Compiled by Cristóbal Vila - Latest update: August 29, 2025


PREFS & KEYMAPS


NOTE 1: This is a compilation of default keymaps that I find important or interesting. There are tips also. And in RED, there are my custom keymaps.

I highly recommend you not to change default keymaps in Blender until you are really sure about it. Believe me: this is a very good tip!!!


NOTE 2: Alert * WIN * means, pending to install, add, change… on my Windows machine, since I usually work on a Mac, using Win just for rendering.



PREFERENCES

PANELS & AREAS

ADDED TO QUICK FAVORITES

GENERAL

NAVIGATION, VIEW & CAMERAS

VISIBILITY

TRANSFORM

PIVOT, ORIGIN & 3D CURSOR

SELECTIONS

EDIT

TOOLS

CURVES

GREASE PENCIL

UVS

WEIGHT PAINT

OUTLINER, COLLECTIONS & RELATIONSHIPS

GEOMETRY NODES

SHADING & LIGHTING

ANIMATION / TIMELINE

RENDER

ANNOTATE TOOL

MISC ADD-ON SPECIFIC


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I have modified these Preferences:


Interface > Status Bar > Scene Statistics ON / System Memory ON


Viewport > 3D Viewport Axes > Simple Axes / Size 50 / Brightness 10


Animation > Default Interpolation: Linear


Lights > MatCaps > INSTALL


Themes > Node Editor > Grid - change color from #282828 to #383838

Themes > Node Editor > Node Backdrop - change alpha from 1.0 to 0.94 (to  see wires behind nodes)

Themes > 3D Viewport > Face Angle Text - change color from #0000CC to #1AFF00 (to change color for Indices from Blue to Green)

Themes > 3D Viewport > Face Orientation Front - change color from #0000FF00 to #0000FFB3 (to return back blue tint at front normals)

Themes > 3D Viewport > View Overlay - change color from Black to White * WIN *


Navigation > Orbit & Pan > Orbit Around Selection ON / Depth ON

Navigation > Zoom > Zoom Axis > Horizontal

Navigation > Zoom > Zoom to Mouse Position ON


Keymap > Preferences > Spacebar Action > Search


System > Cycles Render Devices > MAC - Metal - AMD Radeon / PC - CUDA & OptiX - RTX 4070

System > Network > Allow Online Access ON

System > Memory & Limits > Undo Steps 128


Save & Load > Blend Files > Save Versions, from 1 to 0 (to disable that .blend1 extra files)


File Paths > Asset Libraries > /Users/cristobal/Library/Application Support/Blender/4.2/nodes/Higgsas Geo Nodes Blender 4.1

Import Method > Append (Reuse Data) > Relative Path ON


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Default Keymap — Blender Manual

Keymap Customization - Blender 4.2 Manual

Blender Shortcuts (Not any complete or exhaustive, but with beautiful examples and animations)

How to Transfer Keyboard Shortcuts to Another Blender Version

interface - how to export out keymaps? - Blender Stack Exchange

Have you modified your keyboard shortcuts? Explain yourself! : r/blender


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In red are those that are mine, added and modified. The rest are native


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Candidates for use as shortcuts: F10, F13-F18




ADDED TO QUICK FAVORITES [TOP]


[ This is the “Q” menu ]


Note that tools that only work in Edit mode only appear when we are in Edit mode.

Just like those that do so in Object mode (or any other, like Draft, Weight, etc)


OBJECT MODE


Show in Outliner KeKit > Select & Align > Show in Outliner

Copy Modifiers Object > Link / Transfer Data > Copy Modifiers

Object Data Select Linked > Object Data

Object & Data Object > Relations > Make Single User > Object & Data

Origin to 3D Cursor Object  > Set Origin > Origin to 3D Cursor

Link Materials Object > Link / Transfer Data > Link Materials

Remove Subdivision Modifiers N Panel > Tool > Remove Subdivision Modifiers - From all selected objects - Add-on

Remove Annotation Layer N Panel > Tool > Annotate

Purge Unused Data File > Clean Up > Purge Unused Data

Manage Unused Data File > Clean Up > Manage Unused Data

Find Missing Files File > External Data > Find Missing Files

Set Attributes Depending on YT Tools by Taz-San - Select an object, press here and then all other objects will appear as WFR  * WIN *




EDIT MODE (MESH)


Bridge Edge Loops Menu Edge > Bridge Edge Loops

Subdivide Menu Edge > Subdivide

Extrude along local normals Alt-E > Extrude faces along normals

Extrude Manifold Alt-E > Extrude Manifold

Flip Mesh > Normals > Flip or Alt-N, F

Faces by Edges Mesh > Split > Faces by Edges (to split faces using selected edges)

Dissolve Edges Del > Dissolve Edges

Edge Loops Menu Select > Select Loops > Edge Loops

Edge Rings Menu Select > Select Loops > Edge Rings

Coplanar Select Similar > Coplanar

Set Attribute Menu Mesh > Set Attribute

Mark Seam Menu Edge > Mark Seam (for UVs)

