Blender
By convention, x axis is left→right, y is back→front, z is down→up.
Table of Contents
On Startup
(If on tenkeyless keyboard)
Edit → Preferences → Input → check Emulate numpad
Resources
- Isometric room https://www.youtube.com/watch?v=8XZQhLRQTDw
- Toon shading https://www.youtube.com/watch?v=sJTEJKQ0lYw
- Manga/Comic shading https://www.youtube.com/watch?v=19yXM13sw6A
- Armature on low poly figure https://www.youtube.com/watch?v=XkiWBSSuxLw
- https://texturehaven.com/
- Adding bump, displacement and reflection maps https://www.youtube.com/watch?v=rzXNZkEoTAk
- 100 tips and tricks https://www.youtube.com/watch?v=_9dEqM3H31g
- Basics of animating with armatures https://www.youtube.com/watch?v=IAiTYaiZmY0
- Making an egg https://www.youtube.com/watch?v=S07_233XjtQ
- Making a surface reflective https://www.youtube.com/watch?time_continue=25&v=1qBOEj7mdiI
- Assigning actions to NLA https://www.youtube.com/watch?v=weMes839wlc
- Cycles rendering engine gets you better shadows
- Donut series https://www.youtube.com/watch?v=R2qjqqfkH6E
- Level 1 Part 6: Sculpting
- Level 1 Part 7: Rendering, using the compositor
- Level 3 Part 2: Complete modelling
- Spin tool is really cool! https://youtu.be/SBtDix7xGOg?t=281
- There is also a bridge edge loops
<S-e>
adds a crease(?) - hidden edge loop
- Level 3 Part 3: Glass and Liquid
- Principled BSDF can be used for glass
c
does circle selectf
inserts a face- Face orientation can be used to figure out which way your normal is facing (red is back-facing)
<S-n>
recalculates normals
- Level 3 Part 4: Realistic Liquid
<C-b>
lets you render only a small part of the camera
- Level 3 Part 4: Condensation
- Mark seams to make a UV unwrap
- Grid by Shape in the UV editing panel to reorganise
<S-r>
repeats previous action- Array modifier to make object repeat across axis
- Level 4 Part 1:
- Focal lengths
- Level 4 Part 2:
- Scene Texturing
- Make sure normals are the right way around (should be blue)
- Level 4 Part 5:
- You can use slots to save render results
Unsorted
<F3>
to bring up search bar for all features- Right click on the edge to join/split edit modes.
<C-Space>
to maximise/minimise the current editor- Rendering: Turn on denoising data in the layers panel, do a rerender and then go into the compositor
- To render a gif, export (do we need container as MPEG-4?), use
<C-12>
- Generate a palette with
ffmpeg -i 0001-0160.mp4 -vf fps=60,scale=400:-1:flags=lanczos,palettegen palette.png
- Generate gif then with:
ffmpeg -i 0001-0160.mp4 -i palette.png -filter_complex "fps=60,scale=580:-1:flags=lanczos[x];[x][1:v]paletteuse" output.gif
- Generate a palette with
Addons
- Rigify for creating meta rigs
- Align tools for simplier alignments
- Distribute objects with Oscurart tools (https://github.com/oscurart/Blender-28-Addons/tree/master/oscurart_tools)
- If having issues, use it from the properties menu rather than from right clicking https://github.com/oscurart/Blender-28-Addons/issues/6
- Zip up
oscurart_tools
, then install from addons https://www.reddit.com/r/blenderhelp/comments/lda39o/how_to_distribute_objects_without_oscurart/
Camera
- You can lock it to view in the view properties panel (top right tab in Layout view along with item and tool), meaning whenever the view is changed while you are in camera mode, the camera's transformation changes with it
<C-A-0>
to snap camera to current view0
to toggle camera view- Orthographic view gives isometric look (use orthographic scale to zoom in and out) (x = 54.736, y = 0, z = 45)
- Passepartout can be adjusted to block out what's outside the camera
Properties
Rendering
- Color Management → View Transform can be set from filmic to standard to get a more cartoon-y colour space.
- Turn on freestyle to display lines on edges
For denoising https://youtu.be/5lr8QnR5WWU?t=953 :
- In Layers, turn on denoising data
- Do another rerender
- Add a Denoise node
View Layer
Freestyle line set → edge types → material boundary can be enabled to show freestyle lines on material boundaries
Scene
Set units for a grid square here
- Scene → Bloom can be enabled to really make emissions pop (Cubic Worlds shader)
Materials
- Use the roughness property to adjust the reflectiveness
- Subsurface can make material more translucent (makes light bounce around object**
Object
- Viewport display → Display as Wire can be used to see effect of boolean modifier
- Parent can be selected here (inherited transformation properties)
5
to go into orthographic view
Modifiers
Applied top to bottom. Can also be applied to the vertices and popped from the stack.
