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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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