BlenderHotkeyReference.pdf

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Blender HotKeys In-depth Reference
Relevant to Blender 2.36 - Compiled from Blender Online Guides
Window HotKeys
fileformat is as indicated in the DisplayButtons. The window
becomes a File Select Window.
Certain window managers also use the following hotkeys.
So ALT-CTRL can be substituted for CTRL to perform the
functions described below if a conflict arises.
CTRL-F3 (ALT-CTRL-F3 on MacOSX). Saves a screendump
of the active window. The fileformat is as indicated in the
DisplayButtons. The window becomes a FileWindow.
CTRL-LEFTARROW. Go to the previous Screen.
SHIFT-CTRL-F3. Saves a screendump of the whole Blender
screen. The fileformat is as indicated in the DisplayButtons. The
window becomes a FileWindow.
CTRL-RIGHTARROW. Go to the next Screen.
CTRL-UPARROW or CTRL-DOWNARROW. Maximise the
window or return to the previous window display size.
F4. Displays the Logic Context (if a ButtonsWindow is
available).
SHIFT-F4. Change the window to a Data View
F5. Displays the Shading Context (if a Buttons Window is
available), Light, Material or World Sub-contextes depends on
active object.
SHIFT-F5. Change the window to a 3D Window
SHIFT-F6. Change the window to an IPO Window
F6. Displays the Shading Context and Texture Sub-context (if a
ButtonsWindow is available).
SHIFT-F7. Change the window to a Buttons Window
SHIFT-F8. Change the window to a Sequence Window
F7. Displays the Object Context (if a ButtonsWindow is
available).
SHIFT-F9. Change the window to an Outliner Window
F8. Displays the Shading Context and World Sub-context (if a
ButtonsWindow is available).
SHIFT-F10. Change the window to an Image Window
SHIFT-F11. Change the window to a Text Window
F9. Displays the Editing Context (if a ButtonsWindow is
available).
SHIFT-F12. Change the window to an Action Window
Universal HotKeys
F10. Displays the Scene Context (if a ButtonsWindow is
available).
The following HotKeys work uniformly in all Blender Windows,
if the Context allows:
F11. Hides or shows the render window.
F12. Starts the rendering from the active camera.
CTRL-LMB. Lasso select: drag the mouse to form a freehand
selection area.
LEFTARROW. Go to the previous frame.
SHIFT-LEFTARROW. Go to the first frame.
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).
RIGHTARROW. Go to the next frame.
SHIFT-LEFTARROW. Go to the last frame.
UPARROW. Go forward 10 frames.
DOWNARROW. Go back 10 frames.
SPACE. Open the Toolbox.
ALT-A. Change the current Blender window to Animation
Playback mode. The cursor changes to a counter.
TAB. Start or quit EditMode.
F1. Loads a Blender file. Changes the window to a FileWindow.
ALT-SHIFT-A. The current window, plus all 3DWindows go
into Animation Playback mode.
SHIFT-F1. Appends parts from other files, or loads as Library-
data. Changes the window to a FileWindow, making Blender
files accessible as a directory.
IKEY. Insert Key menu. This menu differs from window to
window.
F2. Writes a Blender file. Change the window to a FileWindow.
JKEY. Toggle the render buffers. Blender allows you to retain
two different rendered pictures in memory.
SHIFT-F2. Exports the scene as a DXF file
CTRL-F2. Exports the scene as a VRML1 file
CTRL-O. Opens the last saved file.
F3. Writes a picture (if a picture has been rendered). The
QKEY. OK? Quit Blender . This key closes Blender.
730429295.001.png
Universal HotKeys (cont)
mapping. This is best illustrated by also having the axis of a
Mesh Object be drawn (EditButtons->Axis). Rotate the Object
and activate Apply. The rotation and dimensions of the Object
are ‘erased’.
Blender quit is displayed in the console if Blender is
properly closed.
SHIFT-CTRL-A. If the active Object is automatically
duplicated (see AnimButtons->DupliFrames or AnimButtons-
>Dupliverts), a menu asks Make dupliʼs real? . This
option actually creates the Objects. If the active Mesh Object
is deformed by a Lattice, a menu asks Apply Lattice
deform? . Now the deformation of the Lattice is assigned to the
vertices of the Mesh.
ALT-CTRL-T. TimerMenu. This menu offers access to
information about drawing speed. The results are displayed in a
pop-up.
CTRL-U. OK, Save User defaults . The current project
(windows, objects, etc.), including UserMenu settings are
written to the default file that will be loaded every time you start
Blender or set it to defaults by pressing CTRL-X .
