便利なショートカットまとめ

(JP) Blender入門 覚えておくと便利なショートカット

Introduction

This time, I will introduce essential and useful shortcuts and tips for modelling.

Some have been shown in the previous articles, but the others have not been introduced before. So please make good use of them.

Essential shortcuts and tips

Extrude

It’s been used many times before so I have nothing to say more, but, just in case… In the Edit mode, with vertex, edge or face selected, press the ‘E‘ key to extrude. We use it as a prime function for modelling.

押し出し

Extrude

Inset Faces

Probably, this shortcut has also been introduced before. With a face selected, press the ‘I‘ key to create an inset of the face. By the way, you could do the same by adding a face with the ‘E’ key and scaling it down. Actually, it is the way how have I done it until now…

面を差し込む

Inset a face

‘I’ stands for ‘Inset’. I might have described it as ‘Insert’ by mistake. I just learned it should be ‘Inset’ now…

There is a useful technique when using ‘Inset’. When you select multiple faces, it normally insets all the faces together. However, by checking ‘Individual’ in the left menu (you can display it with the ‘T’ key), the ‘Inset’ function is applied to each face individually. Once ‘Individual’ is checked, it’s applied to all following operations. So, if anything goes wrong, undo with ‘Ctrl+Z’ and use the ‘Inset’ again.

個別に面を差し込む

Create insets for each face individually

 

Loop Cut

In the Edit mode, you can place an edge loop on the object with ‘Ctrl+R‘. ‘Ctrl+R+[number key]‘ can change the number of cuts to create.

複数ループカット

Multiple loop-cut

After ‘Ctrl+R’, you can cut at the middle of the object by double-clicking the left button. Alternatively, you can click once, move the mouse and click the left button again to cut at the position you want to cut.

任意の位置でループカット

You can ‘loop-cut’ at any position

‘Loop Cut’ not only increase faces and edges for editing but also highlight a boundary on a smooth surface.

For example, as seen below, the Subdivision Surface Modifier could smooth out the entire shape of a hat. In this kind of cases, Loop-cut can highlight the boundary between the brim and the crown.

ループカットの小技

A tip for ‘Loop Cut’

Bevel

‘Bevel’ is also a frequently-used function. When you want to bevel the entire object, you can use the Bevel Modifier. But, when you want to bevel an edge, press ‘Ctrl+B‘ with the edge selected and move the mouse to adjust the depth of the bevel.

In addition, you can increase the number of edge loops along the bevel’s face to create smoother shape by using the mouse wheel before confirming the bevel.

ベベル

Bevel

And, you can also use ‘Bevel’ to highlight the smoothed corner in the same way as you did with ‘Loop Cut’ earlier. It means both functions can highlight a shape feature by inserting edges.

滑らかな部分をくっきりと

Bevel can ‘sharpen’ a smoothed corner

Duplicate

In the Object mode, you can duplicate an object by pressing ‘Shift+D‘ with the object selected. By pressing X, Y or Z after ‘Shift+D’, you can move the duplicated object in the selected direction.

オブジェクトの複製

Duplicate Object

In addition, you can duplicate a vertex, edge and face in the Edit mode.

Join

When you want to join separate objects into one, you can do it by pressing ‘Ctrl+J‘ with those objects selected.

If the origin of the object moved to a wrong place when joining, select ‘Origin to Geometry’ on the Tools tab in the left menu (you can display it with the ‘T’ key) to move the origin to a correct position.

原点の位置をジオメトリに設定

‘Origin to Geometry’

 

Merge

This merges the selected vertices into one. Select the vertices to merge and press ‘Alt+M’ to merge. In the menu brought up when pressing ‘Alt+M’, ‘At First’ joins the selected points at the vertex selected at first, ‘At Last’ joins them at the selected at last and ‘At Center’ joins them at the middle of the selected vertices.

マージ

Merge

 

Create a face

Select vertices or edges you want to create a face with and press the ‘F‘ key to create the face by filling the region surrounded with the selected vertices and edges. F stand for ‘Face’.

面の作成

Create a face

There is another useful technique. When the part where you want to create a face forms a ‘loop’, you can fill it in stages by pressing the ‘F’ key repeatedly.

