Unit 0 : User Interface/ Editors/ Scenes & Objects Flashcards

1
Q

1. User Interface

A

Blender User Guide

Blender Interface
* Blender’s interface is divided into three main parts: the Topbar, Areas, and the Status Bar.
* Keyboard shortcuts can be customized in the Keymap Editor for speeding up work.
* Theme colors can be changed to suit the user’s needs.
* Accessibility options include resolution scale and the ability to load custom fonts.

Blender Splash Screen
* The splash screen appears when starting Blender and contains options to create new projects or open recent ones.
* To close the splash screen and start a new project, click anywhere outside the splash screen or press Esc.
* To reopen the splash screen, click on the Blender icon in the Topbar and select Splash Screen.

Blender Menu
* The menu opens with information about Blender, including version, date, Git Hash, branch, windowing environment, donations, release notes, credits, license, Blender Store, and website.
* The menu also includes options to manage files, such as New Ctrl-N, Open Ctrl-O, Open Recent, Clear Recent Files List, Revert, Recover, Save Ctrl-S, Save As, Save Copy, Save Incremental, Link, Append, Data Previews, Import, Export, Export All Collections, External Data, Automatically Pack Resources, Pack Resources, Unpack Resources, Pack Linked Libraries, Make Paths Relative, Make Paths Absolute, Report Missing Files, Find Missing Files, Clean Up, and Purge Unused Data.

1. User Interface: Window System

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1. User Interface

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Blender Outliner Features and Settings

Unused Data Management
* Opens a pop-up window listing unused data-blocks and other data that will be lost when the file is reloaded.
* Includes data-blocks with only a fake user.

Defaults
* Manages the startup file used to store the default scene, workspace, and interface displayed when creating a new file.
* Saves the current blend-file as the startup file.

Load Factory Settings
* Restores the default startup file and preferences.
* Shows operators Load Factory Blender Settings and Load Factory (Application Template Name) Settings.

Quit Ctrl-Q
* Closes Blender.
* Current scene is saved to a file called “quit.blend” in Blender’s temporary directory.

Edit Menu
* Undo, Redo, Undo History.
* Adjust Last Operation, Repeat Last, Repeat History.

Menu Search
* Find a menu based on its name.
* Execute an operator based on its name.

Rename Active Item
* Rename the active object or node.
* Batch Rename multiple data types at once.

Lock Object Modes
* Prevents selecting objects in a different mode than the current one.

Preferences Ctrl-Comma
* Opens the Preferences window.

Render Menu
* Render Image F12
* Render Animation Ctrl-F12.
* Render Audio
* View Render F11
* View Animation Ctrl-F11.

Window Menu
* New Window
* New Main Window
* Toggle Window Fullscreen
* Next Workspace
* Previous Workspace
* Show Status Bar
* Save Screenshot
* Save Screenshot (Editor)

Help Menu
* Help Menu

Workspaces
* Set of tabs used to switch between Workspaces.
* Scenes & Layers
* Data-block menus used to select the current Scene and View Layer.

Default Workspaces
* Blender’s default startup shows the “Layout” workspace.
* Additional workspaces include Modeling, Sculpting, UV Editing, Texture Paint, Shading, Animation, Rendering, Compositing, Geometry Nodes, and Scripting.

Additional Workspaces
* 2D Animation, 2D Full Canvas, VFX, Masking, Motion Tracking, and Video Editing.

Save and Override
* Workspaces are saved in the blend-file.
* A custom set of workspaces can be saved as part of the Defaults.

1. User Interface: Window System

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1. User Interface

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Blender User Interface Overview

  • The Status Bar displays information about in-progress operations.
  • Running Task shows the progress of the currently running task.
  • Report Messages provide informational messages or warnings.
  • Resource Information displays information about the Blender instance.
  • Scene Statistics shows data about the active scene.
  • Scene Duration shows the total time of playback, current frame number, and total frame count.
  • System Memory shows an estimate of Blender’s RAM consumption.
  • Extensions Updates shows the number of extensions with available updates.
  • Blender Version shows the version number of Blender currently running.
  • Areas reserve screen space for Editors, such as the 3D Viewport or the Outliner.
  • Keyboard shortcuts in Blender depend on which editor the mouse cursor is hovering over.
  • Areas can be resized by dragging their borders with LMB.
  • Docking describes interactive manipulation of area size and location.
  • Area Options open the Area Options.
  • Areas can be split vertically, horizontally, or by dragging a split operation into a separate area.
  • Duplicate Area into new Window creates a new floating window containing an area.
  • Toggle Maximize Area expands the Area so it fills the whole window.
  • Toggle Fullscreen Area expands the Area so it fills the whole window, hiding the Topbar, Status Bar, and secondary regions of the Area’s own editor.

