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.
| Preference | Where | Set to | Why |
|---|---|---|---|
| Multi-touch Gestures | Input > Touchpad | on (the default) | two-finger orbit, pinch zoom on a trackpad |
| Emulate 3 Button Mouse | Input > Mouse | on if you have no MMB | Alt-LMB (⌥-click) acts as MMB |
| Emulate 3 Button Mouse > Modifier | Input > Mouse | OSKey (⌘) on macOS | keeps ⌥-click for loop select; not available on Windows |
| Emulate Numpad | Input > Keyboard | on only if you have no numpad | the number row becomes numpad keys (see the warning below) |
| Orbit Around Selection | Navigation > Orbit & Pan | on | orbit pivots on what you selected, not the screen center |
| Zoom to Mouse Position | Navigation > Zoom | on | zoom toward the pointer |
| Auto Save + Timer (Minutes) | Save & Load > Blend Files | on, 2 min (the defaults) | temporary backups for crash recovery (File > Recover > Auto Save) |
| Save Versions | Save & Load > Blend Files | 2 or more (default 1) | keeps .blend1, .blend2 backups next to the file |
| Undo Steps | System > Memory & Limits | 64–128 (default 32) | more history; costs memory |
| Allow Online Access | System > Network | on (off by default) | needed to browse and update extensions |
| Cycles Render Devices | System | Metal (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 extension | What it adds | Useful for |
|---|---|---|
| LoopTools | circle, relax, bridge, space loops | cleaning curved loops, round holes |
| F2 | smarter Make Edge/Face (F) | fast retopology and hole filling |
| Extra Mesh Objects | more primitives (gears, rounded cube, pipe joints) | quick props |
| Bool Tool | one-key Boolean operations and cutters | hard-surface modeling |
| Edit Mesh Tools | extra edge and face tools | modeling |
| 3D Print Toolbox | checks: non-manifold, intersections, thickness, overhangs | cleaning AI-generated and scanned meshes |
| Texel Density Checker | measure and set texel density | consistent texture resolution for games |
| Copy Attributes Menu | copy transforms, modifiers, constraints between objects | batch fixes |
| Mixamo Rig | control rig from a Mixamo FBX skeleton | animating Mixamo characters (Animation) |
| Ucupaint | layer-based texture painting | painting 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.
| Editor | Use | Notes |
|---|---|---|
| 3D Viewport | modeling, layout, posing | T toolbar, N sidebar (Item: exact transforms, View: lens, clip, lock) |
| Outliner | scene tree: collections, objects, data | eye, monitor and camera icons control visibility (filter ▾ shows more toggles) |
| Properties | settings in tabs | Tool, Render, Output, View Layer, Scene, World, Collection, Object, Modifiers, Particles, Physics, Constraints, Object Data, Material, Texture |
| Timeline / Dope Sheet / Graph Editor | animation | see Animation |
| Shader Editor | material node graph | see Materials, UVs & texturing |
| Image Editor / UV Editor | view images, edit UVs, render result | UV Editor needs Edit Mode in the viewport |
| Geometry Node Editor | procedural modeling node graphs | used by modifiers such as Smooth by Angle |
| Text Editor, Python Console, Info | scripting | see Python scripting |
| File Browser, Asset Browser | files, drag-in assets | Asset Browser holds your reusable assets and brushes |
Workspaces are saved layouts on the Topbar tabs (Ctrl+PageUp / Ctrl+PageDown to cycle):
| Workspace | Arranged for |
|---|---|
| Layout | general: viewport, outliner, properties, timeline |
| Modeling / Sculpting | mesh editing / sculpt brushes |
| UV Editing | UV Editor beside a viewport in Edit Mode |
| Texture Paint | painting on the model and the image side by side |
| Shading | Shader Editor + File Browser + Material Preview viewport |
| Animation | Dope Sheet, camera view, timeline |
| Rendering / Compositing | render result, compositor nodes |
| Geometry Nodes / Scripting | node editor + spreadsheet / text editor + console |
Save a layout you like as the startup file: File > Defaults > Save Startup File.
