Object Mode
Add, select and transform whole objects: the Object and Add menus, the tools, the sidebar tool tab and the object context menu.
Object Mode is where you add, select, move and organise whole objects, of any type.
Header
Add Menu
Add Menu

The Add menu contains everything that can be added to the scene. Geometry, camera, lights and so on.
When you create a primitive then the Adjust Last Operator Panel down left shows some settings for this primitive.

Note that the adjust last operator panel does not show when you add a primitive from the toolbar at the top. Then you have to open the adjust last operation panel from the toolbar.
Note also that those settings are not longer available when you perform any operation at the object. And be it to move the primitive. Some of those settings might still be available in the Properties editor. But things like create UV not. So when you want to adjust those settings, then do it immediately after creation.

Several object types can be edited. A Mesh Primitive for example. They have different modes available then. Some not. Like an Empty. There is just the Object mode available for an Empty.
You can add some primitives in edit mode too. In object mode you have the whole range available. In Edit mode you usually just have the object type available with which you are in edit mode.
For example, when you are in edit mode with a mesh, then the add menu just shows the mesh content. When you add geometry in edit mode, then the added geometry becomes part of the current object.
Add menu – Search...

There is a search menu operator where you can search for specific object types in all categories.
Add menu – Type to Search

There is also a hidden search menu where you can search for specific object types in all categories with a key press when the menu is open.
Simply expand the add menu by clicking it, and start to type in the term that you want to find – this will automatically trigger the search.
Mesh

The Mesh section contains the primitives that are made of meshes.
Mesh objects are geometrical objects made of vertices, edges and faces. The geometry can be edited in various ways in edit mode. They can be sculpted in sculpt mode. The vertices can be painted in vertex paint mode. They can be used as a skin for a skeleton, and you can weight paint them so that it deforms with the armature. And you can add textures by UV mapping.
Plane

Plane creates a simple quad face mesh.
Last Operator Add Plane Panel
| Entry | What it does |
|---|---|
| Size | The size of the primitive. |
| Generate UV's | creates UV's for this primitive. |
Align

Aligns the geometry to the chosen view. World, View or 3D cursor.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location | Adjust the location of the primitive. |
| Rotation | defines the rotation of the primitive. |
Cube

Cube creates a Cube mesh.
Last Operator Add Cube Panel
Size
The size of the primitive.
Generate UV's

creates UV's for this primitive.
| Entry | What it does |
|---|---|
| Align | Aligns the geometry to the chosen view. World, View or 3D cursor. Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor. |
| Location | Adjust the location of the primitive. |
| Rotation | defines the rotation of the primitive. |
Circle

Circle creates a Circle mesh.
Last Operator Add Circle Panel
| Entry | What it does |
|---|---|
| Vertices | Defines of how much vertices the primitive is made. |
| Radius | Defines the radius of the primitive. |
Fill Type

Defines how the primitive mesh is filled.
| Entry | What it does |
|---|---|
| Nothing | means you have pure edge geometry. |
| N-Gon | means that the circle face is a N-Gon face. |
| Triangle Fan | means that the circle face is triangulated. |
Generate UV's

creates UV's for this primitive.
| Entry | What it does |
|---|---|
| Align | Aligns the geometry to the chosen view. World, View or 3D cursor. Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor. |
| Location | Adjust the location of the primitive. |
| Rotation | defines the rotation of the primitive. |
UV Sphere

UV Sphere creates a sphere mesh.
Last Operator Add UV Sphere Panel
| Entry | What it does |
|---|---|
| Segments | Defines of how much segments the primitive has vertically. |
| Rings | Defines how much rings the sphere has horizontally. |
| Radius | Defines the radius of the primitive. |
Generate UV's

creates UV's for this primitive.
| Entry | What it does |
|---|---|
| Align | Aligns the geometry to the chosen view. World, View or 3D cursor. Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor. |
| Location | Adjust the location of the primitive. |
| Rotation | defines the rotation of the primitive. |
Ico Sphere

Ico Sphere creates a sphere mesh.
Last Operator Add Ico Sphere Panel
| Entry | What it does |
|---|---|
| Subdivisions | Defines the subdivision level of the primitive. |
| Radius | Defines the radius of the primitive. |
Generate UV's

creates UV's for this primitive.
| Entry | What it does |
|---|---|
| Align | Aligns the geometry to the chosen view. World, View or 3D cursor. Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor. |
| Location | Adjust the location of the primitive. |
| Rotation | defines the rotation of the primitive. |
Cylinder

Cylinder creates a Cylinder mesh.
Last Operator Add Circle Panel
| Entry | What it does |
|---|---|
| Vertices | Defines of how much vertices the circle is made. |
| Radius | Defines the radius of the Cylinder. |
| Depth | Defines the length of the Cylinder. |
Cap Fill Type

Defines how the cap of the Cylinder mesh is filled.
| Entry | What it does |
|---|---|
| Nothing | means you have pure edge geometry. |
| N-Gon | means that the circle face is a N-Gon face. |
Triangle Fan
means that the circle face is triangulated.
Generate UV's

creates UV's for this primitive.
| Entry | What it does |
|---|---|
| Align | Aligns the geometry to the chosen view. World, View or 3D cursor. Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor. |
| Location | Adjust the location of the primitive. |
| Rotation | defines the rotation of the primitive. |
Cone

Cone creates a Cone mesh
Last Operator Add Cone Panel
| Entry | What it does |
|---|---|
| Vertices | Defines of how much vertices the primitive is made. |
| Radius 1 | Defines the base radius of the Cone. |
| Radius 2 | Defines the top radius of the Cone. |
| Depth | defines the length of the Cone. |
Base Fill Type

Defines how the primitive mesh is filled.
| Entry | What it does |
|---|---|
| Nothing | means you have pure edge geometry. |
| N-Gon | means that the circle face is a N-Gon face. |
| Triangle Fan | means that the circle face is triangulated. |
Generate UV's

Creates UV's for this primitive.
| Entry | What it does |
|---|---|
| Align | Aligns the geometry to the chosen view. World, View or 3D cursor. Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor. |
| Location | Adjust the location of the primitive. |
| Rotation | Defines the rotation of the primitive. |
Torus
Torus creates a Torus mesh.
Last Operator Add Torus Panel

Operator Presets allows you to store presets for the Torus. So that you don't have to start from scratch when you need different tori with different setup. This presets are temporary. And cannot be stored between sessions.
| Entry | What it does |
|---|---|
| Major Segments | Defines the segment division of the Torus. |
| Minor Segments | Defines the circle division of the Torus. |
Dimension Mode
Major / Minor

Use the major minor radii for the dimensions.
| Entry | What it does |
|---|---|
| Major Radius | The major radius |
| Minor Radius | The minor radius. |
Exterior / Interior

Use the major minor radii for the dimensions.
| Entry | What it does |
|---|---|
| Exterior Radius | The exterior radius. |
| Interior Radius | The interior radius. |
Generate UV's

Creates UV's for this primitive.
| Entry | What it does |
|---|---|
| Align | Aligns the geometry to the chosen view. World, View or 3D cursor. Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor. |
| Location | Adjust the location of the primitive. |
| Rotation | Defines the rotation of the primitive. |
Grid
Grid creates a subidividable plane mesh
Last Operator Add Grid Panel

| Entry | What it does |
|---|---|
| X Subdivisions | Defines the number of subdivisions in x direction. |
| Y Subdivisions | Defines the number of subdivisions in Y direction. |
| Size | The size of the plane. |
Generate UV's

Creates UV's for this primitive.
| Entry | What it does |
|---|---|
| Align | Aligns the geometry to the chosen view. World, View or 3D cursor. Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor. |
| Location | Adjust the location of the primitive. |
| Rotation | Defines the rotation of the primitive. |
Monkey

Monkey creates a monkey head mesh.
Last Operator Add Monkey Panel
| Entry | What it does |
|---|---|
| Size | The size of the primitive. |
| Generate UV's | Creates UV's for this primitive. |
Align

Aligns the geometry to the chosen view. World, View or 3D cursor.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location | Adjust the location of the primitive. |
| Rotation | Defines the rotation of the primitive. |
Curve

Add curves primitives.
Curve objects are mathematical curves that are defined by a start and endpoint. You can edit the shape of the curve by handlers. Curves have several purposes. They can be used as a path. Or you use them as the base for a mesh object.
The curve types are very similar. But do have some small differences. The difference between Bezier and Nurbs is that with Bezier you have handlers at the curve. And with a Nurbs you have a control geometry to influence the curve.
Note that Curves is no mesh data. You have to convert the Curves data to Mesh data when you want to work with it like with a mesh. Note also that you cannot convert it back to curve then.
| Entry | What it does |
|---|---|
| Bezier | Creates a Bezier type curve. |
| Circle | Circle creates a Bezier circle type curve. |
| Nurbs Curve | Nurbs Curve creates a Nurbs type curve. |
| Nurbs Circle | Nurbs Circle creates a Nurbs type circle curve. |
Path
Path creates a Nurbs type curve.
Last Operator Add Curve

The Last Operator add panel is for all curves equal. Just the label changes.
Radius
The curve radius.
Align

Aligns the geometry to the chosen view. World, View or 3D cursor.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location | Adjust the location of the primitive. |
| Rotation | Defines the rotation of the primitive. |
Empty Hair

Adds an empty hair system.
This is a curve based hair system. There is another one with particles. The Empty Hair tool adds a Curves hair system and the corresponding Surface Deform modifier to a mesh. Which is nothing else than a renamed geometry node. This hair system is a geometry node solution.

You need to have a mesh object selected to set the menu item active.
The actual hair then gets added and modified in sculpt mode and by geometry nodes.
A curve radius node is for example needed to control the thickness of the hair. Or you add a resample node to make the hair more detailed. And so on. Further settings can also be found in the Properties editor.

Fur


Adds a quick fur setup. Similar to Empty Hair, but with content. And all required modifiers.
Last operator Quick Fur

Density

The fur density.
| Entry | What it does |
|---|---|
| Length | The fur length. |
| Hair Radius | The hair radius. |
| View Percentage | How much percent of the fur to show in the viewport. Does not affect rendering. |
| Apply hair guides | Apply hair guides if they exist. |
| Noise | Add some noise to the hair straints. |
| Frizz | Add some curl to the hair straints. |
Surface

Surfaces are some kind of curves. But curves with which you can construct surfaces. Surfaces are all of type Nurbs curves.
Note that Surfaces similar to Curves is no mesh data. You have to convert the Surfaces data to Mesh data when you want to work with it like with a mesh. Note also that you cannot convert it back to Surface then.
| Entry | What it does |
|---|---|
| Surface Curve | Surface Curve creates a Nurbs type curve. |
| Surface Circle | Surface Circle creates a Nurbs type circle. |
| Surface Surface | Surface Surface creates a Nurbs type Surface. |
| Surface Cylinder | Surface Cylinder creates a Nurbs type cylinder. |
| Surface Sphere | Surface Sphere creates a Nurbs type sphere. |
Surface Torus
Surface Torus creates a Nurbs type Torus.
Last Operator Add Surface

The Last Operator add panel is for all curves equal. Just the label is different.
Radius
The size of the object.
Align

Aligns the geometry to the chosen view. World, View or 3D cursor.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location | Adjust the location of the primitive. |
| Rotation | Defines the rotation of the primitive. |
Metaball

Meta-balls are procedural primitives. They are not defined by vertices or curves. The interesting behavior of meta-balls is that you can stick them into each other. And they have one surface then. Like merging two water drops. And this works in Object mode already.
| Entry | What it does |
|---|---|
| Ball | Ball creates a meta-ball in Sphere shape. |
| Capsule | Capsule creates a meta-ball in Capsule shape. |
| Plane | Plane creates a meta-ball in Plane shape. |
| Ellipsoid | Ellipsoid creates a meta-ball in Ellipsoid shape. |
Cube
Cube creates a meta-ball in Cube shape.
Last Operator Add Metaball

The Last Operator add panel is for all Meta-balls equal.
Primitive

The metaball type.
Radius
The size of the object.
Align

Aligns the geometry to the chosen view. World, View or 3D cursor.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location | Adjust the location of the primitive. |
| Rotation | Defines the rotation of the primitive. |
Text
Text creates a text object. With a text object you can create a text in the 3D viewport. Text is not mesh geometry. It is a special curve geometry. But you can convert it to a mesh. See Object menu, Convert to.
Text can be cut, copied and pasted in the usual way by ctrl x, ctrl c and ctrl v
There is a limit of characters, which is by 50.000.
Objects as Fonts
You can also “create” your own “font” inside Bforartists! This is quite a complex process, so let’s detail it:
- First, you must create your chars. Each char is an object of any type (mesh, curve, meta...). They all must have a name following the schema: common prefix followed by the char name (e.g. ft.a, ft.b, etc.).
- Then, for the Text object, you must enable the Dupli Verts button (Object context - Anim Settings panel).
- Back in Editing context, in the Font panel, fill the Ob Family field with the common prefix of your “font” objects.
Now, each time a char in your text matches the suffix part of a “font” object’s name, this object is duplicated on this char. The original chars remain visible. The objects are duplicated so that their center is positioned at the lower right corner of the corresponding chars.
Note: You can enter the Edit mode with the standard hotkey. But you cannot switch back to Object mode with the standard hotkey. Since this hotkey gets count as input for the text object in Edit mode. You have to use the mode drop-down box to leave the Edit mode.
| Entry | What it does |
|---|---|
| Editing Text | Editing text is different from other object types in Bforartists. You edit on the one hand a curve type object, but also a text. And so the text editing standards applies. Like hitting backspace to delete parts of the text. |
| Inserting Text | You can type in new text. You can also copy text from a text editor and paste it. Or you can load a text file. To load text from a text file, use the Edit / Paste File tool. This will bring up a File Browser window for navigating to a valid UTF-8 file. |
Accent Characters
Warning: Note that this feature is broken by Blender design. A Bug report to fix it was rejected.
The hotkey alone is a challenge. Press the keys in the wrong order and it will not work.
And not all UTF8 characters are supported. The default font just supports a fraction. This can partially be fixed by choosing another font. But the underlying code also just works for a fraction. It can be that not even the listed combinations in the manual here are working for you. There is a conflict with different keyboard layouts involved. And there is no documentation of further possible key combinations available.
When you want to work with special UTF8 characters, then we highly recommend to write this text in a text file and import this text file then.
You have been warned!
Many special characters can be “composed” using a combination of two other characters. The hotkey for it is the character followed by Alt + Backspace followed by the desired key to produce the accent character. Note that the following key combinations works with the US keyboard layout, even when you use the german keyboard layout.
Some examples.
ã - A, Alt + Backspace, ~
á - A, Alt + Backspace, '
à - A, Alt + Backspace, Backslash
â - A, Alt + Backspace, \^
å - A, Alt + Backspace, O
æ - A, Alt + Backspace, E
ª - A, Alt + Backspace, Minus
ë - E, Alt + Backspace, "
ç - C, Alt + Backspace, Comma
¢ - C, Alt + Backspace, |
ø - O, Alt + Backspace, Slash
§ - S, Alt + Backspace, S
† - |, Alt + Backspace, Minus
‡ - |, Alt + Backspace, =
© - O, Alt + Backspace, C
® - O, Alt + Backspace, R
™ - T, Alt + Backspace, M
½ - 1, Alt + Backspace, 2
÷ - Minus, Alt + Backspace, :
± - Minus, Alt + Backspace, Plus
Last Operator Add Text

Radius
The size of the object.
Align

Aligns the geometry to the chosen view. World, View or 3D cursor.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location | Adjust the location of the primitive. |
| Rotation | Defines the rotation of the primitive. In Edit mode you can navigate the cursor with the arrow buttons. Enter adds a new paragraph. When you use the navigator you will see a last operator Move Cursor with further options. |
Last Operator Move Cursor

Type
The different methods to set the cursor.
Point Cloud

Creates a object of type Point Cloud. Point clouds can represent 3D scans. It is also planned to represent particles in the future. Each point can store data in a set of Attributes. The attributes can be found in the Properties Editor in the Object Data Properties.

