Sunday, April 28, 2013

Blender keyboard shortcuts

 

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ShortcutCommandHow useful(?)
Window Hotkeys

Blender

CTRL-LEFTARROWGo to the previous Screen +       –
CTRL-RIGHTARROWGo to the next Screen +       –
CTRL-UP ARROW or CTRL-DOWN ARROWMaximise the window or return to the previous window display size +       –
SHFT-SPACEToggle between maximised and normal window size, same as using previous shortcut +       –
SHFT-F4Change the window to a Data View +       –
SHFT-F5Change the window to a 3D Window +       –
SHFT-F6Change the window to an IPO Window +       –
SHFT-F7Change the window to a Buttons Window +       –
SHFT-F8Change the window to a Sequence Window +       –
SHFT-F9Change the window to an Outliner Window +       –
SHFT-F10Change the window to an Image Window +       –
SHFT-F11Change the window to a Text Window +       –
SHFT-F12Change the window to an Action Window +       –
Universal Hotkeys

Blender

CTRL-LMBLasso select: drag the mouse to form a freehand selection area +       –
ESCThis key always cancels Blender functions without changes or: FileWindow, DataView and ImageSelect: back to the previous window type or: the RenderWindow is pushed to the background (or closed, that depends on the operating system) +       –
SPACEOpen the Toolbox +       –
CTRL-SPACEOpens menu with manipulator type choices (Press 2, 3, 4, or 5 to change the widget type) +       –
ALT-SPACEOpens menu with manipulator orientation choices +       –
TABStart or quit EditMode +       –
F1Loads a Blender file. Changes the window to a FileWindow +       –
SHFT-F1Appends parts from other files, or loads as Library-data. Changes the window to a FileWindow, making Blender files accessible as a directory +       –
F2Writes a Blender file. Change the window to a FileWindow +       –
SHFT-F2Exports the scene as a DXF file +       –
CTRL-F2Exports the scene as a VRML1 file +       –
F3Writes a picture (if a picture has been rendered). The fileformat is as indicated in the Display Buttons. The window becomes a File Select Window +       –
CTRL-F3Saves a screendump of the active window. The fileformat is as indicated in the DisplayButtons. The window becomes a FileWindow +       –
SHFT-CTRL-F3Saves a screendump of the whole Blender screen. The fileformat is as indicated in the DisplayButtons. The window becomes a FileWindow +       –
F4Displays the Logic Context (if a ButtonsWindow is available) +       –
F5Displays the Shading Context (if a Buttons Window is available), Light, Material or World Sub-contextes depends on active object +       –
F6Displays the Shading Context and Texture Sub-context (if a ButtonsWindow is available) +       –
F7Displays the Object Context (if a Buttons Window is available) +       –
F8Displays the Shading Context and World Sub-context (if a ButtonsWindow is available) +       –
F9Displays the Editing Context (if a Buttons Window is available) +       –
F10Displays the Scene Context (if a Buttons Window is available) +       –
F11Hides or shows the render window +       –
F12Starts the rendering from the active camera +       –
LEFTARROWGo to the previous frame +       –
SHFT-LEFTARROWGo to the first frame +       –
RIGHTARROWGo to the next frame +       –
SHFT-LEFTARROWGo to the last frame +       –
UPARROWGo forward 10 frames +       –
DOWNARROWGo back 10 frames +       –
ALT-AChange the current Blender window to Animation Playback mode. The cursor changes to a counter +       –
ALT-SHFT-AThe current window, plus all 3DWindows go into Animation Playback mode +       –
IInsert Key menu. This menu differs from window to window +       –
JToggle the render buffers. Blender allows you to retain two different rendered pictures in memory +       –
CTRL-OOpens the last saved file +       –
QQuit 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-TTimerMenu. This menu offers access to information about drawing speed. The results are displayed in a pop-up +       –
CTRL-UOK, 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-WWrite file. This key combination allows you to write the Blender file without opening a FileWindow +       –
ALT-WWrite Videoscape file. Changes the window to a FileWindow +       –
CTRL-XErase All. Everything (except the render buffer) is erased and released. The default scene is reloaded +       –
CTRL-YRedo. +       –
CTRL-ZUndo. +       –
SHFT-CTRL-ZRedo. +       –
Object Mode Hotkeys

