- Left Mouse Button: Select (Shift-LMB: extend selection)
- Right Mouse Button: Context menu
- Mousewheel: Zoom, Click+drag to Rotate
- Pan: Shift-Mousewheel
- Rotate: Mousewheel
- Zoom: scroll with Mousewheel
Note: Z axis is up (towards the sky).
More:
F12(Mac:fn+ 🔊): Render image (cancel withEsc)Z: Toggle Wireframe/Solid/RenderedSpace: Play timeline
G: Move, use X/Y/Z to lock dimensions (Shift-X to exclude X and just do Y and Z). Or drag arrow on object (if 3D Transform Manipulator “hand” is enabled). Reset position: Alt+G.R: Rotate (options: see Move). Reset rotation: Alt+R.S: Scale/resize (options: see Move). Reset scale: Alt+S.- Numeric input: box at bottom-left corner of area.
- Alt+O: Reset origin
- Reset Cursor: Shift-C
- ⌘+Drag in transformation handle to snap-to (Magnet button).
- Shift-S: Snap to Cursor/Grid
- Shift-Tab: Snap to Grid
- Windows: a floating window in your OS, can contain Areas and Workspaces.
- Areas: viewports/frames inside a Window
- Split: by moving cursor to corner, it turns into a
+ - Join:
+cursor, then drag into other area
- Split: by moving cursor to corner, it turns into a
- Workspaces: Areas are grouped into Workspaces, with predefined tabs at top of screen with Layout, Modeling, etc.
- Scenes: each file can contain multiple scenes, which share other data such as objects and materials.
- Layers: can be used to render different elements or different groups of elements in your scene separately. A “larger” concept than Collection; and Collections can be included/excluded in a Layer (checkbox).
- Collections: used to just logically organize your scene, or to facilitate one-step appending or linking between files or across scenes.
- Shift-A: add object
- X: Delete object
- H: Hide. Shift-H: hide all but selected. Alt-H: unhide all.
- ⌘-P: Parent object 1 to object 2
- Shift-D: Duplicate, Alt-D Duplicate Linked
- Text:
tabfor Edit mode, then edit text - Metaballs: add more balls in Object Mode, they will “melt” together
- “Modifiers” properties panel
- Array: copy/clone objects
- Bevel: bevel edges
- Tab: Toggle Edit/Object mode
- ⌘-Tab: Vertex/Edge/Face mode
Actions:
- A: Select all/none
- B: Select box (B+B: select circle)
- X: Delete
- F: Make face (polygon)
- E: Extrude
- ⌘+B: Bevel
- W: Specials: Remove doubles, Subdivide, Bevel, Flip Normals, etc
- ⌘-LMB: Add points
- C: Close curve
- ⌘-J: Join curves
- Extrude
- Inset Faces
- Bevel
- Loop Cut/Knife
- Spin (e.g. make a cup of a silhouette): Edit Mode, select a face, then Spin in toolbar
- Bevel along curve (e.g. make rails)
- Material panel
- Load texture: 🟡 near Base Color → Image Texture
- https://BlenderKit.com (add-on for Blender)
- https://AmbientCG.com
- https://CGBookcase.com
- https://Poliigon.com
- https://Polyhaven.com
- https://ShareTextures.com
- https://3DTextures.me
- https://Textures.com
- https://BlenderMada.com
- https://TextureNinja.com
- File → Append or Link
- Select .blend file
- Select Material
- Use Cmd-Click to select materials
- Click Load Library
- Enter UV Editor panel
- A: select all
- S: scale
- G: to move
- Select vertices.
- ⌘+E, then Mark Seam.
- Change mode to "UV Face Select".
- Show view "UV/Image Editor".
- U key, then "unwrap".
- Create texture (square), then Load image.
- Enable "TexFace" on material before rendering.
Types: Point/Sun/Spot/Area
Use Spot lights for more control (halos).
- Add-on: https://docs.blender.org/manual/en/latest/addons/lighting/trilighting.html
- https://cgian.com/2022/02/how-to-add-3-point-lighting-setup-in-blender
- https://archive.blender.org/wiki/index.php/Doc:Tutorials/Lighting/Three_Point_Light/
More info:
Select camera, then:
G: Move. Click mousewheel: dolly, move in/out.R: Rotate
Orthogonal perspective: Select camera, then Object Data properties panel
- I: Insert Keyframe
- Alt-A: Animation Preview
- “Physics” sidepanel
Rigid body:
- Physics → Rigid Body
- Remove: × button in front of Rigid Body
- Type: Active = physics, Passive = animation system
- Dynamic off = for walls etc
- Animated: on = controlled by animation system. Toggle this off to let the physics to take over.
