BlenderKeys

Blender

Basic editing

    Quit                    Q
    Abort command           ESC
    Erase                   CTRL-X  all
                            X       selected
    Editmode on/off         TAB, ALT-E
            In editmode the changes apply to vertices (cursor is a cross)
            in selection mode to the object as a whole (cursor is an arrow)
    Add                     SHFT-A, SPACE
            If you add in edit mode, you add into the same object.
            If in selection mode, you add a new object.
    Refresh                 NUMPAD 9
    Confirm a command       ENTER, SPACE
    Cursor                  Lclick
            Snap to grid (SHFT-S 3) or to selected object (SHFT-S 4)

Selection

    (De)Select All          A
    Select                  Rclick
    Extend selection        hold SHIFT while selecting
            Many objects can be selected, only one active (brighter)
    Border select           B
            drag a box with mouse, left button extends, 
            right deselects, also holding ALT deselects
    Circle select           BB
            drag with left mouse (ALT deselects)
            grow/reduce radius with NUMPAD +/-
    Linked vertex select    L
            deselect        SHFT-L
    Swap selection          button in F9, in edit mode special menu w 7
            selects unselected and vice versa

Windows & Files

    Resize window           Ldrag pane
    Split / join windows    Mclick pane, Rclick pane
            The side you approach pane determines which
            side is is split / remains after join.
    Fullscreen / smaller    CTRL-UP / CTRL-DOWN
    Prev / next Screen      CTRL-LEFT / CTRL-RIGHT
    Header (icons)
            hide,top,bottom         Rclick on header
            add back                on split/join menu
    Blender to fore / background    on header, lclick / lclick+CTRL
    View buttons            SHFT+F7 in a 3D view
            Allows setting a background image, grid size and extent,
            clipping and focal length for the 3D view (each view has own)
    Function keys
            F1 File open, F2 File save, F3 Image save, F4 Lamp, 
            F5 Material, F6 Texture, F7 Animation, F8 Realtime, 
            F9 Edit, F10 Display, F11 Hide/Show Render, F12 Render
        with SHIFT:
            F1 Load lib, F4 DataView, F5 3D, F6 Ipo, F7 View Buttons, 
            F8 Seq.Editor, F9 Oops, F10 Image, F11 Text, F12 Sound
        F3+CTRL             save active window as image (type in F10)
        F3+CTRL+SHFT        save whole screen as image
    Other exports
            SHFT-F2 DXF, CTRL-F2 VRML 1.0, ALT-w VideoScape
    Save                    CTRL-W
            +/- increases/decreases the version count
    Save over last saved    CTRL-S
    Open last saved         CTRL-O
    Info window     reveal by draggin top window down
            auto saves, 2-button mouse, tooltips, ...
    Make current state default      CTRL-U

Viewing

    Perspective mode
            Toggle persp/ortho      NUMPAD 5
            Camera view             NUMPAD 0
    Interactive
            Spinning        Mdrag, ALT-Ldrag
                    you can emulate middle mouse button with ALT-leftbutton
            Panning         SHFT-Mdrag
            Zooming         CTRL-Mdrag, NUMPAD +/-
    Fixed
            Top, Front, Right       NUMPAD 7,1,3
            Bottom, Back, Left      SHFT NUMPAD 7,1,3
            Center to cursor        C
            View all                HOME, SHFT-C
    Rotate around axis
            Z-axis                  NUMPAD 4,6
            Perp to Z and view      NUMPAD 2,8
    Concentrate on selected
            Zoom & hide others      NUMPAD /
            Zoom                    NUMPAD ,
            Orient                  NUMPAD *
    Draw mode               
            bbox, wire, solid, shaded       D 1-4, Z, SHFT-Z
            show axis, texspace, name       in F9
    Rendering
            Render          F12
                    Image size from Display buttons (F10)
                    SizeX, SizeY, 100%, 75%, 50%, 25%, AspX, AspY, Presets
                    Display in view or window (DispView / DispWin)
                    Oversampling
            Render window   F11
            Image zoom      Z

