利用者:Pepribal/Ref/Interface/Transforms
目次
Interactive transforms (transform modes)
Transforms are very frequent operations in Blender. In the 3D View, for instance, objects and geometry elements are moved, scaled or rotated all the time. But these operations are not restricted to this particular editor: other elements in other editors can also be transformed interactively using the same techniques.
Invoking the operation
The most common transform modes are:
- Grab mode, used for translation of elements, invoked usually with the G hotkey.
- Rotation mode, used to rotate elements, invoked usually with the R hotkey. A successive presses of R will switch from rotation mode to trackball mode.
- Scale mode, used to resize elements, invoked usually with the S hotkey.
Additionally, there is usually a menu entry to execute these operations.
Besides the ones mentioned, there are other interactive transform operations available in specific contexts, like interactive mirror, warp, etc. Sometimes, one particular operation invokes a transform operation after it is done. That is the case of extrusion or duplication, where new elements are initially placed in grab mode.
All these operations are said to be interactive, as mouse movement defines the final operation, with a continuous feedback on screen that shows the operation status. When this movement is a mouse drag, the operation is confirmed on mouse button release.
During interactive operation
Besides moving the mouse device, there are other actions that can be taken before confirm (or cancel), that affect the final result.
Axis/plane restrictions
Operations can be restricted to a particular axis or plane:
- MMB lets you restrict to a particular global axis interactively.
- ⇧ ShiftMMB lets you restrict to a particular global plane interactively. The plane is perpendicular to the axis that you are clicking on.
- Hotkeys X, Y and Z let you choose the axis to restrict to.
- Hotkeys ⇧ ShiftX, ⇧ ShiftY and ⇧ ShiftZ let you choose the two opposed axes (plane) to restrict to.
- Selecting one axis (or opposing plane) with the keyboard, and pressing the same hotkey again (with or without ⇧ Shift), switches from global system to the current transform orientation selected, unless it is set to global, in which case it will switch to local system. A third press will deselect axis (or plane). When the non-global transform orientation is in action, restricting with MMB will use that particular orientation.
Even unrestricted transforms are usually restricted to the viewport orientation:
- In grab mode, elements are moved in the X and Y direction of the viewport.
- In rotation mode, elements are rotated around the Z axis of the viewport, while in trackball mode, horizontal movement of the mouse rotates around the viewport Y axis and the vertical movement does the same around the viewport X axis.
- In scale mode, elements are scaled uniformly on the 3 axes.
In 2D editors we can still restrict interactive operations to the available axes.
Transform quantity
There are a few hotkeys that affect the amount of transformation, that can be pressed while moving the mouse:
- Ctrl inverts the current snap on/off status, which by default is set to increments (uniform steps).
- ⇧ Shift decreases the mouse movement effect, producing smaller changes.
Both hotkeys can be used together.
There is also the possibility to directly type numerically the amount of transformation desired.
Accepting and cancelling
These are the usual shortcuts for accepting and cancelling:
- LMB , Space and ↵ Enter accept changes. For operations of type 'confirm-on-release', releasing the mouse button will also accept the changes; in that case confirmation with LMB is not possible.
- RMB and Esc cancel the operation.
After accepting the operation
In the specific case of the 3D View, there is the possibility to tweak the operation once accepted, using the specific redo panel corresponding to the operation. These are the most frequent controls we can find in these such panels:
- Amount of the operation. This can be called Vector, Angle, Offset, or any other name, depending on the operation. This can be a single value or a set of 3 values (1 per axis, usually global).
- Constraint Axis to constraint the operation to one or more axes (tick boxes X, Y and Z).
- Orientation lets you choose the orientation of the restricted axes.
- Mirror Editing edits also the symmetrical elements in edit mode. The plane of symmetry is the local YZ plane.
- Controls to activate/deactivate (Proportional Editing) and configure the type (Proportional Editing Falloff) and size (Proportional Size) of the proportional edit tool.
- Edit Object data texture space tick box lets you apply the operation to the object data texture space, instead of the object or element itself. This is only available in translation and scale.
- Confirm on Release does nothing but indicate what kind of operation it was: drag-and-release or move-and-confirm.
Using the 3D manipulator widgets
With these widgets you can transform the selected elements in the 3D View. The resulting operations work in the very same manner described above with one exception: LMB is pressed during the interactive transformation, so you cannot confirm by clicking with LMB , but by releasing it: they are "confirm on release" operations. However the rest of confirm ways still apply, as well as all the keyboard and mouse shortcuts explained, and the redo panel tweakings.
Use the manipulators by LMB click and drag on any of the handle axes to set the elements in the transformation mode desired. This transformation will be locked to the clicked axis. If you use ⇧ ShiftLMB instead, the transformation will be locked to the other two axes, that is, to the opposing plane.
You can, instead apply the action on the small white circle:
- In traslations, we will move the elements in the XY plane of the actual view. It's the equivalent operation to pressing G.
- In rotations, the elements will be placed in trackball mode initially. It's the equivalent operation to pressing R twice.
- In rotations, you'll be scaling the elements in all the three axes. It's the equivalent operation to pressing S.
In rotations, you can apply the action on the big outer white circle. In that case, you will be rotating the elements around the Z axis of the viewport. It's the equivalent operation to pressing R.
Performing a simple click on any of the handles, without dragging at all, you can perform the entire operation from the redo panel.