Blender For Dummies. Jason van Gumster

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There are actually three reasons for doing it this way. One is philosophical, and the other two are practical.

       Separating selection from action: In the right-click selection paradigm, the left mouse button is intended to be used to perform or confirm an action. You left-click buttons or menus and left-click to confirm the completion of an operation like moving, rotating, or scaling an object, and you use it to place the 3D cursor. Selecting an object doesn’t really act upon it or change it. So right-click is used to select objects as well as cancel an operation before it’s completed. This setup is a bit abstract, but as you work this way, it does actually begin to make sense.

       Prevention of accidental mis-clicks: A functional example would be interacting with the 3D manipulator and other tools (as covered in Chapter 3). If action and selection are on the same mouse button, it’s quite easy to accidentally move an object using the 3D manipulator when you only meant to select, and vice versa. Likewise on any of Blender’s time-based editors, it was difficult to scrub without accidentally selecting a keyframe. As of Blender 2.80, there’s an explicit (and somewhat small) region for scrubbing, so this is less of an issue now, but at the price of being able to scrub anywhere in the editor.

       Prevention of Repetitive Stress Injury (RSI): Computer graphics artists like 3D modelers and animators are known for working at a computer for insanely long stretches of time. Repetitive stress injury, or RSI, is a real concern. The more you can spread the work across the hand, the lower the chance of RSI. By making it so that you’re not doing every single operation with the left mouse button, the right-click option helps in this regard.

      

Bottom line, the right-click-to-select paradigm really is a nice, efficient way of working in 3D space after you get used to it. Although this book is written with the default left-click behavior in mind, I encourage you to try out right-click selection by enabling the Blender 27X preset in the Keymaps section of the Preferences editor. It takes a little getting used to, but for me it’s a faster, safer way to work.

       Shift+right-click: If you Shift+right-click anywhere in the 3D Viewport, Blender places the 3D cursor directly at that location, oriented with its axes towards the viewport. This means of placing the 3D cursor is super-fast, but you’re limited in orientation options because it uses only the same orientation as the one you’re using to look into the 3D Viewport.

       Sidebar View tab: If you press N while in the 3D Viewport, Blender should reveal its Sidebar region along the right side of the editor area. If you go to the View tab, you should see a panel labeled 3D Cursor. From the Location and Rotation value fields in this panel, you can very accurately adjust the position and orientation of the 3D cursor.

       Cursor tool: Along the left side of the 3D Viewport is Blender’s Toolbar. The second tool from the top looks just like the 3D cursor. When you choose to activate this tool, you can place the 3D cursor anywhere in your scene with a simple left-click. That in itself is nice, but the real benefits of using this tool are the options you get in the Active Tool context of the Properties editor. Of particular interest is the Orientation drop-down menu. By default, this menu is set to View, reflecting the same behavior you get when Shift+right-clicking. However, you can change to any of the following options:None: If you choose None as your orientation, Blender just keeps the 3D cursor at whatever orientation it’s currently using.View: This orientation type is the default behavior. The 3D cursor simply points at you through the 3D Viewport.Transform: Choosing the Transform orientation option tells Blender to have the 3D cursor share the same orientation as is set in the Transform Orientation menu in the 3D Viewport’s header. By default, that menu is set to Global, but there are other options as well, covered in Chapter 3.Geometry: The Geometry option is extremely handy while modeling. If you left-click to place the 3D cursor on an object in your scene, not only will Blender place the 3D cursor there, but its orientation will also adjust to match the surface geometry of that object. This feature is most useful when trying to place an object so it looks like it’s naturally protruding from an object’s surface.

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      FIGURE 2-6: You can control the position and orientation of your 3D cursor from the Sidebar in the 3D Viewport, as well as the Active Tool context of the Properties editor when the Cursor tool is active.

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      FIGURE 2-7: The Pivot Point menu in the 3D Viewport’s header (left) and as a pie menu (right).

Screenshot depicting Snap menu with Selection to Cursor, Active, Grid; Cursor to Grid, World Origin, Selected, Active.

      FIGURE 2-8: The Snap menu.

      Through this menu, you can snap your selected object to a fixed coordinate on the grid in the 3D Viewport, the location of the 3D cursor, or to the center of the grid, also known as the world origin of the scene. You also have the ability to snap the 3D cursor to the middle of multiple selected objects, a fixed location on the grid, or to the active object in the scene. This method is a very effective way to move an object to a specific point in 3D space, and it’s all thanks to the little 3D cursor.

      A handful of additional features in Blender’s 3D Viewport are worth mentioning. They can be classified as productivity enhancers, learning aids, or comfort features for users migrating from other programs. This section outlines a few of these features.

      Quad View

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