Tips, tricks, techniques and notes - mhulse/3d-wiki GitHub Wiki
You can manage scenes using the “Scene data-block menu”:
Clicking the “add” + will give you these options:
- New: Creates an empty scene with default values.
- Copy Settings: Creates an empty scene, but also copies the settings from the active scene into the new one.
- Link Objects: Creates a new scene with the same settings and contents as the active scene. Objects are linked and are literally the same between scenes.
- Link Object Data: Creates new, duplicate copies of all of the objects in the currently selected scene, but each one of those duplicate objects will have links to the object-data (meshes, materials, etc.)
- Full Copy: This option creates a fully independent scene with copies of the active scene's contents.
Clicking the “delete” x will delete the currently selected scene.
Select object and press ALT + S, ALT + R, ALT + G to clear scale, rotation and position, respectively.
Press . to change rotation around, for example, the 3d cursor; press ; to change pivot point back to normal setting.
If not visible already, use SHIFT + SPACE to show the Outliner/Property Area area types; once this “sidebar” is visible, there should be an “ear” you can grab. Click and drag this ear to create a new window.
To remove a window area, either drag the ear towards the direction you want to collapse, or right click on the split line and choose either “join area” or “split area”:
… makes for a nice looking mesh:
Here’s an example of an object set to smooth shading, and then with auto smooth (angle of 60º, which works well for most models):
Here’s an example in ortho side view:
In edit mode, and ortho side view, select top face, and CTRL plus LMB and trace around (in this case) the skull.
- Video: https://youtu.be/hz82peXQXJA
In 3d mode, use SHIFT + R.
In object mode:
NUMPAD + /
Use SHIFT to select multiple.
In edit mode:
CTRL + I to inverse selection, and H to hide.
Use ALT + H to unhide.
They can be scrolled using mouse wheel when in focus:
Select your verts, and do this:
N key, under Shading
. Enable this if you want to see faces that have their normals reversed; this will make those faces invisible and will make it more obvious as to problems you need to fix (i.e. reverse your normal(s)):
Fix normals by clicking W and choosing “Flip Normals”.
There‘s also some good normals tools in the Mesh menu (not sure what the hotkey is):
You can set Blender’s grid size to be .5
, which will match Unity’s default unit size:
This is set via the properties panel (N key).
Tip: Use SHIFT when dragging to snap at smaller increments.
CTRL + ALT + Q
Activate using SHIFT + F
It is kinda convenient. You can view your model/scene while controlling your camera with a flight scheme or a fps type scheme. If you were doing a whole scene in blender, you could use this to walk around it it isn’t meant to be bullet proof (you go through walls) but it can give you an idea of what a human might see in the scene.
Use WSADQE (or arrow keys) to navigate. Use SHIFT to speed up your movement.
Spin tool to create the sort of objects that you would produce on a lathe:
Use OPTION + R:
Use F6 to control numeric values:
Documentation: Docs » Modeling » Meshes » Editing » Vertex Tools
Rip verts using ALT + D:
- Rip = V
- Rip Fill = ALT + V
- Split = Y (use G to make new vert visible)
Another split:
V key.
$ /Applications/blender.app/Contents/MacOS/blender
This is a good way to debug issues with duplicate addons; the command line will give you info on what exactly the problem is and what files are involved.
CTRL + A and choose what you want to apply.
Scale (S) along the Z axis (Z in scale mode) and then type 0.
Documentation: Docs » Modeling » Modifiers » Subdivision Surface Modifier
On a subdiv surface, select an edge loop and use SHIFT + E to apply a weighted edge crease. Use F6, after application, for numeric control.
In object mode, select an object and press SHIFT + D.
In edit mode, use the same keys; here’s an example of face duplication:
ALT + P; or, use the “Dynamic Spacebar Menu”, by pressing the SPACE key, and search for “Poke Faces”. Once your face(s) has been poked, you can optionally open the “Operator Panel” by pressing F6 and adjust the poked settings.
