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Blender interface & navigation

Getting around Blender 5.x (5.2 LTS): first-run preferences for a Mac trackpad, the extensions platform, editors and workspaces, viewport navigation, selection and modes, transforms, snapping, applying transforms, collections and a must-know shortcut table. The ideas behind it (axes, meshes, object vs mesh data) are in Core concepts; the next step is Modeling.

Keys are written Windows-style (Ctrl, Alt) with the macOS form where it differs. On macOS, ⌘ works in place of Ctrl for almost every Blender shortcut; use ⌃ where macOS owns the ⌘ combination (⌘Space, ⌘Tab, ⌘H, ⌘M). Alt is ⌥ (Option). MMB is the middle mouse button (pressing the wheel), LMB/RMB left and right.

First-run setup

Open Edit > Preferences (⌘, on macOS). Changes are saved automatically on exit unless you turn off Auto-Save Preferences in the ☰ menu at the bottom left of the Preferences window; then click Save Preferences there.

PreferenceWhereSet toWhy
Multi-touch GesturesInput > Touchpadon (the default)two-finger orbit, pinch zoom on a trackpad
Emulate 3 Button MouseInput > Mouseon if you have no MMBAlt-LMB (⌥-click) acts as MMB
Emulate 3 Button Mouse > ModifierInput > MouseOSKey (⌘) on macOSkeeps ⌥-click for loop select; not available on Windows
Emulate NumpadInput > Keyboardon only if you have no numpadthe number row becomes numpad keys (see the warning below)
Orbit Around SelectionNavigation > Orbit & Panonorbit pivots on what you selected, not the screen center
Zoom to Mouse PositionNavigation > Zoomonzoom toward the pointer
Auto Save + Timer (Minutes)Save & Load > Blend Fileson, 2 min (the defaults)temporary backups for crash recovery (File > Recover > Auto Save)
Save VersionsSave & Load > Blend Files2 or more (default 1)keeps .blend1, .blend2 backups next to the file
Undo StepsSystem > Memory & Limits64–128 (default 32)more history; costs memory
Allow Online AccessSystem > Networkon (off by default)needed to browse and update extensions
Cycles Render DevicesSystemMetal (Apple Silicon), OptiX/CUDA (NVIDIA), HIP (AMD)GPU rendering; see Lighting & rendering

macOS: F-keys (F3 search, F9, F12 render) need fn unless System Settings > Keyboard > Keyboard Shortcuts > Function Keys > "Use F1, F2, etc. keys as standard function keys" is on. Home is fn-←.

Extensions

Since Blender 4.2, add-ons and themes come from the Extensions platform (extensions.blender.org). In Preferences > Get Extensions: search, click Install; or drag an install link from the website into Blender; or the ⌄ menu > Install from Disk for a .zip (also how legacy add-ons are installed). Updates are manual: Refresh Remote, then Install Available Updates (both in the ⌄ menu at the top right). Disable instead of uninstalling to switch one off temporarily.

Core add-ons still bundled (enable in Preferences > Add-ons): glTF 2.0 (on by default), Node Wrangler (shader-editor shortcuts), Rigify (auto-rigging).

Free extensionWhat it addsUseful for
LoopToolscircle, relax, bridge, space loopscleaning curved loops, round holes
F2smarter Make Edge/Face (F)fast retopology and hole filling
Extra Mesh Objectsmore primitives (gears, rounded cube, pipe joints)quick props
Bool Toolone-key Boolean operations and cuttershard-surface modeling
Edit Mesh Toolsextra edge and face toolsmodeling
3D Print Toolboxchecks: non-manifold, intersections, thickness, overhangscleaning AI-generated and scanned meshes
Texel Density Checkermeasure and set texel densityconsistent texture resolution for games
Copy Attributes Menucopy transforms, modifiers, constraints between objectsbatch fixes
Mixamo Rigcontrol rig from a Mixamo FBX skeletonanimating Mixamo characters (Animation)
Ucupaintlayer-based texture paintingpainting without an external painter

All are GPL, listed on extensions.blender.org and compatible with 4.2+ as of September 2026; check a listing's compatibility field before installing on a newer Blender.

