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Shortcut Keys Changed in 2.8x
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Description

This task is to track changes in the keymap for Blender 2.8,

Note this not a task for discussion (see: T55162). This is only to keep track of changes made in 2.8x.

Summary

Here is a list of the main changes to know when moving to 2.8.

Moved to: https://docs.blender.org/manual/en/dev/interface/keymap/blender_default.html


Note: On macOS you can now use the Cmd key as an alternative to using Ctrl.

Screen Keymaps

Added

  • Global
    • Q: Quick Favorites Menu T55027
    • F1: Help (Context sensitive)
    • F2: Rename active item.
    • F3: Operator Search (also Cmd-F on macos).
    • F4: File Context Menu.
  • 3D View
    • AccentGrave: View axis pie menu.
    • Alt-MMB(Drag): Relative view axis switching
    • Alt-MMB(Click): Center on the mouse cursor.

      Note: this is a productivity feature for experienced users, intended as a fast alternative to the view manipulator or num-pad.
    • Z: Shading modes pie menu.
    • Alt-Z: Toggle x-ray.
    • Shift-Z: Toggle wire-frame.
    • Alt-Shift-Z: Toggle overlay.
    • Edit Mode: Mesh
      • Alt-N: Normals Menu
  • Dope Sheet Editor
    • Ctrl-Home: Set start frame.
    • Ctrl-End: Set end frame.
    • Ctrl-Tab: switch to FCurve editor.
  • Graph Editor
    • Ctrl-Tab: switch to Graph editor.
  • Sequencer
    • Ctrl-R: Refresh.

Removed

  • Global
    • Ctrl-Up (Toggle fullscreen), Use Ctrl-Space.
    • Ctrl-Down (Toggle fullscreen), Use Ctrl-Space.
    • Alt-Wheel (Frame offset), use Left/Right.
  • Grease Pencil
    • D-* (All keys that use the D-Key as a modifier) NO REPLACEMENT.

      (updated to use tool-system, full grease pencil support has it's own modes).
  • 3D View
    • Global Keys
      • Shift-Wheel (VIEW3D_OT_view_pan) NO REPLACEMENT.
      • Ctrl-Wheel (VIEW3D_OT_view_pan) NO REPLACEMENT.
      • Alt-Shift-Wheel (VIEW3D_OT_view_orbit) NO REPLACEMENT.
      • Ctrl-Shift-Wheel (VIEW3D_OT_view_orbit) NO REPLACEMENT.
      • Shift-Z (VIEW3D_OT_toggle_shading, RENDER), use Z pie menu.
      • Alt-Z (VIEW3D_OT_toggle_shading, MATERIAL), use Z pie menu.
    • Object Mode
      • Ctrl-T Make Track NO REPLACEMENT (use Object menu).
      • Alt-T Clear Track NO REPLACEMENT (use Object menu).
    • Grease Pencil Editing
      • 0..9 (GPENCIL_OT_brush_select) NO REPLACEMENT.
    • Sculpt Mode
      • 0..9 (BRUSH_OT_active_index_set) NO REPLACEMENT.
    • Vertex Paint
      • 0..9 (BRUSH_OT_active_index_set) NO REPLACEMENT.
    • Weight Paint
      • 0..9 (BRUSH_OT_active_index_set) NO REPLACEMENT.
    • Texture Paint
      • 0..9 (BRUSH_OT_active_index_set) NO REPLACEMENT.

