Point Selection - RM

Tương tự như selection tool. Đối tượng nào được chọn sẽ có viền màu cam bao quanh. Trong trường hộp có nhiều đối tượng đang được chọn, đối tượng được chọn sau cùng là active elements (có viền màu cam sáng).

  • Chọn đối tượng: RM
  • Chọn thêm: click
  • Gán active element: click lên đối tượng đang được chọn
  • Bỏ chọn:  click lên  active element

Nếu đang xoay vùng nhìn với Alt-RM, thì chọn thêm sẽ là Shift-Alt-RM

Border Select - B

Tương tự như Rectangle Marquee tool

  • Chọn đối tượng: Nhấn phím B, giữ LM và drag một vùng chọn hình chữ nhật. Đối tượng cuối cùng lọt vào vùng chọn sẽ là active elements
  • Bỏ chọn: Nhấn phím B,
    • giữ MM drag một vùng loại bỏ các đối tượng đang được chọn
    • giữ phím Shift hoặc Alt drag một vùng loại bỏ các đối tượng đang được chọn
  • Cancel thao tác chọn: RM

Circle Select - C

Tương tự như Brush tool

Circle Select C is used by moving with dotted circle through objects with LMB. You can select any object by touching of circle area. It is possible to dynamically change the diameter of circle by scrolling Wheel or with NumpadPlus and NumpadMinus as seen in pictures below. Deselection is under the same principle – MMB. To cancel the selection use RMB or key Esc or Return.

Lasso Select - ^ LM

Lasso select is used by drawing a dotted line around vertices or the origin of the objects, in Object Mode. To use this hold Ctrl-LMB and simply draw around the points you want to select.

Lasso select adds to the previous selection. For deselection, use Shift-Ctrl-LMB.

Select all - A

If anything was selected it is first deselected. Otherwise it toggles between selecting and deselecting every visible object.

Action
Select, Deselect, Invert, Toggle

Inverse select - ^ I

Selects all objects that were not selected, while deselecting all those which were.

 

 

Random
Reference

Mode: Object and Edit Modes
Menu: Select ‣ Random
Randomly selects unselected objects based on percentage probability on currently active layers. On selecting the operator a numerical selection box becomes available in the Tool Shelf. It is important to note that the percentage represents the likelihood of an unselected object being selected and not the percentage amount of objects that will be selected.

Mirror
Reference

Mode: All Modes
Menu: Select ‣ Mirror
Hotkey: Shift-Ctrl-M
Select the Mirror objects of the selected object, based on their names, e.g. “sword.L” and “sword.R”.

Select All by Layer
Reference

Mode: Object Mode
Menu: Select ‣ Select All by Layer
All by Layer selection menu.
This option allows the selection of every single object that belongs to a given layer. Selected objects become visible.

Match
The match type for selection.
Extend
Enable to add objects to current selection rather than replacing the current selection.
Layer
The layer on which the objects are.
Tip

Selection of Objects

Rather than using the Select All by Layer option, it might be more efficient to make the needed layers visible and use A on them. This method also allows objects to be deselected.
Select All by Type
Reference

Mode: Object Mode
Menu: Select ‣ Select All by Type
With this tool, it becomes possible to select objects of a certain type in one go.

The types are Mesh, Curve, Surface, Meta, Font, Armature, Lattice, Empty, Camera, Lamp, Speaker.
Select Camera
Reference

Mode: Object Mode
Menu: Select ‣ Select Camera
Selects the active camera, this can be used in a complicated scene to easily find the active camera.
Select More/Less
Reference

Mode: Object Mode
Menu: Select ‣ More/Less
Hotkey: Ctrl-NumpadPlus, Ctrl-NumpadMinus
Their purpose, based on the hierarchical.

More
Select connected parent/child objects.
Less
Deselect objects at the boundaries of parent/child relationships.
Parent
ToDo.
Child
ToDo.
Extend Parent
Extends the selection to the parent of the selection. ToDo: active object.
Extend Child
ToDo.
Select Grouped
Reference

Mode: Object Mode
Menu: Select ‣ Grouped
Hotkey: Shift-G
There are two ways to organize the objects in relation to one another. The first one is parenting, and the second is simple grouping. These relationships to an artist’s advantage by selecting members of respective families or groups. Select Grouped uses the active object as a basis to select all others.

Children
Selects all hierarchical descendants of the active object.
Immediate Children
Selects all direct children of the active object.
Parent
Selects the parent of this object if it has one.
Siblings
Select objects that have the same parent as the active object. This can also be used to select all root level objects (objects with no parents).
Type
Select objects that are the same type as the active one.
Layer
Objects that have at least one shared layer.
Group
Objects that are part of a group (rendered green with the default theme) will be selected if they are in one of the groups that the active object is in. If the active object belongs to more than one group, a list will pop up so that you can choose which group to select.
Object Hooks
Every hook that belongs to the active object.
Pass
Select objects assigned to the same render pass.
Color
Select objects with same Object Color.
Properties
Select objects with same Game Engine Properties.
Keying Set
Select objects included in the active Keying Set.
Lamp Type
Select matching lamp types.
Pass Index
Select matching object pass index.
Select Linked
Reference

Mode: Object Mode
Menu: Select ‣ Linked
Hotkey: Shift-L
Selects all objects which share a common data-block with the active object. Select Linked uses the active object as a basis to select all others.

Object Data
Selects every object that is linked to the same Object Data, i.e. the data-block that specifies the type (mesh, curve, etc.) and the build (constitutive elements like vertices, control vertices, and where they are in space) of the object.
Material
Selects every object that is linked to the same material data-block.
Texture
Selects every object that is linked to the same texture data-block.
Dupligroup
Selects all objects that use the same Group for duplication.
Particle System
Selects all objects that use the same Particle System.
Library
Selects all objects that are in the same Library.
Library (Object Data)
Selects all objects that are in the same Library and limited to object data.
Select Pattern
Reference

Mode: Object Mode
Menu: Select ‣ Pattern
Selects all objects whose name matches a given pattern. Supported wild-cards: * matches everything, ? matches any single character, [abc] matches characters in “abc”, and [!abc] match any character not in “abc”. As an example *house* matches any name that contains “house”, while floor* matches any name starting with “floor”.

Case Sensitive
The matching can be chosen to be case sensitive or not.
Extend
When Extend checkbox is checked the selection is extended instead of generating a new one.


https://docs.blender.org/manual/en/dev/editors/3dview/object/selecting/tools.html#point-selection

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