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Object Mode

BEGINNER
📖10 min read

Introduction​

This page accompanies the tutorial video above. It is designed for those who prefer to read along or use a text guide for reference.

The approach of this entire three part Blender tutorial is to start with a stripped-down version of Blender and build it up together as an exersize, adding complexity layer by layer, to provide a clear understanding of the basics of the Blender interface and its customizability.

Pacing: The video is intentionally fast and concise. It is advised to pause after each distinct section and reproduce the steps in your own viewport. Download the example file, fire up Blender, and follow along.

Template File

The setup file that is used in the video is available here: Proton Drive Download BVI_BFS_The_Void.blend from the BFS01_Object_Mode directory. Drag and drop in Blender or use file > Open > Select file from within Blender.


Navigation

Master the 3D viewport controls: Orbit, Pan, and Zoom to inspect your scene from every angle.

Manipulation

Learn the core transformations: Grab (Move), Rotate, and Scale to position objects precisely.

Interface

Understand the workspace layout, editors, and how to customize the UI for your workflow.


The Workspace and UI Elements​

Workspace​

A collection of windows to edit or manipulate data. Default workspaces (like Layout, Modeling, Sculpting) are available by clicking the little plus sign. You can create your own custom workspaces.

Show Menus​

Right-click on the header bar and enable Show Menus to replace the hamburger icon with visible menu options (File, Edit, Render, Window, Help).

Status Bar​

Click on Window and select Show Status Bar. The content changes based on your mouse position.

Recommended Status Bar Options: Right-click the status bar to enable:

  • Blender Version
  • Video Memory
  • System Memory
  • Scene Statistics (for an overview of resources and scene information)

The 3D Viewport​

The 3D Viewport is where you will spend 80% of your time.

  • Viewport & Mode: The top-left corner shows you are in the 3D Viewport and Object Mode. When an object is present, you can switch between Object Mode (for manipulating whole objects) and Edit Mode (for manipulating object components like vertices and faces).
  • Menu Bar: Next to the mode selector are View, Select, Add, and Object menus, which contain options specific to the 3D Viewport and Object Mode.
  • Advanced Options (Middle): In the middle of the top bar, you will find options for snapping and proportional editing, which are more advanced and will be revisited later.
  • Viewing Options (Top Right): These options control what is visible and how the scene is displayed, including:
    • Gizmos: Controls the visibility of transformation tools.
    • Viewport Overlays: Controls the visibility of aids like the grid, axes, and statistics.
    • Viewing Modes: Goes from simplest (Wireframe) to most complicated (Rendered).

Adding Geometry​

Methods for Adding Primitive Geometry (e.g., a Cube):

  1. Toolbar (Not Recommended): Activate the Toolbar (View > Toolbar). The toolbar on the left provides primary interaction mechanisms: select, transform (move, rotate, scale), analyze, and add geometry. Click Add Cube, then press and hold the left mouse button and drag to create the cube.
  2. Menu Bar: Go to Add > Mesh > Cube.
  3. Shortcut (Most Practical): Press SHIFT + A to open the Add menu, then select Mesh > Cube.

Adjusting New Geometry​

When a new object is added, a window pops up in the bottom left, allowing you to fine-tune its details (size, location, rotation).

  • Reset to Default: Hover over an input field and right-click to reset its value to default.
  • Calculations: You can type simple math directly into input fields (e.g., 15 + 15).
  • Multiple Values: Click and drag the left mouse button down over multiple input fields to select them, and any value you type will apply to all of them.

Selecting Geometry​

Selection Tools (Toolbar: Tweak > Select)​

  • Tweak: Click and hold the left mouse button to add a new cube or move a selected one.
  • Select Box: Click and hold the left mouse button and drag a square to select objects within the box.
  • Select Lasso: Draw a free-form lasso around the objects to select them.