Clear Seam Menu Edge > Clear Seam (for UVs)

Set Dimensions Add-on from Blender for Artists / Jake Dube, modified by ChatGPT - Sets dimensions for selected vertices in world coordinates * WIN *

Symmetrize Menu Mesh > Symmetrize (default mirrors from -X to +X. Look at bottom to change this)

Select Boundary Loop Menu Select > Select Loops > Select Boundary Loops


EDIT MODE (CURVE)


Set Curve Radius Press Spacebar > Set Curve Radius (?) (write 1.0 or whatever and press Enter to apply that value to selected points) * WIN *

It’s strange: this command is NOT available on Blender-Windows (???)


Clear Tilt Menu Control Points > Clear Tilt

Apply Uniform Radius (1.0) RMB on selected curve points and call Custom add-on “etr_set_curve_radius_to_1”

TO DO: WORK ON ALL SELECTED SEPARATE CURVE OBJECTS


POSE MODE


Clear Transform All Menu Pose > Clear Transform > All



EDIT MODE (ARMATURE)


Scale BBone Armature > Transform > Scale BBone





PANELS & AREAS [TOP]


LMB on the panel header expands or collapses it.

A expands/collapses the panel under the mouse pointer.

Ctrl-LMB on the header of a collapsed panel will expand it and collapse all others.

Ctrl-LMB on the header of an expanded panel will expand/collapse all its sub-panels.

Dragging with LMB over the headers will expand or collapse many at once.


RMB on Viewport Border to Vert/Horiz Splits and also Join & Swaps


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EDITOR TYPE SHORTCUTS


F5 Editor Type Drop Menu

Shift-F1 File Browser / Asset Browser

Shift-F2 Movie Clip Editor

Shift-F3 Compositor / Texture Node Editor / Geometry Node Editor / Shader Editor

Shift-F4 Python Console

Shift-F5 3D Viewport

Shift-F6 Graph Editor / Drivers

Shift-F7 Properties

Shift-F8 Video Sequencer

Shift-F9 Outliner

Shift-F10 Image Editor / UV Editor

Shift-F11 Text Editor

Shift-F12 Dope Sheet / Timeline

Shift-F13 Spreadsheet * WIN - Not possible *




GENERAL [TOP]


Preferences Cmd-Comma


Search Spacebar (changed from “Play” on Preferences > Keymap > Preferences)


Pop-Up Toolbar Shift-Spacebar (removed and changed from “Play” on Preferences > Keymap > Preferences)


Rename Active Object F2 (Menu Edit)

Batch Rename Cmd-F2 (Menu Edit)


QUICK CHANGE VIEWPORTS

Comp > TextN > GeoN > Shader Shift-F3

3D Viewport Shift-F5

Graph Edit > Drivers Shift-F6

Image > UV Editor Shift F10

Text Editor Shift-F11 (to create Text Blocks for Frames)

Dope Sheet > Timeline Shift-F12


Return to default value Backspace (just put your mouse over a setting —not clicking— and press Backspace)




NAVIGATION, VIEW & CAMERAS [TOP]


View2D

Pan View Shift-Alt-LMB (it was MMB)

Pan View Alt-LMB (it was Shift-MMB)

Zoom 2D View Ctrl-Alt-LMB (it was Cmd-MMB)


3D View (Global) - I keep the Blender standards and add the Modo ones

Rotate View Alt-LMB (it was Mouse / Trackpad Rotate)

Rotate View MMB 


Pan View Shift-Alt-LMB (it was Shift - Mouse / Trackpad Rotate)

Pan View Shift-MMB


Zoom View Ctrl-Alt-LMB (it was Cmd-MMB)

Pan View Ctrl-MMB


Image (Global)

Pan View Shift-Alt-LMB (it was MMB)

Pan View Alt-LMB (it was Shift-MMB)

Zoom View Ctrl-Alt-LMB (it was Cmd-MMB)


Orbit & Snap to Ortho MMB + Alt


Top, Front, Right Num7, Num1, Num3

Bottom, Back, left Add Cmd or Ctrl to previous

Relative to Selected Add Shift to previous


Change point of interest Alt-MMB-Click on a point (the central point which the view orbits around)


3D Cursor Direct Placement Shift-RMB

Reset 3D Cursor Pos & Rot Shift-C


Orbit around 3D Cursor Side Bar (N) / View tab / View Lock / Lock To 3D Cursor

Orbit around an object Side Bar (N) / View tab / View Lock / Lock to Object and clicking on the object


N View > Lock Camera to View Alt-0 (toggle)

N View > Lock to 3D Cursor Shift-> (toggle)

In order to work, disable 3D View (Global) > View Navigation (Walk/Fly) - Key Binding appears as Shift ´ not as Shift >


Look from Active Camera Numpad 0


View from Selected Object Cmd-Numpad0

Valid also to Change and look from Active Camera, the one to Render. Look also in Scene Properties

And also to look from Selected Light (great for Spots)


Align Active Camera with view Cmd-Alt-Numpad0


Frame Camera Bounds Home

Zoom Camera 1:1 View Navigation Zoom Camera 1:1****

Zooms the view so that the camera frame has the exact same size as the output resolution.

