BLENDER NOTES

Telechargé par Paul Fischer
>>>>>>>>>>>>>>>SHORTCUTS<<<<<<<<<<<<<<<<<
- multiple select: shift+clic
- select whole segment alt + clic
- NAVIGATE: number pad OR screen axis OR alt + scroll clic + direction OR
ВІ
- 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
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BLENDER NOTES

Telechargé par Paul Fischer
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