Mau tahu, shortcut apa saja yang dapat kita gunakan dalam aplikasi blender??
kalian bisa baca disini ...
Shortcut
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Command
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Window Hotkeys
Blender
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CTRL-LEFTARROW
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Go to the previous Screen
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CTRL-RIGHTARROW
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Go to the next Screen
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CTRL-UP ARROW or CTRL-DOWN ARROW
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Maximise the window or return to
the previous window display size
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SHFT-SPACE
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Toggle between maximised and normal
window size, same as using previous shortcut
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SHFT-F4
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Change the window to a Data View
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SHFT-F5
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Change the window to a 3D Window
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SHFT-F6
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Change the window to an IPO Window
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SHFT-F7
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Change the window to a Buttons
Window
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SHFT-F8
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Change the window to a Sequence
Window
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SHFT-F9
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Change the window to an Outliner
Window
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SHFT-F10
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Change the window to an Image
Window
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SHFT-F11
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Change the window to a Text Window
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SHFT-F12
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Change the window to an Action
Window
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Object Mode Hotkeys
Blender
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HOME
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All Objects in the visible layer
are displayed completely, centered in the window.
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PAGE UP
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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.
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SHFT-PAGEUP
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Adds to selection the next Object
Key.
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PAGE DOWN
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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.
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SHFT-PAGEDOWN
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Adds to selection the previous
Object Key.
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ACCENT
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(To the left of the 1KEY in US
keyboard) Select all layers.
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SHFT-ACCENT
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Revert to the previous layer
setting.
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TAB
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Start/stop EditMode. Alternative
hotkey: ALT-E.
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A
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Selects/deselects all.
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CTRL-A
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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 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'.
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SHFT-CTRL-A
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If the active Object is
automatically duplicated (see AnimButtons->DupliFrames or AnimButtons-
>Dupliverts), a menu asks Make duplis 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.
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SHFT-A
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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.
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B
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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.
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SHFT-B
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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.
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C
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Centre View. The position of the
3DCursor becomes the new centre of the 3D Window.
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ALT-C
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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 |
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CTRL-C
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Copy Menu. This menu copies
information from the active Object to (other) selected Objects.
Fixed components are: 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. Copy Rot: the X,Y,Z rotation of the Object. Copy Size: the X,Y,Z dimension of the Object. DrawType: copies Object Drawtype. TimeOffs: copies Object time offset. Dupli: all Duplicator data (Dupliframes, Dupliverts and so on) Mass: Real time stuff. Damping: Real time stuff. Properties: Real time stuff. Logic Bricks: Real time stuff. Constraints: copies Object constraints. If applicable: Copy TexSpace: The texture space. Copy Particle Settings: the complete particle system from the AnimButtons. For Curve Objects: Copy Bevel Settings: all bevelling data from th |
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SHFT-C
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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.
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D
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Draw mode menu. Allows to select
draw modes exactly as the corresponding menu in the 3D viewport header does.
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SHFT-D
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Add Duplicate. The selected
Objects are duplicated. Grab mode starts immediately thereafter.
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ALT-D
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Add Linked Duplicate. Of the
selected Objects linked duplicates are created. Grab mode starts immediately
thereafter.
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CTRL-D
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Draw the (texture) Image as wire.
This option has a limited function. It can only be used for 2D compositing.
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ALT-E
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Start/stop EditMode. Alternative
hotkey: TAB.
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F
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If selected Object is a mesh
Toggles Face selectMode on and off.
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CTRL-F
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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).
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G
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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: CTRL: in increments of 1 grid unit. SHIFT: fine movements. SHIFT-CTRL: in increments of 0.1 grid unit. SHIFT-X: Locking the X axis in place. Moving along Y, Z axis only. * SHIFT-Y: Locking the Y axis in place. Moving along X, Z axis only. * SHIFT-Z: Locking the Z axis in place. Moving along X, Y axis only. * 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 Middle Mo |
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ALT-G
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Clears translations, given in Grab
mode. The X,Y,Z locations of selected Objects are set to zero.
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CTRL-ALT-G
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Translation Manipulator.
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SHFT-G
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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 |
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I
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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 |
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CTRL-J
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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.
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K
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Show Keys. The DrawKey option is
turned ON for all selected Objects. If all of them were already ON, they are
all turned OFF.
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SHFT-K
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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.
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L
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Makes selected Object local. Makes
library linked objects local for the current scene.
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CTRL-L
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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. Surf Data: Links Active Object Surf data selected ones. Material: Links Active Object Material to selected ones. |
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SHFT-L
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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. |
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M
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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 ORed 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).
