Andrew Price Cuts Blender 3.0 Onboarding to Core 20% Hotkeys

Blender 3.0 Beginner Tutorial - Part 1 — Blender Guru

Blender Guru

Mastering a foundational 20% of navigation shortcuts drives up to 90% of 3D production work, rendering menu gizmos and comprehensive tool memorization counterproductive for beginners.

AI-assisted summary of Blender 3.0 Beginner Tutorial - Part 1 — original source. Check the original for full context.

Source published:

Key ideas

  • Mastering 3D does not require memorizing every tool; applying the Pareto principle, roughly 20% of Blender's core features handle 80% to 90% of practical project requirements. (0:00)
  • The default 3D Viewport operates as a performance-optimized staging area, meaning realistic light transport, cast shadows, and surface shaders are only calculated upon triggering a render (F12) or switching display modes. (1:15)
  • Transform workflows favor single-key hotkeys—G (Grab), R (Rotate), and S (Scale)—constrained along X, Y, and Z vectors over slower graphical toolbar gizmos. (2:45)
  • Snapping to cardinal axes automatically switches Blender into orthographic projection, eliminating perspective foreshortening to facilitate precise technical alignment. (11:21)

Detailed notes

## Background Published on YouTube by Blender Guru (Andrew Price) on December 3, 2021, this video kicks off a beginner tutorial series for Blender 3.0. According to the description, the series guides viewers through core features like modeling, lighting, materials, geometry nodes, and rendering while crafting a 3D donut.

## TL;DR In this foundational lesson, Andrew Price demystifies Blender's complex interface by focusing on the essential 20% of features used in the vast majority of 3D workflows. He breaks down the 3D Viewport and explains the rendering pipeline using the default scene's cube, lamp, and camera. Viewers learn critical transformation shortcuts—grab (G), rotate (R), and scale (S)—along with axis snapping and cancellation methods. Finally, the video covers comprehensive viewport navigation, orthographic versus perspective modes, and the roles of the Properties panel and the Outliner before preparing learners to model a donut in Part 2.

## Atmosphere & style The lesson feels encouraging, accessible, and grounded, deliberately counteracting the overwhelming visual complexity of Blender's interface. Andrew's delivery is breezy and conversational—punctuated by humorous offhand moments, like swatting at an annoying studio fly—while maintaining clear, structured pedagogical clarity. His pragmatic, reassuring demeanor reassures complete beginners that they don't need to memorize the entire program to start making compelling 3D art.

## Bulletin - [00:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=0s) Mastering 3D does not require memorizing every tool; applying the Pareto principle, roughly 20% of Blender's core features handle 80% to 90% of practical project requirements. - [01:15](https://www.youtube.com/watch?v=nIoXOplUvAw&t=75s) The default 3D Viewport operates as a performance-optimized staging area, meaning realistic light transport, cast shadows, and surface shaders are only calculated upon triggering a render (F12) or switching display modes. - [02:45](https://www.youtube.com/watch?v=nIoXOplUvAw&t=165s) Transform workflows favor single-key hotkeys—G (Grab), R (Rotate), and S (Scale)—constrained along X, Y, and Z vectors over slower graphical toolbar gizmos. - [11:21](https://www.youtube.com/watch?v=nIoXOplUvAw&t=681s) Snapping to cardinal axes automatically switches Blender into orthographic projection, eliminating perspective foreshortening to facilitate precise technical alignment.

## Key takeaways - [00:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=0s) The Pareto principle applies directly to digital art: learning a core 20% of Blender's vast toolset enables completion of 80% to 90% of typical 3D projects. - [01:15](https://www.youtube.com/watch?v=nIoXOplUvAw&t=75s) Fresh Blender scenes initialize with three foundational entities: a mesh object (Cube), a light source (Lamp), and an image framing device (Camera). - [01:15](https://www.youtube.com/watch?v=nIoXOplUvAw&t=75s) Pressing F12 triggers CPU or GPU ray calculations to transform the simplified viewport staging setup into a photorealistic 2D rendered image. - [02:45](https://www.youtube.com/watch?v=nIoXOplUvAw&t=165s) Using direct hotkeys—G for grab, R for rotate, and S for scale—provides a significantly faster and more fluid modeling workflow than relying on on-screen toolbar gizmos. - [02:45](https://www.youtube.com/watch?v=nIoXOplUvAw&t=165s) Transformations can be restricted to specific dimensions by pressing X, Y, or Z after the command, or by holding the middle mouse button to snap to the nearest axis. - [05:08](https://www.youtube.com/watch?v=nIoXOplUvAw&t=308s) Any active transform operation can be canceled immediately without altering object placement by pressing Escape or executing a right-click. - [06:20](https://www.youtube.com/watch?v=nIoXOplUvAw&t=380s) Viewport navigation relies fundamentally on the middle mouse button: dragging orbits the scene, Shift + MMB pans laterally, and Ctrl + MMB executes smooth zooming. - [06:20](https://www.youtube.com/watch?v=nIoXOplUvAw&t=380s) Laptop users lacking a middle mouse button can enable 'Emulate 3 Button Mouse' in preferences to orbit with Alt + Left Click, or use the on-screen navigation gizmo. - [08:31](https://www.youtube.com/watch?v=nIoXOplUvAw&t=511s) Pressing Numpad Period (.) or using the tilde (~) pie menu instantly centers and frames the viewport on the selected object, resetting the orbit pivot point. - [10:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=600s) Numpad shortcuts 1, 3, and 7 snap the viewport to front, side, and top views, while holding Alt while orbiting snaps directly to the nearest cardinal axis. - [11:21](https://www.youtube.com/watch?v=nIoXOplUvAw&t=681s) Orthographic mode removes perspective distortion by simulating an infinite focal length, ensuring parallel lines never converge during precision modeling. - [13:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=780s) Adjusting material properties in the Properties panel does not reflect in the default viewport because it runs in a simplified display mode to preserve system performance. - [14:12](https://www.youtube.com/watch?v=nIoXOplUvAw&t=852s) The Outliner acts as a project inventory organized into collections, providing a structured hierarchy to locate, rename, and manage duplicated scene elements. - [14:55](https://www.youtube.com/watch?v=nIoXOplUvAw&t=895s) Pressing Numpad 0 toggles the camera view, locking the viewport to the exact framing that will appear in the final render output.

## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=0s) Introduction to Blender and the 80/20 Rule

Opening Blender for the first time is often intimidating; anyone attempting to explore the software without guidance quickly realizes that even moving a basic shape feels impossible without assistance. However, Andrew Price reassures newcomers that mastering 3D does not require memorizing every single button or feature visible on the screen. Having used Blender for 18 years, Andrew points out that there are entire sections of the program—such as Python scripting—that he has never touched simply because his work does not require them. While comically battling an annoying fly in his studio, he emphasizes that the Pareto principle applies directly to digital art.

Andrew explains: “If you're familiar with the 80-20 rule, I think there's really about 20% of Blender's features that you'll use in 80 or 90 percent of projects.” This fundamental 20% forms the backbone of the tutorial series. Rather than teaching abstract theory, the series adopts a project-based learning approach: building a complete 3D donut from scratch. Andrew notes that this marks his third iteration of the famous donut tutorial series, which he refreshes whenever a major Blender milestone is released, ensuring that viewers who follow through to the end will finish with a polished, portfolio-ready render.

[01:15](https://www.youtube.com/watch?v=nIoXOplUvAw&t=75s) The 3D Viewport and the Rendering Principle

The large primary window occupying the center of the screen is the 3D Viewport, the workspace where users will spend roughly 90% of their production time composing, modeling, and arranging scenes. By default, every fresh Blender project opens with three distinct entities: - **A Cube:** The standard mesh geometry sitting at the origin. - **A Lamp:** Represented visually as a ball suspended from a piece of string, acting as the scene's light source. - **A Camera:** A distinct triangular, arrow-like wireframe object that dictates the framing of the final image.

