Tab: switch between Edit mode/Object mode
Z: switch between Solid mode/Wireframe mode
Right mouse button: Select
A: Select/Deselect all
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
Control + I: Inverse selection: selects all geometries that are not selected, and deselect currently selected components
G: Translate (move) selection
N: Number Panel. The location, rotation and scaling of the active Object are displayed and can be modified.
E: Extrude selected components
I: Inset selected components
F: Create an edge between two selected vertex, or a face between three or more selected vertex
P: Split object
Ctrl + J: Join together two or more objects
Ctrl + R: Loop cut
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 + S: Snap selection or cursor
Shift + A: Add
O: Organic mode (use mouse wheel to increase/decrease selected area of influence)
SPACE: Command launcher
1. How to select an area of specific color
Tools ➡ Selection Tools ➡ By Color Select
Click on the color area
2. Make a color area transparent
Tools ➡ Selection Tools ➡ By Color Select
Click on the color area
Cut the selected area to make it transparent
3. Make a color area a different color
Tools ➡ Selection Tools ➡ By Color Select
Click on the color area
Right click on the selected area ➡ Colors ➡ Map ➡ Palette Map
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
sudo add-apt-repository ppa:inkscape.dev/stable
sudo apt update
sudo apt install inkscape
File ➡ Document properties... ➡ Grids ➡ Creation ➡ Axonometric grid ➡ New
Spacing Y: 10
View ➡ Custome selected
View ➡ Zoom ➡ Zoom 1:1
Shift + Ctrl + f
Example of isometric art: https://www.youtube.com/watch?v=R31TPsDBs_U Example of 3D art with rounded corners: https://www.youtube.com/watch?v=NMe1yS3tN_8
File ➡ Document properties ➡ Page ➡ Background ➡ Checkerboard background
Create and edit gradient (Ctrl + F1)
Drag to where you want the gradient direction to apply
Click on the second stop (blue dot of the gradient vector)
Select a color. If you don't select a color, the default is transparency
File ➡ Import
Choose to "embed" the image.
Select the image with the select tool (↖).
Path ➡ Trace Bitmap ➡ Multiple scans ➡ Colors:
Scans: 2
Remove Background checked
Select "Update" for a preview until settings are fine.
Start tracing with "OK".
Now a vectorized image of your original bitmap will be seen on top of the bitmap. We can resize or move this newly created object, delete the original image, or choose to "Object - Ungroup" in case we need to adapt shapes or colour of sub-object created.
If necessary, reduce size of the vectorized image (hold down CTRL to lock ratio), so that it fits on the page. Otherwise it may appear "cropped" when viewed.
Use "File - Save As" to save your file in SVG format.
Import SVG file
Select all elements and group them together
Make white color transparent:
Filters ➡ Fill & Transparency Utilities ➡ Light Eraser
Expansion: 7.0, Erosion: 10.0, Global opacity: 1.00
Make rest of colors white:
Filters ➡ Color ➡ Fade to Black or White
Level: 0.00, Fade to white
Alt + Left Click: Select object in the bottom
Hold Left Click + space: Make copy of object
#: Toggle grid on/off