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=The Window System=
=The Window System=
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When you start Blender you may see a console (text) window open and, shortly after, the main user interface window will display.  You may also see a splash screen announcing the Blender version, but it will disappear as soon as you move your mouse.
 
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[[Image:Manual - Part 1 - Interface - Window System - Main Window - TW2.png|thumb|centre|630px|The default {{Literal|Blender}} scene.]]
 
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'''The default Blender scene''' shows the screen you should get after starting Blender for the first time.
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When you start Blender you should see this sequence of events:
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* a [[Doc:Manual/Interface/Window system/Console window|console window]] appears
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* shortly after, the main user interface window will display the default Blender scene
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* you may see a splash screen announcing the Blender version: it usually disappears as soon as you move your mouse so if you move the mouse at the startup too quickly you may not notice the splash screen.
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Every window you see can be further broken down into separate areas (see [[Doc:Manual/Interface/Window system/Arranging frames|this section]]): below we describe the default scene.
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== The default scene ==
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The default Blender scene shows the screen you should get after starting Blender for the first time.
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[[Image:Manual - Part 1 - Interface - Window System - Main Window - TW2.png|thumb|centre|620px|The default {{Literal|Blender}} scene.]]
By default it is separated into three windows:
By default it is separated into three windows:
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*The main menu at the top is the header part of a [[Manual/User_Preferences|User Preferences]] window
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*The main menu at the top is the header part of the [[Doc:Manual/Vitals/User_Preferences|User Preferences]] window
*A large 3D window (3D Viewport window)
*A large 3D window (3D Viewport window)
*The Buttons Window (at the bottom)
*The Buttons Window (at the bottom)
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These windows can be further broken down into separate areas.  As an introduction we will cover a few of the basic elements:
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As an introduction we will cover a few of the basic elements.
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*'''Window Type''': Allows you to change what kind of window it is.  For example, if you want to see the {{Literal|Outliner}} window you would click and select it.
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=== The main top menu ===
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*'''Main Top Menu''': Is the main menu associated with the "[[Manual/User_Preferences|User Preferences]]" window typeTo actually see the information, you need to click and drag the area between the 3D window and menu header; Roll the mouse between them and when it changes to a up/down arrow you can drag and see the "[[Manual/User_Preferences|User Preferences]]" window.
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Check the image above for reference.
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*'''Window Type''': Allows you to change what kind of window it isFor example, if you want to see the {{Literal|Outliner}} window you would click and select it.
*'''Current Screen (default is Model)''': By default, Blender comes with several pre-configured {{Literal|Screen}}s for you to choose from.  If you need custom ones, you can create and name them.
*'''Current Screen (default is Model)''': By default, Blender comes with several pre-configured {{Literal|Screen}}s for you to choose from.  If you need custom ones, you can create and name them.
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*'''Current Scene''': Having multiple scenes present allows for you to break up your work into organized patterns.
*'''Current Scene''': Having multiple scenes present allows for you to break up your work into organized patterns.
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*'''Resource Information''' (found in the [[Manual/User_Preferences|User Preferences]] header): Gives you information about application and system resources.  It tells you how much memory is being consumed based on the number of vertices, faces and objects in the selected scene.  It is a nice visual check to see if you are pushing the limits of your machine.
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*'''Resource Information''': Gives you information about application and system resources.  It tells you how much memory is being consumed based on the number of vertices, faces and objects in the selected scene.  It is a nice visual check to see if you are pushing the limits of your machine.
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*'''3D Transform Manipulator''': Is a visual aid in transforming objects.  Objects can also be transformed (grabbed/moved - rotated - scaled) using the keyboard shortcuts : ({{K|G}}/{{K|R}}/{{K|S}}); {{CK|Space}} will display the manipulator pop-up.  The manipulator visibility can also be toggled by clicking the "hand" icon on the toolbar.  The translation/rotation/scale manipulators can be displayed by clicking each of the three icons to the right of the hand icon.  {{SMB|L}}-clicking an icon will add/remove each manipulator's visibility.
