Fri, Nov 15, 5:52 PM CST

Renderosity Forums / Blender



Welcome to the Blender Forum

Forum Moderators: Lobo3433 Forum Coordinators: LuxXeon

Blender F.A.Q (Last Updated: 2024 Nov 10 9:28 pm)

Welcome to the Blender Forum!


   Your place to learn about Blender, ask questions,
   exchange ideas, and interact with the other Blender users!


   Gallery | Freestuff | Tutorials

 

Visit the Renderosity MarketPlace. Your source for digital art content!

 





Subject: Precision Tips


EsotericFury ( ) posted Tue, 30 November 2004 at 8:08 AM · edited Fri, 15 November 2024 at 5:37 PM

I just found out about these today and yesterday, is so cool and helpfull that I just had to share. Really helps with the modeling process. Let me know if it helped, and if you know any more similar tips, please do post!

  1. To transform (grab, rotate, scale, etc) things more precisely, hold ctrl while moving your cursor for even increments (the increments are the size of your background grid squares, which can be adjusted in the 3D View Properties window (view --> properties), or hold shift for slower, more precise, movement.

  2. To transform stuff with movement restricted to a particular axis (x, y, z), go into a transform mode, and then press either x, y, or z. Alternate method, move the cursor near one of the axis lines and press your middle mouse button, the axis you wanted should now be selected, with movement restricted to it.

  3. You can type in specific values when transforming, after you enter the mode, just type in a value and then hit enter. So, let's say you want to grab your selected vertices, and you want to enter a specific value for the grab movement along the y axis, just hit the following keys:
    G, Y, enter your value, then hit Enter on your keboard!

  4. You can adjust the co-ordinates of anything by selecting it and then pressing the property window hotkey which is the "N" key on your keyboard, or go to transform in your tool menu (space bar) and click on Properties. You can also change the name of your object in that window, and I have no idea what the "Par:" field is, anyone know?

  5. To adjust the coordinates of the 3D cursor, go to the 3D View Properties window (view --> properties). Handy for when you want to add a new object to a specific location on the 3D view grid. Anyone know if there's a hotkey for going to the 3D view properties window?

  6. Snap function, usefull for MANY things! Go to Object --> Snap if you're in object mode, Mesh --> Snap if you're in edit mode, and play around with the different snap functions to see what they do. Hotkey is S plus a number for the specific snap function you want. Some examples, aligning a selected object or vertex to a grid line, aligning the 3D cursor to the 3D grid, aligning the cursor to a vertex, so that you can create a new mesh object right ontop of the selected vertex, stuff like that. :D

Message edited on: 11/30/2004 08:17

Message edited on: 11/30/2004 08:22


casey_42 ( ) posted Tue, 30 November 2004 at 11:17 AM

Par is the parent field, you type in the name of the object you wish the active one to be parented to, case sensitive and all that, good reason to change "g_Cube2_metal" to "gold brick"


ysvry ( ) posted Tue, 30 November 2004 at 5:25 PM

great tips hope i can remember them. lol

for some free stuff i made
and for almost daily fotos


Draven931 ( ) posted Wed, 01 December 2004 at 10:19 PM

oh plenny of good tips their id have to say that i use aligning the 3D cursor to the 3D grid more than any thing my self lol


DGEbel ( ) posted Mon, 13 December 2004 at 1:43 PM

Note -
#6 - the Snap menu is actually SHIFT-S, not s (size)

#2 - transforms: you can also press X/Y or Z a second time and it will lock to the LOCAL axis. In other words, if you have rotated your object 31 degrees, you press "g" then "x x", the object will be moved along the rotated X axis at 31 degrees to the world or global axis.
Also, you can press the middle button AFTER you've started the transform operation as well, while you're moving the mouse along the desired access. Blender guesses which axis you're trying to constrain, which is usually ok, especially if you are close to orthographic view.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.