More About Blender 2.8 Interface - Blender Tutorial | Beginner to Advanced


January 03, 2019

More About Blender 2.8 Interface

Object Interaction Mode

Hello friends welcome back. Today you will know some more about Blender 2.8 Interface. First Talk about Object Interaction Mode.

Blender has 6 Object Interaction mode.

Object Mode Edit Mode Blender
If you press Keyboard Keys LEFT CTRL + TAB you can still access this with pie menu.

Blender edit mode object mode pie menu

I will talk about these things later. But now give a short introduction about EDIT MODE. If you need to model something if have to go in this edit mode. EDIT MODE is for editing the model. Like if you select the 3D cube with left click and then click on the Edit mode then the Cube will go into edit mode.

Every 3D model has 3 components - 1. Vertices, 2. Edges, 3.Faces.

Blender model Vertices Vertex
Blender model Edge
Blender model Face

In edit mode you can Modify these things to create your model. With LEFT CTRL + TAB key you bring the pie menu for all modes. But if you only press TAB key the object will go into edit mode directly or if you are in the edit mode now if you press TAB you go into OBJECT MODE. We will talk about this things in Modelling tutorial.

Transform Orientation

In the above video you can clearly see how you can change a objects Transform Orientation in Blender 2.8. First go to the Transform Orientation Button and Select Global from the drop down list. And then go to the Tools Tab and Select Move. Now select the 3D cube and move the object by selecting the Green handle to move the object by its Y AXIS(it means front/back in Blender). You can select the Red handle to Move the object by its X AXIS(it means left/right in Blender). You can select the Blue handle to Move the object by its Z AXIS(it means up/down in Blender). And now notice how the object move if you select the Global Transform Orientation.

Now go to the Transform Orientation Button

Blender Transform Orientation

Now Select Local from the drop down list. 

Then go to the Tools tab and select Rotate. Now Click on the 3D cube and rotate the object by selecting the handles and moving your mouse. Click on the Red line to rotate the Object by its X AxisClick on the Green line to rotate the Object by its Y AxisClick on the Blue line to rotate the Object by its Z Axis

Now Rotate the object by selecting its Red Handle(X AXIS) by some amount. Again go to tools tab and select Move. Now if you Click the Green handle and move your object you will see a great difference. It looks different from the way how its move with Global Orientation. 


The manipulator corresponds to the Global axis. The Mini Axis and the Grid Floor at the lower left corner of the viewport show the axes of the world coordinate system.


The manipulator corresponds to the object axis. When an object is rotated, the direction of the local handler corresponds to the rotation of the object in relation to the global axis. While the global manipulator always matches the coordinates of the world.


The manipulator 's Z axis matches the Normal of the element selected. When several elements are selected, they are oriented to the average of these norms. This is equivalent in object mode to local orientation.


Use a Gimbal behavior that can be changed depending on the rotation mode currently used. 
View The handset matches the 3D view (viewport):
  • Y: Up/Down
  • X: Left/Right
  • Z: Towards/Away from the screen
You can change Transform Orientation with keyboard key COMMA( , )


Blender 2.8 Snapping

You can snap your by Clicking on Magnet Icon, you can see it in the above image. After clicking on the magnet icon click the small down arrow beside the magnet icon to set the snapping type. 


Snaps to regions within the first object volume located under the mouse cursor. In contrast to other options, this option controls depth( i.e. Coordinates Z of the transformed element in current view space. By switching the button on the right side of the snap target menu( see below), target objects are considered as a whole when the volume center is determined.


Snap in mesh objects to the surfaces of faces. Suitable for retopology.


Snap to edges of mesh objects.


Snap to vertices of mesh objects.


Snap points to the grid. When viewed in orthography, the snapping increase varies according to the zoom level.

Pivot Point

In the above video you can clearly see how you can set a objects pivot point in Blender 2.8. You can do this with keyboard key DOT( . ). In the video you can see how I have added another object by clicking on the ADD button. You can do this by keyboard key LEFT SHIFT + A.

Shading Options

Blender 2.8 shading

First Select the cube and Delete it by pressing Keyboard key X. Then Add a UV Sphere by going to ADD > MESH > UV SPHERE. Then RIGHT CLICK on the UV SPHERE object. A menu menu will open. from that menu select Shade Smooth. It will smooth your object rather than flat surface. Now follow the below video to learn more about Shading. 

So you have learned so many things in this chapter. There will be more. In the next tutorial you will learn how to model a simple cup and learn some more things. So happy blending.

No comments:

Post a Comment