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Window HotKeys

Certain window managers also use the following hotkeys.

So ALT-CTRL can be substituted for CTRL to perform the

functions described below if a con.ict arises.

CTRL-LEFTARROW. Go to the previous Screen.

CTRL-RIGHTARROW. Go to the next Screen.

CTRL-UPARROW or CTRL-DOWNARROW. Maximise the

window or return to the previous window display size.

SHIFT-F4. Change the window to a Data View

SHIFT-F5. Change the window to a 3D Window

SHIFT-F6. Change the window to an IPO Window

SHIFT-F7. Change the window to a Buttons Window

SHIFT-F8. Change the window to a Sequence Window

SHIFT-F9. Change the window to an Outliner Window

SHIFT-F10. Change the window to an Image Window

SHIFT-F11. Change the window to a Text Window

SHIFT-F12. Change the window to an Action Window

Blender HotKeys In-depth Reference

Relevant to Blender 2.36 - Compiled from Blender Online Guides

Universal HotKeys

The following HotKeys work uniformly in all Blender Windows,

if the Context allows:

CTRL-LMB. Lasso select: drag the mouse to form a freehand

selection area.

ESC.

• This 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).

SPACE. Open the Toolbox.

TAB. Start or quit EditMode.

F1. Loads a Blender .le. Changes the window to a FileWindow.

SHIFT-F1. Appends parts from other .les, or loads as Librarydata.

Changes the window to a FileWindow, making Blender

.les accessible as a directory.

F2. Writes a Blender .le. Change the window to a FileWindow.

SHIFT-F2. Exports the scene as a DXF .le

CTRL-F2. Exports the scene as a VRML1 .le

F3. Writes a picture (if a picture has been rendered). The

.leformat is as indicated in the DisplayButtons. The window

becomes a File Select Window.

CTRL-F3 (ALT-CTRL-F3 on MacOSX). Saves a screendump

of the active window. The .leformat is as indicated in the

DisplayButtons. The window becomes a FileWindow.

SHIFT-CTRL-F3. Saves a screendump of the whole Blender

screen. The .leformat is as indicated in the DisplayButtons. 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 ButtonsWindow is

available).

F8. Displays the Shading Context and World Sub-context (if a

ButtonsWindow is available).

F9. Displays the Editing Context (if a ButtonsWindow is

available).

F10. Displays the Scene Context (if a ButtonsWindow is

available).

F11. Hides or shows the render window.

F12. Starts the rendering from the active camera.

LEFTARROW. Go to the previous frame.

SHIFT-LEFTARROW. Go to the .rst frame.

RIGHTARROW. Go to the next frame.

SHIFT-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-SHIFT-A. The current window, plus all 3DWindows go

into Animation Playback mode.

IKEY. Insert Key menu. This menu differs from window to

window.

JKEY. Toggle the render buffers. Blender allows you to retain

two different rendered pictures in memory.

CTRL-O. Opens the last saved .le.

QKEY. OK? Quit Blender. This key closes Blender.

2

Blender quit is displayed in the console if Blender is

properly closed.

ALT-CTRL-T. TimerMenu. 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 .le that will be loaded every time you start

Blender or set it to defaults by pressing CTRL-X.

CTRL-W. Write .le. This key combination allows you to write

the Blender .le without opening a FileWindow.

ALT-W. Write Videoscape .le. 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. Mac users may use CMD-Y.

CTRL-Z. Undo. Mac users may use CMD-Z.

SHIFT-CTRL-Z. Redo. Mac users may use SHIFT-CMD-Z

Object Mode HotKeys

These hotkeys are mainly bound to the 3D Viewport Window,

but many work on Objects in most other windows, like IPOs and

so on, hence they are summarized here.

HOME. All Objects in the visible layer are displayed

completely, centered in the window.

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.

SHIFT-PAGEUP. Adds to selection the next Object Key.

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.

SHIFT-PAGEDOWN. Adds to selection the previous Object

Key.