Note that on iMac Retina, this is half-size


Toggle Visual Axis Add-on End/Fin (Select Face > End to enable Select Nothing > End to disable)

Use with Select face > RMB > Kushiro Tools > Visual Axis


View Trackball Rotation Prefs / Navigation / Orbit Method / Trackball

Also, use N > View > Orbit (thanks to Orbit free Add-on)


Roll, Pan, Dolly, and Track

To perform camera moves looking from Camera, the camera must first be selected (click on cam border) so transform operations apply to it.


Roll (Z rot) R

Vertical Pan or Pitch R + XX

Horizontal Pan or Yaw R + YY

Dolly (Z travel) G + ZZ

Sideways Tracking G + XX or YY




VISIBILITY [TOP]


Fit all visible objects Home

Fit selected Num-Comma


Toggle Local View / This will fit & isolate selected OBJECT (not geo island)

Local view is contextual, meaning that it can be set per 3D Viewport.

Remove from Local View Alt-/


Toggle Floor Visibility (Persp) *

Toggle Grid Visibility (Ortho) Ctrl-*

Assign both directly using Viewport Overlays 



Toggle Solid Wireframe Z (Originally Z opened the PieMenu “3D View > Shading” > Changed to next one)

Pie Menu 3D View > Shading Alt-Shift-Ctrl-Z (it was Z)

Toggle Wireframe Shift-Z

Toggle X-Ray Alt-Z

Toggle All Overlays Alt-Shift-Z


Toggle Single / 4 views Ctrl-Alt-Q (I don't like this keymap… search for another…)


Lighting X (cycle Studio, MatCap, Flat) (it was 3D View > Object Mode > Delete)

Important to disable all “Deletes or Remove > X” in Keymaps


Viewport Shading Color Alt-X (cycle Material … Random … Texture)

Toggle Persp/Active Cam Num-0

Set selected Cam as Active Cmd-Num-0

Define region to zoom Shift-B

Toggle Maximize Area Ctrl - Spacebar

Toggle Fullscreen Area Ctrl - Alt - Spacebar

Toggle visibility of the Toolbar T

Toggle visibility of the Sidebar N

Toggle Edit mode Tab (Edit Mode / Object Mode)


Show Open Boundaries Select > Select All by Trait > Non-Manifold


Show Selected in Outliner Select in 3DVP, go to Outliner and press Num-, (automático con add-on Auto Highlight) - DESACTIVADO - MUY INVASIVO

Better method: KeKit > Select & Align > Show in Outliner (QUICK FAVORITES)


Toggle View Face Orientation < (it was 3D View / 3D View Global / View Pie Menu - Disable it. Key Bind appears as `not as >)




TRANSFORM [TOP]


Move, Scale, Rotate G, S, R

Restrict Scene X/Y/Z add X/Y/Z

Restrict Local X/Y/Z add XX/YY/ZZ

Exclude an axis add Shift-X, Shift-Y, Shift-Z,


Shrink/Fatten Alt-S (move selected verts along normals)


Transform various Alt-Click on coords properties to transform PSR of various selected objects


Placement Pie Menu Shift-S


Orientation Pie Menu , (comma)


Object Trackball Rotation RR


Clear Move, Scale, Rotate Alt-G, Alt-S, Alt-R


Apply Transforms & to Deltas Cmd-A (apply PSR, and also Modifiers)


Mirror Selection Ctrl-M and X/Y/Z (or XX/YY/ZZ for Normal orientation) - Duplicate using Shift-D-Esc before - Use 3D Cursor for axis


Skin Resize Ctrl-A (+Info - to change radius on selected vertices at using Skin Modifier)


Quick Snap Tool Alt-< (originally this add-on is Ctrl-Shift-V) - ADD-ON QUICK SNAP

If once activated we press it again a Pie Menu appears

Constraint to XYZ X, Y, Z / Shift-X, Y, Z

Verts, Edge, Face 1, 2, 3

Origins O

Toggle Wire target W

Toggle Modifiers M

Cancel Esc


(See TIP for moving with copy and snapping to vertex)


Add SubD Modifier to selected Cmd-1, 2, 3, 4… (applying that subdivision to Editor, not render. Use 0 for cage - CAUTION: use top numbers, not numpad)

Works only in Object Mode

Subdivision Surface Modifier - Blender 4.1 Manual


Edit XYZ values at same time LMB click on the first property, drag your cursor down to the last one and you can enter one value for all of them.

