Window Hotkeys
|
CTRL-LEFTARROW
|
Go to the previous Screen
|
CTRL-RIGHTARROW
|
Go to the next Screen
|
CTRL-UP ARROW or CTRL-DOWN ARROW
|
Maximise the window or return to the
previous window display size
|
SHFT-SPACE
|
Toggle between maximized and normal window
size, same as using previous shortcut
|
SHFT-F4
|
Change the window to a Data View
|
SHFT-F5
|
Change the window to a 3D Window
|
SHFT-F6
|
Change the window to an IPO Window
|
SHFT-F7
|
Change the window to a Buttons Window
|
SHFT-F8
|
Change the window to a Sequence Window
|
SHFT-F9
|
Change the window to an Outliner Window
|
SHFT-F10
|
Change the window to an Image Window
|
SHFT-F11
|
Change the window to a Text Window
|
SHFT-F12
|
Change the window to an Action Window
|
|
आप बताइये की और कौन से शॉर्टकट आपको चाहिए |
Universal Hotkeys
|
CTRL-LMB
|
Lasso select: drag
the mouse to form a freehand selection area
|
ESC
|
This key always
cancels Blender functions without changes or: File Window, Data View and Image
Select: back to the previous window type or: the Render Window is pushed to
the background (or closed, that depends on the operating system)
|
SPACE
|
Open the Toolbox
|
CTRL-SPACE
|
Opens menu with
manipulator type choices (Press 2, 3, 4, or 5 to change the widget type)
|
ALT-SPACE
|
Opens menu with
manipulator orientation choices
|
TAB
|
Start or quit
EditMode
|
F1
|
Loads a Blender
file. Changes the window to a FileWindow
|
SHFT-F1
|
Appends parts from
other files, or loads as Library-data. Changes the window to a File Window,
making Blender files accessible as a directory
|
F2
|
Writes a Blender
file. Change the window to a FileWindow
|
SHFT-F2
|
Exports the scene as
a DXF file
|
CTRL-F2
|
Exports the scene as
a VRML1 file
|
F3
|
Writes a picture (if
a picture has been rendered). The file format is as indicated in the Display
Buttons. The window becomes a File Select Window
|
CTRL-F3
|
Saves a screendump
of the active window. The file format is as indicated in the Display Buttons.
The window becomes a FileWindow
|
SHFT-CTRL-F3
|
Saves a screen dump
of the whole Blender screen. The fileformat is as indicated in the Display
Buttons. The window becomes a FileWindow
|
F4
|
Displays the Logic
Context (if a ButtonsWindow is available)
|
F5
|
Displays the Shading
Context (if a Buttons Window is available), Light, Material or World
Sub-contextes depends on active object
|
F6
|
Displays the Shading
Context and Texture Sub-context (if a ButtonsWindow is available)
|
F7
|
Displays the Object
Context (if a Buttons Window is available)
|
F8
|
Displays the Shading
Context and World Sub-context (if a ButtonsWindow is available)
|
F9
|
Displays the Editing
Context (if a Buttons Window is available)
|
F10
|
Displays the Scene
Context (if a Buttons Window is available)
|
F11
|
Hides or shows the
render window
|
F12
|
Starts the rendering
from the active camera
|
LEFTARROW
|
Go to the previous
frame
|
SHFT-LEFTARROW
|
Go to the first
frame
|
RIGHTARROW
|
Go to the next frame
|
SHFT-LEFTARROW
|
Go to the last frame
|
UPARROW
|
Go forward 10 frames
|
DOWNARROW
|
Go back 10 frames
|
ALT-A
|
Change the current
Blender window to Animation Playback mode. The cursor changes to a counter
|
ALT-SHFT-A
|
The current window,
plus all 3DWindows go into Animation Playback mode
|
I
|
Insert Key menu.
This menu differs from window to window
|
J
|
Toggle the render
buffers. Blender allows you to retain two different rendered pictures in
memory
|
CTRL-O
|
Opens the last saved
file
|
Q
|
Quit Blender. This
key closes Blender. Blender quit is displayed in the console if Blender is
properly closed. !!!Please note it is : CTRL-Q. in 2.43
|
ALT-CTRL-T
|
Timer Menu. This
menu offers access to information about drawing speed. The results are
displayed in a pop-up
|
CTRL-U
|
OK, Save User
defaults. The current project (windows, objects, etc.), including UserMenu
settings are written to the default file that will be loaded every time you
start Blender or set it to defaults by pressing CTRL-X
|
CTRL-W
|
Write file. This key
combination allows you to write the Blender file without opening a FileWindow
|
ALT-W
|
Write Videoscape
file. Changes the window to a FileWindow
|
CTRL-X
|
Erase All.