ACCENT. (To the left of the 1KEY in US keyboard) Select all

layers.

SHIFT-ACCENT. Revert to the previous layer setting.

TAB. Start/stop EditMode. Alternative hotkey: ALT-E.

AKEY. 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 .rst 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’.

SHIFT-CTRL-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.

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.

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.

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.

CKEY. Centre View. The position of the 3DCursor becomes the

new centre of the 3DWindow.

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:

o 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.

o Copy Rot: the X,Y,Z rotation of the Object.

o Copy Size: the X,Y,Z dimension of the

Object.

o DrawType: copies Object Drawtype.

o TimeOffs: copies Object time offset.

o Dupli: all Duplicator data (Dupliframes,

Dupliverts and so on)

o Mass: Real time stuff.

o Damping: Real time stuff.

o Properties: Real time stuff.

o Logic Bricks: Real time stuff.

o Constraints: copies Object constraints.

Universal HotKeys (cont)

3

• If applicable:

o Copy TexSpace: The texture space.

o Copy Particle Settings: the

complete particle system from the

AnimButtons.

• For Curve Objects:

o Copy Bevel Settings: all bevelling

data from the EditButtons.

• Font Objects:

o Copy Font Settings: font type,

dimensions, spacing.

o Copy Bevel Settings: all bevelling

data from the EditButtons.

• Camera Objects:

o Copy Lens: the lens value.

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 HOME.

DKEY. Draw mode menu. Allows to select draw modes exactly

as the corresponding menu in the 3D viewport header does.

SHIFT-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.

FKEY. 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 .rst, the rightmost last. The sequence of faces is

important for the Build Effect (AnimButtons).

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:

LMB to draw a straight line.

The following options are available in translation mode:

• Limiters:

o CTRL: in increments of 1 grid unit.

o SHIFT: .ne movements.

o SHIFT-CTRL: in increments of 0.1 grid unit.

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 MiddleMouse again to return

to unlimited translation.

XKEY, YKEY, ZKEY constrains movement to X, Y

or Z axis of the global reference.

• a second XKEY, YKEY, ZKEY constrains movement

to X, Y or Z axis of the local reference.

• a third XKEY, YKEY, ZKEY removes constraints.

NKEY enters numerical input, as well as any numeric

key directly. TAB will switch between values, ENTER

.nalizes, ESC exits.

ARROWS:These keys can be used to move the mouse

cursor exactly 1 pixel.

• Grabber can be terminated with:

o LMB SPACE or ENTER: move to a new

position.

o RMB or ESC: everything goes back to the old

position.

• Switching mode:

o GKEY: starts Grab mode again.

o SKEY: switches to Size (Scale) mode.

o RKEY: switches to Rotate mode.

ALT-G. Clears translations, given in Grab mode. The X,Y,Z

locations of selected Objects are set to zero.

SHIFT-G. Group Selection

• Children: Selects all selected Object’s Children.

• Immediate Children: Selects all selected Object’s

.rst level Children.

• Parent: Selects selected Object’s Parent.

• Shared Layers: Selects all Object on the same

Layer of active Object

IKEY. 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.

KKEY. Show Keys. The DrawKey option is turned ON for all

selected Objects. If all of them were already ON, they are all

turned OFF.

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.

LKEY. Makes selected Object local. Makes library linked

objects local for the current scene.

Object Mode HotKeys (cont)

4

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.

• Curve Data: Links Active Object Curve data

selected ones.

• Surf Data: Links Active Object Surf data selected

ones.

• Material: Links Active Object Material to selected

ones.

SHIFT-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.

MKEY.

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 .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).

CTRL-M. Mirror Menu. It is possible to mirror an Object along

the X, Y or Z axis.

NKEY.

Number Panel. The location, rotation and scaling of the active

Object are displayed and can be modi.ed.

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.

SHIFT-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 coiches:

• 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.

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:

o CTRL: in increments of 5 degrees.

o SHIFT: .ne movements.

o SHIFT-CTRL: in increments of 1 degree.