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=== 3D Window View ===
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*'''3D Cursor''': Can have multiple functions.  For example, it represents where new objects appear when they are first created;  Or it can represent where the base of a rotation will take place.
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Check the image above for reference.
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**Here is the 3D Cursor isolated from the rest of the scene:
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*'''3D Transform Manipulator''': Is a visual aid in transforming objects.  Objects can also be transformed (grabbed/moved - rotated - scaled) using the keyboard shortcuts : ({{Shortcut|G}}/{{Shortcut|R}}/{{Shortcut|S}}); {{Shortcut|ctrl|Space}} will display the manipulator pop-up.  The manipulator visibility can also be toggled by clicking the "hand" icon on the toolbar.  The translation/rotation/scale manipulators can be displayed by clicking each of the three icons to the right of the hand icon.  {{Shortcut|shift|lmb}}-clicking an icon will add/remove each manipulator's visibility.
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*'''3D Cursor''': Can have multiple functions.  For example, it represents where new objects appear when they are first created;  Or it can represent where the base of a rotation will take place. <br>Here is the 3D Cursor isolated from the rest of the scene:
[[Image:Blender Manual - Part 1 - Interface - Window System - 3D Cursor.jpg|center]]
[[Image:Blender Manual - Part 1 - Interface - Window System - 3D Cursor.jpg|center]]
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*'''Cube Mesh''': By default, a new installation of Blender will always start with a Cube {{Literal|Mesh}} sitting in the center of Global 3D space.  After a while, you will most likely want to change the "Default" settings; This is done by configuring Blender as you would want it on startup and then saving it as the "Default" using {{CK|U}} ({{Literal|Save Default Settings}}).
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*'''Cube Mesh''': By default, a new installation of Blender will always start with a Cube {{Literal|Mesh}} sitting in the center of Global 3D space.  After a while, you will most likely want to change the "Default" settings; This is done by configuring Blender as you would want it on startup and then saving it as the "Default" using {{Shortcut|ctrl|U}} ({{Literal|Save Default Settings}}).
*'''Light (of type Lamp)''': By default, a new installation of Blender will always start with a {{Literal|Light}} source positioned somewhere close to the center of Global 3D space.
*'''Light (of type Lamp)''': By default, a new installation of Blender will always start with a {{Literal|Light}} source positioned somewhere close to the center of Global 3D space.
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*'''Currently selected object''': This field shows the name of the currently selected object.
*'''Currently selected object''': This field shows the name of the currently selected object.
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*'''Editing Panel Group''': The bottom window displays panels and those panels are grouped. This row of buttons (called Context Buttons) allows you to select which group of panels are shown.  Some buttons will display additional buttons (called Sub-Context Buttons) to the right for selection of sub-groups or groups within groups.
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=== 3D Window Header ===
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*'''Current frame''': Blender is a modeling ''and'' animation application; As such, you can animate things based on the concept of framesThis field shows what the current frame is.
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This is the header for the 3D window.  All windows in Blender have a header
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(and like in this case it may actually be a footer at the bottom of a window
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but we'll still call it {{Literal|header}} here anyway)See [[Doc:Manual/Interface/Window system/Headers|this section]] for an in-depth description about headers.
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Check the image above for reference.
*'''Viewport shading''': Blender renders the 3D window using [[w:OpenGL|OpenGL]].  You can select the type of interactive shading (called Draw Type: in the Blender shading list) that takes place by clicking this button and selecting from a variety of shading styles.  You can select from boxes all the way to complex Textured shading.  It is recommended that you have a powerful graphics card if you are going to use the Textured style.
*'''Viewport shading''': Blender renders the 3D window using [[w:OpenGL|OpenGL]].  You can select the type of interactive shading (called Draw Type: in the Blender shading list) that takes place by clicking this button and selecting from a variety of shading styles.  You can select from boxes all the way to complex Textured shading.  It is recommended that you have a powerful graphics card if you are going to use the Textured style.
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*'''Rotation/Scaling Pivot point''': Allows you to select where rotation/scaling will occur. For example, rotation could occur about the object's local origin or about the 3D Cursor's position, amongst many others.
