Works Sculpture DigitalSculpture Blender
Quit Q Abort command ESC Erase CTRL-X all X selected Editmode on/off TAB, ALT-E In editmode the changes apply to vertices (cursor is a cross) in selection mode to the object as a whole (cursor is an arrow) Add SHFT-A, SPACE If you add in edit mode, you add into the same object. If in selection mode, you add a new object. Refresh NUMPAD 9 Confirm a command ENTER, SPACE Cursor Lclick Snap to grid (SHFT-S 3) or to selected object (SHFT-S 4)
(De)Select All A Select Rclick Extend selection hold SHIFT while selecting Many objects can be selected, only one active (brighter) Border select B drag a box with mouse, left button extends, right deselects, also holding ALT deselects Circle select BB drag with left mouse (ALT deselects) grow/reduce radius with NUMPAD +/- Linked vertex select L deselect SHFT-L Swap selection button in F9, in edit mode special menu w 7 selects unselected and vice versa
Resize window Ldrag pane Split / join windows Mclick pane, Rclick pane The side you approach pane determines which side is is split / remains after join. Fullscreen / smaller CTRL-UP / CTRL-DOWN Prev / next Screen CTRL-LEFT / CTRL-RIGHT Header (icons) hide,top,bottom Rclick on header add back on split/join menu Blender to fore / background on header, lclick / lclick+CTRL View buttons SHFT+F7 in a 3D view Allows setting a background image, grid size and extent, clipping and focal length for the 3D view (each view has own) Function keys F1 File open, F2 File save, F3 Image save, F4 Lamp, F5 Material, F6 Texture, F7 Animation, F8 Realtime, F9 Edit, F10 Display, F11 Hide/Show Render, F12 Render with SHIFT: F1 Load lib, F4 DataView, F5 3D, F6 Ipo, F7 View Buttons, F8 Seq.Editor, F9 Oops, F10 Image, F11 Text, F12 Sound F3+CTRL save active window as image (type in F10) F3+CTRL+SHFT save whole screen as image Other exports SHFT-F2 DXF, CTRL-F2 VRML 1.0, ALT-w VideoScape Save CTRL-W +/- increases/decreases the version count Save over last saved CTRL-S Open last saved CTRL-O Info window reveal by draggin top window down auto saves, 2-button mouse, tooltips, ... Make current state default CTRL-U
Perspective mode Toggle persp/ortho NUMPAD 5 Camera view NUMPAD 0 Interactive Spinning Mdrag, ALT-Ldrag you can emulate middle mouse button with ALT-leftbutton Panning SHFT-Mdrag Zooming CTRL-Mdrag, NUMPAD +/- Fixed Top, Front, Right NUMPAD 7,1,3 Bottom, Back, Left SHFT NUMPAD 7,1,3 Center to cursor C View all HOME, SHFT-C Rotate around axis Z-axis NUMPAD 4,6 Perp to Z and view NUMPAD 2,8 Concentrate on selected Zoom & hide others NUMPAD / Zoom NUMPAD , Orient NUMPAD * Draw mode bbox, wire, solid, shaded D 1-4, Z, SHFT-Z show axis, texspace, name in F9 Rendering Render F12 Image size from Display buttons (F10) SizeX, SizeY, 100%, 75%, 50%, 25%, AspX, AspY, Presets Display in view or window (DispView / DispWin) Oversampling Render window F11 Image zoom Z
General modifiers for editing and sliders hold CTRL for discrete steps hold SHFT for slowing the edit hold CTRL-SHFT for smaller discrete steps clicking on left side of slider decreases, right side increases Grab (move) G, Rdrag straight axis-aligned constraints with Mclick Grab, rotate, scale work on both objects and vertices. Snap SHFT-S selected to grid (1) or cursor (2) Rotate R, Rdrag curved normally perp to cam, with ALT the other rotations hitting x,y,z constrains rotation around those axes only around center (,) cursor (.) median or indiv. centers (icons) can be cleared with ALT-r Scale S, Rdrag wiggled axis-aligned with Mclick around center (,) cursor (.) median or indiv. centers (icons) can be cleared with ALT-S mirror with x,y (uses the axis closest to horiz[x] or vert[y]) Apply size/rot CTRL-A apply the scale & rotation of object to the vertices Shear CTRL-S works only on vertices, always on horizontal screen axis Numeric control N SHFT-Lclick for numeric entry (then SHFT-BACKSPC to clear) Undo U works only in edit mode, reloads the data as it was when edit mode was entered (so TAB-TAB "refreshes undo buffer") Special menu W replicates many edit buttons Changing center In F9, Centre, Centre New, Centre Cursor Duplicate (copy) SHFT-D Duplicate (instancing) ALT-D Spin F9 Spin-button surface of revolution select verts to spin and the degrees and steps from sliders in F9 spin is perp to view direction, around 3d cursor only meshes (conv beziers to mesh in edit mode by ALT-C) Screw F9 Screw button similar to spin, but must have two open ends on the polyline after the spinning, the lower end of the next level coincides with the top end of the previous level Proportional editing O when you have selected some vertices and modify them, the neighboring vertices are also modified SHFT-o toggles sharp/smooth fall off of influence NUM-MINUS and NUM-PLUS modify the radius of influence Join objects CTRL-J works in select mode Separate objects P in editmode, selection is removed and placed into new object Make/clear parent CTRL-P / ALT-P The selected will move with the current (becomes parent) Make/clear track CTRL-T / ALT-T The selected will orient themselves to current Hide / Reveal verts H / ALT-H, buttons in F9, special menu W 5/6 Recalculate normals CTRL-N Clear origin ALT-O DupliFrames button in animation buttons animate an object by parenting it to a curve creates virtual instances of the object along the path DupliVerts button in animation buttons parent an object to polygon or particle system creates virtual instances of the object at vertices with rot button aligns obj with parent's normals Make dupli's real CTRL-SHFT-A Metaballs if different OB base name, don't affect each other if same OB base, but differs, can animate independently
