G—P / FMX 430 / Blender / Day 00

Day 00 · Before anything

The interface, and the words for it 60 min

For people who have never opened Blender, or who opened it once and closed it again. Nothing is built today. You learn where things are, what they are called, and the dozen moves that every later day assumes you can do without thinking. Days 1–5 are written in short, direct steps — plane, then subdivide — and those steps only read as short once these words mean something.

Start A fresh Blender — File → New → General. Nothing carries forward; today’s practice object is the default cube Time 60 minutes · 10 reading, 50 at the keyboard, with Blender open beside this page Need Blender 5.2 LTS installed and opening. A mouse with a scroll wheel makes this much easier than a trackpad Serves Every one of the five days, and every week of the course that touches Blender
By the end of this session you can
Keys, computers, screenshots

Keys on these pages are PC keysCtrl, Alt, Shift. On a Mac, read Ctrl as Ctrl (Blender uses the real Control key on Mac for most of these) and Alt as Option. The screenshots were taken in Blender 5.2 on a Mac; the interface is identical on Windows apart from the menu bar at the very top. If a screenshot looks different from your screen, check that you are in the same mode (Part 6) before you assume anything else.

Unreal is where this course lives; these pages are about getting assets out of Blender and into it intact.

Part 1 · 5 min Two settings before you start

Blender assumes a three-button mouse and a full keyboard with a number pad. Most laptops have neither. Fix both now or half the shortcuts in this course will do nothing.

  1. Open Blender, dismiss the splash screen

    Click anywhere outside the splash, or choose General under New File. You get the default scene: a cube, a camera and a light. That cube is the thing you will practice on today.

  2. Edit → Preferences → Input

    Tick Emulate Numpad if your keyboard has no number pad (most laptops). The number keys along the top of your keyboard now act as the numpad, which is how Blender switches views. Tick Emulate 3 Button Mouse if you are on a trackpad or a two-button mouse: Alt + left-drag then does what middle-drag would do. Close the window — preferences save themselves.

    Preferences → Input. 1 Emulate Numpad, for laptops without a number pad. 2 Emulate 3 Button Mouse, for trackpads. Tick what applies to your machine and close the window.

Part 2 · 10 min The window, named

Everything you see is an editor living in an area. The default layout has four areas. Learn their names now, because every later instruction says things like "in the Properties editor, on the Modifiers tab", and you need that to mean somewhere.

The default General scene with the areas marked. Click the image for a full-size version.
The rule that explains most beginner confusion

Keyboard shortcuts go to the area under the mouse pointer. Not the area you last clicked — the one the pointer is hovering over. If you press Tab while the pointer is over the Outliner, the viewport does not change mode. When a key "does nothing", move the mouse into the 3D Viewport and press it again. This is the single most common reason a step on these pages appears not to work.

Part 3 · 5 min The other program, and which way is up

Everything you make in Blender ends up in Unreal Engine, so it helps to see the two windows side by side once: they are laid out the same way, they name the same things differently, and they disagree about which direction is forward. Knowing that now saves a term of "why is it on its back".

Blender · Layout workspace File Edit Render Window Help · Layout Modeling Sculpting … Object Mode ▾ · View Select Add Object · shading ● ● ● ● Toolbar (T) 3D Viewport Timeline Outliner Properties tabs down the left Unreal Engine · Level Editor File Edit Window Tools Build Help Selection Mode ▾ · + Add · Play ▶ · Platforms Viewport Perspective · Lit · Show Content Drawer (Ctrl+Space) Outliner Details Transform lives here
The same four regions in both programs, colored to match: the viewport (cyan), the list of everything in the scene (green — both call it the Outliner), the panel for the selected thing (red — Blender's Properties, Unreal's Details), and the strip along the bottom (blue — Blender's Timeline, Unreal's Content Drawer, which holds every asset you have imported).
Blender — right-handed, Z up, meters +Z up +X right +Y away from you Front view (Numpad 1) looks along +Y. A character faces −Y, towards you. faces −Y Unreal — left-handed, Z up, centimeters +Z up +X forward +Y right A character faces +X. 1 Blender meter must arrive as 100 Unreal units. faces +X
Same colors, same up, different forward. Both programs put Z up and color the axes the same way (X red, Y green, Z blue — the gizmo in the top-right of either viewport). Blender's default "front" is −Y; Unreal's is +X, and Unreal's Y points the other way (it is left-handed). You never convert this by hand: the FBX exporter does it, which is why Day 1's export dialog says Forward −Z, Up Y — that is FBX's own convention in the middle, not a mistake. Leave those defaults alone and let the port contract do its job.