Screen layout

The window is a Topbar (menus and workspace tabs), areas (each shows one editor) and a Status Bar (current shortcuts; watch it while a tool runs). Change any area's editor with the Editor Type menu at its top-left. Drag a border to resize; drag from an area corner to split or join; Ctrl+Space (⌃Space) maximizes the area under the pointer.

EditorUseNotes
3D Viewportmodeling, layout, posingT toolbar, N sidebar (Item: exact transforms, View: lens, clip, lock)
Outlinerscene tree: collections, objects, dataeye, monitor and camera icons control visibility (filter ▾ shows more toggles)
Propertiessettings in tabsTool, Render, Output, View Layer, Scene, World, Collection, Object, Modifiers, Particles, Physics, Constraints, Object Data, Material, Texture
Timeline / Dope Sheet / Graph Editoranimationsee Animation
Shader Editormaterial node graphsee Materials, UVs & texturing
Image Editor / UV Editorview images, edit UVs, render resultUV Editor needs Edit Mode in the viewport
Geometry Node Editorprocedural modeling node graphsused by modifiers such as Smooth by Angle
Text Editor, Python Console, Infoscriptingsee Python scripting
File Browser, Asset Browserfiles, drag-in assetsAsset Browser holds your reusable assets and brushes

Workspaces are saved layouts on the Topbar tabs (Ctrl+PageUp / Ctrl+PageDown to cycle):

WorkspaceArranged for
Layoutgeneral: viewport, outliner, properties, timeline
Modeling / Sculptingmesh editing / sculpt brushes
UV EditingUV Editor beside a viewport in Edit Mode
Texture Paintpainting on the model and the image side by side
ShadingShader Editor + File Browser + Material Preview viewport
AnimationDope Sheet, camera view, timeline
Rendering / Compositingrender result, compositor nodes
Geometry Nodes / Scriptingnode editor + spreadsheet / text editor + console

Save a layout you like as the startup file: File > Defaults > Save Startup File.

ActionMouseTrackpad (gestures on)Emulated MMB (Alt modifier)
OrbitMMB dragtwo-finger drag⌥ + drag
PanShift + MMB drag⇧ + two-finger drag⇧⌥ + drag
Zoomwheel, Ctrl + MMB dragpinch, or ⌃ / ⌘ + two-finger drag⌃⌥ + drag
Dolly (move the view forward)Shift + Ctrl + MMB drag
Right-clickRMBtwo-finger tap
Snap view to an axis while orbitingAlt + MMB drag

The navigation gizmo (top right) also works: drag the ball to orbit, click an axis to view along it, drag the hand to pan and the magnifier to zoom. The camera icon toggles the camera view; the grid icon toggles perspective / orthographic.

ViewNumpadLaptop alternative
Front / Right / Top1 / 3 / 7view pie (`), or click the gizmo axis
Back / Left / BottomCtrl + 1 / 3 / 7gizmo
Align to the selection's local axisShift + 1 / 3 / 7View > Align View
Orbit in steps (15° by default)2 / 4 / 6 / 8
Perspective ↔ orthographic5gizmo grid icon
Active camera view0view pie > View Camera
Set active object as cameraCtrl + 0View > Cameras > Set Active Object as Camera
Align camera to the current viewCtrl + Alt + 0View > Align View
Frame selected. (numpad period)view pie > Frame Selected
Frame allHome (fn-← on a Mac)view pie > Frame All
Local view: isolate selectionnumpad // (slash also works)
View pie (all of the above)` (backtick, left of 1)
Walk / fly navigationShift + `WASD to move, E/Q up/down, wheel = speed, LMB confirms, RMB/Esc cancels
Zoom to a drawn boxShift + B

Emulate Numpad does not remap the period key, so on a laptop use the view pie for Frame Selected.

Watch the interface tour, navigation and selection parts; made for 4.x, but these basics work the same in 5.x.