Everything (except the render buffer) is erased and released. The default
scene is reloaded
|
CTRL-Y
|
Redo.
|
CTRL-Z
|
Undo.
|
SHFT-CTRL-Z
|
Redo.
|
|
|
Object Mode Hotkeys
|
HOME
|
All Objects in the
visible layer are displayed completely, centered in the window.
|
PAGE UP
|
Select the next
Object Key. If more than one Object Key is selected, the selection is shifted
up cyclically. Only works if the AnimButtons->DrawKey is ON for the
Object.
|
SHFT-PAGEUP
|
Adds to selection
the next Object Key.
|
PAGE DOWN
|
Select the previous
Object Key. If more than one Object Key is selected, the selection is shifted
up cyclically. Only works if the AnimButtons->DrawKey is ON for the
Object.
|
SHFT-PAGEDOWN
|
Adds to selection
the previous Object Key.
|
ACCENT
|
(To the left of the
1KEY in US keyboard) Select all layers.
|
SHFT-ACCENT
|
Revert to the
previous layer setting.
|
TAB
|
Start/stop EditMode.
Alternative hotkey: ALT-E.
|
A
|
Selects/deselects
all.
|
CTRL-A
|
Apply size and
rotation. The rotation and dimensions of the Object are assigned to the
ObData (Mesh, Curve, etc.). At first glance, it appears as if nothing has
changed, but this can have considerable consequences for animations or
texture mapping. This is best illustrated by also having the axis of a Mesh
Object be drawn (EditButtons->Axis). Rotate the Object and activate Apply.
The rotation and dimensions of the Object are 'erased'.
|
SHFT-CTRL-A
|
If the active Object
is automatically duplicated (see AnimButtons->DupliFrames or AnimButtons-
>Dupliverts), a menu asks Make duplis real?. This option actually creates
the Objects. If the active Mesh Object is deformed by a Lattice, a menu asks
Apply Lattice deform?. Now the deformation of the Lattice is assigned to the
vertices of the Mesh.
|
SHFT-A
|
This is the AddMenu.
In fact, it is the ToolBox that starts with the `ADD' option. When Objects
are added, Blender starts EditMode immediately if possible.
|
B
|
Border Select. Draw
a rectangle with the LeftMouse; all Objects within this area are selected,
but not made active. Draw a rectangle with the RightMouse to deselect
Objects. In orthonormal ViewMode, the dimensions of the rectangle are
displayed, expressed as global coordinates, as an extra feature in the lower
left corner. In Camera ViewMode, the dimensions that are to be rendered
according to the DisplayButtons are displayed in pixel units.
|
SHFT-B
|
Render Border. This
only works in Camera ViewMode. Draw a rectangle to render a smaller cut-out
of the standard window frame. If the option DisplayButtons->Border is ON,
a box is drawn with red and black lines.
|
C
|
Centre View. The
position of the 3DCursor becomes the new centre of the 3D Window.
|
ALT-C
|
Convert Menu.
Depending on the active Object, a PopupMenu is displayed. This enables you to
convert certain types of ObData. It only converts in one direction,
everything ultimately degrades to a Mesh! The options are:
Font -> Curve
MetaBall -> Mesh The original MetaBall remains unchanged.
Curve -> Mesh
Surface -> Mesh
|
CTRL-C
|
Copy Menu. This menu
copies information from the active Object to (other) selected Objects.
Fixed components are:
Copy Loc: the X,Y,Z location of the Object. If a Child is involved, this
location is the relative position in relation to the Parent.
Copy Rot: the X,Y,Z rotation of the Object.
Copy Size: the X,Y,Z dimension of the Object.
DrawType: copies Object Drawtype.
TimeOffs: copies Object time offset.
Dupli: all Duplicator data (Dupliframes, Dupliverts and so on)
Mass: Real time stuff.
Damping: Real time stuff.
Properties: Real time stuff.
Logic Bricks: Real time stuff.
Constraints: copies Object constraints.
If applicable:
Copy TexSpace: The texture space.
Copy Particle Settings: the complete particle system from the
AnimButtons.
For Curve Objects:
Copy Bevel Settings: all bevelling data from th
|
SHFT-C
|
CentreZero View. The
3DCursor is set to zero (0,0,0) and the view is changed so that all Objects,
including the 3Dcursor, can be displayed. This is an alternative for HOME.
|
D
|
Draw mode menu.
