Unit 0.11 Navigation/ Pivot Point/ Displays/ Toolsbar Flashcards
Navigation Modes in 3D Viewport
Orbit Mode:
* Uses MMB, Numpad2, Numpad4, Numpad6, Numpad8 to rotate the view around the point of interest.
* Alt key effects include making the point of interest the central point, aligning the view to an axis, and snapping to the world axes and diagonals.
* Viewing angle can be changed in discrete steps using Numpad8 and Numpad2 for up and down, Numpad4 and Numpad6 for left and right, or by pressing Numpad9 to switch to the opposite side of the view.
Roll Mode:
* Rotates the viewport camera around its viewing direction in 15° discrete steps by default.
* To reset the roll, align the view to the global X axis using Numpad3, then orbit to get back to the regular perspective view.
Pan Mode:
* Moves the view up, down, left and right.
* Zoom In/Out mode moves the view closer to or further away from the point of interest.
* Zoom Region mode allows specifying a rectangular region by dragging with LMB.
Dolly View Mode:
* Zooms the view to get a closer look at something.
* Dolly view changes orthographic views to a perspective projection.
Frame All Mode:
* Changes the view to see all objects.
* Frame Selected Mode:
* Changes the view to see the selected object(s).
* Frame Last Stroke Mode:
* Centers the view on the region of the last brush stroke.
Navigation
Fly/Walk Navigation in Blender
- Blender offers two alternative navigation methods: Flying and Walking.
- Flying allows for quick navigation of large scenes, positioning a camera, and recording camera movement.
- Use cases include navigation, positioning a camera, and recording camera movement.
- Animation playback cannot be controlled while Fly/Walk navigation is active.
Walk Navigation
- Uses keyboard keys and mouse movement to navigate the scene.
- Keys include W/Up, S/Down, A/Left, D/Right, E, Q, R, F, Spacebar, WheelUp/NumpadPlus, WheelDown/NumpadMinus, Shift, V, Tab, Z, Period, and Comma.
- Keys include W/Up, S/Down, A/Left, D/Right, E, Q, MMB, WheelUp/NumpadPlus, WheelDown/NumpadMinus, Alt, Ctrl, X, and Z.
- The cursor is centered inside a safe zone, and when outside this zone, the view rotates/pans.
- The cursor can accelerate forward, backward, upward, downward, MMB, WheelUp/NumpadPlus, WheelDown/NumpadMinus, Alt, Slowed down, Ctrl, X, and Z.
Navigation
Aligning and Perspective View in 3D View
Align View to Active
* Aligns the view to a local axis of the active object or face.
* Returns to the regular perspective view by pressing Numpad3.
* Aligns Active Camera to View Ctrl-Alt-Numpad0.
* Aligns Active Camera to Selected
* Moves the active camera to frame selected objects.
Center Cursor and Frame All Shift-C
* Moves the 3D Cursor back to the world origin.
* Centers the view on the 3D Cursor.
View Lock to Active
* Centers the view on the active object.
* Follows the object if it moves.
View Lock Clear
* Returns the view to its original state.
Perspective/Orthographic
* Changes the projection of the viewport camera.
* Each 3D Viewport supports two types of projections.
* Orthographic viewing provides a more technical insight into the scene.
Navigation
Blender’s Local and Camera Views
Local View
* Toggle Local View: Select the option from the View menu or use the shortcut NumpadSlash.
* Local view isolates selected objects, making them visible in the viewport.
* It is contextual and can be set per 3D Viewport.
* Objects can be removed from Local View by selecting them and using the Remove from Local View operator.
* This is useful when working with dense scenes where selecting objects to include in the local view isn’t practical.
Camera View
* Shows the current scene from the active camera’s viewpoint.
* It can be used to virtually compose shots and preview how the scene will look when rendered.
* The camera can be selected by clicking the dashed frame.
Viewing the Active Camera
* Switch the view to the active camera by pressing Numpad0.
* Set the active camera by pressing Ctrl-Numpad0.
* The active camera is the one used for rendering and can be set through the Scene tab of the Properties.
Animated Camera Switching
* Animated cameras can be binded to specific time points in animation to create jump cuts showing different viewpoints.