Pressing **F12** (or navigating to **Render > Render Image**) instructs Blender to capture a snapshot through the camera's lens. While the rendered result may initially resemble the viewport layout, Andrew explains that it contains full computational data—including calculated surface illumination, realistic drop shadows, and material properties. In his words: “What you build in the 3D viewport is sort of like a simplified version of what it is you're trying to create.” The viewport acts as an interactive staging ground; only during the rendering stage does the computer’s CPU or GPU crunch numbers, bouncing light rays throughout the digital environment to generate the final photorealistic image.

```mermaid flowchart LR accTitle: Viewport to Final Render Workflow accDescr: Simple diagram showing how viewport assets are rendered into a final 2D image via the CPU or GPU. subgraph Setup["3D Viewport Staging"] A["Default Cube (Mesh)"] B["Default Lamp (Light)"] C["Default Camera (Framing)"] end subgraph Engine["Processing Engine"] D["F12 Render Command"] E["CPU / GPU Light Calculations"] end subgraph Output["Final Output"] F["Rendered 2D Image with Lighting & Shadows"] end Setup --> D D --> E E --> F ```

[02:45](https://www.youtube.com/watch?v=nIoXOplUvAw&t=165s) Moving Objects and Axis Snapping

To manipulate an object, beginners often reach for the dedicated **Move** tool located on the left-hand toolbar. Selecting this tool summons a 3D transform gizmo over the cube, featuring colored directional arrows for constrained movement and a central white circle for unconstrained screen-space dragging. While functional, Andrew advises abandoning the toolbar gizmo entirely in favor of direct hotkeys, which drastically increase modeling speed.

The primary hotkey for translation is **G** (standing for "grab"). Striking **G** instantly attaches the active object to the cursor without needing to hold down a mouse button: - The cursor does not need to hover over the target mesh to initiate the grab. - A single left-click confirms and commits the object to its new position. - Precise alignment along specific axes is achieved by pressing an axis letter immediately after hitting **G**: - **X:** Constrains movement along the left/right axis (represented by red lines). - **Y:** Constrains movement along the forward/backward axis (represented by green lines). - **Z:** Constrains movement along the up/down vertical axis (represented by blue lines). - Alternatively, pressing and holding the middle mouse button (scroll wheel) while moving the mouse draws an on-screen guide line that snaps the movement to the nearest axis.

[05:08](https://www.youtube.com/watch?v=nIoXOplUvAw&t=308s) Rotate, Scale, and Canceling Transforms

Transformations extend beyond translation into rotation and scaling, both of which follow the same intuitive single-key logic: - **Rotate (R):** Pressing **R** allows free rotation based on the current viewing angle. Pressing an axis key (**X**, **Y**, or **Z**) restricts rotation to that specific vector. - **Scale (S):** Pressing **S** resizes the mesh uniformly, while combining **S** with an axis key scales the geometry along a single dimension. - **Canceling an Action:** If a transformation goes awry, pressing **Escape** or executing a single right-click immediately cancels the operation and returns the object to its previous state.

Andrew highlights that while toolbar hover tooltips show shortcuts like `Shift + Spacebar` to summon popover menus, memorizing **G**, **R**, and **S** provides the fastest, most fluid workflow in 3D production.

| Hotkey | Action | Secondary Modifiers | Cancel Operation | |:--- |:--- |:--- |:--- | | **G** | Grab / Move | Press **X**, **Y**, or **Z** to lock axis; or hold **MMB** to snap | **Right-Click** or **Esc** | | **R** | Rotate | Press **X**, **Y**, or **Z** to rotate around axis | **Right-Click** or **Esc** | | **S** | Scale | Press **X**, **Y**, or **Z** to scale along axis | **Right-Click** or **Esc** |

[06:20](https://www.youtube.com/watch?v=nIoXOplUvAw&t=380s) Viewport Navigation: Orbiting and Laptop Workarounds

Exploring the 3D scene requires mastering viewport navigation rather than just moving physical objects. Clicking and holding the middle mouse button (**MMB** / scroll wheel) while dragging allows the user to orbit around the current pivot point in 3D space. Recognizing that laptop users on trackpads lack a dedicated middle mouse button, Andrew provides immediate workarounds: - **On-Screen Navigation Gizmo:** Users can click and drag directly on the coordinate axis gizmo located in the top-right corner of the viewport to orbit manually. - **Emulate 3 Button Mouse:** Navigating to **Edit > Preferences > Input** and toggling **Emulate 3 Button Mouse** allows trackpad users to orbit by holding **Alt** while left-clicking and dragging.

While in user preferences, Andrew also recommends adjusting the **Resolution Scale** under interface settings for high-resolution displays. On 4K monitors, default text and icons appear tiny; holding **Ctrl** while dragging the scale slider snaps to clean increments, with Andrew personally favoring around 1.4 for his daily work (though setting it larger for tutorial visibility). He briefly notes the existence of an "Industry Compatible" keymap designed for migrating Autodesk Maya or 3ds Max users, but strongly advises sticking with Blender's native shortcuts to follow along with standard community resources.

[08:31](https://www.youtube.com/watch?v=nIoXOplUvAw&t=511s) Panning, Zooming, and Focusing on Objects

Beyond orbiting around a fixed point, navigating large scenes requires panning and zooming: - **Panning:** Holding **Shift + Middle Mouse Button** shifts the camera view laterally, repositioning the focal center to explore different quadrants of the scene. Trackpad users can achieve this by clicking and dragging the hand icon in the top-right overlay. - **Zooming:** Scrolling the mouse wheel steps the view in and out. For a smoother, non-stepped zoom, users can hold **Ctrl** while clicking and dragging the middle mouse button, avoiding the jagged steps of a standard wheel. Andrew urges viewers: “Do invest in a mouse, please. You will need it for 3D.” - **Focusing / Frame Selected:** When an object is moved far away from the center of the viewport, panning manually to locate it is tedious. Selecting an object in the scene and pressing the **Numpad Period (.)** key instantly zooms and centers the viewport directly on the selected mesh, resetting the orbit pivot. For laptop keyboards lacking a dedicated number pad, Andrew begins introducing the tilde key (`~`) pie menu alternative.

[10:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=600s) Aligning the View to Axes and Orbiting Controls

Andrew Price reviews the essential viewport navigation hotkeys: orbiting with the middle mouse button, panning with Shift plus middle mouse, zooming with Ctrl plus middle mouse or the scroll wheel, and focusing on an object via the tilde key (`~`) pie menu or the dedicated view-selected options. A frequent stumbling block for beginners is tumbling around until the entire scene ends up upside down. To right the view, users can simply click the axis labels on the navigation gizmo in the upper corner of the viewport.

Alternatively, dedicated Numpad shortcuts allow users to snap straight to standard views: Numpad 1 for front view, Numpad 3 for side view, and Numpad 7 for top view. These shortcuts do not work with the top row of number keys unless "Emulate Numpad" is enabled in preferences. Users coming from sculpting software will also appreciate a familiar trick: holding Alt while orbiting with the middle mouse button will instantly snap the viewport to the nearest cardinal axis.

- **Numpad 1**: Front view - **Numpad 3**: Side view - **Numpad 7**: Top view - **Alt + Middle Mouse Button**: Snaps rotation to the nearest axis while orbiting - **Tilde (`~`)**: Opens a pie menu with options for Top, Right, Side, and Focus View Selected

[11:21](https://www.youtube.com/watch?v=nIoXOplUvAw&t=681s) Orthographic vs. Perspective View

When aligning directly to an axis, Blender automatically drops into orthographic mode. In this mode, perspective distortion disappears entirely—it functions as though looking through a lens with an infinite focal length, stripping all depth foreshortening so that parallel lines remain parallel and back faces vanish cleanly behind front faces.

Users can toggle back and forth between perspective and orthographic mode at any time by pressing Numpad 5, or by clicking the orthographic toggle icon inside the navigation gizmo area. Blender defaults to orthographic mode when snapping to an axis because technical alignment and precision modeling usually demand an undistorted view.

> “It's like looking at it with like a focal length of like infinity, right? So there's no depth in our scene right now, which is actually really handy.” — Andrew Price

[13:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=780s) Properties Panel and Material Preview Limitations

On the right-hand side of the screen sits the Properties panel, which houses settings for the scene, active tools, render engines, and whatever object is currently selected. Selecting the camera reveals camera settings, while selecting a mesh object like the default cube surfaces material properties. Andrew cautions against trying to memorize every single slider and field right away, advising beginners to learn features only as a specific project demands them.

When changing a material's base color to red in the Properties panel, the cube in the viewport remains a flat gray. Andrew explains that the standard 3D viewport operates in a simplified display mode to maximize performance, meaning material shaders and complex lighting will not appear there by default. To preview true material colors and lighting, users must either switch viewport shading modes or press F12 to trigger a full render.

> “I think the best way to learn is to just do for something that you need to do.” — Andrew Price

[14:12](https://www.youtube.com/watch?v=nIoXOplUvAw&t=852s) The Outliner and Camera View

Directly above the Properties panel sits the Outliner, which maintains a running inventory of every element present in the 3D scene. The default scene contains three objects (a cube, a light, and a camera) organized inside a collection. Andrew likens collections to standard file folders used to structure and organize complex scenes. Double-clicking any item in the Outliner lets users rename it immediately.

Duplicating an object using the shortcut Shift + D instantly registers a new entry in the Outliner, making it an invaluable tool for finding and selecting lost objects. Pressing Numpad 0 toggles the camera view, framing the scene through the active rendering camera. Alternatively, users can enter the camera view by clicking the camera icon in the viewport navigation controls, picking it from the View menu, or selecting it via the tilde (`~`) pie menu. Objects can be deleted from the scene by pressing either X or the Delete key.