Allows to select draw modes exactly as the corresponding menu in the 3D
viewport header does.
|
SHFT-D
|
Add Duplicate. The
selected Objects are duplicated. Grab mode starts immediately thereafter.
|
ALT-D
|
Add Linked
Duplicate. Of the selected Objects linked duplicates are created. Grab mode
starts immediately thereafter.
|
CTRL-D
|
Draw the (texture)
Image as wire. This option has a limited function. It can only be used for 2D
compositing.
|
ALT-E
|
Start/stop EditMode.
Alternative hotkey: TAB.
|
F
|
If selected Object
is a mesh Toggles Face selectMode on and off.
|
CTRL-F
|
Sort Faces. The
faces of the active Mesh Object are sorted, based on the current view in the
3DWindow. The leftmost face first, the rightmost last. The sequence of faces
is important for the Build Effect (AnimButtons).
|
G
|
Grab Mode. Or: the
translation mode. This works on selected Objects and vertices. Blender
calculates the quantity and direction of the translation, so that they
correspond exactly with the mouse movements, regardless of the ViewMode or
view direction of the 3DWindow. Alternatives for starting this mode:
LMB to draw a straight line.
The following options are available in translation mode:
Limiters:
CTRL: in increments of 1 grid unit.
SHIFT: fine movements.
SHIFT-CTRL: in increments of 0.1 grid unit.
SHIFT-X: Locking the X axis in place. Moving along Y, Z axis only. *
SHIFT-Y: Locking the Y axis in place. Moving along X, Z axis only. *
SHIFT-Z: Locking the Z axis in place. Moving along X, Y axis only. *
MMB toggles: A short click restricts the current translation to the X,Y or Z axis.
Blender calculates which axis to use, depending on the already initiated
mouse movement. Click Middle Mo
|
ALT-G
|
Clears translations,
given in Grab mode. The X,Y,Z locations of selected Objects are set to zero.
|
CTRL-ALT-G
|
Translation
Manipulator.
|
SHFT-G
|
Group
Selection
Children: Selects all selected Object's Children.
Immediate Children: Selects all selected Object's first level Children.
Parent: Selects selected Object's Parent.
Shared Layers: Selects all Object on the same Layer of active Object
|
I
|
Insert Object Key. A
keyposition is inserted in the current frame of all selected Objects. A
PopupMenu asks what key position(s) must be added to the IpoCurves.
Loc: The XYZ location of the Object.
Rot: The XYZ rotation of the Object.
Size: The XYZ dimensions of the Object
LocRot: The XYZ location and XYZ rotation of the Object.
LocRotSize: The XYZ location, XYZ rotation and XYZ dimensions of the
Object.
Layer: The layer of the Object.
Avail: A position is only added to all the current IpoCurves, that is curves
which already exists.
Mesh, Lattice, Curve or Surface: depending on the type of Object, a VertexKey
can be added
|
CTRL-J
|
Join Objects. All
selected Objects of the same type are added to the active Object. What
actually happens here is that the ObData blocks are combined and all the
selected Objects (except for the active one) are deleted. This is a rather
complex operation, which can lead to confusing results, particularly when
working with a lot of linked data, animation curves and hierarchies.
|
K
|
Show Keys. The
DrawKey option is turned ON for all selected Objects. If all of them were
already ON, they are all turned OFF.
|
SHFT-K
|
A PopupMenu asks:
OK? Show and select all keys. The DrawKey option is turned ON for all
selected Objects, and all Object-keys are selected. This function is used to
enable transformation of the entire animation system.
|
L
|
Makes selected
Object local. Makes library linked objects local for the current scene.
|
CTRL-L
|
Link selected. Links
some of the Active Object data to all selected Objects, the following menu
entry appears only if applicable.
To Scene: Creates a link of the Object to a scene.
Object IPOs: Links Active Object IPOs to selected ones.
Mesh data: Links Active Object Mesh data selected ones.
Lamp Data: Links Active Object Lamp data to selected ones.
Surf Data: Links Active Object Surf data selected ones.
Material: Links Active Object Material to selected ones.
|
SHFT-L
|
Select Linked.
Selects all Objects somehow linked to active Object.
Object IPO: Selects all Object(s) sharing active Object's IPOs.
Object Data: Selects all Object(s) sharing active Object's ObData.
Current Material: Selects all Object(s) sharing active Object's current
Material.