1. User Interface: Window system

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1. User Interface

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Blender Editor Regions Overview

Header
* A small horizontal strip at the top or bottom of an area, acting as a container for menus and tools.
* The header can be shown to adjust its visibility, show Tool Settings, show Menus, or flip to Bottom/Top.
* The Toolbar contains a set of interactive tools.
* The Tool Settings are a horizontal strip at the top or bottom of the editor.
* The Adjust Last Operation region allows tweaking an operator after running it.

Sidebar
* The Sidebar contains Panels with settings of objects within the editor and the editor itself.
* The Sidebar can be toggled to display information about the active tool or operator.

Arranging
* A region can be scrolled vertically and/or horizontally by dragging it with the MMB.
* Some regions, especially animation timelines, have scrollbars with added control points to adjust the vertical or horizontal range of the region.
* The scale of certain regions can be changed by dragging inside them with Ctrl-MMB, or using NumpadPlus and NumpadMinus while hovering the mouse cursor over them.

Asset Shelf
* The Asset Shelf of the 3D View shows material assets.
* To search for assets, hover your mouse over the Asset Shelf and press Ctrl-F and type a search query.

Tabs
* Catalogs can be shown as individual tabs.
* Display options available for the asset shelf.
* Filter by Active Tool
* Only show brushes applicable for the currently active tool in the asset shelf.

Panels
* Panels are the smallest organizational unit in the user interface.
* An expanded panel is indicated by a down-arrow (▼) in the panel header, while a collapsed panel is shown with a right-arrow (►).

Collapsing and Expanding
* A panel can either be expanded to show its contents or collapsed to hide its contents.

1. User Interface: Window system

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5
Q

1. User Interface

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Panel Pinning in Photoshop
* Allows viewing panels from different tabs simultaneously.
* Pinned panels remain visible regardless of which tab has been selected.
* Can be pinned by clicking on the pin icon in the panel header or by pressing RMB on the panel header and selecting Pin.
* Not available for all panels, like in the Properties editor.

Presets in Photoshop
* Includes a list of available presets.
* Allows selection to override included properties.
* Allows addition of new presets based on the current properties.
* Deletes the selected preset.

1. User Interface: Window system

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6
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1. User Interface

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Common Shortcuts and Conventions in Blender

Keyboard Shortcuts:
* Keyboard letters: G, Shift, Ctrl, Alt.
* Modifier keys: Shift-W, Shift-Alt-A, etc.
* Number row keys: 0 to 9.
* Numeric keypad keys: Numpad0 to Numpad9, NumpadPlus.
* Other keys: Esc, Tab, F1 to F12.

Mouse Shortcuts:
* LMB: Left Mouse Button.
* RMB: Right Mouse Button.
* MMB: Middle Mouse Button.
* Wheel, WheelUp & WheelDown: Scrolling the wheel.

Hovering Shortcuts:
* Properties: Ctrl-C, Ctrl-V, Ctrl-Alt-C, etc.
* RMB: Open the context menu.
* Backspace: Reset the value to default.
* Minus: Invert the value’s sign.
* Ctrl-Wheel: Change the value in incremental steps.
* Return: Activates menus and toggles checkboxes.
* Alt: Hold while editing values to apply the change to all selected items.

Animation Shortcuts:
* I: Insert a keyframe.
* Alt-I: Clear the keyframe.
* Shift-Alt-I: Clear all keyframes.
* Ctrl-D: Assign a driver.
* Alt-K: Add the property to the current keying set.

Python Scripting:
* Ctrl-C: Copy its Python command to the clipboard.
* Shift-Ctrl-C: Copy its relative data path.
* Shift-Ctrl-Alt-C: Copy its full data path.

Dragging Shortcuts:* Ctrl: Snap to coarse increments.
* Shift: Make the value change more slowly in response to mouse movement.

Text Editing:
* Home: Go to the start of the line.
* End: Go to the end of the line.
* Left, Right: Move the cursor a single character.
* Backspace, Delete: Delete characters.
* Shift: Select while holding the key and moving the cursor.

Confirm & Cancel:
* Esc, RMB: Cancel.
* Return, LMB: Confirm.

1. User Interface: Common Shortcuts. (keymaps)

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7
Q

1. User Interface

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Blender’s Default Keymap Overview

Global Keys:
* Ctrl-O: Open file.
* Ctrl-S: Save file.
* Ctrl-N: New file.
* Ctrl-Z: Undo.
* Shift-Ctrl-Z: Redo.
* Ctrl-Q: Quit.

Common Editing Keys:
* X: Delete selected item with confirmation dialog.
* Delete: Delete selected item without confirmation dialog.