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CTRL-M
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Mirror Menu. It is possible to
mirror an Object along the X, Y or Z axis.
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N
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Number Panel. The location,
rotation and scaling of the active Object are displayed and can be modified.
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ALT-O
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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.
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SHFT-O
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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.
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CTRL-P
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Make selected Object(s) the
child(ren) of the active Object. If the Parent is a Curve then a popup offers
two choices:
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 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. |
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ALT-P
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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. |
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SHFT-P
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Push/Pull Transformations. It is a
bit like scaling, except that every element is moved the same distance toward
or away from the center. The distance they move is controlled by moving the
mouse toward you (pull away from center) or away from you (push toward
center). *
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: CTRL: in increments of 5 degrees. SHIFT: fine movements. SHIFT-CTRL: in increments of 1 degree. SHIFT-X: Locking the X axis in place. Rotat |
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ALT-R
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Clears Rotation. The X,Y,Z
rotations of selected Objects are set to zero.
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CTRL-ALT-R
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Rotation Manipulator.
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: CTRL: in increments of 0.1. SHIFT-CTRL: in increments of 0.01. SHIFT-X: Locking the X axis in place. Scaling along Y, Z axis only. * SHIFT-Y: Locking the Y axis in place. Scaling along X, Z axis only. * SHIFT-Z: Locking the Z axis in place. Scaling along X, Y axis only. * 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. <BR& |
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ALT-S
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Clears Size. The X,Y,Z dimensions
of selected Objects are set to 1.0.
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CTRL-ALT-S
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Scale Manipulator. *
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CTRL-SHFT-S
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To Sphere Transformations. An
interactive version of the To Sphere tool, working both in Edit Mode (on all
data types) and in Object Mode.
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. |
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T
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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 .
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CTRL-T
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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.
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ALT-T
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Clears old style Track. Constraint
track is removed as all constrains are.
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U
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Makes Object Single User, the
inverse operation of Link
(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. |
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V
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Switches in/out of Vertex Paint
Mode.
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ALT-V
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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.
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W
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Opens Object Booleans Menu.
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X
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Erase Selected? Deletes selected
objects.
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Z
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Toggles Solid Mode on/off.
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SHFT-Z
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Toggles Shaded Mode on/off.
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ALT-Z
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Toggles Textured Mode on/off.
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Edit Mode - General
Blender
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TAB or ALT-E
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This button starts and stops Edit
Mode.
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CTRL-TAB
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Switches between Vertex Select,
Edge Select, and Face Select modes. Holding SHIFT while clicking on a mode
will allow you to combine modes.
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A
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Select/Unselect all.
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B KEY-B
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Circle Select. If you press BKEY a
second time after starting Border Select, Circle Select is invoked. It works
as described above. Use NUM+ or NUM- or MW to adjust the circle size. Leave
Circle Select with RMB or ESC.
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CTRL-H
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With vertices selected, this
creates a Hook object. Once a hook is selected, CTRL-H brings up an options
menu for it.
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N
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Number Panel. Simpler than the Object
Mode one, in Edit Mode works for Mesh, Curve, Surface: The location of the
active vertex is displayed.
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O
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Switch in/out of Proportional
Editing.
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SHFT-O
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Toggles between Smooth and Sharp
Proportional Editing.
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P
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SeParate. You can choose to make a
new object with all selected vertices, edges, faces and curves or create a
new object from each separate group of interconnected vertices from a popup.
Note that for curves you cannot separate connected control vertices. This
operation is the opposite of Join (CTRL-J).
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CTRL-P
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Make Vertex Parent. If one object
(or more than one) is/are selected and the active Object is in Edit Mode with
1 or 3 vertices selected then the Object in Edit Mode becomes the Vertex Parent
of the selected Object(s). If only 1 vertex is selected, only the location of
this vertex determines the Parent transformation; the rotation and dimensions
of the Parent do not play a role here. If three vertices are selected, it is
a `normal' Parent relationship in which the 3 vertices determine the rotation
and location of the Child together. This method produces interesting effects
with Vertex Keys. In EditMode, other Objects can be selected with CTRL-RMB.
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CTRL-S
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Shear. In EditMode this operation
enables you to make selected forms `slant'. This always works via the
horizontal screen axis.
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U
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Undo. When starting Edit Mode, the
original ObData block is saved and can be returned to via UKEY. Mesh Objects
have better Undo, see next section.
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W
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Specials PopupMenu. A number of
tools are included in this PopupMenu as an alternative to the Edit Buttons.
This makes the buttons accessible as shortcuts, e.g. EditButtons->
Subdivide is also `WKEY, 1KEY'.