Changed

  • Global
    • Spacebar (operator search menu toolbar popup). Use F3.
    • Alt-F10 (toggle fullscreen area). Use Ctrl-Alt-Space.
    • Alt-A: (toggle animation playback). Use Shift-Spacebar
    • Alt-F (VIEW3D_OT_view_center_pick). See Alt-MMB shortcuts.
  • 3D View
    • General
      • Shift-F: Fly/Walk Mode (Use Shift-AccentGrave)
      • Ctrl-Space: Toggle Manipulator, (Use Ctrl-AccentGrave)
      • , and . are now orientation and pivot pie menus.
      • Z: Toggle wire-frame shading (Use Shift-Z).
    • Object Mode
      • Ctrl-Tab (Pose Mode / Weight Paint). Use Ctrl-Tab (Opens pie-menu or toggles pose mode for armatures).
      • V (Vertex Paint Mode). Use Ctrl-Tab (pie menu).
    • Edit Mode: Mesh
      • Ctrl-Tab (Select Mode), Use 1..3 (new edit-mode key).
      • Ctrl-N: Recalculate normals (Use Shift-N)
    • Weight Paint
      • W: Adjust weight. Use Ctrl-F).
  • Image Space
    • UV Edit
      • W: Weld, Use Shift-W (make room for W-key context menu).
      • F3: Save As. Use Shift-S (make room for F3 search).
  • Node Editor
    • Ctrl-LMB drag: Cut Links, Now use Ctrl-RMB drag. (make room for box de-select)

Details

Type
Design

Event Timeline

There are a very large number of changes, so older changes are hidden. Show Older Changes

Hi folks,

Since Normal Editing is going to be the next big thing in Blender I would like to propose to:

Have alt+n to have the mesh>normal menu or
giving the normal menu in special menu set
only in edit mode

Also if possible to call auto smooth operation from mesh>normal menu would make it easier for normal editing. (Edit:: Seems it's not a op. But may merge with mesh option instead)

Thanks.

Node Editor's Cut Link default Key Tweak+Right+Any conflicts with Lazy connect. If we give Lazy connect to use left mouse key then Blender freezes...

The viable solution I am having without any conflict is to give Cut Links : Tweak+Left+Any

Thank you for keeping transform modal map for knife tool, it helps a lot!
Everything is working about pan on RMB)

But there is still no way to set object.material_slot_assign through GUI - button rejects any shortcuts assignation (it is Shift+X in my case) - useful for assigning materials at fullscreen

It seems there is no ability to assign shortcut to shading.color_type, for quick switching to "textures" mode and back to "material" during UV unwrapping.
It is quite essential, because checker texture disguises geometry, so the only way to work with UV is quick switching to textured mode to preview and then back to shaded to provide selections and operations.

Also, manual switching "Shading" button is deep right, so there are no way to keep tools on left side of bar and shading button on screen simultaneously in UV Editing workspace.
So, shortcut is needed.
I used to use alt+Z, it was very handy for such purposes.

UPD: Solved

Temporary assigned to Alt+X
Keymap - 3DView - 3DView (Global)
Operator = wm.context_toggle_enum
Context = space_data.shading.color_type
Value = MATERIAL
Value = TEXTURE

What about Alt + F11 that toggles Blender instance full-screen in Blender 2.79b? Will there be a replacement?

Question: on 2.79 to use the pie menus for translate, rotate and scale, we used the CTRL+SPACEBAR...
Is the pie menu for manipulators going to be replaced by some other keyboard command?

Current shortcut "Toggle full screen" could come handy once or twice during a 2 hour session of use on Blender,
but CTRL+SPACEBAR for manipulators, comes in handy every 50 seconds in the same 2 hour period.

Please reconsider adding this toggle manipulators (translate, rotate, scale) back into 2.8: it is a spine into modeling.
Thanks.

@David (activemotionpictures) As noted in the changes: Ctrl-AccentGrave: Toggle manipulator.

the AccentGrave (') is not accessible on a german-keyboard-layout to be used as a shortcut.. it's hidden behind Shift+# and in the place were the AccentGrave sits on an US-Layout, the german-layout has a degree sign (°)

the following shortcuts are affected and thus inaccessible:

  • AccentGrave: 3D view pie menu.
  • Ctrl-AccentGrave: Toggle manipulator.
  • Shift-AccentGrave: Fly-mode.

if I switch to an US-keyboard-layout it triggers all the right menus/actions, but of cause it is really impractical to switch keyboard layouts just to have basic shortcuts working, plus it is super confusing.

Would it be possible to let blender know which keyboard-layout one is using and switch the AccentGrave to the according Button on each international-keyboard-layout or have a fast toggle in the splash screen for which key-binding we would like to use for the above actions. So e.g. german-keyboard-users could easily switch to use the degree sign instead.

It seems important to me that at least the basic shortcuts should work in any international keyboard-layout.

On a side node: I really miss the shortcut to open the user-preferences > I often just want to toggle some small settings on or off while working on a project.. Is there any particular reason that this shortcut was removed?

@Campbell Barton (campbellbarton) I m in love with the ctrl+tab in the graph editor-> dope sheet and vice versa. I don't know how long it had been like this. Thanks you very much :)

@Campbell Barton (campbellbarton) In windows 10, the Chinese version, Ctrl + space is a global key to switch input. as far as I know, can't modify by user in direct. so I think Shift + Space is better for full screen editor. Ctrl +Home/End to setting start/end frame, this is too far from the left hand, I often use this. by the way, F6(redo last in 2.79) will back? I very need it. thanks.

@Leroy (Leroy):

  • Re: Ctrl-Space I think we're going to need a set of platform spesific workarounds since there are always conflicts with spesific configurations.

    These workarounds could ideally be detected, but at the very least they can be preferences.

    Note that Ctrl-Space isn't a new shortcut, its been used in Blender for years for auto-complete in the text editor and console.
  • Re: Ctrl-Home/End, changing the start/end frame is not something you do frequently (as in many times a minute) while animating.

    For example - this is the shortcut for moving to the start/end of a document in many text editors.

    So I don't think it's an issue if it's not easily accessible with one hand. Further, this leaves keys such as Alt-S/Alt-E available for actions performed more frequently.
  • Re: F6 redo, there is already a way to redo actions in editors that can redo (if there are exceptions, the redo panel will need to be added to them), having the F-Keys from F5..F10 means you can assign this if you like, but means there are keys free for users to assign their own functions, and I rather not drop this.

@Campbell Barton (campbellbarton) Thanks for your reply. Does the Set origin(ctrl +alt +shift +c) and convert objects(alt +c ) will be back. it's apply modifier very quickly.

It's not planned to add keys from 2.7x map back.

  • Apply modifiers can be done w/: Ctrl-A, G.
  • Set origin is in the context menu. W, O or RMB, O

It's not planned to add keys from 2.7x map back.

Sounds strange.
Like some shortcuts are better than other not because they comply with to the principles of relevance, but because some were cursed by being used in previous versions, so they are not fashionable anymore.
We are making software for work, this is an extremely delicate question, demanding obvious visual reasons.
Please, be careful with that, we hope on this.

@Paul Kotelevets (1D_Inc) the keys from 2.7x that we though worth adding back have already been added back.

See motivation for: T55666

@Paul Kotelevets (1D_Inc) the keys from 2.7x that we though worth adding back have already been added back.
See motivation for: T55666

Well, hope that the opportunity to return them manually will remain.

@Campbell Barton (campbellbarton) Hi, does the pop-up panel in the 3d viewport will have shortcuts, e.g. Collections Visibility, Object Types Visibility, Overlays and Shading, I think it necessary.

For groups icons in tool bar, I am highly recommended can use A key to expand, more quick than keep LMB press.

Will have shortcut to show all collections.

Another question, for example, press M1 is move the selected to Scene Collection(master collection), not Collection1, Collection1 is M2, Collection2 is M3 an so on. Can we fix it, or move the Scene Collection to bottom in Move to Collection context menu

Thanks, looking forward to seeing more shortcuts.

@Campbell Barton (campbellbarton) Hi, does the pop-up panel in the 3d viewport will have shortcuts, e.g. Collections Visibility, Object Types Visibility, Overlays and Shading, I think it necessary.

Another question, for example, press M1 is move the selected to Scene Collection(master collection), not Collection1, Collection1 is M2, Collection2 is M3 an so on. Can we fix it, or move the Scene Collection to bottom in Move to Collection context menu

Barton already opened such tread
https://developer.blender.org/T61492
Yes, fully agree, assigning 1 to Scene Collection is required for consistency.

It's not planned to add keys from 2.7x map back.

  • Apply modifiers can be done w/: Ctrl-A, G.
  • Set origin is in the context menu. W, O or RMB, O

It seems, W is cycling selection mode?

The Shift ` shortcut for the navigation mode doesn't work.
I'm on debian, with US international keymap and a standard qwerty keyboard.
I suggest that either you make blender able to recognize the dead keys, either changing shortcuts.

I just want to point out a thing.

I've been trying to keep calm with all the shortcut changes since looks like many are actually liking it. But I haven't seen anyone who liked or got used with the Z-Pie Menu, it seems like the obvious choice would be to have Z to toggle wireframe and Shift+Z to open the pie menu and not the opposite.

@Campbell Barton (campbellbarton) any thoughts on it?

Well, yep, there were no qiuck wireframe mode (very useful in modeling) and no quick texture (not material) mode.
v 2.80.57 seems to behave different - there is also no more viewport rendering shortcut.


Quick wireframe is available with Pie menu on Drag (a very nice solution), but It's still hard to guess what's going on.

I just want to point out a thing.
I've been trying to keep calm with all the shortcut changes since looks like many are actually liking it. But I haven't seen anyone who liked or got used with the Z-Pie Menu, it seems like the obvious choice would be to have Z to toggle wireframe and Shift+Z to open the pie menu and not the opposite.
@Campbell Barton (campbellbarton) any thoughts on it?

I greatly enjoy the Shading piemenu (Z-piemenu)

I greatly enjoy the Shading piemenu (Z-piemenu)

It's okay, there will always be some people who like any kind of updates, because their workflow allows them)
For example, editing object piemenu was good for gamedev, tab edit mode for almost everything else, that's why such a things are usually done as optional.
The same about wireframes.

so that's where the crime happened...

Sorry if this one is not for discussion, but the other referred ones are archived. So I'm not sure...

Anybody else noticed CTRL+SPACE doesn't work on Ubuntu? (Though it could be just me.) If the case is this combination is taken in Ubuntu, and even though one could possibly modify it in either Ubuntu or Blender, shouldn't the default be changed in Blender since Ubuntu is one of the major distributions of Linux?

Currently the only way I have to maximize the area is through the command search panel while before it was a very comfortable CTRL+UpArrow

Ctrl+J for Join does not work and does not exist in 2.8.
Hopefully this will be fixed?

Also, if you want the inudstry to switch over to blender, changing all the keystrokes after each new build, is a way to ensure it never happens.
Workflow needs to flow, and relearning 120 new keystrokes and new camera movement and selection buttons changing... is a sure fire way to ensure we dont switch.

Not trying to be a jerk, but when I use maya, since 2003 it has been the same keys for 99% of everything.

Ctrl+J for Join does not work and does not exist in 2.8.
Hopefully this will be fixed?

This works here. Try factory settings, if it still happens report a bug.

Mesh Tools:
Deform_ Slide edge-Vertex, Noise,Smooth Vertex, Randomize
Remove Doubles option ?

Mesh Tools:
Deform_ Slide edge-Vertex

Press G, G.

Noise,Smooth Vertex, Randomize

Only via menus.

Remove Doubles option ?

Alt-M, B

@Campbell Barton (campbellbarton) Hi, How to add shortcuts for the group menu, e.g. make single user, set origin, select loops, for high custom, this is useful, I can't find "Assign shortcuts" in context menu by right click.

Anybody else noticed CTRL+SPACE doesn't work on Ubuntu? (Though it could be just me.)

Well, yes it's me! As it turns out I chose to stick to pre-2.8 key bindings upon my first install of 2.8, and it seems like this is the case where CTRL+SPACEBAR (nor CTRL+UP/DOWN) won't work to maximize the area. Maybe this could be considered a bug about pre-2.8 key bindings? But I don't know if this is still a thing in current builds since I chose that option long ago when I first installed 2.8. I hope more experienced users will try to reproduce and file this! :)

Hi, I think I have already suggested this in some older thread, but I think it would good to change the shortcuts for backdrop images in the node editor.
Right now we have IMO a very confusing set of shortcuts:

  • V to zoom-out
  • Alt + V to zoom-in
  • Alt + Middle mouse for panning
  • Alt + Home to fit the screen

What I would suggest is to map everything to mouse-based shortcuts, like this:

  • Shift + Middle mouse for panning
  • Shift + Ctrl + Mouse wheel for zooming in and out
  • Shift + Ctrl +Middle mouse click to fit the screen

In 2.79 I currently use a similar setup and it works quite well.

Ctrl+Shift+MMB - Pan Backdrop
Ctrl+Shift+Wheel Up - Zoom in Backdrop
Ctrl+Shift+Wheel Down - Zoom out Backdrop

maybe also add

Ctrl+Shift+Home - Fit Backdrop to screen

I don't have any strong feelings about which modifier key combination should be used, as long as it is consistent across all backdrop operators

the AccentGrave (') is not accessible on a german-keyboard-layout to be used as a shortcut.. it's hidden behind Shift+# and in the place were the AccentGrave sits on an US-Layout, the german-layout has a degree sign (°)

I'd like to stress this point. The walk navigation doesn't work with a QWERTZ layout in the latest build, and also I neither see the assigned shortcut when I F3-search for walk navigation, nor could I find the possibility to assign a custom shortcut to it in the preferences.

// EDIT: Found it, it's called "View Navigation".

One more mention of the difficulty to access accent-grave/backtick on some keyboards: we're giving a course in Italy and a lot of keyboards (both Mac and Windows) do not have the backtick on a key anywhere. We're having to show how to assign a custom shortcut (not really attractive in an introductory course).

However, if have to say for myself the key is fine, as I have it on the key with the tilde

Don't know if that matters, because for professional work keyboards are always chosen properly, IBM model M layout is the most popular and profound.
Also that depends on workflow, Model M covers most, but, for example, for baroque modeling and retopology sometimes I use Logitech F310 gamepad and G300s mouse.

https://youtu.be/Tsaa_D6CcSo?t=174

Blender is awesome in customization, that makes it possible to survive with any periphery.

@Paul Melis (paulmelis) sto guardando la mia tastiera Mac italiano...e non trovo il tasto della tilde...perché non c'è! Per favore, come l'hai risolto?

To everyone else, the italian Mac keyboard doesn't have a backtick OR a tilde key. Plus, mapping a new shortcut doesn't throw a warning that the selected new shortcut may be already used (I'm thinking GIMP, Inkscape and others).

Thank you.

Mac was never designed to provide comfortable for 3d modeling peripherals, it's goal is to be minimalistic.
So there will be a lot of keys that were removed on Mac, it is it's main problem.
This way user have to decide if he wants Mac or comfortable work in 3D.

About warning - Blender already have addon called Is key free, that allows to parse shortcuts.

@Paul Kotelevets (1D_Inc) ...
Seriously, Paul? "Comfortable peripherals?" "...Mac or comfortable work?" I came here looking to inform/remind the developers about this shortcoming regarding the backtick key and I have to hear this kind of nonsense? I'm not talking about an Amiga, Sun, Wang, Atari or Be keyboard. It's a Macintosh keyboard and whether you personally like it or not its a widely-accepted layout. Macintosh Blender users (regardless of keyboard layout) are more than a bump on the map and I'm confident the developers/Blender Foundation can confirm this. 2.8 is the first version that actually has the Command key mapped.

Why don't you, your opinions and your "comfortable" Model M go back to under the bridge from which you came? And take your non-sequitur add-on with you.

99% of mac users don't ever need to perform 3d modeling, so, obviously, Apple is interested in keepeing layout as minimal as possible.
But all we know - less buttons - less abilities, that's how it works.
Otherwise, there would be no problems with the layout.

I solving this problem with manual key assigning when using Macbook Air.
It means that I have ability to use it, but it is not the best way of using it.

@Paul Kotelevets (1D_Inc) Full-size Mac keyboards typically have *more* keys than most average PC keyboards. Macs go up to F19, for example. So technically most PC users have ‘less capabilities’.

The issue with Tilde has nothing to do the the Mac keyboard layout - it has to do with regional language layout. Blender should not use the Tilde key directly, but always map to the key to the left of 1 on the number row. Currently, afaik, we only have a way to do that on Linux but it could be ported to Mac & Windows too.

Thank you for clarification. Yes, Apple Magic Keyboard with Numeric Keypad is pretty much Model M compartible.
It would be great if users with keyboard layout issues indicated the current keyboard model they are talking about.

Blender should not use the Tilde key directly, but always map to the key to the left of 1 on the number row.

On a standard QWERTY Portuguese layout the key left of 1 is the backslash "\", with Shift it accesses the pipe "|" character, if it matters.
Most computer games already do this by mapping the ingame console (which generally open with the tilde ~) to this key which has the same physical position.

The dedicated tilde key (generally close to Enter), is used as a dead key because we write it as a diacritic (like in ã,õ). I assume French language probably has a similar behavior, although position is likely different.

@William Reynish (billreynish) once again you have nailed it! Mapping the key left of 1 (in my case, backslash) is the obvious and most elegant solution in my opinion.

Tomas (Rusculleda) added a comment.EditedFri, Jun 28, 2:48 PM

In 2.8 in the node editor, using right click select, we seem to have lost the shortcut for cutting links (ctrl+click and drag). Is there any alternatives that i'm missing, short of using the links cut active tool or dragging out of the destination socket (both highly unpractical for me)?

On a standard QWERTY Portuguese layout the key left of 1 is the backslash "\", with Shift it accesses the pipe "|" character, if it matters.

So, mapping "|" and "\" keys that are currently seems to be empty will solve problem?

Btw, Russian layout have tilda on it's place, because it is used for russian Ё/ё letter.
That's beause russian have slighly more letters than english.

So, mapping "|" and "\" keys that are currently seems to be empty will solve problem?

Yes, if you map ~ to \ should be fine for Portuguese QWERTY, pipe character "|" would be equivalent to Shift + ~.

There are probably smarter ways to do this without making a different keymap for every possible local variation, probably using keycodes instead (not sure this is the correct technical term).

In 2.8 in the node editor, using right click select, we seem to have lost the shortcut for cutting links (ctrl+click and drag). Is there any alternatives that i'm missing, short of using the links cut active tool or dragging out of the destination socket (both highly unpractical for me)?

This has been changed, noted in task.

@Campbell Barton (campbellbarton) If possible, I would very much like to be able to add a new shortcut preset, which includes the current 2.8, and the old 2.7x. I mean, if there is no shortcut operation in the 2.8 version, use the old 2.7 shortcut. . Such as alt+c conversion mode. thanks.

@Leroy (Leroy) these were intentionally removed, See: T55666: Minimal Keymap Proposal.

Convert was mostly used to apply modifiers (which was not obvious at all), see: T55194#626933 for how to do this using shortcuts.

Nope, it is used for both convert to mesh (apply modifiers) and convert to spline.
There is no "mostly".
Personaly, I would like to add "remove all animations" to Alt+C - mesh action, that will be convenient, than .... Ctrl+A - G? That already seems like Vim ggVG "select all" shortcut.

Also, assigning 2.79 shortcuts to free keys is a nice idea, this will eliminate the need for a professional modeler to explain why they are reasonable and better than it was made in 2.8,
because it mostly means to explain how to use blender professionaly, but this is subject - you know - for an entire course, a lot of people still asking for.

Like that: https://developer.blender.org/rB988c4259e54db84d01c24d21d6be95a90239478e#236501

it will just save a lot of time

Fahad Hasan (cgvirus) added a comment.EditedTue, Jul 2, 3:37 AM

Hello, me again.
We used to have shift+uparrow and downarrow for delta frame offset . This is an essential key binding for compositing and rotoscoping works.
I have checked creating two key with shit+ up and down arrow without any conflict. Please bring it back in default blender if it's alright.

Also just a tiny proposal: instead of creating delta for each, is it possible to give a global delta in the timeline panel. So that we can choose the delta as needed?
Then we don't even need to give different key bindings.

Thanks.

I noted that there is no U (make single user menu) in the list. Actually it was removed. Why it missed in the list?

The release notes that point to this task say:

As Blender's functionality has expanded over the years, the number of available shortcut keys for new features and users to map their own has become too small. For that reason a number of shortcut keys were changed to make often used functionality accessible quickly, while assigning fewer shortcut keys by default so users can map their own.

If this is true then it would be *really* useful if we could include a list of keys available for user assignment that will not conflict with any existing keymap.