At the moment there is not this much that can be done with Point Clouds. But you can convert a object to a point cloud and vice versa.
Last Operator Add Point Cloud

Align

How to orient the point cloud at creation.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location X Y Z | The position of the point cloud at creation. |
| Rotation X Y Z | The rotation of the point cloud at creation. |
Volume

Add a volume object.
Import OpenVDB
Imports a volume object of type OpenVDB. This button opens a file browser.
Empty
Create an empty Volume object.
Last Operator Add Volume

Align

How to orient the point cloud at creation.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location X Y Z | The position of the point cloud at creation. |
| Rotation X Y Z | The rotation of the point cloud at creation. |
Grease Pencil

With a grease pencil object you can draw in the 3D viewport.
It starts as an object type. By switching into paint mode it becomes a paint feature. And editing turns it into a curve or a mesh object then.
It can be use to make traditional 2D animation, cut-out animation, motion graphics or use it as storyboard tool among other things.
You add a grease pencil object, switch to draw mode, choose the color or add a new one. And when done with drawing you can manipulate the grease pencil object in edit mode or in weight paint mode even further.
The colors are materials.
In the Tools tab you will find all the options and settings for drawing and manipulating the grease pencil object, means your drawing.
Blank
Adds a blank grease pencil object with just one black color and no geometry.
Stroke

Adds a grease pencil stroke with some predefined colors.
Monkey

Adds the drawing of a monkey as an example with some predefined colors.
Scene Line Art

Line Art is a modifier for the grease pencil object. Scene Line Art adds a grease pencil object with the Line Art Modifer set up for the whole scene.
| Entry | What it does |
|---|---|
| Collection Line Art | Line Art is a modifier for the grease pencil object. Scene Line Art adds a grease pencil object with the Line Art Modifer set up for a collection. |
| Object Line Art | This menu item just shows when you have a mesh object selected. Line Art is a modifier for the grease pencil object. Scene Line Art adds a grease pencil object with the Line Art Modifer set up for the selected mesh object. |
Last Operator Add Grease Pencil

The Last Operator add Grease Pencil panel is for all grease pencil objects equal.
Type

Choose the grease pencil type.
Show In Front
Show the grease pencil line art in front of everything.
| Entry | What it does |
|---|---|
| Stroke Offset | Stroke offset for the line art modifier. |
| Use Lights | Use lights for this grease pencil object. |
Stroke Depth Order

How to order the strokes.
Radius
The radius of the object.
Align

How to orient the point cloud at creation.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location X Y Z | The position of the point cloud at creation. |
| Rotation X Y Z | The rotation of the point cloud at creation. |
Armature
Armature adds the first bone of a skeleton. This bone can be further extended in edit mode. And you can animate the created skeleton in pose mode.

A bone has three elements. The start joint is called root or head. The body is called body. And the end joint is called tip or tail.

A bone can also have an influence area. The so called envelope.
The bones of an armature can be edited in Edit mode. And posed in Pose mode.
Last Operator Add Armature

Radius
The radius of the object.
Align

How to orient the point cloud at creation.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location X Y Z | The position of the point cloud at creation. |
| Rotation X Y Z | The rotation of the point cloud at creation. |
Lattice
A lattice object is a control cage to control deforming at another object.
Usage
Create a Lattice object.
Make sure it is bigger than the object that you want to deform, and is around this object.
Add a Lattice Modifier to the object that you want to deform.
In the Object box of the Lattice Modifier add our created Lattice object.
Select Lattice Object. Enter Edit mode. And here you can deform the Lattice Object now, and the object to deform will follow.
Last Operator Add Object

Radius
The radius of the object.
Type

A dropdown menu where you can choose another object type instead of the lattice object.
Align

How to orient the object at creation.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location X Y Z | The position of the point cloud at creation. |
| Rotation X Y Z | The rotation of the point cloud at creation. |
Empty

An Empty is an object without any data attached. It is basically just a container. It is empty. Empties can be used as anchor objects. Or as visible handlers at a skeleton for example.
The empty types differs just by how they gets displayed in the viewport.

The empty of type image allows you to load an image to display the empty. This image can be adjusted and loaded in the object data panel of the empty object.

The image empty has also a transform widget, presented by the yellow color. It becomes visible when you hover with the mouse over the object.
Empties, no matter what shape, does not render to file.
Last Operator Add Empty

Type is a drop-down box where you can define the type of Empty object.
Radius is in real the size of the Empty object.
Align aligns the geometry to the chosen view. World, View or 3D cursor.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
Location Adjust the location of the Empty object.
Rotation defines the rotation of the Empty object.
Type

The empty type.
Radius
The radius of the object.
Align

How to orient the object at creation.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location X Y Z | The position of the point cloud at creation. |
| Rotation X Y Z | The rotation of the point cloud at creation. |
Image

Image objects allows you to import and display images in the viewport. Image objects are nothing else than Empties of type Image. So in the outliner they will show up as empties.

When you create an image object, then the file browser opens, choose the image that you want to use as the reference image. It loads with the correct ratio.
Neither reference images nor background images does render to file. They are just meant to display images in the viewport.
Reference

A reference image is for example used to model along the shape of a car at an image.

The image has also a transform widget, presented by the yellow color. It becomes visible when you hover with the mouse over the object.
Important, the reference image loads oriented in the current screen orientation. So when you need the image in the side view, then you should be in the side view when you create a reference image.
This image can be adjusted and changed in the object data panel of the object. Don't wonder about the panel name, which is Empty. As told above, the reference image is in fact nothing else than a special form of the image empty.
Background
Background images are meant to display images in the background of the viewport, while rendering.
There is just one difference between a Reference and a Background image.
A reference image is double sided. A background image not. When you look from the back side, then it is transparent.


| Entry | What it does |
|---|---|
| Mesh Plane | Generates a textured mesh plane object with the correct aspect ratio and the file name of the loaded image. Mesh planes renders with the image. |
| Empty Image | Basically the same has Reference or Background, difference is user needs to pick settings manually. |
Speaker
A speaker object allows you to add a sound source to the scene. This can be used in a movie for example.
Last Operator Add Speaker

Align

How to orient the object at creation.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location X Y Z | The position of the point cloud at creation. |
| Rotation X Y Z | The rotation of the point cloud at creation. |
Camera
A camera object allows you to render your scene.
Camera objects can be further adjusted in the properties editor.
Last Operator Add Camera

| Entry | What it does |
|---|---|
| Location X Y Z | The position of the point cloud at creation. |
| Rotation X Y Z | The rotation of the point cloud at creation. |
Light

Lights lights the scene.
The lights that you add here lights the rendered scene. Not the scene in the viewport. Viewport lighting is managed in the viewport shading panel.
Lights can be further adjusted in the properties editor.
| Entry | What it does |
|---|---|
| Point | Point creates a Point Light. A point light shines into all directions. |
| Sun | Sun creates a light that behaves like a sun. It's a directional light. |
| Spot | Spot creates a Spot light. It's a directional light. |
Area
Area creates an Area light. It's a directional light.
Last Operator Add Light

The Last Operator add panel is for all lights equal. Just the label differs.
Type

Set the light type.
Radius
The size of the light.
Align

How to orient the object at creation.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location X Y Z | The position of the point cloud at creation. |
| Rotation X Y Z | The rotation of the point cloud at creation. |
Light Probe

Light Probe objects are used by the Eevee render engine as support objects. They precompute lighting information locally in order to light the scene using indirect lighting. Which speeds things up.

There are three different light probe types. One for diffuse light lighting, two for specular lighting.
Light probes are a feature for real time render engines. This means Light probes does not work for the other renderers in Bforartists. Just in Eeevee.
The light probes can be further adjusted in the Properties Editor.

To work with the light probes you need to bake them. Baking lightpropbes happens in the render properties tab in the indirect lighting panel.
| Entry | What it does |
|---|---|
| Sphere | Adds a reflective light probe in sphere shape. |
| Plane | Adds a reflective light probe in plane shape. |
Volume
Adds a volumetric array light probe.
Last Operator Add Light Probe

The Last Operator add panel is for all light probes equal. Just the label differs.
Type

Set the light probe type.
Radius
The size of the light.
Align

How to orient the object at creation.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location X Y Z | The position of the point cloud at creation. |
| Rotation X Y Z | The rotation of the point cloud at creation. |
Force Field


A Force Field is for physical simulations. It provides you with tools to add different forces to objects. Wind, Smoke, Gravity, Magnetic, etc. .
The added Force Fields can be further adjusted in the Properties panel.
Last Operator Add Effector

A Force Field is internally also called Effector. So our Last Operator panel has the title Add Effector. The Add Effector last operator is the same for all force fields.
Type

Set the light probe type.
Radius
The size of the light.
Align

How to orient the object at creation.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location X Y Z | The position of the point cloud at creation. |
| Rotation X Y Z | The rotation of the point cloud at creation. |
Collection Instance

Add an instance of an existing collection. By default it is just one. But the menu lists all available collections in the scene.
Last Operator Add Collection Instance

Align

How to orient the object at creation.
Note that this option is dysfunctional when you call the Adjust Last Operator panel from the Toolbar editor.
| Entry | What it does |
|---|---|
| Location X Y Z | The position of the point cloud at creation. |
| Rotation X Y Z | The rotation of the point cloud at creation. |
Smart Primitives
Smart Primitives are primitives that can be adjusted with widgets. They can also be found in the assets library.
Under the hood they are made of node based modifiers. So if you are happy with the shape, then apply the modifier. And the widgets will be gone.




Create Isocam
The add menu is also a common menu where addons adds their entries. Create Isocam is such an add-on. It comes with Bforartists, and is activated by default.
Create Isocam is a script that creates an orthographic camera with which you can render isometric views for 2d isometric games. You can of course set the whole thing up by hand. This script saves you the work though.
True Isocam

Creates a camera that has the mathematical isometric angles compared to the ground plane.
The camera has a rotation of 54.736 degrees.
Game Isocam

Creates a camera that has the isometric angles for a 2d isometric game. This angle differs a bit from the mathematical angle. With the mathematical angle we would get some not fitting stairs.

With the angle of 60 degrees for the camera we get a fitting result for an isometric game tile with the common 2:1 ratio.
GameIso4to3cam

There is another special view that fits together like the one with the 2:1 ratio . Here we don’t have a base tile of 64×32 and a ratio of 2:1, but one with 64×48 and a ratio of 4:3. It is of course not a power of two graphics anymore. And far away from the true isometric view. But the old graphics card limits are long gone. And when you need a more top down view, then this is perfect.
For that the camera has a rotation of 41.5 Grad.
Ground plane
Adds a ground plane that fits into the camera view of the iso cams.
Object menu
Object menu

The object menu in Object mode provides you with tools to work at Object level.
It contains things like undo redo, copy and paste, delete and other general tools. But also some object specific tools, like the Convert to menu. Or Transform items, and many more.
There are lots of tools in this menu. And some content just shows with specific object types. So we will divide it into sub chapters.
Transform

The transform sub menu contains functionality for some kind of transformations.
To Sphere
Shapes a selection of objects into the shape of a sphere. The calculation happens with the object origins.
In Object mode this tools requires to have more than one object selected.
Usage

Select the objects, activate the tool, then drag the mouse in the 3D viewport. In the header you will read the current factor then. Which tells you how close you are towards the sphere shape.


Last Operator To Sphere

| Entry | What it does |
|---|---|
| Factor | The factor to transform the selection into a shape form. |
| Mirror Editing | Enable mirror editing. |
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated. |
Shear
Shear shears the selection.
In Object mode this tools requires to have more than one object selected.
The shear tool works along a imaginary 2d plane. The shear axis controls if the items are sheared along the x or the y axes of this plane. This is the plane along which the transformation happens. You can shear along the x or the y axis of this plane.
To make things even more complicated, the orientation of this imaginary plane is defined by the Axis and Axis Ortho items below.
Last Operator Shear

Offset
Adjust an offset.
Axis

Defines one axis of the imaginary shear axis plane.
Axis Ortho

Defines the other axis of the imaginary shear axis plane.
| Entry | What it does |
|---|---|
| Orientation | Choose the orientation for the shear action. |
| Mirror Editing | Enable mirror editing. |
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated. |
Bend
Bends the selection.
In Object mode this tools requires to have more than one object selected.
Push/Pull
It pushes or pulls the object positions relative to the center of the selection.
In Object mode this tool requires to have more than one object selected.
Last Operator Push/Pull

| Entry | What it does |
|---|---|
| Distance | Adjust the distance of influence of the tool. |
| Mirror Editing | Enable mirror editing. |
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated. |
Move Texture Space
This tool relies at the move tool. With the difference that it moves the texture space instead of the object. It has also a very special use case, and just works with a material with a Texture Coordinate / Generated node. And requires to have the shading at Material or Rendered to see a result in the viewport.
The yellow cage represents the texture space. The actual UV mapping does not change.

Last Operator Move

Move
Adjust in which directions you want to transform.
Orientation

Choose the orientation.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated. |
Scale Texture Space
Scale Texture space is similar to the Move texture Space. With the only difference that it scales the UV space instead of moving it.
Last Operator Resize

Scale
Adjust in which directions you want to transform.
Orientation

Choose the orientation.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated. |
Align to Transform Orientation

Align to Transform Orientation rotates the selected objects so that their local orientation matches the active transform orientation in the Transform orientation panel or the Orientation selection in the Transform Operator panels.
For example when you have a few cubes that are rotated differently, then perform align to transform orientation with Global coordinates, then the cubes rotations gets set back to 0/0/0
Last Operator Transform

| Entry | What it does |
|---|---|
| Values | These values can't be edited. The tool aligns to zero, so the values turns to zero. |
| Axis | These values doesn't matter. Changing them does nothing. |
Orientation

Choose the orientation in which the transform should happen.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated. |
Randomize Transform
This tool allows to randomize position rotation and scale of selected objects. Each object gets threaten individually by a random value.
It starts with zeroed values. You need to adjust the values in the last operator.
Last Operator Randomize Transform

| Entry | What it does |
|---|---|
| Random Seed | Adjust the random seed value. |
| Transform Delta | Randomize Delta transform values instead of the regular transform values. |
| Randomize Location checkbox | With this checkbox ticked the location of the selected objects gets randomize |
| Location edit boxes | Adjust the strength of the transform for the single axis. |
| Randomize Rotation checkbox | With this checkbox ticked the rotation of the selected objects gets randomize |
| Rotation edit boxes | Adjust the strength of the transform for the single axis. |
| Randomize Scale checkbox | With this checkbox ticked the scale of the selected objects gets randomized. |
| Scale Even | Use the same scale values for all axis. |
| Scale edit boxes | Adjust the strength of the transform for the single axis. |
Align Objects
Align Objects allows you to align the selected objects in various ways. You need to adjust the settings in the Last operator panel. The align operation happens in world coordinates.
Last Operator Align Objects

High Quality
When ticked the calculation gets performed in a higher precision.
Align Mode

Align Mode is a drop-down box choose between different align modes.
Relative To

Relative to is a drop-down box. Here you adjust in what method the alignment happens.
Relative to the active object, to the center of selection, to the 3D cursor or to the scene origin.
Align
Turn on or off the single axis for the align operation.
Set Origin

Set origin sets the origin of the selected objects to a chosen location.
| Entry | What it does |
|---|---|
| Geometry to Origin | Sets the geometry to origin. |
| Origin to Geometry | Sets the origin to geometry. |
| Origin to 3D cursor | Sets the origin to the 3D cursor. |
| Origin to Center of Mass(Surface) | Sets the origin to the center of mass, calculating it from the center of the surface area. |
Origin to Center of Mass(Volume)
Sets the origin to the center of mass, calculating from the center of the Volume. It must be manifold geometry with consistent normals.
Last Operator Set Origin