Blender 4 for Absolute Beginners: A Comprehensive Guide from Scratch (opens in a new tab) (Grant Abbitt (Gabbitt), YouTube)

Selecting & the 3D cursor

ActionKeys
Select / add / toggleclick / Shift-click (the Outliner uses Ctrl-click)
Select all / none / invertA / Alt+A (or tap A twice) / Ctrl+I
Box / circle / lasso selectB / C (wheel resizes, RMB ends) / Ctrl + RMB drag
Cycle toolbar select tools (tweak, box, circle, lasso)W
Select linked data / groupedShift+L / Shift+G
Select parent / child[ / ] (add Shift to extend)
Hide selected / unselected / revealH / Shift+H / Alt+H
X-ray (select through)Alt+Z

The active object is the last one clicked (bright outline); many operations use it as the target (join, parent, copy to selected). The 3D cursor (red-white ring) is where new objects appear and can be the pivot. Shift+RMB places it; Shift+S opens the snap pie:

Snap pie itemDoes
Cursor to Selectedcursor to the selection center (in Edit Mode: selected vertices)
Cursor to World Originreset the cursor to (0, 0, 0)
Selection to Cursormove the selection to the cursor
Selection to Activemove the selection onto the active object
Cursor to Grid / Selection to Gridround to the grid

Modes

Switch with the mode menu in the viewport header, Tab (Edit Mode toggle) or Ctrl+Tab (⌃Tab: mode pie; for an armature it toggles Pose Mode). Modes change the header, toolbar and shortcuts.

ModeObject typesFor
Objectallplacing, rotating, scaling, duplicating whole objects
Editmeshes, curves, armatures, text…changing vertices, edges and faces (1 / 2 / 3 select modes)
Sculptmeshesbrush-based shaping of dense meshes
Vertex Paintmeshespainting color attributes on vertices
Weight Paintmeshespainting vertex-group weights for skinning (Animation)
Texture Paintmeshespainting image textures on the model
Posearmaturesposing and animating bones
Draw / Sculpt / Edit… (Grease Pencil)Grease Pencil2D drawing in 3D space

Transforming

Press G (move), R (rotate) or S (scale), move the mouse, then click or Enter to confirm; RMB or Esc cancels. While the transform runs:

KeyEffect
X / Y / Zlock to that axis (press again: the local axis)
Shift + X / Y / Zlock to the plane, excluding that axis
MMB (after moving)lock to the axis the mouse points along
type 2 Enterexact value: S 2 Enter doubles, R Z 90 Enter turns 90° around Z
G X -1.5 Entermove −1.5 m on X
Tabnext axis field while typing (G 1 Tab 2 Tab 3)
= or numpad *advanced input: units and expressions (2cm, 1/3, pi/4)
Ctrl (hold)snap while dragging (increments by default)
Shift (hold)fine / slow movement
R twicetrackball rotate
Alt + G / R / S (not while transforming)clear location / rotation / scale

Every object has exact values in the N sidebar > Item (Location, Rotation, Scale, Dimensions); type there for precision, and drag down across several fields to edit them together.

Header controlShortcutOptions
Transform Pivot Point. (period) pieMedian Point (default), Bounding Box Center, 3D Cursor, Individual Origins, Active Element
Transform Orientation, (comma) pieGlobal (world axes), Local (the object's axes), Normal (face direction, Edit Mode), Gimbal, View, Cursor, Parent, custom
Snapping on/offShift+Tab (or hold Ctrl)see below
Proportional EditingOfalloff pie Shift+O; wheel or PageUp/PageDown resizes the circle during the move; Alt+O Connected Only in Edit Mode

Snapping

The magnet menu (Snapping, or Shift+Ctrl+Tab for the popover) sets Snap Target (what you snap to) and Snap Base (which point of the selection snaps). Shift-click to enable several targets.

