Unity, UE4, Houdini, ZBrush, Modo, Maya, Cinema4D... a lot of programs uses the ALT navigation. Also, in a similar way with ALT&CTRL, most of other programs use it, like adobes Substance, Premiere, Photoshop, AfterEffects, Mari and finally Blender. This Keymap is a very important feature! Thx!!!
Honestly this is the most helpful tutorial I've ever seen related to this key mapping. I feel fully equipped to follow along in many tutorials now. Thank you so much for making this.
when i was switching from cinema4d to blender 6 years ago i've remapped a ton of keys and their conflicts to what i've found convenient to me (including alt+mouse navigation), also i was dreaming about a tool to have an instant focus to rotate around. and i got 3d cursor and now i also use it for navigation. now every single piece of 3d software without 3d cursor feels like garbage to me. blender is incredible, thank you for your work guys.
Finally, W E R for moving, rotating and scaling. I don't care about zooming or framing hotkeys but I do care about moving rotating and scaling. These are 3 most used key in 3d software unless you do coding and scripting stuffs. These 3 keys have to be as close as possible since you are constantly switching in between these keys and I dare say that g for grabbing, s for scaling and r for rotating is really really bad. Blender should've used W E R from the very beginning. G S R keys are way too stretchy to tap for your index finger and it is against natural movements of your finger. Now you have W E R, that is great.
I believe what you learn first becomes your way of doing something. However it may not be the case. W E R were ancient way of working on Keyboard, as back in Old days (late 80s and early 90s), neither there was Middle Mouse button with Scroll wheel on Mouse nor widely available Numpad on keyboard. Pressing any thing on keyboard to Zoom, Rotate, Pan should not be there at all.
@@shabbirmerchant7678 No, it is not just my personal experience. I am not talking about panning and zooming, I am talking about moving vertices, rotating faces and scaling objects. G S R keys for transforming are against natural way of using muscle of you hands. W E R are way faster since you need constantly switch in between these 3 keys. For instance, you cannot find even 1 game that uses F for moving forward, B for backward, L for moving left and R for moving right. About 99% games use W A S D for forward left back and right. It is the same thing here. They are the basic keys that need to be put close not need to be chosen for initial letter of it. Even Z X C are way better than G S R. They just need to be as close as possible.
@@chlbrn There is indeed a nice advantage in using a layout that is optimized for ergonimics (WER) rather than mnemonics (R=Rotate, S=Scale etc). When using WER, you don't think of what each letter represents, but the location and layout of the keys.
This is so helpful for me. Constantly having to switch between Maya for student work and Blender for personal work has been a real pain due to muscle memory constantly attempting to use Maya hotkeys in Blender and Blender hotkeys in Maya.
I'm not going to be someone who will say one keymap is better than the other, both Maya and Blender have their reasons for having their keymaps. One of the most important skills I learned to acquire was understanding how to switch my muscle memory to use both very fast, as some applications may not offer the type of flexibility these do when it comes to user input.
I'm ok with most Blender hotkeys but GRS and MMB overuse annoys the hell lot of me. Also, Industry compatible makes it difficult to follow online tutorials. So I made an hybrid keymap with WER, Maya mouse navigation and F for frame (+ the regular Blender hotkeys) Would be nice to have a hotkey for toggling between this and regular Blender keymap
I think the keymap is basically what held Blender back from being adopted by the masses, and what is currently sabotaging it is 99% of tutorials being "now press alt shift g, then ctrl h f4 and select objects in this specific order then press f and then x and t" It isn't just the esoteric hotkeys themselves, but strings of hotkeys with no description of what they are doesn't facilitate learning nor understanding of the program since you usually don't even get told the name of the feature
Thank you so much. I was taught on Maya and felt kind of pigeonholed for not being taught Blender because everyone likes it. This made it so much easier to navigate for someone like me who gets overwhelmed by a lot of different features.
wooooooow! this is sooooooooo actually useful now! previous attempts were lacking but this totally knocks it out of the park! I'm a maya user myself but this will definitely allow me to add blender to my tool bag for using it now and then for plugins or file translation. very excellent.
This keymap is amazing as a base for your own keymap. I've left the shortcuts that made sense to me and changed everything else. Now my Blender is a mix between Modo, Max and Blender and its perfect.
Please make selection of back side poligons WITHOUT X RAY MODE! Add smooth preview mode (like in maya, modo and houdini) and PLEASE make normal delete of faces, edges and vertexes. We want to delete them by SINGLE press del, without context menu. If i need options for delete menu, make Shift + del or Alt + del. These are very important things.
Thanks! Saved me a lot of time figuring out how the docs are set up and finding stuff when I just had a simple modeling task I needed to get done ASAP.
for people who are confused, this is another configuration different from 2.8 ad 2.7 keymaps, they are just another option, its not gonna change the default or the old keymap
I've made the description more clear now, so people don't get confused. This is just an option that it's been there since 2.80 for people coming from other software. Blender will continue to improve the default keymap, and new users should start with the default keymap anyway since it's more intuitive.
Good design and very helpful video to start! I prefer this much over default controls that I have used for many years. I use blender mostly with Substance painter, Unity, Unreal and twinmotion. All other software have QWERT for tools and F for focus so I dont't feel disconnected every time when I switch to edit my models in blender. I also don't have numpads so V for camera swap feels also very natural to use.
Maybe it just me but I never feel painful switching softwares such as Unity while using Blender's default keymap, even back to the day when blender just have right click select. Great new feature nonetheless, since now I can use F to frame selected and up/down to select more/less on my laptop.
It is super useful for the industry but the blender 2.7x keymap allows you to edit your models in a more efficient an faster way than in most other programs. At least in my opinion so I think it would be great to keep/develop both.