The last operator is the same for all set origin methods.
Type

Choose the method again.
Center

Use the median center or the bounds center for calculation.
Mirror

Mirrors the selection.
Interactive Mirror
Mirrors the selection.
Usage:

Activate the tool. In the header you will now see further instructions. Which is: type in the axis at which you want to mirror. Interactive mirroring starts in Global space. You can change the orientation in the last operator.
X Y Z Global
Mirrors along the global axis.
X Y Z Local
Mirrors along the object axis.
Last Operator Mirror

Orientation

Choose the orientation in which the transform should happen.
Constraint Axis
Constraint the mirroring to the selected axis.
Clear
Clear

Clear Transform is a menu where you can clear the transform for location, rotation, scale and Origin. Clear means in this conjunction that the values gets reset.
When you have for example a cube at X 5, and clear the location, then the cube gets positioned at position X 0.
Location
Resets the location of the selected object(s).
Last Operator Clear Location

Clear Delta
With Clear Delta ticked it clears the delta transform instead of the transform.
Rotation
Resets the rotation of the selected object(s).
Last Operator Clear Rotation

Clear Delta
With Clear Delta ticked it clears the delta transform instead of the transform.
Scale
Resets the scaling of the selected object(s).
Last Operator Clear Scale

Clear Delta
With Clear Delta ticked it clears the delta transform instead of the transform.
Origin
Clear Origin requires to have a parent child relationship selected. It sets the child object to the position of the parent object.
Apply
Apply

Apply is a menu where you can apply transforms in various combinations. For example, when you create a cube, then move it to let's say 3, then apply the location, then the origin gets set to 0. The position is "applied". Of special Interest is apply scale, since it resets the scale factor to 1.
Note: Apply only works with single user objects. And it does* *not apply to pose position, animation curves or constraints. These tools should be used before rigging and animation.
Location, Rotation, Scale, All Transforms and Rotation&Scale
This applies the location, rotation and scale of the object.
Last Operator Apply Object Transform

| Entry | What it does |
|---|---|
| Location | Applies the position, and resets origin to 0 |
| Rotation | Applies the rotation. |
| Scale | Applies the Scale. |
| Apply Properties | Properties such as Curve Vertex Radius. Font Size and bone envelope gets applied. |
| Corrective Flip Normals | Invert normals for negative scaled objects. |
Location, Rotation, Scale and All Transforms to Deltas
Transforms are absolute to the world coordinates. Delta Transforms are relative to the current transformation.
The delta transform values can be found in the Object properties, in the Delta Transform Panel.
Example use case:
- Key frame a object rotation from 0 to 90 degrees. Rotate the object by 45 degrees. When you play the animation it will still rotate from 0 to 90 degrees.
- Now key frame a delta rotation from 0 to 90 degrees and rotate the object by 45 degrees. When you playback the animation it will rotate from 45 to 135 degrees now. (a 90 degree difference from the current state)
Last Operator Transforms to Deltas

Mode

Mode is a drop-down box choose the transform mode again.
Reset Values
Clears the transform values after transferring to Deltas.
Animated Transform to Deltas
Converts the “normal” transformation animations to Delta transforms. This tool requires to have key frames at the object.
Visual Transform
Applies (set) the result of a constraint, and applies this back to the Object’s location, rotation and scale.
Make Instances Real
Make Instances real makes any duplicates attached to this Object real so that they can be edited.
Last Operator Make Instances Real

| Entry | What it does |
|---|---|
| Parent | Parent newly created objects to the original duplicator. |
| Keep Hierarchy | Keep Parent Child relationship. |
Parent Inverse
Applies the objects parent inverse to its data.
Visual Geometry and Join

Converts evaluated visual geometry and instanced data from the modifier stack in the Properties Editor into editable scene objects and collections and joins them into one mesh.
Note: These operators are from the Default Asset Library addon
Visual Geometry and Boolean
Converts evaluated visual geometry and instanced data from the modifier stack in the Properties Editor into editable scene objects and collections and joins them into one mesh with boolean union operators.
Note: These operators are from the Default Asset Library addon
Visual Geometry and Remesh
Converts evaluated visual geometry and instanced data from the modifier stack in the Properties Editor into editable scene objects and collections and joins them with remesh settings into one mesh.
Note: These operators are from the Default Asset Library addon
Last operator Apply Selected Objects

| Entry | What it does |
|---|---|
| Join on Apply | Applies and joins the selected meshes into one mesh. |
| Boolean on Apply | Applies and joins the selected meshes into one mesh with boolean union operators. |
| Remesh on Apply | Applies and joins the selected meshes into one mesh with a voxel remesh operator. |
| Voxel Size | Changes the resolution of the Voxel Size of the new remesh operator. |
Snap
Selection to Cursor

Snaps the currently selected object(s) to the cursor location.
Selection to Cursor(Keep Offset)
Snaps the currently selected object(s) to the cursor location, but keeps the offset of the selected objects to each other. Means the center of the current selection goes to cursor position. Not every individual object.
Last operator Snap Selection to Cursor

| Entry | What it does |
|---|---|
| Offset | Keep the offset of the selected objects to each other. |
| Rotation | Rotate the selection to match cursor. |
| Entry | What it does |
|---|---|
| Selection to Active | Snaps the currently selected object(s) to the active object. |
| Selection to Grid | Snaps the currently selected object(s) to the nearest grid point. |
| Cursor to Selected | Moves the cursor to the center of the selected object(s). |
| Cursor to World Origin | Moves the cursor to the world origin. |
| Cursor to Active | Moves the cursor to the center of the active object. |
| Cursor to Grid | Moves the cursor to the nearest grid point. |
From Duplicate ... to Paste
Duplicate Objects

Duplicates selected objects. The copy is completely independent. All containing data gets duplicated too. And you can edit the object instances completely independent. then.
You are automatically in grab mode, and so you can easily move the object out of position. Which is sometimes wanted, since you can position the duplicate then. But sometimes this is unwanted. A right click after releasing the mouse lets the object snap back into its creation position.

When you drag the duplicate around you will see the position values in the header.
Last Operator Duplicate

| Entry | What it does |
|---|---|
| Duplicate Objects | Linked: With this option ticked the duplication happens with linked data. |
| Move X , Y , Z | The Position of the duplicated object. |
Orientation

Orientation is a drop-down box choose the type of orientation for the duplicate action.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | The proportional falloff. |
Duplicate Linked

Duplicates selected objects. The instance has its own transforms. But the duplicate shares some data with the first instance. This means when you for example edit the mesh of one of the instances, then the other instance gets modified too. As you can see this in the screenshot. Here you can also see that the mesh name is the same. The object name is different though.
If you want to make changes to an object in the new linked duplicate independently of the original object, then you will have to manually make the object a “single-user” . This can be done in the Object menu. Choose what attached data you want to make single user.

When you duplicate an object, then you are automatically in grab mode. And so you can easily move the object out of position. which is sometimes wanted, since you can position the duplicate then. But sometimes this is unwanted. A right click after releasing the mouse lets the object snap back into its creation position.
Duplicate linked instances the object data.
Explanation: Each Bforartists object type (mesh, lamp, curve, camera etc.) is composed from two parts: an* Object and Object Data (sometimes abbreviated to ObData*):Object** - Holds information about the position, rotation and size of a particular element.
Object Data - Holds everything else. For example. Meshes stores geometry, material lists, vertex groups, etc. . Cameras stores focal length, depth of field, sensor size, etc. .
Each object has a link to its associated object-data, and a single object-data, like a material, may be shared by many objects.
Last Operator Duplicate Linked

| Entry | What it does |
|---|---|
| Duplicate Objects | Linked: With this option ticked the duplication happens with linked data. |
| Move X, Y, Z | The Position of the duplicated object. |
Orientation

Orientation is a drop-down box choose the type of orientation for the duplicate action.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | — |
| Entry | What it does |
|---|---|
| Join | Joins two independent objects together and makes them one object. This works with mesh objects and with curve objects. What does not work is to try to join mesh objects with curve objects. They are of different type. |
| Delete | Delete deletes the selected object(s). |
| Delete Global | It can be that you have more than one scene open. Delete deletes the selected object(s) in all scenes. |
| Copy | Copies the selected object(s). |
Paste
Pastes copied object(s).
Last Operator Paste Objects

| Entry | What it does |
|---|---|
| Select | Select pasted object(s). |
| Active Collection | Put the pasted objects into the active collection. |
Asset

Asset related menu.
| Entry | What it does |
|---|---|
| Mark as asset | Marks the selected object as an asset. It will be inserted in the asset library. |
| Clear Asset | Removes the selected object from the asset library. |
| Clear Asset( Set Fake User) | Removes the selected object from the asset library. But adds a fake user to it, so that it remains in the scene. |
Library Override
Make

Add a local library override to this collection or selected object.
This tool works different from Add Override in the outliner. It iterates through the hierarchy of objects and collections based on the selection. And tries to override everything linked.
To work properly, it is important that all the collections needed by the character are children of the root object Both, linked and instantiated. Otherwise the automated overriding may fail.
Library Overrides is the new system designed to replace and supersede Proxies. Most types of linked data-blocks can be overridden, and the properties of those overrides can then be edited. When the library data change, unmodified properties of the override one will be updated accordingly.
You need to link a collection or object from another file for example to set the Make Library Override tool active.
Assets with a library override have the override icon in the outliner.






| Entry | What it does |
|---|---|
| Reset | Resets the active library override to their initial state. |
| Clear | Delete the selected local overrides and relink their usages to the linked data if possible. Else reset them and mark them as not editable. |
Relations

This sub menu contains relations related functionality.
Make Instance Face
Make Instance Face, formerly Make Dupli Face, is a relict from the past, when there was no instancing or parenting feature available in Blender. When you turn an object into a Dupli Face object, then this object becomes an instancing container for this object. All objects in this container just exists once in ram when you duplicate it. No matter how often you duplicate it. This allows to plant whole forests without to run into a memory problem. Since the tree object just loads once into ram. And gets just drawn at different screen positions then.
Usage:

Create an object. Make Instance Face. The name will be extended by a _dupli term.

Now in the outliner go into the hierarchy of the dupli object. And duplicate the Cube.001 object inside of it. This is the parent object that you can duplicate. You will see that the duplicated copies will now be connected by a dotted line with the parent object.


Make Local

You need to have a linked object for that. Make library linked data blocks local to this file. The link to the library object will be lost. And the object acts like you would have created it in the current scene.
There are four different methods available. With which you can also make the dependencies of the library object local. Materials for example.
Make Single User

Make linked data local to each object. Additionally, it can also make single-user copies of its dependencies, like meshes, curves, materials, animations…
Parent

The parent menu provides you with all parenting methods at object level.
To use parenting you first have to select the source object, hold down shift, then select the target object so that both are selected. This also works in the outliner (here you can also simply hold down shift and drag the source object at the target object to make it a child). The source object becomes the child object then.

The methods are object type dependent. The armature methods requires to have a mesh and an armature. The path methods a curve. The available methods for the current selection can also be found out by pressing the hotkey ctrl P. This calls the parenting menu with just the available methods.
| Entry | What it does |
|---|---|
| Object | Sets the parent to selected object. |
| Object ( Keep Transform) | Sets the parent to selected object, but applies all transform before the operation. |
| Object (Without Inverse) | Set the object’s parenting without setting the inverse parent correction. This preserves all transforms before the operation. |
Object (Keep Transform Without Inverse)
Set the object’s parenting without setting the inverse parent connections and applies all transform before the operation.

Armature parenting creates an armature modifier at the mesh object.
| Entry | What it does |
|---|---|
| Armature Deform | Sets the parent to selected Armature. |
| With empty Groups | Sets the parent to selected Armature, using empty groups. |
| With Envelope Weights | Sets the parent to selected Armature, using envelope weights |
| With automatic Weights | Sets the parent to selected Armature, with automatic weights. |
| Bone | Sets the parent absolute to selected Bone. |
| Bone Relative | Sets the parent relative to selected Bone. |
Curve Deform

Curve Deform allows you to deform a mesh by a curve shape. It adds a curve modifier at the mesh.

Usage:
Create a curve. Bend it in edit mode to your needs.
Create a mesh. I have for demonstration purposes created a cylinder with several subdivisions.
Select the mesh, hold down shift, select the curve.
Choose curve deform.


To demonstrate the only pitfall, by parenting, the center of the object goes to the start point of the curve. So you better put the origin at the bottom of the cylinder before parenting.
Follow Path

Attaches an object to a curve. The curve then gets used to animate the object position. Every vertice of the curve is one key frame.
Create a curve, create an object, hold down shift and select the curve, make parent ...
Take care of the position and rotation of the object before parenting it to the curve. It influences how the object behaves.
There is a constraint with the same name and functionality. But parenting with follow path will not create such a constraint.
Path Constraint

Path constraint adds a AutoPath constraint at the mesh object, which is most probably a wrong labeled path constraint. It is not documented by the Blender developers.
Create a curve, create an object, hold down shift and select the curve, make parent ...
Take care of the position and rotation of the object before parenting it to the curve. It influences how the object behaves.
Lattice Deform

Parents a lattice object to the object.
You need a lattice object and a mesh object. Lattice deformations just works with mesh objects.
Create a lattice, create an object, hold down shift and select the lattice, make parent ...
Parent the mesh object to the lattice object with method Lattice Deform. A Lattice Deform constraint will be added at the mesh object.
Take care of the position and size of the lattice object. It influences how the deformation works.
Enter Edit Mode with the lattice object. Deform it. The mesh object will follow the deformation.


Vertex
Vertex parents the current object to a vertex of the target object. The vertex will be chosen automatically, it's the
closest vertice of the parent object. When you want to assign the object to a specific vertice, then you have to do
The vertex parenting in Edit mode. You need to have an object type that has vertices. Mesh or curve.
Create a mesh or curve object, create an object, hold down shift and select the mesh object, make parent ...
Vertex (Triangle)
Vertex (Triangle) parents the current object to a face of the target object. The face will be chosen automatically.
It's the closest face of the parent object. When you want to assign the object to a specific face, then you have to
Do the vertex parenting in Edit mode. You need to have an object type that has vertices. Mesh or curve.
Create a mesh or curve object, create an object, hold down shift and select the mesh object, make parent ...
Last Operator Make Parent

Type
Choose the make parent method again. This last operator counts for most of the parent actions.
Keep Transform
Apply transform before parenting.
| Entry | What it does |
|---|---|
| Object (Without Inverse) | With normal parenting the child object keeps its world transformation. Without inverse parenting the child object uses the coordinate system of the parent object. As one of the effects you will see that the child objects will jump to the origin of the parent object when parenting. |
| Object (Keep Transform Without Inverse) | Set the object’s parenting without setting the inverse parent connections and applies all transform before the operation. Without inverse parenting the child object uses the coordinate system of the parent object. By keeping the transform, the origin of the parent and child object stay in position. |
| Object (Attach Curves to Surface) | Parent a Hair Curve to the surface of a new object. |
Clear Parent

Clear Parent clears the parent relation completely, including involved modifiers.
Clear and Keep Transformation
Clear Parent clears the parent relation completely, including involved modifiers.
But keeps the current visual transformation.
Clear Parent Inverse
Clear Parent Inverse resets the transform corrections applied to the parenting relationship. It does not remove
the parenting itself.
Last Operator Clear Parent

Type

Change the type of clearing.
Constraints

The constraints menu contains some functionality that could also be done in the constraints tab in the Properties editor. Those buttons provides a quicker access though.
Constraints provides you with various limitation methods connected to a target object. For example, you can limit the X position of an object to the X position of the target object. And when you move the target object, then the object will change its X position too.
Add Constraints ( With Targets)

Add Constraints ( With Targets) calls a menu choose the constraints type. It's the same content than in the Constraints tab in the Properties editor.
We will not explain every single constraint type here. Please have a look at the constraint types in the manual part for the Properties editor.
Usage:
Select the target object. Hold down Shift key. Now select the object where you want to add the constraints to. Both should be selected. Then choose the constraints type in the menu that you want to add.

