Blender 3D: HotKeys/All

3D View by Mode: All HotKeys | Object Mode | Edit Mode | Pose Mode
Sculpt Mode | Vertex Paint Mode | Texture Paint Mode | Particle Mode | UV Face Select Mode
Other Windows: Scripts Window | File Browser | Image Browser | Buttons Window
Outliner | User Preferences | Text Editor | Audio Window
Timeline | Video Sequence Editor | UV Image Editor | NLA Editor
Action Editor | IPO Curve Editor | Node Editor | Render Window
by Key: . , A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Relevant to Blender 2.49b

Blender HotKeys - Relevant to Blender 2.37a* - Compiled from Blender Online Guides

Window HotKeys

Certain window managers also use the following hotkeys. So ALT-CTRL can be substituted for CTRL to perform the functions described below if a conflict arises.

CTRL-LEFTARROW. Go to the previous Screen.
CTRL-RIGHTARROW. Go to the next Screen.
CTRL-UPARROW or CTRL-DOWNARROW. Maximize the window or return to the previous window display size.
SHIFT-F4. Change the window to a Data View
SHIFT-F5. Change the window to a 3D Window
SHIFT-F6. Change the window to an IPO Window
SHIFT-F7. Change the window to a Buttons Window
SHIFT-F8. Change the window to a Sequence Window
SHIFT-F9. Change the window to an Outliner Window
SHIFT-F10. Change the window to an Image Window
SHIFT-F11. Change the window to a Text Window
SHIFT-F12. Change the window to an Action Window

Universal HotKeys

The following HotKeys work uniformly in all Blender Windows, if the Context allows:

CTRL-LMB. Lasso select: drag the mouse to form a freehand selection area.
SPACE. Open the Toolbox.
CTRL-SPACE. Opens menu with manipulator type choices. (Press 2, 3, 4, or 5 to change the widget type) *
ALT-SPACE. Opens menu with manipulator orientation choices. *
TAB. Start or quit EditMode. Toggles between horizontal and verticle splitting when the user is splitting the window.
F1. Loads a Blender file. Changes the window to a FileWindow.
SHIFT-F1. Appends parts from other files, or loads as Library-data. Changes the window to a FileWindow, making Blender files accessible as a directory.
F2. Writes a Blender file. Change the window to a FileWindow.
SHIFT-F2. Exports the scene as a DXF file
CTRL-F2. Exports the scene as a VRML1 file
F3. Writes a picture (if a picture has been rendered). The fileformat is as indicated in the DisplayButtons. The window becomes a File Select Window.
CTRL-F3 (ALT-CTRL-F3 on MacOSX). Saves a screendump of the active window. The fileformat is as indicated in the DisplayButtons. The window becomes a FileWindow.
SHIFT-CTRL-F3. Saves a screendump of the whole Blender screen. The fileformat is as indicated in the DisplayButtons. The window becomes a FileWindow.
F4. Displays the Logic Context (if a ButtonsWindow is available).
F5. Displays the Shading Context (if a Buttons Window is available), Light, Material or World Sub-contextes depends on active object.
F6. Displays the Shading Context and Texture Sub-context (if a ButtonsWindow is available).
F7. Displays the Object Context (if a ButtonsWindow is available).
F8. Displays the Shading Context and World Sub-context (if a ButtonsWindow is available).
F9. Displays the Editing Context (if a ButtonsWindow is available).
F10. Displays the Scene Context (if a ButtonsWindow is available).
F11. Hides or shows the render window.
F12. Starts the rendering from the active camera.
LEFTARROW. Go to the previous frame.
SHIFT-LEFTARROW. Go to the first frame.
RIGHTARROW. Go to the next frame.
SHIFT-RIGHTARROW. Go to the last frame.
UPARROW. Go forward 10 frames.
DOWNARROW. Go back 10 frames.
ALT-A. Change the current Blender window to Animation Playback mode. The cursor changes to a counter.
ALT-SHIFT-A. The current window, plus all 3DWindows go into Animation Playback mode.
IKEY. Insert Key menu. This menu differs from window to window.
JKEY. Toggle the render buffers. Blender allows you to retain two different rendered pictures in memory.
CTRL-O. Opens the last saved file.
QKEY. OK? Quit Blender. This key closes Blender. Blender quit is displayed in the console if Blender is properly closed.
ALT-CTRL-T. TimerMenu. This menu offers access to information about drawing speed. The results are displayed in a pop-up.
CTRL-U. OK, Save User defaults. The current project (windows, objects, etc.), including UserMenu settings are written to the default file that will be loaded every time you start Blender or set it to defaults by pressing CTRL-X.
CTRL-W. Write file. This key combination allows you to write the Blender file without opening a FileWindow.
ALT-W. Write Videoscape file. Changes the window to a FileWindow.
CTRL-X. Erase All. Everything (except the render buffer) is erased and released. The default scene is reloaded.
CTRL-Y. Redo. Mac users may use CMD-Y.
CTRL-Z. Undo. Mac users may use CMD-Z.
SHIFT-CTRL-Z. Redo. Mac users may use SHIFT-CMD-Z

