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Deforming Geometry


Similar to shrink/flatten, this transformation consists of translating all selected elements along the line joining their original position to the Average position of the points. All translations are of same value, and are controlled by the mouse. It results in something that looks a bit like the scale effect, but much more deforming.

Note that unlike the preceding ones, you can lock this transformation on axis – even though this has no real interest (except perhaps with a “plane locking”…).

mesh before push/pull
Pulled out using a negative value
Pushed in using a positive value


Mode: Edit mode

Hotkey: ⇧ ShiftW

Menu: Mesh/Curve/Surface » Transform » Warp

The Warp transformation is useful in very specific cases. It works by warping the selected elements around the 3D cursor (always the 3D cursor; it does not take into account the pivot point setting…). It is also view-dependent. The points that line up vertically with the cursor will remain in place. Each point's distance to the cursor's horizontal position corresponds to the radius it will be from the cursor after the tool has been activated. The tool will then wrap the point around the cursor. A value of 360 will wrap the mesh into a complete circle, so that the points furthest to the left and the right will line up with each other and the cursor position.

To use this tool, set the cursor in the view where the center should be. Activate the tool, then move the cursor or enter the value of the angle the mesh should be warped to.


A cylinder is warped into a semicircular shape

  • Switch to top view and move the mesh away from the 3D cursor. This distance defines the radius of the warp.
  • Place the mesh in Edit mode (⇆ Tab) and press A to select all vertices. Press ⇧ ShiftW to activate the warp transform tool. Move the mouse left or right to interactively define the amount of warp.

Cylinder before being warped.
Cylinder warped, using a small angle.
Warp using larger angle.


Mode: Edit mode

Hotkey: CtrlAlt⇧ ShiftS

Menu: Object/Mesh/Curve/Surface » Transform » Shear

The Shear transformation applies a shearing on your selection of elements (in Edit mode, vertices/edges/control points/…). Like the other transform tools, it uses the view space, and is centered on the pivot point: the shear occurs along the view’s x-axis passing through the pivot point. Everything that is “above” this axis (i.e. has a positive y-axis position) will move (shear) in the same direction as your mouse pointer (but always parallel to the x-axis). And everything that is “below” this x-axis will move in the opposite direction. The further away from the x-axis an element is, the more it moves.

When the tool becomes active, move the mouse left to right to interactively control the shearing. To make the effect work on the vertical axis instead of the horizontal one, click the MMB Template-MMB.png and then move the mouse up or down. Alternatively enter a numerical value from 0 to infinity. To finish with the tool, press the LMB Template-LMB.png.

before shearing
Horizonatl shearing
Vertical shearing

To Sphere

Mode: Edit modes

Panel: Mesh Tools (Editing context)

Hotkey: ⇧ ShiftAltS

Menu: Mesh/Curve/Surface » Transform » To Sphere

This command “spherifies” the selected mesh elements. It does this by finding the average position of the elements, and moves them toward the average distance they are from this point. Using a value of 1 puts all of the vertices an equal distance from this point, creating a spherical shape.

When the tool becomes active, drag the mouse left or right to interactively control the effect, or type in a value from 0 to 1 to manually control it.


First, start with a Cube.

  • Press ⇆ Tab to switch into Edit mode.
  • Make sure all the vertices of the cube are selected by pressing A twice. Then, go to the Editing context by pressing F9. You should be able to see the Mesh Tools panel now.
  • Subdivide the cube by pressing the Subdivide button in the Mesh Tools panel, or with W » Subdivide. You can do this as many times as you want; the more you subdivide, the smoother your sphere will be.
  • Now, press ⇧ ShiftAltS and move your mouse left or right to interactively control the proportion of “spherification” (or directly type a value, like “1.000” to achieve the same effect as below) – preferably using the Median Point pivot point!
  • Alternatively, you can use the To Sphere button (in the Mesh Tools panel). Select “100” to make your sphere. Note that you should not move the 3D cursor – or you won’t get a sphere, but a piece of sphere…

Subdivided cube, before
Subdivided cube, after warp

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This is the old manual!
For the current 2.7x manual see

User Manual

World and Ambient Effects


World Background

Ambient Effects

Stars (2.69)

Game Engine


Introduction to the Game Engine
Game Logic Screen Layout


Logic Properties and States
The Logic Editor


Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor


Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller


Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Property Editing

Game States



Camera Editing
Stereo Camera
Dome Camera




Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Framerate and Profile
Level of Detail

Python API

Bullet physics


Standalone Player
Licensing of Blender Game

Android Support

Android Game development