Join the Blockbench Discord server, it is the heart of the Blockbench community! You can discuss WIP projects, share finished models, ask questions, collaborate, participate in events, or just hang out with the community.

You can upload models from Blockbench directly to Sketchfab, by going to "File" > "Export" > "Upload to Sketchfab". Once on Sketchfab, you can change lighting and effects and create renders or share your model. You can also build your portfolio or embed models into your website.


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If you stream Blockbench, but don't want your audience to see other projects you worked on, enable Streamer Mode in the Settings ("File" > "Preferences" > "Settings..." > "General"). It will hide potentially sensitive information like unreleased projects.

An axis (plural axes) is a reference line in a coordinate system that defines a dimension. In a 3D space there are three axes: X, Y and Z. In Blockbench X represents width, Y height and Z length. The origin of the coordinate system is the point of intersection between the three axes, i.e. its coordinates are (0, 0, 0). The coordinates get higher in the + direction (from the origin to where the arrow points) of each axis and lower in the - direction (from the origin to away from where the arrow points) of each axis.

There are three main motions for navigating the Viewport (rotate, drag and zoom). These controls can be adjusted in Keybindings by either setting them manually or loading a keymap. Here is a list of default keymaps:

Transform Gizmos are controls in the Viewport used to move, resize and rotate elements and groups. The Orbit Gizmo is a set of controls in the bottom right of the Viewport used to rotate the camera and switch to side views.

The Sidebars contain panels depending on the interface mode. The Outliner shows the components and hierarchy of the model and offers actions for adding, removing, moving, parenting, locking and toggling elements and groups. The rest of the panels are mode-specific and are explored in detail in the section of their respective interface mode. If you want to focus your attention only on the model itself, press the little arrow icons (in the right and left corner of the Status Bar) to toggle the Sidebars. Both Sidebars can also be quickly toggled using Ctrl+B (this keybinding can be changed in the Preferences).

A toolbar is a customizable bar that holds a number of actions, usually at the top of a panel. In order to customize a toolbar, click the three dots on the right side of the last tool on the bar (use "Customize" to add more tools and "Reset" to get the default set-up back). Number sliders are inputs in toolbars that support many ways of input (sliding, pressing arrows and using math expressions).

The Main Toolbar is the toolbar above the Viewport. It comes with a set of default tools dependent on the interface mode, but can be customized, like all the other toolbars. In order to customize it, click the three dots on the right side of the last tool on the bar (use "Customize" to add more tools and "Reset" to get the default set-up back).

Keybindings (keyboard shortcuts) are one of the main ways to speed up your workflow. To learn them, hover over actions (the keybinding will appear next to the label), open the menus or search them in "Preferences" > "Keybindings". If there is no keybinding for an action, you can in most cases define one in "Preferences" > "Keybindings". Default keybindings can also be changed there.

Press Ctrl + P to capture a screenshot (the keybinding can be changed in the Preferences). Alternatively, open the Preview menu (right click in the Viewport or click the 3 dots in the top right corner of the Viewport) and select "Screenshot Model". In the Preview menu, you can also select one of the preset angles, or create, save and load your own before taking the screenshot.

You can load background images into Blockbench. A background can be helpful to customize the interface, to load a reference image or to be used as a blueprint. Open the Preview menu (right click in the Viewport or click the 3 dots in the top right corner of the Viewport) to load and edit background images.

Press Z to switch between Textured, Solid and Wireframe Mode. The Solid Mode enables you to view the shape of the model without the texture. The Wireframe Mode only shows the shape outlines, allowing you to see through the model and align cubes and pivot points more easily.

Losing progress is rarely a concern with Blockbench because it creates automatic backups once every 10 minutes by default (you can adjust the interval length in the Settings). Click "Help" > "Open Backup Folder" and locate the right backup file.

You can install Blockbench as a Progressive Web App. This is an in-between of the desktop app and the web app and is particularly useful on Phones and Tablets. PWAs launch in full screen and work offline! Find installation instructions on the Download page.