SHIFT-A. This is the AddMenu. In fact, it is the ToolBox that
starts with the ‘ADD’ option. When Objects are added, Blender
starts EditMode immediately if possible.
CTRL-W. Write file. This key combination allows you to write
the Blender file without opening a FileWindow.
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.
ALT-W. Write Videoscape file. Changes the window to a
FileWindow.
CTRL-X. Erase All. Everything (except the render buffer) is
erased and released. The default scene is reloaded.
CTRL-Y. Redo. Mac users may use CMD-Y.
CTRL-Z. Undo. Mac users may use CMD-Z.
SHIFT-CTRL-Z. Redo. Mac users may use SHIFT-CMD-Z
SHIFT-B. Render Border. This only works in Camera
ViewMode. Draw a rectangle to render a smaller cut-out of the
standard window frame. If the option DisplayButtons->Border is
ON, a box is drawn with red and black lines.
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.
CKEY. Centre View. The position of the 3DCursor becomes the
new centre of the 3DWindow.
ALT-C. Convert Menu. Depending on the active Object, a
PopupMenu is displayed. This enables you to convert certain
types of ObData. It only converts in one direction, everything
ultimately degrades to a Mesh! The options are:
Font -> Curve
MetaBall -> Mesh The original MetaBall remains
unchanged.
Curve -> Mesh
Surface -> Mesh
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 AnimButtons->DrawKey is ON for the Object.
SHIFT-PAGEUP. Adds to selection the next Object Key.
PAGEDOWN. Select the previous Object Key. If more than
one Object Key is selected, the selection is shifted up cyclically.
Only works if the AnimButtons->DrawKey is ON for the
Object.
CTRL-C. Copy Menu. This menu copies information from the
active Object to (other) selected Objects.
• Fixed components are:
o Copy 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.
o Copy Rot : the X,Y,Z rotation of the Object.
o Copy Size : the X,Y,Z dimension of the
Object.
o DrawType : copies Object Drawtype.
o TimeOffs : copies Object time offset.
o Dupli : all Duplicator data (Dupliframes,
Dupliverts and so on)
o Mass : Real time stuff.
o Damping : Real time stuff.
o Properties : Real time stuff.
o Logic Bricks : Real time stuff.
o Constraints : copies Object constraints.
SHIFT-PAGEDOWN. Adds to selection the previous Object
Key.
ACCENT. (To the left of the 1KEY in US keyboard) Select all
layers.
SHIFT-ACCENT. Revert to the previous layer setting.
TAB. Start/stop EditMode. Alternative hotkey: ALT-E .
AKEY. Selects/deselects all.
CTRL-A. Apply size and rotation. The rotation and dimensions
of the Object are assigned to the ObData (Mesh, Curve, etc.).
At first glance, it appears as if nothing has changed, but this
can have considerable consequences for animations or texture
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Object Mode HotKeys (cont)
• 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:
o LMB SPACE or ENTER : move to a new
position.
o RMB or ESC : everything goes back to the old
position.
• Switching mode:
o GKEY : starts Grab mode again.
o SKEY : switches to Size (Scale) mode.
o RKEY : switches to Rotate mode.
• If applicable:
o Copy TexSpace : The texture space.
o Copy Particle Settings : the
complete particle system from the
AnimButtons.
• For Curve Objects:
o Copy Bevel Settings : all bevelling
data from the EditButtons.
• Font Objects:
o Copy Font Settings : font type,
dimensions, spacing.
o Copy Bevel Settings : all bevelling
data from the EditButtons.
• Camera Objects:
o Copy Lens : the lens value.
ALT-G. Clears translations, given in Grab mode. The X,Y,Z
locations of selected Objects are set to zero.
SHIFT-G. Group Selection
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
SHIFT-C. CentreZero View. The 3DCursor is set to zero
(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.
SHIFT-D. Add Duplicate. The selected Objects are duplicated.
Grab mode starts immediately thereafter.
ALT-D. Add Linked Duplicate. Of the selected Objects linked
duplicates are created. Grab mode starts immediately thereafter.
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
CTRL-D. Draw the (texture) Image as wire. This option has a
limited function. It can only be used for 2D compositing.
ALT-E. Start/stop EditMode. Alternative hotkey: TAB .
FKEY. If selected Object is a mesh Toggles Face selectMode on
and off.
CTRL-F. Sort Faces. The faces of the active Mesh Object
are sorted, based on the current view in the 3DWindow. The
leftmost face first, the rightmost last. The sequence of faces is
important for the Build Effect (AnimButtons).
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:
o CTRL : in increments of 1 grid unit.
o SHIFT : fine movements.
o SHIFT-CTRL : in increments of 0.1 grid unit.
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.