Both editing numerically or just after your drag, pressing Shift to move the 3 sliders at a time at small increments






PIVOT, ORIGIN & 3D CURSOR [TOP]


Pivot Pie Menu . (dot)


Set Origin to… Object Menu (3D View, Object Mode)


To Move/Rotate the Origin of object(s) and not the object(s) themselves

N > Tool > Options > Transforms > Affects Only > Origins


To Rotate/Scale Origins of several objects, but not geometry

N > Tool > Options > Transforms > Affects Only > Locations


To use 3D Cursor as a pivot Dot-4 (Pivot > Sselect 3D Cursor)


3D Cursor Direct Placement Shift-RMB (it always stores viewport perspective orientation)

Also: N > View > 3D Cursor, for 3D Cursor parametric position and rotation



(*) Adding objects to scene you can orient them with 3D Cursor (left-bottom floating temporal palette)


Reset 3D Cursor Pos & Rot Shift-C


Cursor Fit & Align F6 (using KeKit)

Cursor to World Origin Alt-F6 (going to Object > Snap >…)

Align Object to Cursor F7 (using KeKit)




SELECTIONS [TOP]


Select Box W

Disabled cycling: Keymap > 3D View > 3D View Global > Set Tool By Name > Disable Cycle

While dragging Box or Lasso, you can additionally hold Spacebar to move the shape around with the mouse.


Tweak D (assigned both for Edit and Object modes)  * WIN - Assign for Object Mode *


Selection Pie Menu Alt-W


Select Verts/Edges/Faces 1-2-3

Multiple Selection Modes Shift + 1-2-3


Select all A

Select none Alt-A or AA (twice A)

Invert selection Cmd-I


Hide (and Lock) selection H

Hide invert Shift-H

Reveal hidden items Alt-H


In EDIT mode:

Select Linked under mouse L (no need previous selection. And its ADDITIVE, by nature)

Select Linked Cmd/Ctrl-L (need previous selection, and need to add Shift to add more to a previous selection)

Deselect Linked Shift-L (works with just mousse over)


In OBJECT mode:

Link/Transfer Data Cmd/Ctrl-L (to transfer data from Active to Selected Objects)

Select Linked Shift-L (perfect to select all Objects with same material than selected one)



Select More/Less Cmd-Num+/-


Loop Select Alt-RMB (it was Alt-LMB - Because conflict with new Orbit)

Loop Select (Add) Shift-Alt-RMB (it was Shift-Alt-LMB - Because conflict with new Orbit)


Ring Select Cmd-Alt-RMB (it was Cmd-Alt-LMB - Because conflict with new Orbit) 

Ring Select (Add) Cmd-Alt-Shift-RMB (it was Cmd-Alt-Shit-LMB - Because conflict with new Orbit)

Change both for Mesh & UV Editor (including all variations)


Rings from various Edges Menu Select > Select Loops > Edge Rings (QUICK FAVORITES)


Continue Selection Pattern Cmd-Shift-+


Select “square lasso polys” Ctrl-Shift-LMB (front Top-Left to Bottom-Right)


Select Pick Shortest Path Cmd (between 2 selected Verts, Edges or Faces)


Select Loop Inner Region Menu Select > Select Loops > Select Loop Inner Region (select faces inside an Edge Loop)

Select Loop Boundary Menu Select > Select Loops > Select Boundary Loop (inverse: select Edge Loop from Selected Faces)


Selected to Group Cmd-G (similar to Assign to Selection Set in Modo)


Select Coplanar Shift-G, C (Menu Select > Select Similar > Coplanar)


Select Grouped Objects Shift-G (various options + Popup > Extend) - Children, Siblings, Color, etc


Select Creased Edges TIP - In edge selection mode select a creased edge, go to Select > Select Similar > Crease


Select List Objects Under Alt-RMB (it was Alt-LMB - Because conflict with new Orbit)

3DView Global > Select Enumerate


Switch Objects in Edit Mode Alt-Q (to Switch Between Different Objects in Edit, Sculpt, Weight or Draw Mode)



EDIT [TOP]


Add Mesh / Object Origin Only Alt-N (Dependent on Add-on)


Toggle Subdivision Alt-Tab - Important to Select Object - Dependent on KeKit add-on (doesn't work in Windows…)


Mode switching pie menu Ctrl-Tab (to change to Object, Edit, Weight Paint, etc)


Toggle Snap Shift-Tab


Quick Favourites Q (add to it using RMB on buttons)


Duplicar (copy) Shift-D (Start drawing a copy, and we move it)

Duplicar (copy in place) Shift-D-Esc (we duplicate in the same place)

In Edit mode a new object is NOT generated, but more geometry is added to the same object.


Duplicar (instance) Alt-D

Duplicar (instance in place) Alt-D-Esc


TIP: If you want to make changes to an object in the new linked duplicate independently of the original object, you will have to manually make the object a “single-user” copy by LMB the number in the Object Data panel of the Properties.