The same thing, two names

Most of Days 1–5 happen in Blender, but every one of them ends in Unreal, and the two programs have different words for the same idea. Read this once now; the day pages will assume it.

IdeaBlender saysUnreal says
A thing placed in the sceneObjectActor
The geometry itselfMesh (inside an object)Static Mesh asset, placed as a Static Mesh Actor
A character's skeleton and skinArmature + mesh parented to itSkeletal Mesh + Skeleton asset
A clip of motionAction (e.g. A_Walk)Animation Sequence
How a surface looksMaterial (nodes)Material and Material Instance
The scene file.blend — one file, everything insidea Project folder of many .uasset files, and a Level (.umap)
GroupingCollectionFolder in the Outliner, or a sub-Level
The list of everythingOutlinerOutliner
Numbers for the selected thingN panel (Item) and the Properties editorDetails panel — Transform at the top
The pivot you move it byOriginPivot
Unitsmeterscentimeters (uu); 1 m → 100 uu
Move · rotate · scaleG · R · SW · E · R (gizmo handles)
Look around the viewportmiddle-drag orbits · scroll zoomsright-drag looks · WASD while holding right-click flies · scroll changes speed
Frame the selected thingNumpad .F
Add somethingShift+A+ Add in the toolbar, or drag from the Content Drawer
Edit the verticesTab into Edit modethere is no Edit mode — Unreal is where things are placed, Blender is where they are made (Modeling Mode exists, but not for this course)

Part 4 · 10 min Moving around

Do each of these until it is automatic. Not once — until you stop thinking about it.

Do thisMouseKeyboard
Orbit (look around the scene)Middle-drag — or Alt + left-drag with emulation on. Or drag the navigation gizmoNumpad 4 / 6 / 8 / 2 step round in 15° turns
Pan (slide sideways)Shift + middle-drag. Or drag the hand icon under the gizmoCtrl + Numpad 4 / 6 / 8 / 2
ZoomScroll wheel. Or drag the magnifier iconNumpad + / −
Front / Right / Top viewClick the -Y, X or Z ball on the gizmoNumpad 1 / 3 / 7Ctrl + the same key looks from the opposite side
Perspective ↔ OrthographicClick the grid icon under the gizmoNumpad 5. Ortho views have no perspective, which is what you want when fitting bones or reading proportions
Frame the selected objectNumpad . (the decimal point). The answer to "where did my model go"
Frame everythingHome

With Emulate Numpad on, "Numpad 1" means the 1 above your Q key. The top-left corner of the viewport tells you which view you are in — User Perspective, Front Orthographic — so you never have to guess.

Part 5 · 10 min Selecting, adding, deleting — and the 3D cursor

  1. Select with the left mouse button

    Click an object to select it; it gets an orange outline. Click-drag on empty space draws a box that selects everything inside it. Shift + click adds to the selection. A selects everything, Alt+A selects nothing. The last thing you clicked is the active object, in a lighter orange — several commands act on the active one specifically.

  2. Add things with Shift+A

    With the pointer over the viewport, Shift+A opens the Add menu. Mesh → Plane, Mesh → Cube, Armature, Camera — every day on this track starts from this menu. The same menu is under Add in the header.

    Shift+A in the viewport. Mesh holds the primitives (plane, cube, cylinder); Armature is where Day 3 starts.
  3. Delete with X or Delete

    X asks first; Delete does not. Either way, it deletes the selection. Undo is Ctrl+Z, and it goes back a long way.

