I went on for years before finding out that you can press zero again on keypad to return from camera view to previous view you had. Yes, can read manual or check out keyboard commands or whatever, but who does that anyway…
I was thinking it could be nice to have a list of those kind of tricks outside basic operations that maybe are not obvious to everyone. Like ctrl+select (another one I didn’t know).
He made the thread in order to seek out information.
He was rather obviously being tongue in cheek. He’s been registered here since 2006, and went a long time before discovering some fairly basic functionality – most of us do. He threw in an offhand comment about not reading the manual as a joke about his gaps in knowledge. The point of the thread was for people to share things in hopes of patching up these knowledge gaps.
Anyway, ya’ll win. The thread is derailed and useless, as usual. Congratulations. Let’s go bitch about the UI.
Though there is the manual (wiki) and there are plenty of threads here to google, that doesn’t take away from the fact that the program offering has changed enough that there are plenty of things that are new all the time. We still have people trying to document 2.66 and here we are with 2.67b and 2.68 coming along.
Fun fact - if you hook an image in the compositor to the viewer, and then set a uv image editor to display viewer, once you have added additional nodes to convert your image to desired effect, simply hover over that image editor and press F3 to save the image out to the same size the image input is, regardless of the scene render dimensions.
I’m trying to find out more about mirroring to help other people survive with it. What I can’t figure out is how to keep the original selected polygons in edit more mirroring (duplicate them like mirror modifier does). Is this a feature or is there a simple trick in that?
Do you mean mirroring a mesh without using a mirror modifier?
You can do that by duplicating the half of the mesh you want to keep, press esc to not move it and then while still having it selected, pressing Ctrl+M and then X/Y/Z depending on what axis you want to mirror it to. Unfortunately this will also invert the normals but without deselecting anything you can just press Shift+Ctrl+N to invert the normals so that they are correct again
Then you can activate “X mirror” under the Mesh Options if you bring up the “T” panel.
A really cool little trick that I wish I knew about much earlier is pressing “A” when you are moving an object/vertex/face/edge and snapping is enabled you can “lock” a snapping point at a vertex for your object/vertex/face/edge to snap to. You can do this on multiple vertices to create a median point to snap to, for example to the exact middle of an edge or a face.
I’m interested why the default mirror operation is actually move+mirror? It would make more sense if you want to flip the object you could do it in object mode, but in edit mode it could be more useful to mirror selected polygons.
That still confuses me a lot too, even more so that it actually flips the normals, I mean what’s up with that? I pretty much exclusively use the mirror modifier because it is faster to set up and I don’t see a single advantage of using the mirror operation over the modifier.