[flow_default] Transcription for audio/AITJJSORT/Blender Course - Advanced Interior Visualization Training/4 - 3D Models/1 - Import Models.wav
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audio_AITJJSORT_Blender Course - Advanced Interior Visualization Training_4 - 3D Models_1 - Import Models.json
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{
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"file": "1 - Import Models.wav",
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"transcription": {
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"audio_file": "1%20-%20Import%20Models.wav",
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"text": "In this lesson, we'll talk about importing models. We can import models into Blender in various formats. The most popular format is of course the Blend format, which is specifically designed for Blender. Other formats that are quite universal and very popular are FBX and OBJ formats. Blender also allows you to import models from SketchUp. However, for this you need to find the appropriate extension online and install it. An interesting fact is that Blender, in the form of extensions, which we mentioned earlier, also gives you the ability to import 3ds models, although 3ds was already there before. But it gives you the ability to import max models, i.e. models, with an extension from 3ds max. Although this does not work in practice as we would like it to in most cases, it gives hope that import will be possible here in the future. Directly with quite good results. When it comes to imports, in Blendformat models, we have two options to choose from. The first option is link import and the second option is append import. These two options differ from each other. If we import a model using append, we have the ability to edit that model directly in our scene. For example, if we want to change materials or modify the geometry, we can easily do that. If we import a model using link, we don't have that option. To make changes to materials, geometry and so on, we need to go to file it, the original, meaning in the file located in a folder on our disk, in any location from which we imported it. We need to change something in the model in that original file and save the model. And only then these changes, they will appear in our scene. It's a rather impractical use of this option. And I generally don't use it at all in my work. I don't use it because I usually always want to tweak the materials or slightly change the geometry. I need to change the model, for example, the table model. I need to expand narrow down and so on. So, if I import this model using append, I have direct control over it, and everything goes just fine. Alright. When it comes to importing OBJ and FBX, we do it from this location. So, we have import here and we can choose between OBJ and FBX. We also have this DXFX that we used earlier as well as a few other different extensions. If you have the option try to use models saved in the blend format. It's much easier than importing and working with OBJ or FBX formats. Models prepared in the blend format usually have a well-made mesh and often well-made materials. If we import models in OBJ or FBX format, we must take into account that we will most often have to create materials, completely from scratch. The mesh often leaves a lot to be desired. Sometimes these models have a completely absurd number of faces, which is totally inadequate for what the model should have to be optimally made. In such cases, the mesh needs to be optimized, but it doesn't always yield good results. Sometimes we spend a lot of time and the results will still be poor. In our course, we will have a lot of models in blend format to import. We will import all of them using the append function. The models are located in folder number two, labeled models, and then in the blend folder. We have all the other models here that will be used in our scene. These models will be included in the course. I created most of these models myself, but some of them come from the 3D Sky website. I had to work on some of these models from 3D Sky, which is why I decided to include them in the files for this course. There will also be other models from the website or from the Blender Kit add-on in the scene, but we'll cover that in the upcoming lessons. However, they can't be included in the files for this course. I'll show you how to easily download them and place them in our scene. Going back to the import, if we go into the models folder, we can select the appropriate file. For example, the door. We double-click on it. Then we go to the object, Folder and select Cliff. We click Append and the object should be imported into our scene. We'll move it to the site so it's more visible. And this is what a correctly imported model looks like. As an example of importing a model in a different format, I'll show you the SOFA model using the OBJ format. Let's get started with the import. This model is located in the OBJ-FPX directory and is labeled as SOFA. After double clicking the model gets imported, very similarly to how a door model does. However, when it comes to OBJ models, they often get imported at 100 or even 1000 times larger scale. This is probably because the person who created these models in another program was working in different units than we are. That's where this discrepancy comes from. However, I do not have 100% confirmation whether this is true. The direct cause of such a scale difference. In this case, the mesh quality of the models is quite good. We can take a look at it in the subtype editing. It looks quite decent. The downside of this import, as I mentioned earlier, is that we will have to create some models ourselves. However, I have already customized this SOFA model earlier, and we will not use this model in the OBE format. We'll remove it from the scene and import it from the blend catalog as well. As for the import, I won't be doing it on the recording. I'll pause the recording now, import all the models, and show you what the scene looks like with all the imported models. This is what the scene looks like with the imported models. If you do it step by step, probably two models caught your attention more than the others. The first model, which is the St-and-railing model, represents exactly those elements. I didn't show it step by step. Modeling them would be quite time-consuming and labor-intensive. So I decided to add these elements as a ready-to-import component to embed in the scene. Another unusual element is the window. The window in this case consists of vertical posts, horizontal beams, and glass. It's in a rather strange form because I built the windows in our scene using those elements. And in the next short lesson, I'll show you how to assemble our windows from these elements. Let's maybe place our stairs with the railings in the right spot. So let's select these elements. And we'll move them here to the corner of our wall. We can hide the other elements. We're moving the stairs exactly to the spot we're interested in. So the corner of the landing to the corner of the wall, we absolutely need to make sure that the stairs are at the right height. So the bottom of the stairs needs to align slightly with the bottom of our walls. Now it should be fine. Yes, the stairs look good and are in the right place. At this point, I see that the beam is interfering with my stairs, specifically with my railing, so I'll decide to lower that beam. Since there were no guidelines in the project for this height, I assumed something on my own. At this stage, I can adjust that. I think that if the beam is definitely the same height as the wall, everything will be absolutely fine here. I'll lower this face, and I can also adjust this edge to make the geometry look precisely correct. The lesson on the topic of import is all the information",
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"language": "en",
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"duration": 509.59,
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"timestamp": "2025-12-10T17:45:38.012981"
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},
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"timestamp": "2025-12-10T17:45:38.020256",
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"processing_time_seconds": 224.26382899284363
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}
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