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SHFT-W
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Warp. Selected vertices can be
bent into curves with this option. It can be used to convert a plane into a
tube or even a sphere. The centre of the circle is the 3DCursor. The mid-line
of the circle is determined by the horizontal dimensions of the selected
vertices. When you start, everything is already bent 90 degrees. Moving the
mouse up or down increases or decreases the extent to which warping is done.
By zooming in/out of the 3Dwindow, you can specify the maximum degree of
warping. The CTRL limiter increments warping in steps of 5 degrees.
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EditMode - Mesh
Blender
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CTRL-NUM+
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Adds to selection all vertices
connected by an edge to an already selected vertex.
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CTRL-NUM-
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Removes from selection all
vertices of the outer ring of selected vertices.
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ALT-CTRL-RMB
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Edge select.
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C
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If using curve deformations, this
toggles the curve Cyclic mode on/off.
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E
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Extrude Selected. Extrude in
EditMode transforms all the selected edges to faces. If possible, the
selected faces are also duplicated. Grab mode is started directly after this
command is executed.
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SHFT-E
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Crease Subsurf edge. With Draw
Creases enabled, pressing this key will allow you to set the crease weight.
Black edges have no weight, edge-select color have full weight.
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CTRL-E
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Mark LSCM Seam. Marks a selected
edge as a seam for unwrapping using the LSCM mode.
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F
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Make Edge/Face. If 2 vertices are
selected, an edge is created. If 3 or 4 vertices are selected, a face is
created. If 2 or more faces are selected, an FGon can be created. In 2.41
(and probably earlier), faces do not have to be co-planar to form an FGon.
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SHFT-F
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Fill selected. All selected
vertices that are bound by edges and form a closed polygon are filled with
triangular faces. Holes are automatically taken into account. This operation
is 2D; various layers of polygons must be filled in succession.
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ALT-F
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Beauty Fill. The edges of all the
selected triangular faces are switched in such a way that equally sized faces
are formed. This operation is 2D; various layers of polygons must be filled
in succession. The Beauty Fill can be performed immediately after a Fill.
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CTRL-F
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Flip faces, selected triangular faces
are paired and common edge of each pair swapped.
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H
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Hide Selected. All selected
vertices and faces are temporarily hidden.
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SHFT-H
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Hide Not Selected: All
non-selected vertices and faces are temporarily hidden.
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ALT-H
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Reveal. All temporarily hidden
vertices and faces are drawn again.
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ALT-J
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Join faces, selected triangular
faces are joined in pairs and transformed to quads
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K
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Knife tool Menu.
Face Loop Select: (SHIFT-R) Face loops are highlighted starting from edge under mouse pointer. LMB finalizes, ESC exits. Face Loop Cut: (CTRL-R) Face loops are highlighted starting from edge under mouse pointer. LMB finalizes, ESC exits. Knife (exact): (SHIFT-K) Mouse starts draw mode. Selected Edges are cut at intersections with mouse line. ENTER or RMB finalizes, ESC exits. Knife (midpoints): (SHIFT-K) Mouse starts draw mode. Selected Edges intersecting with mouse line are cut in middle regardless of true intersection point. ENTER or RMB finalizes, ESC exits. |
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L
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Select Linked. If you start with
an unselected vertex near the mouse cursor, this vertex is selected, together
with all vertices that share an edge with it.
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SHFT-L
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Deselect Linked. If you start with
a selected vertex, this vertex is deselected, together with all vertices that
share an edge with it.
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CTRL-L
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Select Linked Selected. Starting
with all selected vertices, all vertices connected to them are selected too.
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M
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Mirror. Opens a popup asking for
the axis to mirror. 3 possible axis group are available, each of which
contains three axes, for a total of nine choices. Axes can be Global (Blender
Global Reference); Local (Current Object Local Reference) or View (Current
View reference). Remember that mirroring, like scaling, happens with respect
to the current pivot point.
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ALT-M
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Merges selected vertices at
barycentrum or at cursor depending on selection made on pop-up.
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CTRL-N
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Calculate Normals Outside. All
normals from selected faces are recalculated and consistently set in the same
direction. An attempt is made to direct all normals `outward'.
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SHFT-CTRL-N
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Calculate Normals Inside. All
normals from selected faces are recalculated and consistently set in the same
direction. An attempt is made to direct all normals `inward'.
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ALT-S
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Whereas SHIFT-S scales in Edit
Mode as it does in Object Mode, for Edit Mode a further option exists, ALT-S
moves each vertex in the direction of its local normal, hence effectively
shrinking/fattening the mesh.
