[last updated: 2021-03-23]
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go to: Blender - Operation Basics
Still a work in progress...
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- Video editing: (go to:) editing videos
- Default on a new model is Object Mode
Switch to Edit mode (in field at bottom on 3d view panel, or press tab
- Selecting an element:
Default is vertex select, but other options are edge and face
... select which on menu at bottom
... or Ctrl-tab brings up dialoge menu
right-click to select the element you want; hold shift to select multiple features
"A" key de-selects all; toggles to select All
- Adding objects (primitives):
- Adding a cylinder object:
- Object mode
- Tool Shelf > Create: Cylinder
It will be placed at location of 3d cursor
- If your existing part is at the same place, move the cylinder out of the way:
LMB-hold an arrow-head and drag to move in desired direction
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- Adding elements:
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- Deleting Edges to join two co-planar faces:
- Edit mode, clear all selections
edge-select active
- select the edge to be deleted
press delete key
select Limited Dissolve
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- Use cylinder to cut a hole:
- Scale the cylinder to desired hole size:
Right panel: Properties - Object
Cylinder - Transform
set z scale to some arbitrary value, eg. 3.0
set x and y scale according to this formula:
scale = [desired diam mm] / 20
(20mm is orig diam of cylinder)
- Move the cylinder to desired hole location:
first move it to origin:
in Object mode, with cylinder selected, do alt-g
then move it to desired x,y location with: g, x, [value] & g, y, [value]
- Cut the hole:
Object mode, block/base selected (ie. NOT the cylinder)
Properties - Modifiers
Add Modifier > Boolean
Operation - Difference
Object - Cylinder
Apply
- Move cylinder out of the way:
Object mode, select cylinder
left-click and drag an arrow-head to move in desired direction
inspect hole
- If another hole is needed, move cylinder to new location and repeat
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- Copy an object:
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- Extrude a face:
- Edit mode; face selection; select face
- Too Shelf > Extrude: Extrude Region
drag; enter numeric for precise movement; left-click
- extrude lip:
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- click on Add: Extrude
select region (vertex normals)
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- Measuring:
- Edit mode, vertex selection, "A" to de-select all
Tool Shelf > Grease Pencil > Convert to Geometry,
click Ruler/Protractor
left-click-hold near first point, drag, release near second point
zoom in to first point; position cursor on end of measure line
left-click-hold, drag closer to desired start point, press ctrl to snap onto vertex (drag to adjust position if necessary), release click
zoom in to second point; position cursor on end of measure line
left-click-hold, drag closer to desired end point, press ctrl to snap onto vertex (drag to adjust position if necessary), release click
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- Join two or more objects into a single object:
- Object mode; Select first object with RMB
- shift-hold and RMB to select all objects you want to combine
- ctrl-J
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- Bevel/rounding tool:
- This tool bevels or rounds edges. You must be in Edit mode.
- If the entire object is selected, then all edges will be beveled.
Otherwise clear selections, then with edg-select active, RMB to select individual edges desired to bevel. Hold shift then RMB to select several.
- Activate the tool with ctrl-b or with Mesh (to the left of the object/edit field) > Edges > Bevel
- A long leader will be attached to your cursor. Drag it to increase the depth of the bevel desired.
- Rolling the scroll wheel will increase the number of bevels created.
Five or more bevel surfaces produce a "rounded" edge.
- LMB to confirm/lock your changes, or RMB to cancel and make no changes.
- join faces into one:
- Dissolve the middle vertecis of each edge and the middle vertex, by pressing [x]> Dissolve vertices
- -or- select dividing edge, press delete, select limited dissolve (didn't always work...)
- Use poke faces to divide a face at its vertices/corners. This creates a new vertex in the middle, and triangle faces fan out to corners.
Use subdivide to divide the bounding edges (adding new vertices on the edges), and creates new edges through the face
- the below method references this: https://blender.stackexchange.com/questions/36655/why-does-a-vertex-not-...
Select the edge
Press W, and select Subdivide
Select the new vertex
Press Shift + V
Slide the vertex along the edge (the proposed vertex location will snap to the grid), and press LMB to place the vertex permanently
Press Ctrl while sliding to avoid snapping to the grid
- Technique #2: Create a vertex and edge at the same time
NOTE: This technique does not attach the new vertex to the edge. The only way to do this is to drag the new vertex to a vertex created on the desire edge using Technique #1.
Select an existing vertex
enter image description here
Ctrl + LMB away from the selected vertex to create a new vertex
enter image description here
In the 3D Viewport, check to ensure that:
Snap During Transform (magnet icon) is turned on
Type of Element to Snap to is set to Edge
Which Part to Snap Onto Target is set to Closest
RMB to drag the vertex to snap to the desired edge (The dragged vertex should have a circle around it to indicate it will snap to the edge). Release the RMB, and LMB to confirm the placement.
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