BillRey exactly. Dream is to have input and gizmo based interactúo. Working side by side. Regardless of key map. Keymap is actually less important than. The input methods. So for me. Input based - with blender and industry hotkeys. Could be same as long the keys do not collide with hornets for gizmo input Gizmo input. With both blender and industry hotkeys for those. That is for me the options to give the best of both worlds. Still gizmo based is a lot quicker in other software. Say in Max if you want to extrude and edge you don’t switch to and extrude action or gizmo. You just hold shift and extrude with the normal transform gizmo = quick In blender you can do similar with input based = quick. But if you want to do it with gizmos you need to switch/ trigger that extrude gizmo do operation and switch back to transform = slower. So it’s about making blenders gizmo based interactions quicker and smarter and there is a lot do do there. Mainly blender users don’t k is how to use gizmo based so much. Instead they say blenders “old” input based workflow is quicker. Which is if. Hope above Makes sense
@@litjellyfish yeah that's a good point. For those who used Blender for getting in to 3D or since a long time the barely use gizmo based interaction. Now that you said that I can see the potential in gizmos in Blender. But I think this could take some time so that all/most of the users know how to use them and also to develop the them in a more efficient way.
Dominik Seitz yes exactly. And I think this will take time. What I hope is that we see it from this point of view : Gizmo workflow is not for all but for those who use them we need to be best in class. Can we speed up this with shortcuts great (whatever those shortcuts are binder to is less important. Just that they exist. Continue to evolve and improve blenders key / key change drive. Interactions. Here blender already maybe is the best. But it’s also not so many other software that use this philosophy. Make both works in parallel and also support each other as much as possible. A good example is blenders excellent numeric input. Which is actually used a lot in CAD software. nothing is stopping this to be mixed with a gizmo based workflow. I think sculpting is a good example as it’s a bit more modern meaning I came to blender a lot later than the base polygon input. The gizmo before for sculpting never shown normal and it was slow to go up to the menu and set size and force. Then it was binded ti shortcuts that shown gizmo and info in the viewport as overall. Then it’s a combo where you can drag horizontal to set size and vertical to set force. This is the interaction and visual representation that is as near and transparent to the user as possible. If this size / force is set to a hotkey or the RMB is not the important thing. Those things are the configurable that depends more or taste. Hope some of my babbling makes sense?
Magical!! Wish I had the time to spend getting up to speed with the Blender controls, but coming from Maya, and constantly swapping from Blender to Unity, this control scheme just makes me feel happy.
This is mainly useful for people switching every day back and forth between Blender and other apps. If you are getting into Blender to use it as your main software, I would suggest using the default keymap since it's more consistent with the rest of Blender, you can follow documentation and tutorials more easily.
Great idea - very smart of you. Personally, I switched my Unity shortcuts to be more in line with Blender because I'm used to it. But this is an excellent option.
I tried it but the workflow is so limited. I ditched Maya and it was difficult, but I used Blender default and remapped half the keys. Edit: the hotkey editor is very bad, should at least show conflicts.
The problem for me so far is every single tutorial i'm watching is blender standard keymap, and i'm having trouble with the the hotkey editor as well. As far as the camera, navigation and scale, rotate and move are working fine. Is there any Maya specific keymap?
@@ventiladordesuco I am having a similar issue, trying to follow Blender Guru's basic tutorials is a nightmare as he just says press such and such keys without always saying what it actually does meaning I have to hunt for what its supposed to do in the Blender keymap and then go from there. Perhaps there is a small niche there for Blender tutorials based on this keymap.
I'm glad I started adapting to 2.8 keys back in alpha releases (it took me a couple of versions of transitioning before I got tired of changing shortcuts like 2.7x) but I can assure you, beside a couple old shortcuts that I still keep from 2.7, all new ones are definitely an upgrade (specially 1,2,3 to change vert,edge,face in edit mode and many others!) Plus a ton of new features are being added so you'll do your future-self a favor by getting hang of it sooner than later (oh and if you're not a fan of new pie menus, there's a way to still call back oldschool boxes, after that 2.8 keymap was really a breeze)
I don't see how this is going to help you. Most of the tutorials are made by people who've been using blender for many years. I believe most of them will keep the default keymap as it's much faster and precise to work with once you get used to it.
I'm a 3ds max user for over 15 years and am forcibly switching to blender because autodesk just doesn't want to improve the animation tools in 3ds max. Hotkeys in blender have been a pain because even with the industry standard configuration it is very hard to find many hidden tools. Blender should have better documentation of all the hidden tools and what is their industry compliant version and their own hotkeys.
I'm in the industry compatible mode and the navigation is locked for me. It refuses to let me alt + LMB. I havent changed any of the keybindings aswell. This is so frustrating.
I didn't learn Maya, but I used Cinema 4D for some time years ago. I found Blender's keyboard shortcuts to be super efficient, and the buttons make sense: G for Grab, S for Scale, R for Rotate, E for Extrude. This new industry compatible key-map is good, but I won't be using it at all. Plus, there are no tutorials using this keymap. I use Linux so if I hold down Alt, it will move the window I'm in. Of course that can be edited, but I won't.
You don’t have to use it. But if you switch between Blender and Unity, Maya, Substance etc, you’ll find that you will learn this same approach there anyway. Some studios might use Blender just for a single feature or particular addon, and for them it’s not worth it to learn Blender’s unique keyboard controls (whether those have merit or not can be argued)
@@csmemarketing having 3 keys be randomly placed away from eachother for Absolutely no reason, whereas Maya's are W E R RIGHT next to eachother for efficiency makes WAY more sense.
