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My Blender notebook

luchian

Administrator
Staff member
I'll use this topic as a notebook for useful commands/operations/tricks in Blender. Some I know, some I am learning and might be useful to you also (as I know it will be to me in the future when wondering "how did I do that ?" :D ).

#1: Split object After using the apply on an array modifier, the resulting objects will be treated as single group. In case you don't want that, one way of ungrouping this quickly is:
- select newly created object(s)
- go in edit mode (TAB)
- select all (A)
- press P
- select Separate By loose parts​
blend_tip_01.png
 

luchian

Administrator
Staff member
#2: Fill Let's say you have 2 edges and you'd like to fill the area between them
- select the two edges
- press F

fill.png
 

luchian

Administrator
Staff member
#3: Grouping and Parenting objects
CTRL+G creates a new group and adds the selected object(s) to it. It is recommended to use groups just to logically organize your scene, but the objects are together without any kind of transformation relationship. If you are looking for the later then use Parenting.

To parent objects, select at least two objects (select the Child Objects first, and select the Parent Object last), and press CTRL+P. The Set Parent To dialog will pop up allowing you to select from one of several possible different parenting types.
You can also do the inverse operation (aka remove a parent-child relationship) via ALT+P​
 

luchian

Administrator
Staff member
#5: Select linked faces
If you have a complex object and would like to select just one "part" of it, you can use select linked faces
- enter Edit mode (TAB)
- hover mouse over one of the faces
- press L

Optional, you can isolate the selection after: SHIFT+H / Inverse ALT+H

#5.1: Select loop
- edit mode (TAB)
- chose selection mode: edge, face
- ALT+RMB on any edge/face

#5.2: Move Cursor<>Selection
- in Edit Mode
- SHIFT+S
- select whatever option suits you best
 
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luchian

Administrator
Staff member
#6: Un-triangulate mesh

You can triangulate a selected portion of a mesh in Edit Mode by hitting CTRL+T. This converts all quads and n-gons into tris.

You can un-triangulate the selected portion of a mesh by hitting ALT+J. This will only create quads so some manual cleanup may be necessary if you need n-gons. You can do this by selecting the leftover edges, hitting X and clicking Dissolve Edges.​
 

luchian

Administrator
Staff member
#8: Quickly Move an object to another object's location/origin:

In Object mode

- select object B
- snap the 3D Cursor to object B's origin (Shift+S > Cursor to Selected)
- Select object A
- Snap object A to the 3D Cursor's location (Shift+S > Selection to Cursor)
 

luchian

Administrator
Staff member
#9: Edge color in Edit Mode

RED: UV seam
PINK: Edge crease
CYAN: Sharp Edge
GREEN: Freestyle edge
ORANGE: Bevel weight

CTRL+E: access all edge options
 

luchian

Administrator
Staff member
#10 Use background image as reference:

There is of course the classic method of adding a plane and texturing it.
But there is an even simpler solution.
- Click Add => Empty => Image.
- Then in right hand panel, load the image you need.
- Also there, you can set the Transparency, Size, Offset.
- By using the N panel, you can apply all standard modifiers like position, rotation, etc.

Here are the reference images:
add_empty.jpg


NOTE: before you load ANY image, the Object Data tab icon (that below looks like an image), will look like an empty (that tripod thingy).
transforms.jpg
 

luchian

Administrator
Staff member
#11: Enable Loop Tools

A very useful add-on bundled with Blender (of which of course I did not know about :D). You can enable it in User Preferences > Addons
addons.png

I was interested in one specific function, and that is distributing vertices equally on an edge (after manually realigning stuff, for example).

before_after.jpg


Once enabled, the operator is accessible in edit mode, via W > LoopTools > Space.
loop.png
 

luchian

Administrator
Staff member
#12: slide Vertex along an Edge (I keep forgetting this one)

Select vertex and press Shift+V or 2xG.
Hold Alt to slide it past the end of the edge.
 
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