Current Texture: Selects all Object(s) sharing active Object's current
Texture.
|
M
|
Moves selected
Object(s) to another layer, a pop-up appers. Use LMB to move, use SHIFT-LMB
to make the object belong to multiple layers. If the selected Objects have
different layers, this is ORed in the menu display. Use ESC to exit the menu.
Press the OK button or ENTER to change the layer seting. The hotkeys
(ALT-)(1KEY, 2KEY, ... - 0KEY) work here as well (see 3DHeader).
|
CTRL-M
|
Mirror Menu. It is
possible to mirror an Object along the X, Y or Z axis.
|
N
|
Number Panel. The
location, rotation and scaling of the active Object are displayed and can be
modified.
|
ALT-O
|
Clear Origin. The
`Origin' is erased for all Child Objects, which causes the Child Objects to
move to the exact location of the Parent Objects.
|
SHFT-O
|
If the selected
Object is a Mesh toggles SubSurf onn/ off. CTRL-1 to CTRL-4 switches to the
relative SubSurf level for display purpouses. Rendering SUbSurf level has no
HotKey.
|
CTRL-P
|
Make selected
Object(s) the child(ren) of the active Object. If the Parent is a Curve then
a popup offers two choices:
Normal Parent: Make a normal parent, the curve can be made a path later
on.
Follow Path: Automatically creates a Follow Path constraint with the curve as
target. If the Parent is an Armature, a popup offers three options:
Use Bone: One of the Bones becomes the parent. The Object will not be
deformed. A popup permits to select the bone. This is the option if you are
modeling a robot or machinery
Use Armature: The whole armature is used as parent for deformations. This is
the choiche for organic beings.
Use Object: Standard parenting. In the second case further options asks if
Vertex groups should not be created, should be created empty or created and
populated.
|
ALT-P
|
Clears Parent
relation, user is asked if he wishes to keep or clear parent-induced
transforms.
Clear Parent: the selected Child Objects are unlinked from the Parent. since
the transformation of the Parent disappears, this can appear as if the former
Children themselves are transformed.
... and keep transform: the Child Objects are unlinked from the Parent, and
an attempt is made to assign the current transformation, which was determined
in part by the Parent, to the (former Child) Objects.
Clear Parent inverse: The inverse matrix of the Parent of the selected
Objects is erased. The Child Objects remain linked to the Objects. This gives
the user complete control over the hierarchy.
|
SHFT-P
|
Push/Pull
Transformations. It is a bit like scaling, except that every element is moved
the same distance toward or away from the center. The distance they move is
controlled by moving the mouse toward you (pull away from center) or away
from you (push toward center). *
RKEY. Rotate mode. Works on selected Object(s). In Blender, a rotation is by
default a rotation perpendicular to the screen, regardless of the view
direction or ViewMode. The degree of rotation is exactly linked to the mouse
movement. Try moving around the rotation midpoint with the mouse. The
rotation pivot point is determined by the state of the 3DWiewport Header
buttons. Alternatives for starting this mode:
LMB to draw a C-shaped curve.
The following options are available in rotation mode:
Limiters:
CTRL: in increments of 5 degrees.
SHIFT: fine movements.
SHIFT-CTRL: in increments of 1 degree.
SHIFT-X: Locking the X axis in place. Rotat
|
ALT-R
|
Clears Rotation. The
X,Y,Z rotations of selected Objects are set to zero.
|
CTRL-ALT-R
|
Rotation
Manipulator.
SKEY. Size mode or scaling mode. Works on selected Object(s). The degree of
scaling is exactly linked to the mouse movement. Try to move from the
(rotation) midpoint with the mouse. The pivot point is determined by the
settings of the 3D Viewport header pivot Menu. Alternatives for starting
scaling mode:
LMB to draw a V-shaped line.
The following options are available in scaling mode:
Limiters:
CTRL: in increments of 0.1.
SHIFT-CTRL: in increments of 0.01.
SHIFT-X: Locking the X axis in place. Scaling along Y, Z axis only. *
SHIFT-Y: Locking the Y axis in place. Scaling along X, Z axis only. *
SHIFT-Z: Locking the Z axis in place. Scaling along X, Y axis only. *
MMB toggles: A short click restricts the scaling to X, Y or Z axis. Blender
calculates the appropriate axis based on the already initiated mouse
movement. Click MMB again to return to free scaling. <BR&
|
ALT-S
|
Clears Size. The
X,Y,Z dimensions of selected Objects are set to 1.0.
|
CTRL-ALT-S
|
Scale Manipulator. *
|
CTRL-SHFT-S
|
To Sphere
Transformations. An interactive version of the To Sphere tool, working both
in Edit Mode (on all data types) and in Object Mode.