*'''Rotation/Scaling Pivot point''': Allows you to select where rotation/scaling will occur. For example, rotation could occur about the object's local origin or about the 3D Cursor's position, amongst many others.
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*'''Panels''': Help group and organize related buttons and controlsSome panels are visible or invisible depending on what type of object is selected.
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*'''Layers''': Make modeling and animating easierBlender Layers are provided to help distribute your objects into functional regions.  For example, one layer may contain a water object and another layer may contain trees, or one layer may contain cameras and lights.
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*'''Layers''': Make modeling and animating easier.  Blender Layers are provided to help distribute your objects into functional regions.  For example, one layer many contain a water object and another layer may contain trees, or one layer may contain cameras and lights.
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=== Buttons Window Header ===
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*'''3D Window header''': All windows in Blender have a header. This is the header for the 3D window.
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All windows in Blender have a header. See [[Doc:Manual/Interface/Window system/Headers|this section]] for an in-depth description about headers. This is the header for the Buttons window.
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=The Window Header=
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Check the image above for reference.
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Most windows have a header (the strip with a lighter grey background containing icon buttons). We will also refer to the header as the window ''ToolBar''.  If present, the header may be at the top (as with the {{Literal|Buttons Window}}) or the bottom (as with the {{Literal|3D Window}}) of a window's area.
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{| border='1' style="text-align: center margin: 1em auto 1em auto"
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*'''Editing Panel Group''': The bottom window displays panels and those panels are grouped. This row of buttons (called Context Buttons) allows you to select which group of panels are shown. Some buttons will display additional buttons (called Sub-Context Buttons) to the right for selection of sub-groups or groups within groups.
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! Sample Window Headers using the Default Theme
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|-
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| [[Image:Blender Manual - Part 1 - Interface - Window System - Header - 3D.png|670px]]
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|-
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| [[Image:Blender Manual - Part 1 - Interface - Window System - Header - IPO.png|670px]]
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|-
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| [[Image:Blender Manual - Part 1 - Interface - Window System - Header - Action.png|670px]]
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|-
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! Sample Window Headers using the Rounded Theme
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|-
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| [[Image:Blender Manual - Part 1 - Interface - Window System - Header - 3D - Round.png|670px]]
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|-
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| [[Image:Blender Manual - Part 1 - Interface - Window System - Header - IPO - Round.png|670px]]
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|-
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| [[Image:Blender Manual - Part 1 - Interface - Window System - Header - Action - Round.png|670px]]
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|}
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If you move the mouse over a window, its header changes to a lighter shade of grey.  This means that it is "focused"; All hotkeys you press will now affect the contents of this window.  
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*'''Current frame''': Blender is a modeling ''and'' animation application; As such, you can animate things based on the concept of frames.  This field shows what the current frame is.
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The icon at the left end of a header, with a click of the {{MB|L}}, allows selection of one of 16 different window types.  Most Window Headers, located immediately next to this first "Window Type" Menu button, exhibit a set of menus.  Menus allow you to directly access many features and commands.  Menus can be hidden and shown via the triangular button next to them.
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=== Buttons Window View ===
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{{NiceTip|1=Theme colours|2=Blender allows for most of it's interface colour settings to be changed to suit the needs of the user.  If you find that the colours you see on screen do not match those mentioned in the Manual then it could be that your default theme has been altered.  Creating a new theme or selecting/altering a pre-existing one can be achieved by selecting the [[Manual/User Preferences|User Preferences]] window and clicking on the {{Literal|Themes}} section of the window.