```mermaid flowchart TD accTitle: Entering Camera View in Blender accDescr: Diagram illustrating the four different ways to switch the viewport into camera view.

Root["Switch to Camera View"] --> K["Numpad 0"] Root --> I["Camera Icon (Viewport UI)"] Root --> M["View > Viewport Menu"] Root --> P["Tilde (~) Pie Menu"] ```

[15:28](https://www.youtube.com/watch?v=nIoXOplUvAw&t=928s) Shortcut Cheat Sheet and Next Steps

Acknowledging the sheer volume of hotkeys introduced in this opening lesson, Andrew provides a free downloadable Blender Shortcut Hotkey PDF linked in the description. The reference sheet spans three to four pages and covers the most critical everyday hotkeys, designed to be kept open on a secondary monitor while working. While formerly an incentive for joining his mailing list, the PDF is now completely free to access without subscribing, though viewers can still sign up for his weekly newsletter covering 3D industry news, tutorials, and artwork. With the core navigation, interface panels, and transforms covered, Andrew encourages viewers to open a fresh, clean scene in Blender and proceed directly to Part 2 to begin modeling the donut.

## Notable quotes > [00:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=0s) If you're familiar with the 80-20 rule, I think there's really about 20% of Blender's features that you'll use in 80 or 90 percent of projects. — Andrew Price

> [08:31](https://www.youtube.com/watch?v=nIoXOplUvAw&t=511s) Do invest in a mouse, please. You will need it for 3D. — Andrew Price

> [01:15](https://www.youtube.com/watch?v=nIoXOplUvAw&t=75s) What you build in the 3D viewport is sort of like a simplified version of what it is you're trying to create. — Andrew Price

## Mentioned Blender, Andrew Price, Blender Guru, Python, Autodesk Maya, 3ds Max, Poliigon, YouTube, Twitter, Instagram, Facebook, ArtStation

## Video description UPDATE 2023: There's a new version of this tutorial remade for Blender 4.0: https://www.youtube.com/watch?v=B0J27sf9N1Y&list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z&index=1

Blender tutorial series showing you how to use the most common features, like modelling, lighting, materials, geometry nodes and rendering - whilst making a donut.

Download the Blender Shortcut Hotkey PDF: https://drive.google.com/file/d/1q3znfSQct1hoT4DEU371pj4MQDhthf9g/view?usp=drive_link Google Doc version: https://docs.google.com/document/d/1zPBgZAdftWa6WVa7UIFUqW_7EcqOYE0X743RqFuJL3o/edit?usp=sharing Join my free email newsletter: https://mailchi.mp/blenderguru/weekly

Watch Part 2: https://youtu.be/imdYIdv8F4w

Chapters: 0:00 Intro 1:15 The basics 2:45 Moving objects 4:04 Axis snapping 5:08 Rotate and Scale 6:20 Orbiting 7:18 Scaling the interface 8:31 Panning 9:01 Zooming 9:24 Focus on object 10:14 Align View to Axis 11:21 Orthographic/Perspective View 13:00 Properties 14:12 The outliner 14:55 Camera view 15:28 Keyboard shortcut PDF

-----------------------------------------------

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Blender Guru: http://www.blenderguru.com Poliigon: https://www.poliigon.com/?utm_campaign=desc&utm_source=youtube&utm_medium=bg

[Source](https://www.youtube.com/watch?v=nIoXOplUvAw)

中文简报

Andrew Price将Blender 3.0入门精简至核心20%快捷键 掌握20%的基础导航快捷键即可驱动高达90%的3D制作工作,对初学者而言,死记硬背菜单手柄和全部工具反而事倍功半。 在这节基础课程中,Andrew Price通过聚焦绝大多数3D工作流中都会用到的核心20%功能,化繁为简地解析了Blender的复杂界面。他剖析了3D视口,并利用默认场景中的立方体、灯光和摄像机讲解了渲染管线。观众将学习关键的变换快捷键——移动(G)、旋转(R)和缩放(S),以及轴向吸附和取消操作的方法。最后,视频全面介绍了视口导航、正交与透视模式,以及属性面板和大纲视图的作用,为学习者在第二部分建模甜甜圈做好准备。 精通3D并不需要死记硬背每一个工具;应用帕累托法则,Blender大约20%的核心功能即可应对80%到90%的实际项目需求。 (0:00) 默认的3D视口是一个经过性能优化的暂存区域,这意味着逼真的光线传输、投射阴影和表面着色器只有在触发渲染(F12)或切换显示模式时才会进行计算。 (1:15) 相较于较慢的图形工具栏手柄,变换工作流更倾向于使用单键快捷键——G(移动)、R(旋转)和S(缩放),并沿X、Y、Z轴向量进行约束。 (2:45) 吸附到基准轴会自动将Blender切换至正交投影,消除透视近大远小效应,以利于精确的技术对齐。 (11:21)

Reading summary

In the opening installment of the Blender 3.0 tutorial series, Andrew Price of Blender Guru argues that beginners should bypass interface clutter by relying on the 80/20 rule, focusing strictly on foundational hotkeys, viewport navigation, and interface panels. The 80/20 Rule and Viewport Rendering Principles (0:00) Navigating Blender does not require memorizing every feature, as Andrew Price notes that roughly 20% of the software's tools cover 80% to 90% of typical project workflows. After 18 years of working in Blender, Price points out that he still leaves specialized areas like Python scripting untouched, recommending a project-driven approach centered on building a 3D donut rather than learning abstract theory. The core workspace is the 3D Viewport, which opens by default with a mesh cube, a lamp for lighting, and a camera. The viewport serves as a simplified, performance-oriented staging ground. Generating full surface illumination, drop shadows, and material properties requires pressing F12 or using the render command to run CPU or GPU calculations, as basic viewport display modes do not show true shader colors by default. Core Transformation Shortcuts and Axis Snapping (2:45) While beginners often rely on toolbar gizmos to manipulate objects, Price advises using direct hotkeys to maximize modeling speed. Transformations rely on three single-key commands: G to grab and move, R to rotate, and S to scale. Any transform can be instantly canceled by pressing Escape or executing a right-click, returning the mesh to its previous state. Transforms can be constrained along cardinal vectors by pressing X for left/right, Y for forward/backward, or Z for vertical axes immediately after triggering a command. Alternatively, holding the middle mouse button while dragging projects a guide line that automatically snaps movement to the nearest axis. 3D Viewport Navigation and Laptop Accommodations (6:20) Viewport mobility relies on mouse-based orbiting, panning, and zooming. Clicking and dragging the middle mouse button orbits the view, holding Shift with the middle mouse button pans laterally, and rolling the scroll wheel or holding Ctrl with the middle mouse button performs smooth zooms. To relocate lost meshes, pressing Numpad Period (.) centers and focuses the view on the selected object, resetting the orbit pivot point. For laptop users lacking a dedicated three-button mouse, Price recommends enabling 'Emulate 3 Button Mouse' under user preferences to orbit using Alt plus left-click, or utilizing the on-screen navigation gizmo. In user preferences, Price also advises scaling the display resolution for high-resolution monitors to ensure text readability, while strongly recommending that artists eventually invest in a physical mouse for 3D work. View Modes and Interface Organization (11:21) Precise modeling often requires switching from standard perspective to orthographic view, which acts like an infinite focal length lens that removes depth foreshortening so parallel lines remain parallel. Snapping to cardinal views can be achieved via Numpad 1 for front, Numpad 3 for side, and Numpad 7 for top view, by toggling Numpad 5, or by accessing the tilde (~) pie menu. Scene assets are organized through the Outliner, where items reside in collections similar to folder hierarchies. Below the Outliner, the Properties panel provides context-sensitive controls for active tools, scene elements, render engines, and materials. Pressing Numpad 0, selecting the viewport camera icon, or using the tilde menu aligns the viewport directly to the active camera lens for final composition framing. Mastering Blender's core navigation and shortcut paradigm establishes the technical foundation required for 3D modeling. Once users are comfortable with basic transforms, scene inspection, and the Outliner hierarchy, they can proceed directly into mesh construction.