Navigating the viewport
| Action | Mouse | Trackpad (gestures on) | Emulated MMB (Alt modifier) |
|---|---|---|---|
| Orbit | MMB drag | two-finger drag | ⌥ + drag |
| Pan | Shift + MMB drag | ⇧ + two-finger drag | ⇧⌥ + drag |
| Zoom | wheel, Ctrl + MMB drag | pinch, or ⌃ / ⌘ + two-finger drag | ⌃⌥ + drag |
| Dolly (move the view forward) | Shift + Ctrl + MMB drag | ||
| Right-click | RMB | two-finger tap | |
| Snap view to an axis while orbiting | Alt + 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.
| View | Numpad | Laptop alternative |
|---|---|---|
| Front / Right / Top | 1 / 3 / 7 | view pie (`), or click the gizmo axis |
| Back / Left / Bottom | Ctrl + 1 / 3 / 7 | gizmo |
| Align to the selection's local axis | Shift + 1 / 3 / 7 | View > Align View |
| Orbit in steps (15° by default) | 2 / 4 / 6 / 8 | |
| Perspective ↔ orthographic | 5 | gizmo grid icon |
| Active camera view | 0 | view pie > View Camera |
| Set active object as camera | Ctrl + 0 | View > Cameras > Set Active Object as Camera |
| Align camera to the current view | Ctrl + Alt + 0 | View > Align View |
| Frame selected | . (numpad period) | view pie > Frame Selected |
| Frame all | Home (fn-← on a Mac) | view pie > Frame All |
| Local view: isolate selection | numpad / | / (slash also works) |
| View pie (all of the above) | ` (backtick, left of 1) | |
| Walk / fly navigation | Shift + ` | WASD to move, E/Q up/down, wheel = speed, LMB confirms, RMB/Esc cancels |
| Zoom to a drawn box | Shift + 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.
Selecting & the 3D cursor
| Action | Keys |
|---|---|
| Select / add / toggle | click / Shift-click (the Outliner uses Ctrl-click) |
| Select all / none / invert | A / Alt+A (or tap A twice) / Ctrl+I |
| Box / circle / lasso select | B / C (wheel resizes, RMB ends) / Ctrl + RMB drag |
| Cycle toolbar select tools (tweak, box, circle, lasso) | W |
| Select linked data / grouped | Shift+L / Shift+G |
| Select parent / child | [ / ] (add Shift to extend) |
| Hide selected / unselected / reveal | H / 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 item | Does |
|---|---|
| Cursor to Selected | cursor to the selection center (in Edit Mode: selected vertices) |
| Cursor to World Origin | reset the cursor to (0, 0, 0) |
| Selection to Cursor | move the selection to the cursor |
| Selection to Active | move the selection onto the active object |
| Cursor to Grid / Selection to Grid | round 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.
