title | kind | keywords | created_at | ||
---|---|---|---|---|---|
Working With Blender |
cheatsheet |
|
2013-jul-31 23:58:00 |
MMB
- Orbit
-> Shift
- Pan
-> Ctrl
- Zoom
Num0
- Camera/Scene view
Num5
- Persp/Ortho
Num1/3/7/9
- different ortho views
Num.
- Zoom Extents
Num/
- Toggle Global/Local mode ("solo"/"exclusive" mode for edited object)
Home
- view camera center (to fill 3d vp with camera clip)
Ctrl+Alt+Num0
- move active camera to current viewport view
Z
- toggle wireframe mode
Shift+Z
- Toggle viewport render mode
Shift+Space
& Ctrl+UpArrow
& Ctrl+DownArrow
- Toggle Maximize for active view
Properties Panel (N
) -> Lock camera to view
- to move active camera with 3d viewport commands
Shift+A
- Add Menu
F6
- View operator panel for current tool as popup
tab
- toggle object/edit mode
A
- toggle selection
Shift+G
- Select Grouped Menu (e.g. parent, children, same type, color, layer, ...)
Ctrl+G
- create new Group
Ctrl+Shift+G
- add all objects to active object's group
Alt+RMB
- Select Menu (lists of all objects under cursor)
C
- circle (brush) selection, scrollwheel to set brush size
B
- box select
Ctrl+LMB
- freeform (lasso) select
H
- hide selected
Shift+H
- set restrict view (hide others)
Alt+H
- clear restrict view
X
- delete/dissolve
-> in object mode doesn't delete children! use outliner menu!
-> also try Limited Dissolve to decimate polygons by angle
Ctrl+X
- Dissolve Selected
M
- Move to Layer Menu
Ctrl+RMB
- select vertex/edge/face path (after 1 item already selected)
Alt+RMB
- select vertex/edge/face loop (mouse direction to item midpoint decides loop orientation)
L
- select linked (cumulative)
Ctrl+L
- select all connected
Shift+G
- select similar
Ctrl+space
- Toggle 3D manipulator (Pie)
-> Shift+LMB Drag
- on a manipulator axis transforms on perpendicular plane to axis
Alt+space
- Transformation Orientation Menu
G
- grab/move
-> G
- again to "edge slide" vertices!
R
- rotate (press twice for trackball rotation)
S
- scale
Ctrl+M
- mirror
-> X,Y,Z
- constrain to single axis
-> Shift+X,Y,Z
- add constraint axis to transform on a plane
-> double tap axis keys to toggle local/global
-> type in numbers to specify exact transformation along selected axis
With a camera selected enter Camera View (Num0
), and the transform tools can be used to tweak it easily.
To move/rotate/scale on a plane interactively hold Shift
while dragging the arrow handle corresponding to the normal of the plane.
Alt+.
- Active Element
Ctrl+.
- Individual Origins
Ctrl+,
- Median Point
,
- Bounding Box
.
- 3D Cursor
Alt+,
- Manipulate Center Point
Alt+G/R/S
- reset translation/rotation/scale
Ctrl+A
- Apply transform (T/R/S)
Ctrl+P
- set parent (select child(ren), then parent, then Ctrl+P
)
Shift+Ctrl+P
- parent without inverse menu
Alt+P
- clear parent menu (use it after parenting to clear hidden inverse transform!)
Ctrl+shift+TAB
- set snap type
shit+TAB
- toggle snap
Shift+S
- Snap Menu (snaps either selection, or cursor)
Ctrl+drag
- force snap
Ctrl+B
- sets the render border, Ctrl+Alt+B
to clear
Ctrl+J
- Join Objects
L
- Make Local Menu (Linking)
Ctrl+A
- Apply Transformation menu
Alt+C
- Convert Menu (convert between mesh <-> curves)
Ctrl+Tab
- Toggle Verts/Edges/Faces mode
Ctrl+Num+
& Ctrl+Num-
- grow/shrink selection
W
- specials menu (Subdivide, Bevel, Bridge, etc)
Ctrl+V
- vertex tools
Ctrl+E
- edge tools (e.g.: Mark Sharp, Mark Seam (UV))
Ctrl+f
- face tools
Alt+M
- Merge Menu
U
- UV Mapping Menu
Shift+G
- Select Similar Menu
E
- extrude, extend curve (bezier, path, etc; MUST undo if canceling to clean up geo!)
