First, there are two modes, object and edit. Tab switches between. Try to move and scale only in edit mode, as changes in object mode are...cosmetic, they are not real changes. Changes in edit mode are fundamental, and direct, they are real changes.
Do not edit the body, beyond moving vertices around. Never delete or add vertices to the body. If you do, it's not a big deal, you just have to reimport a clean version.
Big thing to learn is (in object mode) hit "spacebar" to bring up context menus. Hit spacebar, add>mesh> and choose a primitive. I rarely choose anything but cube, and plane. On rare occasions I need a cylinder, UV sphere, or Torus.
Then once you've got the primative, and added a mirror modifier to it, go into edit mode and drag it to one side, so you're working on both sides at once now (if it's off center, you can center it in "object mode"). "s" is scale. "s" then x, y, or z is scale on axis (y is forward and backward, x is side to side, and z is up and down). "g" is grab and move. "g" then x, y, or z is move on axis. "r" is rotate. "r" then...you get the idea.
"b" activates select by dragging. "bb" actives a circle that can be expanded or shrunk with the mousewheel that selects whatever is inside the circle when you l-click. Middle click to deselect vertices. "r-click" gets you out of that mode.
"o" turns on proportional editing. This is key for porting armors as it allows you to move large groups of vertices in a smooth fashion. You'll get the hang of it. There are several sine waves to choose from that alter the "falloff" of the the proportional edit sphere.
I highly recommend going through some of those blender videos, they will learn you most of what you need to know.
NumberPad
"5" on the number pad changes between ortho and perspect view. I usually work in orthographic. Simpler.
7,1, and 3 are your top, back, and side. ctrl+7, 1, or 3 give you the opposite views, bottom, front, and other side. The ".del" key on the numpad centers the selected vertice, object, whatever. 6, 4, 2, and 8 rotate around the selected.
Mesh Building - in edit mode
To actually start building a mesh, you have to know two main tools. Extrude "e" which you use by selection a point or two more, and hitting "e" to extrude. A context menu will pop up. Play with the options, or you can hit x, y, or z to extrude along an axis.
Second to build mesh is "cut and loop" or "ctrl+r". This allows you to split a row of quad polys.
edit - Selection Modes

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The skeleton are those black horizontal lines. I suppose it's possible you didn't import it.
Edited by calyps, 25 May 2012 - 05:04 AM.



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