[WML-Source: 3DWindow.wml][TOC][Part00]
[chapter]
[section]The 3DWindow
[subsection]3DHeader
[point]WindowType (IconMenu)
As with every window header, the first button allows you to set the window type.
[point]Full Window (IconTog)
Maximise the window, or return it to its original size; return to the
old screen setting. Hotkey: ALT-CTRL+UPARROW
[point]Home (IconBut)
All Objects in the visible layers are displayed completely, centered in the window. Hotkey: HOMEKEY
.
[point]Layers (TogBut)
These 20 buttons show the available layers. In fact, a layer is
nothing more than a visibility flag. This is an extremely efficient
method for testing Object visibility. This allows the user to divide
the work functionally.
For example: Cameras in layer 1, temporary Objects in layer 20, lamps
in layers 1, 2, 3, 4 and 5, etc. All hotkey commands and tools in
Blender take the layers into account. Objects in 'hidden' layers are
treated as unselected.
Use LeftMouse for the buttons, SHIFT+LeftMouse
for extend select layers.
Hotkeys: 1KEY
, 2KEY
, etc. 0KEY
, MINUSKEY
, EQUALKEY
for layers 1,2,3,4, etc.
Use ALT
+(1KEY
, 2KEY
, ... OKEY
) for layers 11, 12, ... 20.
Here, as well, use SHIFT
+Hotkey for extend select.
[point]Lock (TogBut)
Every 3DWindow has it's own layer setting and active Camera. This is
also true for a Scene: here it determines what layers - and what
camera - are used to render a picture. The lock option links the
layers and Camera of the 3DWindow to the Scene and vice versa: the
layers and Camera of the Scene are linked to the 3DWindow. This
method passes a layer change directly to the Scene and to all other
3DWindows with the "Lock" option ON. Turn the "Lock" OFF to set a
layer or Camera exclusively for the current 3DWindow. All settings
are immediately restored by turning the button back ON.
[point]LocalView (IconTog)
LocalView allows the user to continue working with complex Scenes. The
currently selected Objects are taken separately, centered and
displayed completely. The use of 3DWindow layers is temporarily
disabled. Reactivating this option restores the display of the
3DWindow in its original form. If a picture is rendered from a
LocalView, only the Objects present are rendered plus the visible
lamps, according to the layers that have been set. Activating a new
Camera in LocalView does not change the Camera used by the Scene.
Normally, LocalView is activated with the hotkey PAD_SLASH.
[point]View Mode (IconMenu)
A 3DWindow offers 3 methods for 3D display:
- Orthonormal. Blender offers this method from every view, not just from the X, Y or Z axes.
- Perspective. You can toggle between orthonormal and perspective with the hotkey PAD_5
.
- Camera. This is the view as rendered. Hotkey: PAD_0
.
[point]View Direction (IconMenu)
These pre-sets can be used with either ortho or perspective. Respectively, these are the:
- Top View, hotkey PAD_7
- Front View, hotkey PAD_1
- Right View, hotkey PAD_3
The hotkeys combined with SHIFT
give the opposite view direction. (Down View, Back View, Left View)
[point]Draw Mode (IconMenu)
Set the drawing method. Respectively:
- BoundBox. The quickest method, for animation previews, for example.
- WireFrame.
- Solid. Zbuffered with the standard OpenGL lighting. Hotkey: ZKEY
, this toggles between WireFrame and Solid.
- Shaded. This is as good an approach as is possible to the manner
in which Blender renders - with Gouraud shading. It displays the
situation from a single frame of the Camera. Hotkey: SHIFT+Z
. Use CTRL+Z
to force a recalculation.
- Textured.
Objects have their own Draw Type, independent of the window setting
(see EditButtons->DrawType). The rule is that the minimum DrawMode is
displayed.
[point]View Move (IconBut, click-hold)
Move the mouse for a view translation. This is an alternative for SHIFT+MiddleMouse.
