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Blender 8-Bit Cheat Sheet
Blender 8-Bit Cheat Sheet
BLENDER CHEAT SHEET
Your 8-Bit Guide to 3D Mastery
CONTENTS
> The Basics
> Object Mode
> Modeling
> Rigging
> Animation
> Your GLB Workflow
> Rendering
The Basics: Interface & Navigation
Understanding the Blender window is the first step. The main parts are the 3D Viewport (where you see your model), the Outliner (a list of all items in your scene), and the Properties panel (settings for your selected item).
Action
Shortcut
Orbit View
Middle Mouse Button
Pan View
Shift + Middle Mouse Button
Zoom View
Mouse Wheel or Ctrl + MMB
Frame Selected
Numpad .
Front/Side/Top View
Numpad 1, 3, 7
Toggle Camera View
Numpad 0
Toggle Perspective/Ortho
Numpad 5
Object Mode: Manipulating Objects
Object Mode is for arranging, rotating, and scaling whole objects. To edit an object's actual shape, you need to enter Edit Mode (Tab).
Action
Shortcut
Toggle Edit/Object Mode
Tab
Move (Grab)
G then X/Y/Z to lock axis
Rotate
R then X/Y/Z to lock axis
Scale
S then X/Y/Z to lock axis
Add Object Menu
Shift + A
Delete Object
X or Delete
Duplicate Object
Shift + D
Apply Transformations
Ctrl + A (Important for rigging!)
Modeling: Shaping Your Mesh
In Edit Mode, you can manipulate the vertices, edges, and faces that make up your object's mesh. This is how you create characters, props, and environments.
Action
Shortcut
Switch Select Mode
1 Verts, 2 Edges, 3 Faces
Extrude
E (Pulls out new geometry)
Inset Faces
I (Creates a new face inside a face)
Bevel
Ctrl + B (Rounds corners and edges)
Loop Cut
Ctrl + R (Adds edge loops for more detail)
Fill / Create Face
F (Connects selected vertices/edges)
Rigging: Creating a Skeleton
Rigging is giving your model a skeleton (an "Armature") so it can be posed and animated. Without a rig, a character mesh is just a static statue.
> 1. Add Armature: In Object Mode, press Shift + A > Armature to add the first bone.
> 2. Build Skeleton: Go to Edit Mode (Tab). Select the tip of a bone and press E to extrude new bones. Build a simple stick-figure skeleton inside your mesh.
> 3. Parent Mesh to Rig: Go back to Object Mode. Select your character mesh FIRST, then hold Shift and select the Armature.…
Blender 8-Bit Cheat Sheet
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<h1 class="text-5xl md:text-7xl font-bold title-8bit tracking-wider">BLENDER CHEAT SHEET</h1>
<p class="text-xl text-gray-300 mt-2">Your 8-Bit Guide to 3D Mastery</p>
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<main class="grid grid-cols-1 md:grid-cols-12 gap-8">
<!-- Sidebar Navigation -->
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<h2 class="text-2xl header-8bit mb-4">CONTENTS</h2>
<ul class="space-y-2 text-lg">
<li><a href="#basics" class="link-8bit">> The Basics</a></li>
<li><a href="#object-mode" class="link-8bit">> Object Mode</a></li>
<li><a href="#modeling" class="link-8bit">> Modeling</a></li>
<li><a href="#rigging" class="link-8bit">> Rigging</a></li>
<li><a href="#animation" class="link-8bit">> Animation</a></li>
<li><a href="#glb-workflow" class="link-8bit">> Your GLB Workflow</a></li>
<li><a href="#rendering" class="link-8bit">> Rendering</a></li>
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</aside>
<!-- Main Content -->
<div class="md:col-span-9 space-y-12">
<!-- Section 1: The Basics -->
<section id="basics" class="container-8bit p-6">
<h2 class="text-4xl header-8bit mb-4">The Basics: Interface & Navigation</h2>
<p class="mb-4">Understanding the Blender window is the first step. The main parts are the 3D Viewport (where you see your model), the Outliner (a list of all items in your scene), and the Properties panel (settings for your selected item).</p>
<table class="table-8bit">
<thead><tr><th>Action</th><th>Shortcut</th></tr></thead>
<tbody>
<tr><td>Orbit View</td><td><span class="key-shortcut">Middle Mouse Button</span></td></tr>
<tr><td>Pan View</td><td><span class="key-shortcut">Shift</span> + <span class="key-shortcut">Middle Mouse Button</span></td></tr>
<tr><td>Zoom View</td><td><span class="key-shortcut">Mouse Wheel</span> or <span class="key-shortcut">Ctrl</span> + <span class="key-shortcut">MMB</span></td></tr>
<tr><td>Frame Selected</td><td><span class="key-shortcut">Numpad .</span></td></tr>
