Changeset View
Changeset View
Standalone View
Standalone View
manual/editors/3dview/introduction.rst
| .. TODO/Review: {{review}} . | |||||
| .. _3dview-editor: | |||||
| ************ | |||||
| Introduction | |||||
| ************ | |||||
| 3D Cursor | |||||
| .. figure:: /images/Icon-library_3D-Window_3D-cursor.jpg | |||||
| Can have multiple functions. | |||||
| For example, it represents where new objects appear when they are first created, | |||||
| or it can represent where the center of a rotation will be. | |||||
| 3D Transform Manipulator | |||||
| .. figure:: /images/Icon-library_3D-Window_3D-transform-manipulator.jpg | |||||
| :width: 50px | |||||
| Is a visual aid in transforming objects (grab/move, rotate and scale). | |||||
| Objects can also be transformed using the keyboard shortcuts: (:kbd:`G` / :kbd:`R` / :kbd:`S`); | |||||
| :kbd:`Ctrl-Spacebar` will toggle the manipulator visibility | |||||
| Cube Mesh | |||||
| By default, a new installation of Blender will always start with a Cube *Mesh* | |||||
| sitting in the center of Global 3D space (in the picture above, it has been moved). | |||||
| After a while, you will most likely want to change the "Default" settings; | |||||
| this is done by :doc:`configuring Blender </preferences/index>` as you would want it | |||||
| on startup and then saving it as the "Default" using :kbd:`Ctrl-U` (*Save Default Settings*). | |||||
| Light (of type Lamp) | |||||
| .. figure:: /images/Icon-library_3D-Window_light-lamp.jpg | |||||
| By default, a new installation of Blender will always start with a *Light* | |||||
| source positioned somewhere close to the center of Global 3D space. | |||||
| Camera | |||||
| .. figure:: /images/Icon-library_3D-Window_camera.jpg | |||||
| :width: 50px | |||||
| By default, | |||||
| a new installation of Blender will always start with a *Camera* | |||||
| positioned somewhere close to the center of Global 3D space and facing it. | |||||
| 3D Window Header | |||||
| ---------------- | |||||
| .. figure:: /images/Icon-library_3D-Window_header.jpg | |||||
| :width: 640px | |||||
| 3D Window Header | |||||
| This is the header for the 3D window. All windows in Blender have a header, | |||||
| although in some cases they may be located at bottom of the window. | |||||
| Read more about :doc:`Blender headers </getting_started/basics/interface/window_system/headers>` | |||||
| Window/Editor Type Selector | |||||
| .. figure:: /images/Icon-library_3D-Window_Editor-type.jpg | |||||
| Allows you to change the :doc:`type of Window </editors/index>`. | |||||
| This option can be found in every window header. | |||||
| For example, if you want to see the *Outliner* window you would click and select it. | |||||
| 3D Transform manipulator options | |||||
| .. figure:: /images/Icon-library_3D-Window_3D-transform-manipulator-options.jpg | |||||
| Access to the :doc:`manipulator </getting_started/basics/transformations/transform_control/manipulators>` | |||||
| widget is also possible by clicking the coordinate system icon on the toolbar. | |||||
| The translation/rotation/scale manipulators can be displayed by clicking each | |||||
| of the three icons to the right of the coordinate system icon. | |||||
| :kbd:`Shift-LMB` -clicking an icon will add/remove each manipulator's visibility. | |||||
| Viewport Shading | |||||
| .. figure:: /images/Icon-library_3D-Window_header-viewport-shading.jpg | |||||
| Blender renders the 3D window using `OpenGL <http://en.wikipedia.org/wiki/OpenGL>`__. | |||||
| You can select the type of | |||||
| :ref:`Viewport shading <view_shading>` | |||||
| that takes place by clicking this button and selecting from a variety of shading | |||||
| styles including simple bounding boxes and complex textures. | |||||
| It is recommended that you have a powerful graphics card if you are going to use the Textured style. | |||||
| Layers | |||||
| .. figure:: /images/Icon-library_3D-Window_header-layers.jpg | |||||
| Blender :doc:`Layers </getting_started/basics/navigating/layers>` | |||||
| are provided to help distribute your objects into functional groups. | |||||
| For example, one layer may contain a water object and another layer | |||||
| may contain trees, or one layer may contain cameras and lights. | |||||
| To de-clutter the view you can turn layers on and off. | |||||