BlenderBlender Basics

Blender for complete beginners, chapter 2: reading the first screen and turning the view

A tour of the Blender screen for complete beginners: the splash screen, the three layers of the screen, the four editors, workspaces, turning the view with a mouse or touchpad, and how to get back when you are lost.

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Blender for complete beginners, chapter 2 · Based on: Blender 5.2 LTS (screenshots from 5.2.1, English UI, default keymap) All images are real screens. The red numbers and outlines were added for explanation.

What you will learn in this chapter

By the end of this chapter you will be able to:

  1. Close the splash screen. (Section 1)
  2. Name the three layers of the screen and the four default editors. (Sections 2 and 3)
  3. Know that the tabs at the top are "workspaces". (Section 4)
  4. Find the header, toolbar, and sidebar of the 3D Viewport. (Section 5)
  5. Orbit, zoom, and pan the view. This is the heart of the chapter. (Section 6)
  6. Look from the front, side, top, and camera. (Section 7)
  7. Get back when you are lost. (Section 8)
  8. Change the viewport shading mode. (Section 9)
  9. Know what to use instead when you have no wheel mouse or no numeric keypad. (Section 10)

In this chapter you do not change any objects. You only learn how to look. Nothing you press in this chapter will break the scene, so follow along without worry.

Before you start: three things about the mouse and keyboard

1. Three mouse buttons. Blender uses all three buttons.

  • Left click: select, press buttons
  • Right click: open menus, cancel the current action
  • Middle button: do not roll the wheel. Press it down until it clicks. Moving the mouse while holding it down is called "middle-button drag" in this series. You use it to orbit the view.
  • Rolling the wheel: zoom in and out

The middle button is where most people get stuck at first. Rolling the wheel and pressing the wheel are different actions.

2. The numeric keypad. Shortcuts such as "view from the front" use the numeric keypad on the right side of the keyboard. The number row above the letter keys (1, 2, 3...) does other things. In this series, "Numpad 1" means the 1 on the keypad on the right. If you have no numeric keypad (as on many laptops) or no wheel mouse, you can read Section 10 first.

3. Cursor position. Blender shortcuts work in the area the mouse cursor is over. Before you press a shortcut, put the cursor over the 3D view in the middle.

1. Closing the splash screen

When you start Blender, a small window appears in the middle first. This is the splash screen.

The splash screen image from the official manual and the sentence on how to close it, marked 1 and 2 Figure 2-1. 1: the splash screen (image from the official manual; the version shown in it is from when the manual image was made) 2: how to close it: click outside the window or press Esc (screenshot of the Blender 5.2 manual, CC BY-SA 4.0, numbers added)

The official manual lists these items on the splash screen.

  • New File: make a new file (choose from the General, 2D Animation, Sculpting, Storyboarding, VFX, and Video Editing templates).
  • Recent Files: a list of files you opened recently.
  • Open: open a saved file.
  • Recover Last Session: bring back your last work if Blender closed suddenly.

For now, click once outside the splash (inside the Blender window) or press Esc to close it. The default screen behind it (the General template) appears. The manual says that to see the splash again, you click the Blender logo at the far left of the Topbar and choose Splash Screen.

Privacy note: Recent Files on the splash shows the names and folders of files you opened. Hide this part when you capture and share your screen.

2. The screen has three layers: top, middle, and bottom

After you close the splash, you see this screen. The official manual divides the Blender window into three main layers.

The default Blender screen. The top row, the wide middle part, and the bottom row are marked 1 to 3 Figure 2-2. 1: Topbar 2: Areas 3: Status Bar (Blender screenshot)

NumberNameWhat it does
1. The top rowTopbarThe File, Edit, Render, Window, and Help menus, and the workspace tabs
2. The middleAreasSplit into several areas, each holding one editor
3. The bottom rowStatus BarHints about which mouse buttons and keys you can press now, the version, and more

The Status Bar is a beginner's friend. While you are in the middle of an action, it shows hints like "press this to do that". When you get stuck, look at the bottom row first.

