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The concept of selection (or picking) in Blender has to be one of the most controversial and most discussed topics in the history of it’s existence. For those of you who aren’t aware, currently the default method for selecting an object in Blender is to use the Right Mouse Button.
This is probably one of the reasons why I (and many others) go through the following “Blender New User Loop” a number of times before sitting down and really giving Blender a try:
I’m sure many of you have had this same experience.
I’ve even gone through the trouble of trying to change the defaults to be more Maya-like. That worked okay.. but it just never stuck. I kept finding odd inconsistencies.. and it would just get frustrating. So, like everything else, I finally went back to the defaults and decided to just learn how to use Blender the way they intended and see how that went.
As with my previous tutorials, you can follow along with the video or the written post. Whichever works best for you, is fine with me!
If the Right Mouse Button selection drives you absolutely nuts, you may find it interesting that in 2013, Andrew Price (otherwise known as Blender Guru) created an extremely well intentioned, researched, and produced video series about Blender’s Interface. In it, he made a case for changing the selection to a more industry standard Left Mouse Button. He received a lot of backlash, which is a real shame because he had some really fantastic points. Plus the videos were really well made. And, Andrew has an Australian accent, which is very pleasing to listen to (even though I’m personally more partial to a Kiwi accent).
A month or so after Andrew began posting his series, Jonathan Williamson (Blender expert and part of the fantastic training site CG Cookie) added a few tasks to the Blender Developer site to clean up Blender’s selection and hotkey paradigm with two tasks: Default Keymap: Review and/or Rework Selection and Default keymap: revamp. Some great discussion has happened around the topic, with lots of heated passionate debates as to what’s exactly the right thing to do. This is probably why almost three years later… they are still debating.
While I love the idea of making Blender’s selection and hotkeys more consistent, I’m not positive when it will get completed. So in the meantime, I’m sticking with the defaults, and learning Blender the way it is. Once the defaults change.. then I’ll re-learn it with the new defaults and move on.
There are many ways to select objects in Blender, including the Outliner, Select Menu, Hotkeys, Mouse interactions, etc. I’m going to point out the ones I use most often and demonstrate how to learn them. I recommend trying them out and figuring out what works best for you.
Action , What it does
RMB, Select the object under the cursor.
SHIFT RMB, Add to the selection. If the current object is selected it will either make it active -or- if it already is the active object it will deselect it.
a, Toggle selection. This is extremely handy and used all the time – if I have something selected hitting a will deselect everything and hitting it again will select all.
ALT RMB, Display a list of objects under the cursor to select.
There are also 3 different modes you can enter for selection, which allow for quicker selection of multiple objects. These are extremely useful, and I highly recommend getting used to at least one or two of them.
While using these modes, LMB will always add to selection, and holding down SHIFT or just using MMB will remove from selection.
|b||Box Select||Hit b to enter Box Select mode. Draw a box with the LMB around the objects you want to select.|
|CTRL||Lasso Select||Drag with the LMB while holding down CTRL to draw a lasso around some objects. They will be selected when you release the mouse button.|
|c||Circle Select||Almost like painting your selection. Hit c then use the |
LMB to paint what you want to select. Use the scroll wheel to grow and shrink your selection. When finished hit ENTER or ESC.
I find most of the time I use RMB to select, SHIFT to add, and a to toggle. When modeling, I’ll use b for box select, and then I’ll remember about CTRL for lasso select.. but I hardly ever remember to use c for circle select. Possibly if I did more modeling than animating, that would change.. but maybe not.
In order to practice selection, it’s super useful to have a massive amount of stuff to practice on. Luckly, we can create this pretty quickly in Blender using some Modifiers. I know we haven’t talked about Modifiers yet, but if you follow along with me it should be a piece of cake. Mmmm… cake.
Our goal is to use the Array modifier twice to create a whole grid of cubes. Then, we will apply the modifiers, and center the object’s pivots. This will essentially turn 1 cube into a whooooooole bunch of cubes that we can play with.
The array modifier is very cool. It basically creates a number of copies of your selected object that you can offset in many ways. Learn more..
Step 1 – Select the Cube
Your scene should already have a cube in it. This is the default cube that comes with a new scene in Blender.
If it doesn’t, choose the menu Add->Primitive->Cube to add a cube to your scene. Now, make sure it’s selected.
Step 2 – Add an Array Modifier
We will use the Array Modifier to create an easily selectable grid of cubes. First, find the Modifiers Area in the Properties Panel on the right hand side of your Blender window.
Now, click on the Add Modifier pulldown. This will bring up a list of potential modifiers. Don’t worry, I know there are a lot of them! I’ll send out some links soon with great examples of how to use these sweet puppies.. in the meantime, just click on the Array modifier to add it.
Notice all the cool information that was added into the Properties Panel for the Array modifier? The important thing here is to check out the Count number and ensure that Relative Offset is turned on.
Step 3 – Make More Cubes!
Now we can start playing with the number of cubes and how far apart they are from each other. Go ahead and drag on the Count slider to add more cubes. Notice that as you drag the box gets bigger? By default it may appear that the box is just growing.. it’s actually adding a bunch of cubes! Increase the Relative Offset value to make more space between them.