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*'''Panels''': Help group and organize related buttons and controls.  Some panels are visible or invisible depending on what type of object is selected.
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[[Image:Blender Manual - Part 1 - Interface - Window System - Header - Theme.png|thumb|centre|600px|The [[Manual/User Preferences|User Preferences]] window, {{Literal|Theme}} section selected.]]}}
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Menus change with {{Literal|Window Type}} and the selected object and mode.  They show only actions which can be performed.  All Menu entries show the relevant hotkey shortcut, if any.
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There are a few ways to hide a {{Literal|Window Header}} from a window:
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*[[Image:Image-Blender Manual - Part 1 - Interface - Window System - Header Menu.png|thumb|right|Screenshot showing the Header popup menu (highlighted in yellow); The result of {{MB|R}} clicking the {{Literal|Header Window}}.]]You can hide a particular window's header by moving your mouse over the {{Literal|Window Header}} that you wish to hide; Then with the mouse cursor still over the {{Literal|Window Header}}, click {{MB|R}} to display a popup menu with the name {{Literal|Header}};  The Header popup menu has the options, {{Literal|Top, Bottom, No Header}}, select  the {{Literal|No Header}} menu option to hide the {{Literal|Window Header}}. {{clr}}
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*[[Image:Blender Manual - Part 1 - Interface - Window System - Header - UpDown Arrows.png|thumb|right|Mouse cursor positioned over the window frame/border showing the UpDown arrow icon.]]Another method of hiding a particular window's header is to move your mouse over the dividing frame/border next to the {{Literal|Window Header}} that you wish to hide (which can be just above or just below the {{Literal|Window Header}} depending on it's position), when the mouse cursor is positioned correctly it will display as upward and downward pointing arrows; {{clr}}
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*[[Image:Blender Manual - Part 1 - Interface - Window System - Header - Split Menu.png|thumb|right|Popup menu that results from {{MB|R}} clicking on the dividing frame/border.  With the {{Literal|No Header}} menu item selected.]]When the upward and downward pointing arrows are displayed {{MB|R}} click; A popup menu will be displayed with the options {{Literal|Split Area, Join Areas, No Header}}, select the {{Literal|No Header}} menu option to hide the {{Literal|Window Header}}. {{clr}}
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Once a {{Literal|Window Header}} has been hidden, to redisplay it, do the following:
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*[[Image:Blender Manual - Part 1 - Interface - Window System - No Header - UpDown Arrows.png|thumb|right|Mouse cursor positioned over the Window frame/border of a window with it's header removed.]]Move your mouse over the dividing frame/border of the {{Literal|Window Header}} you wish to unhide (which can be just above or just below the {{Literal|Window Header}} (that you previously hid) depending on it's position), when the mouse cursor is positioned correctly it will display as upward and downward pointing arrows; {{clr}}
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*[[Image:Blender Manual - Part 1 - Interface - Window System - No Header - Split Menu.png|thumb|right|Popup menu that results from clicking {{MB|R}} on the dividing frame/border.  With the {{Literal|Add Header}} menu item selected.]]When the upward and downward pointing arrows are displayed click {{MB|R}}; A popup menu will be displayed with the options {{Literal|Split Area, Join Areas, Add Header}}, select the {{Literal|Add Header}} menu option to add the {{Literal|Window Header}} back to the window.
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* You can also show a hidden header again by clicking the window frame's border with {{MB|M}}, and selecting {{Literal|Add Header}}. {{clr}}
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*[[Image:Image-Blender Manual - Part 1 - Interface - Window System - Header Menu.png|thumb|right|Screenshot showing the {{Literal|Header}} popup menu (highlighted in yellow); The result of {{MB|R}} clicking the {{Literal|Header Window}}.]]The {{Literal|Window Header}} can be displayed at the Top or Bottom of the frame.  To set a window header's position, {{MB|R}} click on the {{Literal|Window Header}} and choose {{Literal|Top}} or {{Literal|Bottom}} from the {{Literal|Header}} popup menu. {{clr}}
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=Changing Window Frames=
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You can maximize a window to fill the whole screen with the {{Literal|View}} &rarr; {{Literal|Maximize Window}} menu entry. To return to normal size, use the  {{Literal|View}} &rarr; {{Literal|Tile Window}}.  A quicker way to achieve this is to use {{SK|Space}}, {{CK|&darr;}} or {{CK|&uarr;}} to toggle between maximized and framed windows.
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You can change the size of a window frame by ''focusing'' the window you want to split (moving the mouse to its edge), clicking the vertical or horizontal border with {{MB|M}} or {{MB|R}}, and selecting {{Literal|Split Area}} (''The Split menu for creating new windows.''). You can now set the new border's position by moving your mouse to the desired position, and clicking with {{MB|L}}; or you can cancel your action by pressing {{K|Esc}}. The new window will start as a clone of the window you split. It can then be set to a different window type, or to display the scene from a different point of view (in the case of the 3D Window).
