Tab: Toggle Edit mode
1-3: In Edit mode, switch between editing vertices (1), edges (2), or faces (3)
Shift + Z: Swap between Solid mode/Wireframe mode
A: Select all
AA / Alt + A: Deselect all
H: Hide Selection
Alt + H: Reveal hidden items
Ctrl + I: Inverse selection: selects all geometries that are not selected, and deselect currently selected components
G: Transform (move) selection. Press X, Y, Z or hold Mouse Wheel to move in a specific axis.
S: Transform (scale) selection. Press X, Y, Z or hold Mouse Wheel to scale in a specific axis.
R: Transform (rotation) selection. Press X, Y, Z or hold Mouse Wheel to rotate in a specific axis.
Ctrl + G/S/R: snapping transform (move, scale or rotate in snapping mode)
B: Border select: rectangular region selection tool (in Wireframe mode, it will select components not visible in other display modes)
C: Circle select: circular shaped brush selection tool
N: Toggle side bar
T: Toggle tool bar
E: Extrude selected components
I: Inset selected components
F: Create an edge between two selected vertices , or create a face between three or more selected vertex / or two or more selected edges
Alt + F: Fill the gaps (edit mode): Create a face within vertices and edges selected.
X: Delete menu (edit mode): Show different deletion options. 'Limited disolve' is very cool. It eliminates redundant edges in an item.
P: Split object
Ctrl + J: Join together two or more objects
Ctrl + R: Loop cut and slide
Ctrl + B: Bevel on selected edge/edges (move mouse to change width. Use mouse wheel to change segments)
Ctrl + B: Bevel vertex. Press V to change only vertices (move mouse to change width. Use mouse wheel to change segments)
Shift + Tab: Snap during transform
Shift + A: Add a mesh
O: Organic mode (use mouse wheel to increase/decrease selected area of influence)
Ctrl + V: Lauch Vertex menu (edit mode)
Ctrl + E: Edge menu (edit mode)
Ctrl + F: Face menu (edit mode)
Shift + S: Cursor menu
Z: Shader menu
< : View menu
SPACE: Command launcher
Press G, S or R
Press X, Y or Z; or hold mouse wheel
Move mouse (hold Ctrl for snapping)
Press G, S or R
Press Shift + X, Y or Z
Move mouse
Press Tab to toggle Edit Mode
Press Ctrl + R
Point the mouse cursor to the item where you want the cuts. Depending on the position of the cursor in the item, it will highlight the X or Y axis.
If you rotate the mouse wheel, you can create multiple segments.
Click LMB to perform the cut. Move the mouse to place the segment more accurately if you want. Click LMB again to confirm the cut.
LMB click the first vertex
Hold SHIFT and LMB click the second vertex
Press F
LMB click the first vertex / edge
Hold SHIFT and LMB click the rest of vertices / edges
Press F
The video explains how to use a single png file to texture several models.
This way, only one file is used, which saves space on disk and ram and processing time.
If you want to create a collision mesh in an object created in Blender, rename the object (not the file) by adding the suffix -col. For instance: Cube-col
When exporting Cube-col to Godot, Godot will generate a collision mesh automatically.
The video explains how to export whole sceneries or single models to Godot
It also explains how to create collision meshes in Blender and in Godot
The exporter plugin used is Better Collada: https://github.com/godotengine/collada-exporter