[point]View Zoom (IconBut, click-hold)
Move the mouse vertically to zoom in and out of the 3DWindow. This is an alternative for CTRL+MiddleMouse.
These buttons determine the manner in which the Objects (or vertices) are rotated or scaled.
[point]Around Center (IconRow)
The midpoint of the boundbox is the center of rotation or scaling. Hotkey: COMMAKEY
.
[point]Around Median (IconRow)
The median of all Objects or vertices is the center of rotation or scaling.
[point]Around Cursor (IconRow)
The 3DCursor is the midpoint of rotation or scaling. Hotkey: DOTKEY
.
[point]Around Individual Centers (IconRow)
All Objects rotate or scale around their own midpoints.
In EditMode: all vertices rotate or scale around the Object midpoint.
[point]EditMode (IconTog)
This button starts or terminates EditMode. Hotkey: TAB
of ALT+E
.
[point]VertexPaint (IconTog)
This button starts or terminates VertexPaintMode. Hotkey: VKEY
.
[point]FaceSelect (IconTog)
This button starts or the FaceSelect mode. Hotkey: FKEY
.
[point]Proportional Vertex Editing Tool (IconTog)
The Proportional Editing tool can be activated with the
Icon in 3D window header, or OKEY
.
The Proportional Editing tool is then Available in Editmode for all
Object types. This tool works like a 'magnet', you select a few
vertices and while editing (grab, rotate, scale) the surrounding
vertices move proportinal with it. Use the NumPad-plus and
NumPad-minus keys to adjust the area of influence, this can be done
"live" while editing.
You can choose between a sharp fallof and a smooth falloff.
[point]OpenGL Renderer (IconTog)
A LeftMouse Click renders the actuall view in OpenGL. CTRL-LeftMouse
renders a animation in OpenGL. The rendered pictures are saves as in
the DisplayButtons indicated.
[subsection]3DWindow
The standard 3DWindow has:
- A grid. The dimensions (distance between the gridlines) and resolution (number of lines) can be set with the ViewButtons. This grid is drawn as infinite in the presets of ortho ViewMode (Top, Front, Right view). In the other views, there is an finite 'floor'.
Many Blender commands are adjusted to the dimension of the grid, to function as a standard unit. Blender works best if the total 'world' in which the user operates continually falls more or less within the total grid floor (whether it is a space war or a logo animation).
- Axes in colour codes. The reddish line is the X axis, the green line is the Y axis, the blue line is the Z axis.
In the Blender universe, the 'floor' is normally formed by the X and Y axes. The height and 'depth' run along the Z axis.
- A 3D cursor. This is drawn as a black cross with a red/white striped circle. A LeftMouse click moves the 3DCursor. Use the SnapMenu (SHIFT+S) to give the 3Dcursor a specific location.
New Objects are placed at the 3D cursor location.
- Layers (visible in the header buttons).
Objects in 'hidden' layers are not displayed. All hotkey commands and tools in Blender take the layers into account: Objects in the 'hidden' layers are treated as not selected. See the following paragraph as well.
- ViewButtons.
Separate variables can be set for each 3Dwindow, e.g for the grid or the lens. Use the SHIFT+F7
hotkey or the WindowType button in the 3DHeader. The ViewButtons are explained in detail elsewhere in this manual.
[subsection]The Mouse
The mouse provides the most direct access to the 3DWindow. Below is a complete overview:
[point]LeftMouse
Position the 3DCursor.
[point]CTRL+LeftMouse
In EditMode: create a new vertex.
[point]LeftMouse (click-hold-draw)
These are the Gestures. Blender's gesture recognition works in three ways:
- Draw a straight line: start translation mode (Grabber)
- Draw a curved line: start rotation mode.
- Draw a V-shaped line: start scaling mode.
