Blender Cheat Sheet
Stuff
- a = select everything
- alt + a = deselect everything
- ctrl + i = inverse selection
- Shift+A = add new object
- x = delete/desolve menu
- g = grab to move
- g + click object + (x|y|z) = move on axis
- g + middle mouse wheel = move on axis
- shift + right click = move 3d cursor
- shift + c = move 3d cursor and view to origin
- t = open/close side toolbar
- shift + g = move tool
- shift + r = repeat the previous command
- ctrl + a then Scale = Apply the scale back to 1,1,1
- s = scale object
- r = rotate object
- rr = trackball rotate on all axises
- n = right side toolbar menus
- tab = toggle between object and edit mode
- 1 in edit mode = vertex select
- 2 in edit mode = edge select
- 3 in edit mode = face select
- p in edit mode = seperation menu
- e in edit mode = extrude
- i = inset (will group faces)
- ii on multiple faces = inset individually
- f = fill (between vertices or faces)
- shift + d = duplicate
- h = hide objects
- shift + h = hide other objects
- alt + h = unhide objects
- ctrl + a = apply transforms
- ctrl + r = loop cut
- alt + click + click edge in face select edit mode = select row of faces
- ctrl + b = bevel tool (scroll for more edges, p for profile)
- alt + e = extrude menu for extrude individually etc...
- m = merge topology
- k = knife tool
- ctrl + click = connected selection
- alt + click = continious selection
- ctrl + alt + click = select a group (need better name for this)
- ctrl + numberpad plus = expand selection
- l = selected things that are connected
- ctrl + x = disolve
- ctrl + shift + b = bool tool menu
- m = move things in the collection menu
- ctrl + p = set parent menu (look at Object (Keep Transform))
- c when beveling = clamp so the bevel doesn't go over itself ( note that this will end up with two edges on top of each other that need to either be disolved or merged
- 0 (numpad) = View through camera
- Page Down = open camera view from Machin3tools
- ALTr = reset rotation
- ALTs = reset scale
- ALTg = reset location
- Double tap x, y, or z to switch from global to local
- Alt + z = see through
Notes
- If you scale in edit mode you don't need to apply the scale back to the object the same way you might in object mode
-
After you duplicate a face in edit mode you can use the
p
key to separate it to its own object - To parent cutter booleans to the object they are cutting use ctrl + p then Object (Keep Transform)
- Put cutters in a collection which you can had with Shift + # where # is the number of the collection in the order of the collection menu
- non-manifold geometry means it's not water-tight. (or it had intenrior faces)
- Use "Moddifiers - Boolean - Solver - Exact" by default is recommended as it fixes problems with Z-fighting where things may not cut out properly if they are on the exact same axis level
- Recommendation is to only use the bevel modifier for small edge highlights and to never apply them directly. Use the actual bevel maker for everything else
- Recommendation is never to apply weighted modifier
- Recommendation is to keep bevel and weighted modifer at the bottom of modifier stack
- In the Mirror modifier, you can select the object you want to mirror over to set the center of the axis things flip over
- Probalby want to turn on "Even Thinkness" when using the solidify modifier
- You can't bend a triangle
- If you bend a polygon or ngon it'll cause shading issues
-
Select everything with
a then SHIFTn to recalculate normals - Choose "Face Orientation" from the "Overlays" menu to see when normals are flipped
- If you can't bevel it might be because of flipped normals
- You can solve some problems with things not being connected with a to select everything then m for the merge menu then select Distance
- You can check for non-manifold stuff with the 3D-print plugin by using it's Clean Up button. There's also a Make Manifold which can correct some issues (but doesn't always get everything) but probably you should clean up the stuff yourself
- polyhaven is the site for free resources
- In the n menu, turn on Lock Camera To View so you can easily move the camera
- Use Evee rendering to set the focal point of the camera when you're using depth of field (basic object selection focuses on the center point of the object not a surface)
- Use Machin3Tools Align Pie to align things like faces and verts. Might need to switch to "World" in the menu when you are making the modification
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