Editing objects

    General modifiers for editing and sliders
            hold CTRL for discrete steps
            hold SHFT for slowing the edit
            hold CTRL-SHFT for smaller discrete steps
            clicking on left side of slider decreases, right side increases
    Grab (move)             G, Rdrag straight
            axis-aligned constraints with Mclick
            Grab, rotate, scale work on both objects and vertices.
    Snap                    SHFT-S
            selected to grid (1) or cursor (2)
    Rotate                  R, Rdrag curved
            normally perp to cam, with ALT the other rotations
            hitting x,y,z constrains rotation around those axes only
            around center (,) cursor (.) median or indiv. centers (icons)
            can be cleared with ALT-r
    Scale                   S, Rdrag wiggled
            axis-aligned with Mclick
            around center (,) cursor (.) median or indiv. centers (icons)
            can be cleared with ALT-S
            mirror with x,y (uses the axis closest to horiz[x] or vert[y])
    Apply size/rot          CTRL-A
            apply the scale & rotation of object to the vertices
    Shear                   CTRL-S
            works only on vertices, always on horizontal screen axis
    Numeric control         N
            SHFT-Lclick for numeric entry (then SHFT-BACKSPC to clear)
    Undo                    U
            works only in edit mode, reloads the data as it was
            when edit mode was entered (so TAB-TAB "refreshes undo buffer")
    Special menu            W
            replicates many edit buttons
    Changing center
            In F9, Centre, Centre New, Centre Cursor
    Duplicate (copy)        SHFT-D
    Duplicate (instancing)  ALT-D
    Spin                    F9 Spin-button
            surface of revolution
            select verts to spin and the degrees and steps from
            sliders in F9
            spin is perp to view direction, around 3d cursor
            only meshes (conv beziers to mesh in edit mode by ALT-C)
    Screw                   F9 Screw button
            similar to spin, but must have two open ends on the
            polyline
            after the spinning, the lower end of the next level
            coincides with the top end of the previous level
    Proportional editing    O
            when you have selected some vertices and modify them,
            the neighboring vertices are also modified
            SHFT-o toggles sharp/smooth fall off of influence
            NUM-MINUS and NUM-PLUS modify the radius of influence
    Join objects            CTRL-J
            works in select mode
    Separate objects        P
            in editmode, selection is removed and placed into new object
    Make/clear parent       CTRL-P / ALT-P
            The selected will move with the current (becomes parent)
    Make/clear track        CTRL-T / ALT-T
            The selected will orient themselves to current
    Hide / Reveal verts     H / ALT-H, buttons in F9, special menu W 5/6
    Recalculate normals     CTRL-N
    Clear origin            ALT-O
    DupliFrames             button in animation buttons
            animate an object by parenting it to a curve
            creates virtual instances of the object along the path
    DupliVerts              button in animation buttons
            parent an object to polygon or particle system
            creates virtual instances of the object at vertices
            with rot button aligns obj with parent's normals
    Make dupli's real       CTRL-SHFT-A
    Metaballs
            if different OB base name, don't affect each other
            if same OB base, but differs, can animate independently

Curves and Meshes

    Add curve/mesh          Add menu: SPACE -> Add -> Curve/Mesh
    Extrude                 E
    Add Face                F
            curve: create vertex and connect selected
            mesh:  connect 2 verts with edge, 3 or 4 with face
    Subdivide               W 1, also in F9
    Linked select/deselect  L / SHFT-L
    Erase selected          X
    Buttons
            Width           move the interpolated points wider or closer
            Ext1            depth of extrude
            Ext2            depth of standard bevel
            BevResol        resolution of bevel (converges to quarter circle)
            BevOb           use another curve as bevel
    Mesh only:
            Fill selected   SHFT-F
                    fill a closed polygon with triangles
            Beauty fill     ALT-F
                    swap edges so triangles become more uniform
            Make triangles  CTRL-T
                    convert selected faces to triangles
            Hiding          H       hide selected (W 5)
                            SHFT-H  hide not selected
                            ALT-H   reveal (W 6)
            Select linked selected  CTRL-L
            Calc normals    CTRL-N          try pointing them outside
                            SHFT-CTRL-N     try pointing them inside
            Split           Y
                    break selected apart, keep faces (duplicate some verts)
    Curve only:
            Add vertex              CTRL-Lclick
            Cyclic make/brake       C
            Handle type (4 types)
                    vertex (sharp)  V
                    free / aligned  H
                    auto (symmetric)SHFT-H
                    calc handles    CTRL-H
            Convert                 ALT-C
                    text to curve, curve & metaball to mesh, 
                    uses extrude values
            Conversions
                    Poly, Bezier, Nurbs     In F9
            Tilt set/clear          T / ALT-T

Layers

    Select layer            hit layer button
            layers 1-10:  keys 1,2,...,9,0
            layers 11-20: ALT-1, ... ALT-9, ALT-0
            you are working on the last selected layer
    Add/remove one layer    hold SHFT when selecting
    Move to layer(s)        M
            or select the layer from the edit buttons (F9)