[point]MiddleMouse (click-hold)
Rotate the direction of view of the 3DWindow. This can be done in two ways (can be set in the UserMenu):
- the trackball method. In this case, where in the window you
start the mouse movement is important. The rotation can be compared to
rotating a ball, as if the mouse grasps and moves a tiny miniscule
point on a ball and moves it. If the movement starts in the middle of
the window, the view rotates along the horizontal and vertical window
axes. If the movement begins at the edge of the window, the view
rotates along the axis perpendicular to the window.
- the turntable method. A horizontal mouse movement always
results in a rotation around the global Z axis. Vertical mouse
movements are corrected for the view direction, and result in a
combination of (global) X and Y axis rotations.
[point]SHIFT+MiddleMouse (click-hold)
Translate the 3DWindow. Mouse movements are always corrected for the view direction.
[point]CTRL+MiddleMouse (click-hold)
Zoom in/out on the 3DWindow.
[point]RightMouse
Select Objects or (in EditMode) vertices. The last one selected is
also the active one. This method guarantees that a maximum of 1
Object and 1 vertex are always selected. This selection is based on
graphics (the wireframe).
[point]SHIFT+RightMouse
Extend select Objects or (in
EditMode) vertices. The last one selected is also the active
one. Multiple Objects or vertices may also be selected. This
selection is based on graphics too (the wireframe).
[point]CTRL+RightMouse
Select Objects on the
Object-centers. Here the wireframe drawing is not taken into
account. Use this method to select a number of identical Objects in
succession, or to make them active.
[point]SHIFT-CTRL+RightMouse
Extend select Objects. The last
Object selected is also the active one. Multiple Objects can be
selected.
[point]RightMouse (click-hold-move)
Select and start translation mode, the Grabber. This works with all
the selection methods mentioned.
[subsection]NumPad
The numeric keypad on the keyboard is reserved for view related
hotkeys. Below is a description of all the keys with a brief
explanation.
[point]PAD_SLASH
LocalView. The Objects selected when this
command is invoked are taken separately and displayed completely,
centered in the window. See the description of 3DHeader->LocalView.
[point]PAD_STAR
Copy the rotation of the active Object to the current 3DWindow. Works
as if this Object is the camera, without including the translation.
[point]PAD_MINUS
, PAD_PLUS
Zoom in, zoom out. This also works for Camera ViewMode.
[point]PAD_DOT
Center and zoom in on the selected Objects. The view is
changed in a way that can be compared to the LocalView option.
[point]PAD_5
Toggle between perspective and orthonormal mode.
[point]PAD_9
Force a complete recalculation (of the animation systems) and draw again.
[point]PAD_0
View from the current camera, or
from the Object that is functioning as the camera.
[point]CTRL+PAD_0
Make the active Object the camera. Any Object can
be used as the camera. Generally, a Camera Object is used. It can also
be handy to let a spotlight function temporarily as a camera when
directing and adjusting it. ALT+PAD_0
Revert to the previous
camera. Only Camera Objects are candidates for 'previous camera'.
[point]PAD_7
Top View. (along the negative Z axis, Y up)
[point]SHIFT+PAD_1
Down View. (along the positive Z axis, Y up)
[point]PAD_1
Front View. (along the positive Y axis, Z up)
[point]SHIFT+PAD_1
Back View. (along the negative Y axis, Z up)
[point]PAD_3
Right View. (along the negative X axis, Z up)
[point]SHIFT+PAD_3
Left View. (along the positive X axis, Z up)
[point]PAD_2,
Rotate using the turntable method. Depending on the view, this is a rotation around the X and Y axis.
[point]PAD_4
Rotate using the turntable method. This is a rotation around the Z axis.
[point]SHIFT+(PAD_2,
Translate up or down; corrected for the view.
[point]SHIFT+(PAD_4,
Translate up or down; correct for the view.
[subsection]Hotkeys
This list contains all the hotkeys that can be used in a 3D window. EditMode hotkeys are described in the following paragraph.