The images in this series show scene information (Scene Statistics) such as "Collection | Cube | Verts:8 ..." on the right side of the Status Bar. That display was turned on for these images. It is off by default, so a fresh install shows only the version number (see Figure 1-22 in chapter 1).

3. The four default editors

The middle area has four parts by default. Each part is called an editor.

The four editors of the default screen, marked 1 to 4 Figure 2-3. 1: 3D Viewport 2: Outliner 3: Properties 4: Timeline (Blender screenshot)

NumberNameIn plain words
13D ViewportA window onto the 3D scene. The widest area
2OutlinerA list of the objects in the scene. Right now there are three: Camera, Cube, and Light
3PropertiesThe settings of the selected object and the scene. Switch tabs with the vertical icons on its left
4TimelineThe time bar for animation. The numbers from 1 to 250 are frame numbers

The default scene has three objects.

  • The gray box (Cube) in the middle
  • The pyramid-shaped lines (Camera) on the left: the camera that takes pictures
  • The dotted circle (Light) at the top: the light

The orange outline around the cube means it is selected. In the Outliner on the right, the word Cube is orange too. You will learn about selection in chapter 3.

4. The Topbar and workspace tabs

4-1. A look at the Topbar

A close-up of the Topbar. The main menus, the Layout tab, and the other workspace tabs are marked 1 to 3 Figure 2-4. 1: main menus (File, Edit, Render, Window, Help) 2: the current workspace, Layout 3: the other workspace tabs. The right end is cut off after the Scripting tab. To its right is a + button for adding a workspace (Blender screenshot)

  • 1. Main menus: saving and opening files (File), undo and preferences (Edit), rendering (Render), window management (Window), and help (Help).
  • 2 and 3. Workspace tabs: Layout, Modeling, Sculpting, UV Editing, Texture Paint, Shading, Animation, Rendering, Compositing, Geometry Nodes, Scripting.

A workspace is "a desk laid out in advance for a certain job". When you switch tabs, the scene (the objects) stays the same. Only the layout of the areas and the kinds of editors change.

4-2. Follow along: click the Shading tab (before → after)

Before: the Layout workspace. The Shading tab on the Topbar is marked 1 Figure 2-5. Before: click 1, the Shading tab on the Topbar (Blender screenshot)

After: the Shading workspace. The Shading tab, the 3D Viewport at the top middle, and the node editor at the bottom are marked 1 to 3 Figure 2-6. After: 1: it switches to the Shading workspace 2: a 3D Viewport that shows materials 3: the node editor. The file list at the top left showed a personal folder, so it is blurred (Blender screenshot)

It is the same cube, but now a landscape is reflected in the background and boxes (nodes) appear at the bottom. This layout suits making materials (you use it in chapter 8). Once you have seen it, click the Layout tab to go back.

You can also switch with the keyboard: Ctrl+Page Down (next tab) and Ctrl+Page Up (previous tab).

Caution (Modeling and Sculpting tabs): Do not click these two tabs yet. If you do, the cube switches to Edit Mode or Sculpt Mode. If you clicked one by mistake, go back to the Layout tab and check that the box at the top left of the 3D Viewport says Object Mode (2 in Figure 2-7 in Section 5-1). If it says something else, put the mouse over the 3D Viewport and press Tab. The mistake that happens when you add a new object in Edit Mode is covered in chapter 4, section 8.

5. The 3D Viewport header, toolbar, and sidebar

5-1. The left side of the header

The top row of the 3D Viewport is called the header.

A close-up of the left side of the 3D Viewport header. The editor type button, Object Mode, and four menus are marked 1 to 3 Figure 2-7. 1: editor type 2: mode (now Object Mode) 3: four menus: View, Select, Add, Object (Blender screenshot)

  • 1. Editor type: a button that changes this area into another editor. You do not need to touch it at first.
  • 2. Mode: right now it is Object Mode. In this mode you move and rotate whole objects. This series always works in Object Mode until chapter 6.
  • 3. Menus: View, Select, Add, and Object. The view functions you learn in this chapter are also in the View menu (Figure 2-32).

