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Contexts

The Buttons window shows six main contexts, which can be chosen via the first icon row in the header (see Contexts and Sub-Contexts Example). Each of these might be subdivided into a variable number of sub-contexts, which can be chosen via the second icon row in the header (same illustration), or cycled through by pressing the same context button shortcut again (see the Blender’s Contexts and Sub-contexts table below).

Unlike modes, contexts only concern the Buttons windows. And unlike modes, each Buttons window might be in a different context/sub-context.

Contexts and Sub-Contexts Example.
Blender’s Contexts and Sub-contexts
ContextsSub-contexts
Icon Name Shortcut Icon Name Shortcut
Manual-Part-I-Interface-Context-Logic.png Logic F4 None
Manual-Part-I-Interface-Context-Script.png Script None None
Manual-Part-I-Interface-Context-Shading.png Shading F5 Manual-Part-I-Interface-Context-Shading-Lamp.png Lamp None
Manual-Part-I-Interface-Context-Shading-Material.png Material None
Manual-Part-I-Interface-Context-Shading-Texture.png Texture F6
Manual-Part-I-Interface-Context-Shading-Radiosity.png Radiosity None
Manual-Part-I-Interface-Context-Shading-World.png World F8
Manual-Part-I-Interface-Context-Object.png Object F7 Manual-Part-I-Interface-Context-Object.png Object None
Manual-Part-I-Interface-Context-Object-Physics.png Physics None
Manual-Part-I-Interface-Context-Object-Particle.png Particle None
Manual-Part-I-Interface-Context-Editing.png Editing F9 None
Manual-Part-I-Interface-Context-Scene.png Scene F10 Manual-Part-I-Interface-Context-Scene-Render.png Render None
Manual-Part-I-Interface-Context-Scene-Sequencer.png Sequencer None
Manual-Part-I-Interface-Context-Scene-Anim.png Anim/Playback None
Manual-Part-I-Interface-Context-Scene-Sound.png Sound block None

Once you have selected the context, the sub-context is usually determined by Blender on the basis of the active object. For example, with the Shading context, if a Lamp object is selected then the default sub-context is the Lamp one. If a Mesh or another renderable object is selected, then Material is the active sub-context, and if a Camera is selected the active sub-context is World.

The controls in each context are grouped into panels.

Note
If you are reading this manual and some button or menu option is referenced that does not appear on your screen, it may be that you are not in the proper context for that option to be valid.





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