Common Editor Keys:
* A: Select all.
* Alt-A / Double-tap A: Select none.
* Ctrl-I: Invert selection.
* H: Hide selected items.
* Shift-H: Hide unselected items.
* Alt-H: Reveal hidden items.
* T: Toolbar.
* N: Sidebar.

3D Viewport Keys:
* Tab: Edit mode.
* Ctrl-Tab: Pose mode for armatures.
* 1 - 3: Switch between editing vertices, edges, or faces.
* Hold Shift to toggle one without disabling others.
* Hold Ctrl to alter selection transformation.

Platform Specific Keys:
* Cmd: Can be used instead of Ctrl on macOS.
* Additional macOS specific keys: Cmd-Comma.

1. User Interface: Default Keymaps (keymaps)

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8
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1. User Interface

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Industry Compatible Keymap Overview

  • General Keys: 1 - 3: Switch Selection mode, 4 Object Mode, 5 Modes Pie Menu.
  • RMB: Context menu.
  • Tab: Menu Search.
  • Shift-Tab: Quick access (favorites).
  • Return: Rename.
  • Render: Render.
  • Toolbar: Toggle Toolbar.
  • Sidebar: Toggle Sidebar.

Common Editing Keys:
* Backspace: Delete selected item with a confirmation dialog.
* Delete: Delete selected item without a confirmation dialog.
* Duplicate: Ctrl-D.
* Parent: Set Parent.
* Proportional Editing (soft selection).

Viewport:
* Alt-LMB: Orbit View.
* Alt-MMB: Pan View.
* Alt-RMB: Zoom View.
* F1 - F4: Front/Side/Top/Camera Viewpoints.

Selection:
* LMB: Select.
* Ctrl-A: Select All.
* Shift-Ctrl-A: Deselect All.
* Ctrl-I: Select Inverse.
* Up: Select More.
* Down: Select Less.
* Double LMB: Select Loop.
* Double Alt-LMB: Select Ring.

Tools:
* W, E, R: Move, Rotate, Scale.
* Q: Selection Tools.
* D: Annotate Tool.
* C: Cursor Tool.

Animation:
* Spacebar: Play/Pause.
* S: Set Location + Rotation + Scale keyframe.
* Shift-S: Insert Keyframe menu.

1. User Interface: Industry Compatiable Keymap (keymap)

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9
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1. User Interface

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Blender Interface Overview

Operator Buttons
* Operate an Operator, which executes an action when clicked with LMB.
* Can be an icon, text, or text with an icon.

Checkboxes & Toggle Buttons
* Used to activate or deactivate options.
* Use LMB to change their state.
* Active status on toggle buttons indicated by color on the icon background or a change in icon graphics.

Radio Buttons
* Used to choose one option from a selection of options.
* Active button indicated by a colored background.

Cycling
* Use Ctrl-Wheel while hovering the mouse over radio buttons to cycle between the options.

Direction Buttons
* Clicking with LMB in the sphere and dragging the mouse cursor lets the user change the direction by rotating the sphere.

Input Fields
* Text & Search Fields
* Text fields show a rounded rectangular border, optionally an icon and/or text inside the border.
* Text fields store text strings and provide the means to edit text by standard text editing shortcuts.

Number Fields
* Store values and units.
* Can be edited in several ways: incremental steps, dragging, keyboard input, multi-value editing, value limits, expressions, units, and color fields.

Value Limits
* Most numerical values are restricted by “soft limit” and “hard limit” value ranges.
* Mathematical expressions can be entered into any number field.

Expressions as Drivers
* Expressions can be re-evaluated after it is entered using Drivers.

Units
* Numbers and units can be specified.
* The unit system can be changed in scene settings.

Color Fields
* Store a color value.
* Colors can be copied to other color fields by dragging and dropping.

1. User Interface : UI Elements

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10
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1. User Interface

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Blender’s Default Keymap Overview

Global Keys:
* Ctrl-O: Open file.
* Ctrl-S: Save file.
* Ctrl-N: New file.
* Ctrl-Z: Undo.
* Shift-Ctrl-Z: Redo.
* Ctrl-Q: Quit.

Common Editing Keys:
* X: Delete selected item with confirmation dialog.
* Delete: Delete selected item without confirmation dialog.

Common Editor Keys:
* A: Select all.
* Alt-A / Double-tap A: Select none.
* Ctrl-I: Invert selection.
* H: Hide selected items.
* Shift-H: Hide unselected items.
* Alt-H: Reveal hidden items.
* T: Toolbar.
* N: Sidebar.

3D Viewport Keys:
* Tab: Edit mode.
* Ctrl-Tab: Pose mode for armatures.
* 1 - 3: Switch between editing vertices, edges, or faces.
* Hold Shift to toggle one without disabling others.
* Hold Ctrl to alter selection transformation.

Platform Specific Keys:
* Cmd: Can be used instead of Ctrl on macOS.
* Additional macOS specific keys: Cmd-Comma.

1. User Interface : UI Elements

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1. User Interface

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Blender Controls Overview

Bones
* Bones can be selected from the 3D Viewport or the outliner.
* Bones can only be picked if the armature is in Pose Mode or Edit Mode.

Camera Depth
* Eyedropper can be used to set the camera’s depth of field.
* LMB dragging can mix colors, useful for noisy imagery.

Decorators
* Small buttons that show the state of the property.
* Keyframes can be added or removed by clicking on the decorator dot icon.
* If a property is being driven by another, the decorator shows the driver icon.

Data-Block Menu
* Selects a Data-Block to link it to something else.
* Type shows an icon indicating the data-block type.
* List shows a list of data-blocks available in the current blend-file.
* Name displays and allows editing of the selected data-block.
* User Count displays the number of users of the data.

Fake User
* Data-blocks with no real users can be given a fake user.
* The Outliner can show an overview of all data-blocks without real users in the blend-file.

New/Add
* Creates a new data-block or duplicates the current one.
* Open File
* Unpack File
* (Unlink Data-block) clears the link.

Preview
* A Data-Block menu with preview.

Data ID
* A Data ID field for selecting data-blocks.
* Type, Name, List, Eyedropper, ID Sub-Data, Vertex Group, Bone, Head/Tail, Use B-Bone Shape, and List View.

List View
* List view with expanded Filtering Options panel.
* Select, Rename, Resize, Filter, Search Ctrl-F, Invert <->, Sort by Name.

1. User Interface : UI Elements

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1. User Interface

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Blender’s Color Management Features

  • Sorting: Sorts objects in ascending or descending order.
  • List modification buttons: Add + for adding new items.
  • Removal: Removes selected items.
  • Specials v: Specials menu for editing list entries.
  • Move: Moves selected item up/down one position.
  • Color Picker: Pop-up that defines color value.
  • Value/Lightness: Slider with gradient in background defines color mixing value/lightness.
  • Color Model: Selects the Color Model for number value fields.
  • RGB: Creates final color by mixing red, green, and blue colors.
  • HSV/HSL: Adjusts hue, saturation, and value/lightness.
  • Color Values: Uses values from 0 to 1.0 for RGB and HSV/HSL colors.
  • Hex: Hexadecimal equivalent value to mixed color.
  • Eyedropper: Samples a color from inside the Blender window.
  • Shortcuts: Ctrl-LMB (drag) snaps hue to 30° intervals.
  • Wheel adjusts value/lightness.
  • Backspace resets value to default value.a

1. User Interface: UI Elements

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13
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1. User Interface

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Color Ramps and Palettes in Adobe Photoshop

Color Ramps
* Specify a color gradient based on color stops.
* Each stop has a position and a color.
* The gradient is calculated as the interpolation between these stops using the chosen interpolation method.

Controls for Color Ramps
* Add +: Adds a new stop between the selected stop and the one before it.
* Delete -: Deletes the selected color stop.
* Special v: Contains more operators for the color ramp.
* Flip Color Ramp: Flips the gradient, mirroring the positions of the stops.
* Distribute Stops from Left: Distributes the stops so every step has the same space to the right.
* Distribute Stops Evenly: Distributes the stops so that all neighbors have the same space between them.
* Eyedropper (pipette icon) E: Samples a color or gradient from the interface to be used in the color ramp.
* Reset Color Ramp: Resets the color ramp to its default state.

Color Mode
* Selection of the Color Model used for interpolation.
* RGB: Blends color by mixing each color channel and combining.
* HSV/HSL: Blends colors by first converting to HSV or HSL, mixing, and combining again.

Color Interpolation
* Methods to use across the ramp.
* RGB: B-Spline: Uses a B-spline interpolation for the color stops.
* Cardinal: Uses a cardinal interpolation for the color stops.
* Linear: Uses a linear interpolation for the color stops.
* Ease: Uses an ease interpolation for the color stops.
* Constant: Uses a constant interpolation for the color stops.

Color Palettes
* A way of storing a brush’s color for later use.
* Palette: A Data-Block Menu to select a palette.
* Sort: Sorts colors by Hue, Saturation, Value, Luminance.
* Color List: Each color belongs to the palette is presented in a list.

Curve Widget Overview

  • Allows intuitive mapping of input and output values.
  • Control points: Two at (0.0, 0.0) and (1.0, 1.0) for direct input-output mapping.
  • Controls: Zoom In, Zoom Out, Specials v, Reset View, Extend Options, Extend Horizontal, Extend Extrapolated, Reset Curve, Clipping Options, Min X/Y and Max X/Y.
  • Options for selected control point: Handle Type, Vector Handle, Handle Type, and Handle Type.
  • Control points affect curve shape and interpolation.