5-2. The right side of the header

A close-up of the right side of the 3D Viewport header. The gizmo, overlay, X-ray, and four shading buttons are marked 1 to 4 Figure 2-8. 1: turn gizmos on and off 2: turn overlays on and off 3: X-ray (see-through) 4: the four shading modes, from the left: Wireframe, Solid, Material Preview, Rendered (Blender screenshot)

  • 1. Gizmos: turns on and off the control graphics shown on screen (such as the axis gizmo in Section 6).
  • 2. Overlays: turns on and off helper displays such as the grid floor and axis lines.
  • 3. X-ray: makes objects see-through so you can see what is behind.
  • 4. Shading modes (Viewport Shading): right now it is the second one, Solid (looks like gray clay). You change it in Section 9.

5-3. Toolbar: hide and show with T (before → after)

The vertical row of icons on the left of the 3D Viewport is the Toolbar. It holds tools such as select, move, rotate, and scale (chapter 3).

Follow along: Put the mouse over the 3D Viewport and press T. When the toolbar disappears, press T once more to bring it back.

The toolbar showing. The vertical row of icons on the left is marked 1 Figure 2-9. Before: 1: the toolbar is showing (Blender screenshot)

The toolbar gone after pressing T. The empty space is marked 1, a small arrow is marked 2, and a close-up of the arrow is at the top right Figure 2-10. After pressing T over the 3D Viewport: 1: the space where the toolbar was is now empty 2: a small arrow (>) stays at the left edge. The top right shows this arrow enlarged 8 times. Click the arrow or press T again to bring the toolbar back (Blender screenshot)

5-4. Sidebar: hide and show with N (before → after)

On the right of the 3D Viewport there is a Sidebar that is usually hidden.

Follow along: Put the mouse over the 3D Viewport and press N.

The sidebar closed. A small arrow at the right edge is marked 1, with a close-up of the arrow at the bottom left Figure 2-11. Before: at the top right edge of the 3D Viewport there is 1, a small arrow (<). The bottom left shows it enlarged. Click here or press N (Blender screenshot)

The sidebar open. The Transform panel is marked 1 and the vertical tabs are marked 2 Figure 2-12. After: 1: the sidebar opens and shows the Location and Rotation of the selected object 2: vertical tabs (Item, Tool, View, Animation). The tabs below them come from separately installed extras (add-ons), so they were cropped out (Blender screenshot)

You use the sidebar in chapter 3 to check an object's position as numbers. For now, press N once more to close it.

If the sidebar or toolbar disappears, you almost always pressed T or N by mistake. Put the cursor over the 3D Viewport and press it again to bring it back.

6. Orbit, zoom, and pan (the heart of this chapter)

Looking at the 3D view is like walking around the scene with a camera in your hand. The objects stay still and only your eye moves. So however much you turn the view, the scene does not change.

6-1. The navigation gizmo

The colored balls and four icons at the top right are called the navigation gizmo. You can change the view with the mouse alone, which makes it especially useful when you are starting out.

A close-up of the navigation gizmo. The axis gizmo and four icons are marked 1 to 5 Figure 2-13. 1: axis gizmo 2: zoom (magnifying glass) 3: pan (hand) 4: camera view 5: perspective/orthographic toggle (grid) (Blender screenshot)

NumberActionResult
1. Axis gizmoDrag with the left buttonOrbit the view
1. Axis gizmoClick the X, Y, or Z ballView from that axis
2. Magnifying glassDrag up and down with the left buttonZoom in and out
3. HandDrag with the left buttonSlide the view sideways
4. CameraClickSwitch to what the camera sees (click again to go back)
5. GridClickSwitch between perspective and orthographic

Learn the axis colors too: red = X, green = Y, blue = Z (up). The red line on the floor is the X axis, and the green line is the Y axis.