精炼阅读摘要

本期教程由 Blender Guru 的 Andrew Price 主讲,强调初学者无需死记硬背软件的所有复杂功能,而应践行“二八定律”,通过从零构建三维甜甜圈的实战项目,掌握构成绝大多数日常创作核心的 20% 工具链。 二八定律与视口渲染基本原理 (0:00) 拥有 18 年使用经验的 Andrew Price 指出,三维软件庞大的功能模块往往容易劝退新手,但实际创作并不需要掌握所有特性;例如他本人因工作方向原因,至今从未涉足过内置的 Python 脚本。他提出三维艺术同样适用于二八定律:大约 20% 的核心功能足以支撑 80% 至 90% 的日常项目。教程摒弃抽象理论,采用经典的甜甜圈案例作为驱动。新建工程默认包含三个基础对象:位于原点的网格立方体、作为光源的灯光,以及限定最终构图的摄像机。 基于快捷键的高效三维变换 (2:45) 在 3D 视口中操纵物体时,Price 强烈建议初学者摒弃界面左侧的移动手柄工具,全面转向单键快捷操作以建立流畅的工作流。基础几何变换遵循统一的单键逻辑:按 G 键直接抓取并移动物体,按 R 键旋转,按 S 键缩放。在触发变换后输入轴向字母 X、Y 或 Z,即可将动作严格锁定在红、绿、蓝对应的空间轴向上;拖动时按住鼠标中键也能自动捕捉至邻近坐标轴。若变换偏离预期,按下 Esc 键或单机鼠标右键即可瞬间撤销并恢复原状。 视口三维导航与正交透视切换 (6:20) 熟练漫游三维空间是场景搭建的前提。核心视口操作依托鼠标完成:按住鼠标中键拖拽可进行环绕轨道观察;配合 Shift 键加中键实现平移;配合 Ctrl 键加中键或滑动滚轮则提供缩放。针对缺少独立中键的笔记本触控板用户,可在偏好设置中勾选“模拟三键鼠标”(配合 Alt 键拖拽)或使用界面右上角的坐标导航图标。若物体偏离视野,选中后按小键盘句号键或波浪号(~)饼状菜单即可快速居中聚焦。此外,小键盘 1、3、7 分别对应前视、侧视与顶视,在切换至固定视角时系统会自动进入消除透视畸变的正交视图,利用无限焦距特性使平行线完全平行,便于精确对齐。 场景大纲管理与属性渲染机制 (13:00) 界面右侧的“大纲视图”(Outliner)扮演着场景清单的角色,将默认的几何体、光源与摄像机统一归纳在“集合”中,其运作机制类似于文件管理系统的文件夹;用户可直接双击重命名,使用 Shift + D 复制物体也会立即在清单中登记。在大纲下方的属性面板中,用户可以调整选定物体与渲染环境的具体参数。Price 特别提醒,在属性面板中修改材质颜色后,标准 3D 视口中的立方体依然呈现单调的灰色,这是因为默认视口为确保交互流畅度采用了极简显示机制,真正的材质光泽、阴影与光线反弹只有在按下 F12 交付 CPU 或 GPU 运算后,或切换特定的视口着色预览模式时才会完整计算呈现。 Price 建议初学者尽量保留 Blender 的原生快捷键体系,并参考其提供的核心快捷键速查表,避免在初期过早调整键位映射;第一部分系统梳理了视口操作、基础变换与界面逻辑,关于甜甜圈网格的具体建模流程将在后续章节中正式展开。