Join Objects Cmd-J


Repeat last action Shift-R

Adjust last operation F9 (if you click outside a recent added object, to recover settings before doing anything)


Face, Edge, Vertex Tool Menus Cmd-F, Cmd-E, Cmd-V


Edge Crease Shift-E (same as Edge Weight)

Edit Crease N - Item - Edges Data - Mean Crease


Normals Menu Alt-N

Flip Normals Mesh > Normals > Flip or Alt-N, F (QUICK FAVORITES)


Change settings at a time Alt (Press Alt when changing a parameter to affect to all selected objects)


Link / Transfer Data Cmd-L (from the Active to the others selected) For example for Modifiers, to copy from Active to Selected

Copy Modifiers (QUICK FAVORITES)


Change Brush Size F (press F and move LMB at the same time to change size)

Delete (while painting) Ctrl


Toggle Proportional Modeling O

Proportional Modeling Falloff Shift-O

Proportional Modeling Size Wheel Up & Down, or PageUp & Down


DRAGGING

Ctrl – While dragging, snap to discrete steps.

Shift – Gives precision control over the value.

Shift-Ctrl – Precise snap will move the object with high precision along with the snapping constraint.


Scale of certain regions (?) Ctrl-MMB or Num+ and Num-

Reset region scale to the default Home (different behaviours depending on region)

Cycle through vert tabs Ctrl-Wheel or Ctrl-Tab / Ctrl-Shift-Tab


Copy/Paste vector/color Cmd-Alt-C / Cmd-Alt-V

Apply edit to all selected items Alt (hold while editing values)


Define Clipping Region Alt-B (draw rectangle). Press Alt+B again to exit this mode

View Regions - Blender 4.2 Manual




TOOLS [TOP]


Extrude Menu Alt-E


Extrude / Extend E (for verts, edges & polys)

Extrude / Extend Cmd/Ctrl-RMB-Click


Extrude along avg normal E

Extrude along local normals Alt-E > Extrude faces along normals (QUICK FAVORITES)

Extrude Inner Manifold Alt-E > Extrude Manifold (QUICK FAVORITES)


Connect Vertex Path J (auto knife between 2 selected vertices, even passing through other faces)


Inset Faces I

Ctrl for Depth

O for Outset

I for Individual


Bevel Edges Cmd-B

Adjust number of segments Mouse Wheel

Width Type M (toggle between Offset, Width, Percent, Absolute)

Shape P (between 0 and 1)

Width A


Bevel Verts Cmd-Shift-B

Adjust number of segments Mouse Wheel

Width Type M (toggle between Offset, Width, Percent, Absolute)

Shape P

Width A

Switch edge/verts V


Loop Cut Cmd/Ctrl-R (edge loops at faces / subdivisions at polylines)

Adjust number of segments Mouse Wheel

Even E (press once it's interactive, just after first Enter)

Flip Even F


Loop Slice - Taz Alt-Shift-R (using YT Tools by Taz-San. Original was Alt-L)  * WIN *

Add Loop - Taz Alt-R (using YT Tools by Taz-San)  * WIN *


Offset Edge Slide Cmd-Shift-R

Adjust number of segments Mouse Wheel

Even E (press once it's interactive, just after first Enter)

Flip Even F

Clamp C


Slide Verts Shift-V


Slide Edges G-G

Even E (press once it's interactive, just after first Enter)

Flip Even F

Clamp C


Difference between various sliding tools [Blender] - Support / Tutorials, Tips and Tricks - Blender Artists Community


Rip Vertices/Edges V (press G after for lateral edges guiding)


Rip Fill Vertices/Edges Alt-V (press G after for lateral edges guiding) - Same than Modo Slicing

For all: press E for Even; F for Flipped; C for Clamp


Rip depends on your mouse position. So if you want to rip off other side, you should place your cursor on the right side of

your edge. THIS WORKS BETTER LOOKING FROM ORTHO VIEWS.


Split (selected) Y (caution: this splits, separates, selected elements themselves, not faces)

Use Mesh > Split > Faces by Edges to split faces using selected edges (QUICK FAVORITES)


Bridge Edge Loops Menu Edge > Bridge Edge Loops (QUICK FAVORITES)


Separate on new object P (ALSO: selecting various islands in Edit Mode > P > By Loose Parts will separate every single island in an object)


Merge Vertices M

CAUTION: use Select Box, Lasso or Tweak to select 2 or more vertices to have “To Last” “To First” option (Select Circle does not offer these options). For me this is a bug…


New Edge from Vertices F

New Face from Edges F

With a closed succession of Edges, create an interior polygon

With a succession of U-shaped edges, just select the first one and they will close, one by one, with each F (example)

With two selected verts, this creates a new one connecting both


New Quad from Corner Vert F (thanks to F2 Add-on)


Make Segment F (we select two verts, add edge, also in curves - NOTE: DO NOT USE FOR SEWING)

SEWING J (auto knife between 2 selected vertices, even passing through other faces)



Subdivide Menu Edge > Subdivide (QUICK FAVORITES)

Un-Subdivide Menu Edge > Un-Subdivide


Triangulate Cmd-T

Un-triangulate Alt-J (Triangles to Quads)