Step 4 – Copy the Modifier
This is great, we’ve got one direction going, but our goal is to make a grid. We can easily achieve this by simply stacking two Array Modifiers on top of each other! One going in the x direction, and the other in the y direction.
In the Properties Panel, click Copy for the Array Modifier. This will duplicate the modifier with the same settings.
Step 5 – Make it a Grid
By default this doesn’t give us what we want, it looks like nothing is happening. That’s because we need to change the direction of the offset.
Easy enough to do, just make the Relative Offset 0 in the x channel, and increase the y channel.
Step 6 – Apply The Modification
Now it looks like we have a whole bunch of cubes.. but what if none of these cubes actually exist. We still have one cube, with a few modifiers stacked on. We need to apply the modifiers to make these things real.
In the Properties Panel, click on the Apply button in each Array Modifier. This will bake everything down so now we have actual geometry that looks like a bunch of cubes.
Step 7 – Make Them Individual Cubes
It may look like we have a bunch of cubes, but we actually still have a single object. We need to separate the cubes into individual objects to work with them. This is not difficult, but will take a few steps.
First, hit TAB to go into Edit Mode. We haven’t talked about Modes yet for Blender, but we will soon. For now, just know that Blender has multiple modes you can edit things in. We’ve been working in object mode.. meaning we’re working on object’s transformation data (translate, rotate, scale, etc). When we pop into Edit mode, we’re working on the shape data (faces, verts, etc). There’s much more nuance to this, and many more modes available.. but for now, you can pretend it’s like Maya’s Component mode.
When you switch to Edit mode, you’ll notice that all the verts are selected. If they aren’t, hit [kbd]a[/kbd] a few times until they are. Sweet! We want to separate all of these boxes, so hit the hotkey p. This brings up the separate menu. Choose by loose parts to separate the object into individual bits.
Info: If you were trying to find the separate menu in the header bar under the Mesh pulldown.. you’re not alone! I searched everywhere for this menu item.. and finally found it under Mesh->Vertices->Separate. This is one of the challenging things about Blender. Some of the functionality you need is really hard to find unless you know where to look for it. Why does this not have a similar entry under Faces? Why not Edges? I don’t know.. it probably makes sense to someone to only have a single entry for Separate, and putting it under the vertices menu was the best choice.
At any rate.. it’s one that I’ve had to memorize in order to do it correctly, especially since using p as the hotkey doesn’t feel very intuitive to me. Perhaps the thinking was.. separating these guys out is kind of like un-parenting them from each other? So… since p stands for parent.. people will figure it out.
Ugh. Anyway.. now you know. If you need to separate a bunch of objects that are all together.. use the p hotkey and choose separate
Step 8 – Center Origins
Now we’ve got everything as separate objects, but we have one more step – we need to center each object’s origin to the center of it’s 3d geometry. The reason we need to do this is that some of Blender’s selection tools depend on you selecting based off the origin, not the geometry itself (I’m looking at you circle select mode).
First, hit [kbd]TAB[/kbd] to go back to object mode.
Then choose Object -> Transform -> Origin to Geometry.
You’ll see that this works when you have all these awesome orange dots in the middle of each cube!
Now that you have a whole group of cubes, it’s time to practice! These are the steps I took to get used to selection with Blender. It was a bit repetitive.. but holy crap, it worked great!
Simply select and deselect individual objects with the RMB. Be intentional. Look for what you want to select, then PICK IT. Then, look for another object and PICK THAT! Then PICK ANOTHER THING! How fun!
Next, try selecting multiple objects by holding down [kbd]SHIFT[/kbd]. Notice how you can add more objects! What happens if you don’t hold down SHIFT after selecting a bunch of objects? Play around with selecting a row.. then selecting an individual object. Then select one, hold down SHIFT and then select it again.
Now let’s try box-select. Navigate to a top view and then select the upper left quadrant of boxes. Now select the lower left. What happened? Did it add to your selection? Try box-selecting the whole thing. Then hold down SHIFT and box-select a region. What happens then? Can you make interesting boxy patterns?
What if you want to select everything? Try hitting a at any point and see what happens. What if you hit it twice. Try this pattern: Select the upper left quadrant using box-select, then deselect all, then select the upper right quadrant, then deselect all, then lower left, then nothing, then lower right. How does that feel? Do you have control?
Let’s now try lasso select. Use CTRL and grab a circle in the middle of the grid. Now deselect and try a few circles. Notice the similarities and differences between lasso and box. Are there particular cases where you would use one or the other?
Finally, give circle select a try. Deselect everything and hit c. Use the scroll wheel to decrease and increase your circle size. Try and make a happy face with selection. Make some other patterns.
Update: After creating this initial post, we got a great link from one of the most creative and talented users of Blender, Daniel Lara who creates some incredibly inspiring work with Blender. In fact, his Grease Pencil Channel is incredible! Anyway, Daniel mentioned that he spent 7 years using the Left Mouse Button for selection.. but then changed after seeing this video from Sebastian König.
At this point, you should feel pretty confident with selecting objects! Keep practicing.. move around your scene.. go crazy! The more confident you are, the easier it will be once we move on to.. MANIPULATION!!