ALT + M merges selected vertices. W + / remove doubles merges selected vertices within the set merge distance.
In edit mode under Mesh menu you can enable 'Auto Merge' that merges vertices whenever they are in the same position. Useful in combination with the vertex snapping option.
- Hold down D and click/drag with LMB. Use RMB to erase. Use the MMB to control the size of the brush.
- S for smooth
- F for brush size
- CTRL to switch between modes (add/subtract)
A full list of sculpt keyboard shortcuts can be found here.
Answer: Where can the viewport clipping parameters be changed?
It's in the 3D View area’s Properties N menu > View group; set it to 0.010
.
SHIFT + CTRL + R:
T for left, N and SHIFT + SPACE for right.
ALT click to select an edge loop around the hole and click F to fill it with a face.
Also, check out how to use LoopTools.
An user add-ons, via user preferences, search for and enable looptools; from the W menu, in the looptools submenu, use circle to turn any amount of vertices into a circle:
Documentation: Docs » Editors » 3D View » Layers
Select object and press M to move it to a layer; click layer you want to move it to:
Use SHIFT + numpad1-9 to select/view multiple layers at once.
Hold OPTION + numpad1-9 to position on second-level layers.
If on Mac laptop, install Karabiner and enable this setting:
Next, in Blender prefs, turn off “Emulate Numpad”.
Now you can use FN + pad1 - pad9, or CTRL numpad2 (subdiv); this is a workaround for not having a full keyboard.
Tutorial: Secrets to Creating Low Poly Illustrations in Blender
In edit mode, click O key to enable Proportional Editing mode.
Select a “falloff” mode from the toolbar above the animation window:
Click G to begin editing; use the MMB scroll to scale the brush size.
When in editing mode, most of the tools will be affected by the Proportional Editing brush size.
The default proportional editing setting (Connected) is for it to constrain by area, but also by connected vertices first (i.e. so a nearby vert that isn’t connected easily will not be pulled until you widen the radius).
For example:
H/T @caseydedore
Note that using “Enable” has the opposite effect of “Connected”.
Click O again to exit Proportional Editing mode.
Use ALT + O to use proportional editing in “connected” mode. You can use SHIFT + O to cycle through the different mode types.
Click the W and choose “Subdivide” (keypad 1 or 2 for “Subdivide” or “Subdivide Smooth”, respectively). A “Subdivide” button can also be found in the Mesh Tools
panel.
CTRL + T and ALT + J to un-triangulate.
Documentation: Docs » Modeling » Meshes » Editing » Vertex Tools
Select the point and press Shift + V or GG. Alternatively you can go through the menus by selecting Mesh -> Vertices -> Slide. Then move it to the desired point on the line with the mouse and click to set it. Hold Alt to slide it past the end of the edge.
SHIFT + CTRL + OPTION + S
Companion video: Blender 2.78: Shear edges and slide along edge(s)
k for cut tool; SHIFT + K to apply to selection; ENTER to apply:
After selecting two vertices you want to connect with an edge and press J:
Use CTRL + . and OPTION + . to toggle.
CTRL + B
To add more vertices to bevel, use mouse wheel!
CTRL + SHIFT + B to bevel individual points.
To avoid geometry overlap, you can toggle the “clamp” setting using the C key.
Install “Screencast Key Status Tool”.
Restart Blender and enable the above addon.
Configure addon via the 3D view properties panel (N key) (see below).
Also, click the render button and modify the output options:
Click ALT + F3 to start recording.
Click the red X
to stop recording.
Click N key.
Reset cursor to center use SHIFT + C.
Enable:
SHIFT + TAB to turn on snapping. Change the “type of element to snap to” to Increment (SHIFT + CTRL + TAB).