Good. But how to select all the mesh? "A" doesn´t work. I want to see the whole UV mesh and have to select all the mesh... (can´t see in object mode like maya?)
I just download blender today. I have a problem with Industry Compatible setting. I can't move my Rotate view by pressing Alt + Left Mouse Button, But the others button work just fine. Please help me.
You know that before this keymap I hated Blender, now, today I downloaded it. I will try to share my experience to another Maya users to encourage to come to Blender or to keep in Maya :3 but right now I think that as I did, Maya will be a past love
I would love it if you made the grid system behave more like Maya's. An option to disable the orthographic view dynamic subdivision thing it does when you zoom in / out and to have the same grid in the perspective view.
Seems way more sensible than the current default keymap, but adoption is scarse much more for people that are looking at tutorials because usually going for the default one. I think if this were the default keymap it woul be GREAT>
@@JordiTheViking that's too bad :/ I use the default for 11 years, and that's true, some of the recent changes i disagree with, but i see how it can be faster than this, for sure.
Joseph Brandenburg not now. But I could be. Also it’s not just about the keymap. The normal blender keymap is based on blenders input based workflow. Blenders widget based workflow still is slow and no keymap can save that. So blender need to evolve the gizmo workflow. And evolve the industry keymap. If they do that then the keymap will matter less in the future and to would be more to choose or combine the input and gizmo based workflows.
I want to learn animation in Blender as a complete beginner, but my goal is to eventually transfer over to Maya once I have experience with animation. Should I use the Industry Compatible Keymap to avoid a headache once I switch to Maya?
Thank you Blender, Thank you Blender and Thank you Blender, i was getting so much time lost, when switching to other apps and using wrong muscle memory movements.
matter of fact, you can still preserve alt based navigation even without changing to Industry Compatible, by enabling "Emulate 3 button mouse". It's not the same exact setup, but makes for a much easier time navigating with alt ctrl and shift left click, especially when if you're using a tablet, and sculpting. The only problem is this messes up multiple edge/face ring selection, hope they fix that.
@@BillRey yes I'm aware, just mentioned it because one can still use the alt and left click system to rotate the viewport, which mimics the IC setup partially. And this is especially useful for tablet users, and not exactly a replacement for IC if people are coming from those tools.
+1 to tablet use, i work basically always with a tablet, i leave the mouse years ago (wrist ache, industry standard workflow heritage). also by using alt to emulat mmb, one can avoid using one of the most awkward button (miidle) in most mouses that doesn't cost a fortune thus working more comfortably.
I'm unable to replicate the feature at 6:20 when discussing using the middle-mouse scroll to adjust falloff of the "proportional editing" influence. Using middle-mouse scroll wheel while a vertex is selected only zooms my object in and out like it would at any other time... If there a key combination to adjust proportional editing influence? In Maya one would simply hold "B+dragging mmb" to adjust the influence area. Can anyone help with this?
I have been using blender for almost 2 years now and i don't know if it's weird but i have never used blender's own navigation system since the beginning. (I was a maya user for short time btw.) Now i'm using Substance, UE4, Unity, marmoset etc. Even now i don't see any reason to change the nav system.
Missing the point; it's not about whose software or approach is better... it's about making things easier for those who are used to a different workflow.
Please make this the new default! This has been my default since this was released. I use Blender mostly with Substance Painter, Marmoset Toolbag and Unity and I don't get angry anymore because I used to get confused when jumping between blender and other programs. I also love that I don't need numpad anymore.
Hi. Vieport does not rotate with Industry Compatible profile and holding Alt + left mouse button (Blender 2.9). And when you select a Blender profile, rotation occurs on the Alt + left mouse button. How do I fix Industry Compatible mode? Is it possible for non-core work due to several installed (unpacked) versions of Blender (2.79, 2.80, Blender 2.83.3)? In version 2.83.3 it works as it should. And how to change the zoom in reverse. So that the movement of the mouse to itself brings closer, and away from itself. How does it work in the same version 2.83.3?
Can't work in blender without industry compatible. Why this isn't standard yet in Blender is beyond me. If you want to have widespread adoption, its inevitable to have similar keymaps for basic functionality.
Might sound stupid but can anyone help in camera movement and paning in camera view to properly adjust camera angles and distance? Of course in industry compatible keymap.
0:36 i agree with the statement that this keymap works well for people that use a lot of softwares during the day, for example a TD, a person that its not going to be using blender for more than an hour a day because need to supervise an entire production line, however i completely disagree with using the "compatible keymap" as an starting point to switch to blender, learning blender with the compatible keymap its going to train the brain to recognize the interface and spect something with it, its going to be a lot more difficult to overcome that when people try to jump to the modal operator classic workflow which has a lot of advantages over the standard workflow, especially in the field of repetitive strain injuries, needles to say this is important for someone that spend six to ten hours a day in the computer doing stuff, not that much for people that uses it occasionally. Also there is a pie menu shortcut for navigation in the default keymap, actually the numblock its not required for using the standar blender keymap either, only for perspective/ortho and the classic shortcut to place the active camera and isolate selection.
