Blender Interface Guide: Tips and Shortcuts (PDF)

Summary

This document provides a detailed breakdown of the Blender interface with its various components, including the 3D Viewport, Outliner, Properties Editor, Timeline, and Shader Editor. It covers essential aspects such as navigation, key features, and customization options, highlighting keyboard shortcuts for efficient workflow in Blender. The guide also includes explanations in Arabic.

Full Transcript

Blender’s interface is quite comprehensive, and understanding the layout of its main windows and panels is key to efficiently working with the software. Here’s a detailed breakdown of the Blender window and its various components: 1. 3D Viewport Purpose: The 3D Viewport is the most impor...

Blender’s interface is quite comprehensive, and understanding the layout of its main windows and panels is key to efficiently working with the software. Here’s a detailed breakdown of the Blender window and its various components: 1. 3D Viewport Purpose: The 3D Viewport is the most important part of Blender. This is where you can see and interact with your 3D scene. You can move objects, rotate the view, zoom in and out, and more. Navigation: You can use the middle mouse button to rotate around the scene, the scroll wheel to zoom, and Shift + middle mouse button to pan. Modes: o Object Mode: Used for placing and manipulating objects. o Edit Mode: Used for editing individual objects’ geometry, like vertices , edges , and faces. o Sculpt Mode: Used for sculpting objects like you would with clay. o Other Modes: Texture Paint , Weight Paint , Pose Mode, etc., all used for different purposes like texturing, animation, etc. 1 2. Outliner Purpose: The Outliner is a hierarchical view of all the objects in your scene. It’s used to organize and manage objects, collections (groups of objects), and data like materials and lights. Key Features: o Select objects by clicking their names. o Hide, lock, or make objects unselectable. o Drag objects into collections for better organization. 3. Properties Editor Purpose: This panel provides access to the properties of the active object or scene. It’s where you adjust settings related to materials, lighting, physics simulations, and rendering. Sections: o Render Properties: Adjust how the scene is rendered (resolution, sampling, etc.). 2 o Object Properties: Control transformations (position, rotation, scale), object settings, and visibility. o Modifiers: Apply non-destructive effects to objects, such as subdivision surfaces, boolean operations, and more. o Material Settings: Control the appearance of objects by assigning shaders, textures, and colors. o Physics Properties: Set up physics simulations, including collisions, soft body dynamics, cloth, and fluids. 