Dissolve Edges Del > Dissolve Edges (QUICK FAVORITES)


Merge Coplanar Faces Del > Limited Dissolve


Shrink/Fatten Alt-S (move selected verts along normals)


Move Along Normals (?) comma-2 + dot-2 + G-Z - Transform Orientation (,) to Normal (2) + Pivot Point (.) to Individual Origins (2) + G-Z


Round edges Shift-Alt-S (it's gradual)

To convert square holes into circular ones


Bend Deform 1 side Shift-W (on respect to 3D cursor)

Bend Deform Symmetric Shift-W and then ALT (on respect to 3D cursor)


Spherize Alt-Shift-S (select vertices or edges > Mesh > Transform > To Sphere


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Knife K

Snap to Edge Middle Shift

New Cut RMB

Cancel Esc

Confirm Return or Spacebar

Only Selected Shift-K

Axis Constraint X,Y,Z or XX,YY,ZZ

Angle Constraint A


Knife has it's own snapping method which does not need to be enabled (yellow, snap to edge / red, snap to vert)

Knife Topology Tool - Blender 4.2 Manual


If the green square indicating the knife's position is hovered over an edge this turns yellow to indicate, if you now click the cut will be snapped to the edge. If you move over closer to a vertex, a red outline around the green square will indicate the knife is now snapping to the vertex.



SCULPTING [TOP]



Brush Size F

Brush Strength Shift-F

Brush Angle Ctrl-F

Invert Effect Ctrl


Mask Operations Pie Menu A

Enable Mask Brush M 

Soft Mask Shift-Drag

Clear Mask Alt-M

Invert Mask Cmd/Ctrl-I 

Box Mask B 


Face Sets Pie Menu Alt-W

Hide face set under cursor H

Isolate face set under cursor Shift-H

Show All Alt-H

Grow/Shrink Face Set Ctrl-W / Ctrl-Alt-W (acts under mouse)

Remove all Face Sets Alt-W > Face Set from Visible (with ALL visible)


Remesh Cmd/Ctrl-R

Remesh Preview R

Draw V 

Smooth S or Shift-Drag, with any brush

Grab Brush G 

Clay Strips C 

Inflate I

Crease Polish Shift-C 

Snake Hook K

Scrape Shift-T 

Pinch/Magnify P

Brush Assets Search Shift-Space 


Invert Line Trim/Project Fz

Snap Line Trim/Project Ctrl (Constrains the rotation of the line to 15 degree intervals)

Move Line Trim/Project Ctrl-Spacebar (Reposition the line)

Limit Trim/Project to Segment N > Tool > Active Tool > Limit to Segment



CURVES [TOP]


TIP: For precise curve creation first place your 3D Cursor (Shift-RMB), then Create Point in Object Mode, then Extend using E and XYZ. Use Grid Absolute Snapping and Rotate using R + CTRL


Set handle type V

Add point on existing curve Ctrl-LMB on curve with the Curve Pen selected

Extend Curve E and move mouse


Adjust Point Radius Alt-S

Adjust Point Tilt Cmd/Ctrl-T


While using the Curve Pen (drawback > no snaps):

Change-Break Handle Shift - LMB Move

Add point over curve Cmd - LMB Click on curve

Move handle maintain direction Alt (caution: first click, then press Alt)

Delete point Cmd - LMB Click on point

Re-position live point Spacebar (?)


Complete Keymaps and Tips with “Using Blender's Curve Pen Tool.mp4”




GREASE PENCIL [TOP]


Line Thickness Alt-S

In Object Mode select the GPencil object, then go into Edit Mode > Select the curves/vertices you want to modify > Use Alt+S


While any tool is active:

Annotate D-LMB

Annotate Stabilized Shift-D-LMB

Annotate Straight HV Lines Alt-D-LMB

Annotate Polygon Alt-Shift-D-LMB (press ESC to exit)

Erase Annotations D-RMB

Remove Annotation Active Layer Q

Change Eraser Radius Rotate Wheel while active


Rotate Annotate Rectangle tool Press CTRL once the rectangle is drawn (add-on Annotate Plus)



UVS [TOP]


UV Menu U

Unwrap Alt-U

Pin Selected P

Unpin Selected Alt-P

Select Pinned Verts Shift-P

Brush Change Radius F and move mouse

(for any tool)


ZEN UV SHORTCUTS

Introduction - Zen UV 4.4 for Blender

Toggle Checker Alt-T


ZEN UV TIPS

If I assign the Seams manually, do not forget to check “Seams by UV Borders” in the Unwrap Panel (otherwise the add-on will create its own borders)

You do not have to select all the polygons of the islands that we are going to unwrap. Instead, leave everything prepared, with its seams, and apply the Unwrap Zen command.