6-2. Orbit: middle-button drag (before → after)

The default view before orbiting. The axis gizmo is marked 1 and the words User Perspective at the top left are marked 2 Figure 2-14. Before orbiting: 1: the direction of the axis gizmo 2: the view name at the top left, "User Perspective" (a perspective view set by the user) (Blender screenshot)

The view turned to the side after a middle-button drag. The axis gizmo is marked 1 Figure 2-15. After holding the middle button and dragging the mouse sideways: you see the scene from another angle. 1: the axis gizmo turns with it (Blender screenshot)

  • How: put the cursor over the 3D Viewport, hold the wheel down, and move the mouse.
  • A right click cancels the orbit.
  • Numpad 4 and 6 (left and right) and 8 and 2 (up and down) turn the view by a set angle. Numpad 9 turns you to the opposite side.

6-3. Zoom: rolling the wheel

The cube looks larger after rolling the wheel forward Figure 2-16. After rolling the wheel forward: you move closer and the cube looks larger. Compare it with Figure 2-14 (Blender screenshot)

The cube looks smaller after rolling the wheel backward Figure 2-17. After rolling the wheel backward: you move away and the cube and camera look smaller (Blender screenshot)

There are several ways to zoom.

  • Roll the wheel
  • Ctrl+middle-button drag (up and down)
  • Numpad + / -
  • Ctrl+= / Ctrl+-: handy on laptops without a numeric keypad.

6-4. Pan: Shift+middle-button drag

After panning with Shift and the middle button, the cube appears moved to the left, with an arrow Figure 2-18. After holding Shift and dragging with the middle button: the view slides sideways and the cube moves away from the center of the screen. The arrow shows the direction in which the cube's place on screen moved (Blender screenshot)

  • Shift+rolling the wheel moves up and down. Ctrl+Numpad 2, 4, 6, 8 moves by a set amount.

6-5. Summary on one page

What you wantMouseKeyboardGizmo
OrbitMiddle-button dragNumpad 2 4 6 8, opposite side 9Drag the axis gizmo
ZoomRoll the wheel, Ctrl+middle-button dragNumpad + -, Ctrl+= Ctrl+-Drag the magnifying glass
PanShift+middle-button dragCtrl+Numpad 2 4 6 8Drag the hand

7. Looking from set directions

When you model, you often look "from the front" or "from the top". One numpad key takes you there. The view name at the top left of the 3D Viewport tells you which direction you are looking from.

The cube seen from the front after pressing Numpad 1. The view name Front Orthographic is marked 1 Figure 2-19. Numpad 1: view from the front. 1: the view name "Front Orthographic" (Blender screenshot)

The cube seen from the right after pressing Numpad 3. The view name Right Orthographic is marked 1 Figure 2-20. Numpad 3: view from the right. 1: "Right Orthographic" (Blender screenshot)

The cube seen from the top after pressing Numpad 7. The view name Top Orthographic is marked 1 Figure 2-21. Numpad 7: view from the top. 1: "Top Orthographic". The camera appears small at the bottom and the light at the top right (Blender screenshot)

The camera view after pressing Numpad 0. The view name Camera Perspective is marked 1 Figure 2-22. Numpad 0: camera view. 1: "Camera Perspective". The bright rectangle in the middle is the area that appears in the render (the picture) (Blender screenshot)

A view without perspective after pressing Numpad 5. The view name User Orthographic is marked 1 Figure 2-23. Numpad 5: switch between perspective and orthographic. 1: "User Orthographic", a blueprint-like view where far things do not get smaller (Blender screenshot)

Key (numpad)DirectionOpposite (Ctrl+same key)
1FrontBack
3RightLeft
7TopBottom
0Camera—
5Perspective ↔ orthographic—

Perspective and orthographic: In perspective, far things look smaller, as they do to our eyes. In orthographic, things keep the same size however far away they are, which makes it good for matching measurements like a blueprint. When you go to a front, side, or top view, it turns orthographic automatically, and when you orbit with the middle button, it goes back to perspective. This comes from the Auto Perspective option in Preferences, which is on by default.

