Nearly all this help comes from (shakesoda) or (ZaCkOX1000) Some of this information was originally written with Blender 2.79; most still applies to 2.80.
- Bottom of the window, status bar, shows what LMB, MMB and RMB does at seemingly any time, with a glance.
- "Header Menu" is usually positioned at the top, if loading from 2.79 it may be located on the bottom.
- You can change in Edit > Preferences > Interface > Editors > Header Position (Top or Bottom), default is by file.
- Select on edge in uv editor, and use
W
menu toset align (auto/x/y)
to get straight lines. - In vertex mode (of UV editor) use
W
menu toWeld
(orW
,W
) to lock two vertices together.
- Purpose: Slide an edge along the edges it is connected to, or a vertex along the connect edges.
- Hotkey:
G
,G
- Holding
ALT
will allow movement beyond the initial edge in the same edge direction it is locked to.
- Use
z
to see transparently. - Lock view to axis with numpad buttons.
- Select and delete half of the shape.
- Click on the end cap, press
y
to split the polygon thenw
menu to use symmetrize. - Delete half of the shape.
- Remove doubles with
a
to select,w
menu to useremove doubles
- Repeat for other cap and mirror modify the shape.
- Set orientation to 'Normal' mode, (as opposed to Global)
- Select the faces that should remain planar.
- Press
s
to scale. - Press
z
thenz
to scale along z-normal axis. - Press
0
to set that scale to zero.
Note this can't fix the issue of quads turning in multiple axis, (like a racetrack turning while changing elevation pitch.).
- Make selection.
w
menusymmetrize
- Use the tool menu to specify direction/threshold
-
2.79 Hotkey:
CTRL+TAB
withv
for vertices,e
for edges andf
for faces. -
2.80 Pressing
1
,2
or3
will change to vertices, edges or faces respectively.- Holding
SHIFT
while pressing1
,2
, or3
will multiselct modes.
- Holding
-
Purpose: Change between what gets selected or modified during edit mode manipulators like grab, scale, rotate etc.
-
NOTE: Edit in multiple modes, at the same time by shift-select the modes (vertices, edges, faces) on the bottom panel.
No setup notes yet, but I believe the default is not left click select, which is used in the following section.
- Left click to select an individual (vertex, edge or face).
ALT+LMB
to loop select (when built properly)CTRL+NUMPAD+
orCTRL+NUMPAD-
to extend/decrease loop selections.- Press
L
to select the entire linked area under the mouse, orCTRL+L
to select entire linked area to current selection. - Use
SHIFT+G
to perform all sorts of neat selection tricks related to something already selected. This tool has options (bottom-left) to modify.
- Press
NUMPAD+/
to hide everything except the selections. - Press
H
to hide current selection. - Press
ALT+H
to unhide, everything? - Hold
CTRL
while clicking the eye-ball icon in the Outliner / scene list to hide children objects as well.
- Create a curve,
SHIFT+A
Curve > Bezier Curve - In the Curve Properties tab, above Materials, adjust Bevel Depth/Resolution
- Resolution of 0 is 4 sided, 1 is 6, 2 is 8 ...
- Manipulate the curve as desired, remember you can change the type of a specic handle with
V
- Note: Blender may choose Z as the "normal" axis for deformation which is the reason why tilt 90 may be required to get a track surface to remain flat. As to why Y vs -Y acts differently with tilt, just mess around with it I guess.
- Create circle with the desired radius and position of the curve you want.
- Set the cursor to center of circle.
- Loop select the cap-edge of the pipe/cylinder.
- Use the spin tool to spin.
- Caveat: This might only work well with global axis?
- Start with empty scene, add a plane, enter edit-mode,
A
delete
(all) - Ensure to enter vertex mode, if nothing happens this is a reason why.
- Using
CTRL+RMB
add vertices / edges to create the track (or general layout thoughts) - Helpful to create curves by selecting vertex and pressing
CTRL+SHIFT+B
- Use scroll wheel to add more segments (smoother curves)
- Move mouse position to change shape.
- For a racetrack, when finished with layout:
- Duplicate the object with
SHIFT+D
, hide original, select the duplicate. - Cleanup unnessary bits/layout thoughts
- In Object Mode, Object -> Convert To Curve
- Duplicate the object with
- Make several things FLAT respective to eachother
- Select the Normal transform (usually on global, icon of 3D gimbal)
- s, z, z, 0
- Create, and finalize the shape of the model before anything further. When happy
- remove any big useless polygons before moving on (or any useless polygons)
- Apply all modifiers (or primarily the ones that generate geometry: mirror)
- Join any parts that are separate that should be on the object (house and chimney)
- Select all in edit mode and press
U
to chooseSmart UV Project
then pray.- Use the menu the pops up to add margins so the separated parts don't paint over seams.
- Enable selection sync is useful... It is the two diagnoal opposite arrows in "view header"
- To avoid pain when painting use unified colors (header menu in Texture Paint: Brush -> unified colors and such)
- To position the render camera move your view camera as desired then select the Camera object and press
CTRL+ALT+Numpad0
- It can help to position using the flying camera which is
SHIFT+~
in Blender 2.8 - If you accidentally set your camera to another object, because that is possible, fix it by
- Open Scene Properties (a few icons above modifier icon) and choose the camera in Camera slot.
- It can help to position using the flying camera which is
- If having issues with lights leaking through connected objects try turning on Contact Shadows.
- Access this by selecting each light and in the light properties there is a Contact Shadows checkbox.