1. User Interface: UI Elements

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14
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1. User Interface

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Blender’s Menus and Interactions

Mouse Selection
* Uses LMB on desired item.
* Numerical selection can be done using number keys or numpad.
* A small scrolling triangle appears on the top or bottom of a menu.

Shortcuts
* Use Wheel while hovering with the mouse.
* Use Arrow keys to navigate.
* Each menu item has an underlined character that can be pressed to activate it.
* Press Return to activate the selected menu item.
* Press Esc to close the menu without activating any menu item.

Popup Menus
* Lists Operators which can be executed by selecting with LMB or using the generated shortcut indicated by the underlined character of the operator name.
* All popup menus can be searched by pressing Spacebar and typing the name of the operator in the menu.

Collapsing Menus
* Helps gain some extra horizontal space in the header by collapsing menus.
* Right-click on any of the header menus.

Select Menus
* Allows you to choose between a set of options.
* Applies the change to a single value of a set.
* Reset to Default Value(s) Backspace.

Copy Data Path
* Copies the Python property data path, relative to the data-block.
* Useful for Python scripting.

Edit Source
* Creates a text data-block with the source code associated with the control.

Edit Translation
* Points at the translation code line.

Specials Menu
* Opens using a button consisting of a down arrow on a dark background specials-button.

Pie Menus
* Items are spread radially around the mouse.
* The fastest way to operate a Pie menu is to press down the key(s) that invoke the menu, move the mouse slightly towards a selection, and release the key(s) to activate the selection.

Eyedropper
* Allows you to sample from anywhere in the Blender window.
* Can be used to select different kinds of data.

1. User Interface: UI Elements

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1. User Interface

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Brush Handles Overview
* Auto Handle: Creates smooth curves.
* Auto-Clamped Handle: Prevents overshoot.
* Free Handle: Can be moved independently.
* Aligned Free Handles: Points in opposite directions for smooth curves.

Color Palettes
* Stores brush’s color for future use.
* Data-Block Menu for palette selection.
* New + Adds current brush’s primary color.
* Delete - Removes currently selected color.
* Move (up/down arrow icon) moves selected color.
* Sorts colors by Hue, Saturation, Value, Luminance.
* Color List: Presents each palette color.
Ctrl-LMB open the color picker to change color. See Color Picker.

Backspace reset the value.

1. User Interface: UI Elements

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Blender Curve Widget Overview

  • Allows mapping of input and output values using a curve.
  • Control points are used to control the curve, with two default points at (0.0, 0.0) and (1.0, 1.0).
  • Control points can be moved, added, or removed.
  • Controls include Zoom In, Zoom Out, Specials v, Reset View, Extend Options, Extend Horizontal, Extend Extrapolated, Reset Curve, Clipping Options, Min X/Y and Max X/Y.
  • Handle Type, Vector Handle, Auto Handle, Auto-Clamped Handle, Free Handle, Aligned Free Handles, X, Y coordinates, Delete, and Copy/Paste options.
  • The curve can be copied from one Curve Widget to another by hovering over the curve graph and pressing Ctrl-C, Ctrl-V.

1. User Interface: UI Elements

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Blender Controls Overview

Bones
* Bones can be selected from the 3D Viewport or the outliner.
* Bones can only be picked if the armature is in Pose Mode or Edit Mode.

Camera Depth
* Eyedropper can be used to set the camera’s depth of field.
* LMB dragging can mix colors, useful for noisy imagery.

Decorators
* Small buttons that show the state of the property.
* Keyframes can be added or removed by clicking on the decorator dot icon.
* If a property is being driven by another, the decorator shows the driver icon.

Data-Block Menu
* Selects a Data-Block to link it to something else.
* Type shows an icon indicating the data-block type.
* List shows a list of data-blocks available in the current blend-file.
* Name displays and allows editing of the selected data-block.
* User Count displays the number of users of the data.

Fake User
* Data-blocks with no real users can be given a fake user.
* The Outliner can show an overview of all data-blocks without real users in the blend-file.

New/Add
* Creates a new data-block or duplicates the current one.
* Open File
* Unpack File
* (Unlink Data-block) clears the link.

Preview
* A Data-Block menu with preview.

Data ID
* A Data ID field for selecting data-blocks.
* Type, Name, List, Eyedropper, ID Sub-Data, Vertex Group, Bone, Head/Tail, Use B-Bone Shape, and List View.

List View
* List view with expanded Filtering Options panel.
* Select, Rename, Resize, Filter, Search Ctrl-F, Invert <->, Sort by Name.