As a result a constraints panel gets created in the Constraints tab in the Properties editor. Tweak the settings further if required. In our example we wanted to limit the X axis. So we added a Copy Location constraint, and unticked Y and Z axis. And when we move the cube around then the sphere will follow in X axis. But not in Y and Z.
In the 3D view a dotted line indicates the relationship.
Last Operator Add Constraints (with Target)

Type
Type is a drop-down box choose the constraints type again.
| Entry | What it does |
|---|---|
| Copy Constraints to Selected Objects | Copy Constraints to Selected Objects copies a constraint from one object to another. Useage: Select the object where you want to copy the constraint to. Hold down Shift and select the object with the constraint. Both should be selected. Then click at Copy Constraints to Selected Objects. This copies the constraint to the object. |
| Clear Object Constraints | Removes all constraints from the object. |
Track

Track constraints are constraints. And adding them could also be done in the constraints tab in the Properties editor. Those buttons provides a quicker access though.
Damped Track Constraint

The Damped Track constraint constrains one local axis of the owner to always point towards Target. It is a Look At constraint.
Usage: select the source object, hold down shift, select the target object, add Damped Track Constraint.
The wrong constraint name called AutoTrack is a Blender bug.
Track to Constraint

This constraint is similar to Damped Track constraints, but provides some more control.
Usage: select the source object, hold down shift, select the target object, add Damped Track Constraint. Constraint will be added at source object.
The wrong constraint name called AutoTrack is a Blender bug.
Lock Track Constraint

The Locked Track constraint is basically a Track To constraint. But with a locked axis. Means an axis that cannot rotate. So the constraint can just follow in one defined axis.
The wrong constraint name called AutoTrack is a Blender bug.
Usage: select the source object, hold down shift, select the target object, add Track Constraint. Constraint will be added at source object.
Clear Track
You need to have a Track constraint applied. It removes the track constraint.
Clear Track - Keep Transformation
This menu item is just relevant when you have a Track constraint applied. Removes the track constraint. But keeps the current position.
Last Operator Clear track

Type
Type is a drop-down box choose between Clear Track and Clear Track Keep Transformation.
Link / Transfer Data

Links objects between scenes or data of the active object to all selected objects. In some case (i.e. Object Data, Modifier) the target objects must be of the same type than the active one or capable of receiving the data. If targets already have some data linked to them, it will be unlinked first.
Link Objects to Scene
In Bforartists you can have more than one scene in the blend file. See Scenes tab. The make links menu allows you to link or copy objects between those scenes.
Object to Scene makes the selected object available in the chosen scene. This makes the object exist in two different scenes at once, including position and animation data.



When you want the object not to be shared across two scenes anymore, then you have to make it single user again, which can be done in the relations menu.
From Link Object Data to Copy Grease Pencil Effects

Link items links the specific data blocks between selected objects.
Copy Modifiers and Copy Grease Pencil Effects transfers over the modifiers or grease pencil effects.
Select the source object, hold down shift, select the target objects. Perform the action.
Last Operator Link / Tranfer Data

Type
Choose the data type again that you want to transfer or copy
Copy UV Maps
Copies the UV map from one object to another. If the selected object doesn’t have any UV maps, then it is created. The Objects must be of type mesh and must have a matching topology.
Select the source object, hold down shift, select the target object. Perform Transfer UV Map.
Transfer Mesh Data

Transfers mesh data from active to selected object.
Select the object that you want to copy the data to, hold down shift, select the source object with the modifications at it. Choose Transfer Mesh Data. A popup with the available methods will appear. Choose what you want to do.
The caveat here is that the operator works in object mode. When you switch modes then the operator quits. And so you can't check if the UV seam transfer for example arrives as it should. This means that you sometimes end in trial and error with the last operator setting until you have your desired result.
Last Operator Transfer Mesh Data

The last operator changes its content, dependant of the data type.
Freeze Operator
Prevent changes to settings to re-run the operator. This is useful if you are editing several settings at once with heavy geometry.
Data Type

The popup from above. Choose again what you want to do.
Data type Vertrex Data, Vertex Group(s)

Create Data
Add data layers on destination meshes if needed.
Vertex Mapping

Edge mapping determines how edge data gets transferred.
| Entry | What it does |
|---|---|
| Auto Transform | Automatically compute transformation to geht the best possible match between source and destination meshes. |
| Object Transform | Evaluate the transform in global space. |
| Only Neighbour Geometry | Source elements must be closer than the max distance. · Max distance: Maximum allowed distance between source element and target element. |
| Ray Radius | Width of rays. |
Source Layer

Which layers to transfer.
Destination Layer

How to match source and destination layer.
Mix Mode

How to mix source data with destination data.
Mix Factor
Mix factor to apply data to destination mesh.
Data type Bevel Weight

Create Data
Add data layers on destination meshes if needed.
Vertex Mapping

Edge mapping determines how edge data gets transferred.
| Entry | What it does |
|---|---|
| Auto Transform | Automatically compute transformation to geht the best possible match between source and destination meshes. |
| Object Transform | Evaluate the transform in global space. |
| Only Neighbour Geometry | Source elements must be closer than the max distance. · Max distance: Maximum allowed distance between source element and target element. |
| Ray Radius | Width of rays. |
Mix Mode

How to mix source data with destination data.
Mix Factor
Mix factor to apply data to destination mesh.
Data type Vertex Data, Colors

| Entry | What it does |
|---|---|
| Create Data | Add data layers on destination meshes if needed. |
| Auto Transform | Automatically compute transformation to geht the best possible match between source and destination meshes. |
| Object Transform | Evaluate the transform in global space. |
Only Neighbour Geometry

Source elements must be closer than the max distance.
Ray Radius
Width of rays.
Source Layer

Which layers to transfer.
Destination Layer

How to match source and destination layer.
Mix Mode

How to mix source data with destination data.
Mix Factor
Mix factor to apply data to destination mesh.
Data type Edge data ( Sharp, UV Seam, Subdivision Crease, Bevel Weight, Freestyle Mark)

Create Data
Add data layers on destination meshes if needed.
Edge Mapping

The method used to map source edges to destination edges.
| Entry | What it does |
|---|---|
| Auto Transform | Automatically compute transformation to geht the best possible match between source and destination meshes. |
| Object Transform | Evaluate the transform in global space. |
Only Neighbour Geometry

Source elements must be closer than the max distance.
Ray Radius
Width of rays.
Mix Mode

How to mix source data with destination data.
Mix Factor
Mix factor to apply data to destination mesh.
Data type Face Corner Data, Custom Normals

Create Data
Add data layers on destination meshes if needed.
Face corner mapping

The method used to map source face’s corners to destination corners.
| Entry | What it does |
|---|---|
| Auto Transform | Automatically compute transformation to geht the best possible match between source and destination meshes. |
| Object Transform | Evaluate the transform in global space. |
Only Neighbour Geometry

Source elements must be closer than the max distance.
| Entry | What it does |
|---|---|
| Ray Radius | Width of rays. |
| Island Precision | Factor to control the island handling. Higher values gives better results. |
Mix Mode

How to mix source data with destination data.
Mix Factor
Mix factor to apply data to destination mesh.
Data type Face Corner Data, Colors

| Entry | What it does |
|---|---|
| Create Data | Add data layers on destination meshes if needed. |
| Auto Transform | Automatically compute transformation to geht the best possible match between source and destination meshes. |
| Object Transform | Evaluate the transform in global space. |
Only Neighbour Geometry

Source elements must be closer than the max distance.
| Entry | What it does |
|---|---|
| Ray Radius | Width of rays. |
| Island Precision | Factor to control the island handling. Higher values gives better results. |
Source Layer

Which layers to transfer.
Destination Layer

How to match source and destination layer.
Mix Mode

How to mix source data with destination data.
Mix Factor
Mix factor to apply data to destination mesh.
Data type Face Corner Data, UV

Create Data
Add data layers on destination meshes if needed.
Face corner mapping

The method used to map source face’s corners to destination corners.
Face mapping

Method used to map source faces to destination faces.
| Entry | What it does |
|---|---|
| Auto Transform | Automatically compute transformation to geht the best possible match between source and destination meshes. |
| Object Transform | Evaluate the transform in global space. |
Only Neighbour Geometry

Source elements must be closer than the max distance.
| Entry | What it does |
|---|---|
| Ray Radius | Width of rays. |
| Island Precision | Factor to control the island handling. Higher values gives better results. |
Source Layer

Which layers to transfer.
Destination Layer

How to match source and destination layer.
Mix Mode

How to mix source data with destination data.
Mix Factor
Mix factor to apply data to destination mesh.
Data type Face Data , (Smooth, Freestyle Mark)

Create Data
Add data layers on destination meshes if needed.
Face mapping

Method used to map source faces to destination faces.
| Entry | What it does |
|---|---|
| Auto Transform | Automatically compute transformation to geht the best possible match between source and destination meshes. |
| Object Transform | Evaluate the transform in global space. |
Only Neighbour Geometry

Source elements must be closer than the max distance.
Ray Radius
Width of rays.
Mix Mode

How to mix source data with destination data.
Mix Factor
Mix factor to apply data to destination mesh.
Transfer Mesh Data Layout

Transfers the layout of data layer(s) from active to selected meshes.
Select the object that you want to copy the data to, hold down shift, select the source object with the modifications at it. Choose Transfer Mesh Data Layout. A popup with the available methods will appear. Choose what you want to do.
The menu has basically the same menu items like Transfer Mesh Data. The difference is in what you can do in the last operator. It transfers the whole data layer.
Last Operator Transfer Mesh Data Layout

| Entry | What it does |
|---|---|
| Data Type | Choose again what you want to do. |
| Exact Match | Also Delete some data layers from destination if necessary, so that it matches the source exactly. |
Source Layers Selection

Which layers to transfer, in case of multi-layer types.
| Entry | What it does |
|---|---|
| Mygroup | Mygroup is in this case a vertex group i have created for demonstration purposes. |
| Active Layer | Only transfer the active data layer. |
| All Layers | Transfer all data layers. |
Destination Layers Matching

How to match source and destination layers.
| Entry | What it does |
|---|---|
| By Name | Match target data layers to affect by name. |
| By Order | Match target data layers to affect by order (indices). |
| Active Layer | Only transfer the active data layer. |
Link Receivers to Emitter sub menu


This feature is connected to the light linking in the properties editor. Emitter is the light, receiver is the object that receives the light then.
It allows you to turn off or on to receive lights from a specific light.
Workflow:
Select a light.
In the properties editor create a light linking group.
Then from the outliner, drag in the objects that you want to link to the light.
These objects are now the receivers. Select one.

The toggles behind the objects in the group is what you can control with include and exlcude from the object menu. Include is on, exclude is off.
| Entry | What it does |
|---|---|
| Include | Include selected receivers to receive light from the active emitter. |
| Exclude | Include selected receivers to receive light from the active emitter. |
Link Blockers to Emitter sub menu
This feature is connected to the light linking in the properties editor. Emitter is the light, receiver is the object that receives the light then.
Workflow:
Select a light.
In the properties editor create a Shadow linking group.
Then from the outliner, drag in the objects that you want to link to the light.
These objects are now the Blockers.
| Entry | What it does |
|---|---|
| Include | Include selected blockers to cast shadows from the active emitter. |
| Exclude | Exclude selected blockers to cast shadows from the active emitter. |
Collection

Move to Collection


Moves the selected object to a collection. The object is removed from the collection it was in. And moved to the target collection.
By clicking at this menu item a popup will appear to choose the new collection. Allows also to create a new collection. Once done, the object will be moved to this new created collection.
Last Operator Move to Collection

Name
Set a name for your new collection. When you haven't created a new collection, then this name stays blank.
Link to Collection


Links the object to a collection. The object remains in the collection it was in.
By clicking at this menu item a popup will appear to choose the collection. Here you can also create a new collection. Once done, the object will be linked to this new created collection.
Last Operator Link to Collection

Name
Set a name for your new collection. When you haven't created a new collection, then this name stays blank.
| Entry | What it does |
|---|---|
| Remove From Collection | Objects can be in more than one collection. Remove from collection removes the selected object from the current collection. When the object is in no collection anymore, then it gets removed. |
| Remove From all Unlinked Collections | Objects can be in more than one collection. Remove from all unlinked collection removes the selected object from all unlinked collections. When the object is in no collection anymore, then it gets removed. |
| Add selected To Active Collection | Objects can be in more than one collection. Adds the selected object to the active collection. |
| Remove Selected From Active Collection | Objects can be in more than one collection. Removes the selected object from the active collection. When the object is in no collection anymore, then it gets removed. |
Shade Smooth, Shade Smooth and Shade Flat
Shade Smooth

Shows with a mesh object. Sets the shading for the object to smooth. Smooth means that the sharp edges are no longer seen.

Shade Auto Smooth
Sets the shading for the object to smooth with Autosmooth activated. Autosmooth means that sharp edges above an angle threshold will have sharp faceted faces, meanwhile angles under the threshold will be smooth.
Last Operator Shade Smooth by angle

Auto Smooth

Creates a auto smooth modifier for auto smoothing in the modifier stack. Where you can adjust the settings at any further step. Else it applies the current auto smooth to the mesh normals.
Angle
Maximum angle between face normals that will be considered as smooth.
Shade Flat
Sets the shading for the object to flat. Flat means that every face of the object shows faceted, with a sharp edge.

Animation
Insert Keyframe

Inserts a key frame.
When your object does have a active keying set, then a click at the button inserts the key frame directly. When a keying set is missing then you will see a Insert Key frame menu choose the keying method.
Insert Keyframe with keying set

Calls the insert keyframe menu.
The keying set defines what kind of key frames gets recorded. When you start with an animation, and your object does not have a keying set yet, then you will be prompted with a menu choose the proper keying set. The Insert Key frame menu.
Note that this just adds a keying set to the current key frame. And not to the whole object. That's why the keying set menu down right stays empty when you add a key frame this way. And the insert keyframe menu also misses the Whole Character keying set.