- Use the Wireframe modifier on your mesh.
- If too busy, make a copy of the object and set an emissive, plain colored material.
- Use an emissive plain black/colored material for the original mesh.
- You may want a plane with the same plain colored emissive material for the render.
- Limitation; this techique does not allow for a transparent render/video.
This used to test ray and box intersection stuff. Blender 4.0.2
- Set snap tool to face, and use CTRL or turn on snap
- Subdivide or grab an edge with "grab grab" mode to restrict to motion along the ray.
- Done, profit. If that is broken (it was in the past, use the steps below)
Longer steps in case the above simple solution fails;
- Select the edge representing the ray.
- Change Global orientation to a Custom with +"
- Next to magnet, change snap mode to Face
- Use one of the end-points, or subdivide the edge and grab the middle...
- Restrict to Y axis and snap (with CTRL) to land on the face of intersection.
- Delete Custom edge orientation by selecting it and pressing the X
Mirror as a one off, immediately using menus: `Object > Mirror` which is not a modifier.
alm-m to merge vertices.
'c' to use circle select, to left-click/paint selection (shift to unselect paint area)
ctrl-mouse (RMB) to lasso select
button-to right of face select mode button can be used to select things on the other side. (ghost thingy)
bevel tool: ctrl-b, use scroll wheel for more loops
alt-s to scale along normals (or shrink/fatten in words of (shakesoda)
Use period to put the origin/scale/things with the cursor as the hotspot.
Use comma to put the origin/scale/things to the selection.
Proportional Edit Mode
alt-o to enter/exit proportional edit mode
Check the area of influence (use scroll wheel)
- **Split a mesh into smaller parts**
In edit mode, select the parts/faces desired in the new part
then press `p` and use `selection` to break it apart into a new mesh.
- **Joining two meshes together, with same surface loops**
In object mode, select the meshes to be joined.
Press `ctrl-j` to join them into a single mesh.
In edit mode, select the edges of the two peices to be combined and bridge
Bridge via space 'bridge' or `w` menu `e` ... also or ... `ctrl-e` menu `l`
- Snapping to various things
Bottom right of 3D view has 'closest' next to that is a mode, vertex, edge, increment etc.
Grab item to move to snapped location, lock in axis if needed,
Hover thgy
Working with Materials:
Don't hit [+] New unless a new material is required, use the ball next to it to select a material.
To delete a material from that list:
ctrl-x to dissolve an edge loop (or other things) S
shift-k in vertex paint mode to fill
v is a hotkey to go to vertex paint/to object mode
shift-f free move (fps) camera can use LEFT-CLICK to set the view and return to edit.
in Blender 2.8+ this is now `SHIFT+~`
shift-f1 to open/copy an object/something from one blend file into current.
select, then scale 0 on the Z (or other axis) to create a flat spot)
hit axis key a second time (g, x, x) to move along normal
ctrl numpad +/- to increase/decrease selections
to slice a model- 'a' to select all, then use 'bisect' (select fill, clear inner/outer to taste)
knife tool 'k' to create new
While in color mode, use s to sample the color under cursor. (perhaps just UV/Image editor?)
m to move an object from one layer to another.
☐ Mesh cleanup, remove doubles with:
In edit-mode, select all `a` then
`w` menu `r` for remove doubles
☐ `Copy a mesh`
Do NOT use ctrl-c/ctrl-v (shakesoda says this litters the file with junk; as in
it also duplicates the materials and stuff.)
☐ Use `alt-d` to link and share same object data
☐ Use `shift-d` to duplicate the mesh without sharing.
☐ Splitting a curve into multiple segments
Select both nodes that should be split, press `w` then `s` to subdivide.
Select child object first, then parent next and hit `CTRL+P` to link.
To unparent an object, select the child then press `ALT+P`
☐ `Playing with the 3D Cursor`s
alt-home centers the rotation to 3d cursor
☐ `Extrude along perpendicular`
Select the edge, `e` to extrude, `escape` to cancel movement, `alt-s` to move along normal.
tab to edit mode
grab the bottom edge (or desired rotation point)
`SHIFT+S` cursor to selected
in 2.8 you can use `SHIFT+S` then `2` to avoid mouse move/click.
period (regular keyboard) to switch 3D cursor pivot (comma to set back to average)
tab to object mode
rotate etc
`Permanently change center point in object mode to move origin to geometry or cursor`
ctrl-alt-shift-c
EXPORTING LEVEL:
DO NOT SAVE DURING THIS PROCESS
box-select all tiles/objects
relations tab on T menu: make local (all)
box-select all tiles/objects (again)
ctrl-shift-a (make duplicates real)
relations tab on T menu: make single user (check option for "object data")
Apply transforms
Export
DO NOT SAVE
File > Revert
Color palette:
https://puu.sh/BcZLm/b148cf14df.png File >preferences >File,
set textures directory if not already.
Then go open C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\paint_palette.py
insert in to line 110 "searchpaths=[bpy.context.user_preferences.filepaths.texture_directory]"
save it.
Back to preferences in blender Add-on tab,
search paint,
and enable pallet
finally migrate you pallet to the other pallet using the eye dropper in the colour picker.
Animation:
Good luck!
Display the bones on top of the mesh for easier selection by
- Select the Armature
- Use the Armature menu (human like skeleton icon where modifiers/materials live)
- Open Viewport Display and check the box "In Front"
Jump to start / end of animation with `SHIFT+LEFT` or `SHIFT+RIGHT`