1. User Interface: UI Elements

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Tool System Overview

  • Tools are accessed from the Toolbar.
  • Only one active tool can be active per Workspace and mode.
  • Tools are controlled using LMB, with some having modifier keys.
  • Some tools define gizmos to help control them.

Toolbar
* Contains buttons for various tools.
* Tool groups can be opened by holding LMB on them.
* Hovering over a tool shows its name, while longer hovering shows the full tooltip.
* Resizing the Toolbar horizontally displays icons with two columns.

Pop-Up Toolbar
* Pressing Shift-Spacebar will pop up a small toolbar for faster access.
* Spacebar can be used like a modifier key.

Quick Favorites
* Gathers favorite tools.
* Any tool or menu item can be added to this pop-up menu.

Changing Tools
* Alt Click Tool Prompt in the Keymap Preferences displays a tool prompt.
* Fallback Tool is the default tool.

Cycling Tools
* Binding a key to a tool within a group can enable the Cycle option.

Properties
* Tools can have their own settings available in the Tool ‣ Active Tool panel, the Active Tool tab in the Properties editor, and the Tool Settings region below the area header.

1. User Interface: tool operators

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1. User Interface

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Blender Operators and Tools Overview

Operators
* Operators execute actions immediately upon activation, unlike tools which require input.
* They can be started from Operator Buttons, Popup Menus, or Menu Search.
* Examples include adding a new object, deleting it, or setting its shading to smooth.

Operator Properties
* Most operators have properties that can be adjusted to refine their result.
* Adjustments can be made in the Adjust Last Operation region.

Modal Operators
* Modal operators exist between Tools and regular operators and require interactive input.
* Action of a modal operator can be confirmed using LMB or Return.

Slider Operators
* Slider operators are used to interactively adjust a percentage value in the editor’s Header.
* Adjustments can be made coarser or more precise by holding Ctrl and Shift.

Searching for Operators
* Menu Search: F3: Searches for a certain operator and executes it.
* Operator Search: Accesses all Operators within Blender, even if not exposed in a menu.

Undo & Redo
* Tools allow rolling back an accidental action, redoing your last action, or choosing to recover to a specific point.
* Undo: Presses Ctrl-Z to undo your last action.
* Redo: Presses Shift-Ctrl-Z to roll back the Undo action.
* Adjust Last Operation: Tweaks the parameters of an operator after running it.

Undo History
* Undo History: Recorded last actions taken by Blender.
* Repeat Last: Repeats your last action when you press Shift-R.

Annotations
* Available in multiple editors for adding notes to 3D objects or node setups.
* Tools include: Annotate, Line, Polygon, Eraser, and Tool Settings.

1. User Interface: Tool Operators

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1. User Interface

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Blender Annotation Layers and Selection Tools Overview

Annotation Layers
* A pop-over menu that displays the name of the current layer.
* Placement determines where annotations are drawn.
* 3D Cursor: Only available in the 3D Viewport.
* Surface: Only available in the 3D Viewport.
* Image: Only available in 2D editors.
* View: New annotations are 2D and stuck to the screen.
* Only End Points Surface Placement: Use the first and last parts of the stroke for snapping.
* Project Onto Selected Surface Placement: Only project the strokes onto selected objects.

Stabilize Stroke
* Helps reduce jitter of the strokes while drawing.
* Radius: Minimum distance from the last point before the stroke continues.
* Factor: A smooth factor that results in smoother strokes but the drawing sensation feels like pulling the stroke.

Annotate Line
* Style Start, End: The decoration to use at the beginning or end of the line segment.

Annotation Layers
* Opacity: Adjusts the opacity of existing and new strokes.
* Thickness: Adjusts the thickness of existing and new strokes.
* Onion Skin: Shows a ghosted image of strokes made in frames before and after the current frame.
* Before/After: Color to use before and after the current frame on ghost frames.

Selecting
* By default, Blender uses LMB to select items.
* Selection tools come in two variants: Toolbar and Select menu.

Toolbar Selection Tools
* Tweak: Dragging an item will move it around.
* Select Box: Dragging will create a rectangle and select all the items that are partially or completely inside it once you release.
* Select Circle: Dragging will select all the items which the circle passed over.
* Select Lasso: Dragging will create a freeform shape and select all the items inside it once you release.

Selection Modes
* Set: Sets a new selection.
* Extend: Adds newly selected items to the existing selection.
* Subtract: Removes newly selected items from the existing selection.
* Invert Ctrl-I: Inverts the selection.
* Intersect: Selects items that intersect with the existing selection.

Menu Selection Tools
* Box Select: Activates the menu item or keyboard shortcut and then drags a box.
* Circle Select: Selects items that intersect with the existing selection.