Delete Key frame

Removes the current active key frame for the selected object. You will get a confirmation dialogue.
Clear Key frames
Clears all animation, and removes all key frames for the selected object.
Change Keying set

Calls the set active keying set menu in which you can change the active keying set.
Bake Action

Bake Action bakes the object animation to a new action. Bake action calls a panel adjust the settings for the new action.
The upcoming panel has the same settings than the last operator panel.
Last Operator Bake Action

| Entry | What it does |
|---|---|
| Start Frame | Defines the start frame for baking. |
| End Frame | Defines the end frame for baking. |
| Frame Step | Defines the frame step for baking. |
| Only Selected Bones | Pose Baking only. |
| Visual Keying | Key frame from the final transform. |
| Clear Constraints | Remove all constraints from keyed objects / bones, and do visual keying. |
| Clear Parents | Bake animation onto the object, then clear parents (objects only) |
| Overwrite current Action | Bake Action into current action instead of creating a new one. |
| Clean Curves | After baking curves, remove redundant keys. |
| Bake Data | Which data transformations to bake to. You have the choice between Pose and Object here. |
| Channels | Which channels to bake to. |
Bake Mesh to Grease Pencil
Bakes mesh animation to grease pencil strokes.
Bake Mesh Animation to Grease Pencil
When you use the Bake Mesh to Grease Pencil tool then a menu pops up with further settings.
| Entry | What it does |
|---|---|
| Target Object | Target grease pencil object. Leave emtpy to create a new stroke. |
| Start Frame | The start frame of the animation. |
| End Frame | The end frame of the animation. |
| Step | Step between generated frames. |
| Thickness | The thickness of the grease pencil stroke. |
| Threshold Angle | Threshold to determine the end of the strokes. |
| Stroke Offset | Stroke offset from fill. |
| Only Seam Edges | Convert only seam edges. |
| Export Faces | Export faces as filled strokes. |
| Only Selected Keyframes | Convert only selected keyframes. |
| Target Frame | The destination frame. |
| Projection Type | How to project the grease pencil stroke. |
| OK | Accept the settings. |
Last Operator Bake Mesh Animation to Grease Pencil
In the last operator you can again adjust the settings. It is the same settings than in the settings dialog. So we won't cover it again.
Bake Object Transform to Grease Pencil
Bakes grease pencil object transforms into single grease pencil keyframes. You need to have a keyframe animation recorded already. The result can then be found in the dopesheet editor in grease pencil mode.
When you perform this tool then an option panel will open up.
Bake Transform to Grease Pencil panel
| Entry | What it does |
|---|---|
| Start Frame | The start frame to calculate. |
| End Frame | The end frame to calculate. Step The steps between generated frames |
| Only selected Keyframes | Convert only selected keyframes. |
| Target Frame | The destination frame. |
| Projection Type | If the grease pencil object should be reprojected, and with what method. |
Last Operator Bake Transform to Grease Pencil panel
The last operator contains the same settings than the settings panel.
Replace Action

Swap all users of one action to another one. The normal action slot assignment rules apply. This ignores the NLA and Action Constraints
Replace Action New
Swap all users of one action to a new action. This ignores the NLA and Action Constraints
Rigid Body

Rigid Bodies belongs to physics. And can be added and modified in the physics tab in the Properties editor. This menu items here is just a quick way to add and modify the most basic things from within the 3D view.
The greyed out menu items becomes active when a rigid body is at the object.
Add Active
Add Active adds a rigid body to the selected object. The type of this rigid body is active. This is useful for any
actively moving object. Characters, bullets, etc.
Add Passive
Add Active adds a rigid body to the selected object. The type of this rigid body is passive. This is useful for any static object, like ground for example.
Last Operator Add Rigid bodies

The rigid body type is a drop-down box choose if the type of the rigid body is active or passive.
Remove
Remove simply removes the rigid body from the current object.
Change shape

Change Shape opens a pop-up menu change the shape of your rigid body.
Last Operator Change Collision shape

Rigid Body Shape is a pop-up menu change the shape of your rigid body again.
Calculate Mass


Calculate Mass does NOT calculate the mass. But gives you a long pop-up menu list choose between different predefined mass set-ups. The corresponding value will then be set in the physics settings in the Rigid Body settings.
Last Operator Calculate Mass

| Entry | What it does |
|---|---|
| Material Preset | Material Preset is a pop-up menu choose the type of preset again. |
| Density | Set a custom density for the material preset. |
Quick Effects

The quick effects menu contains some predefined basic Particle effects. They can be tweaked further in the Properties editor then.
You need to have a mesh object selected.
Quick Fur

Adds a particle system with Fur settings.
Adust last operator Quick Fur

Density

You can choose between low, medium and high.
| Entry | What it does |
|---|---|
| Length | The length of the fur. |
| Hair Radius | the diameter of the hair. |
| View Percentage | Adjust the density in the viewport. |
| Apply Hair Guides | Apply the hair guides. |
| Noise | Add noise to make the result more irregular. |
| Frizz | Add frizz to make the result more irregular. |
Quick Explode

Adds a particle system that lets the selected object explode into pieces.
Hit play to play the animation.
Adust last operator Quick Explode

Explode Style
Explode

Explodes the current object.
Blend
Blends into another object. You need to have two objects selected.
| Entry | What it does |
|---|---|
| Number of Pieces | How much fragments the explosion should generate. |
| Duration | The duration of the animation. |
| Start Frame | The start frame of the animation. |
| End Frame | The end frame of the animation. |
| Outwards Velocity | The strength of the force that pushes the fragments around. |
| Fade | Fade the pieces over time. |
Quick Smoke

Adds a particle system with a simple smoke.
Hit play to play the animation.
Adust last operator Quick Smoke

Smoke Style

The smoke style. Just the smoke, just fire, or both.
Render Smoke Objects
Render the parent geometry
Quick Liquid

Adds a particle system with liquid settings. Note that the viewport rendering jumps to wireframe so that you can see the geometry.
Hit play to play the animation.
Adust last operator Quick Liquid

Render Liquid Objects
Render the parent geometry.
Subdivide

Subdivide is a menu where you can quickly set the subdivision level of the selection. What it does is to add a SDS modifier in the Properties Editor if required. And set the SDS level to the needed value. Crtrl 0 sets SDS to level 0. Ctrl 1 sets SDS level to 1 , and so on.

SDS happens at Object mode level. Even when you apply it in the Edit Mode! And it happens at the whole object.
Last Operator Subdivision Set

| Entry | What it does |
|---|---|
| Level | Adjust the SDS level. |
| Relative | Applies the Subsurf Level as an offset relative to the current level. |
Convert to
Convert to is a menu to convert object types to other object types. Not every object type can be converted to every object type though. A mesh cannot be converted to a grease pencil for example.
Note that different objects shows different content.
General
Mesh

Converts a selected object to a Mesh Object.
| Entry | What it does |
|---|---|
| Curve | Converts a selected object to a Curve Object. |
| Curves | Converts a selected curve to a Hair curves object. |
| Point Cloud | Converts a selected object to a Point Cloud Object. |
| Grease Pencil | Converts a selected curve to a grease pencil stroke. |
Image object

| Entry | What it does |
|---|---|
| Convert to Mesh Plane | Converts a selected image object to a mesh plane. |
| Trace Image to Grease Pencil | Extract Grease Pencil strokes from an image. |
Hair curve

Particle System
Convert a curves hair object to a particle system.
Last Operator Convert to

Target
Target is a drop-down box that allows you to choose the convert method again.
Target Point Cloud, Mesh, Curve
Keep Original
With this option ticked the original object gets kept. And a new object gets created.
Merge UV’s
Merge UV coordinates that share a vertex to account for imprecision in some modifiers.
Show/Hide

Sub-menu with shows or hide selection, unselected or hidden operators.
Show Hidden
Makes all geometry in the scene visible again.
Hide Selected
Hides the selected geometry.
Last Operator Hide Selected

Select
Select revealed objects.
Clean Up
Sub-Menu with clean up operators to help do some house keeping when it comes to vertex groups, weights and material slots.
Clean Vertex Groups

Remove vertex assignments that are not required. This will delete any zero influence vertex groups.
| Entry | What it does |
|---|---|
| Limit Total Vertex Groups | Limit deform weights associated with a vertex to a specified number by removing lowest weights. This will set a total amount of vertex group influences per vertice. |
| Remove Unused Material Slots | Removed unused material slots on the selected object. |
| Remove All Materials | Removes all materials on the selected object. |
Tool Shelf
Tools
Tool Shelf - Object Mode

In Object mode you will see mainly the general select and transform tools.
Those tools will also appear in other modes like Edit mode. We will not cover it again there.
Select Tools Group

Tools with a triangle down right are a group of tools. Click and hold to reveal the content. Then choose the tool that you need.
Tweak
Allows you to select or tweak single elements by clicking at it.
Note that Tweak is a transform tool, and therefore contains the same modal hotkeys with further functionality like the regular transform tools.
Select Box

Draws a box to select several elements at once. Click at the start point, then drag.
Tool Settings

Mode
The available selection modes. The mode titles are pretty self explaining. So i won't go into detail here.
| Entry | What it does |
|---|---|
| Set a new selection | — |
| Extend existing selection | — |
| Subtract existing selection | — |
| Inverts existing selection | — |
| Intersect existing selection | — |
Select Circle

Draws a box to select several elements at once. Click at the start point, then drag.
Tool Settings

| Entry | What it does |
|---|---|
| Mode | The available selection modes. The mode titles are pretty self explaining. So i won't go into detail here. · Set a new selection · Extend existing selection · Subtract existing selection |
| Radius | The brush radius. |
Select Lasso

Draws a box to select several elements at once. Click at the start point, then drag.
Tool Settings

Mode
The available selection modes. The mode titles are pretty self explaining. So i won't go into detail here.
| Entry | What it does |
|---|---|
| Set a new selection | — |
| Extend existing selection | — |
| Subtract existing selection | — |
| Inverts existing selection | — |
| Intersect existing selection | — |
Cursor

The cursor tool allows you to move the 3d cursor around.
Tool Settings

Surface Project
Project the 3D cursor onto the surface.
Orientation

The 3d cursor can have different orientations. The menu items should be self explaining.
Move Rotate Scale Transform
The transformation tools.
Move


Activates the move tool. Activating the move tool also reveals a move widget at the object. This widget allows you to move the object around, by using the corresponding axis.
When you click at one of the square buttons at the icon, then you can move the object along the plane of the two adjacent axis. The rectangle buttons between the arrows allows you to move in direction of the blue and green arrows. This can also be done by clicking at the tip of the arrow and holding down shift. Then you can move the cube along the two other axis.
Snapping
Holding down Ctrl activates temporary global snapping.
Precision movement
When you hold down shift, then you will have a much slower but also much preciser movement.
Header Values

When you move your object then you will see some values in the header, which defines the current position of the object.
The value m stands for the default metric system. Meters. You can change the units in the Properties editor in the Scene properties in the Units panel. When you choose kilometers here then you will see a km instead m.

The value D stands for the distance of the current selected axis. This can also be two axis. Then you have two d values. The value in the brackets is then the direct distance to the starting point.
These values are always relative to the starting point. You always start with zero, regardless of the real world position.
Numerical Input
When you move the object, and hold down the mouse and type in a value, like 20, then the movement will be performed by the value that you have typed in. In this case by 20 units in direction of the selected axis.
Move without widget
You don't have to use the widget to move the object. You can also click aside of it, and drag the object around. The mouse turns into a move cursor. The standard behavior then is to move in screen space. When you want to move into a specific axis, then press X or Y or Z to limit the movement to this axis.
Limit Axis


When you want to rotate a specific axis, then press X or Y or Z to limit the rotation to this axis. You usually start in global orientation. But you can change this in the Orientation settings.
By holding down the mouse button and pressing the X, Y or Z key twice you can toggle this to local. But also to other orientations. This depends in what orientation you start. With normal you can toggle that way between Normal and global.
This can be combined with the numerical input. Type in X, type in X again to use the local space, type in 20 to move by 20 units in local orientation. Release the mouse to confirm.
Tool Settings

Orientation

The widget can have different orientations. The menu items should be self explaining.
Drag

Define what kind of transform should happen when you click not at the widget but besides, and drag the mouse.
Last Operator Move

Move
Adjust in which directions you want to transform.
Orientation

Choose the orientation.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated. |
Rotate


Activates the Rotate tool. Activating the move tool also reveals a rotate widget at the object. This widget allows you to rotate the object, by using the corresponding axis.
Snapping

Holding down Ctrl activates temporary global snapping. It snaps then by 5 degrees steps.
When you use the white circle to rotate, then the widget also shows a division circle around the widget. This divisions shows even finer when you do precision rotation.
Precision rotation
When you hold down shift, then you will have a much slower but also much preciser rotation.
Header Values

When you rotate your object then you will see some values in the header, which defines the current rotation of the object. The rotation is shown in degrees.
Numerical Input
When you rotate the object, and hold down the mouse and type in a value, like 20, then the rotation will be performed by the value that you have typed in. In this case by 20 degree around the selected axis.
Rotate without widget

You don't have to use the widget to rotate the object. You can also click asides and drag the object around. A black arrow will appear. The standard behavior then is to rotate in viewport orientation.
Limit Axis


When you want to rotate a specific axis, then press X or Y or Z to limit the rotation to this axis. You usually start in global orientation. But you can change this in the Orientation settings.
By holding down the mouse button and pressing the X, Y or Z key twice you can toggle this to local. But also to other orientations. This depends in what orientation you start. With normal you can toggle that way between Normal and Global.
This can be combined with the numerical input. Type in X, type in X again to use the local space, type in 20 to rotate by 20 degree. Release the mouse to confirm.
Tool Settings

Orientation

The 3d cursor can have different orientations. The menu items should be self explaining.
Drag

Define what kind of transform should happen when you click not at the widget but besides, and drag the mouse.
Last Operator Rotate

| Entry | What it does |
|---|---|
| Angle | The rotation. Attention, the actual world orientation and rotation does not matter here. It always starts with a value of zero, and rotates relative to this zero then. For the actual rotation values have a look in the sidebar in the transform panel. |
| Axis | Which axis to rotate. |
Orientation

Choose the orientation.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated. |
Scale Tools Group

You can use two scale tools with different widget styles.
Scale

Activates the Scale tool. Activating the scale tool also reveals a traditional scale widget at the object. This widget allows you to scale the object, by using the corresponding axis. When you click at the outer white circle and drag, then you can scale the object uniformly.
The rectangle buttons between the arrows allows you to scale in direction of the adjacent arrows. This can also be done by clicking at the tip of the arrow and holding down shift. Then you can scale the cube along the two other axis.
| Entry | What it does |
|---|---|
| Snapping | Holding down Ctrl activates temporary global snapping. |
| Precision Scale | When you hold down shift, then you will have a much slower but also much preciser scale. |
Header Values

When you scale your object then you will see some values in the header, which defines the current scale of the object.
These values are always relative to the starting point. You always start with 1, regardless of the real world scale.
Numerical Input
When you scale the object, and hold down the mouse and type in a value, like 20, then the scale will be performed by the value that you have typed in. In this case by factor 20 along the selected axis.
Scale without widget

You don't have to use the widget to scale the object. You can also click asides and drag the object around. A black arrow will appear. The standard behavior then is to scale uniformly. When you want to scale into a specific axis, then press X or Y or Z to limit the scale to this axis.
Limit Axis


When you want to rotate a specific axis, then press X or Y or Z to limit the scale to this axis. You usually start in global orientation. But you can change this in the Orientation settings.
By holding down the mouse button and pressing the X, Y or Z key twice you can toggle this to local. But also to other orientations. This depends in what orientation you start. With normal you can toggle that way between Normal and Global.
This can be combined with the numerical input. Hold down mouse, type in X, type in X again to use the local space, type in 20 to scale by 20 units. Release the mouse to confirm.
Tool Settings

Orientation

The 3d cursor can have different orientations. The menu items should be self explaining.
Drag

Define what kind of transform should happen when you click not at the widget but besides, and drag the mouse.
Last Operator Resize

Scale
Adjust in which directions you want to transform.
Orientation

Choose the orientation.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated. |
Scale Cage

Activates the Scale tool. Activating the scale tool also reveals a scale widget in cage style at the object. This widget allows you to scale the object by clicking at the white handler points and drag them in the desired direction.
Snapping
Holding down Ctrl activates temporary global snapping.
Header Values

When you scale your object then you will see some values in the header, which defines the current scale of the object.
These values are always relative to the starting point. You always start with 1, regardless of the real world scale.
Scale without widget

You don't have to use the widget to scale the object. You can also click asides and drag the object around. A black arrow will appear. The standard behavior then is to scale uniformly. When you want to scale into a specific axis, then press X or Y or Z to limit the scale to this axis.
Limit Axis


When you want to rotate a specific axis, then press X or Y or Z to limit the rotation to this axis. You usually start in global orientation. But you can change this in the Orientation settings.
By holding down the mouse button and pressing the X, Y or Z key twice you can toggle this to local. But also to other orientations. This depends in what orientation you start. With normal you can toggle that way between Normal and Global.
Tool Settings

Orientation

The 3d cursor can have different orientations. The menu items should be self explaining.
Drag

What to do at dragging with the mouse with an active tool. Active Tool means the current tool is used then. When you choose Select Box then a mouse drag will rectangle select instead.
Last Operator Resize

Scale
Adjust in which directions you want to transform.
Orientation

Choose the orientation.
Mirror Editing
Enable mirror editing.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated. |
Transform

Transform reveals a multi transform widget with all three transform methods available at once. Move, Rotate and Scale.
The rules are the same than for the single tools, and also the last operators. Dependent of which widget part you pull here. So i won't go into detail again here.
Tool Settings
Drag Action