Video: How to enable and snap to grid in Blender 3D
New in Blender 2.7.6 is “Absolute Grid Alignment” option:
This option makes it super easy to align mesh geometry to the grid:
Video: Blender 2.76 Absolute grid snapping
Note that you have to use the X/Y/Z handles to achieve absolute grid snapping:
… As of Blender 2.78, “Edge Slide” does not currently snap the absolute grid!
SHIFT + S
Or, when dragging an object (with object selected, click G) and then hold down CTRL.
With this option on:
Now every time you load Blender, you can hold down CTRL when performing a transformation to snap your selection to the nearest vertex. –Blender Default Settings – 2014
SHIFT + S and choose Selection to cursor
.
Hit the X key.
The options are displayed above. Note that dissolve can combine/merge faces into one face.
- Select one of the vertices that you want to remove.
- Hit SHIFT + G and choose
Amount of Connecting Edges
. - Deselect any vertices that have been selected but that you don’t want to delete (in this case, the corners) and click the X key and choose
Dissolve Vertices
See companion video: Blender 2.78: Low poly ngon modeling/cleanup ... Terrain example
Documentation: Docs » Modeling » Meshes » Editing » Deforming » Bend
In Edit mode, press SHIFT + W:
This tool rotates a line of selected elements forming an arc between the mouse-cursor and the 3D-cursor.
Remember, it can be pretty tricky and will be dependent on the initial position of your mouse pointer and your 3D cursor:
Apply Array
modifier to object. In Object mode, Apply
the modifier. Back in Edit mode, hit W and R to remove doubles:
Use SHIFT + A and choose an object from the “Mesh” contextual menu.
- In any mode, press W to access the “Specials” menu; depending on the context, you’ll get some useful options.
- In Edit mode:
- … CTRL + E to access the “Edges” contextual menu.
- … CTRL + E to access the “Faces” contextual menu.
- … CTRL + V to access the “Vertices” contextual menu.
- Click the Z key to toggle “wireframe” mode.
- Limit selection to visible:
Use fn + 1 through 0 on a laptop and number pad on a desktop.
Click and hold MMB, and move mouse. Use SHIFT to pan around.
Ctrl+Alt+MMB, or Shift+Ctrl+MMB or Shift+Alt+MMB to rotate around the various axes.
Select co-planer using CTRL + OPTION + SHIFT + F:
In Object mode:
Use RMB for selection. Hold down SHIFT to select multiple.
Use the A key to select all!
Use CTRL + LMB (in object mode) to select multiple objects with lasso.
Use B to select using a rectangular marquee.
Press CTRL + TAB and select Face in the Mesh Select mode menu.
In Edit mode:
Limit to visible:
Hover over vertex, face or edge and click L key; this will select all connected meshes:
Pressing CTRL + L will select all geometry connected to any selected element(s).
Use SHIFT + L to deselect all connected meshes.
Click C and paint your selection; use the MMB to size the brush. Click RMB to exit.
Use B to select using a rectangular marquee.
Use CTRL + RMB to select “Shortest Path”:
Select all co-planar using SHIFT + G.
Use the A key!
- In Object mode Select the object you want to delete and press X or FN + DELETE, then press RETURN to confirm.
- Press H to hide an object and ALT + H to unhide.
- Press SHIFT + H to hide all but selected.
Hold down the FN key and:
- Click / to focus on selected object (does not matter what part is selected). Repeat this step to switch between “local” and “scene” views (in edit mode, the object will be the only thing visible when toggling between /)
- Click . to focus on selected part of object.
Note that the above may or may not work depending on if you are using a laptop and/or have a system keyboard application helping out (i.e. Karabiner). An alternative to keyboard shortcuts is to use the Q key:
CTRL + TAB
Same as clicking these buttons:
Use SHIFT and click on all 3 buttons to select multiple modes at same time:
CTRL + + to grow and CTRL + - to shrink.
Note: If on a laptop, it’s best to turn on “emulate numpad” via the user prefs.