Tool Settings (Menu Bar: View > Tool Settings)​

  • Extend: Select an object, then draw a selection around another to add it to the current selection.
  • Subtract: Draw a selection around a selected object to remove it from the selection.
  • Difference: Switches the selected/deselected state of objects within the drawn selection.

Selection Shortcuts​

  • Select/Deselect Single: Click on an object.
  • Select Multiple: Hold SHIFT and drag a selection box.
  • Deselect Multiple: Hold CTRL and drag a selection over an already selected object(s).
  • Deselect All: Click outside of the objects in the viewport.

Transforming Geometry (Move, Rotate, Scale)​

Transformation Methods​

  • Toolbar: Select Move, Rotate, or Scale on the toolbar, then click and drag the object in the viewport.
  • Shortcuts (Bread and Butter):
    • G (Grab): Move the object.
    • R (Rotate): Rotate the object.
    • S (Scale): Scale the object.
  • Gizmo (Top Right): Click the Show Gizmo icon (bow and arrow) and the small arrow next to it. Enable Navigate, Active Tools, and Active Object. This adds colored arrows/circles (a gizmo) to the selected object, allowing you to click and drag to transform along a specific axis.
  • End Panel (Sidebar): Go to View > Sidebar (or press N on the keyboard). The Item tab shows the object's precise Location, Rotation, Scale, and Dimension. You can input exact numerical values here.

Transformation Constraints & Precision​

When a transform is active (e.g., after pressing G):

  • Lock to Axis: Press X, Y, or Z to constrain the movement to that axis. Pressing the axis key again (e.g., X twice) will move it in the object's local axis.
  • Clear Constraints: Press C to remove all axis constraints.
  • Precision Mode: Hold SHIFT while transforming to move in smaller, more precise increments.

Applying Transforms (Setting a New Baseline)​

Applying transforms is useful for a correct object baseline, especially when using modifiers or modeling in Edit Mode.

  • Apply Scale: Press CTRL + A and select Scale. This sets the object's current scale as its new default (1.0). The dimensions in the N-panel will reflect the real-world size, while the scale value resets to 1.
  • Apply Rotation: Press CTRL + A and select Rotation. This sets the object's current rotation as its new default (0 degrees).

Viewport Navigation (Changing the View)​

  • Zoom: Use the scroll wheel on the mouse. The objects do not change size; the "camera" moves closer or further away.
  • Pan: Hold SHIFT and click and hold the scroll wheel (or middle mouse button).
  • Orbit/Rotate View (3D Space): Press and hold the middle mouse button and move the mouse. (Requires enabling 3D layers in Overlays, see below).

Numpad Shortcuts (Requires Numpad)​

  • 7: Top View (Orthographic)
  • 1: Front View (Orthographic)
  • 3: Side View (Orthographic)
  • 4 / 6: Rotate the view angle by a 15-degree increment.

Enabling 3D Layer (Overlays)​

To navigate in 3D space, you need to enable the visual aids.

  1. Go to the Viewport Overlays icon (two overlapping circles) in the top-right corner.
  2. Click the little arrow next to it.
  3. Activate: Grid, Floor, Axis X and Y, Text Info, Statistics, 3D Cursor, Origins, and Outline Select.
  4. Go to the N-panel (View Tab) and deselect Rotation under View Lock.

Object Origin and Pivot Points​

  • World Origin: The absolute zero (0, 0, 0) at the center of the grid.
  • Object Origin (Orange Dot): A single point in space that the World Origin tracks. When you move an object, you are moving its Object Origin relative to the World Center.

3D Cursor (Compass like icon)​

  • Set Position: Hold SHIFT and right-click in the viewport.
  • Add Geometry Origin: Any new geometry (e.g., SHIFT + A > Cube) is added with its Object Origin at the location of the 3D Cursor.
  • Move to World Origin: Press SHIFT + S and select Cursor to World Origin.

Manipulating the Object Origin​

The object origin can be moved independently of the object's geometry, turning it into a Pivot Point for transforms (Rotate, Scale).

