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Monday January 24th, 2022

Blender Tips & Tricks

Blender is packed with nice-to-know features that will drastically improve your workflow. The Blender version assumed is 3.x. Some shortcuts may also note 2.9x. All shortcuts are in Windows.

Subject

Description

  • Camera Align To Face

Shift + Numpad 7 to align camera to selected faces (you'll need reset view with say Numpad 5 afterwards and orbit scene a bit to force regular perspective again - as when in Shift Numpad 7 mode, the camera is orthographic)

  • UV Editor 2D Cursor

Make use of the 2d cursor in UV editor (pressing the period key to bring up the Pivot Point pie menu and choosing 2D Cursor, as it can become a handy anchor point for rotations and scaling!

  • UV Editor Workspace

Need to jump between modeling and UV'ing assets? Stay in the UV workspace to model and UV using Ctrl + Space to maximize whichever view (3D Viewport or UV editor) which the mouse cursor is hovering over! This applies to any Blender window!

  • Make Selections Circular

Make a selection of faces you want to make circular and do one of the following:

  • Shift + Alt + S and left-click drag to force selection into circular formation (results may vary) - or -
  • Install the Loop Tools Add-on. After selecting some looping edges (that are not perfectly circular, right-click and choose Loop Tools > Circle to force a prime and proper circle from a selection!

  • Backface Culling & Face Orientation

Make use of face orientation and backface culling to help find inverted faces. Face orientation can be found in Show Overlays while Backface Culling can be found in Material Property > Settings From viewport menu, choose Mesh > Normals > Flip - or - Recalculate Outside.

  • Beveling

To bevel a face or edge, simply press Ctrl + B. To bevel a vertex, press either:

  • Shift + Ctrl + B - or -
  • Ctrl + B then V

  • General Moving, Scaling & Rotations

  • Pressing G to move globally - double press X, Y, or Z for local transforms.
  • Press G twice to slide vertex long edge.
  • Pressing G then Shift + (X, Y, or Z) eliminates that axis from movement - so G then Shift + Z means moving in only the X & Y axis.
  • At anytime while the grab tool is enabled, pressing Shift + Tab constrains the movement to incremental snapping!
  • If no Transform, scaling or rotations have been applied, pressing Alt + R resets rotation, Alt + S resets scale and Alt + G resets move.
  • Pressing R twice gives free rotation.

  • Select Element

Press L with the mouse cursor hovering over a mesh selects all contiguous shared elements while pressing Shift + L deselects it!

  • Snapping Vertices

  • With snapping vertices together (put the snap mode in 'Vertex' snap with 'Closest' set for the 'Snap with' feature), simply select the 'source' vertex, then mouse hover over target vertex, press G and then left click to finalize - no need to slide one vertex onto another. Great for snapping vertices that are very far apart!)

  • Additionally, while not enabling the snap, you can snap vertices together by selecting one, pressing G to move, and enable the snap only temporarily while pressing Ctrl!

  • Face Cleanup

Fast way to clean unwanted edges / vertices on a mesh is to select face(s) and press X and choose Dissolve Faces (manual re-triangulation will be required afterwards as there will be no triangles, hence the clean up).

  • Solid Wireframe Toggle

Shift + Z puts viewport into Solid wireframe mode and toggles between this and the current selected viewport mode. This is handy when you only want to view the mesh (solid wire frame) without materials or lighting!

  • Select Similar

Want to select all faces with a specific set of circumstances (say select all faces that are coplanar for instance)? Select a face and press Shift + G to bring up the Select Similar menu!

  • Duplicating & Instancing Meshes

Shift + D duplicates whatever object is selected while Alt + D creates an instance instead!

  • Joing Meshes (3D Viewport vs Outliner

Be careful about joining meshes (multiple meshes selected and pressing Ctrl + J to merge them). In the 3d viewport, the final mesh selected becomes the final joined mesh, but in the outliner, the first selected mesh becomes the final joined version!

  • Extra Modelling Features

Make use of tools like shear, shrink/fatten and other useful buttons left side 3d viewport buttons while in Edit Mode (press T to hide or unhide them)!

  • Spin Tool: This takes a selection and spins / duplicates it in a circle centered on the 3d cursor's location! In some cases it's easier to use the spin tool instead of setting up an array modifier along with an empty object to accomplish radial arrays. Enabling the 'Use Duplicates' option only duplicates the selected element without any faces connecting them! See the online documentation for more details. There appears to be no difference between this and the alternative Spin Duplicates function!

  • Poly Build: Starting with flat polygon (like a plane for example), selecting an edge (blue edge highlights) and click-dragging it acts as an quad extrude. Ctrl clicking from an edge or vertex extrudes a triangle while Shift clicking over a polygon or vertex (red edge highlight) deletes it! This tool is very useful for vanilla, out of the box Blender retoplogy!

  • Shrink / Fatten: Allows a selection to be either grown (fattened) or shrunk down by moving vertices along their normals This comes in handy when say needing to adjust a cup handle's thickness for instance.
    Push / Pull: The difference here is that the selection will be moved towards / away from the transform pivot point! Here is a video showcasing both options.

  • Shear: This shears a selection on a mesh in the desired screen axis via little horizontal and vertical bar handles. See this example to better understand how this works.

  • Add Cube: Enables the user to click drag and release a cube in the viewport (a la 3DS Max). Better yet, a cube can be added to an existing surface!

  • Circle Select Sizing

Circle Select (pressing C) size adjustment is done while holding down left mouse button and using mouse scroll wheel. Right-click to exit circle select. Circle Select is useful for 'paint' selecting elements as opposed to clicking on each one individually or marquee selecting.

  • Open Recent Files

Shift + Ctrl + O brings up the recent opened popup panel. Faster and more elegant than the traditional File > Open Recent method.

  • Inset Boundary Option

Use inset with the 'Boundary' option unchecked to create doorways. Beforehand, ensure that there is no capped faces beneath! So after pressing I to initiate the inset tool, you can press B while the tool is active to set the boundary option!

  • Knife Tool Features

  • Cut Through: To cut through the whole mesh (example, from top through to the bottom via top view with Numpad 7 - the cut is view dependant), go into edge mode, press K to enter knife mode, and then C. Now start cutting... it will go through the entire mesh!
    Note: Blender 2.9.x the cut through shortcut is Z

  • Pause / Resume: You can "pause" the knife tool operation at anytime by pressing E while cutting (don't press 'Enter'!) This will keep what you have cut so far and keep the tool active, allowing you to reorient your view before resuming. To resume, simply put the mouse cursor on the last cutting point and continue from there! This is easier and faster than cutting part way and hitting enter to keep what you cut and then starting a new knife operation from there!

  • Angle Constraints: It is possible to use the knife tool to cut in constrained angles (in 45° increments). Simply ensure your face(s) is facing the camera directly (either use one of the orthographic views or with the desired surface face(s) selected, press Shift + Numpad 7 to align selection to the camera) and then press K to activate the knife tool, the press A. When you start cutting, as you move the mouse cursor around the preview knife line will rotate to match the nearest angle snap! This is handy for cutting perfect horizontal / vertical or 45° lines!
    Note: Blender 2.9.x the angle constraints shortcut is C

  • Snapping: You can snap cut the middle of an edge by either having the snap tool enabled using the Edge Center snap setting, or by simply pressing Ctrl while cutting an edge! If you have the edge center snap enabled, and you don't want to cut an edge at the midpoint, you can simply press Shift. This will now ignore snap settings!

  • Walk / Fly Mode

Shift + ~ (tilde key) puts you in Walk/Fly mode. Using the W A S D standard first person navigation keyboard shortcuts, you can fly around your scene (holding Shift speeds up the movement). While in this mode, tapping G adds gravity and your meshes have instant collisions so you can walk on them too! Right-click to exit this mode.

  • Enlarge / Shrink Interface

Ctrl + Alt + left-click dragging while the mouse cursor is hovering over viewport side panels (if no panels are present, press T to bring the left side or N to bring the right side panels) enlarges or shrinks it!