Blender

HOMEAll Objects in the visible layer are displayed completely, centered in the window. +       –
PAGE UPSelect 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-PAGEUPAdds to selection the next Object Key. +       –
PAGE DOWNSelect 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-PAGEDOWNAdds to selection the previous Object Key. +       –
ACCENT(To the left of the 1KEY in US keyboard) Select all layers. +       –
SHFT-ACCENTRevert to the previous layer setting. +       –
TABStart/stop EditMode. Alternative hotkey: ALT-E. +       –
ASelects/deselects all. +       –
CTRL-AApply 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-AIf 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-AThis 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. +       –
BBorder 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-BRender 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. +       –
CCentre View. The position of the 3DCursor becomes the new centre of the 3D Window. +       –
ALT-CConvert 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-CCopy 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-CCentreZero 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. +       –
DDraw mode menu. Allows to select draw modes exactly as the corresponding menu in the 3D viewport header does. +       –
SHFT-DAdd Duplicate. The selected Objects are duplicated. Grab mode starts immediately thereafter. +       –
ALT-DAdd Linked Duplicate. Of the selected Objects linked duplicates are created. Grab mode starts immediately thereafter. +       –
CTRL-DDraw the (texture) Image as wire. This option has a limited function. It can only be used for 2D compositing. +       –
ALT-EStart/stop EditMode. Alternative hotkey: TAB. +       –
FIf selected Object is a mesh Toggles Face selectMode on and off. +       –
CTRL-FSort 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). +       –
GGrab 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-GClears translations, given in Grab mode. The X,Y,Z locations of selected Objects are set to zero. +       –
CTRL-ALT-GTranslation Manipulator. +       –
SHFT-GGroup 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
+       –
IInsert 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-JJoin 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. +       –
KShow Keys. The DrawKey option is turned ON for all selected Objects. If all of them were already ON, they are all turned OFF. +       –
SHFT-KA 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. +       –
LMakes selected Object local. Makes library linked objects local for the current scene. +       –
CTRL-LLink 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-LSelect 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.
+       –
MMoves 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-MMirror Menu. It is possible to mirror an Object along the X, Y or Z axis. +       –
NNumber Panel. The location, rotation and scaling of the active Object are displayed and can be modified. +       –
ALT-OClear 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-OIf 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-PMake 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-PClears 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-PPush/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-RClears Rotation. The X,Y,Z rotations of selected Objects are set to zero. +       –
CTRL-ALT-RRotation 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-SClears Size. The X,Y,Z dimensions of selected Objects are set to 1.0. +       –
CTRL-ALT-SScale Manipulator. * +       –
CTRL-SHFT-STo 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.
+       –
TTexture 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-TMakes 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-TClears old style Track. Constraint track is removed as all constrains are. +       –
UMakes 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.
+       –
VSwitches in/out of Vertex Paint Mode. +       –
ALT-VObject-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. +       –
WOpens Object Booleans Menu. +       –
XErase Selected? Deletes selected objects. +       –
ZToggles Solid Mode on/off. +       –
SHFT-ZToggles Shaded Mode on/off. +       –
ALT-ZToggles Textured Mode on/off. +       –
Edit Mode - General

Blender

TAB or ALT-EThis button starts and stops Edit Mode. +       –
CTRL-TABSwitches between Vertex Select, Edge Select, and Face Select modes. Holding SHIFT while clicking on a mode will allow you to combine modes. +       –
ASelect/Unselect all. +       –
B KEY-BCircle 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-HWith vertices selected, this creates a Hook object. Once a hook is selected, CTRL-H brings up an options menu for it. +       –
NNumber Panel. Simpler than the Object Mode one, in Edit Mode works for Mesh, Curve, Surface: The location of the active vertex is displayed. +       –
OSwitch in/out of Proportional Editing. +       –
SHFT-OToggles between Smooth and Sharp Proportional Editing. +       –
PSeParate. 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-PMake 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-SShear. In EditMode this operation enables you to make selected forms `slant'. This always works via the horizontal screen axis. +       –
UUndo. 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. +       –
WSpecials 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-WWarp. 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

Blender

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-RMBEdge select. +       –
CIf using curve deformations, this toggles the curve Cyclic mode on/off. +       –
EExtrude 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-ECrease 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-EMark LSCM Seam. Marks a selected edge as a seam for unwrapping using the LSCM mode. +       –
FMake 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-FFill 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-FBeauty 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-FFlip faces, selected triangular faces are paired and common edge of each pair swapped. +       –
HHide Selected. All selected vertices and faces are temporarily hidden. +       –
SHFT-HHide Not Selected: All non-selected vertices and faces are temporarily hidden. +       –
ALT-HReveal. All temporarily hidden vertices and faces are drawn again. +       –
ALT-JJoin faces, selected triangular faces are joined in pairs and transformed to quads +       –
KKnife 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.
+       –
LSelect 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-LDeselect Linked. If you start with a selected vertex, this vertex is deselected, together with all vertices that share an edge with it. +       –
CTRL-LSelect Linked Selected. Starting with all selected vertices, all vertices connected to them are selected too. +       –
MMirror. 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-MMerges selected vertices at barycentrum or at cursor depending on selection made on pop-up. +       –
CTRL-NCalculate 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-NCalculate 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-SWhereas 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-TMake Triangles. All selected faces are converted to triangles. +       –
UUndo. 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-URedo. This let you re-apply any undone changes up to the moment in which Edit Mode was entered +       –
ALT-UUndo Menu. This let you choose the exact point to which you want to undo changes. +       –
WSpecial 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.
+       –
XErase 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.
+       –
YSplit. 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