SHIFT-S. SnapMenu:
Sel->Grid: Moves Object to nearest grid point.
Sel->Curs: Moves Object to cursor.
Curs->Grid: Moves cursor to nearest grid point.
Curs->Sel: Moves cursor to selected Object(s).
Sel->Center: Moves Objects to their barycentrum.
|
T
|
Texture space mode.
The position and dimensions of the texture space for the selected Objects can
be changed in the same manner as described above for Grab and Size mode. To
make this visible, the drawingflag EditButtons->TexSpace is set ON. A
PopupMenu asks you to select: Grabber or Size .
|
CTRL-T
|
Makes selected
Object(s) track the Active Object. Old track method was Blender default
tracking before version 2.30. The new method is the Constrain Track, this
creates a fully editable constraint on the selected object targeting the
active Object.
|
ALT-T
|
Clears old style
Track. Constraint track is removed as all constrains are.
|
U
|
Makes Object Single
User, the inverse operation of Link
(CTRL-L) a pop-up appears with choices.
Object: if other Scenes also have a link to this Object, the link is deleted
and the Object is copied. The Object now only exists in the current Scene.
The links from the Object remain unchanged.
Object & ObData: Similar to the previous command, but now the ObData
blocks with multiple links are copied as well. All selected Objects are now
present in the current Scene only, and each has a unique ObData (Mesh, Curve,
etc.).
Object & ObData & Materials+Tex: Similar to the previous command, but
now Materials and Textures with multiple links are also copied. All selected
Objects are now unique. They have unique ObData and each has a unique
Material and Texture block.
Materials+Tex: Only the Materials and Textures with multiple links are
copied.
|
V
|
Switches in/out of
Vertex Paint Mode.
|
ALT-V
|
Object-Image Aspect.
This hotkey sets the X and Y dimensions of the selected Objects in relation
to the dimensions of the Image Texture they have. Use this hotkey when making
2D Image compositions and multi-plane designs to quickly place the Objects in
the appropriate relationship with one another.
|
W
|
Opens Object
Booleans Menu.
|
X
|
Erase Selected?
Deletes selected objects.
|
Z
|
Toggles Solid Mode
on/off.
|
SHFT-Z
|
Toggles Shaded Mode
on/off.
|
ALT-Z
|
Toggles Textured
Mode on/off.
|
|
|
Edit Mode - General
|
TAB or ALT-E
|
This button starts
and stops Edit Mode.
|
CTRL-TAB
|
Switches between
Vertex Select, Edge Select, and Face Select modes. Holding SHIFT while
clicking on a mode will allow you to combine modes.
|
A
|
Select/Unselect all.
|
B KEY-B
|
Circle Select. If
you press BKEY a second time after starting Border Select, Circle Select is
invoked. It works as described above. Use NUM+ or NUM- or MW to adjust the
circle size. Leave Circle Select with RMB or ESC.
|
CTRL-H
|
With vertices
selected, this creates a Hook object. Once a hook is selected, CTRL-H brings
up an options menu for it.
|
N
|
Number Panel.
Simpler than the Object Mode one, in Edit Mode works for Mesh, Curve,
Surface: The location of the active vertex is displayed.
|
O
|
Switch in/out of
Proportional Editing.
|
SHFT-O
|
Toggles between
Smooth and Sharp Proportional Editing.
|
P
|
SeParate. You can
choose to make a new object with all selected vertices, edges, faces and
curves or create a new object from each separate group of interconnected
vertices from a popup. Note that for curves you cannot separate connected
control vertices. This operation is the opposite of Join (CTRL-J).
|
CTRL-P
|
Make Vertex Parent.
If one object (or more than one) is/are selected and the active Object is in
Edit Mode with 1 or 3 vertices selected then the Object in Edit Mode becomes
the Vertex Parent of the selected Object(s). If only 1 vertex is selected,
only the location of this vertex determines the Parent transformation; the
rotation and dimensions of the Parent do not play a role here. If three
vertices are selected, it is a `normal' Parent relationship in which the 3
vertices determine the rotation and location of the Child together. This
method produces interesting effects with Vertex Keys. In EditMode, other
Objects can be selected with CTRL-RMB.
|
CTRL-S
|
Shear. In EditMode
this operation enables you to make selected forms `slant'. This always works
via the horizontal screen axis.
|
U
|
Undo. When starting
Edit Mode, the original ObData block is saved and can be returned to via
UKEY. Mesh Objects have better Undo, see next section.
|
W
|
Specials PopupMenu.