MMB toggles: A short click restricts the current

rotation to the horizontal or vertical view axis.

XKEY, YKEY, ZKEY constrains rotation to X, Y or Z

axis of the global reference.

• a second XKEY, YKEY, ZKEY constrains rotation to

X, Y or Z axis of the local reference.

• a third XKEY, YKEY, ZKEY removes constraints.

NKEY enters numerical input, as well as any numeric

key directly. ENTER .nalizes, ESC exits.

ARROWS:These keys can be used to move the mouse

cursor exactly 1 pixel.

• Roration can be terminated with:

o LMB SPACE or ENTER: move to a new

position.

o RMB or ESC: everything goes back to the old

position.

• Switching mode:

o GKEY: switches to Grab.

o SKEY: switches to Size (Scale) mode.

o RKEY: starts Rotate mode again.

Object Mode HotKeys (cont)

5

ALT-R. Clears Rotation. The X,Y,Z rotations of selected Objects

are set to zero.

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:

o CTRL: in increments of 0.1.

o SHIFT-CTRL: in increments of 0.01.

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.

XKEY, YKEY, ZKEY constrains scaling to X, Y or Z

axis of the local reference.

• a second XKEY, YKEY, ZKEY removes constraints.

NKEY enters numerical input, as well as any numeric

key directly. ENTER .nalizes, ESC exits.

ARROWS:These keys can be used to move the mouse

cursor exactly 1 pixel.

• Scaling can be terminated with:

o LMB SPACE or ENTER: move to a new

position.

o RMB or ESC: everything goes back to the

old dimension.

• Switching mode:

o GKEY: switches to Grab.

o SKEY: starts Size mode again.

o RKEY: switches to Rotation.

ALT-S. Clears Size. The X,Y,Z dimensions of selected Objects

are set to 1.0.

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.

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.ag 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.

UKEY. 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.

VKEY. 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.

WKEY. Opens Object Booleans Menu.

XKEY. Erase Selected? Deletes selected objects.

ZKEY. Toggles Solid Mode on/off.

SHIFT-Z. Toggles Shaded Mode on/off.

ALT-Z. Toggles Textured Mode on/off.

Object Mode HotKeys (cont)

6

Edit Mode - General

Again, Most of these hotkeys are usefull in the 3D Viewport

when in Edit Mode, but many works on other Blender Object, so

they are summarized here.

Many Object Mode keys works in Edit mode too, but on the

selected vertices or control points; among these Grab, Rotate,

Scale and so on. These hotkeys are not repeated here.

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.

AKEY. Select/Unselect all.

BKEY-BKEY. 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.

NKEY. Number Panel. Simpler than the Object Mode one, in

Edit Mode works for Mesh, Curve, Surface: The location of the

active vertex is displayed.

OKEY. Switch in/out of Proportional Editing.

SHIFT-O. Toggles between Smooth and Sharp Proportional

Editing.

PKEY. 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 (CTRLJ).

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.

UKEY. 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.

WKEY. 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’.

SHIFT-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

This section and the following highlight peculiar EditMode

Hotkeys.

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.

CKEY. If using curve deformations, this toggles the curve

Cyclic mode on/off.

EKEY. 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.

SHIFT-EKEY. 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-EKEY. Mark LSCM Seam. Marks a selected edge as a

“seam” for unwrapping using the LSCM mode.

FKEY. Make Edge/Face. If 2 vertices are selected, an edge is

created. If 3 or 4 vertices are selected, a face is created.

SHIFT-F. Fill selected. All selected vertices that are bound by

edges and form a closed polygon are .lled with triangular faces.

Holes are automatically taken into account. This operation is 2D;

various layers of polygons must be .lled 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 .lled 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.

HKEY. Hide Selected. All selected vertices and faces are

temporarily hidden.

SHIFT-H. Hide Not Selected: All non-selected vertices and

faces are temporarily hidden.

