Table of Contents



  • Subdivision modifier: viewport is a good one to increase (equivalent to the render setting, keep both the same for output consistency) while editing

3D Viewport

  • Vertices at the same spatial position can be merged (
  • With xray enabled, box select will select any vertices/edges/faces on the backside as well
  • 1 moves to front view (facing y axis)
  • 3 moves to side view (facing x axis)
  • 7 moves to top view (facing z axis)
  • 9 flips to the opposite view
  • While rotating, scaling or moving, hold x, y, or z to lock it on those axis respectively
  • Reset the position, rotation and scaling of a selected object with <M-g>, <M-r> and <M-s> respectively
  • Enable snap to face to get objects to touch neatly
  • Use <Tab> to toggle between last selected modes
  • <S-a>: open add menu
  • <MMB> + Drag: rotate
  • <S-MMB> + Drag: pan
  • <MW>: totate
  • <C-l> to select all faces (or vertices/edges?) connected to currently selected face
  • f to frame selected (remapped from <Numpad>)
  • x to delete an object
  • With an edge selected, <M-LC> to select the loop
  • With two vertices selected, j 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
  • UV editing pane to map textures
  • Hold <Alt> to snap rotate
  • i inserts keyframes
  • a selects all keyframes
  • 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 (
  • Meshes can be split apart again with p (
  • 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
  • Select all edge loops (or face/vertex loops) with <S-M-LMB> (


  • 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


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