Snap TargetUse
Incrementmove in grid-sized steps from where the selection started
Gridland exactly on viewport grid points (or Increment + Absolute Increment Snap)
Vertex / Edge / Edge Center / Face Centerput a corner or a midpoint exactly on another object's
Faceslide onto a surface (turn on Align Rotation to Target to stand props on slopes)
Face Project / Face Nearestper element: each vertex lands on the surface (retopology, conforming a flat sheet)
Volumecenter inside a mesh (bones in a limb)
Snap BaseSnaps
Closestthe nearest vertex / bounding-box corner (for "corner to corner")
Centerthe pivot point
Medianaverage of the selection
Activethe active object or element

The Affect row picks which transforms snap (move by default; add rotate/scale for angle and size steps).

Origins, apply & units

The origin (orange dot) is the object's own pivot and its location. Mesh vertices are stored relative to it. Object > Set Origin (also in the right-click menu):

Set Origin optionResult
Geometry to Originmoves the mesh so it is centered on the origin
Origin to Geometrymoves the origin to the mesh center
Origin to 3D Cursororigin to the cursor: combine with Cursor to Selected for exact pivots
Origin to Center of Massphysics-friendly center (assumes uniform density)

To move just the origin interactively: Tool settings > Options > Affect Only > Origins.

Apply (Object > Apply, Ctrl+A) bakes the object's Location / Rotation / Scale into the mesh so the object shows location 0, rotation 0, scale 1 while looking the same.

ApplyWhen
Scale (or Rotation & Scale)after scaling in Object Mode and before bevels, modifiers, rigging, UV texel checks or export
All Transformsa prop whose origin should be the world origin
Visual Transformkeep the result of constraints
Visual Geometry to Meshbake modifiers into the mesh (same as applying them all)
Parent Inverseclean up a child's hidden parent-inverse offset

Why: modifiers (Bevel, Solidify, Array) and physics read unscaled mesh sizes, so a scale of 3 makes a 2 cm bevel look like 6 cm; exporters and engines handle negative or non-uniform scale badly (flipped normals, wrong collisions); rigs bound to scaled meshes deform oddly. Applying a negative scale also flips normals unless Corrective Flip Normals is checked in the Adjust Last Operation panel. Objects sharing mesh data (Alt+D copies) must be made single-user first; Blender offers to.

Units: Properties > Scene > Units: Unit System Metric, Unit Scale 1.0, Length Meters (the factory defaults; imported or older files may differ). Then 1 Blender unit = 1 m, which matches glTF, Godot and GTA V. Model at real size (a door is about 2.0 × 0.9 m); scale "to taste" later in the engine only if you must. Unit Scale only changes displayed values, not the data, so leave it at 1.

Collections, parenting & duplicates

TaskHow
New collectionOutliner: right-click > New Collection
Move / link to a collectionM / Shift+M (an object can live in several collections)
Parent (children follow)select child(ren), then the parent last, Ctrl+P > Object (Keep Transform keeps the look)
Clear parentAlt+P > Clear Parent (and Keep Transformation)
Duplicate: independent copyShift+D (copies the mesh too)
Linked duplicate: shared meshAlt+D (edit one, all change; each keeps its own transform)
Make a linked copy independentObject > Relations > Make Single User, or click the user count in Object Data
Join into one object / split apartCtrl+J / Edit Mode P > By Loose Parts / Selection / Material
Visibility toggleScopeUse
Hide in Viewports (eye, H)this view layer, viewport onlyquick temporary hiding; Alt+H reveals
Disable in Viewports (monitor)all view layers, viewport onlylong-term off; not evaluated, speeds playback
Disable in Renders (camera)render onlyhelpers, reference images, cutters
Disable Selection (arrow)viewportreference images you never want to grab
Exclude from View Layer (checkbox)collectionremoves it from viewport, render and evaluation
Holdout / Indirect Onlycollection, rendercut a hole in the render / only affect shadows and reflections (Cycles)

Show more toggles with the Outliner's filter ▾ > Restriction Toggles. Ctrl-click an icon to isolate that collection.