  • Visual Overlays

Shift + Alt + Z toggle all visual visibility of viewport overlays. This includes things like wireframes, major axis and grid floor lines, displayed statistics, highlighted selected faces, etc... Useful for seeing your model without any extra viewport information overlaid on top of it!

  • Repeat Last Action

Once you execute a feature, you can repeat it by pressing Shift + R. This will save time instead of manually repeating the last feature over and over again. Example: say, select the face of a plane and right-click and choose Subdivide. To keep subdividing, simply use the shortcut!

  • Change Blender's Theme

Either Halloween's coming, or you simply prefer a different theme. It's very simple to change. Go to Edit > Preferences, and from the left side panel, select Themes. In the Themes section, there is a 'Presets' dropdown menu at the very top. Simply choose your desired theme! If you don't have Auto Save enabled, you'll need to save your preferences to keep the change!

  • Eliminate .Blend1 Backup Saves

By default, when you save a Blender scene, an extra file which is treated as a back up file is also created (it will have the suffix .blend1). This adds unnecessary bloat, especially when committing these extra files to repositories like GIT or Perforce for example.

To eliminate this, simply go to Edit > Preferences and in the Save & Load panel, set the 'Save Versions' value from 1 to 0. Save your preferences if you don't have auto save enabled. From now on, any time you save a Blender scene, no backup files will be created!

  • Resetting Colour Values Back To Default (White)

A quick way to reset a colour wheel (or gradient) back to its default setting (white), simply hover your mouse over the wheel (or gradient) and press backspace. Instant reset!

  • Duplicating Evenly Spaced Meshes

Sometimes there's no need for using the array modifier's extra flexibility for duplicating and evenly spacing meshes over and over again. Select a mesh and press Shift + D to duplicate it (or Alt + D to instance them - in either case, do not right-click to cancel transforms or left click to complete the operation at this point), press G and then the axis key for the desired axis and move the copy/instance to where you want it and left-click to finalize it.

Finally, press Shift + R (redo last operation) to constantly duplicate/instantiate the mesh with equal distance between them. This is a fast way of creating things like vents or a row of pillars that repeat for example!

  • Quick Way To Make Steps

You can create some quick steps using the bevel tool! Take a cube and select a top edge and press Ctrl + B to bevel it and make a wide bevel. With the tool still active, use the mouse wheel to scroll and create enough rounded segments to work with and left-click to finish the bevel.

In the bottom left hand side of the viewport, open up the 'Bevel' redo panel. Change the profile type to 'Custom' and in the Preset dropdown menu just below, choose steps! If there are not enough or too many steps, simply adjust the 'Segments' slider and re-choose the steps preset from the Preset menu!

  • Mesh Origin Manual Placement

You can manually transform a mesh's origin point by simply pressing Ctrl + . (not the one on the numpad). You'll notice the axis gizmo overlaying the origin. From here, you can move, rotate or even scale it. Additionally, it will snap to any snap settings you have enabled, giving you the quick flexibility of snapping the origin to whatever you need!

  • Drag & Drop

  • Materials: Did you know you can drag and drop materials onto your mesh? With the mesh selected in Object Mode, simply select the material slot in question and drag and drop the material icon onto the mesh (Not sure why the slots appear to be replicated with the same material though)!

  • Reference Images You can also drag and drop an image from Windows Explorer onto your 3D Viewport (in Object Mode only) to use as reference! This in essence becomes a plane with that image mapped onto it and perfectly sized! Use the corner control points to uniformly scale the plane while the center cross is used to move it around. Being this is a reference plane, you will not be able to go into Edit Mode with it selected!

    It's best to drag and drop into an orthographic view like Front, Top or Right for example. If you drag and drop this into the perspective view, it will align to the viewport camera and initially look correct, but once you start orbiting, it will need to have its transforms reset!

    Finally, if you are using blue prints as reference images, you can make them only visible in orthographic view (meaning that in the perspective view, the reference image will not display)! To do this, simply go to the object data properties and deselect the 'Perspective' option within the 'Show In' section!

