object Properties
panels is to press the N Key on
the Keyboard.
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
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
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
3D View Editor
Default Color
(white)
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
When using this method the Background Color Renders in the Image Editor.
5
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
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
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.
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.
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.
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:
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
C:\Users\John\Documents\File Name
5.9 File Browser Editor Features (Figure 5.12)
Refresh the File List
Create a NewDirectory
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
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
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).
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
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.
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.
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
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.
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.
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
Figure 6.10
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
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
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
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
Figure 7.3
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
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).
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.
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
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.
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.
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
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
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.
Figure 7.15
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
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.
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.
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
Figure 7.23
7.7 Customising Brushes
Brushes are customised (edited) by changing settings in the Properties Editor. Figure 7.24
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
Clicking the plus sign and selecting the Blender Application file in File Explorer makes Tablet
setting Changes specific to Blender
Figure 8.4
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.
Circular and Radial: Draws Circular and Radial Strokes about a Center Point.
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
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.
Tool Header – Stroke Type: Black Figure 9.7 Properties Editor – Stroke Type Black
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.
Rotate
Scale
Transform
Move Rotate Scale
Performing these operations applies the function to all Strokes drawn on any one Layer (see 10
Canvas and Layers).
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.
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
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.
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
Hold LMB to show the X Axis Hold LMB – Press Z Key to show Z Axis
In general, the Sculpt Mode Tools operate by dragging the Circle Cursor over
the stroke to affect the Stroke.
Smooth
Thickness
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.
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.
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
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.
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.
Figure 10.6
Fills Hidden
Stroke Type: Pupils
Stroke: Black.001
Stroke: Pupils
Material Buttons
Figure 10.7
Lines Hidden
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.
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.
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
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.
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
Change the 3D View editor to Draw Mode and draw a rectangle (new Stroke).
Figure 10.15
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.
Figure 10.17
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.
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.
Figure 10.19
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.
Stroke Drawn in
the 3D View Editor Modifiers Button
Iterations = 6 Iterations = 20
11.4 Noise Modifier Figure 11.4
Modifier Button
Figure 11.9
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.
Flip Effect
Pixelate
Figure 12.5
13
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.
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.
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
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
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.
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.
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.
Timeline Editor
Timeline and Dope Sheet Cursors aligned at Frame 1 Figure 14.2 End Frames aligned
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.
To demonstrate the basics of Animation a Stroke representing a ball will appear to bounce off a
second Stroke representing a surface.
Surface
14.3 Animation Action
Consider the chain of events occurring in the Animation.14.3 Figure 14.5
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
Keyframes
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.
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
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
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.
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)
Mouse Cursor
Keyframe and Interpolate the Ball to bounce inside the Circle. Figure 14.19
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
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.
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
Note:
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.
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
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
With Envelope Weights is best demonstrated having the Armature in Envelope display Mode.
Figure 15.10
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).
With the Stroke selected you will find the Vertex Group Tab
in the upper section of the Properties Editor.
Figure 15.14
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
Drag the upper edge of the Timeline Editor up to see the Keyframes. Automatic Keyframes
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.