連続して面を貼る

Fill with faces continuously

 

Furthermore, when you want to fill the curved surface, it’s very useful that you can fill it with faces by selecting the surrounding edges, pressing ‘Ctrl+F’ and selecting ‘Grid Fill’. It’s so handy, isn’t it.

グリッドフィル

Grid Fill

 

By the way, you can also create an edge by selecting two vertices and pressing the ‘F’ key.

辺も作成できる

You can also create an edge

 

Knife

Use this when you cut up a polygon. In the Edit mode, you can enable ‘Knife’ by pressing the ‘K‘ key. Then, draw the cut line with the left clicks and confirm it by pressing the Enter key when finished.once finished.

ナイフ

Knife

 

Useful shortcuts

Border Select

Press the ‘B‘ button and draw a rectangle area while holding down the left mouse button to select a larger area.

広範囲の選択

Select a larger area – Border Select

 

Edge Loop and Face Loop

By selecting a vertex/edge/face with the Alt key held down, you can select an edge loop/face loop.

一周ぐるりと選択

Select Edge Loop / Face Loop

 

Slide

When you want to move a vertex or edge along the mesh surface, you can do it by pressing the G key twice. It’s handy.

メッシュに沿って移動させる

Slide an edge along the mesh surface

 

Flip Normals

When joining objects with ‘Ctrl+J’, the joined object often has some meshes with their normals flipped without any apparent reason. I don’t know why it happens exactly. I usually found it when importing objects into Unity. If you found flipped meshes, select the flipped faces and press ‘Ctrl+N‘ to flip them back to the correct direction.

法線の反転

Flip the normals

By the way, you can hide/unhide normals with ‘Normals‘ under the ‘Mesh Display’ section in the menu that you can toggle with the N’ key.

法線の表示

Display Normals

 

Invert selection

You can invert a selection with ‘Ctrl+I‘.

選択範囲の反転

Invert a selection

Translate along the normal

While the S key scales the selection in the standard way, the Alt+S key scales it along its normal.

法線方向に拡大

Scale up along the normal

 

Select all the meshes linked to the selected mesh

By selecting a mesh and pressing ‘Ctrl+L‘, you can select all the meshes linked to it. It’s very useful to select the entity that is difficult to select such as the inside of the object.

選択したメッシュとつながるメッシュを全選択

Select all the meshes linked to the selected mesh

 

Useful tips

Bridge Edge Loops

‘Bridge Edge Loop’ bridges two separate ‘Edge Loops’ by generating faces in between.

Select the faces to bridge, press ‘Ctrl+E’ to bring up the menu and select ‘Bridge Edge Loops’.

ブリッジエッジループ

Bridge Edge Loops

It works only for faces in a single object, So, if each face belongs to a different object, join them together before applying ‘Bridge Edge Loops’.

 

Straighten angled edge

When extruding an angled edge, the extruded face still has an angled edge. If it’s extruded along the Y-Axis, you can straighten it by pressing ‘S > Y > 0‘. If it’s extruded along the X-Axis, press ‘S > X > 0‘. I guess it works by scaling the edge by the factor of zero. Although it doesn’t work for some cases, it’s a still useful technique.

面を平らに

Straighten the edge

 

Remove Doubles

You can delete (or merge?) the duplicated vertices by selecting all the mesh with ‘Ctrl+A’, pressing ‘Ctrl+V’ and selecting ‘Remove Doubles’ (I used to merge them one by one until I learnt this function…).

重複頂点を削除

Remove Doubles

 

Smooth Vertex

You can smooth vertices by displaying the menu with ‘Ctrl+V’ and select ‘Smooth Vertex‘.

They become smoother progressively by applying it repeatedly.

頂点をなめらかにする

Smooth Vertex

 

That’s it for now! Although I have not been on Blender for a long time, there are a lot of shortcuts I should have learnt earlier.

As it’s difficult to memorize all the shortcuts at once, just remember what kinds of functions are available at first. When you actually use them, you can read this article again to remember the details of the shortcuts. Keep doing it and you will memorize them naturally!

Blender has a lot of shortcuts, so it’s hard to remember them. But, once you get used to them, you will find them useful. Let’s keep learning together!