  • Mirror Meshes & Cameras

You can mirror a mesh or camera by selecting it and pressing Ctrl + M, then the desired axis key and left-clicking to finalize the mirror operation! Note: mirroring meshes might in all likelihood invert face normals, so be ready to correct that!

  • Framing Scene Meshes

Ever get lost in your 3D viewport and can't find your mesh(es)? Perhaps you zoomed out too far or just panned too far away. Pressing Home (located between the Insert and Page Up keys) will automatically frame everything in the scene! Alternatively, Shift + C will also do this as well as ensure that the 3D cursor is at world center. No matter what, there is a way to quickly find your scene meshes!

  • Zoom Depth

Blender uses a viewport navigation point in which it uses for orbiting / zooming. This is set via mesh framing or mouse positioning. The problem arises when you want to zoom past this point to either some distant object or to a further location on a large mesh. You won't be able to because once the zoom reaches this hidden navigation point, you can't zoom in any further.

The solution to this is to go into Preferences > Navigation and enable both Depth from the Orbit & Pan's Auto sub section and Zoom to mouse position from within the Zoom panel. Now, when you want to zoom in on something far (without selecting it) or to a further spot on the current mesh, you can just zoom there! There might still be some point where the zoom will still stop. In this case, simply retry to continue zooming in further.

If you find that with the depth feature enabled you have trouble accurately orbiting around a mesh, simply frame your selected mesh and you should be fine! This can be done via View > Frame Selected from the view port menu or . on the numpad.

  • Checker Deselect

This feature deselects every other face on the mesh. Fluted pillars benefit from this by quickly adding insets and inner extrudes, or perhaps adding geometric details or a different material to chess or checkerboards for example. To do this, simply select all the faces involved and from the top viewport menu, choose Select > Checker Deselect. Within the Checker Deselect redo panel on the bottom left of the 3d viewport, adjust the Deselected or Selected sliders to achieve every nth selection (for cylinders, loop select all the side faces as opposed to box selecting them).

  • A Literal Change In Perspective!

In the event you feel that the default perspective view is either too high or low (not flat or exaggerated enough), it's pretty easy to change it. Simply press N in the viewport to bring up the right hand side panels and select the View panel. From there, it's just a matter of sliding the Focal Length variable to change how the perspective is calculated. The default is a focal length of 50mm (which is usually good enough for most people).

  • Random Selections

It's simple to be able to randomly select faces (or edges or vertices) on a mesh. Just go into Edit mode, and with a mesh selected, go to Select > Select Random from the viewport menu. A Select Random redo panel will appear on the lower left hand side of the view port. Here, you can interactively adjust the Ratio and/or 'Random Seed' values to achieve different random selections. By default, the Action mode is set to Select, which of course means it will select. But you can change this setting to Deselect as well!

  • Redo Panel

Fun fact: Pressing F9 will bring up a popup displaying the last operation you performed. So for example, let's say you just added a cylinder and left-clicked to end the operation. You can use F9 to bring back the cylinder redo panel (in the form of a repositionable popup) and readjust its settings (like segment count). Could come in very handy from time to time!

  • Loop Cut Tool

Simply hover your mouse cursor over any edge and then press Ctrl + R to invoke the loop cut tool. At this point, you get a new central edge loop, but with this tool still live, so you have some options here... if you scroll with your mouse wheel, you can increase (or decrease) the mount of evenly spaced additional edge loops.

Left clicking finalizes the amount of edge loops and now allows you to move your mouse or tablet pen around to slide and place the edge loop(s) where you want it (right-clicking auto centers these edge loops and exits the loop cut functionality while left clicking stamps the edge loops in place and exits the tool). However, one cool additional thing during sliding / placing phase is that if you hit E, the loops will confine to the lower edge loop shape while pressing F will confine to upper one!

  • Breaking Vertices / Edges

When you need to break any connected vertices / edges, simply select where you want the mesh to break and press V! Now any selected vertices or edges will no longer be connected, allowing you to move them freely. As a bonus, this also applies in the UV Editor!