It's mainly targeted at users in studios who work in heterogeneous environments jumping between several DCC apps, but also for switchers from those apps. However, you can use all of Blender perfectly fine with this keymap, users don't need to ever move to the default Blender keymap at all if they prefer not. Other applications work a lot like this, and people have been able to use those to create high quality feature films, so it shouldn't limit users in any way. However, it's optional, so if you prefer the Blender default keymap, that's fine too. (BTW, with the IC keymap, Isolate is Shift-I, which can also be done without a numpad)
@@BillRey its important to put in the table that im not a blender fanboy junior, i use 3dsmax for over seven years in advertisement production before leaving it for blender due to the way of interact with the software, and this was during the transition of blender 2.47 to 2.5 so i knew very well what max, a bit of maya and zbrush +adobe suit (+substance that i use at the monent ) can or not do and the impact of it, and the reason to choose blender wasn't the blender tool set, remember what blender 2.49 had :s , but the interaction way the Blender classic +rms +realese_confirm_ disable +emulate_3rd_mousebutton. if a pro grabs blender by the compatible keymap thinking that its going to be easy to learn the true blender potential, its aiming to a world of pain so its more than sure that its going to stick to the compatible keymap. You say that the industry standard keymap was used to do basically all the great Cg outthere thats true, however blender (in my personal experience) was able to stand in some areas next to giants of the industry with a limited toolset long enough to get funded by the community to produce 2.8, so the classic blender has more than proven very efficient to do stuff.
I can’t seem to find Blenders Merge window when using this mode. If you switch to Blender or Blender 27 the merge options show up. Anyone know why this is?
I just got done going through this keymap when comparing it to other keymaps, including the default Blender keymap, and my own custom keymap.... and I have to say, the industry compatible keymap starts out strong for the 3D Viewport, but falls apart in the other areas. It is overall the worst of the keymaps I've looked at.
Now a realize it is a very poor map keys, missing tons of important shortcuts. It's better to modify the blender's default in order to keep the major ones.
That's great but I can't help but feel like this is incomplete, 2D animation shortcuts are still very different and if you try to change them it messes with how you interact with the shader editor and other things. Please make draw-mode specific shortcuts and patch this up!
@@sonario6489 So you are not giving up on Maya yet? Is it a standard for motion graphics these days? C4D appears to me a default tool for 3D. ( Looks like Blender is for those that are adventurous)
@@maxmagnus777 xD I actually never used Maya. I use Source Filmmaker, and have actually been pro GRS for automatic Move, Rotate, Scale for Object and Pose Mode until very recently.
Unity, UE4, Houdini, ZBrush, Modo, Maya, Cinema4D... a lot of programs uses the ALT navigation. Also, in a similar way with ALT&CTRL, most of other programs use it, like adobes Substance, Premiere, Photoshop, AfterEffects, Mari and finally Blender. This Keymap is a very important feature! Thx!!!
This is making learning Blender as a Maya user soooooooooooooo much easier. Thank you!
Honestly this is the most helpful tutorial I've ever seen related to this key mapping. I feel fully equipped to follow along in many tutorials now. Thank you so much for making this.
when i was switching from cinema4d to blender 6 years ago i've remapped a ton of keys and their conflicts to what i've found convenient to me (including alt+mouse navigation), also i was dreaming about a tool to have an instant focus to rotate around. and i got 3d cursor and now i also use it for navigation. now every single piece of 3d software without 3d cursor feels like garbage to me.
blender is incredible, thank you for your work guys.
Finally, W E R for moving, rotating and scaling. I don't care about zooming or framing hotkeys but I do care about moving rotating and scaling. These are 3 most used key in 3d software unless you do coding and scripting stuffs. These 3 keys have to be as close as possible since you are constantly switching in between these keys and I dare say that g for grabbing, s for scaling and r for rotating is really really bad. Blender should've used W E R from the very beginning. G S R keys are way too stretchy to tap for your index finger and it is against natural movements of your finger. Now you have W E R, that is great.
I believe what you learn first becomes your way of doing something. However it may not be the case. W E R were ancient way of working on Keyboard, as back in Old days (late 80s and early 90s), neither there was Middle Mouse button with Scroll wheel on Mouse nor widely available Numpad on keyboard. Pressing any thing on keyboard to Zoom, Rotate, Pan should not be there at all.
@@shabbirmerchant7678 No, it is not just my personal experience. I am not talking about panning and zooming, I am talking about moving vertices, rotating faces and scaling objects. G S R keys for transforming are against natural way of using muscle of you hands. W E R are way faster since you need constantly switch in between these 3 keys. For instance, you cannot find even 1 game that uses F for moving forward, B for backward, L for moving left and R for moving right. About 99% games use W A S D for forward left back and right. It is the same thing here. They are the basic keys that need to be put close not need to be chosen for initial letter of it. Even Z X C are way better than G S R. They just need to be as close as possible.
@@chlbrn There is indeed a nice advantage in using a layout that is optimized for ergonimics (WER) rather than mnemonics (R=Rotate, S=Scale etc). When using WER, you don't think of what each letter represents, but the location and layout of the keys.
I suggested this in the Blender Steam forums a while ago and used the very same ergonomic argument. Needless to say, they weren't happy about it...
G, R, S is more natural due to the way your fingers are positioned
This is so helpful for me. Constantly having to switch between Maya for student work and Blender for personal work has been a real pain due to muscle memory constantly attempting to use Maya hotkeys in Blender and Blender hotkeys in Maya.
Blenders hot keys are better and worth learning tho. Way faster that clunky old mayas
I'm not going to be someone who will say one keymap is better than the other, both Maya and Blender have their reasons for having their keymaps. One of the most important skills I learned to acquire was understanding how to switch my muscle memory to use both very fast, as some applications may not offer the type of flexibility these do when it comes to user input.
Same for me haha
I'm ok with most Blender hotkeys but GRS and MMB overuse annoys the hell lot of me. Also, Industry compatible makes it difficult to follow online tutorials. So I made an hybrid keymap with WER, Maya mouse navigation and F for frame (+ the regular Blender hotkeys) Would be nice to have a hotkey for toggling between this and regular Blender keymap
I think the keymap is basically what held Blender back from being adopted by the masses, and what is currently sabotaging it is 99% of tutorials being "now press alt shift g, then ctrl h f4 and select objects in this specific order then press f and then x and t" It isn't just the esoteric hotkeys themselves, but strings of hotkeys with no description of what they are doesn't facilitate learning nor understanding of the program since you usually don't even get told the name of the feature
Thank you so much. I was taught on Maya and felt kind of pigeonholed for not being taught Blender because everyone likes it. This made it so much easier to navigate for someone like me who gets overwhelmed by a lot of different features.
