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Introduction

This tutorial covers the ways of selecting verts, edges and faces in Blender. Especially advanced selection tools are covered. The main purpose of this tutorial is to bring all selection related information into single, easily accessible place. This material is more like reference that you can use to check how different ways of selecting work.

Basic Selections

Basic selections contain point, circular region, border and lasso select. For further information, take a look at Mesh Selection.

Loop Selections

You can use these tools to select edge and face loops. For further information, take a look at Edge And Face Tools and Edge Ring and Edge Loop MultiSelect.

Advanced Selections

Inverse Selection

Mode: Edit Mode (Mesh)

Hotkey: CtrlI

Menu: Select → Inverse

This will invert your selection.

Loop to Region and Region to Loop

You can use this tool to add vertices or edges inside your loop selection to it. Alternatively you can use this tool to select border loops of a region. For further information, take a look at Loop to Region and Region to Loop.

Random Selection

Mode: Edit Mode (Mesh)

Menu: Select → Random

Enter how many percent of not selected verts will be selected randomly and added to current selection.

Select Groups

Mode: Edit Mode (Mesh)

Hotkey: ⇧ ShiftG

Menu: Select → Group From Selection

The way this tool works depends on selection mode. Note that if you are using a hybrid mode with multiple selection modes active at once, it will work according to "strongest" selection mode. This means that if you are using vertex and face hybrid mode, the tool will work as if it was in face selection mode.

Vertex Selection Mode

Similar Normal

This will add those vertices that have similar normal as the current selection to the selection.

Same Face Users

This tool is good for selecting for example similar corners. It adds those vertices to selection that belong to as many faces as the selected vertices.

Shared Vertex Groups

This will add those vertices to the selection which belong to same vertex groups as the selection.

Edge Selection Mode

Similar Length

This will add those edges to the selection which have same length as any edge of the selection.

Similar Direction

This will add those edges to the selection that have similar direction as any edge of the selection.

Similar Face Users
Similar Adjacent Face Angle
Similar Crease

This will add those edges to the selection that have similar crease value as any edge of the selection.

Face Selection Mode

Same Material

This will add those faces to the selection that have same material as any face of the selection.

Same Image
Similar Area

This will add those faces to the selection that have similar area as any face of the selection.

Similar Perimeter
Similar Normal

This will add those faces to the selection that have similar normal as any face of the selection.

Similar Co-Planar

This will add those faces to the selection that are coplanar compared to any face of the selection. Note the slight difference to Similar Normal.

Selection Based on Sharpness and Flatness

Take a look at Sharp Flat Select .

Select Linked

Mode: Edit Mode (Mesh)

Hotkey: L or CtrlL

Menu: Select → Linked Vertices

This tool has two ways of working. You can hover a mouse over a mesh and then use L to add it to your selection. Another way is to use CtrlL which adds those meshes to your selection that have parts of them selected.

Select More or Less

Select More

Mode: Edit Mode (Mesh)

Hotkey: Ctrl+ or + NumPad

Menu: Select → More

This will add the neighbours of current selection to selection.

Select Less

Mode: Edit Mode (Mesh)

Hotkey: Ctrl-

Menu: Select → Less

This will deselect those parts of selection that don't have their neighbours selected.

Select Non-Manifold

Mode: Edit Mode (Mesh)

Hotkey: ⇧ ShiftCtrlAltM

Menu: Select → Non-Manifold

This will select non-manifold parts of meshes and add them to current selection.

Vertex Path

You can use this tool to select shortest topological or geometrically (edge length) shortest between selected vertices. For further information, take a look at Vertex Path .