Frame Camera Bounds
* Centers the camera view inside the 3D Viewport’s screen area and resizes the view to fit within the area’s bounds.
Zoom Camera 1:1
* Zooms the view so that the camera frame has the exact same size as the output resolution.
Camera Positioning
* Align Active Camera to View
* Moves and rotates the camera so it perfectly matches your current viewport view.
Camera Navigation
* Enable Lock Camera to View in Sidebar ‣ View and switch to camera view or toggle the lock navigation gizmo button when in camera view.
Roll, Pan, Dolly, and Track
* To perform these camera moves, the camera must first be selected so transform operations apply to it.
Viewpoint
* The menu View ‣ Viewpoint lets you align the viewing direction to a specific axis.
Navigation
View Regions and Render Regions in 3D Viewport
Clipping Region
* Allows defining a clipping region to limit 3D Viewport display to a portion of 3D space.
* Draws a rectangle with the mouse to create a clipping volume of four planes: right-angled parallelepiped (of infinite length) for orthographic views and rectangular-based pyramid (of infinite height) for perspective views.
* Clipping only shows what’s inside the defined volume.
* Tools like paint, sculpt, selection, transform snapping, etc. will ignore geometry outside the clipping bounds.
* To delete clipping, press Alt-B again.
Render Region
* Allows limiting rendering to a 2D rectangular area.
* Can be defined in two different contexts: while in Camera View, it applies to the viewport and the final render.
* While not in Camera View, it only applies to the viewport.
* Both Render Regions can exist simultaneously.
Contextual Views
* Shows the scene from multiple viewpoints at the same time.
* Quad Views split the 3D Viewport into four views: three orthographic side views and one user perspective view.
Options
* Lock Rotation prevents changes to the orientation and perspective of the 3D Viewport.
* Sync Zoom/Pan synchronizes the view position between side views.
* Clip Contents allows objects to be based on what is visible in the other side views.
Navigation
3D View Controls: Transform Orientation and Pivot Point
Transform Orientation
* Defines the orientation of the Object Gizmo.
* Changing this orientation can simplify transformations.
* Can be changed using a selector in the 3D Viewport’s header.
* Can be changed temporarily during hotkey-based transformations with axis locking.
* Can also be defined using custom orientations.
Orientations
* Global: Aligns transformation axes to world space.
* Local: Aligns transformation axes to the active object’s orientation.
* Normal: In Edit Mode, orients the transformation axes so that the Z axis of the gizmo matches the average Normal of the selected elements.
* Gimbal: Orients the transformation axes to visualize the workings of the object’s Rotation Mode.
* View: Aligns transformation axes to the view.
* Cursor: Aligns the transformation axes to the 3D Cursor.
* Parent: Aligns the transformation axes to the Parent.
Custom Orientations
* Defined using objects or mesh elements.
* Can be created, added, removed, and renamed.
* Default name for these orientations is derived from the selection.
* Create Orientation: Select an object or mesh element(s) and click the “+” button in the Transform Orientation panel.
Pivot Point
* Determines the location of the Object Gizmo.
* Can be changed using a selector in the 3D Viewport’s header.
* Types include Bounding Box Center, 3D Cursor, Individual Origins, Median Point, and Active Element.
Pivot point
3D View Controls: Transform Orientation and Pivot Point
Transform Orientation
* Defines the orientation of the Object Gizmo.
* Changing this orientation can simplify transformations.
* Can be changed using a selector in the 3D Viewport’s header.
* Can be changed temporarily during hotkey-based transformations with axis locking.
* Can also be defined using custom orientations.
Orientations
* Global: Aligns transformation axes to world space.
* Local: Aligns transformation axes to the active object’s orientation.
* Normal: In Edit Mode, orients the transformation axes so that the Z axis of the gizmo matches the average Normal of the selected elements.
* Gimbal: Orients the transformation axes to visualize the workings of the object’s Rotation Mode.
* View: Aligns transformation axes to the view.
* Cursor: Aligns the transformation axes to the 3D Cursor.
* Parent: Aligns the transformation axes to the Parent.
Custom Orientations
* Defined using objects or mesh elements.
* Can be created, added, removed, and renamed.