Can't even express how useful this video was as someone switching applications. Cheers!
This the the most important addition to Blender in recent years. It makes Blender finally usable for game development.
wooooooow! this is sooooooooo actually useful now! previous attempts were lacking but this totally knocks it out of the park! I'm a maya user myself but this will definitely allow me to add blender to my tool bag for using it now and then for plugins or file translation. very excellent.
Yesssss!!! finally! For most jobs, you change programs and its so hard to switch the keymaps setting in your mind
This is very good!
AMAZING, A M A Z I N G love love love
This keymap is amazing as a base for your own keymap. I've left the shortcuts that made sense to me and changed everything else. Now my Blender is a mix between Modo, Max and Blender and its perfect.
This Tutorial is absolutely amazing it 10xed my Blender learning journey while switching from Maya
OMG THINGS FINALLY MAKE SENSE AFTER ALL THESE YEARS OF JARRINGNESS
Amazingly helpful, stepped away from 3d for 10 years, thought, I know Maya, how hard can Blender be, game changer!
really good tutorial! THANK YOU! as a maya user this is making my life so much easier
Please make selection of back side poligons WITHOUT X RAY MODE! Add smooth preview mode (like in maya, modo and houdini) and PLEASE make normal delete of faces, edges and vertexes. We want to delete them by SINGLE press del, without context menu. If i need options for delete menu, make Shift + del or Alt + del. These are very important things.
This helped me a lot, Coming from Maya at work to blender I was having a hard time navigating but now its second nature.
Brilliant pedagogy
Very clear
Thanks! Saved me a lot of time figuring out how the docs are set up and finding stuff when I just had a simple modeling task I needed to get done ASAP.
for people who are confused, this is another configuration different from 2.8 ad 2.7 keymaps, they are just another option, its not gonna change the default or the old keymap
I've made the description more clear now, so people don't get confused. This is just an option that it's been there since 2.80 for people coming from other software. Blender will continue to improve the default keymap, and new users should start with the default keymap anyway since it's more intuitive.
@@PabloVazquez thanks pablo
4:36 have anyone else noticed the extra numbers?
Thank's for the tutorial tbw :]
Now i can to learn Blender. Thanks for this.
Good design and very helpful video to start! I prefer this much over default controls that I have used for many years. I use blender mostly with Substance painter, Unity, Unreal and twinmotion. All other software have QWERT for tools and F for focus so I dont't feel disconnected every time when I switch to edit my models in blender. I also don't have numpads so V for camera swap feels also very natural to use.
I basically only use pie menus in maya so this is amazing really! Wish more tutorials used this mode for beginners
Maybe it just me but I never feel painful switching softwares such as Unity while using Blender's default keymap, even back to the day when blender just have right click select.
Great new feature nonetheless, since now I can use F to frame selected and up/down to select more/less on my laptop.
It is super useful for the industry but the blender 2.7x keymap allows you to edit your models in a more efficient an faster way than in most other programs. At least in my opinion so I think it would be great to keep/develop both.
This keymap is merely an option in Blender’s Preferences. Both are available inside Blender.
helmi helmawan you can already do that. While transforming, you can still press X, Y or Z to constrain to axes is you wish.
BillRey exactly. Dream is to have input and gizmo based interactúo. Working side by side. Regardless of key map.
Keymap is actually less important than. The input methods.
So for me.
Input based - with blender and industry hotkeys. Could be same as long the keys do not collide with hornets for gizmo input
Gizmo input. With both blender and industry hotkeys for those.
That is for me the options to give the best of both worlds.
Still gizmo based is a lot quicker in other software.
Say in Max if you want to extrude and edge you don’t switch to and extrude action or gizmo. You just hold shift and extrude with the normal transform gizmo = quick
In blender you can do similar with input based = quick.
But if you want to do it with gizmos you need to switch/ trigger that extrude gizmo do operation and switch back to transform = slower.
So it’s about making blenders gizmo based interactions quicker and smarter and there is a lot do do there. Mainly blender users don’t k is how to use gizmo based so much. Instead they say blenders “old” input based workflow is quicker. Which is if.
Hope above Makes sense
@@litjellyfish yeah that's a good point. For those who used Blender for getting in to 3D or since a long time the barely use gizmo based interaction. Now that you said that I can see the potential in gizmos in Blender. But I think this could take some time so that all/most of the users know how to use them and also to develop the them in a more efficient way.
Dominik Seitz yes exactly. And I think this will take time.
What I hope is that we see it from this point of view :
Gizmo workflow is not for all but for those who use them we need to be best in class. Can we speed up this with shortcuts great (whatever those shortcuts are binder to is less important. Just that they exist.
Continue to evolve and improve blenders key / key change drive. Interactions. Here blender already maybe is the best. But it’s also not so many other software that use this philosophy.
Make both works in parallel and also support each other as much as possible.
A good example is blenders excellent numeric input. Which is actually used a lot in CAD software. nothing is stopping this to be mixed with a gizmo based workflow.
I think sculpting is a good example as it’s a bit more modern meaning I came to blender a lot later than the base polygon input.
The gizmo before for sculpting never shown normal and it was slow to go up to the menu and set size and force.
Then it was binded ti shortcuts that shown gizmo and info in the viewport as overall.