Object Mode HotKeys

These hotkeys are mainly bound to the 3D Viewport Window, but many work on Objects in most other windows, like IPOs and so on, hence they are summarized here.

HOME. All Objects in the visible layer are displayed completely, centered in the window.
PAGEUP. 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.
SHIFT-PAGEUP. Adds to selection the next Object Key.
PAGEDOWN. 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.
SHIFT-PAGEDOWN. Adds to selection the previous Object Key.
ACCENT. (To the left of the 1KEY in US keyboard) Select all layers.
(N.B. SINGLE-QUOTE-KEY on UK, ÖKEY on DE & SE, ÆKEY on DK, ØKEY on NO, ÒKEY on IT and ÙKEY on AZERTY keyboard)
SHIFT-ACCENT. Revert to the previous layer setting.
(N.B. SHIFT-SINGLE-QUOTE-KEY on UK, SHIFT-ÖKEY on DE & SE, SHIFT-ÆKEY on DK, SHIFT-ØKEY on NO, SHIFT-ÒKEY on IT and SHIFT-ÙKEY on AZERTY keyboard)
TAB. Start/stop EditMode. Alternative hotkey: ALT-E.
AKEY. Selects/deselects all.
CTRL-A. 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'.
SHIFT-CTRL-A. 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.
SHIFT-A. 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.
BKEY. Border Select. Draw a rectangle with the LeftMouse; all Objects within this area are selected, but not made active. Draw a rectangle with the MiddleMouse 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.
SHIFT-B. 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.
CKEY. Centre View. The position of the 3DCursor becomes the new centre of the 3DWindow.
SHIFT-C. 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.
DKEY. Draw mode menu. Allows to select draw modes exactly as the corresponding menu in the 3D viewport header does.
SHIFT-D. Add Duplicate. The selected Objects are duplicated. Grab mode starts immediately thereafter.
ALT-D. Add Linked Duplicate. Of the selected Objects linked duplicates are created. Grab mode starts immediately thereafter.
CTRL-D. Draw the (texture) Image as wire. This option has a limited function. It can only be used for 2D compositing.
ALT-E. Start/stop EditMode. Alternative hotkey: TAB.
FKEY. If selected Object is a mesh Toggles Face selectMode on and off.
CTRL-F. 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).
ALT-G. Clears translations, given in Grab mode. The X,Y,Z locations of selected Objects are set to zero.
CTRL-ALT-G. Translation Manipulator. *
CTRL-J. 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.
KKEY. Show Keys. The DrawKey option is turned ON for all selected Objects. If all of them were already ON, they are all turned OFF.
SHIFT-K. 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.
LKEY. Makes selected Object local. Makes library linked objects local for the current scene.
MKEY. 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).
CTRL-M. Mirror Menu. It is possible to mirror an Object along the X, Y or Z axis.
NKEY. Number Panel. The location, rotation and scaling of the active Object are displayed and can be modified.
ALT-O. 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.
SHIFT-O. If the selected Object is a Mesh toggles SubSurf on/ off. CTRL-1 to CTRL-4 switches to the relative SubSurf level for display purpouses. Rendering SUbSurf level has no HotKey.
SHIFT-P. 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). *
ALT-R. Clears Rotation. The X,Y,Z rotations of selected Objects are set to zero.
CTRL-ALT-R. Rotation Manipulator. *
ALT-S. Clears Size. The X,Y,Z dimensions of selected Objects are set to 1.0.
CTRL-ALT-S. Scale Manipulator. *
CTRL-SHIFT-S. To Sphere Transformations. An interactive version of the To Sphere tool, working both in Edit Mode (on all data types) and in Object Mode. *
TKEY. 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".
CTRL-T. 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.
ALT-T. Clears old style Track. Constraint track is removed as all constrains are.
UKEY. Makes Object Single User, the inverse operation of Link
VKEY. Switches in/out of Vertex Paint Mode.
ALT-V. 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.
WKEY. Opens Object Booleans Menu.
XKEY. Erase Selected? Deletes selected objects.
ZKEY. Toggles Solid Mode on/off.
SHIFT-Z. Toggles Shaded Mode on/off.
ALT-Z. Toggles Textured Mode on/off.
PAD-/. Toggles layer buttons on/off.