Detailed notes — zh

## Background 该视频由 YouTube 频道 Blender Guru 于 2021 年 12 月 3 日发布。这是针对 Blender 3.0 的新手入门教程第一部分,旨在通过亲手制作一个经典甜甜圈,带领初学者掌握建模、灯光、材质、几何节点和渲染等最常用的核心功能,视频简介中还附带了常用快捷键 PDF 的免费下载链接。 ## TL;DR 本视频重点介绍了 Blender 的基础界面与核心操作逻辑。视频首先阐述了“80-20法则”在 3D 创作中的应用,并详细演示了 3D 视口中物体的移动(G)、旋转(R)和缩放(S)等基础变换及轴向锁定技巧。随后,导师深入讲解了视口导航(旋转、平移、缩放、聚焦)、正交与透视模式切换,以及属性面板、大纲视图和相机视角的基本概念,为后续的甜甜圈实战建模打下坚实基础。 ## Atmosphere & style 视频整体氛围轻松、友好且极具亲和力,导师 Andrew Price 用幽默且接地气的语言迅速打消了初学者面对复杂界面的恐惧感。他以自己 18 年的使用经验现身说法,强调“按需学习”的实用主义态度,让整个教学过程显得非常务实且不枯燥。观看时能感受到一种循序渐进、被悉心引导的安心感,仿佛一位经验丰富的学长在手把手带你避坑,既有严谨的技巧传授,又不乏贴心的实用建议。 ## Bulletin - [00:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=0s) 遵循“80-20法则”,Blender 中仅有约 20% 的核心功能在 80% 到 90% 的项目里被高频使用,初学者无需死记硬背全部界面和参数。 - [00:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=0s) 3D 渲染的核心机制是在 3D 视口中构建简化场景,并在按下 F12 键后通过 CPU 或 GPU 计算真实的光线反弹、阴影和材质,最终输出精美图像。 - [02:45](https://www.youtube.com/watch?v=nIoXOplUvAw&t=165s) 变换操作推荐使用快捷键(G 抓取、R 旋转、S 缩放),配合 X/Y/Z 键或长按鼠标中键(MMB)可实现精准的轴向锁定与吸附。 - [06:20](https://www.youtube.com/watch?v=nIoXOplUvAw&t=380s) 针对无独立小键盘或三键鼠标的笔记本用户,Blender 提供了“模拟三键鼠标”和“模拟数字小键盘”等偏好设置,以确保顺畅的视口导航。 - [13:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=780s) 属性面板具有动态上下文特性,会根据选中的物体类型自动切换显示参数,建议采用“按需学习”的策略。 ## Key takeaways - [00:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=0s) 80-20 法则同样适用于 Blender 学习,Andrew Price 指出自己使用 18 年仍有未触及的功能,初学者应专注于最核心的 20% 常用功能。 - [00:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=0s) 默认场景由立方体(基础网格)、灯光(光源)和摄像机(取景框)三个基础物体构成,它们是 3D 创作的基石。 - [00:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=0s) 3D 视口是日常操作的简化工作区,而最终渲染(F12)则会调用计算核心处理真实的光影与材质交互。 - [02:45](https://www.youtube.com/watch?v=nIoXOplUvAw&t=165s) 快捷键 G(Grab/抓取)比工具栏的移动工具更高效,能让物体直接吸附于鼠标指针上进行快速平移。 - [02:45](https://www.youtube.com/watch?v=nIoXOplUvAw&t=165s) 在变换操作中,按下 X、Y、Z 键或在移动时按住鼠标中键拖动,可以快速将操作锁定在特定坐标轴上。 - [02:45](https://www.youtube.com/watch?v=nIoXOplUvAw&t=165s) 快捷键 R(旋转)和 S(缩放)同样支持轴向锁定,且在操作中点击右键或按 Esc 键可随时取消并复位。 - [06:20](https://www.youtube.com/watch?v=nIoXOplUvAw&t=380s) 视口导航的三大核心操作为:按住鼠标中键旋转(Orbit)、Shift+中键平移(Pan)以及滚轮或Ctrl+中键平滑缩放(Zoom)。 - [06:20](https://www.youtube.com/watch?v=nIoXOplUvAw&t=380s) 强烈建议 3D 创作者配备实体鼠标,若使用笔记本触摸板,需在偏好设置中开启“模拟三键鼠标”功能。 - [06:20](https://www.youtube.com/watch?v=nIoXOplUvAw&t=380s) 偏好设置中的“界面缩放比例”(Resolution Scale)可解决高分屏下文字过小的问题,按住 Ctrl 拖动可实现步进调整。 - [06:20](https://www.youtube.com/watch?v=nIoXOplUvAw&t=380s) 选中物体后按下小键盘句点键 Numpad. 或波浪键 ~ 菜单,可使视口瞬间居中并聚焦对齐到该物体。 - [10:14](https://www.youtube.com/watch?v=nIoXOplUvAw&t=614s) 视图对齐可通过点击右上角 Gizmo 轴向圆圈、使用小键盘(1前、3右、7顶)或按住 Alt 键加中键旋转吸附来实现。 - [11:21](https://www.youtube.com/watch?v=nIoXOplUvAw&t=681s) 正交模式(Orthographic)消除了透视景深,使物体侧面完全遮挡,在建模对齐时非常实用,可通过小键盘 5 与透视模式切换。 - [13:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=780s) 属性编辑器中的参数极其庞大,建议采用“按需学习”(Just-in-time learning)的实用主义态度,而非死记硬背。 - [13:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=780s) 属性面板会根据选中的物体类型动态变化,且在实体着色模式(Solid Mode)下无法直接预览材质的真实色彩。 - [14:12](https://www.youtube.com/watch?v=nIoXOplUvAw&t=852s) 大纲视图(Outliner)是场景资产的实时目录,支持通过“集合”(Collection)像文件夹一样对物体进行层级管理与重命名。 - [14:55](https://www.youtube.com/watch?v=nIoXOplUvAw&t=895s) 切换至相机视角(Camera View)有四种途径(如小键盘 0 或波浪键菜单),它是确定最终渲染构图的关键。 - [15:28](https://www.youtube.com/watch?v=nIoXOplUvAw&t=928s) 针对密集的快捷键,Andrew 提供了免费的快捷键速查 PDF,帮助初学者缓解信息过载,为后续的甜甜圈实战做准备。 ## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=0s) 破除恐惧:80-20 法则与 3D 渲染核心原理 如果你是第一次打开 Blender,尝试不借助任何帮助看看自己能走多远,你很可能会立刻发现寸步难行——甚至没有教程连移动物体都做不到。不过好消息是,完全不需要把界面上看到的所有东西都学一遍。Andrew Price 现身说法表示,自己已经使用 Blender 达 18 年之久,至今仍然有些功能碰都没碰过,比如脚本编写(Scripting),因为平时的创作根本用不上。正如经典的“80-20 法则”所说,在 80% 到 90% 的项目中,真正高频使用的核心功能其实只占 Blender 的 20% 左右。这正是本套新手教程的核心教学内容;而通过亲手制作一个甜甜圈(Donut)来边做边学则是掌握它们的最佳途径。这已经是他针对 Blender 新版本第三次重制甜甜圈教程系列,完成整个系列后将能做出一个相当精致逼真的甜甜圈。 屏幕中央占据最大面积的窗口被称为“3D 视口”(3D Viewport)。无论制作动画还是建筑可视化(Archviz),大约 90% 的时间都会花在这里,所有视觉层面的构建都在此展开。