A number of tools are included in this PopupMenu as an alternative to the
Edit Buttons. This makes the buttons accessible as shortcuts, e.g.
EditButtons-> Subdivide is also `WKEY, 1KEY'.
|
SHFT-W
|
Warp. Selected
vertices can be bent into curves with this option. It can be used to convert
a plane into a tube or even a sphere. The centre of the circle is the
3DCursor. The mid-line of the circle is determined by the horizontal
dimensions of the selected vertices. When you start, everything is already
bent 90 degrees. Moving the mouse up or down increases or decreases the
extent to which warping is done. By zooming in/out of the 3Dwindow, you can
specify the maximum degree of warping. The CTRL limiter increments warping in
steps of 5 degrees.
|
|
|
EditMode - Mesh
|
CTRL-NUM+
|
Adds to selection
all vertices connected by an edge to an already selected vertex.
|
CTRL-NUM-
|
Removes from
selection all vertices of the outer ring of selected vertices.
|
ALT-CTRL-RMB
|
Edge select.
|
C
|
If using curve
deformations, this toggles the curve Cyclic mode on/off.
|
E
|
Extrude Selected.
Extrude in EditMode transforms all the selected edges to faces. If possible,
the selected faces are also duplicated. Grab mode is started directly after
this command is executed.
|
SHFT-E
|
Crease Subsurf edge.
With Draw Creases enabled, pressing this key will allow you to set the crease
weight. Black edges have no weight, edge-select color have full weight.
|
CTRL-E
|
Mark LSCM Seam.
Marks a selected edge as a seam for unwrapping using the LSCM mode.
|
F
|
Make Edge/Face. If 2
vertices are selected, an edge is created. If 3 or 4 vertices are selected, a
face is created. If 2 or more faces are selected, an FGon can be created. In
2.41 (and probably earlier), faces do not have to be co-planar to form an
FGon.
|
SHFT-F
|
Fill selected. All
selected vertices that are bound by edges and form a closed polygon are
filled with triangular faces. Holes are automatically taken into account.
This operation is 2D; various layers of polygons must be filled in
succession.
|
ALT-F
|
Beauty Fill. The
edges of all the selected triangular faces are switched in such a way that
equally sized faces are formed. This operation is 2D; various layers of
polygons must be filled in succession. The Beauty Fill can be performed
immediately after a Fill.
|
CTRL-F
|
Flip faces, selected
triangular faces are paired and common edge of each pair swapped.
|
H
|
Hide Selected. All
selected vertices and faces are temporarily hidden.
|
SHFT-H
|
Hide Not Selected:
All non-selected vertices and faces are temporarily hidden.
|
ALT-H
|
Reveal. All
temporarily hidden vertices and faces are drawn again.
|
ALT-J
|
Join faces, selected
triangular faces are joined in pairs and transformed to quads
|
K
|
Knife tool
Menu.
Face Loop Select: (SHIFT-R) Face loops are highlighted starting from edge
under mouse pointer. LMB finalizes, ESC exits.
Face Loop Cut: (CTRL-R) Face loops are highlighted starting from edge under
mouse pointer. LMB finalizes, ESC exits.
Knife (exact): (SHIFT-K) Mouse starts draw mode. Selected Edges are cut at
intersections with mouse line. ENTER or RMB finalizes, ESC exits.
Knife (midpoints): (SHIFT-K) Mouse starts draw mode. Selected Edges
intersecting with mouse line are cut in middle regardless of true
intersection point. ENTER or RMB finalizes, ESC exits.
|
L
|
Select Linked. If
you start with an unselected vertex near the mouse cursor, this vertex is
selected, together with all vertices that share an edge with it.
|
SHFT-L
|
Deselect Linked. If
you start with a selected vertex, this vertex is deselected, together with
all vertices that share an edge with it.
|
CTRL-L
|
Select Linked
Selected. Starting with all selected vertices, all vertices connected to them
are selected too.
|
M
|
Mirror. Opens a
popup asking for the axis to mirror. 3 possible axis group are available,
each of which contains three axes, for a total of nine choices. Axes can be
Global (Blender Global Reference); Local (Current Object Local Reference) or
View (Current View reference). Remember that mirroring, like scaling, happens
with respect to the current pivot point.
|
ALT-M
|
Merges selected
vertices at barycentrum or at cursor depending on selection made on pop-up.
|
CTRL-N
|
Calculate Normals
Outside. All normals from selected faces are recalculated and consistently
set in the same direction. An attempt is made to direct all normals
`outward'.