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[[Image:Manual-Part-I-ConceptSplit.png|frame|right|The Split menu]]You can resize windows by dragging their borders with {{MB|L}}.
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You can join two windows into one by clicking a border between two windows with {{MB|M}} or {{MB|R}} and choosing {{Literal|Join Areas}}. Then you'll be prompted to click on one of the two windows; the one you click will disappear, while the other will be expanded to cover the full area of both windows. If you press {{K|Esc}} before clicking on one of the windows, the operation will be aborted.  {{clr}}
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{{NiceTip|1=Application Frame (Top Level Frame/Window Manager Frame/Frame 0)|2=Blender allows the layout of various parts of it's interface to be altered in terms of size and position of it's window frames; However when using window frame actions such as minimizing and maximizing a window frame, all actions are constrained to the current Application Frame dimensions (also known as the Top Level Frame, Window Manager Frame & Frame 0), which is provided by the operating system and is placed around the Blender application as a whole.  For example if you currently have your Application Frame only taking up half of your screen and want it to take up all of your screen you would need to click on the outer Application Frame controls for maximizing windows, rather than using one of the possible Blender key combinations such as {{CK|&uarr;}}Using {{CK|&uarr;}} while over Frame 2 for example would only make Frame 2 fill the entire space of the Application Frame, not the entire screen (unless the Application Frame was already filling the entire screen).  In the screenshot below the Application Frame is indicated by Frame 0 and is light blue with the title Blender in the center of it; Be aware that the Applcation Frame can be different in style, colour and layout and may not be present at all, depending on both the operating system you are running Blender in and the settings used by Blender when it is executed.
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Most of the time in this Manual the Application Frame is not shown to both save space and prevent confusion as different operating systems can have different Application Frame layouts.
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[[Image:Blender Manual - Part 1 - Interface - Window System - Internal Windows.png|thumb|centre|600px|Blender Application Frame controls.]]}}
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{{NiceTip|1=Interface Items|2=
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Labels in the interface buttons, menu entries, and in general, all text shown on the screen is highlighted in this book {{Literal|like this}}.
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}}
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=Console Window & Error Messages=
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The {{Literal|Console Window}} is an operating system text window that displays messages about Blender operations, status, and internal errors. If Blender crashes on you, it is a good idea to check the {{Literal|Console Window}} for clues.
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==Console Window running Windows 2000/Xp/Vista==
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When Blender is started on a Microsoft Windows OS; The {{Literal|Console Window}} is first created as a separate window on the desktop; Then assuming the right conditions are met, the main Blender Application window should also appear.
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This screenshot shows the 2 windows on a Windows Vista OS:
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[[Image:Manual - Part 1 - Interface - Window System - Blender Console & Application Cap.png|thumb|630px|The Blender Console Window and Blender Application.]]
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The Blender {{Literal|Console Window}} may not be visible, some reasons for this are:
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* The Blender Application window may be covering the {{Literal|Console Window}}.  If this is the case just use the Windows task bar to click on the Blender {{Literal|Console Window}} icon, which should make the Blender {{Literal|Console Window}} visible.
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* The Blender {{Literal|Console Window}} may be minimized/iconifed when Blender starts.  If this is the case again, just use the Windows task bar to click on the Blender {{Literal|Console Window}} icon, which should make the Blender {{Literal|Console Window}} visible.
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==Console Window running Linux==
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The Blender {{Literal|Console Window}} in Linux will generally only be visible on the Desktop if Blender is started from a Linux Terminal/{{Literal|Console Window}}, as Blender uses the {{Literal|Console Window}} it is started in to display it's Blender Console output.
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Most of the different Linux distributions have Blender as one of their applications you can install from their packaging systems.  When Blender is installed in this way an icon is usually also installed into their menu systems; Allowing for Blender to be started by clicking an icon rather than having to open a separate Linux Console/Terminal window and start Blender from there; When Blender is started using an icon rather than being started from a Terminal window, the Blender {{Literal|Console Window}} text will most likely be hidden on the Terminal that [[w:X.org|XWindows]] was started from.