If you hold Alt and drag with the middle button, the view snaps to the axis closest to the direction you drag.

8. Getting back when you are lost

Beginners, and experienced users too, often get lost in 3D space (the official manual also says this is "not uncommon"). As long as you know how to get back, it is fine.

A 3D Viewport showing only the grid floor and no objects Figure 2-24. Lost: the view has moved far from the scene (about 90 m from the origin), so only the grid floor shows. The cube, camera, and light are all gone from view (Blender screenshot)

After pressing Numpad period, the selected cube fills the screen Figure 2-25. After pressing Numpad . (period, Frame Selected): the selected object (the cube) appears large in the middle of the screen (Blender screenshot)

After pressing Home, the cube, camera, and light all show Figure 2-26. After pressing Home (Frame All): all objects in the scene fit on one screen (Blender screenshot)

SituationKeyMenu
Go to the selected objectNumpad .View ‣ Frame Selected
See everythingHomeView ‣ Frame All

Shift+C also shows everything. On top of that, it moves the 3D cursor (chapter 4) back to the origin.

9. Changing the shading mode

Click the four shading buttons on the right of the header (4 in Figure 2-8). The scene does not change. Only the way it is drawn changes.

Wireframe view. The cube shows only as lines, and the first shading button is marked 1 Figure 2-27. 1: the first button (Wireframe): draws only lines, so you can see through to the back. You can also toggle it with Shift+Z (Blender screenshot)

Material Preview view. A blurry forest landscape in the background, the cube looks bright, and the third button is marked 1 Figure 2-28. 1: the third button (Material Preview): previews colors and textures (Blender screenshot)

This image has the background landscape turned on. A gray background on your screen is normal. In the Shading workspace (Figure 2-6), the landscape shows from the start.

ButtonNameWhen
1WireframeWhen you want to see lines hidden at the back
2SolidEveryday work. Light and fast
3Material PreviewChecking colors and materials (chapter 8)
4RenderedNearly the final look, including lighting. It can slow the computer down

When you are done, switch back to the second one, Solid. On the keyboard, pressing Z opens a round menu (a pie menu) for choosing the shading mode.

10. If you have no wheel mouse or no numeric keypad

10-1. How to open Preferences

The emulation settings are in Preferences. According to the manual, you open it from Edit ‣ Preferences... on the Topbar, or with Ctrl+, (comma).

The Preferences introduction page of the official manual. The menu and shortcut line is marked 1 and the Preferences window image is marked 2 Figure 2-29. 1: the menu Edit ‣ Preferences... and the shortcut Ctrl+, 2: the Preferences window (the list of sections is on the left) (screenshot of the Blender 5.2 manual, CC BY-SA 4.0, numbers added)

10-2. Option A: turn on emulation settings

The Input section in the list on the left of Preferences has two settings.

The Input page of the official manual. Emulate Numpad, Emulate 3 Button Mouse, and the Warning box are marked 1 to 3 Figure 2-30. 1: Emulate Numpad 2: Emulate 3 Button Mouse 3: warning: turning on middle-button emulation loses some functions that use Alt+left click (screenshot of the Blender 5.2 manual, CC BY-SA 4.0, numbers added)

SettingWhen onWhat you lose
Emulate NumpadThe number row at the top (1 to 0) works like the numpadThe number row's normal functions. For example, switching between vertex, edge, and face select in Edit Mode (1, 2, 3)
Emulate 3 Button MouseAlt+left-button drag works as a middle-button dragA few functions that use Alt+left click (such as changing a value on several objects at once)

Both settings are off by default.

When you turn on middle-button emulation, the combinations change as below, following the manual's rule ("a middle-button drag becomes Alt+left drag").