* Default name for these orientations is derived from the selection.
* Create Orientation: Select an object or mesh element(s) and click the “+” button in the Transform Orientation panel.
Pivot Point
* Determines the location of the Object Gizmo.
* Can be changed using a selector in the 3D Viewport’s header.
* Types include Bounding Box Center, 3D Cursor, Individual Origins, Median Point, and Active Element.
Pivot point
Pivot Point in 3D View
Object Mode and Edit Mode
* Pivot-icon Pivot Point ‣ Median Point
* Positions the pivot point at the averaged-out position of selected items.
* In Object Mode, the Median Point is the averaged-out position of the origins of selected objects.
* The shape and size of the objects are not considered.
* In Edit Mode, the Median Point is the averaged-out position of the selected vertices.
* The pivot point shifts towards the area with the densest geometry.
Active Element
* Positions the pivot point at the active element, the element selected most recently.
* In Object Mode, rotation and scaling occur around the origin of the active object.
* In Edit Mode, rotation and scaling occur around the centerpoint of the active element.
* The active element rotates in place while the others orbit around it.
* In the case of vertices, the active vertex is not changed.
pivot point
Object Type Visibility in 3D Viewports
- Popover controls visibility and selectability of object types.
- Settings apply to current 3D Viewport.
- Unselectable object types can still be selected in other viewports and Outliner.
- Object types apply to evaluated geometry type, not original.
- Outliner Restriction Columns can make individual objects invisible or unselectable across all viewports.
Displays
Viewport Overlays Overview
- Mode: All Modes
- Head: overlays-icon Overlays
- Overlays can be customized in the Viewport Preferences.
- Guides: Grid, Floor, Axes, Scale, Subdivisions, Text Info, View Perspective, Playback Frame Rate, Object Info, Grid Resolution, Statistics, Objects, Geometry, Camera Guides, HDRI Preview, 3D Cursor, Annotations, Objects, Extras, Light Colors, Relationship Lines, Outline Selected, Bones, Motion Paths, Origin, Bone Wireframe Opacity, and Geometry.
- Note: Cameras outline & passepartout are not considered Viewport overlays.
- The drop-down button displays a popover with more detailed settings.
- The Viewport Preferences may have a second button with additional settings depending on the current object interaction mode.
Mesh Edit Mode Options
- Display opacity of edges from 0 (invisible) to 1 (fully opaque).
- Fade Inactive Geometry: In other modes, objects not working on are faded out.
- Face Orientation: Shows faces whose normal is pointing towards the camera in blue and faces whose normal is pointing away from the camera in red.
- Viewer Node: Visualizes attributes connected to the Viewer Node as a grayscale color.
- Color Opacity: Shows the opacity of the currently visualized attribute.
- Attribute Text: Shows attribute values as text in viewport.
- Motion Tracking: Shows the motion tracking overlay.
- Camera Path: Shows the reconstructed camera path.
- Marker Names: Shows the names for reconstructed track objects.
- Tracks: Changes the display of the reconstructed tracks.
- Size: Changes the display size of the reconstructed tracks.
Mesh Edit Mode Overlays:
- Faces: Highlights selected faces.
- Center: Shows face center points in solid shading modes.
- Creases: Displays edges marked with a crease for the Subdivision Surface Modifier.
- Sharp: Displays sharp edges, used with the Edge Split modifier.
- Bevel: Displays weights created for the Bevel Modifier.
- Seams: Displays the UV unwrapping seams.
- Indices: Displays the indices of selected vertices, edges, and faces.
- Shading Retopology: Recreates a sculpted mesh with better topology.
- Offset: Displays the mesh in front of other objects.
- Vertex Groups Weights: Visualizes the weights of the active vertex group.
- Tip: Shows geometry connected to the selection while transforming.
- Normals: Displays vertex normals, face normals at vertices, and face normals.
- Size: Displays the size to show the selected normals.
Displays
Sculpt Mode Overlays and Overlays
* Displays Freestyle edge marks and freestyle face marks.
* Shows Masks and Face Sets as overlays on an object.
* Shows Wire as mesh edges in white.
* Shows Weight Paint Overlays with opacity.