  • Extrude Features

  • Click Extruding: You can extrude a selection by holding Ctrl and right clicking! The selection will extrude to the mouse cursor! This can come in handy when say manually modeling a tree. Selecting faces on a trunk and Ctrl right clicking off the trunk will produce the starting point of a branch. From there, simply scale the branch tip down a bit, then repeat the process to quickly finish the branch off!

  • Extrude Faces Along Normals: Pressing Alt + E will bring up the Extrude contextual menu which will allow you to do different kinds of extrudes, among them being 'Extrude Faces Along Normals', which is very handy from time to time! Of course, there are other useful extruding options within the Extrude menu as well! Feel free to explore!

  • Shrink / Fatten

Sometimes you might want to slide a vertex or face along its normals. This is as easy as making the selection and pressing Alt + S and dragging the mouse! After left-clicking to finalize the operation, a Shrink/Flatten redo panel appears in the lower left hand corner of the viewport with options like adjusting the offset or enabling offset even (which provides a more uniform thickness as well as proportional editing.

  • Separate By Loose Parts

A feature that might be overlooked is the ability to separate a mesh into loose parts. This comes in handy when you need to break a joined mesh into individual meshes, and only works with disconnected fragments (no vertices between parts welded together).

To do this, simply select the main mesh in question, enter Edit Mode, choose Face Select and tap A twice to select all faces. Finally, press P to bring up the Separate panel and choose By Loose Parts. Now, all disconnected mesh fragments will be their own individual meshes!

  • Extra Primitives (Like Capsule)

Did you know that there are a few extra primitives (like the capsule) in Blender? To begin, ensure that the Add Mesh: Extra Objects add-on is installed. Then simply press A and from the resulting Add menu, choose Mesh > Round Cube. A rounded cube appears in the scene. Next, locate the Add Round Cube redo panel on the lower left hand corner of the 3d viewport, open it and from the Operator Presets drop down, you'll notice there are a few new primitives to choose from!

  • Quad View

You can easily set Blender from a single view port to the traditional quad view (which contains the Perspective, Right, Front & Top views by default) by simply pressing Ctrl + Alt + Q!

  • Select Boundary Loop

Ever need to select the open edges of a complex flat mesh? There is a fast way to selecting all them by select all the faces on the mesh, then in the viewport top menu, choose Select > Select Loops > Select Boundary Loop! Voila! All outer open boundary edges selected, just like that!

  • Quick Dissolve

When cleaning up meshes and you want to dissolve (instead of delete) sub selections, you can press X and choose Dissolve (insert sub-selection here: Vertices / Edges / Faces). But an even quicker way is to simply press Ctrl + X. This is faster than bringing up the delete/dissolve menu!

  • Delete Without Confirmation

When deleting a mesh in Object Mode by pressing X, you are always greeted with a small confirmation popup verifying if you want to delete it. This can become annoying and cumbersome over time! You have two options to bypass the confirmation process altogether. Either:

  • press Delete (beneath the insert key) -or-

  • go into your preferences and from within the 'keymap' panel, search for 'delete'. Scroll down to the 'Object Mode' version using the 'X' keyboard shortcut. Open this keymap panel and notice that by default, the radial button for 'Confirm' is enabled. Simply disable this and save your preferences! From now on, when in Object Mode, there will no longer be a confirmation popup every time you use the X key to delete something!

  • Maximum Viewport Maximization

Pressing Ctrl + Spacebar maximizes whatever viewport section your mouse cursor is hovering over. But there is a way to hide even more UI (as generally the top menu remains when maximizing views). To get maximum screen real estate, press Ctrl + Alt + Spacebar instead! This gives you the most screen space to work with (especially in the 3d viewport). Think of this as the equivalent of expert mode in 3dsMax!