|
SHFT-CTRL-N
|
Calculate Normals
Inside. All normals from selected faces are recalculated and consistently set
in the same direction. An attempt is made to direct all normals `inward'.
|
ALT-S
|
Whereas SHIFT-S
scales in Edit Mode as it does in Object Mode, for Edit Mode a further option
exists, ALT-S moves each vertex in the direction of its local normal, hence
effectively shrinking/fattening the mesh.
|
CTRL-T
|
Make Triangles. All
selected faces are converted to triangles.
|
U
|
Undo. When starting
Edit Mode, the original ObData block is saved and all subsequent changes are
saved on a stack. This option enables you to restore the previous situation,
one after the other.
|
SHFT-U
|
Redo. This let you
re-apply any undone changes up to the moment in which Edit Mode was entered
|
ALT-U
|
Undo Menu. This let
you choose the exact point to which you want to undo changes.
|
W
|
Special Menu. A
PopupMenu offers the following options:
Subdivide: all selected edges are split in two.
Subdivide Fractal: all selected edges are split in two and middle vertex
displaced randomly.
Subdivide Smooth: all selected edges are split in two and middle vertex
displaced along the normal.
Merge: as ALT-M.
Remove Doubles: All selected vertices closer to each other than a given
threshold (See EditMode Button Window) are merged ALT-M.
Hide: as HKEY.
Reveal: as ALT-H.
Select Swap: Selected vertices become unselected and vice versa.
Flip Normals: Normals of selected faces are flipped.
Smooth: Vertices are moved closer one to each other, getting a smoother
object.
Bevel: Faces are reduced in size and the space between edges is filled with a
smoothly curving bevel of the desired order.
|
X
|
Erase Selected. A
PopupMenu offers the following options:
Vertices: all vertices are deleted. This includes the edges and faces they
form.
Edges: all edges with both vertices selected are deleted. If this `releases'
certain vertices, they are deleted as well. Faces that can no longer exist as
a result of this action are also deleted.
Faces: all faces with all their vertices selected are deleted. If any
vertices are `released' as a result of this action, they are deleted.
All: everything is deleted.
Edges and Faces: all selected edges and faces are deleted, but the vertices
remain.
Only Faces: all selected faces are deleted, but the edges and vertices
remain.
|
Y
|
Split. This command
splits the selected part of a Mesh without deleting faces. The split parts
are no longer bound by edges. Use this command to control smoothing. Since
the split parts have vertices at the same position, selection with LKEY is
recommended.
|
|
Edit Mode - Curve
|
C
|
Set the selected
curves to cyclic or turn cyclic off. An individual curve is selected if at
least one of the vertices is selected.
|
E
|
Extrude Curve. A
vertex is added to the selected end of the curves. Grab mode is started
immediately after this command is executed.
|
F
|
Add segment. A
segment is added between two selected vertices at the end of two curves.
These two curves are combined into one curve.
|
H
|
Toggle Handle
align/free. Toggles the selected Bezier handles between free or aligned.
|
SHFT-H
|
Set Handle auto. The
selected Bezier handles are converted to auto type.
|
CTRL-H
|
Calculate Handles.
The selected Bezier curves are calculated and all handles are assigned a
type.
|
L
|
Select Linked. If
you start with an non-selected vertex near the mouse cursor, this vertex is
selected together with all the vertices of the same curve.
|
SHFT-L
|
Deselect Linked. If
you start with a selected vertex, it is deselected together with all the
vertices of the same curve.
|
M
|
Mirror. Mirror
selected control points exactly as for vertices in a Mesh.
|
T
|
Tilt mode. Specify
an extra axis rotation, i.e. the tilt, for each vertex in a 3D curve.
|
ALT-T
|
Clear Tilt. Set all
axis rotations of the selected vertices to zero.
|
V
|
Vector Handle. The
selected Bezier handles are converted to vector type.
|
W
|
The special menu for
curves appears:
Subdivide. Subdivide the selected vertices.
Switch direction. The direction of the selected curves is reversed. This is
mainly for Curves that are used as paths!
|
X
|
Erase Selected. A
PopupMenu offers the following options:
Selected: all selected vertices are deleted.
Segment: a curve segment is deleted. This only works for single segments.
Curves can be split in two using this option. Or use this option to specify
the cyclic position within a cyclic curve.
All: delete everything.
|
|
|
Edit Mode - Metaball
|
M
|
Mirror. Mirror
selected control points exactly as for vertices in a Mesh.
|
|
EditMode - Surface
|
C
|
Toggle Cyclic menu.