- Boolean: use to cut objects out of other objects
- Decimate: Can be used to turn high-poly back into low-poly
- Mirror
- Turn on merging to join solid objects together
- In addition to this, delete any faces at the mirror face to avoid creases when shading smooth (https://blender.stackexchange.com/questions/60573/getting-a-crease-when-using-a-mirror-modifier)
- Turn on merging to join solid objects together
- Simple Deform
- Bend useful for bending cylinders
- Solidify: gives thickness (extrudes slightly) for any mesh
- Use offset to control extrusion direction (inward is negative, outward is positive)
- Use crease to make it hug (e.g. icing for donut)
- Subdivision modifier to interpolate vertices on render (final result) and viewport (while editing)
Physics
- Set rigid body to passive for collisions to be enabled (but no physics)
- Set rigid body to active for collisions and physics to be enabled
Scene Collection
- To make an object follow another, click on the child first, then Shift click the parent, then
<C-p>
to set the parent
Image Editor
- Can be used to paint on an image (in conjunction with that image being assigned as a texture of the material of a mesh)
Shading Tab
- Images can be dragged into here and connected to base colour
- For low poly work, choose 'closest' for texture interpolation
3D Viewport
If working with smaller scale objects, remember to reduce the clip start length. so you can zoom into them without vertices etc. disappearing too early.
/
to toggle isolating a selectionn
to bring up view popup (sidebar)Numpad .
to focus on selected object (or backtick, then view selected)- Vertices at the same spatial position can be merged (https://youtu.be/Qx4MRAdYfgY?t=894)
- If not in same spatial position, they can also be merged to different places (e.g. center)
- With xray enabled (
<Alt-z
), box select will select any vertices/edges/faces on the backside as well 1
moves to front view (facing y axis).<C-1>
for opposite side3
moves to side view (facing x axis).<C-3>
for opposite side7
moves to top view (facing z axis).<C-7>
for opposite side9
flips to the opposite view<Alt-Drag>
also does this- Reset the position, rotation and scaling of a selected object with
<Alt-g>
,<Alt-r>
and<Alt-s>
respectively - Use
<Tab>
to toggle between last selected modes (or to go to edit mode) ,
to open transformation origins pie menu.
to open pivot points pie menu- Pie menu to switch between different edit modes can be activated by holding
<Tab>
and dragging if enabled in the preferences → keymap → pie menu on drag <S-a>
: open add menu<MMB>
+ Drag: rotate<S-MMB>
+ Drag: pan<MW>
: to zoom4
within shading dialogue to go into wireframe mode (can select vertices directly beneath visible vertices)
f
to frame selected (remapped from<Numpad .>
) - rotations in the viewpoint will go around thisx
to delete an object- With an edge selected,
<Alt-LC>
to select the loop - With two vertices selected,
f
will join them to form an edge <C-f>
fills concave gaps in a mesh (f
works as well while having a vertex loop selected)1
,2
,3
in Edit mode for vertex, edge and face selection)- If no numpad, can be set to
<Alt-1>
,<Alt-2>
,<Alt-3>
in the keymap (https://blender.stackexchange.com/questions/120872/blender-2-8-switching-between-vertex-edge-face-selection)
- If no numpad, can be set to
- UV editing pane to map textures
- Hold
<Alt>
to snap rotate - Object properties (properties editor) mode can be used to add keyframes as well
- Edge loops can be deleted after creating them with the loop cut tool (
<C-r>
) - Align objects with Object → Transform → Align Objects (https://blender.stackexchange.com/questions/2289/)
- Meshes can be split apart again with
p
(https://wiki.nexusmods.com/index.php/Splitting_meshes_in_Blender) - To assign multiple materials to the same mesh, the materials need to be added to the active material index. Then in Edit Mode → Face Select, select the desired face to be assigned the secondary material
<S-Right click>
to change where the 3D cursor is (where new objects are created)<S-c>
to move it back to the origin- Can use this to align objects to things as well https://blenderartists.org/t/how-to-snap-origin-point-to-the-base-of-an-object/581910
- Move cursor to selected face with
<Shift-s>
, cursor to selected
- Move cursor to selected face with
- By changing the transformation pivot point to 3D cursor, selected vertices can be aligned to the cursor by scaling them to 0
<C-a>
to bring up apply dialog, where scale, rotation, transformations etc. can be re-baselined (reset)- Align an object to a specific coordinate axis with Object → Transform → Align to Transform Orientation
Sculpt Mode
Remember to turn off mirroring mode (if you want).