  • Extrude Even Thickness

When wanting to apply a thickness to some non-manifold faces, you have two options:

  • Apply a Solidify modifier and enable Even Thickness - or -

  • With faces selected, press Alt + E to bring up the Extrude popup. Choose Extrude Faces Along Normals. At this point (with the tool still active), the extrude will look uneven. Holding down Alt will preview the even thickness while pressing S will toggle it on or off!

  • Quick Boolean Shortcuts

Here is a fast way for creating booleans: Select the "source" mesh, then press Shift + Left click the "target" mesh (this is the mesh that will contain the resulting boolean operation and do one of the following:

The final result will in fact mean a boolean modifier with the chosen operation will be added to the target mesh! If the Apply option from the boolean modifier dropdown is greyed out (this is particularly common with slice operations as two meshes share the same cutter), simply ensure that the target mesh is selected, and from within the Object Data Properties panel, simply click on the number representing the number of fake users: This will remove the users and from here, you should be able to apply the boolean modifier!

  • Correcting Missing Faces On Exported FBX File

There might be a time that you need to work with an existing imported fbx file (no working scene found, or starting with a mesh purchased online) in preparation for exporting into Unity, and the end result is an fbx mesh with missing faces! Here are the most common issues and their solutions to this problem:

  • Flipped Normals: The most likely culprit is that face normals are inverted. Ensure that the mesh normals are facing the right way (from within the top viewport menu, choose Mesh > Normals > Recalculate Outside - or Shift + N).

  • Improper Materials: If the above solution is not resolving the issue. then it probably has to do with problematic materials. From within the top frame of the Outliner, click on the Display Mode icon button (to the right of Editor Type). When this drop down opens up, choose Blender File, and from here, open up the Materials section. Start by eliminating one material at a time between exports to find the offending material. it might be a single one or a combination of multiple materials that is causing the problem.


Select and remove the offending materials - it might be a single one that is causing the problem (you might need to eliminate one at a time between exports to find the problematic material).

  • Vertex Grouping

Vertex groups is a great feature that allows us to "save selections" if you will. Perhaps you need to create a group to be able to apply vertex paint to, or you need to revisit a selection to tweak its thickness, or position, etc... The list of reasons are probably plentiful!

  1. Start by selecting the vertices / faces you want for easy fast selection. Within the Object Data Properties panel, create a new vertex group by clicking on the '+' button within the right hand side of the vertex group panel. This will create a group name called 'Group' or something along those lines. Give it a more meaningful name.

  2. Next, click on the 'Assign' button. Now, any vertices / faces are now assigned to this group.

  • Adding to group: You can add by making a selection, and with the current group selected, simply click 'Assign' again. This will add the current selection to the complete group selection.
  • Removing from group: If there is any vertices / faces you don't want to include, deselect everything, then select only those you don't want to be included in the currently selected group and press 'Remove'.
  • Selecting and Deselecting: 'Select' will select any selections assigned to the currently highlighted group while 'Deselect' will deselect the group's assigned selection.


You can create many vertex groups, and even have some groups share some selections. Vertex groups is a powerful way to access the selections you need to make any necessary changes quick and painless!

  • Change Font Sizes

Do you feel Blender's fonts are too small? You can easily change them by going to Preferences > Themes and from within the 'Text Style' drop down, you can tweak the font size (among other font settings) from there.

  • Backface Culling

What some people might not realize is that backface culling is actually split into two different areas within Blender. Let's quickly examine how these work!

  • Solid View: When the 3d viewport is set to this mode, the way to enable backface culling is via the shading dropdown menu.
  • Material Preview: Simple enough. Buit once you switch the 3d viewport into the material preview mode, you'll notice right away that the backface culling previously set from within the solid view isn't working!


The solution here is to go into the material(s) properties in question and enable their backface culling from there!
Side note: Any new materials created afterwards will require you to go into their respective material properties and manually enable their backface culling, as materials won't have this enabled by default!

  • Knife Project

The Knife Project tool allows a mesh or curve object to be projected and cut into a background mesh (if the background mesh is not flat/co-planar), you might want to have enough face subdivisions to give enough resolution to work with). The process is simple.