Camera

    You can select, grab and rotate the camera like any other object.
    With camera and camera view (NUMPAD 0) selected, try
    Rotate VUP              R
    Rotate view direction   R + Mclick
    Move laterally          G
    Move back'n'forth       G + Mclick
    Properties              in F9
            Clipping start & end, persp / ortho, focal length, draw size
            Toggle showing limits for clip and mist (set in World buttons)
    Fix to a target
            Select camera, then the target (maybe an Empty from Add)
            Make camera track the target by CTRL-T
            Clear the rotation of the camera by ALT-R
            Now move the target, camera will follow
    In case you have many cameras
            Make selected active    CTRL-NUMPAD 0
            Go back to previous     ALT-NUMPAD 0
    Set border      SHFT-B

Lights F4

    Add light               SPACE -> Add -> Lamp
    Lamp types
            Lamp    Default type, the only directionless
            Spot    The only type with shadows, opening angle (SpotSi), 
                    angular attenuation (SpotBl)
                    Similar to camera, can aim it the same way (select
                    with CTRL-NUMPAD 0), clip start&end
            Sun     Softer than spot, directional
            Hemi    Like Sun but comes from a hemisphere
    Volumetric lights       Halo button activates
            Need to use a spot light
            Halo step gives quality (0=off, 1=high qual, 12=low qual)
            Haloint gives intensity of halo rays
    Distance falloff        For lamp & spot only
            With Quad activated     (Quad1=Quad2=0 => no dist falloff)
                    Intensity = Dist / (Dist + Quad1*d + Quad2*d^2)
            Without Quad a linear falloff
                    Intensity = Dist / (Dist + d)
    Lamps can have colors and even textures. You can change Energy.
    Layer
            Constrain to effect only objects in the same layer.
    Shadows
            Works only with spot lights. Need to hit the Shadows button
            both in F4 and F10.

Radiosity

    Collect meshes  use selected meshes for calculations
            Materials that have nonzero "Emit" work as light sources
            Hit Gour to see progress, ESC when good enough
    Add new meshes and m to move new meshes into some layer, 
            Free Radio Data, now the materials should have VCol Light to 
            denote the colors have precalculated illumination.

Materials F5

    Color spaces    RGB or HSV
    3D Coefficients Diffuse (Color), Specular (Spec), (Mir)?
    Specularity     Two components: Intensity (Spec) and Glossyness (Hard)
    Emit            Intensity of emissive term, the diffuse color
    Alpha           Attenuate or transparency (with ZTransp)
    Rendermode      Wireframe/solid (Wire),
                    shading off/on (Shadeless).
    Indices         Each mesh object can have up to 16 material indices.
                    In F9, select faces, create a New material index (or 
                    select an old one, e.g. "3 Mat: 2" means that 2nd out
                    of 3 indices was selected), Assign.
                    An unassigned face has index 1.
                    In F5 you can assign a material to each index.
    Buttons
            Traceable       Object can cast shadows
            Shadow          Can receive shadows
            Shadeless       Ignore light & shadow
            Wire            Only render edges (for meshes only)
            VCol Light      Use vertex cols as extra light (esp. radiosity)
            VCol Paint      Replace material with vertex colors
            Halo            Render verts as halos, not faces (with flares)
            ZTransp         Allow alpha to affect transparency
            ZInvert         Render only if behind occluders
            Env             Environment option
            OnlyShadow      Draw shadows but not object
            

Textures F5 & F6

    Multitexturing          SepT not pressed = on, pressed = off
            Textures are compounded in left-right order,
            SepT allows viewing the effect of single stage.
            Switch order by copying into/from stack (arrows next to SepT).
    Mapping
            Global mapping modes    Flat, Cube, Tube, Sphere
                    For mapping the whole object with a single texture
            Get txtr xform from object
                    Choose "Object" and type in object name, the transform
                    is copied from object. Empties are good for this.
            Texture space           T
                    Allows to size & move the texture coordinate space.
            Buttons                 _XYZ, ..., ofsX, ..., sizeX, ...
                    Switch mappings of coordinates, add offsets / scalings.

Animation

    Play animation          ALT-A           current window only
                            ALT-SHFT-A      all windows
    Insert key              I
    Move frame              cursor keys
            left & right move by one
            up & down move by ten
            SHFT left & right move to first and last frame

Text

    Add text                Add menu
    

Python scripting

    Text editor             SHFT-F11
    Execute script          ALT-P
    Open or New script      ALT-SHFT-F      (in text editor)
    Reload a script         CTRL-R          (in text editor)