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Usage — Blender

Interface orientation

Blender's window is divided into areas. Each area can show any editor type (3D Viewport, Outliner, Properties, Shader Editor, etc.). You can:

  • Split an area: right-click on the border of an area → Vertical Split / Horizontal Split, then click where to split.
  • Join two areas: right-click on the shared border → Join Areas, click the area to consume.
  • Change editor type: click the icon at the top-left of any area's header.
  • Maximize an area: hover, Ctrl+Space.
  • Full-screen an area + hide UI: hover, Ctrl+Alt+Space.

Workspaces are tab-based layout presets at the top of the window: Layout, Modeling, Sculpting, UV Editing, Texture Paint, Shading, Animation, Rendering, Compositing, Geometry Nodes, Scripting. They are saved layouts — switch workspaces, don't rearrange areas manually every time.

The default scene data model

Open Blender. The Cube, Light, and Camera are objects in the current scene. The Outliner (top-right) shows this hierarchy.

Each object has: - A transform (location/rotation/scale). - Object data — for a mesh object, that's the vertex/edge/face data. Multiple objects can share the same object data (linked duplicates). - Modifiers — a stack of non-destructive transformations applied to object data at render/display time. - Materials — assigned per-object or per-mesh; each material is a node tree. - Constraints — runtime transform modifiers (follow, track-to, limit, etc.).

Object ↔ Mesh distinction matters. "Rename Cube.001 to Head" — which are you renaming, the object or the mesh? The Outliner shows both; the active mode changes which is edited.

Modes

Tab (or the mode dropdown in the viewport header) switches mode. Each mode reshapes the toolbar and available operations on the selected object.

Mode What you edit Typical use
Object Mode Transforms and object-level settings Placing, duplicating, modifying stack
Edit Mode Vertices / edges / faces of the active mesh Modeling
Sculpt Mode Mesh via brushes Sculpting, dyntopo, multires
Vertex Paint Color attributes on vertices Baking AO, masking shader inputs
Weight Paint Vertex group weights Rigging
Texture Paint Image textures Hand-painted texturing
Pose Mode Armature bone transforms Posing a rigged character

Essential keyboard shortcuts

These are the non-negotiable shortcuts. Memorize them before doing anything else.

Viewport navigation

Shortcut Action
Middle-mouse drag Orbit
Shift+MMB drag Pan
Scroll / Ctrl+MMB Zoom
Numpad 1 / 3 / 7 Front / Side / Top orthographic
Numpad 5 Toggle orthographic/perspective
Numpad 0 Camera view
Numpad . (period) Frame selected
Home Frame all
` (backtick) Viewport navigation pie menu (no numpad)

Selection

Shortcut Action
LMB Select
Shift+LMB Add to selection
A Select all
Alt+A Deselect all
B Box select
C Circle select (paint select)
Alt+LMB (edge/face) Loop select
Ctrl+LMB Shortest path select
L Select linked under cursor
Ctrl+L Select all linked

Transform

Shortcut Action
G Grab/move
R Rotate
S Scale
G/R/S then X/Y/Z Constrain axis
G/R/S then Shift+X Exclude axis (free in Y/Z)
G/R/S then X X Constrain to local X
G/R/S then numeric Type exact distance/angle
Ctrl (while moving) Snap increments
Shift Fine/precise movement

Edit Mode essentials

Shortcut Action
1 / 2 / 3 Vertex / Edge / Face select mode
E Extrude
I Inset
F Make face / fill
J Connect vertex path (cut across face)
K Knife
Ctrl+R Loop cut
Ctrl+B Bevel
Alt+M Merge menu
M Merge (also: Move to collection in Object mode)
P Separate (to new object)
Ctrl+J Join (Object mode)
Shift+D Duplicate
Alt+D Duplicate linked (shared object data)