7

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

KKEY. Knife tool Menu.

• Face Loop Select: (SHIFT-R) Face loops are

highlighted starting from edge under mouse pointer.

LMB .nalizes, ESC exits.

• Face Loop Cut: (CTRL-R) Face loops are

highlighted starting from edge under mouse pointer.

LMB .nalizes, ESC exits.

• Knife (exact): (SHIFT-K) Mouse starts draw

mode. Selected Edges are cut at intersections with

mouse line. ENTER or RMB .nalizes, 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 .nalizes, ESC exits.

LKEY. 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.

SHIFT-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.

MKEY. 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’.

SHIFT-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.

UKEY. 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.

SHIFT-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.

WKEY. 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

.ipped.

• 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 .lled with a smoothly curving bevel

of the desired order.

XKEY. 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.

YKEY. 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.

EditMode - Mesh (cont)

8

EditMode - Curve

CKEY. Set the selected curves to cyclic or turn cyclic off. An

individual curve is selected if at least one of the vertices is

selected.

EKEY. Extrude Curve. A vertex is added to the selected end of

the curves. Grab mode is started immediately after this command

is executed.

FKEY. Add segment. A segment is added between two selected

vertices at the end of two curves. These two curves are combined

into one curve.

HKEY. Toggle Handle align/free. Toggles the selected Bezier

handles between free or aligned.

SHIFT-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.

LKEY. 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.

SHIFT-L. Deselect Linked. If you start with a selected vertex, it

is deselected together with all the vertices of the same curve.

MKEY. Mirror. Mirror selected control points exactly as for

vertices in a Mesh.

TKEY. 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.

VKEY. Vector Handle. The selected Bezier handles are

converted to vector type.

WKEY. 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!

XKEY. 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.

EditMode - Metaball

MKEY. Mirror. Mirror selected control points exactly as for

vertices in a Mesh.

EditMode - Surface

CKEY. 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.

EKEY. 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.

FKEY. Add segment. A segment is added between two selected

vertices at the ends of two curves. These two curves are

combined into 1 curve.

LKEY. 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.

SHIFT-L. Deselect Linked. If you start with a selected vertex,

this vertex is deselected together with all vertices of the same

curve or surface.

MKEY. Mirror. Mirror selected control points exactly as for

vertices in a Mesh.

SHIFT-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.

WKEY. 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

XKEY. Erase Selected. A PopupMenu offers the following

choices:

• Selected: all selected vertices are deleted.

• All: delete everything.

VertexPaint Hotkeys

SHIFT-K. All vertex colours are erased; they are changed to the

current drawing colour.

UKEY. Undo. This undo is ‘real’. Pressing Undo twice redoes

the undone.

WKEY. Shared Vertexcol: The colours of all faces that

share vertices are blended.

9

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.

FKEY. With multiple, co-planar faces selected, this key will

merge them into one “FGon” so long as they remain co-planar

(.at to each other).

LKEY. 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.

RKEY. Calls a menu allowing to rotate the UV coordinates or

the VertexCol.

UKEY. 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

UV Editor Hotkeys

EKEY. LSCM Unwrapping. Launches LSCM unwrapping on

the faces visible in the UV editor.

PKEY. Pin selected vertices. Pinned vertices will stay in place

on the UV editor when executing an LSCM unwrap.

ALT-PKEY. 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.

EditMode - Font

In Text Edit Mode most hotkeys are disabled, to allow text

entering.

RIGHTARROW. Move text cursor 1 position forward

SHIFT-RIGHTARROW. Move text cursor to the end of the

line.

LEFTARROW. Move text cursor 1 position backwards.

SHIFT-LEFTARROW. Move text cursor to the start of the line

DOWNARROW. Move text cursor 1 line forward

SHIFT-DOWNARROW. Move text cursor to the end of the

text.

UPARROW. Move text cursor 1 line back.

SHIFT-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 .le /tmp/.cutbuffer is inserted

at the cursor location.

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