Then it’s a combo where you can drag horizontal to set size and vertical to set force. This is the interaction and visual representation that is as near and transparent to the user as possible.
If this size / force is set to a hotkey or the RMB is not the important thing. Those things are the configurable that depends more or taste.
Hope some of my babbling makes sense?
Magical!! Wish I had the time to spend getting up to speed with the Blender controls, but coming from Maya, and constantly swapping from Blender to Unity, this control scheme just makes me feel happy.
This keymap is made for folks exactly like you.
excellent presentation!
definitely a huge help to those who are getting into blender :)
This is mainly useful for people switching every day back and forth between Blender and other apps. If you are getting into Blender to use it as your main software, I would suggest using the default keymap since it's more consistent with the rest of Blender, you can follow documentation and tutorials more easily.
Great idea - very smart of you. Personally, I switched my Unity shortcuts to be more in line with Blender because I'm used to it. But this is an excellent option.
I tried it but the workflow is so limited. I ditched Maya and it was difficult, but I used Blender default and remapped half the keys.
Edit: the hotkey editor is very bad, should at least show conflicts.
I totally agree with you on that one, there is an addon that comes with blender called is Key free? which might help you out
The problem for me so far is every single tutorial i'm watching is blender standard keymap, and i'm having trouble with the the hotkey editor as well. As far as the camera, navigation and scale, rotate and move are working fine. Is there any Maya specific keymap?
@@ventiladordesuco I am having a similar issue, trying to follow Blender Guru's basic tutorials is a nightmare as he just says press such and such keys without always saying what it actually does meaning I have to hunt for what its supposed to do in the Blender keymap and then go from there. Perhaps there is a small niche there for Blender tutorials based on this keymap.
Game changing 😃🥰...no more maya for me
this has been in blender for quite a long time, as maya keymap!! it's nothing new!
Please don't delete the 2.7x keymap, I still use it even today
Why would they delete it?!?! See 0:06 You can just select it! :)
Same, 2.8 keymap is def a downgrade. You can export the keymap in user preferences btw
I think the new one is better. Needs time to adopt to it but in the end you can always set your own hotkeys.
I'm glad I started adapting to 2.8 keys back in alpha releases (it took me a couple of versions of transitioning before I got tired of changing shortcuts like 2.7x)
but I can assure you, beside a couple old shortcuts that I still keep from 2.7, all new ones are definitely an upgrade (specially 1,2,3 to change vert,edge,face in edit mode and many others!)
Plus a ton of new features are being added so you'll do your future-self a favor by getting hang of it sooner than later
(oh and if you're not a fan of new pie menus, there's a way to still call back oldschool boxes, after that 2.8 keymap was really a breeze)
i request this for a loooooonnnggggg tiiiimeeeee. because i could not follow any blender tutorial out there if im using industry standard keymap
IMO the blender hot keys are so well placed. Industry standard is a bit slow and unintuitive.
I don't see how this is going to help you. Most of the tutorials are made by people who've been using blender for many years. I believe most of them will keep the default keymap as it's much faster and precise to work with once you get used to it.
I also think default key is best 👍
Hmmm... but the ppl who make tutorials are mostly still gonna use the default keymap, which means nothing has been changed for you...
guys by this the person means that they can translate easier with blender tutorials.
Very nice work ! I will try this key-map !
I'm a 3ds max user for over 15 years and am forcibly switching to blender because autodesk just doesn't want to improve the animation tools in 3ds max. Hotkeys in blender have been a pain because even with the industry standard configuration it is very hard to find many hidden tools. Blender should have better documentation of all the hidden tools and what is their industry compliant version and their own hotkeys.
Thank you this video helped me a lot to switch to blender.
thank you ! super helpful for Maya users like me👌
I'm in the industry compatible mode and the navigation is locked for me. It refuses to let me alt + LMB. I havent changed any of the keybindings aswell. This is so frustrating.
I didn't learn Maya, but I used Cinema 4D for some time years ago. I found Blender's keyboard shortcuts to be super efficient, and the buttons make sense: G for Grab, S for Scale, R for Rotate, E for Extrude.
This new industry compatible key-map is good, but I won't be using it at all.
Plus, there are no tutorials using this keymap.
I use Linux so if I hold down Alt, it will move the window I'm in. Of course that can be edited, but I won't.
You can still follow tutorials perfectly fine. Just use the equivalent key, the context menu, or even just search for commands.
You don’t have to use it. But if you switch between Blender and Unity, Maya, Substance etc, you’ll find that you will learn this same approach there anyway. Some studios might use Blender just for a single feature or particular addon, and for them it’s not worth it to learn Blender’s unique keyboard controls (whether those have merit or not can be argued)
G for move in blender is and always will be horrible.
@@3dgraphicworkz463 G for Grab.
@@csmemarketing having 3 keys be randomly placed away from eachother for Absolutely no reason, whereas Maya's are W E R RIGHT next to eachother for efficiency makes WAY more sense.
More useful than the default keymap
Dems fighting words
Good. But how to select all the mesh? "A" doesn´t work. I want to see the whole UV mesh and have to select all the mesh... (can´t see in object mode like maya?)
I just download blender today. I have a problem with Industry Compatible setting. I can't move my Rotate view by pressing Alt + Left Mouse Button, But the others button work just fine. Please help me.
i have the same problem, were you able to get any solution?
yeah !now switching between Maya unity and blender has become butter...
btw...that car would cry if it's alive :)
You know that before this keymap I hated Blender, now, today I downloaded it. I will try to share my experience to another Maya users to encourage to come to Blender or to keep in Maya :3 but right now I think that as I did, Maya will be a past love
I would love it if you made the grid system behave more like Maya's. An option to disable the orthographic view dynamic subdivision thing it does when you zoom in / out and to have the same grid in the perspective view.