General

Shortcut Action
Z Viewport shading pie (Wire/Solid/Material/Rendered)
N Toggle sidebar
T Toggle toolbar
F3 Search all operators (your safety net)
Ctrl+Z / Ctrl+Shift+Z Undo / Redo
F9 Adjust last operation (huge productivity win)

The Properties editor

Right side by default. Tabs from top to bottom:

  1. Render — engine (Cycles/EEVEE Next/Workbench), samples, denoising.
  2. Output — resolution, framerate, file paths.
  3. View Layer — render passes, override groups.
  4. Scene — units, gravity, keying sets.
  5. World — environment shader and lighting.
  6. Collection — selected collection's properties.
  7. Object — transforms, visibility, display.
  8. Modifiers (wrench icon) — the modifier stack.
  9. Particles — old particle system (mostly superseded by Geometry Nodes).
  10. Physics — cloth, fluid, rigid body, soft body.
  11. Object Constraints — track-to, follow path, etc.
  12. Object Data (green, varies by object type) — for mesh: vertex groups, shape keys, UVs, color attributes.
  13. Material — material slots and shader editor proxy.
  14. Texture — brushes and modifier textures; mostly a legacy tab now.

Modifiers

Modifiers are a stack evaluated top → bottom. Common ones:

  • Subdivision Surface — smooths geometry by Catmull-Clark subdivision. Toggle viewport/render levels separately.
  • Mirror — mirrors across an axis. Pair with clipping to prevent vertices crossing the midline.
  • Array — repeats the mesh along an offset or a curve.
  • Solidify — adds thickness to a flat mesh.
  • Bevel — runtime bevel, keyable by angle or weight.
  • Boolean — union / difference / intersect with another mesh. Use Exact mode; Fast is unreliable.
  • Shrinkwrap — projects one mesh onto another; essential for retopo.
  • Armature — binds mesh deformation to a bone rig.
  • Geometry Nodes — drops you into procedural modeling.

Apply a modifier (Ctrl+A over the modifier) only when you're sure. Applied = destructive.

File and data management

  • .blend files are self-contained but can link or append data from other .blend files (File > Link, File > Append).
  • Linked data is a reference — changing the source updates here.
  • Appended data is a copy — independent from the source.
  • Use File > External Data > Pack Resources before sending a file to someone — otherwise textures won't come along.
  • .blend1, .blend2 are automatic backups. Keep them; they've saved countless projects.

Rendering engines at a glance

Engine Use case Strengths Weaknesses
EEVEE Next Realtime, stylized, viewport lookdev Fast; PBR-ish; raytracing opts Limited GI, shader parity w/ Cycles
Cycles Photoreal, production stills/animation Path-traced; unbiased Slower; needs denoising
Workbench Modeling, matcap previews Instant Not a final renderer

Common gotchas

  • "My mesh is inside out." Enable Backface Culling (Viewport Overlays) to spot it; fix with Mesh > Normals > Recalculate Outside (Shift+N) in Edit Mode.
  • "Scale is 0.5, why?" You scaled in Object Mode without applying. Apply with Ctrl+A > Scale. Always apply scale before rigging, physics, or modifier chains that depend on unit size (bevels, solidify thickness).
  • "My modifier isn't doing anything." You're in Edit Mode and the modifier's Edit Mode display toggle is off, or you haven't set required inputs (a target object for Mirror/Shrinkwrap, etc.).
  • "Viewport is laggy." Collapse heavy subdivision levels; disable modifiers in viewport while modeling; use Simplify (Render Properties) for big scenes.
  • "My object vanished." You hid it (H) or moved it to another collection. Press Alt+H to unhide; check the Outliner filter.

The scripting console

Scripting workspace → Python Console. Every operator you run shows up in the Info area log as Python. Copy it, tweak parameters, run in the console — that's how you automate.

import bpy
for obj in bpy.context.selected_objects:
    obj.scale = (2, 2, 2)

This is also the gateway to writing add-ons, but scripting Blender is its own topic.