* Shows Zero Weights and unreferenced and zero-weighted areas in black.
* Shows Weight Contours and Wire as mesh edges in white.
* Shows Texture Paint Overlays with Stencil Mask Opacity.
Pose Mode Overlays
* Shows bones on top and faces other geometry to the back.
* Includes Grease Pencil overlays.
* Shows ghosts of keyframes before and after the current frame.
* Shows Fade Inactive Layers and Fade Inactive Objects.
* Includes or excludes Grease Pencil objects.
Edit Lines and Vertex Paint Modes
* Shift-Q shows a line between points on top of other geometry.
* Stroke Direction Edit shows the start and end points of selected strokes.
* Material Name Edit shows material name next to selected strokes.
Vertex Paint and Grid
* Displays a grid over the Grease Pencil drawing plane.
* Canvas Grid Opacity and Canvas X-Ray draw objects behind the canvas grid.
* Subdivisions, Grid Color, Scale X/Y, and Offset X/Y are available.
Displays
Viewport Shading in Blender
Modes and Shortcuts
* All modes are available, including the shading-icon Viewport Shading.
* The shortcut is Z Shift-Z, which allows for different shading modes for different tasks.
* The radio buttons and drop-down button provide options for changing the shading mode.
Wire Color
* The color of wireframes affects the Wireframe shading mode and overlay.
* Theme: Uses the Active Object, Wire, or Wire Edit theme color based on the object’s current state.
* Object: Uses the color from the object’s Viewport Display settings.
* Wireframe: Only displays the edges (wireframes) of the objects in the scene.
Background
* The background is displayed in the 3D Viewport.
* Theme: Uses the background of the theme.
* World: Uses the color from the World’s Viewport Display options.
* Viewport: Selects a custom color for the background of the 3D Viewport.
Lighting
* Lights are computed in various ways, including Flat, Studio, World Space Lighting, Rotation, MatCap, Color, Material, Shadow, Cavity, Type, Ridge, Valley, Depth of Field, Outline, and Specular Highlighting.
Material Preview
* Renders the 3D Viewport with EEVEE and an HDRI environment.
* The Material Preview shading mode is not available when the scene’s render engine is set to Workbench.
Lighting
* Scene Lights: Uses the lights in the scene.
* Scene World: Uses the World of the scene.
* Blender: Shows a specific render pass instead of the combined render.
* Compositor: Previews the result of compositing in the 3D Viewport.
* Camera: Shows the compositing output when in Camera View.
* Renderered: Renders the 3D Viewport using the scene’s Render Engine for interactive rendering.
Displays
3D View Toolbar: Measure and Add Cube
Measure Tool
* An interactive tool for dragging lines in the scene to measure distances or angles.
* Snapping to geometry can be activated for better accuracy or to measure wall thickness.
* Activate the Measure tool from the Toolbar.
* Define the initial start and end point for the ruler in the viewport.
* Drag either end of the ruler to move it.
* Hold Ctrl while moving enables snapping to edges and vertices.
* Hold Shift while moving lets you measure the distance between faces.
* Navigate or change the view in the viewport for better access to the ruler.
* Convert a created ruler to a protractor.
* Delete a selected ruler with Delete or X.
* Measurements are hidden when another tool is selected.
* Measurements do not appear in the Render output.
* Unit settings and scale from the scene are used for displaying dimensions.
* In Edit Mode, a Measurement group in the Viewport Overlays popover can automatically display measurements for selected edges and faces.
Add Cube
* Interactively add a cube mesh object.
* Define the base of the object, release LMB, and move the mouse to define the height of the object.
* Use hotkeys to temporarily change a setting.
* Tool Settings include Depth, Surface, Cursor Plane, Cursor View, Orientation, Surface, Snap To, Geometry, Plane Axis, and Auto Axis.
Object Layout and Cone Mesh Object Creation
- The base is defined from one corner to the opposing corner, from the centerpoint to a corner, and has either a free or fixed aspect ratio.
- The height is defined from the base’s bottom to the center, and the side’s aspect ratio is free or fixed.
- The object’s shape can be added by dragging the base with LMB, then defining the height and finally clicking LMB to confirm the shape.