Add curve/mesh Add menu: SPACE -> Add -> Curve/Mesh Extrude E Add Face F curve: create vertex and connect selected mesh: connect 2 verts with edge, 3 or 4 with face Subdivide W 1, also in F9 Linked select/deselect L / SHFT-L Erase selected X Buttons Width move the interpolated points wider or closer Ext1 depth of extrude Ext2 depth of standard bevel BevResol resolution of bevel (converges to quarter circle) BevOb use another curve as bevel Mesh only: Fill selected SHFT-F fill a closed polygon with triangles Beauty fill ALT-F swap edges so triangles become more uniform Make triangles CTRL-T convert selected faces to triangles Hiding H hide selected (W 5) SHFT-H hide not selected ALT-H reveal (W 6) Select linked selected CTRL-L Calc normals CTRL-N try pointing them outside SHFT-CTRL-N try pointing them inside Split Y break selected apart, keep faces (duplicate some verts) Curve only: Add vertex CTRL-Lclick Cyclic make/brake C Handle type (4 types) vertex (sharp) V free / aligned H auto (symmetric)SHFT-H calc handles CTRL-H Convert ALT-C text to curve, curve & metaball to mesh, uses extrude values Conversions Poly, Bezier, Nurbs In F9 Tilt set/clear T / ALT-T
Select layer hit layer button layers 1-10: keys 1,2,...,9,0 layers 11-20: ALT-1, ... ALT-9, ALT-0 you are working on the last selected layer Add/remove one layer hold SHFT when selecting Move to layer(s) M or select the layer from the edit buttons (F9)
You can select, grab and rotate the camera like any other object. With camera and camera view (NUMPAD 0) selected, try Rotate VUP R Rotate view direction R + Mclick Move laterally G Move back'n'forth G + Mclick Properties in F9 Clipping start & end, persp / ortho, focal length, draw size Toggle showing limits for clip and mist (set in World buttons) Fix to a target Select camera, then the target (maybe an Empty from Add) Make camera track the target by CTRL-T Clear the rotation of the camera by ALT-R Now move the target, camera will follow In case you have many cameras Make selected active CTRL-NUMPAD 0 Go back to previous ALT-NUMPAD 0 Set border SHFT-B
Add light SPACE -> Add -> Lamp Lamp types Lamp Default type, the only directionless Spot The only type with shadows, opening angle (SpotSi), angular attenuation (SpotBl) Similar to camera, can aim it the same way (select with CTRL-NUMPAD 0), clip start&end Sun Softer than spot, directional Hemi Like Sun but comes from a hemisphere Volumetric lights Halo button activates Need to use a spot light Halo step gives quality (0=off, 1=high qual, 12=low qual) Haloint gives intensity of halo rays Distance falloff For lamp & spot only With Quad activated (Quad1=Quad2=0 => no dist falloff) Intensity = Dist / (Dist + Quad1*d + Quad2*d^2) Without Quad a linear falloff Intensity = Dist / (Dist + d) Lamps can have colors and even textures. You can change Energy. Layer Constrain to effect only objects in the same layer. Shadows Works only with spot lights. Need to hit the Shadows button both in F4 and F10.
Collect meshes use selected meshes for calculations Materials that have nonzero "Emit" work as light sources Hit Gour to see progress, ESC when good enough Add new meshes and m to move new meshes into some layer, Free Radio Data, now the materials should have VCol Light to denote the colors have precalculated illumination.
Color spaces RGB or HSV 3D Coefficients Diffuse (Color), Specular (Spec), (Mir)? Specularity Two components: Intensity (Spec) and Glossyness (Hard) Emit Intensity of emissive term, the diffuse color Alpha Attenuate or transparency (with ZTransp) Rendermode Wireframe/solid (Wire), shading off/on (Shadeless). Indices Each mesh object can have up to 16 material indices. In F9, select faces, create a New material index (or select an old one, e.g. "3 Mat: 2" means that 2nd out of 3 indices was selected), Assign. An unassigned face has index 1. In F5 you can assign a material to each index. Buttons Traceable Object can cast shadows Shadow Can receive shadows Shadeless Ignore light & shadow Wire Only render edges (for meshes only) VCol Light Use vertex cols as extra light (esp. radiosity) VCol Paint Replace material with vertex colors Halo Render verts as halos, not faces (with flares) ZTransp Allow alpha to affect transparency ZInvert Render only if behind occluders Env Environment option OnlyShadow Draw shadows but not object
Multitexturing SepT not pressed = on, pressed = off Textures are compounded in left-right order, SepT allows viewing the effect of single stage. Switch order by copying into/from stack (arrows next to SepT). Mapping Global mapping modes Flat, Cube, Tube, Sphere For mapping the whole object with a single texture Get txtr xform from object Choose "Object" and type in object name, the transform is copied from object. Empties are good for this. Texture space T Allows to size & move the texture coordinate space. Buttons _XYZ, ..., ofsX, ..., sizeX, ... Switch mappings of coordinates, add offsets / scalings.
Play animation ALT-A current window only ALT-SHFT-A all windows Insert key I Move frame cursor keys left & right move by one up & down move by ten SHFT left & right move to first and last frame
Add text Add menu
Text editor SHFT-F11 Execute script ALT-P Open or New script ALT-SHFT-F (in text editor) Reload a script CTRL-R (in text editor)