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CTRL-T
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Make Triangles. All selected faces
are converted to triangles.
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U
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Undo. When starting Edit Mode, the
original ObData block is saved and all subsequent changes are saved on a stack.
This option enables you to restore the previous situation, one after the
other.
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SHFT-U
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Redo. This let you re-apply any
undone changes up to the moment in which Edit Mode was entered
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ALT-U
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Undo Menu. This let you choose the
exact point to which you want to undo changes.
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W
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Special Menu. A PopupMenu offers
the following options:
Subdivide: all selected edges are split in two. Subdivide Fractal: all selected edges are split in two and middle vertex displaced randomly. Subdivide Smooth: all selected edges are split in two and middle vertex displaced along the normal. Merge: as ALT-M. Remove Doubles: All selected vertices closer to each other than a given threshold (See EditMode Button Window) are merged ALT-M. Hide: as HKEY. Reveal: as ALT-H. Select Swap: Selected vertices become unselected and vice versa. Flip Normals: Normals of selected faces are flipped. Smooth: Vertices are moved closer one to each other, getting a smoother object. Bevel: Faces are reduced in size and the space between edges is filled with a smoothly curving bevel of the desired order. |
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X
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Erase Selected. A PopupMenu offers
the following options:
Vertices: all vertices are deleted. This includes the edges and faces they form. Edges: all edges with both vertices selected are deleted. If this `releases' certain vertices, they are deleted as well. Faces that can no longer exist as a result of this action are also deleted. Faces: all faces with all their vertices selected are deleted. If any vertices are `released' as a result of this action, they are deleted. All: everything is deleted. Edges and Faces: all selected edges and faces are deleted, but the vertices remain. Only Faces: all selected faces are deleted, but the edges and vertices remain. |
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Y
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Split. This command splits the
selected part of a Mesh without deleting faces. The split parts are no longer
bound by edges. Use this command to control smoothing. Since the split parts
have vertices at the same position, selection with LKEY is recommended.
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Edit Mode - Curve
Blender
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C
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Set the selected curves to cyclic
or turn cyclic off. An individual curve is selected if at least one of the
vertices is selected.
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E
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Extrude Curve. A vertex is added
to the selected end of the curves. Grab mode is started immediately after
this command is executed.
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F
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Add segment. A segment is added
between two selected vertices at the end of two curves. These two curves are
combined into one curve.
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H
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Toggle Handle align/free. Toggles
the selected Bezier handles between free or aligned.
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SHFT-H
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Set Handle auto. The selected
Bezier handles are converted to auto type.
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CTRL-H
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Calculate Handles. The selected
Bezier curves are calculated and all handles are assigned a type.
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L
|
Select Linked. If you start with
an non-selected vertex near the mouse cursor, this vertex is selected
together with all the vertices of the same curve.
|
||
SHFT-L
|
Deselect Linked. If you start with
a selected vertex, it is deselected together with all the vertices of the
same curve.
|
||
M
|
Mirror. Mirror selected control
points exactly as for vertices in a Mesh.
|
||
T
|
Tilt mode. Specify an extra axis
rotation, i.e. the tilt, for each vertex in a 3D curve.
|
||
ALT-T
|
Clear Tilt. Set all axis rotations
of the selected vertices to zero.
|
||
V
|
Vector Handle. The selected Bezier
handles are converted to vector type.
|
||
W
|
The special menu for curves
appears:
Subdivide. Subdivide the selected vertices. Switch direction. The direction of the selected curves is reversed. This is mainly for Curves that are used as paths! |
||
X
|
Erase Selected. A PopupMenu offers
the following options:
Selected: all selected vertices are deleted. Segment: a curve segment is deleted. This only works for single segments. Curves can be split in two using this option. Or use this option to specify the cyclic position within a cyclic curve. All: delete everything. |
||
|
|||
Edit Mode - Metaball
Blender
|
|||
M
|
Mirror. Mirror selected control points
exactly as for vertices in a Mesh.
|
||
|
|||
EditMode - Surface
Blender
|
|||
C
|
Toggle Cyclic menu. A PopupMenu
asks if selected surfaces in the `U' or the `V' direction must be cyclic. If
they were already cyclic, this mode is turned off.
|
||
E
|
Extrude Selected. This makes
surfaces of all the selected curves, if possible. Only the edges of surfaces
or loose curves are candidates for this operation. Grab mode is started
immediately after this command is completed.
|
||
F
|
Add segment. A segment is added
between two selected vertices at the ends of two curves. These two curves are
combined into 1 curve.