  4. New objects appear at the 3D cursor

    The small red-and-white ring in the viewport is the 3D cursor. It is not your mouse pointer and it is not an object — it is a position marker, and new objects are created wherever it is. A left-click with the cursor tool, or Shift + right-click, moves it. Shift+C puts it back at the origin and frames everything. When new objects start appearing in odd places, this is why.

    The 3D cursor was moved to the right of the cube, and the new sphere appeared there. The N panel shows the sphere at X 3 m, Y −2 m — the cursor's position, not the world origin.

Part 6 · 10 min Object mode and Edit mode

This is the distinction that matters most. Object mode treats the cube as one thing: move it, rotate it, duplicate it. Edit mode opens it up and lets you push its vertices, edges and faces around. Tab switches between them, with the pointer over the viewport.

Object mode. The header says so, the toolbar is short, and the cube is one orange outline.
Edit mode. The header now says Edit Mode, the toolbar is long, there are Vertex / Edge / Face menus, and one face is selected.

Part 7 · 10 min Move, rotate, scale — and the N panel

  1. G, R, S

    Select the cube. Press G (grab) and move the mouse: the cube follows. Left-click to confirm, right-click or Esc to cancel. R rotates, S scales. The same three work on vertices in Edit mode, on bones in Pose mode — on everything.

  2. Constrain to an axis, then type a number

    Press G then Z: the cube moves only up and down. Press G, Z, then type 2 and Enter: it moves exactly two meters up. R Z 90 rotates a quarter turn. S 2 doubles the size. Red is X, green is Y, blue is Z — the same colors as the gizmo.

  3. The N panel is where you read the truth

    With the pointer over the viewport, press N. A sidebar slides out on the right; its Item tab shows the selected object's numbers. Press N again to hide it. You can type into any of these fields.

    The N panel, Item tab. 1 Location — where the object's origin sits. 2 Rotation. 3 Scale — a multiplier on the geometry, 1.000 meaning none. 4 Dimensions — how big it actually is, in meters.

    Scale and Dimensions are two different claims. Dimensions tell you the real size. Scale tells you whether that size is being achieved by a multiplier that Blender is still holding onto. Day 1 is entirely about that gap; for now, just notice that both exist.

  4. Ctrl+A — Apply

    Opens the Apply menu. All Transforms bakes the current position, rotation and scale into the geometry, so Scale reads 1, 1, 1 and Dimensions stay the same. You will do this before every export, all term.

    Ctrl+A over the viewport in Object mode. All Transforms is the one Day 1 uses.

Part 8 · 5 min Looking at things properly

Z over the viewport opens the shading pie — a round menu that closes when you pick. Wireframe shows edges only, which is how you see the density of a mesh. Solid is the working default. Material Preview and Rendered are for looking at color and light. The same four choices are the little spheres at the right end of the header.

Z opens the shading pie around the pointer. Move towards the one you want and click, or release Z over it.

Two more things live in that corner of the header: the Overlays toggle (the two circles), which switches the grid, outlines and the statistics readout on and off, and its dropdown, where Statistics adds a live vertex and triangle count in the top-left of the viewport. Day 2 asks you to turn that on.

Part 9 · 5 min The Properties editor and what a modifier is

The column of icons down the left of the Properties editor are tabs. The orange square is Object (the same numbers as the N panel), the blue wrench is Modifiers, the green triangle is the object's Data (mesh settings, or armature settings for a rig), the red sphere is Material. Hover any icon for its name.

A modifier is an effect stacked on an object that changes how it looks without touching the underlying mesh. Subdivision Surface smooths a cube into a ball; Displace pushes a surface around by a texture; Decimate reduces the polygon count. They stack top-to-bottom, you can switch each off, and Apply (from the small dropdown on the modifier) bakes it into the real mesh when you are done. Day 2 uses two of them.

The Modifiers tab (wrench) with a Subdivision Surface modifier on the cube. Add Modifier opens the list; the camera and monitor icons switch it on and off for render and viewport; the dropdown arrow holds Apply.