Blender

CSet the selected curves to cyclic or turn cyclic off. An individual curve is selected if at least one of the vertices is selected. +       –
EExtrude Curve. A vertex is added to the selected end of the curves. Grab mode is started immediately after this command is executed. +       –
FAdd segment. A segment is added between two selected vertices at the end of two curves. These two curves are combined into one curve. +       –
HToggle Handle align/free. Toggles the selected Bezier handles between free or aligned. +       –
SHFT-HSet Handle auto. The selected Bezier handles are converted to auto type. +       –
CTRL-HCalculate Handles. The selected Bezier curves are calculated and all handles are assigned a type. +       –
LSelect 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-LDeselect Linked. If you start with a selected vertex, it is deselected together with all the vertices of the same curve. +       –
MMirror. Mirror selected control points exactly as for vertices in a Mesh. +       –
TTilt mode. Specify an extra axis rotation, i.e. the tilt, for each vertex in a 3D curve. +       –
ALT-TClear Tilt. Set all axis rotations of the selected vertices to zero. +       –
VVector Handle. The selected Bezier handles are converted to vector type. +       –
WThe 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!
+       –
XErase 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

Blender

MMirror. Mirror selected control points exactly as for vertices in a Mesh. +       –
EditMode - Surface

Blender

CToggle 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. +       –
EExtrude 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. +       –
FAdd segment. A segment is added between two selected vertices at the ends of two curves. These two curves are combined into 1 curve. +       –
LSelect 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-LDeselect Linked. If you start with a selected vertex, this vertex is deselected together with all vertices of the same curve or surface. +       –
MMirror. Mirror selected control points exactly as for vertices in a Mesh. +       –
SHFT-RSelect 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. +       –
WThe 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
+       –
XErase Selected. A PopupMenu offers the following choices:
Selected: all selected vertices are deleted.
All: delete everything.
+       –
VertexPaint Hotkeys

Blender

SHFT-KAll vertex colours are erased; they are changed to the current drawing colour. +       –
UUndo. This undo is `real'. Pressing Undo twice redoes the undone. +       –
WShared Vertexcol: The colours of all faces that share vertices are blended. +       –
EditMode - Font

Blender

RIGHTARROWMove text cursor 1 position forward +       –
SHFT-RIGHTARROWMove text cursor to the end of the line. +       –
LEFTARROWMove text cursor 1 position backwards. +       –
SHFT-LEFTARROWMove text cursor to the start of the line +       –
DOWNARROWMove text cursor 1 line forward +       –
SHFT-DOWNARROWMove text cursor to the end of the text. +       –
UPARROWMove text cursor 1 line back. +       –
SHFT-UPARROWMove text cursor to the beginning of the text +       –
ALT-UReload Original Data (undo). When EditMode is started, the original text is saved. You can restore this original text with this option. +       –
ALT-VPaste text. The text file /tmp/.cutbuffer is inserted at the cursor location. +       –
UV Editor Hotkeys

Blender

ELSCM Unwrapping. Launches LSCM unwrapping on the faces visible in the UV editor. +       –
PPin selected vertices. Pinned vertices will stay in place on the UV editor when executing an LSCM unwrap. +       –
ALT-PUn-Pin selected vertices. Pinned vertices will stay in place on the UV editor when executing an LSCM unwrap. +       –
EdgeSelect Hotkeys

Blender

ALT-CLICKSelects an Edge Loop. +       –
FaceSelect Hotkeys

Blender

ALT-CLICKSelects a Face Loop. +       –
TABSwitches to EditMode, selections made here will show up when switching back to FaceSelectMode with TAB. +       –
FWith multiple, co-planar faces selected, this key will merge them into one FGon so long as they remain co-planar (flat to each other). +       –
LSelect 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. +       –
RCalls a menu allowing to rotate the UV coordinates or the VertexCol. +       –
UCalls 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
+       –
 

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