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Blender shortcuts
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Introduction
This page lists some useful Blender shortcuts and tools. The bare minimum tools that are required to prepare a model for PES are highlighted in green. If a tool or shortcut is only available in Blender versions newer than 2.79, it will be noted.
Some tools have options with additional shortcuts; these are displayed at the bottom of the viewport while the tool is active.
Viewport
Tool | Shortcut | Version | Notes |
---|---|---|---|
Rotate | MMB | ||
Zoom | Ctrl+MMB or scroll wheel | ||
Pan | Shift+MMB | ||
Re-center | Num. | Centers the camera on the selected objects and zooms to fit them in view. | |
Toggle orthogonal | Num5 | Switches between perspective and orthogonal view. | |
Front view | Num1 | Hold Ctrl for the opposite side. Hold Shift to align the camera with a face in edit mode. | |
Left view | Num3 | " | |
Top view | Num7 | " | |
Toggle wireframe | Z | Blender 2.8+ also has the material preview and rendered shading modes available this way. |
Basic
Tool | Shortcut | Version | Notes |
---|---|---|---|
Search | Space | Opens a searchable context-sensitive list that contains every tool in Blender and lists their shortcuts. | |
Toggle sidebar | N | The sidebar contains a lot of useful information, most importantly transforms in object mode and selection coordinates and vertex weights in edit mode. | |
Select/deselect | LMB | Hold Shift to select/deselect multiple objects; the last selected object is the active object (indicated by a light orange outline). | |
Select/deselect all | A | ||
Box select | B | LMB to select; MMB to deselect. | |
Circle select | C | LMB to select; MMB to deselect. Mouse wheel or +/- to increase or decrease size. | |
Switch mode | Tab | Toggles between object and edit mode. In Blender 2.8+, you get a pie menu with all modes. | |
Move | G | Press X, Y, or Z to only transform on that axis. Hold Shift to exlude that axis. Press the key twice to use the object's local axis. | |
Scale | S | " | |
Rotate | R | Ditto. You can also press R twice to rotate freely. | |
Reset transforms | Alt+G/S/R | ||
Undo | Ctrl+Z | You can increase the number of undo steps in the settings. | |
Redo | Ctrl+Shift+Z | ||
Delete | X or Delete | ||
Add | Shift+A | Add new objects (or mesh primitives to an existing object in edit mode). | |
Duplicate | Shift+D | ||
Set 3D cursor location | Shift+S | You can also right click (Shift+RMB in 2.8+) to place the 3D cursor at your cursor. | |
Select orientation | , | 2.8+ | Useful when things aren't aligned to the global axes. The view orientation can be used in conjuncture with aligning the camera to a face. |
Select pivot point | . | 2.8+ | Allows you to change the pivot point of transformations. |
Hide | H | Hides the selection. Shift hides everything but the selection. | |
Unhide all | Alt+H |
Object mode
Tool | Shortcut | Version | Notes |
---|---|---|---|
Join | J | Joins the selected objects with the active object. The merged object has the properties of what was the active object. | |
Apply transforms | Ctrl+A | Opens a dialog to apply the location, rotation, and/or scale of the object. This sets the current location/rotation to (0,0,0) and scale to 1. All changed transforms need to be applied before export, as these values are not respected by other programs. | |
Parent | Ctrl+P | Opens the dialog to parent the selected objects to the active object. | |
Clear parent | Alt+P | ||
Move to | M | Moves an object to another layer (or folder in Blender 2.8+). | |
Convert | Alt+C | Converts an object to another type (ex. curve to mesh). |
Edit mode
Tool | Shortcut | Version | Notes |
---|---|---|---|
Separate | P | Separates the selected parts of the object into a new object. The new object retains the properties of the object it was separated from. | |
Vertex selection | 1 | 2.8+ | |
Edge selection | 2 | 2.8+ | |
Face selection | 3 | 2.8+ | |
Select linked | L | Selects all vertices/edges/faces connected to what is under the cursor. Hold Shift to deselect. | |
Extrude | E | Extrude the selection to create additional geometry. | |
Merge | Alt+M (M in 2.8+) | Allows you to merge vertices. | |
Edge split | V | Splits the mesh along the selected vertices or edges. The cursor position determines the direction to split in. | |
Edge slide | Shift+V | Slides vertices along edges. | |
Knife tool | K | Makes cuts in the mesh to create additional edges. Has an option to cut all the way through the mesh. | |
Loop cut | Ctrl+R | Subdivides a continuous row of quads (ideally forming a loop) along the length of the row. | |
Bevel | Ctrl+B | Bevels edges. | |
Inset | I | Insets faces with options for thickness and depth. | |
Triangulate | Ctrl+T | Allows you to manually triangulate selected faces. Useful when working with low-poly models where automatic triangulation might produce results that break the silhouette or deform in unintended ways. Can also be used to tweak shading. | |
Fill | F | Creates faces between selected vertices or edges. Can also be used to merge faces. | |
Connect vertices | J | Creates an edge between the selected vertices. If the vertices share a face, the face will be broken up. Useful in conjuncture with the fill tool. | |
Tris to quads | Alt+F | Automatically converts selected tris to quads. Useful for ripped models to make them easier to work with. | |
Edge tools | Ctrl+E | Opens the edge tool menu. Most importantly, this lets you mark UV seams and sharp edges. | |
Unwrap | U | Opens the dialog to unwrap the UVs for the selected parts of the object. |
UV editor
Tool | Shortcut | Version | Notes |
---|---|---|---|
Toggle snapping | Shift+Tab | Click the button next to the magnet icon to switch to vertex snapping; this makes it easy to stack UV islands. |