[point]HOMEKEY
All Objects in the visible layer are displayed completely, centered in the window.
[point]PAGEUP
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.
[point]SHIFT+PAGEUP
Extend select the next Object Key.
[point]PAGEDOWN
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.
[point]SHIFT+PAGEDOWN
Extend select the previous Object Key.
[point]ACCENTKEY
(To the left of the 1KEY)
Select all layers.
[point]SHIFT+ACCENTKEY
Revert to the previous layer setting.
[point]AKEY
Select All / deselect All. If any Object or vertex is selected,
everthing is always deselected first.
[point]SHIFT+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.
[point]CTRL+A
"Apply size/rot". 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'.
[point]CTRL-SHIFT+A
If the active Object is automatically duplicated (see
AnimButtons->DupliFrames or AnimButtons->Dupliverts), a menu asks
"Make dupli's 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.
[point]BKEY
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.
[point]SHIFT+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.
[point]CKEY
Centre View. The position of the 3DCursor becomes the new centre of the 3DWindow.
[point]SHIFT+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 HOMEKEY.
[point]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"
[point]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" : see EditButtons->DrawType.
- "TimeOffs" : see AnimButtons->TimeOffs.
- "Dupli": all Duplicator data from the AnimButtons
- If applicable:
- "Copy TexSpace": The texture space.
- "Copy Particle Settings": the complete particle system from the AnimButtons.
- For Curve Objects:
- "Copy Bevel Settings": all beveling data from the EditButtons.
- Font Objects:
- "Copy Font Settings": font type, dimensions, spacing.
- "Copy Bevel Settings": all beveling data from the EditButtons.
- Camera Objects:
- "Copy Lens": the lens value.
[point]SHIFT+D
"Add Duplicate". The selected Objects are copied. The settings in the UserMenu (Duplication/Linking presets) determine what DataBlocks are also copied or are linked.
Blender then automatically starts Grab Mode (see GKEY).
[point]ALT+D
"Add Linked Duplicate". The selected Objects are copied. The DataBlocks linked to Objects remain linked.
Blender then automatically starts Grab Mode (see GKEY).
[point]CTRL+D
Draw the (texture) Image as wire. This option has a limited function. It can only be used for 2D compositing.
[point]ALT+E
Start / stop EditMode. Alternative hotkey: TAB.
[point]SHIFT+F
Fly Mode. Only from Camera ViewMode. The mouse cursor jumps to the middle of the window. It works as follows:
- Mouse cursor movement indicates the view direction.
- LeftMouse click (repeated): Fly faster.
- MiddleMouse click (repeated): Fly slower.
- LeftMouse+MiddleMouse: Set speed to zero.
- CTRL: translation downwards (negative Z).
- ALT: translation upwards (positive Z).
- ESC: Camera back to its starting position, terminate Fly Mode.
- SPACEKEY: Leave the Camera in current position, terminate Fly Mode.
(Be careful when looking straight up or down. This causes confusing turbulence.)
[point]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).
[point]GKEY
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:
- RightMouse (click-hold-move)
- LeftMouse (click-hold-draw) to draw a straight line.
The following options are available in translation mode:
- Limitors:
- CTRL: in increments of 1 grid unit.
- SHIFT+CTRL: in increments of 0.1 grid unit.
- MiddleMouse toggle:
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 MiddleMouse again to return to unlimited translation.
- ARROWKEYS:
These keys can be used to move the mouse cursor exactly 1 pixel.
- Grabber can be terminated with:
- LeftMouse, SPACEBAR or ENTER: move to a new position.
- RightMouse or ESC: everything goes back to the old position.
- Switching mode:
- GKEY: starts Grab mode again.
- SKEY: switches to Size mode.
- RKEY: switches to Rotate mode.
[point]ALT+G
Clear location. The X,Y,Z locations of selected Objects are set to zero.
[point]IKEY
Insert Object Key. A key position 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.
