Blender HotKeys
Relevant to Blender 2.36 - Compiled from Blender Online Guides
Window HotKeys
Certain window managers also use the following hotkeys. So
Universal HotKeys
The following HotKeys work uniformly in all Blender Windows, if the Context allows:
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 file. Changes the window to a FileWindow.
F2. Writes a Blender file. Change the window to a FileWindow.
F3. Writes a picture (if a picture has been rendered). The
fileformat is as indicated in the DisplayButtons. The window becomes a File Select Window.
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
F6. Displays the Shading Context and Texture
F7. Displays the Object Context (if a ButtonsWindow is available).
F8. Displays the Shading Context and World
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.
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.
QKEY. OK? Quit Blender. This key closes Blender.
Universal HotKeys (cont)
Blender quit is displayed in the console if Blender is properly closed.
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
PAGEDOWN. Select the previous Object Key. If more than one Object Key is selected, the selection is shifted up cyclically. Only works if the
ACCENT. (To the left of the 1KEY in US keyboard) Select all layers.
mapping. This is best illustrated by also having the axis of a Mesh Object be drawn
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.
CKEY. Centre View. The position of the 3DCursor becomes the new centre of the 3DWindow.
•Font
•MetaBall
•Curve
•Surface
•Fixed components are:
oCopy 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.
oCopy Rot: the X,Y,Z rotation of the Object.
oCopy Size: the X,Y,Z dimension of the Object.
oDrawType: copies Object Drawtype.
oTimeOffs: copies Object time offset.
oDupli: all Duplicator data (Dupliframes, Dupliverts and so on)
oMass: Real time stuff.
oDamping: Real time stuff.
oProperties: Real time stuff.
oLogic Bricks: Real time stuff.
oConstraints: copies Object constraints.
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Object Mode HotKeys(cont)
•If applicable:
oCopy TexSpace: The texture space.
oCopy Particle Settings: the complete particle system from the AnimButtons.
•For Curve Objects:
oCopy Bevel Settings: all bevelling data from the EditButtons.
•Font Objects:
oCopy Font Settings: font type, dimensions, spacing.
oCopy Bevel Settings: all bevelling data from the EditButtons.
•Camera Objects:
oCopy Lens: the lens value.
(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.
FKEY. If selected Object is a mesh Toggles Face selectMode on and off.
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:
oCTRL: in increments of 1 grid unit.
oSHIFT: fine movements.
o
•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 finalizes, ESC exits.
•ARROWS:These keys can be used to move the mouse cursor exactly 1 pixel.
•Grabber can be terminated with:
oLMB SPACE or ENTER: move to a new position.
oRMB or ESC: everything goes back to the old position.
•Switching mode:
oGKEY: starts Grab mode again.
oSKEY: switches to Size (Scale) mode.
oRKEY: switches to Rotate mode.
•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
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
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.
LKEY. Makes selected Object local. Makes library linked objects local for the current scene.
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Object Mode HotKeys(cont)
•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.
•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
NKEY.
Number Panel. The location, rotation and scaling of the active Object are displayed and can be modified.
•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.
•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
The following options are available in rotation mode:
•Limiters:
oCTRL: in increments of 5 degrees.
oSHIFT: fine movements.
o
•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 finalizes, ESC exits.
•ARROWS:These keys can be used to move the mouse cursor exactly 1 pixel.
•Roration can be terminated with:
oLMB SPACE or ENTER: move to a new position.
oRMB or ESC: everything goes back to the old position.
•Switching mode:
oGKEY: switches to Grab.
oSKEY: switches to Size (Scale) mode.
oRKEY: starts Rotate mode again.
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Object Mode HotKeys(cont)
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
The following options are available in scaling mode:
•Limiters:
oCTRL: in increments of 0.1.
o
•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 finalizes, ESC exits.
•ARROWS:These keys can be used to move the mouse cursor exactly 1 pixel.
•Scaling can be terminated with:
oLMB SPACE or ENTER: move to a new position.
oRMB or ESC: everything goes back to the old dimension.
•Switching mode:
oGKEY: switches to Grab.
oSKEY: starts Size mode again.
oRKEY: switches to Rotation.
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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 drawingflag
2.30.The new method is the Constrain Track, this creates a fully editable constraint on the selected object targeting the active Object.
UKEY. Makes Object Single User, the inverse operation of Link
•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.
WKEY. Opens Object Booleans Menu.
XKEY. Erase Selected? Deletes selected objects. ZKEY. Toggles Solid Mode on/off.
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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
AKEY. Select/Unselect all.
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.
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 (CTRL- J).
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’.
EditMode - Mesh
This section and the following highlight peculiar EditMode Hotkeys.
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.
FKEY. Make Edge/Face. If 2 vertices are selected, an edge is created. If 3 or 4 vertices are selected, a face is created.
HKEY. Hide Selected. All selected vertices and faces are temporarily hidden.
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EditMode - Mesh(cont)
KKEY. Knife tool Menu.
•Face Loop Select:
•Face Loop Cut:
•Knife (exact):
•Knife (midpoints):
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.
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.
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.
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
•Remove Doubles: All selected vertices closer to each other than a given threshold (See EditMode Button Window) are merged
•Hide: as HKEY.
•Reveal: as
•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.
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 ʻsplitsʼ 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.
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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.
LKEY. Select Linked. If you start with an
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.
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
MKEY. Mirror. Mirror selected control points exactly as for vertices in a Mesh.
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
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.
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EditMode - Font
In Text Edit Mode most hotkeys are disabled, to allow text entering.
RIGHTARROW. Move text cursor 1 position forward
LEFTARROW. Move text cursor 1 position backwards.
UPARROW. Move text cursor 1 line back.
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.
EdgeSelect Hotkeys
FaceSelect Hotkeys
TAB. Switches to EditMode, selections made here will show up when switching back to FaceSelectMode with TAB.
FKEY. With multiple,
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
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