Alt+E
- Extrude Menu (choose region/individual)
Ctrl+LMB Click
- Quick Extrude Selection
Ctrl+B
- Bevel
Ctrl+Shift+B
- Vertex Bevel (handy for making circles inside geom)
I
- Inset tool
-> Ctrl
- Depth, O
- Outset, B
- Boundary
Alt+R
- Spin Tool (i.e. Loft, around cursor)
Alt+S
- shrink/fatten, push/scale along normal
Y
- Split selection (essentially: cut out, by duplicating vertices)
K
- Knife tool
-> Ctrl
- midpoint, C
- constraint snap, Shift
- disable constraint
-> E
- start another cut
Shift+K
- Select Knife tool (works on selection)
J
- connect vertices (creates an edge between two verts, splits faces, "lightning bolt")
Ctrl+R
- Loop Cut and Slide Tool
F
- Fill (make edge/face / convert to single N-gon; Sort Vertices if needs be)
Alt+F
- Fill with triangles
O
- Proportional Edit mode toggle (for soft selections)
Alt+O
- Proportional Editing, connected only
Ctrl+T
- Triangulate Faces
Alt+P
- Poke Faces (subdivide so each quad turns into 4 tris in an X shape)
Alt+J
- Convert tri selection to Quads
Ctrl+N
- make normals consistent (recalculate normals)
Shift+E
- set creasing (for subdiv)
P
- Pin
Alt+P
- Unpin
Ctrl+P
- Pack Islands
W
- Welding Menu
V
- Stitch
Q
- UV Sculpt Tool (use the Toolshelf T
to change params)
-> F
- change brush radius, Shift+F
- change brush strength
I
- insert keyframe (context sensitive: control under mouse is keyframed, or popup if in 3D view)
T
- set keyframe interpolation mode
Alt+A
- play/pause animation
Shift+left/right
- go to first/last frame of animation
Ctrl+T
- Add Texture Mapping nodes to selected node
Ctrl+Shift+RMB
(Compositing) - Connect selected node to Viewer node
Shift+R
- repeat previous command
Shift+NumPad /
- edit linked library (addon)
Ctrl+2
- add subdiv modifier with detail set to 2
Shift+D
- duplicate object
Alt+D
- instantiate object
Ctrl+L
- make links (to e.g. material)
Ctrl+Shift+Alt+C
- set origin
P
- Separate part of the object into a new one
V
- set handle type (for curve controls, and animation keyframes)
Alt+C
- toggle cyclic (for curves)
Alt+C
- Convert to (mesh/curves, in object mode)
F12
- Render
E
(w. mouse over a control) - Pick value for control in viewport (e.g. for Depth of Field Distance, etc.)
-
Objects are transforms that reference Data blocks (mesh, materials, etc)
- the same Data can be referenced by multiple Objects (i.e. instantiating)
- Data with 0-references gets deleted upon save/reopen
- add a Fake User to keep 0-ref Data (via the F button in properties)
-
Hover over any control and
Ctrl+C
to copy, orCtrl+V
to paste value (even colors!) -
Blender's config file is just a scene file, so a way to migrate settings is to open it in the new Blender version
-
use the Edge Split modifier to smooth object via angle (i.e. "smoothing groups"/faceting)
-
or use Auto Smooth on the data tab of the selected object
-
Make use of the fact that you can type in numbers for interactive transform tool
- e.g.
S
Z
0
to flatten something in Z, orR
Y
90
to rotate 90º in Y
- e.g.
-
UV Mapping Menu
- press Reset, then Follow Active Quads to neatly layout selected faces
-
Straighten Edges according to normals
- select edges (e.g.
ctrl+RMB
for a path) - set Transformation Orientation (3D View) to "Normal"
- set Pivot Center (3D View) to "Individual Origins"
- press
S
(for scale), andZ
Z
(to scale along local Z, i.e. normal direction), then0
(to scale to 0)
- select edges (e.g.
-
use the Skin modifier to quickly build organic models, similarly to zbrush
- in a mesh object extrude points (
Ctrl+LMB
) to build skinned branching structures - press
Ctrl+A
to scale vertices (i.e. skin thickness)
- in a mesh object extrude points (
-
select 2 vertices and use 'Select Vertex Path' (
W
menu) to select all the edges between them (cool to mark UV seams for example) -
the border of the camera view is selectable like any object, transform tools work on it!