Documentation: Docs » Modeling » Meshes » Selecting
For edge and face loops, ALT + RMB or SHIFT + ALT + RMB for modifying an existing selection.
For edge rings, ALT + CTRL + RMB or SHIFT + ALT + CTRL + RMB for modifying existing selection.
Press P + Selection to separate the selection into a new object. Fill the leftover hole using fill a hole.
In edit mode, use CTRL + TAB, then select a mode using mouse or numpad1 - numpad3.
SHIFT + G
This function will select mesh faces by number of sides. Use the Dynamic Spacebar menu and search for “Select Faces By Sides”:
Press Tab to switch between object
and edit
mode.
You can also switch modes via the dropdown at bottom-left of window:
In edit mode:
Push E, I, R, S and G respectively.
Hit keys twice to apply to each selection! For extrude, use ALT + E to apply to each face.
Use ALT key to apply transformation along normal.
To constrain to an axis, push one of the above keys and then push X, Y or Z.
For more precise numeric changes, after pressing R, S or G, type a number to indicate the magnitude of the transformation.
To constrain numeric input on an axis:
- Press G, X, Y or Z, then 0-9, and then ↵ Enter.
- Pressing X, Y or Z again will constrain movement to the Transform Orientation.
To scale on only two axii, click S for scale, and SHIFT + Z (where Z is the axis you don’t want to include in the transformation).
Use ALT + M to merge all selected vertices into an unique one, deleting all others:
Click CTRL + R and use MMB to add/remove additional loop cuts.
Double click to apply the cut(s).
-
SHIFT + S →
Cursor to Selected
. - Go back to Object mode and use CTRL + ALT + SHIFT + C →
Origin to 3D Cursor
In object mode, with an object selected, put cursor where you want the point of origin and click the .
or ,
buttons to toggle:
Groups:
- Use CTRL + G to create new group of objects.
- Remove from group using CTRL + ALT + G.
- Removing from all groups is with CTRL + ALT + SHIFT + G.
- Additionally, you can add or remove a specific object from a group using the object properties panel.
- In object mode, with one object selected, use SHIFT + G to select all objects in group.
Parenting:
- CTRL + P creates a parent-child relationship.
- CTRL + ALT + P removes parent.
Joining:
- To join all objects, CTRL + J.
- Create two overlapping objects.
- Apply a “Boolean” modifier to one of them.
- Use the eye dropper to choose the other object.
- Change the operation to “Union”.
- Click apply.
- Hide the newly-created object using CTRL + H.
- Delete the old object.
- Unhide the new object using ALT + H.
First, enable the plugin via the user prefs:
https://user-images.githubusercontent.com/218624/45937610-8993a180-bf76-11e8-881c-8739476d5df4.png
Now you can use CTRL + SHIFT + B to access a boolean contextual menu.
In Object mode, RMB click on the object and use CMD + C then CMD + V. It will paste in place, so move the object into desired position.
As an example, install this code:
Put it here:
/Volumes/storage/Users/mhulse/Library/Application Support/Blender/2.76/scripts/addons/
Or, go to user preferences, Add-ons, and click “install from file”.
Enable the plugin in the prefs by clicking the checkbox next to its name.
Usage:
Do CTRL + A > “Apply Rotation” before using the script.
If there are multiple paths in your SVG, then select the all, and press CTRL + J.
Next, click ALT + C and choose “Mesh from Curve/Meta/Surf/Text”.
Alternatively, you may want to import SVG, select curve, convert it to 3D
in the properties panel. From there, convert curve to mesh using Curve into mesh
technique.
ALT + C and choose Curve from Mesh/Text
or Mesh from Curve/Meta/Surf/Text
.
Watch an example here: Blender quick tip - Pipes
When creating a mesh from a curve, it becomes a 2-dimensional surface which is not desirable. To make this surface 3-dimensional, add a “solidify” modifier and choose a thickness.