Define what kind of transform should happen when you click not at the widget but besides, and drag the mouse.
Orientation

The 3d cursor can have different orientations. The menu items should be self explaining.
Drag

What to do at dragging with the mouse with an active tool. Active Tool means the current tool is used then. When you choose Select Box then a mouse drag will rectangle select instead.
Modal Operators for the Transform tools
Every transform tool has a sub set of modal operators that extends the functionality. These modal operators are shown at the bottom in the info bar. Usually they are self explaining. But the transform tools contains a few tools that needs further explanation.
Note that these hotkeys are hardcoded, and cannot be changed in the keymap manager.
To use these tools you must start the transform operation by moving and holding the mouse. Then press one of the hotkeys to perform this operator.
General transform modal tools
Confirm

Left Mouse button confirms the tool.
| Entry | What it does |
|---|---|
| Cancel | Right mouse button cancels the operation |
| X Axis | Constraint the transformation to the X axis. |
| Y Axis | Constraint the transformation to the Y axis. |
| Z Axis | Constraint the transformation to the Z axis. |
| X Plane | Constraint the transformation to the X plane. You can transform in Y Z direction. |
| Y Plane | Constraint the transformation to the Y plane. You can transform in X Z direction. |
| Z Plane | Constraint the transformation to the Z plane. You can transform in Y Z direction. |
Sert Snap Base

Usually the snap base is the center of the object. This tool allows you to move the snap base to another point. The corner of another mesh for example.
Hold down B and move the mouse to the location that you want to be the snap base. The new snap base will be displayed as an orange circle.
Pressing b again while in transformation will now snap the object to this new snap base.
Note that you cannot place this tool freely, it needs geometry to snap to.
| Entry | What it does |
|---|---|
| Snap Invert | Snap in incremental steps. |
| Snap Toggle | Ctrl + Tab toggles to snap in incremental steps. |
| Automatic Constraints | Displays all the three axis and allows you to snap to one of it to constraint the operation to this axis then. |
| Automatic Constraints Plane | Same as with Automatic Constraints, but this time you can snap to a plane to constraint the operation to this plane then. |
| Precision Mode | Activates the precision mode to allow much more accurate transform operations. |
| Entry | What it does |
|---|---|
| Move tool in Object mode | Rotate: Rotate around the chosen axis instead of moving the selection. When you didn't use one of the widget arrows then it rotates towards the mouse. · Resize: Resize along the chosen axis instead of moving the selection. When you didn't use one of the widget arrows then it scales towards the mouse. |
| Move Tool in Edit mode | — |
Vert/Edge Slide

Edit Mode with the move tool. Slide the selected edges or vertices along their corner or face.
| Entry | What it does |
|---|---|
| Rotate | Rotate the selection around the chosen axis instead of moving the selection. When you didn't use one of the widget arrows then it rotates towards the mouse. |
| Resize | Resize the selection along the chosen axis instead of moving the selection. When you didn't use one of the widget arrows then it scales towards the mouse. |
| Entry | What it does |
|---|---|
| Rotate Tool in Object mode | Move: Move around the chosen axis instead of rotating the selection. When you didn't use one of the widget arrows then it moves towards the mouse. · Trackball: Use trackball rotation. · Resize: Resize along the chosen axis instead of moving the selection. When you didn't use one of the widget arrows then it scales towards the mouse. |
| Rotate Tool in Edit mode | Move: Move the selection around the chosen axis instead of rotating the selection. When you didn't use one of the widget arrows then it moves towards the mouse. · Trackball: Use trackball rotation. · Resize: Resize the selection along the chosen axis instead of moving the selection. When you didn't use one of the widget arrows then it scales towards the mouse. · Rotate Normals: Rotates the normals instead of the selection. Note that it might be a good idea to turn on display normals in the overlays. |
| Scale Tool in Object mode and Edit Mode | Move: Move around the chosen axis instead of scaling the selection. When you didn't use one of the widget arrows then it moves towards the mouse. · Rotate: Rotate around the chosen axis instead of scaling the selection. When you didn't use one of the widget arrows then it rotates towards the mouse. |
Annotate Tools group


The annotation tool is available in multiple editors. With this tool you can write notes at the screen. The annotate tools is the little brother of the grease pencil objects.
Further settings for annotate can be found in the sidebar. Here you can also remove an annotation when you don't longer need it. And here you can also adjust the size of the stroke.

Annotate tool
Draw free-hand strokes in the main window.
Tool Settings

The tool settings for the Annotate tool.
Color

Clicking at the left color field reveals a color picker. Define the color for the annotation stroke.
Note

Clicking at the Note drop down box reveals a panel with further settings. It's the same content than in the annotations in the View tab.
Annotations list

Add, remove and rename new annotations.
| Entry | What it does |
|---|---|
| Edit Box | The name of the current annotation. You can rename the annotation to your needs here. |
| Fake User | Assign a fake user to this annotation. Fake users is an odd concept to keep data in the scene even if it has no user somewhere. The fake user is then a dummy user so that the object is not deleted when saving the scene. |
| Add Annotation | Add a new annotation. |
| Remove Annotation | Delete the annotation. |
Active Layer Index

The list of annotation layers.
| Entry | What it does |
|---|---|
| Add Annotation Layer | Add a new annotation layer. |
| Remove Annotation Layer | Remove the selected annotation layer. |
Opacity

The opacity of the stroke.
| Entry | What it does |
|---|---|
| Thickness | The thickness of the annotation stroke. |
| Frame Locked/Unlocked | Lock frame displayed by current layer. This toggles whether the active layer is the only one that can be edited. |
| Delete Active Frame | Deletes the active frame from the active grease pencil layer. |
Placement

Define how annotation strokes are aligned in the 3d space.
Stabilize Stroke

Helper to draw smooth and clean lines. Pressing shift inverts the effect.
| Entry | What it does |
|---|---|
| Radius | The radius for the stroke stabilization. |
| Factor | Stabilizer stroke factor. Higher values gives a smoother stroke. |
Drag

Define what kind of transform should happen when you click not at the widget but besides, and drag the mouse.
Annotate Line
Click and drag to create a line.
Tool Settings

The tool settings for the Annotate tool.
Color

Clicking at the left color field reveals a color picker. Define the color for the annotation stroke.
Note

Clicking at the Note drop down box reveals a panel with further settings. It's the same content than in the annotations in the View tab.
Annotations list

Add, remove and rename new annotations.
| Entry | What it does |
|---|---|
| Edit Box | The name of the current annotation. You can rename the annotation to your needs here. |
| Fake User | Assign a fake user to this annotation. Fake users is an odd concept to keep data in the scene even if it has no user somewhere. The fake user is then a dummy user so that the object is not deleted when saving the scene. |
| Add Annotation | Add a new annotation. |
| Remove Annotation | Delete the annotation. |
Active Layer Index

The list of annotation layers.
| Entry | What it does |
|---|---|
| Add Annotation Layer | Add a new annotation layer. |
| Remove Annotation Layer | Remove the selected annotation layer. |
| Opacity | The opacity of the stroke. |
Thickness

The thickness of the annotation stroke.
| Entry | What it does |
|---|---|
| Frame Locked/Unlocked | Lock frame displayed by current layer. This toggles whether the active layer is the only one that can be edited. |
| Delete Active Frame | Deletes the active frame from the active grease pencil layer. |
Placement

Define how annotation strokes are aligned in the 3d space.
Style Start

The stroke start style. With an arrow for example you place an arrow at the start of the stroke.
End

The stroke end style. With an arrow for example you place an arrow at the end of the stroke.
Drag

Define what kind of transform should happen when you click not at the widget but besides, and drag the mouse.
Annotate Polygon
Click multiple times to create multiple connected lines. The current polygon is finished when Esc or RMB is pressed.
Tool Settings

The tool settings for AnnotatePolygon.
Color

Clicking at the left color field reveals a color picker. Define the color for the annotation stroke.
Note

Clicking at the Note drop down box reveals a panel with further settings. It's the same content than in the annotations in the View tab.
Annotations list

Add, remove and rename new annotations.
| Entry | What it does |
|---|---|
| Edit Box | The name of the current annotation. You can rename the annotation to your needs here. |
| Fake User | Assign a fake user to this annotation. Fake users is an odd concept to keep data in the scene even if it has no user somewhere. The fake user is then a dummy user so that the object is not deleted when saving the scene. |
| Add Annotation | Add a new annotation. |
| Remove Annotation | Delete the annotation. |
Active Layer Index

The list of annotation layers.
| Entry | What it does |
|---|---|
| Add Annotation Layer | Add a new annotation layer. |
| Remove Annotation Layer | Remove the selected annotation layer. |
| Opacity | The opacity of the stroke. |
Thickness

The thickness of the annotation stroke.
Frame Locked/Unlocked
Lock frame displayed by current layer. This toggles whether the active layer is the only one that can be edited.
Delete Active Frame
Deletes the active frame from the active grease pencil layer.
Placement

Define how annotation strokes are aligned in the 3d space.
Drag

Define what kind of transform should happen when you click not at the widget but besides, and drag the mouse.
Annotate Eraser

Click and drag to remove annotate lines.
Tool Settings

Radius
The radius of the eraser pencil.
Drag

Define what kind of transform should happen when you click not at the widget but besides, and drag the mouse.
Measure


Measure allows you to draw measure lines into the view.
The measure tool has a few options, which are described in the tool tip.
New measure lines gets created by left clicking and dragging.
When you change the tool then the measure lines becomes visible. But they are not removed. When you activate the measure tool then they reappear.
Restrict to global axis

You can constraint the measure tool to a single global axis by pressing the corresponding X Y or Z key once while holding down the mouse.
To escape this constraint, press the axis key twice again.
Measuring angles

When you want to measure an angle, first create a straight measure line. Then grab it in the middle to drag out a new point at the line. Then align everything proper.
| Entry | What it does |
|---|---|
| Snapping | Holding down Ctrl activates temporary global snapping. |
| Delete measure lines | Select them and press delete. When you have selected an angle point then first this angle point gets deleted. You need to have to select an endpoint to make the whole stroke active. |
Primitives Add tools group

This tools appears in object and edit mode with the correct object types. The tools allows you to create primitives by dragging with the mouse. First you create a ground plane by dragging a rectangle. Then you release the mouse and drag the mouse upwards to create the third dimension of it. And a left click makes the object real then.
You can choose between five primitive types. Cube, Cone, Cylinder, UV Sphere and Icosphere.



By default the ground plane starts to scale from one of the edges.
Holding down Alt key while dragging scales from the center instead of the default corner.
Holding down Shift key while dragging allows you to scale uniformly.
Holding down Ctrl while dragging snaps to other objects.
Add Cube
Adds a cube primitive.
Tool Settings

Depth
Position

How to position the primitive.
| Entry | What it does |
|---|---|
| Surface | Start placing on the surface. The 3d cursor acts as a fallback. |
| 3D Cursor Plane | Start placement using a point that is projected at the selected axis at the 3d cursor position |
| 3D Cursor View | Start placement using the mouse cursor projected onto the view plane. |
Orientation

In which orientation the new object to create.
Snap To

The target for snapping. Geometry snaps to existing mesh geometry. Default snaps to the ground.
Plane Axis

What plane axis to use.
Auto Axis
Select the closest axis when placing objects. Surface overrides.
Base
Origin

From where to scale the primitive. From one of its corners or from the center.
Aspect
Scale uniformly or in drag direction.
Height
Origin

From where to scale the primitive. From one of its corners or from the center.
Aspect
Scale uniformly or in drag direction.
Last Operator Add Cube Panel

Size is in real the size of the Cube.
| Entry | What it does |
|---|---|
| Generate UV's | Creates UV's for this primitive. |
| Align to view | Aligns the geometry to the chosen view. World, View or 3D cursor. |
| Location | Defines the location of the Cube. |
| Rotation | defines the rotation of the Cube. |
Add Cone

Adds a cone primitive.
Tool Settings
Depth
Position

How to position the primitive.
| Entry | What it does |
|---|---|
| Surface | Start placing on the surface. The 3d cursor acts as a fallback. |
| 3D Cursor Plane | Start placement using a point that is projected at the selected axis at the 3d cursor position |
| 3D Cursor View | Start placement using the mouse cursor projected onto the view plane. |
Orientation

In which orientation the new object to create.
Snap To

The target for snapping. Geometry snaps to existing mesh geometry. Default snaps to the ground.
Plane Axis

What plane axis to use.
Auto Axis
Select the closest axis when placing objects. Surface overrides.
Base
Origin

From where to scale the primitive. From one of its corners or from the center.
Aspect
Scale uniformly or in drag direction.
Height
Origin

From where to scale the primitive. From one of its corners or from the center.
Aspect
Scale uniformly or in drag direction.
Vertices
The number of vertices for the cone ground plane.
Base Fill Type

Defines how the Base face is filled.
Nothing means you have no base face.
N-Gon means that the base face is an N-Gon face.
Triangle Fan means that the base face is triangulated.
Last Operator Add Cone Panel

Vertices
Defines of how much vertices the circle is made.
Radius 1
Defines the base radius of the Cone.
Radius 2
Defines the top radius of the Cone.
Depth

Defines the length of the Cone.
| Entry | What it does |
|---|---|
| Base Fill Type | Defines how the Base face is filled. Nothing means you have no base face. N-Gon means that the base face is an N-Gon face. Triangle Fan means that the base face is triangulated. |
| Generate UV's | creates UV's for this primitive. |
| Align to view | Aligns the geometry to the chosen view. World, View or 3D cursor. |
| Location | Defines the location of the Cone. |
| Rotation | Defines the rotation of the Cone. |
Add Cylinder

Adds a cylinder primitive.
Tool Settings

Depth
Position
How to position the primitive.
| Entry | What it does |
|---|---|
| Surface | Start placing on the surface. The 3d cursor acts as a fallback. |
| 3D Cursor Plane | Start placement using a point that is projected at the selected axis at the 3d cursor position |
| 3D Cursor View | Start placement using the mouse cursor projected onto the view plane. |
Orientation

In which orientation the new object to create.
Snap To

The target for snapping. Geometry snaps to existing mesh geometry. Default snaps to the ground.
Plane Axis

What plane axis to use.
Auto Axis
Select the closest axis when placing objects. Surface overrides.
Base
Origin

From where to scale the primitive. From one of its corners or from the center.
Aspect
Scale uniformly or in drag direction.
Height
Origin

From where to scale the primitive. From one of its corners or from the center.
Aspect
Scale uniformly or in drag direction.
Vertices
The number of vertices.

Cap Fill Type defines how the cap face is filled.
- Nothing means you have no face at the top and the bottom of the Cylinder.
- N-Gon means that the cap face is an N-Gon face.
- Triangle Fan means that the cap face is triangulated.
Last Operator Add Circle Panel

| Entry | What it does |
|---|---|
| Vertices | Defines of how much vertices the circle is made. |
| Radius | Defines the radius of the Cylinder. |
Depth
Defines the length of the Cylinder.