For the “Zen Unwrap” command to work, you must be in UV Sync mode




WEIGHT PAINT [TOP]


Vertex Group Specials Ctrl-G (to reset all weights)

Change Radius Size F > LMB

Change Wight Ctrl-F > LMB



OUTLINER, COLLECTIONS & RELATIONS [TOP]


Move to Collection M

Move selected objects to an existing or new collection. IMPORTANT: object must be direct child of this Collection, not to be inside a hierarchy.


Link to Collection Shift-M

Add selected objects to a collection, while keeping them in their current collection. This way objects can appear in multiple collections. A new collection can be created in the pop-up.


Create New Collection Ctrl-G

Creates a new collection and adds the selected object(s) to it. The name of the new collection can be specified in the Create New Collection Adjust Last Operation panel. This collection is not linked to the active scene.


Remove from Collection Ctrl-Alt-G

Remove the selected objects from a collection. If the object belongs to more than one collection, a pop-up lets you select the collection and an option to remove it from all collections.


Remove from All Collections Shift-Ctrl-Alt-G

Remove the selected objects from all collections.


Add Selected to Active Collection > Shift-Ctrl-G

Adds the selected objects to the collections to which the active object belongs.


Remove Selected from Active Collection > Shift-Alt-G

Causes the selected objects to be removed from the collections to which the active object belongs.


Duplicate hierarchy Select Hierarchy (or Shift-G > Children) > Shift-D > ESC

If you are doing this multiple times you can open the toolbar(T) and check 'Extend' after doing 'Select Grouped',

so the parent remains selected when the children are selected. Any future selection of children will respect this 'Extend' setting.


Set Parent* Cmd-P (select child and last one the parent —> Keep Transformation Without Inverse) - Also: arrastrar pulsando Shift

Unparent or Clear Parent* Alt-P (select only the child) —> Clear Parent and Keep Transformation



OUTLINER: Introduction - Interface - Selecting - Editing - Usage


Next keymaps works always WHILE the mouse is over the Outliner:


Show Active Numpad (.) > Good to select in 3D viewport and show in Outliner

Expand/Collapsed All Shift-A (note, this is ALL, not “all-selected”)

Show Object Hierarchy Home

Expand ALL 1 level +

Collapse ALL 1 level -


Select the next element in the list Down

Select the previous element in the list Up


Select the next element without deselecting Shift-Down

Select the previous element without deselecting Shift-Up


Open the data-block to view children Right

Open this and all child data-blocks Shift-Right


Close the data-block Left

Close this and all child data-blocks Shift-Left



Link/Transfer Data* Cmd-L


(*) IMPORTANT: select object in 3D viewport (not in Outliner) - And various options to choose


To make the coordinates of a child LOCAL with respect to the parent (from here)


If they are NOT related yet, and acting in the 3D Viewport:

Select Children, Select Parent / Cmd-P > Set Parent > Object (Keep Transform Without Inverse)

(Then clean the coordinates because there is a little junk left)


If I have already related them by dragging in the Outliner with Shift:

Select Children > Object > Apply > Parent Inverse 


To undo parent: Alt-P > Clear Parent > Clear and Keep Transformation


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Disable 0-9 keys to Hide Collections - Now those keys are available in Object Mode

Preferences > Keymap > Search for all “Hide Collection” > Disable All

Fix the number keys hiding objects in Blender - YouTube




GEOMETRY NODES [TOP]


Higgsas geometry nodes groups manual


Node-Wrangler Menu Shift-W


Add new node Shift-A / Spacebar

Remove Node X or Delete (break connection)

Dissolve Node Cmd-X or Cmd-Delete (maintain connection)

Detach Node Cmd/Ctrl-LMB-Move (it was Alt-LMB-Move - Changed because conflict with new Orbit)

node.move_detach_links


Duplicate node Shift-D 

Duplicate node - Connected Shift-Ctrl-D 


Mute selected nodes M


Reset Node Values Backspace (all to default settings)


Combine Selected Nodes Ctrl-0 (also to Merge with Shading Nodes) - Thanks to Node Wrangler


Break connection Cmd/Ctrl-RMB (and draw a “break” line through a connection)

Toggle Mute connection Ctrl-Alt-RMB (and draw a “break” line through a connection)


Add reroute in connection Shift-RMB (and draw a line through a connection)

Dissolve selected reroute Cmd-X or Cmd-Delete

Move selected reroute G


Connect to Output O

Connect to Output Shift-Ctrl+MMB on a node (was Shift-Alt+LMB) Conflict with new ALT nav


Link Viewer Shift-Ctrl+LMB - Press again to cycle through sockets


Show/Hide unconnected sockets Ctrl-H (on selected nodes)

Join selected nodes in a frame Cmd-J

Remove from frame Alt-P

Rename frame F2


Convert to Node Group Cmd-G / Ctrl-G

Toggle Edit Node Group TAB

Go back to Parent Node Group Ctrl-TAB


Toggle Snap Shift-Tab (temporarily by holding Ctrl after starting to drag nodes)

Snap Node Element Shift-Ctrl-Tab (to choose between grid or node sides)