<tr><td>Front/Side/Top View</td><td><span class="key-shortcut">Numpad 1, 3, 7</span></td></tr>
<tr><td>Toggle Camera View</td><td><span class="key-shortcut">Numpad 0</span></td></tr>
<tr><td>Toggle Perspective/Ortho</td><td><span class="key-shortcut">Numpad 5</span></td></tr>
</tbody>
</table>
</section>
<!-- Section 2: Object Mode -->
<section id="object-mode" class="container-8bit p-6">
<h2 class="text-4xl header-8bit mb-4">Object Mode: Manipulating Objects</h2>
<p class="mb-4">Object Mode is for arranging, rotating, and scaling whole objects. To edit an object's actual shape, you need to enter Edit Mode (<span class="key-shortcut">Tab</span>).</p>
<table class="table-8bit">
<thead><tr><th>Action</th><th>Shortcut</th></tr></thead>
<tbody>
<tr><td>Toggle Edit/Object Mode</td><td><span class="key-shortcut">Tab</span></td></tr>
<tr><td>Move (Grab)</td><td><span class="key-shortcut">G</span> then <span class="key-shortcut">X/Y/Z</span> to lock axis</td></tr>
<tr><td>Rotate</td><td><span class="key-shortcut">R</span> then <span class="key-shortcut">X/Y/Z</span> to lock axis</td></tr>
<tr><td>Scale</td><td><span class="key-shortcut">S</span> then <span class="key-shortcut">X/Y/Z</span> to lock axis</td></tr>
<tr><td>Add Object Menu</td><td><span class="key-shortcut">Shift</span> + <span class="key-shortcut">A</span></td></tr>
<tr><td>Delete Object</td><td><span class="key-shortcut">X</span> or <span class="key-shortcut">Delete</span></td></tr>
<tr><td>Duplicate Object</td><td><span class="key-shortcut">Shift</span> + <span class="key-shortcut">D</span></td></tr>
<tr><td>Apply Transformations</td><td><span class="key-shortcut">Ctrl</span> + <span class="key-shortcut">A</span> (Important for rigging!)</td></tr>
</tbody>
</table>
</section>
<!-- Section 3: Modeling -->
<section id="modeling" class="container-8bit p-6">
<h2 class="text-4xl header-8bit mb-4">Modeling: Shaping Your Mesh</h2>
<p class="mb-4">In Edit Mode, you can manipulate the vertices, edges, and faces that make up your object's mesh. This is how you create characters, props, and environments.</p>
<table class="table-8bit">
<thead><tr><th>Action</th><th>Shortcut</th></tr></thead>
<tbody>
<tr><td>Switch Select Mode</td><td><span class="key-shortcut">1</span> Verts, <span class="key-shortcut">2</span> Edges, <span class="key-shortcut">3</span> Faces</td></tr>
<tr><td>Extrude</td><td><span class="key-shortcut">E</span> (Pulls out new geometry)</td></tr>
<tr><td>Inset Faces</td><td><span class="key-shortcut">I</span> (Creates a new face inside a face)</td></tr>
<tr><td>Bevel</td><td><span class="key-shortcut">Ctrl</span> + <span class="key-shortcut">B</span> (Rounds corners and edges)</td></tr>
<tr><td>Loop Cut</td><td><span class="key-shortcut">Ctrl</span> + <span class="key-shortcut">R</span> (Adds edge loops for more detail)</td></tr>
<tr><td>Fill / Create Face</td><td><span class="key-shortcut">F</span> (Connects selected vertices/edges)</td></tr>
</tbody>
</table>
</section>
<!-- Section 4: Rigging -->
<section id="rigging" class="container-8bit p-6">
<h2 class="text-4xl header-8bit mb-4">Rigging: Creating a Skeleton</h2>
<p class="mb-4">Rigging is giving your model a skeleton (an "Armature") so it can be posed and animated. Without a rig, a character mesh is just a static statue.</p>
<div class="space-y-4 text-lg">
<p><span class="header-8bit">> 1. Add Armature:</span> In Object Mode, press <span class="key-shortcut">Shift + A</span> > Armature to add the first bone.</p>
<p><span class="header-8bit">> 2. Build Skeleton:</span> Go to Edit Mode (<span class="key-shortcut">Tab</span>). Select the tip of a bone and press <span class="key-shortcut">E</span> to extrude new bones. Build a simple stick-figure skeleton inside your mesh.</p>
<p><span class="header-8bit">> 3. Parent Mesh to Rig:</span> Go back to Object Mode. Select your character mesh FIRST, then hold <span class="key-shortcut">Shift</span> and select the Armature. Press <span class="key-shortcut">Ctrl + P</span> and choose 'With Automatic Weights'. Blender will bind the mesh to the bones.</p>
<p><span class="header-8bit">> 4. Pose Mode:</span> Select the rig and press <span class="key-shortcut">Ctrl + Tab</span> to enter Pose Mode. Now you can rotate bones (<span class="key-shortcut">R</span>) to pose your character.</p>
</div>
</section>
