This shortcut has been customized for 'Z-Anatomy'
to switch between Solid and Rendered view
In Solid viewport shading,
to toggle X-ray mode.
to create or get out of a Clipping border
Blender offers several options to quickly switch between orthographic views, fly to a selected structure, rotate around an object, switch between a perspective and orthographic view; this video and the following explain the basic navigation functions.
Press the Middle mouse button(MMB) and drag the mouse
to orbit in the 3D view
Press'Shift+MMB' and drag the mouse
to pan the view
Press 'Numpad 1': Frontal view
'Numpad 3': Left view
'Numpad 7': Cranial view
'Numpad 9': Invert point of view
'Numpad 5': Toggle Orthographic/Perspective view
Press 'Ctrl+Numpad 1/3/7'
to get the opposite view (Dorsal/Right/Caudal)
Press 'Numpad .'
to center the view on selection
to frame all the visible objects
to maximise (in/out) a window
to select all the visible objects
Press 'A;A' or 'Alt+A'
to deselect all
Press Left Mouse Button (LMB)
to select an object
to Select several objects
Clic and drag 'LMB'
to select several objects with box-select
to enter/exit the brush selection mode
Scroll the Mousewheel to adjust the brush size
to Select one of the collections of the active object
Press 'LMB' twice (fast)
to extend the selection to the object's children
to Grab (move with the mouse) the selected object(s)
to Reset the position of the selected object(s)
to Rotate (with the mouse) the selected object(s)
to Reset the rotation of the selected object(s)
to open/close the Toolbar
Collections can be compared to 'folders' containing several objects/structures and to 'layers' in 2D softwares.
They allow to organize the anatomical structures within hierarchies.
Once understood, this system turns the navigation really smooth.
To change layer/collection
To add/remove a layer/collection
Blender is a tentacular software that offers many possibilities;
this video explains how to deal with the windows, what they are used for
and useful tips to start working in your favourite 3D workshop.
This label system has been created through a python script for 'z-anatomy'.
-Select the structure that you want to label with Left Mouse Button (LMB)
Press 'Tab' to enter Edit mode;
-Select the vertex towards which the label must be pointing
-In the Text Editor, open the definition of the label that you want to create, (if it exists)
-Press 'Ctrl+Shift+5' to add the label
Press 'G' to place the label where you want
Then press 'Ctrl+Shift+Alt+5' to lock its location and size
You can change the size pressing 's+0+.+7+Enter'
and apply the transformation with 'Ctrl+Alt+Shift+5'
The definition importation and display system has been created through a python script for 'Z-Anatomy'.
The definitions, if they are already integrated, automatically appear in the text editor when a structure is selected.
To import new definition(s) from Wikipedia:
In the Text Editor, open the 'Wiki Phrases' text,
Type on a different line the english name of each structure that you want to define
With the cursor above the 3D View, press 'Ctrl+Shift+0(zero)' to import.
The names that match an existing definition have now created a new .txt file containing the text of the wikipedia's page.
It may be needed to adapt the name before importing, for example the 'head of femur' is found under 'femoral head', etc.
As most structures are symmetrical; the '.l' and '.l', at the end of the object's name is ignored.
An armature in Blender can be thought of as similar to the armature of a real skeleton, and just like a real skeleton an armature can consist of many bones.
These bones can be moved around and anything that they are attached to or associated with will move and deform in a similar way.
An “armature” is a type of object used for rigging.
A rig is the controls and strings that move a marionette (puppet). Armature object borrows many ideas from real-world skeletons.
Press 'Ctrl+Tab' to enter Pose mode
The IK/FK button can be moved to switch between 'Inverse Kinematics'(IK) and 'Forward Kinematics'(FK)
Select a controller with Left Mouse Button (LMB)
Press 'G' to move it
Press 'R' to rotate it
Press 'R+Z' to rotate it along the Z-axis
Press 'R+X' to rotate it along the X-axis
Press 'R+Y' to rotate it along the Y-axis
Press 'R+X+X' to rotate it along the local X-axis
Press 'R+R' to rotate it along all axis
This is a
version of the
Each selected object/structure/collection can be hidden, unhidden or isolated very easily, either through the 3Dview or the outliner.
Note that if you import the 'Anatomy-shortcuts' within Edit>Preferences>Keymap>import, a double left clic will open the collections in which the object is represented, which becomes very handy when dealing with our complex hierarchies.
to hide the selected objects
to isolate the selected objects
to show everything inside the active layer(s)
to isolate the selected structures of the active layer
without affecting the other layers
The outliner is the organized glossary of Blender.
It shows all the objects/structures contained in our scene.
Its organization is very close to the TA2 (cfr. 'About').
It allows to select, find/rename/hide/unhide/isolate the anatomical structures.
Press '+' or '-'
to develop or collapse all
Press the arrows
to navigate and develop/collapse each line
Press the eye icon
to show/hide the underlying visible collection
Press 'Shift + the eye icon'
to show/hide all the objects inside a collection
This cross-section tool has been created through python scripts for 'Z-Anatomy'.
To unhide the cross section planes:
Press on the eye icons of the 'Cross Section X/Y/Z' planes
in the Scene Collection of the Outliner (upper right window)
Press 'N', with the cursor above the 3D View
to develop the Sidebar;
Then, in the 'Z-anatomy' section,
Choose which collection to mask, in which direction.
To mask only certain objects,
Select them (RMB to get to the active object's collections),
and check the Upper X/Y/Z button(s) to only hide these
(Uncheck the one of the collection in this case).
To reset all these specific masks; select all objects (pressing 'A) and 'Shift+Left click' the upper X/Y/Z button
'Stored views' is an add-on proposed by default on Blender.
On Mac and Linux, it must be activated in:
With the Mouse cursor above the 3D View-
to open/close the Menu
In 'Stored Views', press 'Initialize';
the cube-icons now activates the Stored Views
To create a new one,
Press 'Save current' to record the current point of view.
Double-click on it to rename it.