| Mode | Object types | For |
|---|---|---|
| Object | all | placing, rotating, scaling, duplicating whole objects |
| Edit | meshes, curves, armatures, text… | changing vertices, edges and faces (1 / 2 / 3 select modes) |
| Sculpt | meshes | brush-based shaping of dense meshes |
| Vertex Paint | meshes | painting color attributes on vertices |
| Weight Paint | meshes | painting vertex-group weights for skinning (Animation) |
| Texture Paint | meshes | painting image textures on the model |
| Pose | armatures | posing and animating bones |
| Draw / Sculpt / Edit… (Grease Pencil) | Grease Pencil | 2D 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:
| Key | Effect |
|---|---|
| X / Y / Z | lock to that axis (press again: the local axis) |
| Shift + X / Y / Z | lock to the plane, excluding that axis |
| MMB (after moving) | lock to the axis the mouse points along |
type 2 Enter | exact value: S 2 Enter doubles, R Z 90 Enter turns 90° around Z |
G X -1.5 Enter | move −1.5 m on X |
| Tab | next 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 twice | trackball 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 control | Shortcut | Options |
|---|---|---|
| Transform Pivot Point | . (period) pie | Median Point (default), Bounding Box Center, 3D Cursor, Individual Origins, Active Element |
| Transform Orientation | , (comma) pie | Global (world axes), Local (the object's axes), Normal (face direction, Edit Mode), Gimbal, View, Cursor, Parent, custom |
| Snapping on/off | Shift+Tab (or hold Ctrl) | see below |
| Proportional Editing | O | falloff 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 Target | Use |
|---|---|
| Increment | move in grid-sized steps from where the selection started |
| Grid | land exactly on viewport grid points (or Increment + Absolute Increment Snap) |
| Vertex / Edge / Edge Center / Face Center | put a corner or a midpoint exactly on another object's |
| Face | slide onto a surface (turn on Align Rotation to Target to stand props on slopes) |
| Face Project / Face Nearest | per element: each vertex lands on the surface (retopology, conforming a flat sheet) |
| Volume | center inside a mesh (bones in a limb) |
| Snap Base | Snaps |
|---|---|
| Closest | the nearest vertex / bounding-box corner (for "corner to corner") |
| Center | the pivot point |
| Median | average of the selection |
| Active | the 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 option | Result |
|---|---|
| Geometry to Origin | moves the mesh so it is centered on the origin |
| Origin to Geometry | moves the origin to the mesh center |
| Origin to 3D Cursor | origin to the cursor: combine with Cursor to Selected for exact pivots |
| Origin to Center of Mass | physics-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.
| Apply | When |
|---|---|
| Scale (or Rotation & Scale) | after scaling in Object Mode and before bevels, modifiers, rigging, UV texel checks or export |
| All Transforms | a prop whose origin should be the world origin |
| Visual Transform | keep the result of constraints |
| Visual Geometry to Mesh | bake modifiers into the mesh (same as applying them all) |
| Parent Inverse | clean 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
| Task | How |
|---|---|
| New collection | Outliner: right-click > New Collection |
| Move / link to a collection | M / 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 parent | Alt+P > Clear Parent (and Keep Transformation) |
| Duplicate: independent copy | Shift+D (copies the mesh too) |
| Linked duplicate: shared mesh | Alt+D (edit one, all change; each keeps its own transform) |
| Make a linked copy independent | Object > Relations > Make Single User, or click the user count in Object Data |
| Join into one object / split apart | Ctrl+J / Edit Mode P > By Loose Parts / Selection / Material |
| Visibility toggle | Scope | Use |
|---|---|---|
| Hide in Viewports (eye, H) | this view layer, viewport only | quick temporary hiding; Alt+H reveals |
| Disable in Viewports (monitor) | all view layers, viewport only | long-term off; not evaluated, speeds playback |
| Disable in Renders (camera) | render only | helpers, reference images, cutters |
| Disable Selection (arrow) | viewport | reference images you never want to grab |
| Exclude from View Layer (checkbox) | collection | removes it from viewport, render and evaluation |
| Holdout / Indirect Only | collection, render | cut 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
| Feature | Key | Use |
|---|---|---|
| Menu Search | F3 | type any command name; results show where the menu lives |
| Search inside an open menu | just type (or Space first) | filter long menus |
| Quick Favorites | Q | right-click any menu item or button > Add to Quick Favorites |
| Adjust Last Operation | F9, or the panel at the bottom left | change an operator's options after running it (bevel segments, array count) |
| Repeat Last | Shift+R | do the previous operation again (duplicate-and-move in a line) |
| Undo History | Edit > Undo History | jump back several steps |
| Copy a button's Python | Ctrl+C while hovering | paste into scripts (Python scripting) |
| Reset a field to default | Backspace while hovering | |
| Edit many objects at once | hold Alt while changing a value | applies to all selected |
| Tooltips with Python names | Preferences > Interface > Python Tooltips | find 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 F12Does this survive export?