在默认场景中,系统提供了三个基础物体: 1. **立方体(Cube)**:场景中的基础网格模型; 2. **灯光(Lamp / Light)**:视觉上像一个系在细绳上的小球; 3. **摄像机(Camera)**:外观像一个带箭头的小三角锥。 如果通过菜单栏点击“渲染 -> 渲染图像”(Render -> Render Image),或者直接按下快捷键 `F12`,Blender 就会从摄像机的视角截取并计算画面。渲染出来的静态图像看起来与 3D 视口很相似,但它包含了真实的照明计算——包括投射出的阴影以及物体顶部的反光,如果配置了材质与纹理也会全额计算呈现。这正是 3D 渲染的核心机制所在:在 3D 视口中构建的往往是一个简化的操作场景,而一旦准备输出最终画面,点击渲染后,CPU 或 GPU 便会介入处理所有底层数据,计算光线的反弹与交互,最终生成精美的图像。 > “I think there's really about 20% of Blender's features that you'll use in 80 or 90 percent of projects.” —— Andrew Price ```mermaid flowchart LR accTitle: 3D渲染核心工作流 accDescr: 展示从3D视口中的简化几何构建到按下渲染键由计算核心计算光照并输出最终图像的过程。 subgraph ViewportStage["3D 视口 (3D Viewport)"] A["立方体 (Cube)"] B["灯光 (Light)"] C["摄像机 (Camera)"] end subgraph RenderStage["渲染管线 (Render Engine)"] D["按下 F12 / 渲染图像"] E["CPU / GPU 运算<br/>光线反弹与着色计算"] end subgraph OutputStage["最终成像"] F["最终图像 (具有真实阴影、高光与材质)"] end ViewportStage --> D D --> E E --> F ``` ### [02:45](https://www.youtube.com/watch?v=nIoXOplUvAw&t=165s) 物体变换基础:移动、旋转与缩放 在场景中对物体进行最基本的操作(如移动)有两种方式。第一种是直接激活左侧工具栏中的“移动”(Move)工具,此时立方体上会出现红、绿、蓝三个方向的箭头手柄;按住并拖动任意箭头即可沿该特定轴线平移,拖动中心的白色圆圈则代表在视口平面内自由拖拽。然而,Andrew 强烈建议彻底放弃用鼠标点击工具栏的做法,直接学习使用快捷键 `G`(代表 Grab / 抓取)。只要按下 `G`,鼠标光标甚至不需要停留在物体上方,双手脱离鼠标按键,立方体就会直接吸附在鼠标指针上跟随移动;找到合适位置后,单击鼠标左键即可确认放置。这种脱离具体光标对齐的操作方式极大提高了三维建模的交互效率。 在三维空间中,沿着特定坐标轴移动是非常高频的操作。按下 `G` 之后,只要紧接着敲击对应的坐标轴字母即可实现轴向锁定: - `X` 键:沿红色 X 轴移动(左/右方向); - `Y` 键:沿绿色 Y 轴移动(前/后方向); - `Z` 键:沿蓝色 Z 轴移动(上/下方向;部分其他 3D 软件可能将 Y 轴设为垂直方向,但 Blender 始终以蓝色的 Z 轴代表垂直上下)。 另一种更加行云流水的吸附技巧是:按下 `G` 移动物体时,长按鼠标滚轮(即鼠标中键 MMB)并拖动,视口中会拉出一条虚线指示器,当靠近某根坐标轴时便会自动吸附锁定到该轴向。 除了平移,三维变换中最常见的另外两个操作是旋转(Rotate)与缩放(Scale): - **旋转(Rotate)**:快捷键为 `R`(取自 Rotate 首字母)。按 `R` 后同样可以紧跟 `X`、`Y`、`Z` 锁定单轴旋转,或在移动时按住鼠标中键吸附轴向。 - **缩放(Scale)**:快捷键为 `S`(取自 Scale 首字母)。按 `S` 后同样支持 `X`、`Y`、`Z` 轴向缩放。 - **取消变换**:如果在移动、旋转或缩放过程中改变了主意,只需按下键盘左上角的 `Esc` 键或者直接点击“鼠标右键”,物体便会立刻归位到操作前的原始状态。 > “G, G for grab... It just allows you to work really fast.” —— Andrew Price ### [06:20](https://www.youtube.com/watch?v=nIoXOplUvAw&t=380s) 视口导航核心控制与偏好设置 在 3D 空间内漫游与改变视线是建模的关键技能。按住鼠标滚轮(鼠标中键)并在视图中拖拽,即可实现“视角旋转”(Orbit)。针对没有鼠标中键的笔记本触摸板(Trackpad)用户,有两种临时救急方案: 1. 直接用鼠标点击并拖拽视口右上角的导航空间球(Gizmo); 2. 前往顶栏菜单 `编辑 -> 偏好设置`(Edit -> Preferences),在 `输入`(Input)选项卡中勾选“模拟三键鼠标”(Emulate 3 Button Mouse)。开启后,按住键盘 `Alt` 键的同时按住鼠标左键拖拽,即可等同于鼠标中键的操作。 在偏好设置界面的“界面”(Interface)分类下,可以根据屏幕分辨率调整界面缩放比例(Resolution Scale)。在 4K 高分屏下,默认数值 `1.0` 会导致文本和按钮非常细小,一般可以按住 `Ctrl` 拖动数值滑块实现步进吸附(例如设定为整齐的 `1.4`),教程演示为了方便观众看清则会调得更大。此外,针对习惯了 3ds Max 或 Maya 的转软件用户,Blender 虽然提供了“行业兼容键位映射”(Industry Compatible Keymap),但 Andrew 极力推荐所有人都坚持使用原生 Blender 快捷键,因为后续所有的教程社区与进阶学习资源都是建立在原生快捷键体系之上的。 视口操作的另外两项基础是平移与缩放: - **视口平移(Pan)**:长按鼠标中键会以屏幕中心旋转,如果想将视线平移到其他区域,需要按住 `Shift` 键的同时长按鼠标中键拖动(笔记本用户可点击右上角的小手图标)。 - **视口缩放(Zoom)**:滚动鼠标滚轮即可拉近或推远,也可以点击右上角的放大镜图标;若想实现平滑连续而非滚轮卡顿式的缩放,可按住 `Ctrl` 键并长按鼠标中键上下拖动。 当场景中的物体被移到视口边缘或视线之外时,一步步平移找回极为费力。此时最快捷的解决方法是:选中该物体,按下小键盘上的句点键 `Numpad.`(小键盘 Del/Period 键),视口就会瞬间居中并对齐聚焦到所选物体上(无论是立方体还是摄像机均适用)。针对没有独立数字小键盘的笔记本电脑用户,Andrew 也指出可以使用快捷键波浪键 `~`(Tilde)唤出径向菜单来达成类似聚焦。 > “Do invest in a mouse, please. You will need it for 3D. You really should get a mouse. It's gonna be tough.” —— Andrew Price ### [10:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=600s) 视图对齐与正交/透视模式切换 在 3D 空间中漫游时,初学者经常会迷失方向甚至整个视角颠倒过来。Andrew 演示了键盘左上角 Esc 键下方那个平时极少用到的波浪键(Tilde,`~` 键),按下它可以唤出一个包含多种视角选项的饼状菜单(Pie Menu),其中的“Focus View Selected”(聚焦选定对象)能够瞬间将视角拉回选中物体。在掌握了鼠标中键旋转(Orbit)、Shift + 鼠标中键平移(Pan)以及 Ctrl + 鼠标中键或滚轮缩放(Zoom)之后,下一步必须掌握的就是将视图精准对齐到各个坐标轴(Align View to Axes)。新手常会纳闷自己怎么突然头朝下颠倒了,此时只需直接点击视口右上角导航小构件(Gizmo)上的轴向字母圆圈,就能立刻回正视角。 ```mermaid flowchart TD accTitle: Blender 视图对齐与导航方式 accDescr: 展示在 Blender 3D 视口中将视图对齐到轴向或切换视角的各种操作途径。 subgraph ViewNav["视角导航方式"] A["小键盘数字键"] -->|"1: 前视图 / 3: 右视图 / 7: 顶视图"| Target["正交轴向视图"] B["Gizmo 轴向小球"] -->|"点击 X / Y / Z"| Target C["波浪键 (~ Pie Menu)"] -->|"选择 Top / Front / Right 等"| Target D["Alt + 鼠标中键旋转"] -->|"吸附至最近正交轴 (类似 ZBrush)"| Target end Target -->|"小键盘 5"| Toggle["切换透视 / 正交模式"] ``` 除了点击视口小构件外,更高效的途径是牢记小键盘快捷键:小键盘 1 对应前视图(Front View),小键盘 3 对应侧视图/右视图(Side View),小键盘 7 对应顶视图(Top View)。