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manual/editors/3dview/modes.rst
| ***** | |||||
| Modes | |||||
| ***** | |||||
| *Modes* are a Blender-level object-oriented feature, | |||||
| which means that *the whole Blender application* is always in *one and only one mode*, | |||||
| and that the available modes vary depending on the selected active object's type - | |||||
| most of them only enable the default *Object* mode (like cameras, lamps, etc.). | |||||
| Each mode is designed to edit an aspect of the selected object. See the *Blender's Modes* table below for details. | |||||
| .. figure:: /images/2.6_ModeSelect.jpg | |||||
| Mode selection example (mesh object). | |||||
| You set the current mode in the *Mode* drop-down list of *3D View* header | |||||
| (see *Mode selection example (mesh object)*). | |||||
| .. warning:: | |||||
| You can only select objects in *Object* mode. In all others, the | |||||
| current object selection is "locked" (except, to some extent, with an | |||||
| armature's *Pose* mode). | |||||
| Modes might affect many things in Blender: | |||||
| - They can modify the panels and/or controls available in some *Buttons* windows' contexts. | |||||
| - They can modify the behavior of whole windows, like e.g. | |||||
| the *UV/Image Editor* window (and obviously, *3D View* s!). | |||||
| - They can modify the available header tools (menus and/or menu entries, as well as other controls...). | |||||
| For example, in the *3D View* window, | |||||
| the *Object* menu in *Object* mode changes to a *Mesh* menu in *Edit* mode (with an active mesh object!), | |||||
| and a *Paint* menu in *Vertex Paint* mode... | |||||
| .. list-table:: | |||||
| Blender's Modes | |||||
| :header-rows: 1 | |||||
| * - Icon | |||||
| - Name | |||||
| - Shortcut | |||||
| - Details | |||||
| * - .. figure:: /images/2.6_IconObjectMode.jpg | |||||
| - *Object* mode | |||||
| - *None* :sup:`1` | |||||
| - The default mode, available for all object types, | |||||
| as it is dedicated to *Object* datablock editing (i.e. position/rotation/size). | |||||
| * - .. figure:: /images/2.6_IconEditMode.jpg | |||||
| - *Edit* mode | |||||
| - :kbd:`Tab`:sup:`1` | |||||
| - A mode available for all renderable object types, | |||||
| as it is dedicated to their "shape" *ObData* datablock editing | |||||
| (i.e. vertices/edges/faces for meshes, control points for curves/surfaces, etc.) | |||||
| * - .. figure:: /images/2.6_IconSculptMode.jpg | |||||
| - *Sculpt* mode | |||||
| - *None* :sup:`1` | |||||
| - A mesh-only mode, that enables Blender's mesh 3D-sculpting tool. | |||||
| * - .. figure:: /images/2.6_IconVertexPaint.jpg | |||||
| - *Vertex Paint* mode | |||||
| - *None* :sup:`1` | |||||
| - A mesh-only mode, that allows you to set your mesh's vertices colors (i.e. to "paint" them). | |||||
| * - .. figure:: /images/2.6_IconTexturePaint.jpg | |||||
| - *Texture Paint* mode | |||||
| - *None* :sup:`1` | |||||
| - A mesh-only mode, that allows you to paint your mesh's texture directly on the model, in the 3D views. | |||||
| * - .. figure:: /images/2.6_IconWeightPaint.jpg | |||||
| - *Weight Paint* mode | |||||
| - :kbd:`Ctrl-Tab`:sup:`2` | |||||
| - A mesh-only mode, dedicated to vertex group weighting. | |||||
| * - .. figure:: /images/2.6_IconParticleMode.jpg | |||||
| - *Particle* mode | |||||
| - *None* :sup:`1` | |||||
| - A mesh-only mode, dedicated to particle systems, useful with editable systems (hair). | |||||
| * - .. figure:: /images/2.6_IconPoseMode.jpg | |||||
| - *Pose* mode | |||||
| - :kbd:`Ctrl-Tab`:sup:`2` | |||||
| - An armature-only mode, dedicated to armature posing. | |||||
| Notes about modes shortcuts: | |||||
| - :kbd:`Tab` toggles *Edit* mode. | |||||
| - :kbd:`Ctrl-Tab` switches between the *Weight Paint* (meshes) / *Pose* (armatures) modes, | |||||
| and the other current one (by default, the *Object* mode). | |||||
| However, the same shortcut has other, internal meanings in some modes | |||||
| (e.g. in *Sculpt* mode, it is used to select the current brush)... | |||||
| As you can see, using shortcuts to switch between modes can become quite tricky, | |||||
| especially with meshes... | |||||
| We won't detail further more modes' usages here. | |||||
| Most of them are tackled in the :doc:`modeling chapter </modeling/index>`, as they are mainly related to this topic. | |||||
| The *Particle* mode is discussed in the :doc:`particle section </physics/particles/mode>`, | |||||
| and the *Pose* and *Edit* modes for armatures, in the :doc:`rigging one </rigging/index>`. | |||||
| .. note:: | |||||
| If you are reading this manual and some button or menu option is referenced that does not appear on your screen, | |||||
| it may be that you are not in the proper mode for that option to be valid. | |||||