1. User Interface: Tool Operators

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Blender Tools: Circle Select and Lasso Select

Circle Select:
* Activate menu item or keyboard shortcut.
* Drag a circle around.
* Default behavior: add items inside the circle to the selection.
* To remove items, hold Shift or drag with MMB.
* Change radius of the circle by scrolling with the Wheel or using NumpadPlus and NumpadMinus keys.
* Stays active, blocking all other parts of Blender.
* Deactivate by pressing RMB, Return, or Esc.

Lasso Select:
* Activate menu item and drag a freeform shape around items.
* Choose to set, extend, or reduce the selection.
* Default behavior: add items inside the lasso to the selection.
* To remove items, hold Shift-Ctrl-RMB.
* Hold Spacebar to move the lasso around with the mouse.

1. User Interface: Tool Operators

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Blender Node-Based Editors Overview

Types of Nodes
* Geometry Nodes: Used for procedural modeling.
* Shadow Nodes: Used to create materials for objects.
* Composite Nodes: Used to edit rendered images.
* Texture Nodes: Used to create custom textures.

Editor Interface
* Header: Contains various menus, buttons, and options based on the current node tree type.
* View: Changes the editor’s view.
* Select: Allows selection of a node or groups of nodes.
* Add: Allows to add nodes.
* Node: Allows actions with selected nodes.

Overlays
* Overlays display information on top of nodes and node trees.
* Wire Colors: Color node links based on their connected sockets.
* Reroute Auto Labels: Label Reroute Nodes based on the label of connected reroute nodes.
* Context Path: Displays breadcrumbs in the upper left corner indicating the hierarchy location of the node tree/group.
* Annotations
* Previews
* Timings
* Toolbar
* Sidebar
* Navigation
* Pan MMB
* Zoom Ctrl-MMB, Wheel
* Frame Selected NumpadPeriod
* Frame All Home

Adding Nodes
* Reference: Menu: Add
* Shortcut: Shift-A
* Nodes can be added via the Add menu in the editor’s header or using a keyboard shortcut.
* Title: Shows the name/type of the node.
* Preview: Displays a small image above the node displaying the node result.

Sockets
* Built-in: Shadow (bright green)
* Geometry (turquoise)
* Data: Boolean (light pink)
* Color (yellow)
* Float (gray)
* Integer (lime green)
* String (light blue)
* Vector (dark blue)
* Rotation (pink)
* Matrix (dark pink)

Data-Blocks
* Collection (white)
* Object (orange)
* Material (salmon)
* Texture (pink)
* Image (apricot)

Inputs
* Provide the data the node needs to perform its function.
* Outputs
* Can be connected to the input of nodes further down the node tree.

Conversion
* Some socket types can be converted to others implicitly or explicitly.Blender Node-Based Editors Overview

Types of Nodes
* Geometry Nodes: Used for procedural modeling.
* Shadow Nodes: Used to create materials for objects.
* Composite Nodes: Used to edit rendered images.
* Texture Nodes: Used to create custom textures.

Editor Interface
* Header: Contains various menus, buttons, and options based on the current node tree type.
* View: Changes the editor’s view.
* Select: Allows selection of a node or groups of nodes.
* Add: Allows to add nodes.
* Node: Allows actions with selected nodes.

Overlays
* Overlays display information on top of nodes and node trees.
* Wire Colors: Color node links based on their connected sockets.
* Reroute Auto Labels: Label Reroute Nodes based on the label of connected reroute nodes.
* Context Path: Displays breadcrumbs in the upper left corner indicating the hierarchy location of the node tree/group.
* Annotations
* Previews
* Timings
* Toolbar
* Sidebar
* Navigation
* Pan MMB
* Zoom Ctrl-MMB, Wheel
* Frame Selected NumpadPeriod
* Frame All Home

Adding Nodes
* Reference: Menu: Add
* Shortcut: Shift-A
* Nodes can be added via the Add menu in the editor’s header or using a keyboard shortcut.
* Title: Shows the name/type of the node.
* Preview: Displays a small image above the node displaying the node result.

Sockets
* Built-in: Shadow (bright green)
* Geometry (turquoise)
* Data: Boolean (light pink)
* Color (yellow)
* Float (gray)
* Integer (lime green)
* String (light blue)
* Vector (dark blue)
* Rotation (pink)
* Matrix (dark pink)

Data-Blocks
* Collection (white)
* Object (orange)
* Material (salmon)
* Texture (pink)
* Image (apricot)

Inputs
* Provide the data the node needs to perform its function.
* Outputs
* Can be connected to the input of nodes further down the node tree.

Conversion
* Some socket types can be converted to others implicitly or explicitly.