<!-- Section 5: Animation -->
<section id="animation" class="container-8bit p-6">
<h2 class="text-4xl header-8bit mb-4">Animation: Bringing it to Life</h2>
<p class="mb-4">Animation is done by setting "keyframes" on a timeline. A keyframe saves an object's position, rotation, or scale at a specific point in time. Blender creates the motion between keyframes.</p>
<div class="space-y-4 text-lg">
<p><span class="header-8bit">> 1. Open Timeline:</span> At the bottom of the screen is the Timeline. You can drag the blue playhead to different frame numbers.</p>
<p><span class="header-8bit">> 2. Set First Keyframe:</span> Go to frame 1. In Pose Mode, select a bone and pose it. Press <span class="key-shortcut">I</span> and choose 'Location, Rotation & Scale'. A yellow diamond (keyframe) appears on the timeline.</p>
<p><span class="header-8bit">> 3. Set Second Keyframe:</span> Move the playhead to another frame (e.g., 20). Move the bone to a new pose. Press <span class="key-shortcut">I</span> again to set another keyframe.</p>
<p><span class="header-8bit">> 4. Play Animation:</span> Press the <span class="key-shortcut">Spacebar</span> to see your animation play. Blender smoothly transitions between your two poses.</p>
</div>
</section>
<!-- Section 6: YOUR WORKFLOW -->
<section id="glb-workflow" class="container-8bit p-6">
<h2 class="text-4xl header-8bit mb-4">Your Workflow: Adding Animations to a GLB</h2>
<p class="mb-4">This is the process for importing an existing rigged model, seeing its animations, creating new ones, and exporting them all in one file.</p>
<div class="space-y-4 text-lg">
<p><span class="header-8bit">> 1. Import GLB:</span> Go to `File > Import > glTF 2.0 (.glb/.gltf)` and open your file.</p>
<p><span class="header-8bit">> 2. View Existing Animations:</span> Change your Timeline window into a <span class="key-shortcut">Dope Sheet</span>. Then, change the Dope Sheet's mode to <span class="key-shortcut">Action Editor</span>. A dropdown menu will appear showing all the animations baked into the file (e.g., "walk", "jump"). You can select any of them to view or edit.</p>
<p><span class="header-8bit">> 3. Create a New Animation:</span> In the Action Editor, click the <span class="key-shortcut">+ New</span> button. Give your new animation a name (e.g., "roll"). Now, you can start setting keyframes on the timeline for this new action, just like in the section above. It will be saved as a separate animation clip.</p>
<p><span class="header-8bit">> 4. Export Everything:</span> Go to `File > Export > glTF 2.0`. In the export settings panel on the right, navigate to the <span class="key-shortcut">Animation</span> tab. Make sure <span class="key-shortcut">Include Animations</span> is checked. Blender will automatically gather all the Actions (your old and new animations) and save them into the single GLB file.</p>
</div>
</section>
<!-- Section 7: Rendering -->
<section id="rendering" class="container-8bit p-6">
<h2 class="text-4xl header-8bit mb-4">Rendering: Creating Images & Videos</h2>
<p class="mb-4">Rendering is the final step where Blender generates your 2D image or video file from your 3D scene.</p>
<div class="space-y-4 text-lg">
<p><span class="header-8bit">> 1. Setup Camera:</span> Add a camera (<span class="key-shortcut">Shift + A</span>) and look through it (<span class="key-shortcut">Numpad 0</span>). Use <span class="key-shortcut">Shift + `</span> (tilde key) for "fly mode" to position your view.</p>
<p><span class="header-8bit">> 2. Choose Render Engine:</span> In the Properties panel, go to `Render Properties` (camera icon). Choose `Eevee` for fast, game-engine style renders, or `Cycles` for slow, photorealistic renders.</p>
<p><span class="header-8bit">> 3. Set Output Settings:</span> Go to `Output Properties` (printer icon).
<br>- Set resolution (e.g., 1920x1080).
<br>- Set the animation `Start` and `End` frames.
<br>- Choose an `Output` path to save your file.
<br>- For videos, set `File Format` to `FFmpeg video` and choose a video `Container` like `MPEG-4`.</p>
<p><span class="header-8bit">> 4. RENDER!:</span>
<br>- To render one image: Press <span class="key-shortcut">F12</span>.
<br>- To render the full animation: Press <span class="key-shortcut">Ctrl + F12</span>.</p>
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