BeforeAfter turning on emulation
Middle-button drag (orbit)Alt+left drag
Shift+middle-button drag (pan)Shift+Alt+left drag
Ctrl+middle-button drag (zoom)Ctrl+Alt+left drag

10-3. Option B: keys that work without emulation (recommended)

You can do most things without changing any settings.

What you wantWithout a numpad or wheel
Orbit, view from an axisDrag or click the axis gizmo at the top right (1 in Figure 2-13)
ZoomCtrl+= / Ctrl+-, or drag the magnifying glass icon
PanDrag the hand icon
Front, side, top views` (top left of the keyboard, the tilde key to the left of the 1 key) → a round menu for picking a direction (the View pie menu)
Camera viewClick the camera icon
Perspective/orthographicClick the grid icon
See everythingHome or Shift+C

When you press the ` key, direction names appear in a circle around the cursor.

10-4. Laptop touchpads

The gesture table in the Touchpad section of the official manual, marked 1 Figure 2-31. 1: the touchpad gesture table in the official manual (screenshot of the Blender 5.2 manual, CC BY-SA 4.0, numbers added)

Here is the manual's table. These gestures work on Windows, macOS, and Linux (using Wayland).

GestureResult
Two-finger dragOrbit
Shift+two-finger dragPan
Ctrl+two-finger dragZoom
Two-finger tapRight click

If these gestures do not work on your laptop model, check the Multi-touch Gestures setting in the Input section of Preferences. The manual adds that some touchpads use a three-finger tap as the middle button.

Even so, when you are starting out, we strongly recommend getting a wheel mouse.

10-5. Finding more in the official manual

The Orbit entry on the Navigation page of the official manual. The Menu line is marked 1 and the Shortcut line is marked 2 Figure 2-32. The Navigation page of the official manual: for each function it lists 1: the menu location (View ‣ Navigation ‣ Orbit) and 2: the shortcut (screenshot of the Blender 5.2 manual, CC BY-SA 4.0, numbers added)

The Viewpoint page of the official manual. The shortcut list from Top to Left is marked 1 Figure 2-33. The Viewpoint page of the official manual: 1: the numpad key for each direction. In the menus, they are under View ‣ Viewpoint (screenshot of the Blender 5.2 manual, CC BY-SA 4.0, numbers added)

11. Practice

  1. View the cube from the front (Numpad 1), right (3), and top (7) in turn, and write down how the view name at the top left changes.
  2. Orbit wildly with the middle button, zoom very far away with the wheel, and then get back to the cube within 5 seconds. (Hint: Numpad .)
  3. Without the numpad or the wheel, use only the axis gizmo and icons to view from the top, zoom in, and switch to the camera view.
  4. Click the Shading tab and see how the screen changes, then go back to Layout and check that the header says Object Mode.

12. Common mistakes and fixes

SymptomCauseFix
Pressing 1 does not give the front viewYou pressed the number row at the topUse the numpad on the right, or the ` pie menu or the axis gizmo
A shortcut does nothingThe cursor is over another editorMove the cursor over the 3D Viewport and try again
Pressing the wheel does not orbitYou only rolled the wheel / the mouse wheel cannot be pressedPress the wheel until it clicks and drag; if that fails, drag the axis gizmo
The cube disappearedThe view moved far awayNumpad . or Home
The toolbar or sidebar disappearedYou pressed T or N by mistakePress T or N again over the 3D Viewport
The cube oddly shows as dots and linesYou clicked the Modeling tab and entered Edit ModeLayout tab → check that the header says Object Mode. If not, press Tab over the 3D Viewport
The whole screen is linesWireframe viewThe second shading button (Solid)
The screen got slowRendered viewSwitch back to Solid view

One-line summary

The screen has three layers, and the middle has four editors. Orbit with the middle button, zoom with the wheel, and pan with Shift+middle button. If you get lost, press Numpad . or Home. In chapter 3 you finally select, move, and rotate the cube.

References

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