>>>>>>>>>>>>>>>SHORTCUTS<<<<<<<<<<<<<<<<< - multiple select: shift+clic - select whole segment alt + clic - NAVIGATE: number pad OR screen axis OR alt + scroll clic + direction OR ² - FOCUS ON OBJ: . - TOOLS toogle; SPACE BAR - action toogle: shift+A - SELECT RANDOM: mid ribbon > select - MOVE FACES PERP AXIS : alt+S - DUPLICATE : shift+D - SEPARATE : P - DISPLAY/HIDE PROPERTIES: N - PROPORTIONATE : O - select linked obj : ctrl+L (not working) - change RESOLUTION : subdivision modifier - HIDE : H then alt+h to unhide - select whole line : alt+clic - change CAMERA VIEW FOR RENDER : ctrl+alt+0 then go to view and check camera to view - SPLIT WINDOWS ; on the edge of the window, right click MERGE WINDOWS: clic on the corner - SWITCH MODE : ctrl+tab OR tab to go to edit mode - CUT NODE : ctrl+right clic - DISPLAY ONLY 1 NODE : ctrl+shift+clic on node - BRUSH size: F - stregth: shift+F - switch colour: X - BRING BACK OPTIONS : F9 - MOVE: M (creat new collection) - LINK: ctrl+L - SET PARENT: ctrl+P - change VALUE of 3vectors AT ONCE: clic and drag - RENDER: F12 - small adjustment: shift+clic on dial - RENDER SWITCH SLOTS: use number from upper key bar - VERTECIES-FACES MODE: horizontal number pad 1-2-3 - SELECTION BRUSH TOOL: C - INVERT FACE: shift+N and ctrl+shift+N - ADD SUBSURF MODFIEIER: ctrl+1 or 2 or 3... - change AXIS from global to local: action then double tap x,y,z - HIDE EVERYTHING but obj: / - SELECT EVERYTHING: A - DUPLICATE and DUPLICATE+DATA: shift+D and alt+D >>>>>>>>>>>>>>>HINTS<<<<<<<<<<<<<<<<< - in TEXTURE PAINT if unable to paint 3d obj, then go to editmode>A>mesh>normal>recalculate outside - using a tool but nothing changes afterwards? > ctrl A > apply and command - MAKE INSTANCE FASTER (as 1 instance instead of many): check pick instance in node "instance on point" - 2pi for a full random rotation, tap TAU (because it's in gradiant and not in degree) - DOF BLUR not working? >right clic on obj>set origin>to geometry (cause based on centre of gravity of the obj) - PERSISTANT DATA FOR RENDERS: memorize data already calculated in precedent frame - CLEAN SMOOTH FACES: right clic>shade smooth>data properties>normal<autosmooth - PARENTING: select everything>make sure the last obj is the good one>ctrl+P>parent keep transform>right clic>set origin to geometry or to cursor >>>>>>>>>>>>>>>MODELING<<<<<<<<<<<<<< - ADD BEVEL: ctrl+B on a vertex + mouse wheel to increase res - - SWITCH VIEW MODE PIE MENU : hold Z - LOOP CUT: ctrl+R in edit mode - MOVE Loopcut: double tap G - SLIDE vertec/ loop cut: dougle tap G, then C to toggle clamping on or off (or hold alt) - MERGE vertecies BY DISTANCE: M - SPLIT / alt+M - MULTIPLE LOOP CUT: scroll wheel while alt+R - MIDDLE LOOP CUT: ctrl+r then clic then right clic to cancel placement of line - EXTRUDE SHORTCUT: ctrl+right clic to extrude on cursor - FLATTEN EDGE: S>Z>0 - SCALE to 111: obj mode,select obj>ctrl+a to apply scale - create FACE: select vertecies then F - ADD VERTEX ON EDGE: right clic then subdivde - create edge: select 2 vertecies then F - add CREASE: select segments of face then shift+E - SHEAR: shift+ctrl+alt+s to rotate face without consequence on geometry - scale everything except axis : S>shift+axis - SET ORIGIN: shift+S place cursor, then right clic>set origin to 3d cursor >>>>>>>>>>>>>>>UV EDITING<<<<<<<<<<<< - ADD SEAM: right click SEGMENT then mark seam - UNWRAP: select everything then U to unwrap - CHECK UNWRAP: new>untitled then click on obj>material>new>base color=image texture>image icone=untitled - stretch?: add seam then shift +E - PROCEDURE: select segment then mark seams > apply modifiers (mirrors...) (clic on arrow on modifier) > select everything, U to unwrap > check (by linking material ( in obj mode, select 2 items, then ctrl+L then material) - SCALE EVERYTHING: select all obj, then edit mode then A then UV menu then average island - SUBSURF UV PROBLEM?: go to subsurf modifier then UV smooth to ALL - select part: L on 3D screen, then seam (as an example) >>>>>>>>>>>>>>>NODES<<<<<<<<<<<<<<<<< - noise texture, then color ramp, then texture coordonates (scale it) - normal = bump - BUMP connect height to noise colour and normal to normal - put ONJECT AS INSTANCE NODE: drag object from layer to the nodes - not happy with LAYOUT? change seed - DULICATE NODE: shift+D - ANNOTE NODE: ctrl+j on node then N, then Node, then label - RENDER NODE: ctrl+shift+clic on a node then F12 - DISPLAY 1 NODE: ctrl+shift+clic on node >>>>>>>>>>>>>>>ANIMATION<<<<<<<<<<<<<<<<< - CREATE KEYFRAME: I OR in graphic ctrl+right clic on curve (1 layer need to be selected at a time) - change scale of GRAPHIC. CTRL+scroll - GO at the END of animation: shift+right arrow - GO 1 FRAME back: shift+left arrow - PLAYBACK>framedropping not to lag