4. Timeline Purpose: The Timeline is essential for animation work. It allows you to control and visualize keyframes over time. Key Features: o Play and pause your animation. o Add, delete, or move keyframes. o Set start and end points for the animation. 5. Dopesheet and Graph Editor Dopesheet: Displays all the keyframes in your animation, letting you easily manipulate them. Graph Editor: Allows you to edit the animation curves of objects, controlling motion more precisely through interpolation. 6. Header and Toolbar 3 Header: At the top of the 3D Viewport, the header provides access to important menus and tools, including mode selection, shading options (solid, wireframe, rendered view), and overlays. Toolbar: On the left side of the 3D Viewport, this bar gives quick access to commonly used tools like Move, Scale, Rotate, and more. The options here change depending on the mode you're in (Object Mode, Edit Mode, etc.). 7. Shader Editor Purpose: The Shader Editor (also called the Node Editor) allows you to create complex materials using a node-based system. Key Features: o Connect different nodes (like textures, colors, and shaders) to create highly detailed materials. o Preview changes in real-time as you adjust nodes. o Used heavily in Cycles and Eevee render engines. 4 8. UV/Image Editor Purpose: This window is used for UV unwrapping, texture painting, and viewing images. It’s crucial for applying textures to 3D models. Key Features: o Unwrap 3D models to create 2D UV maps. o Paint directly on models using texture brushes. o View and edit images for use in textures. 9. Animation Editors: NLA Editor: (Non-Linear Animation) Used for blending different animation actions. 5 Action Editor: Part of the Dopesheet, used for managing and editing specific animation actions. 10. Scripting Editor Purpose: Blender has a built-in Python scripting editor. You can write scripts to automate tasks, create custom tools, or even build full add-ons. Features: o Python API allows deep integration with Blender’s features. o Code editing directly within Blender, with access to the console for running Python commands. 11. File Browser Purpose: Used to manage your files. Whether you're importing models, textures, or exporting renders, the File Browser helps navigate directories, select files, and specify save locations. 6 Customization Blender’s window layouts are highly customizable: You can split any window into multiple views, allowing you to see the same scene from different angles or use different editors at once. You can also switch between various pre-set workspaces, like Layout, Modeling, Sculpting, Animation, and more, to quickly access tools tailored for specific tasks. Hotkeys and Shortcuts A big part of Blender’s efficiency comes from its heavy use of keyboard shortcuts. Common ones include: 3. Transformations (Move, Rotate, Scale) G: Grab/move. R: Rotate. S: Scale. G + X/Y/Z: Move along axis. R + X/Y/Z: Rotate along axis. S + X/Y/Z: Scale along axis. Shift + X/Y/Z: Lock transformation to two axes. Alt + G: Reset location. Alt + R: Reset rotation. Alt + S: Reset scale. 