The UV Panel consists of the UV Editor, texture size, Full View (a dialog pops up with a larger version of the UV Editor) and UV Window buttons (a dialog pops up that displays all faces next to each other). In the Box UV mode, there is also a UV Overlay toggle (to show/hide all UV maps at once) and a Mirror UV action (to mirror the UV on the X axis). The UV Editor comes with two sliders, for horizontal and vertical position. In the Per-Face UV mode, there is a different tab for each face's UV in the UV Editor. The UV Editor also comes with four sliders, two for position and two for scale.

The Element Panel contains toolbars with sets of sliders for Position, Size, Pivot Point and Rotation. Next to the Size sliders, there is also the Inflate slider and, next to the Pivot Point sliders, there is the Center Pivot action.

Parenting is the process of attaching bones to each other in a hierarchical order. Child bones can be manipulated on their own, but they are also forced to follow the parent bones. It is crucial for posing and animation. The best bone structure is one that allows for the most intuitive bone manipulation (e.g. if the torso moves, the arms should follow). Parenting should be done outward, from proximal bones (closer to the center of the body) to distal bones (away from the body). Along with parenting, setting the pivot points correctly is the most important part of creating the bone structure. Posing and animating can also be done outward (as seen in the image below marked with numbers 1-4). For a cleaner workflow, bones should have a consistent naming convention.

A pivot point is the center of rotation of a bone. It should not be placed randomly (left-most example in the image below) because that can lead to issues with animation and/or later edits of the model. The center of rotation is usually not supposed to be at the center of geometry (middle example in the image below). As a general rule, the pivot point should be at the center of the joint (point of attachment between two bones; right-most example in the image below).

The pivot point can be set in the viewport using the Pivot Tool (found in the Main Toolbar) or in the sidebar using sliders (found in the Element panel). The pivot point can also be centered to the selection using the button next to the Pivot Point sliders.

The Inflate feature enables you to scale cubes by the same number on all axes (in all directions), while keeping the UV mapping intact regardless of the UV mode (per-face or box UV). The Inflate slider can be found next to the Size sliders in the Element panel.

The Z-buffer is a technology of managing the image depth coordinates in 3D graphics, which helps distinguish objects that are rendered from those hidden behind them. Z-fighting is an artifact that occurs due to coplanar cubes (or cubes that are almost coplanar) sharing the same Z-value. It results in fragments of both faces being rendered. To avoid it, the cubes can be moved away from the conflict if the geometry allows it (1) or one of them can be inflated/deflated (2).

The Rotate feature enables you to turn the selected elements by 90 in either direction on any axis. In per-face UV mapping, the mapping of the faces stays intact after performing the rotate action. Box UV cannot preserve the mapping, so it is usually better to use bones for rotating a larger quantity of elements together.

In many cases, there are shapes on the model that need to be symmetrical. Using the Flip feature, you can make those elements/bones only on one side and mirror them to the other, instead of doing everything manually. It works on all three axis, but X is likely to be used the most. It will also rename the bone for you from left to right and vice versa (e.g. the duplicate is called leg_right2, but when you flip it, the name will change to leg_left).

The Color Panel contains the Color Bar (with the selected color and its HEX value displayed, as well as Color History). Below it, there are three tabs: Picker (which shows the HSV color picker), Palette (which shows the palette with options to import, export, generate, sort and load a palette) and Both (which shows both the HSV color picker and the palette at the same time). The HSV Color Picker, aside from the hue ribbon and saturation/value coordinate system, contains the HSV sliders and two actions - Add To Palette and Pick Screen Color.

The Animations Panel contains a list of all animations, a slider for the length of each animation and actions for creating and importing animations. You can select an animation in the list by left-clicking it, open Animation Menus by right-clicking and open Animation Properties by double-clicking.

The Timeline gives an overview of the animation and its properties. It consists of the Header and the Main View (which can be either Keyframe View or Graph Editor View). The Keyframe View allows you to set and display keyframes of all active channels at once. The Graph Editor View allows you to adjust animation curves in a selected channel.

The Time Ruler is the strip (at the top of the Main View) that graphically represents time using equally spaced markings (units of time). The blue square bracket on the Time Ruler indicates the end of the animation. 152ee80cbc

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