Edit Mode - General

Again, Most of these hotkeys are useful in the 3D Viewport when in Edit Mode, but many works on other Blender Object, so they are summarized here. Many Object Mode keys works in Edit mode too, but on the selected vertices or control points; among these Grab, Rotate, Scale and so on. These hotkeys are not repeated here.

TAB or ALT-E. This button starts and stops Edit Mode.
CTRL-TAB. Switches between Vertex Select, Edge Select, and Face Select modes. Holding SHIFT while clicking on a mode will allow you to combine modes.
AKEY. Select/Unselect all.
BKEY-BKEY. 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.
CTRL-H. With vertices selected, this creates a "Hook" object. Once a hook is selected, CTRL-H brings up an options menu for it.
NKEY. Number Panel. Simpler than the Object Mode one, in Edit Mode works for Mesh, Curve, Surface: The location of the active vertex is displayed.
OKEY. Switch in/out of Proportional Editing.
SHIFT-O. Toggles between Smooth and Sharp Proportional Editing.
PKEY. 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).
CTRL-P. 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.
CTRL-S. Shear. In EditMode this operation enables you to make selected forms `slant'. This always works via the horizontal screen axis.
UKEY. 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.
WKEY. 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'.
SHIFT-W. 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.

EditMode - Mesh

This section and the following highlight peculiar EditMode Hotkeys.

ALT-B. Select portion of viewing area to only be visible.
CTRL-NUM+. Adds to selection all vertices connected by an edge to an already selected vertex.
CTRL-NUM-. Removes from selection all vertices of the outer ring of selected vertices.
ALT-CTRL-RMB. Edge select.
CKEY. If using curve deformations, this toggles the curve Cyclic mode on/off.
EKEY. 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.
SHIFT-EKEY. 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.
CTRL-EKEY. Mark LSCM Seam. Marks a selected edge as a "seam" for unwrapping using the LSCM mode.
FKEY. Make Edge/Face. If 2 vertices are selected, an edge is created. If 3 or 4 vertices are selected, a face is created.
SHIFT-F. 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.
ALT-F. 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.
CTRL-F. Flip faces, selected triangular faces are paired and common edge of each pair swapped.
HKEY. Hide Selected. All selected vertices and faces are temporarily hidden.
SHIFT-H. Hide Not Selected: All non-selected vertices and faces are temporarily hidden.
ALT-H. Reveal. All temporarily hidden vertices and faces are drawn again.
ALT-J. Join faces, selected triangular faces are joined in pairs and transformed to quads
LKEY. 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.
SHIFT-L. Deselect Linked. If you start with a selected vertex, this vertex is deselected, together with all vertices that share an edge with it.
CTRL-L. Select Linked Selected. Starting with all selected vertices, all vertices connected to them are selected too.
MKEY. 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.
ALT-M. Merges selected vertices at barycentrum or at cursor depending on selection made on pop-up.
SHIFT+CTRL+ALT+MKEY Selects unclosed edges / holes in the mesh (Edge select mode only).
CTRL-N. 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'.
SHIFT-CTRL-N. 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'.
ALT-S. 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.
CTRL-T. Make Triangles. All selected faces are converted to triangles.
UKEY. 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.
SHIFT-U. Redo. This let you re-apply any undone changes up to the moment in which Edit Mode was entered
ALT-U. Undo Menu. This let you choose the exact point to which you want to undo changes.
YKEY. 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.