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This screenshot shows a Linux Terminal/{{Literal|Console Window}} from which Blender is started; Resulting in Blender outputting it's Console text to it:
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[[Image:Manual - Part 1 - Interface - Window System - Blender Console & Application Cap Linux.png|thumb|center|630px|Blender in Linux started from a Terminal]]
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{{NiceTip|1=Closing the Blender Console Window|2=The Blender {{Literal|Console Window}} must remain open while Blender is executing;  If the Blender {{Literal|Console Window}} is closed then the Blender Application window will also close, and any unsaved Blender work will be lost!  The MS DOS command windows and Blender {{Literal|Console Window}} can look similar, so always make sure that you are closing the correct window (or save your work often in Blender, {{CK|W}} is your friend!)}}
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==Console Window Status & Error Messages==
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The {{Literal|Blender Console Window}} can display many different types of Status & Error Messages; These can range in level from Trivial (informing the user what Blender is doing, but having no real impact on Blenders ability to function) to Critical (serious errors which will most likely prevent Blender carrying out a particular task and may even make Blender non-responsive/shutdown completely).  The {{Literal|Blender Console Window}} messages can also originate from many different sources (Internally from within the Blender code, Externally from [[Scripts|Python scripts]] which Blender executes, and from varied types of [[Manual/Blender's Plugins System|Plugins]], to mention a few).
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Here is a list of some of the {{Literal|Blender Console Window}} messages:
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*Compiled with Python version X.Y.
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:Blender has support for a scripting language called Python;  There are many different versions of Python.  When Blender software is compiled (programmers term for building software), it can be compiled to expect a particular version of Python at or above the version reported on the {{Literal|Blender Console Window}}.  So this message reports the minimum version of Python the current version of Blender will use when running.
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*Checking for installed Python... got it!
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:Blender can use the Python language in 2 different ways depending on how your system is configured.  If you have a fully fledged version of Python installed on your system, and it is a version that is able to be used by Blender;  Blender will then use the fully fledged version of the Python interpreter.  This allows for more features of Python scripts to be used from within Blender.
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*Checking for installed Python... No installed Python found.
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:If Blender cannot find a fully fledged version of Python on your system or the version it finds is not able to be used;  Blender will use an Internal (cut down) version of Python called PyBlender.  Even though the Internal version of Python is less feature rich, for the most part it is able to carry out most of the tasks required of it by Blender.  If you come across scripts which seem not to work correctly, it may well be that they require a full version of Python to be used successfully;  It could also be that the script you're trying to run was written for a different version of Blender/Python.  If you wish access to the widest range of Python functionality then there are a few ways to obtain it.  One way is to go to  [http://www.python.org http://www.Python.org] website and download the version you require.  The Windows version of Python comes with a simple to use installation program.  In Linux you are likely to have Python fully installed already, but if not you can either compile it and install it manually (often not very easy), or if you're using a common Linux distribution, have your Linux packaging system install and setup Python for you (usually much easier).
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*malloc returns nil()
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:When Blender carries out tasks that require extra memory (RAM), it calls a function called malloc (short for memory allocate) which tries to allocate a requested amount of memory to Blender.  If however the amount of memory requested by Blender cannot be satisfied malloc will return nil/null/0 to indicate that it failed to carry out a request.  If this happens Blender will not be able to carry out the tasks required of it by the user.  This will most likely result in Blender shutting down or operating very slowly and non-responsively.  If you want to avoid running out of memory; You can either get more memory installed into your system or reduce the amount of detail in your Blender models;  Or you can shut down any other programs and services which may be taking up memory that Blender can use.
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{{UM/foot|Manual/PartI/Interface/Keyboard and Mouse|Manual/PartI/Interface/Window types}}
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{{Page/Footer|Doc:Manual/Interface/Keyboard_and_Mouse|Doc:Manual/Interface/Window_system/Arranging_frames}}