Thank you! I am learning maya as well as substance after years in blender and the keys are KILLING me!
Seems way more sensible than the current default keymap, but adoption is scarse much more for people that are looking at tutorials because usually going for the default one.
I think if this were the default keymap it woul be GREAT>
It's not nearly as good as the default keymap, but I might eventually learn it if it will help me teach Blender to Maya users.
no fuck off
It's really slow. Learning the default keymap will speed up your workflow a ton.
@@JordiTheViking that's too bad :/ I use the default for 11 years, and that's true, some of the recent changes i disagree with, but i see how it can be faster than this, for sure.
Joseph Brandenburg not now. But I could be. Also it’s not just about the keymap. The normal blender keymap is based on blenders input based workflow.
Blenders widget based workflow still is slow and no keymap can save that.
So blender need to evolve the gizmo workflow. And evolve the industry keymap.
If they do that then the keymap will matter less in the future and to would be more to choose or combine the input and gizmo based workflows.
I want to learn animation in Blender as a complete beginner, but my goal is to eventually transfer over to Maya once I have experience with animation. Should I use the Industry Compatible Keymap to avoid a headache once I switch to Maya?
Looks awesome! Have a good day :)
Thank you Blender, Thank you Blender and Thank you Blender, i was getting so much time lost, when switching to other apps and using wrong muscle memory movements.
Alt navigation is used in Houdini, Maya, Substance painter, switchable in 3Ds Max, I am GLaD blender supports changing navigation :).
matter of fact, you can still preserve alt based navigation even without changing to Industry Compatible, by enabling "Emulate 3 button mouse". It's not the same exact setup, but makes for a much easier time navigating with alt ctrl and shift left click, especially when if you're using a tablet, and sculpting. The only problem is this messes up multiple edge/face ring selection, hope they fix that.
Ruthwik Rao Emulate 3 Button Mouse is different from Alt-key navigation. It just makes it so Alt-LMB emulates the MMB.
@@BillRey yes I'm aware, just mentioned it because one can still use the alt and left click system to rotate the viewport, which mimics the IC setup partially. And this is especially useful for tablet users, and not exactly a replacement for IC if people are coming from those tools.
+1 to tablet use, i work basically always with a tablet, i leave the mouse years ago (wrist ache, industry standard workflow heritage).
also by using alt to emulat mmb, one can avoid using one of the most awkward button (miidle) in most mouses that doesn't cost a fortune thus working more comfortably.
4:04 tapping the same key doesn't cycle the tool for me :/
I'm unable to replicate the feature at 6:20 when discussing using the middle-mouse scroll to adjust falloff of the "proportional editing" influence. Using middle-mouse scroll wheel while a vertex is selected only zooms my object in and out like it would at any other time... If there a key combination to adjust proportional editing influence? In Maya one would simply hold "B+dragging mmb" to adjust the influence area. Can anyone help with this?
Never mind, my influence was way too large to the point I couldn't see the ring of influence. Simply hold the LMB+scroll wheel on selected vertices
Amazing feature ever
I have been using blender for almost 2 years now and i don't know if it's weird but i have never used blender's own navigation system since the beginning. (I was a maya user for short time btw.) Now i'm using Substance, UE4, Unity, marmoset etc. Even now i don't see any reason to change the nav system.
no align camera to view and other convenient blender shortcut, and there is no way to custom map these shortcut in industry compatible, WHY?
Thank you!
The industry needs Blender Compatibility Keymap. Not the other way around.
Missing the point; it's not about whose software or approach is better... it's about making things easier for those who are used to a different workflow.
Please make this the new default! This has been my default since this was released. I use Blender mostly with Substance Painter, Marmoset Toolbag and Unity and I don't get angry anymore because I used to get confused when jumping between blender and other programs. I also love that I don't need numpad anymore.
Hi. Vieport does not rotate with Industry Compatible profile and holding Alt + left mouse button (Blender 2.9). And when you select a Blender profile, rotation occurs on the Alt + left mouse button. How do I fix Industry Compatible mode? Is it possible for non-core work due to several installed (unpacked) versions of Blender (2.79, 2.80, Blender 2.83.3)? In version 2.83.3 it works as it should. And how to change the zoom in reverse. So that the movement of the mouse to itself brings closer, and away from itself. How does it work in the same version 2.83.3?
Does anyone know if there is a printable pdf of the keymap for this?
I swapped from 3ds Max about 12 months ago. Where the hell was this back then lol
This has been available since 2.80 but not so well documented. We can address that.
I haven't seen PDF, however there is shortcuts list for industry comp. in the Blender help
Can't work in blender without industry compatible. Why this isn't standard yet in Blender is beyond me. If you want to have widespread adoption, its inevitable to have similar keymaps for basic functionality.
A lot of people would disagree with you. Not everything has to be the same as software that had enough money to promote themselves.
Might sound stupid but can anyone help in camera movement and paning in camera view to properly adjust camera angles and distance? Of course in industry compatible keymap.
0:36 i agree with the statement that this keymap works well for people that use a lot of softwares during the day, for example a TD, a person that its not going to be using blender for more than an hour a day because need to supervise an entire production line, however i completely disagree with using the "compatible keymap" as an starting point to switch to blender, learning blender with the compatible keymap its going to train the brain to recognize the interface and spect something with it, its going to be a lot more difficult to overcome that when people try to jump to the modal operator classic workflow which has a lot of advantages over the standard workflow, especially in the field of repetitive strain injuries, needles to say this is important for someone that spend six to ten hours a day in the computer doing stuff, not that much for people that uses it occasionally.
