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Systém oken

Když spustíte Blender, uvidíte toto (úvodní obrazovka ve středu se může změnit s novou verzí):


Úvodní okno (ve středu) vám umožňuje rychlý přístup k nedávno otevřeným souborům v Blenderu. Pokud ovšem budete chtít začít nový projekt (soubor) stačí kliknout mimo úvodní okno. Úvodní okno zmizí a zobrazí se výchozí uspořádání a krychle. Každé okono, které vidíte může být dále rozděleno do jednotlivých oblastí. (jak je popsáno v díle o Uspořádání rámů).

Výchozí scéna

Výchozí scéna se načte pokaždé, když zapnete Blender nebo začnete nový projekt.

Výchozí scéna Blenderu

Je rozdělena do pěti oken:

  • The main menu (Info window) at the top showing only its header (since there is nothing more).
  • A large 3D window (3D View)
  • A Timeline window at the bottom.
  • An Outliner window at the top right.
  • A Properties window (Buttons window) at the bottom right.

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

The Info Window (or main top menu)

Check the image above for reference.

  • Current Screen (default is Default): By default, Blender comes with several pre-configured Screens for you to choose from. If you need custom screen layouts, you can create and name them.
  • Current Scene: Having multiple scenes allows you to work with separate virtual environments, with completely separate data, or with objects and/or mesh data linked between them. (In some 3D packages, each file contains one scene, while in Blender, one .blend file may contain several scenes).
  • Current Rendering Engine: Gives a list of available rendering engines.
  • Resource Information: Gives you information about Blender and system resources in use. This region will tell you how much memory is being consumed based on the number of vertices, faces and objects in the selected scene, as well as totals of what resources are currently selected. This can help identify when you are reaching the limits of your hardware.
  • Toggle Fullscreen: Toggle fullscreen mode on/off.

3D Window View

Check the image above for reference.

  • Window Type: Allows you to change what kind of window this is (can be found in every window header). For example, if you want to see the Outliner window you would click and select it. See Full List of Window Types
  • 3D Transform Manipulator: Is a visual aid in transforming objects (grab/move, rotate and scale). Objects can also be transformed using the keyboard shortcuts: (G/R/S); CtrlSpace will toggle the manipulator visibility which is also possible by clicking the coordinate system icon on the toolbar. The translation/rotation/scale manipulators can be displayed by clicking each of the three icons to the right of the coordinate system icon. ⇧ ShiftLMB 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 center of a rotation will be.
    Here is the 3D Cursor isolated from the rest of the scene:
Blender Manual - Part 1 - Interface - Window System - 3D Cursor.jpg
  • Cube Mesh: By default, a new installation of Blender will always start with a Cube Mesh sitting in the center of Global 3D space (in the picture above, it has been moved). 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 centre of Global 3D space.
  • Camera: By default, a new installation of Blender will always start with a Camera positioned somewhere close to the centre of Global 3D space and facing it.
  • Selected object: This field shows the name of the currently selected object.

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).

Read more about Blender headers »

Check the image above for reference.

  • Viewport shading: Blender renders the 3D window using OpenGL. You can select the type of viewport shading 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.
  • Layers: Make modeling and animating easier. Blender Layers are provided to help distribute your objects into functional groups. For example, one layer may contain a water object and another layer may contain trees, or one layer may contain cameras and lights. To de-clutter the view you can turn layers on and off.

Buttons (Properties) Window Header

The header of the Properties Window is colored slightly darker in the image above.

Check the image above for reference.

The buttons (properties) window displays panels and those panels are grouped. In the header of that window is a row of buttons (called Context Buttons) that allow you to select which group of panels are shown.

Editing Panel Group Context Buttons.png

The panels in the Buttons (Properties) window itself help by grouping related buttons and controls. Some panels are visible or invisible depending on what type of object is selected. Panels can be collapsed by use of the small arrow left of the panel title (e.g. beside Render) and may be rearranged by dragging the top right corner.

Outliner Window

This window lists all the objects in a scene. This is very useful when working with larger scenes with lots of items.

In the header for this window one can choose what types of elements and how they are displayed below.

Timeline Window

This window gives a timeline, through which you can scrub with the LMB Template-LMB.png.