WELCOME TO BLENDER
A new program can be overwhelming. Here are the basic functions you need to know to use Blender as our World Builder Tool. Blender is where you prepare your assets for export to the Babylon Game Engine. If you find any additional tips you feel would help other artists please leave notes on this document.
FREEZE TRANSFORMS
https://docs.blender.org/manual/en/2.92/scene_layout/object/editing/apply.html?highlight=apply
*HOT KEYS PC
Moving in Blender 3D Viewport
- MOVE : middle mouse button (MMB)
- PAN : hold down shift and drag MMB
- ZOOM : hold down ctrl and drag MMB
- The numpad is also great for movement - the viewport your mouse is over will be the only one effected
- [5] - toggle orthographic
- [7] - top view
- [1] - front view
- [3] - left/right view
- [4] & [6] rotate side to side
- [2] & [8] rotate up/down
- If you are working without a numpad, pressing [~] will bring up a menu in the viewport allowing you to access view shortcuts
- VIEW MODE SELECT : mouse over the viewport you want to effect, then hold down [z] - a menu will pop up at your pointer location allowing you to select wireframe, rendered, solid, or material preview - mouse over the one you'd like and release the [z] key
Asset Controls
- FOCUS : press . (period on number keypad - only works with the number keypad [.])
- DUPLICATE : select asset and hold down shift-d
- UNDO : ctrl-z
- SCALE : select asset press [s] key then drag slider
- can also press [s] to activate scale, then lock to an axis by pressing [x], [y], or [z]
- can lock to exclude an axis by pressing [shift][x/y/z]
- to scale on X and Y, but not Z, for instance - press [shift][z]
- MOVE : select asset, then press [g] (for grab)
- axis locking works the same as in SCALE
- ROTATE : select asset, then press [r]
- axis locking works the same as in SCALE
- TOGGLE EDIT MODE : [tab] toggles between object mode and edit mode - in edit mode, you will be able to manipulate vertices, edges, etc. within an object - presumably most of this work will be done outside blender in this context, but if need be, it's available
- IMPORTANT NOTES ABOUT EDIT MODE :
- The plugin needs for you to be in object mode when exporting - I believe there is a check for this, and it may happen automatically already, but there will be less opportunity for error if you return to object mode before exporting
- If you are in edit mode for one object, and you add another object, the object will be added as a child of the object you were initially editing, not as a separate object - this can be useful, but can also make a mess if done unintentionally