4. Modeling and Mesh Editing Tab: Toggle between Object and Edit mode. E: Extrude faces, edges, or vertices. I: Inset faces. Ctrl + R: Add loop cut. K: Knife tool for cutting. M: Merge vertices. F: Create face between selected vertices. X/Delete: Delete selected elements. Ctrl + B: Bevel edges. Alt + M: Merge vertices at center/last/first. P: Separate selection into new object. 5. View and Shading Z: Toggle wireframe, solid, and shaded views. Shift + Z: Toggle render preview. Alt + Z: Toggle textured view. 7 ‫كبية وفيها بزاف ديال التفاصيل‪ ،‬ومن ر‬ ‫الضوري تفهم مزيان كيفاش خدامة باش تخدم برسعة وكفاءة‪.‬ها‬ ‫واجهة بلندر ر‬ ‫رشح مفصل ديالها‪:‬‬ ‫ثالث األبعاد )‪(3D Viewport‬‬ ‫‪ 1.‬الفيوبورت ي‬ ‫‪ : Purpose‬هاد المنطقة ه الرئيسية رف بلندر‪.‬هنا ر ر‬ ‫في تقدر تشوف وتتعامل مع المشاهد ثالثية األبعاد ديالك‪.‬تقدر‬ ‫ ‬ ‫ي‬ ‫ي‬ ‫تحرك األجسام‪ ،‬تدور الرؤية‪ ،‬وتقرب وال تبعد‪.‬‬ ‫‪ : Navigation‬تقدر تستعمل العجلة ديال الفأرة باش تدور عىل المشهد‪ ،‬وعجلة الفأرة للتقريب‪ ،‬و ‪ Shift +‬العجلة باش‬ ‫ ‬ ‫تحرك الرؤية‪.‬‬ ‫‪Modes‬‬ ‫ ‬ ‫‪ : Object Mode‬باش تحط وتحرك األجسام‪.‬‬ ‫‪o‬‬ ‫)‪، (vertices‬‬ ‫‪ : Edit Mode‬باش تعدل ر يف الشكل ديال األجسام‪ ،‬بحال النقاط‬ ‫‪o‬‬ ‫‪(faces).‬‬ ‫)‪ ، (edges‬والوجوه‬ ‫الحواف‬ ‫ر ر‬ ‫بالطي‪.‬‬ ‫‪ : Sculpt Mode‬باش تنحت األجسام بحال إال كتخدم‬ ‫‪o‬‬ ‫)‪ ، (Texture Paint‬والتحكم ر يف الوزن‬ ‫‪ : Other Modes‬الرسم عىل األجسام‬ ‫‪o‬‬ ‫)‪ ، (Weight Paint‬والتحريك والعديد‪.‬‬ ‫‪8‬‬ ‫‪ 2.‬أوتالين )‪(Outliner‬‬ ‫ّ‬ ‫‪ : Purpose‬هاد النافذة كتوريك جميع األجسام يل عندك فالمشهد ف )‪.(3d viewport‬كتستعمل باش تنظم وتدير‬ ‫ ‬ ‫ر‬ ‫كنيول عىل األجسام‪ ،‬المجموعات )‪ (collections) (groups of objects‬والبيانات بحال ‪ materials‬واإلضاءة‪.‬‬ ‫الخصائص الرئيسية‪:‬‬ ‫ ‬ ‫غي بكليك عليهم‪.‬‬ ‫تختار األجسام ر‬ ‫‪o‬‬ ‫تخىل األجسام ما يتختاروش )‪. (Unselectable‬‬ ‫ر‬ ‫‪o‬‬ ‫تخف‪ ،‬تسد‪ ،‬وال ي‬ ‫تقدر ي‬ ‫‪ 3.‬الخصائص )‪(Properties Editor‬‬ ‫‪9‬‬ ‫‪ : Purpose‬الهدف من هاد النافذة كتوفر لك اإلعدادات ديال الجسم الىل عندك أو المشهد‪.‬هنا ر ر‬ ‫في تقدر تبدل‬ ‫ ‬ ‫ي‬ ‫اإلعدادات ديال المواد )‪ ,(materials‬اإلضاءة‪ ،‬ر ر‬ ‫الفيياء )‪ ، (physics‬و ‪rendering‬‬ ‫األقسام‪:‬‬ ‫ ‬ ‫)‪ : (Render Properties‬باش تبدل كيفاش ر‬ ‫غييندرة المشهد (الريزولوشن‪ ،‬إلخ)‪.‬‬ ‫‪o‬‬ ‫)‪ : (Object Properties‬باش تتحكم ر يف الوضعية )‪ ، (position‬الدوران )‪ ، (rotation‬الحجم)‪، (scale‬‬ ‫‪o‬‬ ‫والرؤية‪.‬‬ ‫الفرع ‪(subdivision‬‬ ‫ي‬ ‫تأثيات ما كتخربش األجسام )‪ ، (Objects‬بحال التقسيم‬ ‫)‪ : (Modifiers‬تطبق ر‬ ‫‪o‬‬ ‫)‪surfaces‬و )‪ (boolean operations‬إلخ…‬ ‫)‪ : (Material Settings‬باش تبدل المظهر ديال األجسام عن طريق تطبيق األلوان‪ ،‬الخامات‬ ‫‪o‬‬ ‫)‪ ،(textures‬والشيدرز‪(shaders).‬‬ ‫)‪ : (Physics Properties‬باش تدير محاكاة ر ر‬ ‫الفيياء‪ ،‬بحال االصطدامات‪ ،‬والحركة المرنة‪ ،‬والمالبس‪،‬‬ ‫‪o‬‬ ‫والسوائل‪.