Search, favorites & redo

FeatureKeyUse
Menu SearchF3type any command name; results show where the menu lives
Search inside an open menujust type (or Space first)filter long menus
Quick FavoritesQright-click any menu item or button > Add to Quick Favorites
Adjust Last OperationF9, or the panel at the bottom leftchange an operator's options after running it (bevel segments, array count)
Repeat LastShift+Rdo the previous operation again (duplicate-and-move in a line)
Undo HistoryEdit > Undo Historyjump back several steps
Copy a button's PythonCtrl+C while hoveringpaste into scripts (Python scripting)
Reset a field to defaultBackspace while hovering
Edit many objects at oncehold Alt while changing a valueapplies to all selected
Tooltips with Python namesPreferences > Interface > Python Tooltipsfind API names

The Adjust Last Operation panel only survives until you do something else (including many view changes); open it right away.

Must-know shortcuts

 ACTION                          WINDOWS / LINUX             MACOS
 ─ general ─────────────────────────────────────────────────────────────────
 Menu search                     F3                          F3 (fn F3)
 Quick favorites                 Q                           Q
 Adjust last operation           F9                          F9 (fn F9)
 Repeat last                     Shift+R                     ⇧R
 Undo / redo                     Ctrl+Z / Shift+Ctrl+Z       ⌘Z / ⇧⌘Z
 Save / save as                  Ctrl+S / Shift+Ctrl+S       ⌘S / ⇧⌘S
 Preferences                     Edit > Preferences          ⌘,
 Rename active                   F2                          F2 (fn F2)
 Maximize area                   Ctrl+Space                  ⌃Space
 Toolbar / sidebar               T / N                       T / N
 Add object                      Shift+A                     ⇧A
 Delete                          X or Delete                 X or fn⌫
 Play / stop animation           Space                       Space
 ─ view ────────────────────────────────────────────────────────────────────
 Orbit / pan / zoom              MMB / Shift+MMB / wheel     2-finger / ⇧2-finger / pinch
 Front / right / top             Numpad 1 / 3 / 7            ` view pie
 Opposite side                   Ctrl + Numpad 1 / 3 / 7     ` view pie
 Camera view                     Numpad 0                    ` > View Camera
 Perspective / ortho             Numpad 5                    gizmo grid icon
 Frame selected / all            Numpad . / Home             ` pie / fn←
 Local view (isolate)            Numpad / or /               /
 View pie                        `                           `
 Walk navigation                 Shift+`                     ⇧`
 Shading pie / wireframe         Z / Shift+Z                 Z / ⇧Z
 X-ray                           Alt+Z                       ⌥Z
 ─ select ──────────────────────────────────────────────────────────────────
 All / none / invert             A / Alt+A / Ctrl+I          A / ⌥A / ⌘I
 Box / circle / lasso            B / C / Ctrl+RMB drag       B / C / W (cycles to Lasso)
 Hide / reveal                   H / Alt+H                   H / ⌥H
 3D cursor / snap pie            Shift+RMB / Shift+S         ⇧ right-click / ⇧S
 ─ modes & transform ───────────────────────────────────────────────────────
 Edit mode / mode pie            Tab / Ctrl+Tab              Tab / ⌃Tab
 Vertex / edge / face (Edit)     1 / 2 / 3                   1 / 2 / 3
 Move / rotate / scale           G / R / S                   G / R / S
 Axis / plane lock               X Y Z / Shift+X Y Z         X Y Z / ⇧X Y Z
 Clear location / rot / scale    Alt+G / Alt+R / Alt+S       ⌥G / ⌥R / ⌥S
 Apply transforms                Ctrl+A                      ⌘A
 Snap toggle / hold to snap      Shift+Tab / Ctrl            ⇧Tab / ⌃ or ⌘
 Proportional editing            O                           O
 Pivot pie / orientation pie     . / ,                       . / ,
 ─ objects ─────────────────────────────────────────────────────────────────
 Duplicate / linked duplicate    Shift+D / Alt+D             ⇧D / ⌥D
 Join                            Ctrl+J                      ⌘J
 Parent / clear parent           Ctrl+P / Alt+P              ⌘P / ⌥P
 Move to collection              M                           M
 Render image / animation        F12 / Ctrl+F12              fn F12 / ⌘ fn F12

Does this survive export?