Reposition connection(s) Cmd/Ctrl in output socket and click to move


Swap Links Alt-S - NodeWrangler Add-on - When two nodes are selected, this swaps each other’s output link


Select Grouped Nodes Shift-G - Selects nodes that have similar properties as the active node: Type, Color, Prefix, Suffix

Find Node Ctrl-F - Shows a search pop-up for finding a node by name

MORE: Selecting Nodes - Blender Manual


Quick Add Group Input Node 1 (add-on Group Input Helper)

Split/Merge Group Inputs Shift-1 (add-on Group Input Helper)

Quick Add Inputs/Outputs Ctrl-1 (add-on Group Input Helper)



Node Editor Switcher add-on

Open Node Editor Switcher E

Geometry Node Editor Numpad-1 (original 1)

Shader Node Editor Numpad-2 (original 2)

World Node Editor Numpad-3 (original 3)

Compositor Node Editor Numpad-4 (original 4)




SHADING & LIGHTING [TOP]


Rotation HDR Ctrl-Alt-RMB (Add-on HDRI Rotator)

Hold the Shift key to rotate your light with finer accuracy


Quick connect node to Output Shift-Ctrl+LMB on a node


Reload all Image Maps Alt-R (with the mouse cursor over the Shader Editor)


Add Texture Setup Ctrl-T (thanks to Node Wrangler)

Add a setup of a texture node, Texture Coordinate, and Mapping nodes to any shader node. If you select a texture node, it will only add the Texture Coordinate and Mapping nodes. For a background shader it will add an Environment Texture node.


Add Principled Texture Setup Ctrl-Shift-T (thanks to Node Wrangler)

Add a principled texture setup from the selected texture files. Select a Principled BSDF node, select Add Principled Setup from the quick access menu (or press Shift-Ctrl-T), and select texture files. It automates the process of adding Image Texture nodes, loading images, selecting the appropriate Color Space, and connecting their outputs to the Principled BSDF node.

It detects the type of textures by looking at their file names. You can edit the tags used for this matching process in the add-on preferences.


Use lights with geometry nodes in blender - By Harry Blends - Very connected with this one: Control ANYTHING with Geometry Nodes! - YouTube




RIGGING [TOP]


Toggle Object/Edit Tab

Toggle Object/Pose Ctrl-Tab


Rename Selected Bone F2

Parent Bone to Bone Cmd/Ctrl-P (choose Keep Offset or Connected)


Assign IK Shift-I (select Target first, then Bone and then press Shift-I)


Roll Bone Cmd/Ctrl-R


Recalculate Roll Shift-N (better to do BEFORE assigning IKs and Poles)


Select Bones in WP Alt-Click (to Select Bones while being in Weight Paint mode)


Move Bone to Collection M


Scale B-Bones From Edit Mode, select the b-bones, go to Armature > Transform > Scale B-Bone and move your mouse accordingly to change the size



ANIMATION / TIMELINE [TOP]


Toggle Time-Dope/Graph Ctrl-Tab

Toggle Time/Dope


Frame Selected Numpad (.)

Frame All Home

Frame Scene Range Shift-Home


Add Keyframe Ctrl-RMB (click on curve)

Interpolation Mode T

Extrapolation Mode Shift-E


Go to current frame Numpad (0)

Go to selected keyframe Cmd/Ctrl-G


Mark IN Ctrl-Home

Mark OUT Ctrl-End


Markers NOTE: Use next keymaps while mouse over markers area


Bind Camera to a Marker Cmd/Ctrl-B (select camera at Outline, call operator over Timeline) - NOTE: use DOPE SHEET EDITOR or TIMELINE, not Graph Editor

This can be done “from scratch”. No need to create first the marker. This keymap does all.


Create Marker M

Duplicate Marker Shift-D

Select All Markers A

Select None Markers Alt-A

Select Invert Markers Cmd/Ctrl-I

Box Select Markers B

Rename Selected Marker F2




RENDER [TOP]


Render Image F12

Render Animation Cmd-F12


Set Render Region Cmd-B (create a frame in Object Mode)

Reset Render Region Cmd-Alt-B


Render Specific Frames Ctrl-Shift-F12 (using Loom Add-on) >>> Look add-on preferences




ANNOTATE TOOL [TOP]


TEMPORAL (while not enabled the tool):


Enable D and draw

Enable with stabilizer Shit-D and draw

Enable draw H/V straight lines Alt-D and draw

Erase D + RMB and draw


Once enabled the tool:

Erase Ctrl and draw




MISC ADD-ON SPECIFIC [TOP]


Copy-Paste Global Transform N - Animation - Global Transform (Copy Global Transform Add-on)

Copy Attributes Ctrl-C (select +2 objects to copy attributes from active to selected - Copy Attributes Add-on)

(*) Caution: Ctrl not Cmd


Quick Menu by Passivestar D - If I see that I don't use it, uninstall it. In any case, investigate it well.