1. User Interface: Nodes

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Node Editor Usage and Conversions

Valid Conversions:
* Between color and vector: Maps between color channels and vector components.
* Between color and float: Converts color data to its grayscale equivalent.
* Color/float/vector to Shader: Implicitly converts to color and gives the result of using an Emission node.
* Between float and integer: Integers become floats, floats are truncated.
* Between float and vector: When a float becomes a vector, the value is used for each component.
* Between float and boolean: Values greater than 0 are true, true maps to 1, and false maps to 0.
* Between rotations and matrices: Converts between degrees and radians.

Node Properties:
* All A: Selects all nodes.
* None Alt-A: Destroys all nodes.
* Invert Ctrl-I: Inverts the current selection.
* Box Select B: See Box Select.
* Circle Select: See Circle Select.
* Lasso Select: See Lasso Select.
* Linked From L: Expands the selection to nodes linked to the inputs of the currently selected nodes.
* Linked To Shift-L: Expands the selection to nodes linked to the outputs of the currently selected nodes.
* Grouped Shift-G: Selects nodes that have similar properties as the active node.
* Type: The node type.
* Color: The node color.
* Prefix, Suffix: Matches the name property from start/end of the text.
* Activate Same Type Previous/Next Shift-]/Shift-[: Finds the previous/next node of the same type, activates it, and ensures it’s visible.
* Find Node Ctrl-F: Shows a search pop-up for finding a node by name.
* Multiple Shift-LMB: Adds/removes a node to/from the selection.

Editing:
* Move, Rotate, Resize: Moves the selected node(s) by clicking and dragging any empty part on them.
* Connecting Sockets: LMB-click on a socket and drag to connect the link to an input socket of another node.
* Make Links: Creates links between multiple nodes with open sockets.
* Make and Replace Links: Replaces existing links if any exist.
* Disconnecting Sockets: Interactively drags the link away from its input socket.
* Mute Links: Mutes/unmutes links.
* Cut Links: Cuts all the links attached to the selected nodes and moves the nodes to a new location.
* Copy/Paste: Copy not only the selected nodes but also the connections between them to the clipboard.
* Duplicate: Duplicates nodes by moving the mouse to a new location and clicking LMB.

1. User Interface: Nodes

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Node Management in Compositing

Node Duplication and Linked
* Duplicate a node to position it on top of the original node.
* Delete selected nodes to create new links.
* Mute a node to remove its contribution to the node tree.

Show/Hide
* Hide H to collapse the node so only the node header is visible.
* Toggle Node Preview Shift-H to show/hide a preview region on the node.
* Toggle Hidden Node Sockets Ctrl-H to collapse/expand any input or output sockets that have no other nodes connected to them.
* Toggle Node Options Ctrl-H to show/hide all node properties.
* Collapse and Hide Unused Sockets
* Apply both the Toggle Hidden Node Sockets and Hide operations.

Layers
* Read Render Layers Ctrl-R to read all the current scene’s render layers from cache.
* Connect to Output Shift-Alt-LMB to connect the output of the selected node to the final output of the node tree.

Node Tab
* Node tab with a compositing Render Layers node selected.
* Node Name, Label, Warning Propagation, Color, Node Color Specials, Copy Color, Properties, Tool, Active Tool, View, Annotations, and Node Groups
* Node groups can be nested and can be nested.
* Recursive node groups are prohibited for all current node systems to prevent infinite recursion.

Group Panel
* Group panel contains properties that relate the group node such as its name, description, color tag, node width, and (Set Default Node Width) based on the parent group node in the current context.
* Use Geometry Nodes
* This panel is only visible in the Geometry Node Editor.
* The node group is intended for use with the Geometry Nodes Modifier.

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Blender Node Group Usages and Structures * The node group can be made accessible by adding it as a node to a different node group. * Panels can be added to organize sockets within a node group for improved clarity and usability. * Panels are always at the bottom of nodes and can be nested by dragging a panel in the UI list on top of another panel. * The socket list provides a list view of all inputs, outputs, and panels. * The default input for the socket is greyed out. * The minimum and maximum values for the UI button shown in the node interface are not a minimum or maximum for the data that can pass through the node. * Geometry nodes have a default input, hide value, hide in modifier, and single value inputs. * To create a node group, select the nodes you want to include, then press Ctrl-G or click Group ‣ Make Group. * The “Add” menu of each node editor contains an “Output” category with node types such as “Material Output.” * Insert Into Group moves the selected nodes into the active group node. * Edit Group moves the selected nodes into the editor workspace. * Ungroup removes the group and places the individual nodes into your editor workspace. * Reusing Node Groups can be placed again after they’re initially defined. * Frame nodes are useful for organizing nodes by collecting related nodes together in a common area. * Editing includes joining in new frame, adding to frame, removing from frame, and Reroute node. * Input is used for unconnected sockets. | 1. User Interface: Nodes
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