Also there is a pie menu shortcut for navigation in the default keymap, actually the numblock its not required for using the standar blender keymap either, only for perspective/ortho and the classic shortcut to place the active camera and isolate selection.
It's mainly targeted at users in studios who work in heterogeneous environments jumping between several DCC apps, but also for switchers from those apps. However, you can use all of Blender perfectly fine with this keymap, users don't need to ever move to the default Blender keymap at all if they prefer not. Other applications work a lot like this, and people have been able to use those to create high quality feature films, so it shouldn't limit users in any way.
However, it's optional, so if you prefer the Blender default keymap, that's fine too.
(BTW, with the IC keymap, Isolate is Shift-I, which can also be done without a numpad)
@@BillRey its important to put in the table that im not a blender fanboy junior, i use 3dsmax for over seven years in advertisement production before leaving it for blender due to the way of interact with the software, and this was during the transition of blender 2.47 to 2.5 so i knew very well what max, a bit of maya and zbrush +adobe suit (+substance that i use at the monent ) can or not do and the impact of it, and the reason to choose blender wasn't the blender tool set, remember what blender 2.49 had :s , but the interaction way the Blender classic +rms +realese_confirm_ disable +emulate_3rd_mousebutton.
if a pro grabs blender by the compatible keymap thinking that its going to be easy to learn the true blender potential, its aiming to a world of pain so its more than sure that its going to stick to the compatible keymap.
You say that the industry standard keymap was used to do basically all the great Cg outthere thats true, however blender (in my personal experience) was able to stand in some areas next to giants of the industry with a limited toolset long enough to get funded by the community to produce 2.8, so the classic blender has more than proven very efficient to do stuff.
I can’t seem to find Blenders Merge window when using this mode. If you switch to Blender or Blender 27 the merge options show up. Anyone know why this is?
Thank you
At 5:15 I have to click on Merge and then another list pops up for At Center. Is there a way to get the list as shown? Thanks.
thanks for making this video, can you tell me how to activate the "grab" tool in industry compatible keymap? I cant find it.
yeah but switching to this breaks all the other default keys and shit doesnt work ugh
thank you.
thank u so much
Which version of Blender is being shown on screen? The Modifier UI looks very different than current build of 2.90 or 2.83 (Also looks bad)
This is Blender 2.9. That way this tutorial can stay relevant for a longer time.
It's not 2.9, it's 2.90 Alpha with a patch under development for improving the modifiers UI.
i use Industry Compatible Keymap in Blender. But dont work cut slide tool . (ctrl + r ) dont work increase cut count. what will we do ?
You can increase the count in the tool settings.
So helpful, coming from Maya, thanks. Where do I find the short cuts to make a cheat sheet?
Edit -> Preferences -> Keymap
Ok, I'm in. Bye, Autodesk. Hello, Blender!!!
please let me know which addon is used to show the keystrokes as seen in this video.
A M A Z I N G
Great info, thank!
I just got done going through this keymap when comparing it to other keymaps, including the default Blender keymap, and my own custom keymap.... and I have to say, the industry compatible keymap starts out strong for the 3D Viewport, but falls apart in the other areas. It is overall the worst of the keymaps I've looked at.
couldn't agree more, using this keymap will keep users at the dark about Blender's true potential.
What is the next frame/ previous frame shortcut in industrial compatible?
since I do modeling, texturing and rendering so I just quitting Maya I have been using Maya almost 4.6 years
Great video... I've seen in a cube when scaled how do I invoque the distance measurements (Dimensions) in real time?
Thank you.
Edgar
I think you'll have to rephrase that question as it's not entirely clear to me what exactly you are asking.
I really like Houdini's E,R,T for transformation and 1,2,3 for X,Y,Z orientations but I dont know how to switch for Vert, edge and face. but its cool.
"And to think.... I hesitated!"
What about the camera controls? I can't find a way to lock the camera to view
You can lock the camera to the view in the Sidebar under View
GREAT Video! I've taken all of your advice. I've even created a youtube channel to follow my progress.
I wish these shortcuts included 1-5 and F8-F11 shortcuts
will Blender be selling with money to customer in the future?
Keep up the good work of promoting the community #blenderafric
this tutorial is industry standard
Now a realize it is a very poor map keys, missing tons of important shortcuts. It's better to modify the blender's default in order to keep the major ones.
audio levels were so low. but still helpful. thanks.
That's great but I can't help but feel like this is incomplete, 2D animation shortcuts are still very different and if you try to change them it messes with how you interact with the shader editor and other things. Please make draw-mode specific shortcuts and patch this up!
Nice
Thank you Blender!
hi, where is key for properties? (n on standard blender keybiard)
CTRL ] howver, it's not available for all editors
@@sonario6489 tnx, I switched to defaults. I realized that I can't fight both the keyboard and the content. Live and learn
@@maxmagnus777 yw. I actually just got done going through the industry compatible keymap for reviewing it, so it's still fresh in my mind
@@sonario6489 So you are not giving up on Maya yet? Is it a standard for motion graphics these days? C4D appears to me a default tool for 3D. ( Looks like Blender is for those that are adventurous)
@@maxmagnus777 xD I actually never used Maya. I use Source Filmmaker, and have actually been pro GRS for automatic Move, Rotate, Scale for Object and Pose Mode until very recently.
Great! If you do more of that, maybe in the future hollywood and so... won't use maya, but blender!!!👍
and then blender turns into sth like maya...
@@cjdjbjbj9579 but its free
I'd love to see Maya and Modo having Blender's keymap as it is way more intuitive than the other so-called Industry Standard 3D package.
Good luck trying to get every other application in the world to adopt right-click select.