CTRL-J. Join Objects. All selected Objects of the same type are
added to the active Object. What actually happens here is that
the ObData blocks are combined and all the selected Objects
(except for the active one) are deleted. This is a rather complex
operation, which can lead to confusing results, particularly
when working with a lot of linked data, animation curves and
hierarchies.
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.
SHIFT-K. A PopupMenu asks: OK? Show and select
all keys . The DrawKey option is turned ON for all selected
Objects, and all Object-keys are selected. This function is used
to enable transformation of the entire animation system.
LKEY. Makes selected Object local. Makes library linked
objects local for the current scene.
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Object Mode HotKeys (cont)
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.
CTRL-L. Link selected. Links some of the Active Object data
to all selected Objects, the following menu entry appears only if
applicable.
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.
ALT-P. Clears Parent relation, user is asked if he wishes to keep
or clear parent-induced transforms.
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.
SHIFT-L. Select Linked. Selects all Objects somehow linked to
active Object.
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.
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 C-shaped curve.
The following options are available in rotation mode:
• Limiters:
o CTRL : in increments of 5 degrees.
o SHIFT : fine movements.
o SHIFT-CTRL : in increments of 1 degree.
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:
o LMB SPACE or ENTER : move to a new
position.
o RMB or ESC : everything goes back to the old
position.
• Switching mode:
o GKEY : switches to Grab.
o SKEY : switches to Size (Scale) mode.
o RKEY : starts Rotate mode again.
MKEY.
Moves selected Object(s) to another layer, a pop-up appers. Use
LMB to move, use SHIFT-LMB to make the object belong to
multiple layers. If the selected Objects have different layers, this
is ʻORʼed in the menu display. Use ESC to exit the menu. Press
the “OK” button or ENTER to change the layer seting. The
hotkeys ( ALT -)( 1KEY , 2KEY , ... - 0KEY ) work here as well
(see 3DHeader).
CTRL-M. Mirror Menu. It is possible to mirror an Object along
the X, Y or Z axis.
NKEY.
Number Panel. The location, rotation and scaling of the active
Object are displayed and can be modified.
ALT-O. Clear Origin. The ‘Origin’ is erased for all Child
Objects, which causes the Child Objects to move to the exact
location of the Parent Objects.
SHIFT-O. If the selected Object is a Mesh toggles SubSurf onn/
off. CTRL-1 to CTRL-4 switches to the relative SubSurf level
for display purpouses. Rendering SUbSurf level has no HotKey.
CTRL-P. Make selected Object(s) the child(ren) of the active
Object. If the Parent is a Curve then a popup offers two coiches:
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
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Object Mode HotKeys (cont)
( CTRL-L ) a pop-up appears with choices.
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.
ALT-R. Clears Rotation. The X,Y,Z rotations of selected Objects
are set to zero.
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 V-shaped line.
The following options are available in scaling mode:
• Limiters:
o CTRL : in increments of 0.1.
o SHIFT-CTRL : in increments of 0.01.
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:
o LMB SPACE or ENTER : move to a new
position.
o RMB or ESC : everything goes back to the
old dimension.
• Switching mode:
o GKEY : switches to Grab.
o SKEY : starts Size mode again.
o RKEY : switches to Rotation.
VKEY. Switches in/out of Vertex Paint Mode.
ALT-V. Object-Image Aspect. This hotkey sets the X and Y
dimensions of the selected Objects in relation to the dimensions
of the Image Texture they have. Use this hotkey when making
2D Image compositions and multi-plane designs to quickly place
the Objects in the appropriate relationship with one another.
WKEY. Opens Object Booleans Menu.
XKEY. Erase Selected? Deletes selected objects.
ZKEY. Toggles Solid Mode on/off.
SHIFT-Z. Toggles Shaded Mode on/off.
ALT-Z. Toggles Textured Mode on/off.
ALT-S. Clears Size. The X,Y,Z dimensions of selected Objects
are set to 1.0.
SHIFT-S. SnapMenu:
Sel->Grid : Moves Object to nearest grid point.
Sel->Curs : Moves Object to cursor.
Curs->Grid : Moves cursor to nearest grid point.
Curs->Sel : Moves cursor to selected Object(s).
Sel->Center : Moves Objects to their barycentrum.
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 EditButtons->TexSpace is set
ON. A PopupMenu asks you to select: “Grabber” or “Size”.
CTRL-T. Makes selected Object(s) track the Active Object.
Old track method was Blender default tracking before version
2.30. The new method is the Constrain Track, this creates a fully
editable constraint on the selected object targeting the active
Object.
ALT-T. Clears old style Track. Constraint track is removed as all
constrains are.
UKEY. Makes Object Single User, the inverse operation of Link
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