Andrew 提醒,这些快捷键默认只对独立数字小键盘有效;如果没有独立小键盘,可以在偏好设置中勾选“模拟数字小键盘”(Emulate Numpad)来让键盘上方的横排数字键生效。 切换到这些固定轴向视图时,Blender 会自动进入正交模式(Orthographic Mode)。在正交视图下,立方体等网格物体完全失去了透视形变,其他侧面会被完全遮挡,如同使用无限大焦距的镜头进行观察。关于透视与正交的区别,Andrew 强调说:“So there's no depth in our scene right now, which is actually really handy.”(所以我们场景中现在完全没有景深透视感,这在建模时其实非常实用)。若要在透视模式与正交模式之间切换,直接按下小键盘 5 即可。此外,熟悉 ZBrush 等雕刻软件的用户还可以直接按住 Alt 键并用鼠标中键旋转视角,视口便会自动磁吸吸附到距离当前角度最近的轴向上。 - **小键盘 1**:前视图(Front View) - **小键盘 3**:右侧/侧视图(Right/Side View) - **小键盘 7**:顶视图(Top View) - **小键盘 5**:透视模式(Perspective)与正交模式(Orthographic)相互切换 - **Alt + 鼠标中键旋转**:直接吸附到最近的坐标轴 --- ### [13:00](https://www.youtube.com/watch?v=nIoXOplUvAw&t=780s) 属性面板与上下文动态设置 视口右侧是庞大而复杂的属性编辑器面板(Properties Editor)。这里集中了整个 3D 视口、场景环境以及渲染引擎的全部核心参数。面对密密麻麻的标签页和滑块,Andrew 极力劝阻新手试图一次性死记硬背所有参数。Andrew 指出:“Like, I would strongly recommend not trying to learn all the values because you're not going to remember them anyway.”(我强烈建议不要试图去死记硬背所有数值,因为反正你也记不住)。他倡导的学习理念是按需学习(Just-in-time learning)——只在具体制作需要用到某个功能时再去掌握它。 属性面板中的许多功能模块会根据当前视口选中的物体类型产生动态上下文变化。如果场景中选中了摄像机,面板中便会浮现专属的摄像机参数图标;如果选中了默认立方体,则会展现材质属性(Material Properties)。Andrew 尝试在材质属性中将颜色改为红色,但视口中的立方体在外观上却依然呈现灰白色。他解释说,这是因为当前的 3D 视口处于简化的实体着色显示模式(Solid Mode),并不计算真实的材质反射与色彩着色,只有切换到视口渲染预览或按下 F12 执行最终离线渲染时,才能看到真正的材质色彩。 --- ### [14:12](https://www.youtube.com/watch?v=nIoXOplUvAw&t=852s) 大纲视图与场景层级管理 位于界面右上角的是大纲视图(Outliner)。它充当着当前场景所有数字资产的动态清单与实时目录,清晰罗列了视口内存在的所有物体和层级结构。当前场景中包含三个基本对象(立方体、摄像机、光源)以及一个默认集合(Collection)。Andrew 形象地将集合比喻为操作系统中的文件夹(Folder),用户可以通过它将复杂的模型部件分门别类,也可以随时双击名称进行重命名整理。 大纲视图会随着视口操作实时同步更新。例如,在视口中按下快捷键 Shift + D 复制一个物体,大纲视图里会立刻出现克隆生成的副本条目。在制作大型复杂场景时,一旦某个模型在 3D 视口中丢失或被遮挡,创作者随时可以通过大纲视图的列表检索到该物体并点击选中,从而快速定位目标。 --- ### [14:55](https://www.youtube.com/watch?v=nIoXOplUvAw&t=895s) 相机视角与快捷键速查指南 在介绍视口交互的收尾阶段,Andrew 误触了小键盘 0,顺势引出了相机视图(Camera View)的操作。切换到摄像机取景框视图共有四种途径:直接按小键盘 0、点击视口右侧的小摄像机图形按钮、在视口顶部菜单栏选择 View -> Cameras -> Active Camera,或是按下波浪键(`~`)在弹出的饼状菜单中选取。至于场景中不需要的冗余物体,既可以选中后按下 X 键呼出删除确认,也可以直接按下键盘上的 Delete 键删除。 面对繁杂的操作指令,Andrew 坦言初学者在一节课内接收如此密集的快捷键轰炸难免会感到信息过载。为此,他专门整理制作了一份包含三到四页内容的 Blender 常用快捷键速查 PDF(Blender Shortcut Hotkey PDF),涵盖日常建模与渲染最高频的键位组合。该文件原先是他个人邮件订阅周报的专属福利,现在已改为在视频简介中向所有人免费公开下载,方便学习者将其放置在副屏随时查阅。 在视频的尾声,Andrew 总结了本节所涵盖的视口漫游、物体变换与基础界面知识,并鼓励大家重新打开一个干净的 Blender 空白工程,调整好状态进入第二部分教程。在下一集中,课程将告别纯理论界面的摸索,正式迈入甜甜圈(Donut)的实际建模与制作实战。 ## Video description UPDATE 2023: There's a new version of this tutorial remade for Blender 4.0: https://www.youtube.com/watch?v=B0J27sf9N1Y&list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z&index=1 Blender tutorial series showing you how to use the most common features, like modelling, lighting, materials, geometry nodes and rendering - whilst making a donut. Download the Blender Shortcut Hotkey PDF: https://drive.google.com/file/d/1q3znfSQct1hoT4DEU371pj4MQDhthf9g/view?usp=drive_link Google Doc version: https://docs.google.com/document/d/1zPBgZAdftWa6WVa7UIFUqW_7EcqOYE0X743RqFuJL3o/edit?usp=sharing Join my free email newsletter: https://mailchi.mp/blenderguru/weekly Watch Part 2: https://youtu.be/imdYIdv8F4w Chapters: 0:00 Intro 1:15 The basics 2:45 Moving objects 4:04 Axis snapping 5:08 Rotate and Scale 6:20 Orbiting 7:18 Scaling the interface 8:31 Panning 9:01 Zooming 9:24 Focus on object 10:14 Align View to Axis 11:21 Orthographic/Perspective View 13:00 Properties 14:12 The outliner 14:55 Camera view 15:28 Keyboard shortcut PDF ----------------------------------------------- Follow me: Twitter: https://twitter.com/andrewpprice Instagram: http://instagram.com/andrewpprice Facebook: http://facebook.com/blenderguru ArtStation: http://artstation.com/artist/andrewprice Blender Guru: http://www.blenderguru.com Poliigon: https://www.poliigon.com/?utm_campaign=desc&utm_source=youtube&utm_medium=bg [Source](https://www.youtube.com/watch?v=nIoXOplUvAw)