Cap Fill Type
defines how the cap face is filled.
Nothing means you have no face at the top and the bottom of the Cylinder.
N-Gon means that the cap face is an N-Gon face.
Triangle Fan means that the cap face is triangulated.
Generate UV's
Creates UV's for this primitive.
| Entry | What it does |
|---|---|
| Align to view | Aligns the geometry to the chosen view. World, View or 3D cursor. |
| Location | Defines the location of the Cylinder. |
| Rotation | Defines the rotation of the Cylinder. |
Add UV Sphere
Adds a UV sphere primitive.
Tool Settings

Depth
Position

How to position the primitive.
| Entry | What it does |
|---|---|
| Surface | Start placing on the surface. The 3d cursor acts as a fallback. |
| 3D Cursor Plane | Start placement using a point that is projected at the selected axis at the 3d cursor position |
| 3D Cursor View | Start placement using the mouse cursor projected onto the view plane. |
Orientation

In which orientation the new object to create.
Snap To

The target for snapping. Geometry snaps to existing mesh geometry. Default snaps to the ground.
Plane Axis

What plane axis to use.
Auto Axis
Select the closest axis when placing objects. Surface overrides.
Base
Origin

From where to scale the primitive. From one of its corners or from the center.
Aspect
Scale uniformly or in drag direction.
Height
Origin

From where to scale the primitive. From one of its corners or from the center.
Aspect
Scale uniformly or in drag direction.
| Entry | What it does |
|---|---|
| Segments | Defines of how much segments the sphere has vertically. |
| Rings | Defines how much rings the sphere has horizontally. |
Last Operator Add UV Sphere Panel

Segments defines of how much segments the sphere has vertically.
| Entry | What it does |
|---|---|
| Rings | Defines how much rings the sphere has horizontally. |
| Size | Defines the radius of the UV Sphere. |
| Generate UV's | Creates UV's for this primitive. |
| Align to view | Aligns the geometry to the chosen view. World, View or 3D cursor. |
| Location | Defines the location of the Sphere. |
| Rotation | Defines the rotation of the Sphere. |
Add Icosphere

Adds an icosphere primitive.
Tool Settings
Depth
Position

How to position the primitive.
| Entry | What it does |
|---|---|
| Surface | Start placing on the surface. The 3d cursor acts as a fallback. |
| 3D Cursor Plane | Start placement using a point that is projected at the selected axis at the 3d cursor position |
| 3D Cursor View | Start placement using the mouse cursor projected onto the view plane. |
Orientation

In which orientation the new object to create.
Snap To

The target for snapping. Geometry snaps to existing mesh geometry. Default snaps to the ground.
Plane Axis

What plane axis to use.
Auto Axis
Select the closest axis when placing objects. Surface overrides.
Base
Origin

From where to scale the primitive. From one of its corners or from the center.
Aspect
Scale uniformly or in drag direction.
Height
Origin

From where to scale the primitive. From one of its corners or from the center.
Aspect
Scale uniformly or in drag direction.
Subdivisions
The subdivision level of the Ico Sphere.
Last Operator Add Ico Sphere Panel

Subdivisions
Defines the subdivision level of the Ico Sphere.
Size
Defines the radius of the Ico Sphere.
Generate UV's
Creates UV's for this primitive.
Align to view
Aligns the geometry to the chosen view. World, View or 3D cursor.
Location
Defines the location of the Sphere.
Rotation
Defines the rotation of the Sphere.
Sidebar
Object Mode
Object Mode - Options Panel
Transform

Affect Only
Restrict the elements that moves when you move rotate or scale the object.
| Entry | What it does |
|---|---|
| Origins | Move or rotate the origin instead of the object geometry. Scale has no effect. And it will not work on geometry like lamps. |
| Location | This is for having more than one object selected. Scales or rotates the selection instead of scaling or rotating the single objects. The single objects keeps their scale and their rotation. |
| Parents | Don't transform the child objects. Just the parent objects. |
Tool Tab
Tool Tab

In the tool tab you will find the tool related settings for the tools in the tool shelf. In Weightpaint mode you have for example all brush related panels.
The tool specific entries are explained in the tool shelf chapter. The brushes panels are explained in the tool tab chapters.
Tool Tab and Top Bar

The content in the Tool Tab is besides one panel the same than in the Topbar. The panel called Workspace just exists in the sidebar.
The content of the Options panel changes, dependent of the object type and the mode. And will be described in other tool tab chapters.
Workspace Panel

Workspaces can be configured to start in specific modes, and with a specific sets of active addons. This is the place where you configure this settings.
You have to save the startup file to make these changes permanent.
| Entry | What it does |
|---|---|
| Pin Scene | Remember the last used scene for the workspace. And switch to it whenever the workspace is activated again. |
| Mode | The mode in which the 3D view should start when you switch to this workspace layout. |
| Sequencer Scene | The scene to work with. Usually the default scene. |
| Sync Active Scene | Set the active scene and time based on the current scene strip. |
Filter Addons

Filter, means activate or deactivate specific addons. Here you can turn on or off specific addons.
Custom Properties
Custom properties allows you to store your own metadata. This metadata can then be used for rigging and Python scripts.
The following data supports custom properties:
- All data-blocks types.
- Bones and Pose-Bones.
- Sequence strips.
Top bar tools arrangement
The tools in the top bar are arranged in a special way. Left you have the tools area. At the right you will find further options in case there are any. This is a general UI design paradigm. Left the menus and modes, right settings and options. And in the center an area for transform, snapping or proportional editing.

Context Menus
Object Context Menu
Object Context Menu

Call this menu with double right click in the 3D viewport. You need to be in Object mode.
The Object Context Menu appears in object mode with all object types. Even without any object in the scene.
The content of this menu differs. With a mesh object you have for example smoothing available too. And with a curve object the convert options.
Object Context Menu - All objects

This content shows with all object types.
Copy Objects
Copies the selected object(s).
Paste Objects
Pastes copied object(s).
Last Operator Paste Selection from Buffer
Select
Select pasted object(s).
Active Collection

Put the pasted objects into the active collection.
Duplicate Objects

Duplicates selected objects. The copy is completely independent. All containing data gets duplicated too. And you can edit the object instances completely independent. then.
You are automatically in grab mode, and so you can easily move the object out of position. Which is sometimes wanted, since you can position the duplicate then. But sometimes this is unwanted. A right click after releasing the mouse lets the object snap back into its creation position.

When you drag the duplicate around you will see the position values in the header.
Last Operator Duplicate

| Entry | What it does |
|---|---|
| Duplicate Objects | Linked: With this option ticked the duplication happens with linked data. |
| Move X , Y , Z | The Position of the duplicated object. |
Orientation

Orientation is a drop-down box choose the type of orientation for the duplicate action.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated. |
Rename active Item / Object

Allows you to rename the currently active item or object. A rename dialog will pop up where you can type in a new name for the current item. You can have more than one item selected. Just the active item gets renamed.

Mirror sub menu
Mirrors the selection.
Interactive Mirror
Mirrors the selection.
Usage:

Activate the tool. In the header you will now see further instructions. Which is: type in the axis at which you want to mirror. Interactive mirroring starts in Global space. You can change the orientation in the last operator.
| Entry | What it does |
|---|---|
| X Y Z Global | Mirrors along the global axis. |
| X Y Z Local | Mirrors along the object axis. |
Last Operator Mirror


Orientation
Choose the orientation in which the transform should happen.
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.
| Entry | What it does |
|---|---|
| Proportional Falloff | Adjust the falloff methods. |
| Proportional Size | See and adjust the falloff radius. |
| Connected | The proportional falloff gets calculated for connected parts only. |
| Projected(2D) | The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated. |
Snap sub menu
Selection to Cursor

Snaps the currently selected object(s) to the cursor location.
Selection to Cursor(Keep Offset)
Snaps the currently selected object(s) to the cursor location, but keeps the offset of the selected objects to each other. Means the center of the current selection goes to cursor position. Not every individual object.
Last operator Snap Selection to Cursor

Offset
Keep the offset of the selected objects to each other.
Rotation
Rotate to match the cursor.
| Entry | What it does |
|---|---|
| Selection to Active | Snaps the currently selected object(s) to the active object. |
| Selection to Grid | Snaps the currently selected object(s) to the nearest grid point. |
| Cursor to Selected | Moves the cursor to the center of the selected object(s). |
| Cursor to World Origin | Moves the cursor to the world origin. |
| Cursor to Active | Moves the cursor to the center of the active object. |
| Cursor to Grid | Moves the cursor to the nearest grid point. |
Parent sub menu

The parent menu provides you with all parenting methods at object level.
To use parenting you first have to select the source object, hold down shift, then select the target object so that both are selected. This also works in the outliner (here you can also simply hold down shift and drag the source object at the target object to make it a child). The source object becomes the child object then.

The methods are object type dependent. The armature methods requires to have a mesh and an armature. The path methods a curve. The available methods for the current selection can also be found out by pressing the hotkey ctrl P. This calls the parenting menu with just the available methods.
Object
Sets the parent to selected object.
Object ( Keep Transform)
Sets the parent to selected object, but applies all transform before the operation.

Armature parenting creates an armature modifier at the mesh.
| Entry | What it does |
|---|---|
| Armature Deform | Sets the parent to selected Armature. |
| With empty Groups | Sets the parent to selected Armature, using empty groups. |
| With Envelope Weights | Sets the parent to selected Armature, using envelope weights |
| With automatic Weights | Sets the parent to selected Armature, with automatic weights. |
| Bone | Sets the parent absolute to selected Bone. |
| Bone Relative | Sets the parent relative to selected Bone. |
Curve Deform

allows you to deform a mesh by a curve shape. It adds a curve modifier at the mesh.
Usage:
Create a curve. Bend it in edit mode to your needs. Create a mesh. I have for demonstration purposes created a cylinder with several subdivisions.



To demonstrate the only pitfall, by parenting the center of the object goes to the start point of the curve. So you better put the origin at the bottom of the cylinder before parenting.
Follow Path

Attaches an object to a curve. The curve then gets used to animate the object position. Every vertice of the curve is one key frame.
Create a curve, create an object, hold down shift and select the curve, make parent ...
Take care of the position and rotation of the object before parenting it to the curve. It influences how the object behaves.
There is a constraint with the same name and functionality. But parenting with follow path will not create such a constraint.
Path Constraint


Path constraint adds a AutoPath constraint at the mesh object, which is most probably a wrong labeled path constraint. It is not documented by the Blender developers.
Create a curve, create an object, hold down shift and select the curve, make parent ...
Take care of the position and rotation of the object before parenting it to the curve. It influences how the object behaves.
Lattice Deform

Parents a lattice object to the object.
You need a lattice object and a mesh object. Lattice deformations just works with mesh objects.
Create a lattice, create an object, hold down shift and select the lattice, make parent ...
Parent the mesh object to the lattice object with method Lattice Deform. A Lattice Deform constraint will be added at the mesh object.
Take care of the position and size of the lattice object. It influences how the deformation works.
Enter Edit Mode with the lattice object. Deform it. The mesh object will follow the deformation.


Vertex

Vertex parents the current object to a vertex of the target object. The vertex will be chosen automatically, it's the
closest vertice of the parent object. When you want to assign the object to a specific vertice, then you have to do
The vertex parenting in Edit mode. You need to have an object type that has vertices. Mesh or curve.
Create a mesh or curve object, create an object, hold down shift and select the mesh object, make parent ...
Vertex (Triangle)

Vertex (Triangle) parents the current object to a face of the target object. The face will be chosen automatically.
It's the closest face of the parent object. When you want to assign the object to a specific face, then you have to
Do the vertex parenting in Edit mode. You need to have an object type that has vertices. Mesh or curve.
Create a mesh or curve object, create an object, hold down shift and select the mesh object, make parent ...
| Entry | What it does |
|---|---|
| Make Parent without Inverse | With normal parenting the child object keeps its world transformation. Without inverse parenting the child object uses the coordinate system of the parent object. As one of the effects you will see that the child objects will jump to the origin of the parent object when parenting. |
| Make Parent without Inverse (Keep Transform ) | Set the object’s parenting without setting the inverse parent connections and applies all transform before the operation. Without inverse parenting the child object uses the coordinate system of the parent object. By keeping the transform, the origin of the parent and child object stay in position. |
| Object (Attach Curves to Surface) | Parent a Hair Curve to the surface of a new object. |
Last Operator Make Parent

| Entry | What it does |
|---|---|
| Type | Choose the make parent method again. This last operator counts for most of the parent actions. |
| Keep Transform | Apply transform before parenting. |
Clear Parent

Clear Parent clears the parent relation completely, including involved modifiers.
| Entry | What it does |
|---|---|
| Clear and Keep Transformation | Clear Parent clears the parent relation completely, including involved modifiers. But keeps the current visual transformation. |
| Clear Parent Inverse | Clear Parent Inverse resets the transform corrections applied to the parenting relationship. It does not remove the parenting itself. |
Last Operator Clear Parent

Change the type of clearing.
Move to Collection


Moves the selected object to a collection. The object is removed from the collection it was in.
By clicking at this menu item a popup will appear choose the new collection. Allows also to create a new collection. Once done, the object will be moved to this new created collection.
This operator can also be found in the Header Object menu.
Last Operator Move to Collection

Name
Set a name for your new collection. When you haven't created a new collection, then this name stays blank.
Toggle Local View

Toggles local view isolating the selection in the viewport. You can find this operator in the Header View menu.
| Entry | What it does |
|---|---|
| Remove from Local | Removes the selection from the Local View keeping the unselected items in the viewport. You can find this operator in the Header View menu. Note: This is a conditional operator that only shows when the context of the 3D View editor is in the Local View mode. |
| Insert Key frame | Inserts a key frame. It uses the default keying set that is defined in the Preferences. |
Insert Key frame with keying sets

Calls the Insert Key frame menu where you can choose the keying set that you want to use.
The keying set defines what kind of key frames gets recorded. When you start with an
animation, and your object does not have a keying set yet, then you will be prompted with a menu choose the proper keying set. The Insert Key frame menu.
Note that this just adds a keying set to the current key frame. And not to the whole object. That's why the keying set menu down right stays empty when you add a key frame. this way.

Delete

Deletes the selected object(s).
Show/Hide
Sub-menu with shows or hide selection, unselected or hidden operators.
Show Hidden
Makes all geometry in the scene visible again.
Hide Selected
Hides the selected geometry.
Last Operator Hide Selected

Unselected
Hides the not selected geometry.
Hide Unselected
Hides the not selected geometry. The selected geometry stays visible.
Mesh object

Shade Smooth
Sets the shading for the object to smooth. Smooth means that the sharp edges are no longer seen.

Last Operator Shade Smooth

Keep Sharp Edges
Don't remove as sharp marked edges.
Shade Auto Smooth
Sets the shading for the object to smooth with Autosmooth activated. Autosmooth means that sharp edges above an angle threshold will have sharp faceted faces, meanwhile angles under the threshold will be smooth.
Last Operator Shade Smooth by angle

Auto Smooth

Creates a auto smooth modifier for auto smoothing in the modifier stack. Where you can adjust the settings at any further step. Else it applies the current auto smooth to the mesh normals.
Angle
Maximum angle between face normals that will be considered as smooth.
Shade Flat
Sets the shading for the object to flat. Flat means that every face of the object shows faceted, with a sharp edge.

Last Operator Shade Smooth

Keep Sharp Edges
Don't remove as sharp marked edges.
Convert to

| Entry | What it does |
|---|---|
| Mesh | Converts a selected object to a Mesh Object. |
| Curve | Converts a selected Mesh or Text Object to a Curve Object. |
| Curves | Converts a selected Mesh or Text Object to a Hair Curves Object. |
| Grease Pencil | Converts a selected curve to a grease pencil stroke. |
| Point Cloud | Converts a selected object to a point cloud object. |
Last Operator Convert to Mesh, Curve, Curves & Point Cloud
Target

Target is a drop-down box that allows you to choose the convert method again.
| Entry | What it does |
|---|---|
| Keep Original | With this option ticked the original object gets kept. And a new object gets created. |
| Merge UV's | Merge UV coordinates that shares a vertex. |
Last Operator Convert Grease Pencil
Type

Type is a drop-down box that allows you to choose the convert method again.
| Entry | What it does |
|---|---|
| Bevel Depth | A curve can have a extruded geometry with bevel. Adjust the bevel depth. |
| Bevel Resolution | A curve can have a extruded geometry with bevel. Adjust the bevel resolution. |
| Normalize Weight | Normalize the weight, set from stroke width. |
| Radius Factor | Multiplier for the points radii, set from stroke width. |
| Link Stroke | — |
Set Origin

| Entry | What it does |
|---|---|
| Geometry to Origin | Sets the geometry to origin. |
| Origin to Geometry | Sets the origin to geometry. |
| Origin to 3D cursor | Sets the origin to the 3D cursor. |
| Origin to Center of Mass(Surface) | Sets the origin to the center of mass, calculating it from the center of the surface area. |
| Origin to Center of Mass(Volume) | Sets the origin to the center of mass, calculating from the center of the Volume. It must be manifold geometry with consistent normal's. |
Last Operator Set Origin

The last operator is the same for all set origin methods.
| Entry | What it does |
|---|---|
| Type | Choose the method again. |
| Center | Use the median center or the bounds center for calculation. |
Curve object

Adjust Extrusion



Extrudes a surface out of a curve or text object.
In the header you can see the height of the extrusion. In the Transform panel in the sidebar you can adjust this height also afterwards. The Z value.
Adjust Offset



Adjust Offset is just of interest when you have an extruded surface at the curve. It scales the surface size in x and z direction.
Shade Smooth
Sets the shading for the object to smooth. Smooth means that the sharp edges are no longer seen.
Shade Flat
Sets the shading for the object to flat. Flat means that every face of the object shows faceted, with a sharp edge.