f
to change the radius- Brush settings → Unified radius preserves it across brushes
- Brush settings → Pressure sensitivity
<S-f>
to change the strength- Brush properties → accumulate can be a good option to have (hold to keep sculpting)
- Brush properties → Front face only to only sculpt what's in view
- This isn't great for some modes, e.g. grab, snake hook
- Hold
<Ctrl>
when sculpting to subtract instead of add - Hold
<Shift>
when sculpting to smooth - Grab
g
- Draw
x
- Snake hook
k
- Smooth
<S-s>
(or hold down<Shift>
while sculpting) - Clay strips
<S-c>
- Inflate
i
- Enable dyntopo with
<C-d>
- Trigger a remesh with
<C-r>
(dyntopo needs to be disabled) - Simplify (
<S-6>
) requires dyntopo enabled- Also useful with autosmooth
<C-d>
to toggle dyntopo- Relative detail is default; resolution determined by how zoomed in you are
- Constant detail is a good one to use
- Mask to fix the mesh from being deformed
<C-i>
to invert<A-m>
to clear mask- Can also hide mask
- Box mask can also use a lasso to quickly mask a lot of volume
Edit Mode
- Selected meshes can be separated into objects by right clicking on the selected
- Bring up edge properties with
<C-e>
(subdivide etc.) <Ctrl-+>
grows the selection (<Ctrl-->
shrinks)a
to select/deselect all vertices<C-l>
to select all faces (or vertices/edges) connected to currently selected face (or vertices or edges)o
to toggle proportional editing- Use the scroll wheel to change radius of effect
p
for the separation menu (can separate)<C-i>
inverts selection,
h
hides selection<Alt-h>
to unhide
- With selected edges, you can also subdivide
- The smoothness can be turned up during the division
- Select all edge loops (or face/vertex loops) with
<Alt-Left click>
(https://docs.blender.org/manual/en/latest/modeling/meshes/selecting.html#edge-loops) Note that using 3 button mouse emulation will override the alt modifier - Enable snap to face to get objects to touch neatly
- If using proportional editing, can also enable project individual elements so all affected vertices behave this way too
e
to extrude (creates new bones in armature)<A-e>
to bring out extrusion dialog, including extrusion along normals
<C-b>
to bevel edge<C-S-b>
to bevel vertex
i
to inset faces (almost opposite to extruding; creates more inner vertices) https://docs.blender.org/manual/en/2.80/modeling/meshes/editing/duplicating/inset.html- With a face selected, you can create a custom orientation
- Pivot point can be changed for a selection (default: bounding box - 3D cursor may also be useful)
- Scaling
- To make a face perpendicular to an axis (i.e. flat, e.g. along z axis), scale z to 0 (https://youtu.be/eBOcbYHexAM?t=296)
Object Mode
z
to bring up the shading options.<F2>
to rename a selected object<S-a>
bring up add dialog<S-d>
to duplicate selected object (copies the mesh but shares the same materials and textures)<A-d>
to duplicate linked selected object (shares same mesh as well)- Toggle between Object → Shade Smooth and Shade Flat
- Shade smooth is used for organic shapes, fruit etc.
- Shade flat is used for inorganic shapes, buildings etc.
- While rotating (
r
), scaling (s
) or grabbing/moving (g
):z
,y
orx
to lock movement to those axis (global)- Repeating the axis lock will change it use local axis
- Hold
<Ctrl>
to operate in increments - Hold
<Shift>
to operate fluidly
<S-z>
,<S-y>
and<S-z>
when scaling excludes that axis from being affected- Alternatively, click the middle mouse button to lock it in to one of those at the start
- Right clicking on an object:
- Set origin - geometry to origin
Pose Mode
<A-r>
to reset rotations<A-g>
to reset movements
Draw Mode
f
to change brush size
Animation
- Auto-keyframe can be turned on with the circle button
- To get rid of an animation from the Outliner view, expand the animation and then RMB → clear animation data
- To get animation to loop in Godot, name the animation with a
-loop
suffix in the action editor - Go to first frame in timeline with
<M-→>
- To export multiple animations into Godot, they must be stored in the NLA track via the Stash button in the Action Editor
i
inserts keyframesa
selects all keyframes- Alt + scroll wheel can also scrub the timeline
Dope Sheet
Graph Editor
This can be used to edit keyframe values after they've been created.
Rigging
https://www.youtube.com/watch?v=IAiTYaiZmY0
Armature needs to be applied to singular mesh (to connect a mesh to an armature, select the mesh first, then the armature and then parent it (weighted one most common) with <C-p>
)
- Deform the mesh by going into Pose Mode in 3D Viewport editor
- Make armature show up by Object Data Properties → In Front of the Properties editor
<S-e>
to create a bone extrusion (while in Edit mode)- Select a bunch of bones and then you can symmetrize it. Bones need to be named with either
.L
(or.R
) suffix - Reset the mode while animating with Clear Pose in Animation editor