Source quotes

[0:00] Andrew Price: If you're familiar with the 80-20 rule, I think there's really about 20% of Blender's features that you'll use in 80 or 90 percent of projects. [8:31] Andrew Price: Do invest in a mouse, please. You will need it for 3D. [1:15] Andrew Price: What you build in the 3D viewport is sort of like a simplified version of what it is you're trying to create.

Original transcript

[0:00] If you've just opened Blender for the first time and then you've tried to do things... maybe trying to see how far you can go without getting help, you might have discovered you need help immediately. You can't even move things without a tutorial. But the good news is you don't need to learn everything that you can see, right? I, for example, have been using Blender for 18 years, and I still have not touched some parts of Blender, like scripting, never touched it, because I don't need to for what it is that I'm trying to do. This fly is going to kill me. If you're familiar with the 80-20 rule, I think there's really about 20% of... Blenders features that you'll use in 80 or 90 percent of projects And that's what I want to teach you in this tutorial series and then since I think Doing is the best way to learn along the way. We'll also be building our very own donut of course the donut what i'm known for this is the third time i'm making a donut tutorial series every time blender releases a new version i uh make this this series so if you finish this full series you will end up with a donut that looks very similar to this so uh let's get started This big window that you can see right here opened up, this is called the 3D viewport, and it's where you'll spend probably 90% of your time because everything you need to visualize. whether it's an animation or an archivist or anything like that, it all happens right here. So by default, you can see you get three objects. You've got a cube. You've got what looks like a ball on a piece of string. That's a lamp. And then you've got a camera, this little... What would you call that? Like a triangle arrow looking thing? That's a camera, okay? And then if you were to render this by going to render, render image, or hitting the hotkey F12, it would take a snapshot from that camera view, okay? And although this looks very similar to what you were just looking at, this one actually has lighting information, okay? You got shadow, you got some light coming off the top here. And if you had textures or materials and everything else, it would all be calculated, okay? or you're already familiar with the concept, but this is one of the basic principles of 3D rendering. What you build in the 3D viewport is sort of like a simplified version of what it is you're trying to create. And then when you're ready for that final image, you hit render, and then it uses your CPU or your GPU to create crunch all the numbers and calculate the light and the bounces and everything like that to create that final beautiful image. So that's the basics. Alright, but you might notice like, okay, well, alright, let's just, can we move this thing? How do we even do something basic like move it? There's two ways you could do it. One would be to use the Move tool in your toolbar if you activate that. You can see that over the cube now you get these arrows. And if you were to click and drag on any of those arrows, you would move it along that way. If you clicked on the white circle in the middle, then that would just be sort of like free dragging it. Okay. Now, you could do it that way, but actually, I never do it that way because it is far easier to just learn the hotkey, which in this case is G, G for grab. Okay. Okay, so if you just hit G, your cursor doesn't have to be anywhere near it, and I'm not clicking, my hands are off the clicker, it's just attached to your cursor basically the moment you hit G. And then if you just do a single left click, it will confirm its movement. G, click. And my cursor could be anywhere, right? And I can do it, which is actually good because you don't have to like think about where is my cursor. I have to like get it on here and then hit it. No, it's really, it just allows you to work really fast. Excuse me while I get a drink of water. I know I'm only two minutes into the video. Four minutes! Alright, anyways. Now, one thing you're missing with this is those axes lines, like being able to move it along a specific axes is actually a really common action. You want to use it all the time. And you can do that after you have hit G by typing the letter of the axes. So there are three axes and the axes letters are X. X. which is the left and right, Y, which is back and forwards, and then Z, which is the left and right. which is up and down. Some 3D softwares call the Y-axis the up and down, but blenders it's the Z, the blue. The blue one. Alternatively, you can also, as you're moving it, if you hold down on your mouse, on your scroll wheel, if you push in, that's called the middle mouse button, push in until it clicks and just hold that. And you can see you get this little line that draws out and then you can just drag it to the nearest line. nearest axes and it will automatically snap to that which is [5:00] Really handy. Pretty cool. Not too bad. Okay, so that's moving things. Now, the other two actions that are really common is rotate and scale. And you can, again, you could use the tool just by clicking here, and then you can, you know, rotate it on a specific axis. You could click in the middle and, like, do a trackball thing. Scale, exact same thing. Scale it like that. But again, I recommend learning the hotkeys, which you can learn just by hovering over it. And yeah, the hotkey for this one. So where it says shortcut shift spacebar, it's technically true. You could activate it from this little menu here if you hit shift spacebar, but it's the one after that. R. Really easy to remember. R for rotate. Okay, so rotate. And then you can hit the letter of the axes as well, or do that same holding the middle mouse button. Oh, that's weird. Maybe because I did it after tapping it anyways And then you've got a scale which is hovering over it s for scale, okay s x y and z Like that and if you want to cancel a movement you can hit escape or you can just right click as well And that'll also cancel the movement But yeah so you can see you could do quite a lot just with those few little movements there Okay so that how you move stuff about Now, let's talk about the next thing you probably want to learn is like, how do I actually move my view? Like, how could I look and explore the rest of the scene? And that is also done with your middle mouse button. Okay, so if you click in on your scroll wheel until it clicks, you are orbiting. That is how you orbit. and my laptop people with trackpads you are panicking right now because you've just realized you don't have a middle mouse button um you can do it in a pinch by going to the top right hand corner there's a little gizmo and if you just click and drag on that you can see that you are able to uh free rotate around um alternatively you can also go edit preferences and then underneath input, if you click emulate three button mouse, this will enable you to holding down alt. If you then hold down left click, it just does the same thing as the middle mouse button, which is pretty cool. It's not bad. Whilst you're here, by the way, you might also, depending on the size of your screen, you might want to change the resolution because by default, it one which on my 4k monitor you can see that my buttons and the text is really small and if you crank it all the way up you can get it to something comfortable A 0 or 5 is what I would normally go for And by the way, I'm snapping it. As you're dragging something, if you hold down control, it's using incremental numbers. So it keeps it to like a whole number. I'd normally go like 1.4 if I was using it myself, but it's a tutorial. So I'll keep it big so you guys can see what I'm getting at. Cool. and oh another thing just while i'm here just mentioning some of you are from other 3d software 3ds max maya that kind of thing you might find it helpful to know there's an industry compatible key map that you could enable um which will i'll put them up on the screen here but it's basically it's more common keyboard shortcuts if you're used to other software but for this tutorial series and everyone else i recommend sticking to the blender one because of course um all the hot keys and everything you'll learn whilst learning blender will be for this hotkey thing anyways alright okay so that is that's orbiting okay now you can see as I orbit around it's still it's like locked on to my middle of my screen here okay if I want to move somewhere else that is pan which is shift middle mouse button okay now I shifting my view to somewhere else where I could pan around that place and shift again And if you on a trackpad you could also use this, move the view, this little hand icon thing at the top there. Do invest in a mouse, please. You will need it for 3D. You really should get a mouse. It's gonna be tough. Oh, the other thing that I'm doing right now is I'm using the scroller to zoom in and out. You can also use this little magnifying glass up there. Or control, hold down control, and then again click in on the middle mouse, and that will use a smooth movement rather than the scroll wheel, which is quite jaggedy. Okay, cool. So let's say you've moved the cube all the way over there. Like, okay, so you could, if you wanted to go and inspect your cube, you could, you know, work your way over there by using shift middle mouse button to pan over there. But it is far easier to just learn the hotkey number pad period which will focus on any selected object. So if I want to go to my camera over there I can select my camera and number pad period will take me over to there. Again, my laptop users are going, oh no I don't have a number pad. The alternative way to do it is hold down the tilt. [10:00] the key which is that weird key underneath your escape key you've probably never used before that brings up a pie menu with a bunch of view options and view selected is uh focus view selected we'll take you there okay cool so we've learned uh orbiting with middle mouse shift middle mouse to pan and then control middle mouse to zoom in and out or scroll um the other one you probably want to learn is align your view to axes because it's something that you like new beginners often end up like upside down and they're like how did this happen um so you can go to uh lock like bring yourself the right way up just by clicking one of these letters on your your axes up here okay so if you click that i'm now the right way am i the right way up yes i'm the right way right way up i'm just focused on a weird part of the scene that's why it's very weird. Alternatively, instead of these, so there's the three axes that you could snap yourself to, you could also learn the hotkeys, which is number pad one for front view, one for front view, three for side view, and seven for top view. That only number pad It doesn work for your keys along the top unless you wanted to enable that over here emulate number pad and then it would do that But yeah so that handy as well You might also find, you'll notice, sorry, that in this view, this is orthographic mode. Okay, so we can't see the other sides of our cube right now. It's a weird-looking cube, but we can't see the other sides because this is orthographic mode. It's like looking at it with like a focal length of like infinity, right? So there's no depth in our scene right now, which is actually really handy. And it defaults to it for this align to view thing immediately because you usually want that. But the hotkey for that is number pad five. And that will take you in and out of perspective mode. You can also do it up there like that. You can see the difference. oh and another way that you could see a line to view because there's a couple of ways you could also use that tilde key that'll take you to the top the right the side etc you could also use uh the in the view viewport you could change those uh it's also got the hotkeys there if you happen to forget them and the other way is the same as zbrush if you familiar with zbrush um Oh I just cleared the location of that with Alt You don need to remember that one That a weird one Similar to ZBrush holding down Alt whilst middle mouse button orbiting will also snap it to the nearest axes, which is also really handy as well. So if I'm like moving around and I'm like, I want to look up, just hold down Alt and it'll just snap it there, which is really handy. So that's kind of the 3D viewport. We'll obviously get way more into this as we delve into the other lessons. But whilst we're here, let's, yeah, these other sections over here. So on the right-hand side, this is your properties. And as you can imagine, it's the properties of things in the 3D viewport or the scene. You could change render settings or things here. And look, there's a lot here. Like, I would strongly recommend not trying to learn all the values because you're not going to remember them anyway. We'll go through them as they're needed in this tutorial series I think the best way to learn is to just do for something that you need to do So that's what I try to teach These these options some of these options will change depending on what is selected So like if my camera is selected you can see I get a camera icon and then I could change some camera settings If my cube is selected I get some material settings right I could click material I could change the color to red and I could see a beautiful gray red color It a weird looking red The reason it's not changing over here in the 3D viewport is because, again, this is a simplified view of the final render. So there's no material properties in this view. We'll get to viewport rendering later on but for now uh you would see it though if you were in uh rendered again f12 to to do an actual uh render um now at the top here we have got a uh outliner so this is keeping a running inventory of everything that you've got in your 3d viewport at the moment so we've got three objects and we've got one collection so collection is just it's like a folder basically simple way to think of it so you can like organize things, you can rename things just by double clicking on it. Yeah, whatever, right? And so that'll automatically update as you add things to the scene. Like if I was to duplicate my object, which I could do by hitting Shift D to duplicate, you can see there's created another object right up there in the outline. So if I ever like lose something and I'm like, oh, where's that thing? I can just find it on here and then just, you know, bam. Whoops, bam. Oh, by the way, I just accidentally tapped number pad zero [15:00] how you can look through the camera view. You could also do it by hitting the little camera icon on the right there or by going viewport camera or by hitting the tilde key. So there are four places to get viewport options depending on what device or whatever it is that you're looking at. Yeah, I deleted something by hitting X. You could also do it by hitting delete. By the way, I'm throwing a lot of keys at you, keyboard shortcuts. It's a lot to take in, especially when you're starting. So I created a keyboard shortcut PDF, and the link for that is in the description. It's just a list. It's like three or four pages of the most common... hotkeys that you'll need to learn or you might need to reference as you're using Blender. So you can basically load it up on another monitor whilst you're working and you've got it there as reference if you need it. I used to make it like a bonus for signing up for my newsletter but now I'll just make it free so you don't have to subscribe. You can just click that link, view it and hopefully that'll make it easier to use Blender. You can still subscribe to my newsletter. It's a weekly newsletter on tutorials, artworks, and things that I find in the 3D industry. So if you want to keep up to date and learn new things, you can subscribe to that in the description as well. But that's it for this one because we have covered quite a lot of ground. So we'll keep it simple. And yeah, open up a brand new scene in Blender. And then join me in part two, which is where we'll actually start making that donut now that you've got the basics. and you know modeling and all that kind of stuff so click here on the screen and I hope to see you in the next part. See you there.