Blender thingIn glTF / enginesDo this
Object transforms (location, rotation, scale)exported per nodeapply scale (and usually rotation) on props so the engine sees scale 1
Originbecomes the node pivotput it where the engine should rotate or place the asset (bottom center for props)
Z-up axesglTF is +Y upleave the exporter's +Y Up on; it converts (Core concepts)
UnitsmetersMetric, Unit Scale 1
Parentingnode hierarchykept; apply transforms before parenting to avoid inverse-matrix surprises
Collectionsnot nodes (unless Full Collection Hierarchy)use them for organizing and for "Active Collection" exports
Linked duplicates (Alt+D)shared mesh; optional GPU instancingsmaller files; see the exporter's GPU Instances option
Hidden / disabled objectsexported unless you filteruse Include > Visible / Renderable / Selected Objects
Namesnode namesname objects before export; engines look them up by name
Custom propertiesglTF extras (Include > Custom Properties)tags for game logic

Next steps per target: Web / Three.js, Godot, GTA V.

Recipes

Set up Blender for a MacBook trackpad

Use on a laptop without a mouse or numpad.

  1. ⌘, > Input > Touchpad: Multi-touch Gestures on. Two-finger drag orbits, ⇧ + two fingers pans, pinch zooms, two-finger tap is right-click.
  2. Input > Mouse: Emulate 3 Button Mouse on, Modifier OSKey, so ⌘-drag orbits for tools that need MMB and ⌥-click stays loop select.
  3. Leave Emulate Numpad off; use ` for the view pie and / for local view.
  4. Navigation: Orbit Around Selection on, Zoom to Mouse Position on.
  5. Save & Load: Auto Save on; System: Undo Steps 64; System > Network: Allow Online Access.
  6. macOS System Settings: F-keys as standard function keys (for F3, F9, F12).

Model at real-world scale

Use at the start of any game or web asset.

  1. Scene > Units: Metric, Unit Scale 1, Length Meters (or Centimeters for small props).
  2. Add a 1.8 m reference: Shift+A > Mesh > Cube, N sidebar > Dimensions 0.5, 0.3, 1.8; put it in a "reference" collection and disable it in renders.
  3. Type sizes in the N panel, or S 2 Enter, G Z 1 Enter.
  4. Ctrl+A > Scale when the shape is roughed in.

Reset a messy imported model

Use on downloads and AI-generated models that arrive rotated, huge or off-center.

  1. Select all parts, Ctrl+J to join if they should be one object (skip for rigged or multi-part models).
  2. Ctrl+A > All Transforms.
  3. Object > Set Origin > Origin to Geometry, then Shift+S > Selection to Cursor with the cursor at the world origin (Shift+C resets the cursor and frames everything).
  4. Check scale against a reference cube; scale with S and apply again.
  5. Continue with the cleanup recipe in Modeling.

Put the origin at the bottom center

Use for props so they sit on the floor when placed in an engine.

  1. Tab into Edit Mode, 3 (face select), click the bottom face (or select the lowest vertices).
  2. Shift+S > Cursor to Selected, Tab back to Object Mode.
  3. Object > Set Origin > Origin to 3D Cursor.
  4. Shift+S > Cursor to World Origin, then Shift+S > Selection to Cursor: the prop now stands at (0, 0, 0).

Instanced fence posts

Use when one mesh repeats many times: edit once, export once.

  1. Model one post; apply scale.
  2. Alt+D, X, 2 Enter places a linked copy 2 m along X.
  3. Shift+R repeats the duplicate-and-move; do it 10 times.
  4. Edit any post in Edit Mode: all change. Object > Relations > Make Single User to break one out.

Find any command

Use when you don't remember where something lives.

  1. F3, type part of the name (merge dist, smooth ang, origin).
  2. The result shows its menu path; right-click it in the menu > Add to Quick Favorites.
  3. Press Q next time.

References