1. Blender's Interface
Blender’s interface consists of an arbitrary number of workspaces with multiple window each. Each window displays a part of your scene’s data. The type of data that a window displays is indicated in the header. Blender's default interface Header Window type switch 3D window
4. Managing 3D Objects
The default scene is composed of a cube, a lamp and acamera, You can select any of these objects with RMB, select multiple objects with Shift·RMB and select/deselect all with A. To move these objects, click with LMB on the 3D Widget. You can change the widget mode to Rotate/Scale/Grab by activating the corresponding icons in the 3D View header. Note that you can do the same thing with the bolded hotkeys. Each object has a little dot that representsits center. You can change the center position in Buttons Window/Editing/Mesh while in the Object Mode. The red and white cross is the 3D cursor. Its position can be set with a simple LMB click in the viewport. This cursor is used as a reference point. You can add new objects by pressing Space and then go to the Add menu. Objects can be duplicated with Shift·D and link-duplicated with Alt·D.Armature/ Bone
6. Mesh Modelling
To model a mesh object, you need to enter Edit Mode. In Edit Mode, you can select three kind of items: Vertices, Edges and Faces. To switch between different selection modes, use the buttons placed in the 3D View header or with Ctrl·Tab. Once you have selected different elements, you can: Grab, Rotate, Scale; Extrude any selection; Knife any selection Delete theselection with X or Delete; Apply various tools from the W and Ctrl·E menus; Subdivide loops with Ctrl·R; SeParate selection; Duplicate selections with Shift·D. Note that if you duplicate your object in the Edit Mode, the result will still count as one object, even if it looks like two duplicated objects. In the Edit Mode you can modify the object geometry as you like and it will still remain a uniqueobject. If you want to duplicate your object and have two different objects as a result, do so in the Object Mode. (See §4) LMB on the colored parts of a widget will tranform on this axis. Global The middle circle transforms on the view axis. Shift·LMB will perform Move Rotate Scale planar transform (e.g. X,Y). a
To render the view of a camera, you must first check that the desiredcamera is activated. To activate a camera, select it and press Ctrl-Numpad 0. To change the camera settings, select it and go to the Edit buttons. If you want to change the background of your scene, go to the Material buttons and then to the World subsection. To change the render settings, go to the Render buttons. You can then select the size of your render, the anti-aliasing settings (OSA) andthe output format. To render your scene, press Render or F12. If your scene renders as black, check that there is light in your scene and all needed layers are activated. Save rendered image with F3. Remember to add the file extension to the filename.
Buttons window You can change the type of a window at any time by clicking the header. To add or delete windows, right-click on edge of a window.Resize windows by grabbing a window edge. You can access the preferences by pulling down the top header or by opening an User Preferences window. To set (and save) the current layout as the default, press Ctrl·U. It will override previous default layout. Tools and actions relative to a window are always available in the window’s header. Hotkeys and actions are context sensitive meaning that they workbased on the location of mouse cursor.
Object Center 3D Cursor Lamp
Mesh Curve Camera
10. Final Words
The QuickStart covers only the most basic features. To find out more information about modifier stack, fluid simulator, particle engine, animation features, video sequencer, node editor, game engine etc. we very strongly recommend that you read the complete documentation. You can find it on:...