‬‬ ‫‪ 4.‬رشيط الزمن )‪(Timeline‬‬ ‫‪ : Purpose‬مهم بزاف فخدمة التحريك‪.‬كيمكنك تتحكم ر يف ‪ keyframes‬عىل طول الزمن‪.‬‬ ‫ ‬ ‫الخصائص‪:‬‬ ‫ ‬ ‫تشغيل وإيقاف األنيميشن‪.‬‬ ‫‪o‬‬ ‫إضافة‪ ،‬حذف‪ ،‬وتحريك ‪keyframes.‬‬ ‫‪o‬‬ ‫تحديد بداية ونهاية األنيميشن‪.‬‬ ‫‪o‬‬ ‫‪ (Dopesheet). 5‬والـ‪Graph Editor‬‬ ‫تسيهم بسهولة‪.‬‬ ‫‪ : Dopesheet‬كتوريك جميع ‪ keyframes‬فاألنيميشن وكتخليك ر‬ ‫ ‬ ‫‪ : Graph Editor‬كتخليك تعدل المنحنيات ديال األنيميشن باش تتحكم ر يف الحركة بدقة أكي‪.‬‬ ‫ ‬ ‫‪10‬‬ ‫‪ 6.‬ر‬ ‫الرسيط العلوي واللوحة الجانبية )‪(Header and Toolbar‬‬ ‫‪ : Header‬موجود فوق ‪ ، 3D Viewport‬وكيعطيك الولوج للقوائم واألدوات المهمة‪ ،‬بحال اختيار ‪، mode selection‬‬ ‫ ‬ ‫إعدادات الرؤية )‪ ، (shading options : solid, wireframe, rendered view‬والطبقات‪(overlays).‬‬ ‫التكبي)‪ ، (Scale‬والدوران‬ ‫ر‬ ‫الىل كتستعمل بزاف‪ ،‬بحال التحريك )‪، (Move‬‬ ‫‪ : Toolbar‬عىل الجنب األيرس‪ ،‬فيها األدوات ي‬ ‫ ‬ ‫‪(Rotate).‬‬ ‫‪(Shader Editor).7‬‬ ‫‪ : Purpose‬كتخدم بيه باش تصمم ‪ materials‬باستعمال نظام ديال )‪(nodes‬‬ ‫ ‬ ‫الخصائص‪:‬‬ ‫ ‬ ‫‪11‬‬ ‫كتوصل ‪ nodes‬باش تصمم ‪ textures‬و ‪ materials‬بطريقة مفصلة‪.‬‬ ‫‪o‬‬ ‫التغييات ر‬ ‫مباشة وانت كتعدل ‪(nodes).‬‬ ‫ر‬ ‫تشوف‬ ‫‪o‬‬ ‫تستخدم بكية‪(in Cycles and Eevee render engines).‬‬ ‫‪o‬‬ ‫االختصارات‬ ‫كبي من العمل ر يف بلندر كيعتمد عىل اختصارات لوحة المفاتيح‪ ،‬بحال‪:‬‬ ‫جزء ر‬ ‫)‪(View and Shading‬‬ ‫‪ Z‬التبديل ر ر‬ ‫بي الرؤية العادية‪ ،‬السلكية‪ ،‬والمعاينة‪(toggle solid/wireframe/shaded view).‬‬ ‫ ‬ ‫‪ Shift + Z‬التبديل ر ر‬ ‫بي العرض العادي والمعاينة المظللة‪(toggle render preview).‬‬ ‫ ‬ ‫‪ Alt + Z‬التبديل ر ر‬ ‫بي عرض المواد واألنسجة‪(toggle textured view).‬‬ ‫ ‬ ‫والتكبي)‪(Transformations‬‬ ‫ر‬ ‫التحريك‪ ،‬الدوران‪،‬‬ ‫‪ G‬تحريك‪(grab/move).‬‬ ‫ ‬ ‫‪ R‬دوران‪(rotate).‬‬ ‫ ‬ ‫تصغي‪(scale).‬‬ ‫ر‬ ‫تكبي أو‬ ‫‪ S‬ر‬ ‫ ‬ ‫‪ G + X/Y/Z‬تحريك فـ اتجاه محدد‪(move along axis).‬‬ ‫ ‬ ‫‪ R + X/Y/Z‬دوران فـ اتجاه محدد‪(rotate along axis).‬‬ ‫ ‬ ‫تصغي فـ اتجاه محدد‪(scale along axis).‬‬ ‫ر‬ ‫تكبي أو‬ ‫‪ S + X/Y/Z‬ر‬ ‫ ‬ ‫‪ Shift + X/Y/Z‬تجاهل محور ر ر‬ ‫معي‪(lock movement/scale/rotate to two axes).‬‬ ‫ ‬ ‫األصىل‪(reset location).‬‬ ‫ي‬ ‫‪ Alt + G‬إعادة الجسم لمكانه‬ ‫ ‬ ‫األصىل‪(reset rotation).‬‬ ‫ي‬ ‫‪ Alt + R‬إعادة الدوران‬ ‫ ‬ ‫األصىل‪(reset scale).‬‬ ‫ي‬ ‫‪ Alt + S‬إعادة الحجم‬ ‫ ‬ ‫)‪(Modeling and Mesh Editing‬‬ ‫‪ Tab‬التبديل ر ر‬ ‫بي وضع الجسم ووضع التحرير‪(Object mode/Edit mode).‬‬ ‫ ‬ ‫‪ E‬البثق‪(extrude selected faces/edges/vertices).‬‬ ‫ ‬ ‫‪ I‬إدخال‪(inset faces).‬‬ ‫ ‬ ‫‪ Ctrl + R‬إضافة حلقة تقسيم‪(loop cut).‬‬ ‫ ‬ ‫ر ر‬ ‫السكي للقطع‪(knife tool).‬‬ ‫‪ K‬استخدام‬ ‫ ‬ ‫‪ M‬دمج‪(merge vertices).‬‬ ‫ ‬ ‫‪ F‬إنشاء وجه ر ر‬ ‫بي النقاط‪(create face).‬‬ ‫ ‬ ‫‪12‬‬ (delete selected elements).‫ حذف‬X/Delete (bevel edges).‫ تعميل الحواف‬Ctrl + B (merge at center/last/first).‫ دمج العنارص‬Alt + M (separate selection into new object).‫ فصل‬P 13