- "Effector": (only for Ika Objects) the end-effector position is added.
- "Mesh ", "Lattice ", "Curve" or "Surface": depending on the type of Object, a VertexKey can be added
[point]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.
[point]KKEY
Show (as) Keys. The DrawKey option is turned ON for all selected
Objects. If all of them were already ON, they are all turned
OFF. #->$11
[point]SHIFT+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.
[point]LKEY
Local Menu. Makes library linked objects local for the current scene.
[point]SHIFT+L
Select Links menu. This menu enables you to select
Objects that share links a DataBlock with the active
Object. Use this function to obtain an overview of the sometimes quite
complicated linked structures Blender can create.
- "Object Ipo": all Objects with the same Object Ipo are selected.
- "Object Data": all Objects with the same ObData (Mesh, Curve, etc.) are selected.
- "Current Material": all Objects with the same active Material are selected (this is the Material in MaterialButtons).
- "Current texture": all Objects with the same active Texture are selected (this is the Texture in MaterialButtons).
[point]CTRL+L
Make Links menu. This menu is used to copy links between
the active Object and selected Objects. Only the links (the
references) are copied; the contents of the DataBlocks involved are
not changed. The result of this operation is easy to see in the
OopsWindow.
- "To Scene": the selected Objects are also linked to another Scene. A second PopupMenu asks the user to specify a Scene. Objects that appear in more than one Scene are displayed with a blue null point.
- "Object Ipo": all selected Objects are given a link to the Object Ipo of the active Object.
- "Mesh data", "Curve data", "Font data", etc.: all selected Objects are given a link to the ObData of the active Object. Objects must be the same type!
- "Materials": all selected Objects are given links that are identical to the Material(s) of the active Object. The entire Material situation is copied. If the active Object does not have any Materials, all Material links for the selected Objects are erased.
[point]MKEY
Move to Layer. This hotkey calls up a menu that can be used to view or change the layer settings of all the selected Objects. If the selected Objects have different layers, this is 'OR'ed 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).
[point]NKEY
These buttons allow the user to enter numbers for the position, rotation and dimensions of the active Object.
Use ESC to exit the menu without changing the Object. Press the "OK" button or ENTER to assign the changes to the Object.
[point]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.
[point]CTRL+P
Make Parent. The active Object becomes the Parent of the selected Objects. All transformations of the Parent are now passed on to the Children. This allows you to create complex hierarchies.
As part of the 'Make Parent' operation, an inverse of the Parent transformation is calculated and stored in the Child Object. This inverse may make it seem as if all transformations remained unchanged after Make Parent was executed.
Depending on the type of Object, special Parent relationships can be selected.
[point]ALT+P
Clear Parent. All selected Child Objects are unlinked from the Parents. A PopupMenu asks you to make a selection:
- "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.
[point]RKEY
Rotate mode. Works on selected Objects and vertices. 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 midpoint is determined
by the state of the 3DHeader->Around buttons.
[point]XKEY
, YKEY
and ZKEY
While in rotation mode, these keys switch to a global axis rotation around the corresponding axis.
Alternatives for starting rotation mode:
- LeftMouse (click-hold-draw): draw a C-shaped curve.
The following options are available in rotation mode:
- Limitors:
- CTRL: in increments of 5 degrees.
- SHIFT: finer control.
- SHIFT+CTRL: finer control with increments of 1 degree.
- MiddleMouse toggle:
A short click switches the current rotation axis, which is perpendicular to the screen, with the two other axes, which are vertical and horizontal on the screen. The mouse movements here follow the two rotation axes.
Click MiddleMouse again to return to a rotation axis perpendicular to the screen.
- ARROWKEYS:
These keys move the mouse cursor exactly 1 pixel.
- Switching mode:
- RKEY: starts Rotate mode again.
- SKEY: switches to Size mode.
- GKEY: switches to Grab mode.
- Rotation mode can be terminated with:
- LeftMouse, SPACEBAR or ENTER: move to a new location.