Convert to

| Entry | What it does |
|---|---|
| Mesh | Converts a selected object to a Mesh Object. |
| Curve | Converts a selected Mesh or Text Object to a Curve Object. |
| Curves | Converts a selected Mesh or Text Object to a Hair Curves Object. |
| Grease Pencil | Converts a selected curve to a grease pencil stroke. |
| Point Cloud | Converts a selected object to a point cloud object. |
Last Operator Convert to Mesh, Curve, Curves & Point Cloud
Target

Target is a drop-down box that allows you to choose the convert method again.
| Entry | What it does |
|---|---|
| Keep Original | With this option ticked the original object gets kept. And a new object gets created. |
| Merge UV's | Merge UV coordinates that shares a vertex. |
Last Operator Convert Grease Pencil
Type

Type is a drop-down box that allows you to choose the convert method again.
| Entry | What it does |
|---|---|
| Bevel Depth | A curve can have a extruded geometry with bevel. Adjust the bevel depth. |
| Bevel Resolution | A curve can have a extruded geometry with bevel. Adjust the bevel resolution. |
| Normalize Weight | Normalize the weight, set from stroke width. |
| Radius Factor | Multiplier for the points radii, set from stroke width. |
| Link Stroke | — |
Set Origin

| Entry | What it does |
|---|---|
| Geometry to Origin | Sets the geometry to origin. |
| Origin to Geometry | Sets the origin to geometry. |
| Origin to 3D cursor | Sets the origin to the 3D cursor. |
| Origin to Center of Mass(Surface) | Sets the origin to the center of mass, calculating it from the center of the surface area. |
| Origin to Center of Mass(Volume) | Sets the origin to the center of mass, calculating from the center of the Volume. It must be manifold geometry with consistent normal's. |
Last Operator Set Origin

The last operator is the same for all set origin methods.
| Entry | What it does |
|---|---|
| Type | Choose the method again. |
| Center | Use the median center or the bounds center for calculation. |
Surface object
Shade Smooth

Sets the shading for the object to smooth. Smooth means that the sharp edges are no longer seen.

Shade Flat
Sets the shading for the object to flat. Flat means that every face of the object shows faceted, with a sharp edge.

Convert to

| Entry | What it does |
|---|---|
| Mesh | Converts a selected object to a Mesh Object. |
| Curve | Converts a selected Mesh or Text Object to a Curve Object. |
| Curves | Converts a selected Mesh or Text Object to a Hair Curves Object. |
| Grease Pencil | Converts a selected curve to a grease pencil stroke. |
| Point Cloud | Converts a selected object to a point cloud object. |
Last Operator Convert to Mesh, Curve, Curves & Point Cloud
Target

Target is a drop-down box that allows you to choose the convert method again.
| Entry | What it does |
|---|---|
| Keep Original | With this option ticked the original object gets kept. And a new object gets created. |
| Merge UV's | Merge UV coordinates that shares a vertex. |
Last Operator Convert Grease Pencil
Type

Type is a drop-down box that allows you to choose the convert method again.
| Entry | What it does |
|---|---|
| Bevel Depth | A curve can have a extruded geometry with bevel. Adjust the bevel depth. |
| Bevel Resolution | A curve can have a extruded geometry with bevel. Adjust the bevel resolution. |
| Normalize Weight | Normalize the weight, set from stroke width. |
| Radius Factor | Multiplier for the points radii, set from stroke width. |
| Link Stroke | — |
Set Origin

| Entry | What it does |
|---|---|
| Geometry to Origin | Sets the geometry to origin. |
| Origin to Geometry | Sets the origin to geometry. |
| Origin to 3D cursor | Sets the origin to the 3D cursor. |
| Origin to Center of Mass(Surface) | Sets the origin to the center of mass, calculating it from the center of the surface area. |
| Origin to Center of Mass(Volume) | Sets the origin to the center of mass, calculating from the center of the Volume. It must be manifold geometry with consistent normal's. |
Last Operator Set Origin

The last operator is the same for all set origin methods.
| Entry | What it does |
|---|---|
| Type | Choose the method again. |
| Center | Use the median center or the bounds center for calculation. |
Metaball object

Convert to

| Entry | What it does |
|---|---|
| Mesh | Converts a selected object to a Mesh Object. |
| Curve | Converts a selected Mesh or Text Object to a Curve Object. |
| Curves | Converts a selected Mesh or Text Object to a Hair Curves Object. |
| Grease Pencil | Converts a selected curve to a grease pencil stroke. |
| Point Cloud | Converts a selected object to a point cloud object. |
Last Operator Convert to Mesh, Curve, Curves & Point Cloud
Target

Target is a drop-down box that allows you to choose the convert method again.
| Entry | What it does |
|---|---|
| Keep Original | With this option ticked the original object gets kept. And a new object gets created. |
| Merge UV's | Merge UV coordinates that shares a vertex. |
Last Operator Convert Grease Pencil
Type

Type is a drop-down box that allows you to choose the convert method again.
| Entry | What it does |
|---|---|
| Bevel Depth | A curve can have a extruded geometry with bevel. Adjust the bevel depth. |
| Bevel Resolution | A curve can have a extruded geometry with bevel. Adjust the bevel resolution. |
| Normalize Weight | Normalize the weight, set from stroke width. |
| Radius Factor | Multiplier for the points radii, set from stroke width. |
| Link Stroke | Link strokes with zero radius sections of curves. |
Set Origin

| Entry | What it does |
|---|---|
| Geometry to Origin | Sets the geometry to origin. |
| Origin to Geometry | Sets the origin to geometry. |
| Origin to 3D cursor | Sets the origin to the 3D cursor. |
| Origin to Center of Mass(Surface) | Sets the origin to the center of mass, calculating it from the center of the surface area. |
| Origin to Center of Mass(Volume) | Sets the origin to the center of mass, calculating from the center of the Volume. It must be manifold geometry with consistent normal's. |
Last Operator Set Origin

The last operator is the same for all set origin methods.
| Entry | What it does |
|---|---|
| Type | Choose the method again. |
| Center | Use the median center or the bounds center for calculation. |
Text object

Adjust Extrusion



Extrudes a surface out of a curve or text object.
In the header you can see the height of the extrusion. In the Transform panel in the sidebar you can adjust this height also afterwards. The Z value.
Adjust Offset



Width size is just of interest when you have an extruded surface at the curve. It scales the surface size in x and z direction.
Convert to

| Entry | What it does |
|---|---|
| Mesh | Converts a selected object to a Mesh Object. |
| Curve | Converts a selected Mesh or Text Object to a Curve Object. |
| Curves | Converts a selected Mesh or Text Object to a Hair Curves Object. |
| Grease Pencil | Converts a selected curve to a grease pencil stroke. |
| Point Cloud | Converts a selected object to a point cloud object. |
Last Operator Convert to Mesh, Curve, Curves & Point Cloud
Target

Target is a drop-down box that allows you to choose the convert method again.
| Entry | What it does |
|---|---|
| Keep Original | With this option ticked the original object gets kept. And a new object gets created. |
| Merge UV's | Merge UV coordinates that shares a vertex. |
Last Operator Convert Grease Pencil
Type

Type is a drop-down box that allows you to choose the convert method again.
| Entry | What it does |
|---|---|
| Bevel Depth | A curve can have a extruded geometry with bevel. Adjust the bevel depth. |
| Bevel Resolution | A curve can have a extruded geometry with bevel. Adjust the bevel resolution. |
| Normalize Weight | Normalize the weight, set from stroke width. |
| Radius Factor | Multiplier for the points radii, set from stroke width. |
| Link Stroke | Link strokes with zero radius sections of curves. |
Set Origin

| Entry | What it does |
|---|---|
| Geometry to Origin | Sets the geometry to origin. |
| Origin to Geometry | Sets the origin to geometry. |
| Origin to 3D cursor | Sets the origin to the 3D cursor. |
| Origin to Center of Mass(Surface) | Sets the origin to the center of mass, calculating it from the center of the surface area. |
| Origin to Center of Mass(Volume) | Sets the origin to the center of mass, calculating from the center of the Volume. It must be manifold geometry with consistent normal's. |
Last Operator Set Origin

The last operator is the same for all set origin methods.
| Entry | What it does |
|---|---|
| Type | Choose the method again. |
| Center | Use the median center or the bounds center for calculation. |
Volume object

Just default settings.
Grease Pencil object

Convert to

| Entry | What it does |
|---|---|
| Mesh | Converts a selected object to a Mesh Object. |
| Curve | Converts a selected Mesh or Text Object to a Curve Object. |
| Curves | Converts a selected Mesh or Text Object to a Hair Curves Object. |
| Grease Pencil | Converts a selected curve to a grease pencil stroke. |
| Point Cloud | Converts a selected object to a point cloud object. |
Last Operator Convert to Mesh, Curve, Curves & Point Cloud
Target

Target is a drop-down box that allows you to choose the convert method again.
| Entry | What it does |
|---|---|
| Keep Original | With this option ticked the original object gets kept. And a new object gets created. |
| Merge UV's | Merge UV coordinates that shares a vertex. |
Last Operator Convert Grease Pencil
Type

Type is a drop-down box that allows you to choose the convert method again.
| Entry | What it does |
|---|---|
| Bevel Depth | A curve can have a extruded geometry with bevel. Adjust the bevel depth. |
| Bevel Resolution | A curve can have a extruded geometry with bevel. Adjust the bevel resolution. |
| Normalize Weight | Normalize the weight, set from stroke width. |
| Radius Factor | Multiplier for the points radii, set from stroke width. |
| Link Stroke | Link strokes with zero radius sections of curves. |
Set Origin

| Entry | What it does |
|---|---|
| Geometry to Origin | Sets the geometry to origin. |
| Origin to Geometry | Sets the origin to geometry. |
| Origin to 3D cursor | Sets the origin to the 3D cursor. |
| Origin to Center of Mass(Surface) | Sets the origin to the center of mass, calculating it from the center of the surface area. |
| Origin to Center of Mass(Volume) | Sets the origin to the center of mass, calculating from the center of the Volume. It must be manifold geometry with consistent normal's. |
Last Operator Set Origin

The last operator is the same for all set origin methods.
| Entry | What it does |
|---|---|
| Type | Choose the method again. |
| Center | Use the median center or the bounds center for calculation. |
Armature

Set Origin

| Entry | What it does |
|---|---|
| Geometry to Origin | Sets the geometry to origin. |
| Origin to Geometry | Sets the origin to geometry. |
| Origin to 3D cursor | Sets the origin to the 3D cursor. |
| Origin to Center of Mass(Surface) | Sets the origin to the center of mass, calculating it from the center of the surface area. |
| Origin to Center of Mass(Volume) | Sets the origin to the center of mass, calculating from the center of the Volume. It must be manifold geometry with consistent normal's. |
Last Operator Set Origin

The last operator is the same for all set origin methods.
| Entry | What it does |
|---|---|
| Type | Choose the method again. |
| Center | Use the median center or the bounds center for calculation. |
Lattice

Set Origin

| Entry | What it does |
|---|---|
| Geometry to Origin | Sets the geometry to origin. |
| Origin to Geometry | Sets the origin to geometry. |
| Origin to 3D cursor | Sets the origin to the 3D cursor. |
| Origin to Center of Mass(Surface) | Sets the origin to the center of mass, calculating it from the center of the surface area. |
| Origin to Center of Mass(Volume) | Sets the origin to the center of mass, calculating from the center of the Volume. It must be manifold geometry with consistent normal's. |
Last Operator Set Origin

The last operator is the same for all set origin methods.
| Entry | What it does |
|---|---|
| Type | Choose the method again. |
| Center | Use the median center or the bounds center for calculation. |
Empty + Image object

The Image object types is a special kind of an empty. So they have the same entry in the context menu.
Adjust Empty Display Size


Scale the size of the empty in the viewport.
Note, this value does not show elsewhere. And there is no way to reset it to the default size except to scale it again with Empty Draw Size. The value in the header will help you.
Speaker object

Just default settings.
Camera object

Set Active Camera
Sets the currently selected camera as the active camera, and switches to camera view.
Adjust Focal Length

Changes the focal length of the camera. You can adjust it afterwards in the properties editor.


Adjust Focus Distance


Changes the focus distance for depth of field. You can adjust it afterwards in the properties editor. The values in the depth of field are not as exact as the dof distance values though.
Object specific - Light object

There are four different light types. Each light type has its own settings. Power is the same in all. When you adjust the values then you will see a string with the values in the header.
Point light

Adjust Light Power


Adjust the power of the light. The light power setting is in the properties editor in the light panel in the object data properties tab.
Adjust Light Radius

Adjust the radius of the point light.
Sun light

Adjust Light Power


Adjust the power of the light. The light power setting is in the properties editor in the light panel in the object data properties tab.
Adjust Sun Light Angle

Adjust the angle of the sun light.
Interactive Light Track
Navigate a lamp of type sun or spot light to point at objects. The lamp follows the mouse cursor.
Spot light

Adjust Light Power


Adjust the power of the light. The light power setting is in the properties editor in the light panel in the object data properties tab.
Adjust Light Radius

Adjust the radius of the light.
Adjust Spot Light Size


Adjust the angle of the spotlight beam. Note that the value in the header is in radians, while the value in the panel is in degrees.
Adjust Spot Light Blend

Adjust softness of the spotlight edge.
Interactive Light Track
Navigate a lamp of type sun or spot light to point at objects. The lamp follows the mouse cursor.
Area light

Adjust Light Power


Adjust the power of the light. The light power setting is in the properties editor in the light panel in the object data properties tab.
Adjust Area Light Size

Area light only.
Scale the size of the area light. Size Y appears with Shape Rectangle.
Interactive Light Track
Navigate a lamp of type sun or spot light to point at objects. The lamp follows the mouse cursor.
Light Probe object

Just default settings.
Force Field

The force field is displayed as an empty.
Adjust Empty Display Size


Scale the size of the empty in the viewport.
Note, this value does not show elsewhere. And there is no way to reset it to the default size except to scale it again with Empty Draw Size. The value in the header will help you.
Collection Instance

Adjust Empty Display Size


Scale the size of the empty in the viewport.
Note, this value does not show elsewhere. And there is no way to reset it to the default size except to scale it again with Empty Draw Size. The value in the header will help you.
Set Origin

| Entry | What it does |
|---|---|
| Geometry to Origin | Sets the geometry to origin. |
| Origin to Geometry | Sets the origin to geometry. |
| Origin to 3D cursor | Sets the origin to the 3D cursor. |
| Origin to Center of Mass(Surface) | Sets the origin to the center of mass, calculating it from the center of the surface area. |
| Origin to Center of Mass(Volume) | Sets the origin to the center of mass, calculating from the center of the Volume. It must be manifold geometry with consistent normal's. |
Last Operator Set Origin

The last operator is the same for all set origin methods.
| Entry | What it does |
|---|---|
| Type | Choose the method again. |
| Center | Use the median center or the bounds center for calculation. |