  • Move Origin Only: Go to Options (top right) and under Transform, enable Affect Only > Origins. Now, G (Grab) will only move the orange dot.
  • Center Origin to Geometry: Select the object, go to Object > Set Origin > Origin to Geometry. This calculates and places the origin point at the object's geometric center.

Transform Pivot Points​

The Transform Pivot Point menu (little link icon in the top middle) controls the point around which multiple selected objects will transform.

  • Bounding Box Center: A box is drawn around all selected objects, and they rotate/scale around the center of that invisible box.
  • 3D Cursor: All selected objects rotate/scale around the 3D Cursor.
  • Individual Origins: Each selected object rotates/scales around its own Object Origin.
  • Active Element: Objects rotate/scale around the Object Origin of the Active Element (the last selected object, which is a brighter orange color).

Snapping (Magnet Icon)​

  • Snapping Shortcut: Hold CTRL while transforming (Move, Rotate, Scale) to temporarily activate snapping.
  • Snapping Menu: Click the icon next to the magnet to select the snapping mode.
Snapping ModeFunction
IncrementSnaps the object along the increments of the grid. The Origin point does NOT snap to the grid.
GridSnaps the object's Origin point directly to the grid lines.
VertexSnaps the selected object to the vertices of other objects.

Advanced Snapping for Alignment​

  • Snap with Specific Vertex: Select an object, press G (Grab), then press B. Click on a vertex to set it as the base for the snap. Now, move the object to snap this base vertex to a target vertex on another object.
  • Snapping the 3D Cursor: Hold SHIFT + CTRL + Right Mouse Button to snap the 3D Cursor to a specific snap target (e.g., a vertex).

Viewport Shading​

The viewport shading options are found in the top-right corner and control how the scene is lit and how materials/shading are shown.

Shading ModeDescription
WireframeDisplays the structure of the objects (vertices and edges). No lighting or shading.
SolidThe default mode for modeling and scene layout. Basic lighting, focus on silhouette and form, no materials/textures.
Material PreviewDisplays object materials and textures. Useful for testing material appearance.
RenderedDisplays the exact final image output, simulating actual scene lighting, shadows, and reflections (ray tracing in Cycles, rasterization in Eevee).

Solid Mode Options (Small Arrow)​

  • Lighting: Controls how the geometry is illuminated (Studio, Matcap, Flat). Matcap is useful for checking surface curvature.
  • Object Color: Random Color assigns a random color to each object in the scene.
  • X-Ray: Shortcut ALT + Z. Makes objects see-through, useful for selecting obscured objects or components.
  • Cavity: Highlights edges and ridges, and darkens crevices based on geometry curvature.

Extra Tips and Tools​

  • Alternative X-Ray Selection: Hold ALT and left-click to cycle through all objects layered at that point in depth, allowing you to select an object behind another.
  • Hiding Objects:
    • H: Hide the selected object.
    • ALT + H: Unhide all objects.
    • SHIFT + H: Invert what is hidden (only the selected object(s) remain visible).
  • Focusing/Zooming:
    • Select an object and press . (Comma on the numpad) to zoom in and focus on it.
    • Press SHIFT + B and select a region to zoom into that area.
  • Isolating Objects: Select one or more objects and press / (Forward Slash) on the keyboard to isolate them. Press it again to exit isolation mode.
  • Adding Geometry (Copy):
    • SHIFT + D: Makes an exact, independent copy of the selected object.

Summary​

In this module, we established the foundation for working in Blender. We moved from a blank slate to understanding the core mechanics of the 3D Viewport.

Key Takeaways:

  • Navigation is Key: Mastering Orbit, Pan, and Zoom is the first step to 3D literacy.
  • Object vs. Edit Mode: We are currently in Object Mode, manipulating whole entities. Edit Mode (for internal geometry) comes later.
  • Shortcuts are Faster: While the Toolbar exists, learning G, R, and S will significantly speed up your workflow.
  • Origins Matter: The Object Origin is the pivot point for all transformations.

Further Resources: