Blender 2.8 Editors and Interface – Basics part 2

blender 2.8 basics part 2 editors and interface feature image

Editors and interface

Just like in the first part there is the video version available and keep scrolling if you prefer a quick read.

How to rearrange the interface

Let us start with learning how the interface works. If we mess up the interface in some way, we can always go back to the file menu and chose ether new and hit general or any of the other presets if we feel adventurous. Keep in mind that the interface layout is bound to the .blend file. This means that any changes we did not save will be lost. So far though, we are only experimenting.

By default, the largest editor is the 3D viewport editor. Most of the action happens here. But we also have the outliner at the top right, properties editor below that and a timeline editor below the 3D viewport.

Keep in mind that all these different editors are not always called editors. The properties editor might just as well be called the properties panel. And the outliner editor is most often just called the outliner.

All editors have an editor type menu. Here we can chose what kind of editor will occupy the space.

We can rearrange the editors in any way we want by moving our mouse to any of the corners of any editor. There is no visual representation to indicate that the corners are active, but the mouse cursor turns into a cross.

Click and drag into the corner into its editor to duplicate the editor. The space that was just occupied by one editor is now split into two. Both have the same editor type. You can change any of the new editors into any other editor type.

To collapse an editor, you move into the corner of an editor and drag backwards over the line dividing the editors. This will collapse the editor witch corner you started from and collapse it into the editor you dragged into. Note the arrow that appears. It indicates the editor that will be left, and it will occupy the space of the editor next to the arrow.

How to work with workspaces

We will cover workspaces in another part but for now, here are some basics.

Workspaces are the row of tabs at the top of the application. By default, you are on the layer workspace. You also have Modelling, Sculpting UV Editing, Shading etc.

Each of these workspaces has a default layout specifically designed for a task or part of the 3D art workflow. You may use some or all these workspaces during a project.

Even if you don’t use the workspaces themselves for the given task you will most likely perform the tasks that they are meant for in a lot of your projects. Note that any task can be performed in any of the workspaces. They are just templates of the interface to get you started on any given task.

You can create your own workspaces by hitting the plus next to the workspace furthest to the right. Click it and add a workspace that is not already added or duplicate your current workspace to start customizing your own from.

The workspace does not only take editor layouts into account but also actual settings in the respective editors. For instance, starting modes, shading presets and other settings.

Great work getting this for, now off you go to the next part where we tackle 3D viewport navigation

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