  1. First select the mesh that you want to receive the cut and go into Edit Mode. Next, Shift + Click on a
    non-manifold mesh that will act as the "cookie cutter" via the outliner. In this case, a mesh with open edges / borders.
  2. From within the top viewport menu, choose Mesh > Knife Project. Note: The viewport camera will determine the angle of the projection (think project from view), so it's best to go into an orthographic view for this.
  3. The resulting projected faces are automatically selected. From here, the creative possibilities are plentiful! View the document for more details.
  • Adjusting View Through Camera / Light
  1. Select a camera or light.
  2. Press N to bring up the right-hand side panel and go into the View tab.
  3. Enable the Camera To View option from within the View Lock section.
  4. Press Ctrl + Numpad 0 to jump the view into the first person perspective of selected camera or light.
  5. From here, navigate in the 3d view to reorientate camera or light, then press Numpad 0 to exit back into normal 3d viewport view.
  • Set Camera To 3D Viewport View

If you have a camera in your scene (selected or not) and you it to match the current viewport view, simply press:
Ctrl + Alt + Numpad 0 and the camera will now instantly be set to match the view!

  • Quick Favorites

A good way to access your most frequently used features is to add them to your quick favorites! Most items in drop down menus and panels allow you to right-click on them and choose Add to Quick Favorites. When you press Q, you can see all the features you added for quick and easy access!

But this is not just limited to the 3d viewport! There is also a separate Quick Favorites (same shortcut) in the Shader Editor for instance! So if you frequently use certain nodes (like Ambient Occlusion or Color Ramp for instance), the procedure for adding them to the favorites list is the exact same! This allows you to store a series of frequently used nodes so you don't have to keep searching and applying them the traditional way!

  • Popular Pie / Panel Menu Shortcuts

Here is a list of some of the more commonly used pie / panel menus, their shortcuts and menu item lists they invoke:

  • Pie Shading - Shortcut: Z
    • Solid, Wireframe, Shade Smooth, Shade Flat, Rendered, Material Preview

  • Snap - Shortcut: Shift + S
    • Selection to Cursor, Selection to Active, Selection to Grid, Cursor to Active, Cursor to Selected, Cursor to World Origin, Cursor to Grid, Selection to Cursor

  • Snap To - Shortcut: Shift + Ctrl + Tab
    • The entire Snap To popup panel

  • Pie Proportional Obj - Shortcut: Shift + O
    • Proportional On/Off, Inverse Square, Sphere, More, Linear, Sharp, Smooth, Root

  • Pivot Point - Shortcut: .
    • Median Point, Only Locations, 3D Cursor, Individual Origins, Bounding Box Center, Active Element

  • Orientation - Shortcut: ,
    • Gimbal, Cursor, Local, Normal, Global, View

  • View - Shortcut: ~ (Tilde Key)
    • Top, Back, Right, View Selected, Bottom, View Camera, Left, Front

  • Mode Switch - Shortcut: Ctrl + Tab (with an object selected)
    • Object/Edit Mode, Vertex Paint, Texture Paint, Edit Modes, Weight Paint, Sculpt
  • Batch Renaming

If you have to rename a bunch of meshes, simply select them and press Ctrl + F2 to bring up the Batch Rename popup. Then fill in the Find and Replace text fields with what you need and viola! Any meshes containing the words in the find field will be replaced, making renaming a bunch of assets a breeze!

  • Quick Way To Make A Cage
  1. Create a plane, select all faces, right-click and choose Subdivide and press Shift + R (redo last action) a few times to give it enough subdivisions (not too many though).
  2. With all faces still selected, right-click and choose Poke. This will result in a central vertex for each face.
  3. Now right-click again and choose Tris to Quads. This will result in a grid pattern that is rotated 45°!
  4. Go into Object Mode and add a Wireframe modifier to it. Play with the Thickness option to achieve the desired look. You can even enable the Boundary option to auto cap the open edges!
  5. Feel free to further dress the cage up by applying a Bevel modifier and playing with the Amount and Segment count to give it a more stylized look!