Part 10 · 3 min Finding things you don't know the key for

Right-click in Edit mode, vertices selected. Subdivide is first.
After Subdivide: the Adjust Last Operation panel, collapsed, bottom-left of the viewport. Click it to set the number of cuts.

Part 11 · 2 min Saving, and the five traps

Ctrl+S saves a .blend file. Save early and give it a real name; Blender's autosave is a backstop, not a plan. Then keep this list somewhere you can see it:

SymptomAlmost alwaysFix
A key does nothingPointer was not over the viewportMove the mouse into the 3D Viewport, press again
Can't select a vertex / can't move the whole objectWrong modeLook at the header. Tab
Numpad view keys do nothingLaptop, no numpadPreferences → Input → Emulate Numpad
Model has vanishedYou zoomed or panned awaySelect it in the Outliner, then Numpad . — or Home
New objects appear somewhere odd3D cursor movedShift+C
A panel you had is goneN or T got pressedPress it again with the pointer over the viewport

Glossary The words the next days use without explaining

WordMeans
OriginThe single point an object is positioned, rotated and scaled around. The small dot you see when it is selected. Not necessarily its center.
TransformLocation, rotation and scale together. "Apply transforms" bakes them into the geometry.
PrimitiveA starting shape from the Add menu: plane, cube, cylinder, sphere.
SubdivideCut each face into smaller faces. More vertices to work with; that is your resolution.
Proportional editingMoving one vertex drags its neighbors along in a soft falloff. Toggled with O; the scroll wheel sizes the falloff while you drag.
Sculpt modeA mode where you push the surface around with brushes instead of moving individual vertices.
ModifierA stacked, reversible effect on an object — see Part 8.
Armature, bone, rigAn armature is an object made of bones. A rig is an armature set up with controls so it can be posed sensibly. Rigify builds one for you.
ParentAttaching one object to another so it follows it. A mesh parented to an armature with automatic weights is how a character gets skinned.
WeightHow much a bone pulls on a vertex, from 0 to 1. Painted in Weight Paint mode; blue is 0, red is 1.
Pose modeThe mode for moving bones of an armature. Object mode moves the whole armature; Edit mode changes where the bones are; Pose mode animates them.
KeyframeA recorded value at a frame. I inserts one. Blender interpolates between keyframes.
Timeline, Dope Sheet, Graph EditorThree views of the same keyframes: when they are (Timeline), which channels they are on (Dope Sheet), and the curves between them (Graph Editor).
ActionA named animation clip — A_Walk, A_Idle. What gets exported.
FBXThe file format that carries meshes, rigs and animation into Unreal.

Drill · 10 min Do these in order, without looking anything up

If you can get through the list without stopping, you are ready for Day 1. If you stall on one, that is the part to re-read.

  1. Shift+C Reset the cursor and frame everything.
  2. Shift+A Add a plane.
  3. G Z 1 Move it one meter up. Read the Location in the N panel to prove it.
  4. S 3 Scale it to three times. Read the Scale field: it says 3. Read the Dimensions: 6 m.
  5. Ctrl+A Apply All Transforms. Scale now reads 1; Dimensions still 6 m.
  6. Tab Into Edit mode. Press 3 for face select, click the face, press 1 for vertex select, press A to select all.
  7. Right-click → Subdivide. Open the Adjust Last Operation panel and set Number of Cuts to 10.
  8. Z Switch to wireframe and look at the grid you just made. Z back to solid.
  9. O Turn proportional editing on. Click one vertex in the middle, G Z, move the mouse, scroll to change the falloff size, click to confirm. You made a hill.
  10. Tab Back to Object mode. Wrench tab → Add Modifier → Subdivision Surface. Then remove it with the X.
  11. Numpad 7 then Numpad 1 then Numpad 5. Say out loud which view you are in each time.
  12. Orbit so you are looking at your hill from roughly eye height rather than from above. Save the file as day0.blend.
Before you close this