- Toon render → use a Toon Shader
- Ambient Occlusion: “Render” properties panel → Ambient Occlusion
- Blender Output tab: set to “FFmpeg Video”
- Set output folder, default is
/tmp - Render → Render Animation (abort with
Esc)
- Render image sequence as PNG’s, normally outputs to
/tmpfolder - File → New → Video Editing
- Add → Image/Sequence
- Set length of movie in frames
- Render → Render Animation
http://www.shapeways.com/tutorials/prepping_blender_files_for_3d_printing
- Check if manifold (watertight): ⌘-Opt-Shift-M
- Hide other: Shift-H
- Export to .STL for Shapeways etc.
Split part of a mesh into its own object by selecting all the vertices in the mesh and hitting the P key Selecting a single vertex and then holding down ⌘-+ will select all attached vertices.
Metric units:
- Scene → Units → Metric
- Grid is 1m by default → default Blender Cube is (2m)^3
- Can change mm/m scale when importing to Shapeways
http://www.katsbits.com/tutorials/blender/metric-imperial-units.php
- Set units: Scene → Units: Metric (default: m, Scale: 0.01 = cm). Set grid size in Display → Grid. http://www.katsbits.com/tutorials/blender/metric-imperial-units.php
- Set sizes in "XYZ Euler" (near Display settings).
- Object → Apply Transformation (⌘+A) to clear scale factors etc.
- View ortho is helpful.
- Export as: OBJ, STL format.
- Modifiers:
- "Solidify": make walls
- "Subdivision" modifier for smoothness
- "Mirror" modifier to avoid doing things twice
- Important:
- Need an "escape hole" for leftover material
- "Non-manifold edges": open/not water-tight, or shared by
PNG billboard with Alpha channel
- Enable the add-on “Images as Planes”
- File → Import → Images as Planes
- SVG: just File → Import
- Then either right-click: Convert To → Mesh
- Or right-click: Adjust Extrusion
- Illustrator: AI v8, use Alt-C in Object Mode to convert curve to mesh
- iOS apps: Scaniverse (FBX format), Polycam (glTF format is free)
- Import FBX with textures into Blender
Mesh:
- OBJ
- GLTF
- DAE
- FBX
- USDZ
- STL
Point cloud:
- PRO
- DXF
- PRO
- PLY
- PRO
- XYZ
- PRO
- LAS
- PRO
- PTS
Tutorial by Ian Hubert: https://youtu.be/lY8Ol2n4o4A – summary:
- Set up your scene:
- Activate the Motion Tracking workspace (hidden, so use “+” button)
- Open video with “📁 Open” button above video preview window
- Match frame rate in the scene with video (30 fps for iPhone)
- Click “Set Scene Frames” to match length, and “Prefetch” to load video in memory
- Set suitable motion model, e.g. “Perspective”
- Track control points:
- Go to middle of video, and
⌘-leftmouseto set control points - Hit
Ato select all, then click the<--itrack buttons back and forward. Note: you need 8 good tracking points, whereof 3 good points for the “floor” (see step 3).
- Go to middle of video, and
- Solve Camera Motion:
- Open “Solve” tab, check Keyframe and Refine Focal Length
- Press “Solve Camera Motion”, see solve error top-right corner (ideally < 1.00px)
- Click on Clip Display (right corner) and turn on Info, that will show what points bring the most error – delete those and “Solve Camera Motion” again
- Create the background and floor:
- “Solve” tab → Set as Background, then Setup Tracking Scene
- Select 1 tracking marker → Set Origin
- Select 3 other tracking markers → Floor
https://docs.blender.org/manual/en/latest/movie_clip/tracking/introduction.html
How to install Blender add-ons:
- Download the add-on ZIP to your computer.
- Go to the Add-ons section in Edit → Preferences.
- Click Install button, then select the add-on ZIP using the File Browser.
- Enable the add-on with the checkbox.
Run /Applications/Blender.app/Contents/MacOS/Blender from Terminal to see log messages.
- Tutorial: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
- Interface: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/The_3D_Viewport_Window
- Modelling Keyboard: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Hot_Keys
- Geometry nodes
- Cloth simulation
- Environment texture, HDRI image