|
||
L
|
Select Linked. If you start with
an non-selected vertex near the mouse cursor, this vertex is selected
together with all the vertices of the same curve or surface.
|
||
SHFT-L
|
Deselect Linked. If you start with
a selected vertex, this vertex is deselected together with all vertices of
the same curve or surface.
|
||
M
|
Mirror. Mirror selected control
points exactly as for vertices in a Mesh.
|
||
SHFT-R
|
Select Row. Starting with the last
selected vertex, a complete row of vertices is selected in the `U' or `V'
direction. Selecting Select Row a second time with the same vertex switches
the `U' or `V' selection.
|
||
W
|
The special menu for surfaces
appears:
Subdivide. Subdivide the selected vertices Switch direction. This will switch the normals of the selected parts. Mirror. Mirrors the selected vertices |
||
X
|
Erase Selected. A PopupMenu offers
the following choices:
Selected: all selected vertices are deleted. All: delete everything. |
||
|
||||
VertexPaint Hotkeys
Blender
|
||||
SHFT-K
|
All vertex colours are erased;
they are changed to the current drawing colour.
|
|||
U
|
Undo. This undo is `real'.
Pressing Undo twice redoes the undone.
|
|||
W
|
Shared Vertexcol: The colours of
all faces that share vertices are blended.
|
|||
|
|||
EditMode - Font
Blender
|
|||
RIGHTARROW
|
Move text cursor 1 position
forward
|
||
SHFT-RIGHTARROW
|
Move text cursor to the end of the
line.
|
||
LEFTARROW
|
Move text cursor 1 position
backwards.
|
||
SHFT-LEFTARROW
|
Move text cursor to the start of
the line
|
||
DOWNARROW
|
Move text cursor 1 line forward
|
||
SHFT-DOWNARROW
|
Move text cursor to the end of the
text.
|
||
UPARROW
|
Move text cursor 1 line back.
|
||
SHFT-UPARROW
|
Move text cursor to the beginning
of the text
|
||
ALT-U
|
Reload Original Data (undo). When
EditMode is started, the original text is saved. You can restore this
original text with this option.
|
||
ALT-V
|
Paste text. The text file
/tmp/.cutbuffer is inserted at the cursor location.
|
||
|
||||
UV Editor Hotkeys
Blender
|
||||
E
|
LSCM Unwrapping. Launches LSCM
unwrapping on the faces visible in the UV editor.
|
|||
P
|
Pin selected vertices. Pinned
vertices will stay in place on the UV editor when executing an LSCM unwrap.
|
|||
ALT-P
|
Un-Pin selected vertices. Pinned
vertices will stay in place on the UV editor when executing an LSCM unwrap.
|
|||
|
|||
EdgeSelect Hotkeys
Blender
|
|||
ALT-CLICK
|
Selects an Edge Loop.
|
||
|
||||
FaceSelect Hotkeys
Blender
|
||||
ALT-CLICK
|
Selects a Face Loop.
|
|||
TAB
|
Switches to EditMode, selections
made here will show up when switching back to FaceSelectMode with TAB.
|
|||
F
|
With multiple, co-planar faces selected,
this key will merge them into one FGon so long as they remain co-planar (flat
to each other).
|
|||
L
|
Select Linked UVs. To ease
selection of face groups, Select Linked in UV Face Select Mode will now
select all linked faces, if no seam divides them.
|
|||
R
|
Calls a menu allowing to rotate
the UV coordinates or the VertexCol.
|
|||
U
|
Calls the UV Calculation menu. The
following modes can the applied to the selected faces:
Cube: Cubical mapping, a number button asks for the cubemap size Cylinder: Cylindrical mapping, calculated from the center of the selected faces Sphere: Spherical mapping, calculated from the center of the selected faces Bounds to x: UV coordinates are calculated from the actual view, then scaled to a boundbox of 64 or 128 pixels in square Standard x: Each face gets default square UV coordinates From Window: The UV coordinates are calculated using the projection as displayed in the 3DWindow |
|||
|
||||
Text Editor Hotkeys
Blender
|
||||
CTRL-SHFT-V
|
Paste text from Windows clipboard
|
|||
CTRL-SHFT-C
|
Copy text to Windows clipboard
|
|||
CTRL-SHFT-X
|
Cut text to Windows clipboard
|
|||
Kita juga mempunyai jurnal mengenai Blender, silahkan dihubungi dan dibaca. Berikut linknya: http://repository.gunadarma.ac.id/bitstream/123456789/4128/1/PI%20Blender.pdf
BalasHapusSemoga bermanfaat!