-
use Select -> Select All by Trait -> Loose Geometry to help clean up your models
-
use the
Auto Merge
button in 3D View to automatically merge vertices that are moved together -
Bake AO
- create a new Image map in the UV/Image Editor
- go to Edit Mode, in UV Mapping Select Unwrap/Lightmap Pack to create UV if necessary
- link image to UV in UV/Image Editor by browsing to it at the bottom
- back in Object Mode go to the World tab to setup AO for rendering
- enable Ambient Occlusion
- in Gather set Samples to desired amount to keep noise down
- in Gather tweak Attenuation and Falloff Strength to adjust AO smoothness
- on the Render tab open the Bake dropdown
- set Bake Mode to Ambient Occlusion
- check Normalized
- set desired Margin
- press Bake
- in UV/Image Editor select Image/Save as Image to save the map
-
Dynamic Paint Procedural "Tech" Carving
- create a model as "canvas" and another as "brush"
- add Dynamic Paint Modifier to both
- on the Dynamics tab enable Dynamic Paint with the respectable setting for each
- on the Canvas object
- in Dynamic Paint Add Canvas, and set Surface Type to Weight
- on the Data tab new Vertex Group with the same name as the Dynamic Paint Output
- add a Mask modifier and use the created vertex group as input (invert if needed)
- optionally use the Solidify modifier on the result
- on the Brush object
- turn off editor and camera visibility
- use tricks, like Displacement modifier with a procedural texture for more interesting looks
-
Solving Addon Troubles
- duplicate addons: start blender in terminal, open the Addons panel, it'll show the paths
- missing addons: uncheck addon, save user prefs to make it disappear
-
Unlit ("Fullbright") material in Cycles
- Create an Emission shader
- Set its Strength to be controlled by "Is Camera Ray" of a Light Path node
-
Blender Cloud (for sync)
Ctrl+Shift+Alt+A
- Download texture
-
Enhanced 3D Cursor
- https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Enhanced_3D_Cursor
F10
- place cursorLMB Drag
to move 3D cursor along faces- Hold
Ctrl
to snap to vertices - Hold
Shift
to snap to center of faces
-
LoopTools (builtin)
- https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/LoopTools
- very handy modelling tools in the
W
menu - Arrange points around selection into a circle
- Relax, space out loop or path
-
BoolTool
- https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/BoolTool
- interactive boolean modifier
Ctrl+Num+
&Ctrl+Num-
- bool ops (in object mode)- use the
Alt+C
menu on target to convert to regular object (finalizes bool)
-
ANT Landscape
-
Property Chart
- like Houdini's spreadhseets
-
Copy Attributes (builtin)
Ctrl+C
- copy various attributes from one objects to another
-
Node Wrangler (builtin)
- lotsa useful/essential node workflow enhancements
-
Pie Menus Official (builtin)
Z
- ShadingQ
- View Directions.
- PivotTab+Ctrl+Shift
- Snapping
-
F2 (builtin)
- massively enhanced fill polygon function
F
- massively enhanced fill polygon function
-
Extra Objects (builtin)
- additional mesh and curve objects (2 addons!)
-
HardOps ($15)
- hard surface modelling to 11
- https://masterxeon1001.com/
-
BoxCutter ($15)
- easy booleans
- https://masterxeon1001.com/
-
Sprytile
- https://chemikhazi.itch.io/sprytile
S
- snap 3D cursor to nearest vertexW
- center view on 3D cursor1
/2
- rotate tile cw/ccw 90º3
/4
- flip tile in X/Y- Hold
Alt
to pick tile in scene
-
PBR Materials
-
BRM-UVTools
- UV editing in the 3D viewport!
- https://github.com/leukbaars/BRM-UVTools
-
BRM-UVAlignMinMax
- align selected UVs to selection min/max
- https://github.com/leukbaars/BRM-UVAlignMinMax
-
Yet Another Vertex Normal Editor
-
TexTools
-
Texture baking UI for Blender
-
Blendermada
- online blender material database
- http://blendermada.com/
-
Animation Nodes
- node-based scripting tool
- http://blenderartists.org/forum/showthread.php?350296-Addon-Animation-Nodes
-
Gaffer Light Manager
-
BLAM Blender Camera Calibration Toolkit
-
Archimesh
-
Tissue
-
Amaranth Tools
-
Batch Operations
-
Easy Lattice
-
Extrude and Reshape
-
Ice Tools
- https://blenderartists.org/forum/showthread.php?343641-Iceking-s-Tools
- retopology helper