A PopupMenu asks if selected surfaces in the `U' or the `V' direction must be
cyclic. If they were already cyclic, this mode is turned off.
|
E
|
Extrude Selected.
This makes surfaces of all the selected curves, if possible. Only the edges
of surfaces or loose curves are candidates for this operation. Grab mode is
started immediately after this command is completed.
|
F
|
Add segment. A
segment is added between two selected vertices at the ends of two curves.
These two curves are combined into 1 curve.
|
L
|
Select Linked. If
you start with an non-selected vertex near the mouse cursor, this vertex is
selected together with all the vertices of the same curve or surface.
|
SHFT-L
|
Deselect Linked. If
you start with a selected vertex, this vertex is deselected together with all
vertices of the same curve or surface.
|
M
|
Mirror. Mirror
selected control points exactly as for vertices in a Mesh.
|
SHFT-R
|
Select Row. Starting
with the last selected vertex, a complete row of vertices is selected in the
`U' or `V' direction. Selecting Select Row a second time with the same vertex
switches the `U' or `V' selection.
|
W
|
The special menu for
surfaces appears:
Subdivide. Subdivide the selected vertices
Switch direction. This will switch the normals of the selected parts.
Mirror. Mirrors the selected vertices
|
X
|
Erase Selected. A
PopupMenu offers the following choices:
Selected: all selected vertices are deleted.
All: delete everything.
|
|
VertexPaint Hotkeys
|
SHFT-K
|
All vertex colours
are erased; they are changed to the current drawing colour.
|
U
|
Undo. This undo is
`real'. Pressing Undo twice redoes the undone.
|
W
|
Shared Vertexcol:
The colours of all faces that share vertices are blended.
|
|
EditMode - Font
|
RIGHTARROW
|
Move text cursor 1
position forward
|
SHFT-RIGHTARROW
|
Move text cursor to
the end of the line.
|
LEFTARROW
|
Move text cursor 1
position backwards.
|
SHFT-LEFTARROW
|
Move text cursor to
the start of the line
|
DOWNARROW
|
Move text cursor 1
line forward
|
SHFT-DOWNARROW
|
Move text cursor to
the end of the text.
|
UPARROW
|
Move text cursor 1
line back.
|
SHFT-UPARROW
|
Move text cursor to
the beginning of the text
|
ALT-U
|
Reload Original Data
(undo). When EditMode is started, the original text is saved. You can restore
this original text with this option.
|
ALT-V
|
Paste text. The text
file /tmp/.cutbuffer is inserted at the cursor location.
|
|
UV Editor Hotkeys
|
E
|
LSCM Unwrapping.
Launches LSCM unwrapping on the faces visible in the UV editor.
|
P
|
Pin selected
vertices. Pinned vertices will stay in place on the UV editor when executing
an LSCM unwrap.
|
ALT-P
|
Un-Pin selected
vertices. Pinned vertices will stay in place on the UV editor when executing
an LSCM unwrap.
|
|
EdgeSelect Hotkeys
|
ALT-CLICK
|
Selects an Edge
Loop.
|
|
FaceSelect Hotkeys
|
ALT-CLICK
|
Selects a Face Loop.
|
TAB
|
Switches to
EditMode, selections made here will show up when switching back to
FaceSelectMode with TAB.
|
F
|
With multiple,
co-planar faces selected, this key will merge them into one FGon so long as
they remain co-planar (flat to each other).
|
L
|
Select Linked UVs.
To ease selection of face groups, Select Linked in UV Face Select Mode will
now select all linked faces, if no seam divides them.
|
R
|
Calls a menu
allowing to rotate the UV coordinates or the VertexCol.
|
U
|
Calls the UV
Calculation menu. The following modes can the applied to the selected
faces:
Cube: Cubical mapping, a number button asks for the cubemap size
Cylinder: Cylindrical mapping, calculated from the center of the selected
faces
Sphere: Spherical mapping, calculated from the center of the selected
faces
Bounds to x: UV coordinates are calculated from the actual view, then scaled
to a boundbox of 64 or 128 pixels in square
Standard x: Each face gets default square UV coordinates
From Window: The UV coordinates are calculated using the projection as
displayed in the 3DWindow
|
|
Text Editor Hotkeys
|
CTRL-SHFT-V
|
Paste text from
Windows clipboard
|
CTRL-SHFT-C
|
Copy text to Windows
clipboard
|
CTRL-SHFT-X
|
Cut text to Windows
clipboard
|