------------------------------notes---------------------------***(the " > " symbol means "then press" e.g. g > ctrl means "press g then press/hold ctrl") ***(the " + " symbol means "press one key, hold and press another key" e.g. shift + s means "press and hold shift, then press s") ***(grab, scale and rotate works for a number of things in blender such as whole meshes, cameras, bones, vertexs, edge, faces, ipo curves, action keys) ***(the " [ ] " means you should input one of the option specified inside the brackets) ***(the "#" marks are just comments) ***(the "lmb", "mmb" and "rmb" are "left mouse button", "middle mouse button/mouse wheel" and "right mouse buttons") -------------------object manipulation hotkeys-----------------### while the mouse works, you can also use keyboard inputted values for accuracy### g - grabs and move/translate something s - scales something r - rotates something g > ctrl - constrains the translation of things to grid s > ctrl - constrains the scaling of things incrementally/decrementally r > ctrl - constrains the rotation of things incrementally/decrementally g > [x, y or z] - constrains translation to the global x axis, y axis or z axis s > [x, y or z] - constrains the scaling to the global x axis, y axis or a axis r > [x, y or z] - constrains the rotation to the global x axis, y axis or a axis g > [x, y or z] > [x, y or z] - constrains translation to local x axis, y axis or z axis s > [x, y or z] > [x, y or z] - constrains scaling to local x axis, y axis or z axis r > [x, y or z] > [x, y or z] - constrains rotation to local x axis, y axis or z axis g > shift + [x, y or z] - constrains translation to plane perpendicular to the selected axis s > shift + [x, y or z] - constrains scaling to plane perpendicular to the selected axis r > shift + [x, y or z] - constrains rotation to plane perpendicular to the selected axis ################################################################################## ### ###(while in object mode)### tab - toggles between object mode tab > ctrl + tab > 1 - changes to tab > ctrl + tab > 2 - changes to tab > ctrl + tab > 3 - changes to
and edit mode vertex selection mode edge selection mode face selection mode
ctrl + tab - toggles between object/weight paint mode for mesh or object/pose mode for armature/bones ctrl + l - links object data (useful for assigning the same material to all selected objects ctrl + up_arrow - maximises the window the mouse is currently in
ctrl + down_arrow - minimises the window the mouse is currently in ctrl + g - group objects ctrl + j - join selected objects ctrl + t - makes alt + t - clears ctrl + p - makes alt + p - clears
the first selected object tracks the second selected object tracking of any child object (first selected object) the first selected object parent the second selected object any parenting on selected child(s)
m - bring up the layer menu for a selected object m > [layer_number] - moves an object to the layer you input e.g. m > 3 would move object to layer 3 ` (the key next ontop of the tab key) - displays all layers alt + s - clear scale alt + r - clear rotation f - enter uv face select mode ############################ ###(while in edit mode)### w > 0 - flips normal (useful for faces which appears broken/black) w > 1 - subdivides selection by one factor at a time w > 2 - subdivides selection by a your input factor at a time w > 4 - subdivides smooth mesh (quick for box modeling a human head) w > 6 - removes double vertices, edges or faces (very useful) w > alt + 1 - smooths a region of selected items (vertices/edges/faces) w > alt + 2 - bevels mesh w > alt + 3 - set smooth (makes selected items look smooth rather than blocky) w > alt + 4 - set solid (makes selected items look blocky rather than smooth) ctrl + ctrl + number ctrl + ctrl + ctrl + ctrl + ctrl +
n - recalculate normals for faces that look broken/black (very useful) r - add edge loops (use mouse wheel or type in numbers to increase/decrease of edge loops to be added) t - convert all quadrilaterals to triangles e - brings up edge manipulation menu e > 1 - mark selected edges as seams for uv projection e > 2 - clear selected seams e > 6 - slides selected edge loop
alt + j - convert all triangles to quadrilaterals alt + rmb - select edge loops ctrl + shift + rmb - select face loops alt + m - merges vertices, edges or faces. shift + e - crease/uncrease selected edges using mouse to adjust p - separates the selected vertices, edges or faces to form a new object o (letter "o" not number 0) - turns on proportional editing tool (useful for landscape creation) shift + o - alternates between different modes of proportional editing f u v b
- fills/create a face with 4 or more vertices or 2 or more edges (while uv face selected) - brings up uv projection menu - rips an edge in a mesh - alternates between single select, circular select and box select
x > 1 - delete selected vertices x > 2 - delete selected edge x > 3 - delete selected faces x > 7 - delete selected edge loops ########################## a > a (press a twice) - selects/deselects everything h - hides selected vertices, edges, faces or objects alt + h - unhide or reveal hidden vertices, edges, faces or objects n - brings up the transformation properties box/menu space - brings up the central menu for blender (very commonly used, especially for adding mesh) [1 to 0] - change to the layer you press e.g. pressing 8 would change to layer 8 shift + link to alt + d changes
d - duplicates something (vertices, edges, faces, whole objects) with no original. - duplicates something and links the duplicate copy to the original, any to the original will affect all the copies
ctrl + [1 to 4] level you enter ctrl + z - undo ctrl + y - redo
- apply subsurf (subdivisional surface) modifier to mesh for the e.g. ctrl + 2 apply subsurf level 2 a step a step
. (full stop/period key on numpad) - focus on selected item home - focus on everything shift shift shift shift shift shift
+ + + + + +
s s s s s s
> > > > >
brings up the snap to menu for the red and white crosshair in blender 1 - snap selection to grid 2 -snap selection to cursor 3 - snap the cursor/crosshair to grid 4 - snap cursor/crosshair to selection 5 - snap selection to center
z - toggles between shaded and wireframe display of mesh alt + z - toggles between shaded and textured display of mesh shift + z - toggles between shaded and lighted display of mesh ------------------animation manipulation hot keys-----------------i - bring up animation menu to set keys for different data alt + a - play back animation in current window where mouse is alt + shift + a - play back animation ain all window left_arrow - move back one frame right_arrow - move foward one frame up_arrow - move foward 10 frames down_arrow - move back 10 frames ctrl + pageup - move foward to next key frame ctrl + pagedown - move back to previous key frame shift + left_arrow - move to the start of the animation time line shift + right_arrow - move to the end of the animation time line -------------------camera manipulation hot keys--------------------numpad_1 - front view numpad_3 - right side view
numpad_7 - top view ctrl + numpad_1 - back view ctrl + numpad_3 - left side view ctrl + numpad_7 - bottom view mmb (press and hold) - rotates (tumble) view mouse wheel - zooms (dolly) in or out of view shift + mmb - pans view shift + f - enter fly mode usually for camera aiming ctrl + 0 (zero not letter "o") - make selected object the active camera ctrl + alt + 0 - makes camera move and look through the current view --------------------file manipulation hot keys----------------------ctrl ctrl ctrl ctrl
+ + + +
u q w x
-
save current layout as default layout for blender quits blender saves a file create a new file
f1 - open a file f2 - save a file as f3 - save an image f4 - opens game editor menu f5 - open materials menu f6 - open texture menu f7 - open physics menu f8 - open world/background menu f9 - open edit menu f10 - open uv texture editor f11 - display the current rendered frame without re-rendering f12 - renders the current frame