EditMode - Curve

CKEY. Set the selected curves to cyclic or turn cyclic off. An individual curve is selected if at least one of the vertices is selected.
EKEY. Extrude Curve. A vertex is added to the selected end of the curves. Grab mode is started immediately after this command is executed.
FKEY. Add segment. A segment is added between two selected vertices at the end of two curves. These two curves are combined into one curve.
HKEY. Toggle Handle align/free. Toggles the selected Bezier handles between free or aligned.
SHIFT-H. Set Handle auto. The selected Bezier handles are converted to auto type.
CTRL-H. Calculate Handles. The selected Bezier curves are calculated and all handles are assigned a type.
LKEY. 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.
SHIFT-L. Deselect Linked. If you start with a selected vertex, it is deselected together with all the vertices of the same curve.
MKEY. Mirror. Mirror selected control points exactly as for vertices in a Mesh.
TKEY. 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.
VKEY. Vector Handle. The selected Bezier handles are converted to vector type.

EditMode - Metaball

MKEY. Mirror. Mirror selected control points exactly as for vertices in a Mesh.

EditMode - Surface

CKEY. 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.
EKEY. 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.
FKEY. Add segment. A segment is added between two selected vertices at the ends of two curves. These two curves are combined into 1 curve.
LKEY. 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.
SHIFT-L. Deselect Linked. If you start with a selected vertex, this vertex is deselected together with all vertices of the same curve or surface.
MKEY. Mirror. Mirror selected control points exactly as for vertices in a Mesh.
SHIFT-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.

VertexPaint Hotkeys

SHIFT-K. All vertex colours are erased; they are changed to the current drawing colour.
UKEY. Undo. This undo is `real'. Pressing Undo twice redoes the undone.
WKEY. Shared Vertexcol: The colours of all faces that share vertices are blended.

EditMode - Font

In Text Edit Mode most hotkeys are disabled, to allow text entering.

RIGHTARROW. Move text cursor 1 position forward
SHIFT-RIGHTARROW. Move text cursor to the end of the line.
LEFTARROW. Move text cursor 1 position backwards.
SHIFT-LEFTARROW. Move text cursor to the start of the line
DOWNARROW. Move text cursor 1 line forward
SHIFT-DOWNARROW. Move text cursor to the end of the text.
UPARROW. Move text cursor 1 line back.
SHIFT-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

EKEY. LSCM Unwrapping. Launches LSCM unwrapping on the faces visible in the UV editor.
PKEY. Pin selected vertices. Pinned vertices will stay in place on the UV editor when executing an LSCM unwrap.
ALT-PKEY. Un-Pin selected vertices. Pinned vertices will stay in place on the UV editor when executing an LSCM unwrap.

EdgeSelect Hotkeys

ALT-CLICK. Selects an Edge Loop.

FaceSelect Hotkeys

ALT-CLICK. Selects a Face Loop.
TAB. Switches to EditMode, selections made here will show up when switching back to FaceSelectMode with TAB.
FKEY. 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).
LKEY. 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.
RKEY. Calls a menu allowing to rotate the UV coordinates or the VertexCol.
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