- Hotkeys like Ctrl, Alt, and Shift can be used to temporarily change settings.
- Tool settings include depth, surface, cursor plane, and cursor view.
- The object’s orientation is determined by Plane Axis, which is determined by the object’s surface orientation.
- Snap To, geometry, plane axis, and auto axis are also important.
- The base is perpendicular to the axis that is closest to the viewport’s viewing direction.
Toolsbar
Object Mode and Edit Mode in Blender
- Object Mode: Object Mode and Edit Mode.
- Toolbar ‣ Add Cylinder: Interactively add a cylinder mesh object.
- Use LMB to define the base, release LMB, and move the mouse to define the height.
- Hotkeys: Ctrl, Alt, Shift, and Aspect to temporarily change settings.
Tool Settings:
* Depth: Initial depth used when placing the object.
* Surface: Placement on the surface under the mouse cursor.
* Cursor Plane: Placement on a plane that goes through the 3D Cursor and is aligned according to the Orientation and Plane Axis.
* Cursor View: Placement on a plane that goes through the 3D Cursor and is aligned to the view.
* Orientation: A set of three axes, out of which Plane Axis chooses one.
* Snap To: Target to use while Snapping.
* Geometry: Snap to all types of geometry (vertices, edges, and faces).
* Plane Axis: Which of the three Orientation axes (X, Y, or Z) is “up” for the object. The object’s base will be perpendicular to this axis.
* Auto Axis: Use the Orientation axis closest to the viewport’s viewing direction.
Add UV Sphere:
* Object Mode: Object Mode and Edit Mode.
* Toolbar ‣ Add UV Sphere: Interactively add a UV sphere mesh object.
* Use LMB to define the base, height, segments, and rings.
Toolsbar
Object Mode and Edit Mode in Blender
- Object Mode: Object Mode and Edit Mode.
- Toolbar ‣ Add Cylinder: Interactively add a cylinder mesh object.
- Use LMB to define the base, release LMB, and move the mouse to define the height.
- Hotkeys: Ctrl, Alt, Shift, and Aspect to temporarily change settings.
Tool Settings:
* Depth: Initial depth used when placing the object.
* Surface: Placement on the surface under the mouse cursor.
* Cursor Plane: Placement on a plane that goes through the 3D Cursor and is aligned according to the Orientation and Plane Axis.
* Cursor View: Placement on a plane that goes through the 3D Cursor and is aligned to the view.
* Orientation: A set of three axes, out of which Plane Axis chooses one.
* Snap To: Target to use while Snapping.
* Geometry: Snap to all types of geometry (vertices, edges, and faces).
* Plane Axis: Which of the three Orientation axes (X, Y, or Z) is “up” for the object. The object’s base will be perpendicular to this axis.
* Auto Axis: Use the Orientation axis closest to the viewport’s viewing direction.
Add UV Sphere:
* Object Mode: Object Mode and Edit Mode.
* Toolbar ‣ Add UV Sphere: Interactively add a UV sphere mesh object.
* Use LMB to define the base, height, segments, and rings.
Toolsbar
Icosphere Add Icosphere: A Guide
- Uses Object Mode and Edit Mode.
- Toolbar ‣ Add Icosphere is used to add an Icosphere mesh object.
- Base and height of the object are defined by dragging with LMB.
- Hotkeys: Ctrl, Alt, Shift, Aspect can be used to change settings.
Tool Settings:
* Depth: Initial depth used when placing the object.
* Surface: Placement on the surface under the mouse cursor.
* Cursor Plane: Placement on a plane aligned according to Orientation and Plane Axis.
* Cursor View: Placement on a plane aligned to the view.
* Orientation: The new object’s orientation.
* Snap To: Target to use while Snapping.
* Geometry: Snap to all types of geometry.
* Plane Axis: The Orientation axes (X, Y, Z) that are “up” for the object.
* Auto Axis: Use the Orientation axis closest to the viewport’s viewing direction.
* Base: Origin, Edge, Center, Aspect, and Height.
* Subdivisions: Influences how many vertices are used to define the sphere.
* Note: Subdividing an icosphere quickly raises the vertex count, potentially causing program crashes.
Toolsbar
Displays