- RightMouse or ESC: everything returns to the former state.
[point]ALT+R
Clear Rotation. The X,Y,Z rotations of selected Objects are set to zero.
[point]SKEY
Size mode or scaling mode. Works on selected Objects and vertices.
The degree of scaling is exactly linked to the mouse movement. Try to move from the (rotation) midpoint with the mouse.
The midpoint is determined by the settings of the 3DHeader->Around buttons.
Alternatives for starting scaling mode:
- LeftMouse (click-hold-draw) draw a V-shaped line.
The following options are available in scaling mode:
- Limitors:
- CTRL: in steps of 0.1.
- SHIFT+CTRL: in steps of 0.01.
- MiddleMouse toggle:
A short click restricts the scaling to the X, Y or Z axis. Blender calculates the appropriate axis based on the already initiated mouse movement.
Click MiddleMouse again to return to free scaling.
- ARROWKEYS:
These keys move the mouse cursor exactly 1 pixel.
- XKEY
Make the horizontal scaling negative; this is also called an X-flip.
- YKEY
Make the vertical scaling negative; this is also called a Y-flip.
- Switching mode:
- SKEY: starts Size mode again.
- RKEY: switches to Rotate mode.
- GKEY: switches to Grab mode.
Terminate Size mode with:
- LeftMouse, SPACEBAR or ENTER: move to a new location.
- RightMouse or ESC: everything returns to its previous state.
[point]ALT+S
Clear Size. The X,Y,Z dimensions of selected Objects are set to 1.0.
[point]SHIFT+S
Snap Menu. This menu offers a number of options for precisely specifying the position of Objects or vertices.
- "Sel -> Grid": all selected Objects or vertices are moved to the closest grid position.
- "Sel -> Curs": all selected Objects or vertices are moved to the 3DCursor position.
- "Curs -> Grid": the 3DCursor is moved to the closest grid position.
- "Curs -> Sel": the 3DCursor is moved to the selected Object. If there are multiple Objects or vertices, the 3DCursor is set to the midpoint. The 3DHeader->Around buttons determine what type of midpoint is meant here.
Tip: use the PopupMenu hotkeys 1KEY, 2KEY, etc. to select the options.
[point]TKEY
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
drawing flag EditButtons->TexSpace is set ON.
A PopupMenu asks you to select: "Grabber" or "Size".
Faster hotkeys: T-1 or T-2.
[point]CTRL+T
Make Track. All selected Objects are given a rotation constraint directed at the active Object. The type of rotation and which axis is up and which one is directed at the Track Object are specified in the AnimButtons.
[point]ALT+T
Clear Track. The tracking is turned off for all selected Objects. A PopupMenu allows you to maintain the current tracking as the rotation in the Objects.
[point]UKEY
Single User Menu. Use this menu to manage the (multi-) user structure. These operations only work on selected Objects and the DataBlocks that are linked to them.
- "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.
[point]VKEY
Start or exit VertexPaint Mode.
[point]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.
[point]ALT+W
Write Videoscape. The selected Mesh Object is saved as an ASCII file. Use the FileWindow to enter a file name. Blender adds the extension ".obj" to the Videoscape file.
[point]XKEY
Erase Selected. All selected Objects are deleted from the Scene and, if they are not linked to other Scenes, they are released. The ObData and other linked DataBlocks remain.
[point]ZKEY
DrawMode Solid ON/OFF. This is Zbuffered with the standard OpenGL lighting.
[point]SHIFT+Z
DrawMode Shaded ON. This drawing mode, which is Zbuffered and Gouraud shaded, approaches the way in which Blender renders as closely as possible. It shows the situation from a single Camera frame.
[point]CTRL+Z
Turn DrawMode Shaded ON and force a recalculation of DrawMode Shaded.
-cw-
Last modified: Tue Oct 24 13:47:34 CEST 2000