Current revision as of 03:45, 4 October 2009

If you want to document Blender 2.5 features please edit pages under Doc:2.5/Manual.
If a "2.5" page doesn't exist please copy the text from 2.4x Manual and edit the new page (i.e. you should paste the wikitext from this 2.4x page to this new 2.5x page and then update the latter with 2.5 features)


[edit] The Window System

When you start Blender you should see this sequence of events:

  • a console window appears
  • shortly after, the main user interface window will display the default Blender scene
  • you may see a splash screen announcing the Blender version: it usually disappears as soon as you move your mouse so if you move the mouse at the startup too quickly you may not notice the splash screen.

Every window you see can be further broken down into separate areas (see this section): below we describe the default scene.

[edit] The default scene

The default Blender scene shows the screen you should get after starting Blender for the first time.

The default Blender scene.

By default it is separated into three windows:

  • The main menu at the top is the header part of the User Preferences window
  • A large 3D window (3D Viewport window)
  • The Buttons Window (at the bottom)

As an introduction we will cover a few of the basic elements.

[edit] The main top menu

Check the image above for reference.

  • Window Type: Allows you to change what kind of window it is. For example, if you want to see the Outliner window you would click and select it.
  • Current Screen (default is Model): By default, Blender comes with several pre-configured Screens for you to choose from. If you need custom ones, you can create and name them.
  • Current Scene: Having multiple scenes present allows for you to break up your work into organized patterns.
  • Resource Information: Gives you information about application and system resources. It tells you how much memory is being consumed based on the number of vertices, faces and objects in the selected scene. It is a nice visual check to see if you are pushing the limits of your machine.

[edit] 3D Window View

Check the image above for reference.

  • 3D Transform Manipulator: Is a visual aid in transforming objects. Objects can also be transformed (grabbed/moved - rotated - scaled) using the keyboard shortcuts : (G/R/S); CtrlSpace will display the manipulator pop-up. The manipulator visibility can also be toggled by clicking the "hand" icon on the toolbar. The translation/rotation/scale manipulators can be displayed by clicking each of the three icons to the right of the hand icon. ⇧ ShiftLMB File:Template-LMB.png-clicking an icon will add/remove each manipulator's visibility.
  • 3D Cursor: Can have multiple functions. For example, it represents where new objects appear when they are first created; Or it can represent where the base of a rotation will take place.
    Here is the 3D Cursor isolated from the rest of the scene:
  • Cube Mesh: By default, a new installation of Blender will always start with a Cube Mesh sitting in the center of Global 3D space. After a while, you will most likely want to change the "Default" settings; This is done by configuring Blender as you would want it on startup and then saving it as the "Default" using CtrlU (Save Default Settings).
  • Light (of type Lamp): By default, a new installation of Blender will always start with a Light source positioned somewhere close to the center of Global 3D space.
  • Camera: By default, a new installation of Blender will always start with a Camera positioned somewhere close to the center of Global 3D space and facing it.
  • Currently selected object: This field shows the name of the currently selected object.

[edit] 3D Window Header

This is the header for the 3D window. All windows in Blender have a header (and like in this case it may actually be a footer at the bottom of a window but we'll still call it header here anyway). See this section for an in-depth description about headers.

Check the image above for reference.

  • Viewport shading: Blender renders the 3D window using OpenGL. You can select the type of interactive shading (called Draw Type: in the Blender shading list) that takes place by clicking this button and selecting from a variety of shading styles. You can select from boxes all the way to complex Textured shading. It is recommended that you have a powerful graphics card if you are going to use the Textured style.
  • Rotation/Scaling Pivot point: Allows you to select where rotation/scaling will occur. For example, rotation could occur about the object's local origin or about the 3D Cursor's position, amongst many others.
  • Layers: Make modeling and animating easier. Blender Layers are provided to help distribute your objects into functional regions. For example, one layer may contain a water object and another layer may contain trees, or one layer may contain cameras and lights.

[edit] Buttons Window Header

All windows in Blender have a header. See this section for an in-depth description about headers. This is the header for the Buttons window.

Check the image above for reference.

  • Editing Panel Group: The bottom window displays panels and those panels are grouped. This row of buttons (called Context Buttons) allows you to select which group of panels are shown. Some buttons will display additional buttons (called Sub-Context Buttons) to the right for selection of sub-groups or groups within groups.
  • Current frame: Blender is a modeling and animation application; As such, you can animate things based on the concept of frames. This field shows what the current frame is.

[edit] Buttons Window View

  • Panels: Help group and organize related buttons and controls. Some panels are visible or invisible depending on what type of object is selected.


[edit] Subpages

  1. Arranging frames
  2. Console window
  3. Headers