| Blender thing | In glTF / engines | Do this |
|---|---|---|
| Object transforms (location, rotation, scale) | exported per node | apply scale (and usually rotation) on props so the engine sees scale 1 |
| Origin | becomes the node pivot | put it where the engine should rotate or place the asset (bottom center for props) |
| Z-up axes | glTF is +Y up | leave the exporter's +Y Up on; it converts (Core concepts) |
| Units | meters | Metric, Unit Scale 1 |
| Parenting | node hierarchy | kept; apply transforms before parenting to avoid inverse-matrix surprises |
| Collections | not nodes (unless Full Collection Hierarchy) | use them for organizing and for "Active Collection" exports |
| Linked duplicates (Alt+D) | shared mesh; optional GPU instancing | smaller files; see the exporter's GPU Instances option |
| Hidden / disabled objects | exported unless you filter | use Include > Visible / Renderable / Selected Objects |
| Names | node names | name objects before export; engines look them up by name |
| Custom properties | glTF 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.
- ⌘, > Input > Touchpad: Multi-touch Gestures on. Two-finger drag orbits, ⇧ + two fingers pans, pinch zooms, two-finger tap is right-click.
- Input > Mouse: Emulate 3 Button Mouse on, Modifier OSKey, so ⌘-drag orbits for tools that need MMB and ⌥-click stays loop select.
- Leave Emulate Numpad off; use ` for the view pie and / for local view.
- Navigation: Orbit Around Selection on, Zoom to Mouse Position on.
- Save & Load: Auto Save on; System: Undo Steps 64; System > Network: Allow Online Access.
- 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.
- Scene > Units: Metric, Unit Scale 1, Length Meters (or Centimeters for small props).
- 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.
- Type sizes in the N panel, or
S 2 Enter,G Z 1 Enter. - 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.
- Select all parts, Ctrl+J to join if they should be one object (skip for rigged or multi-part models).
- Ctrl+A > All Transforms.
- 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).
- Check scale against a reference cube; scale with S and apply again.
- 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.
- Tab into Edit Mode, 3 (face select), click the bottom face (or select the lowest vertices).
- Shift+S > Cursor to Selected, Tab back to Object Mode.
- Object > Set Origin > Origin to 3D Cursor.
- 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.
- Model one post; apply scale.
- Alt+D, X,
2 Enterplaces a linked copy 2 m along X. - Shift+R repeats the duplicate-and-move; do it 10 times.
- 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.
- F3, type part of the name (
merge dist,smooth ang,origin). - The result shows its menu path; right-click it in the menu > Add to Quick Favorites.
- Press Q next time.
References
- Blender Manual: User Interface (opens in a new tab): windows, areas, workspaces, menus, undo and F9
- Blender Manual: Default Keymap (opens in a new tab): common shortcuts including the macOS ⌘ note
- Blender Manual: Input preferences (opens in a new tab) and Hardware / touchpad gestures (opens in a new tab): emulation and trackpads
- Blender Manual: Get Extensions (opens in a new tab): installing and updating extensions
- Blender Manual: 3D Viewport navigation (opens in a new tab): orbit, pan, zoom, views, walk/fly, local view
- Blender Manual: Snapping (opens in a new tab), Pivot Point (opens in a new tab), Transform Orientation (opens in a new tab), Proportional Editing (opens in a new tab)
- Blender Manual: Apply (opens in a new tab) and Object Origin (opens in a new tab): transforms and pivots
- Blender Manual: Outliner restriction toggles (opens in a new tab) and Collections (opens in a new tab)
- Blender Manual: Scene Units (opens in a new tab): unit system and scale
- Blender Extensions (opens in a new tab): the official extension catalog
- Grant Abbitt: Blender for Absolute Beginners (opens in a new tab): a full first session
