A visual cheat-sheet for the 187 keyboard shortcuts found in Blender.
Esc — Cancels Blender functions without changes
Space — Open the toolbox
Tab — Start or quit edit mode
F1 — Loads a Blender file, changes the window to a file window
Shift F1 — Appends parts from other files, or loads as library data
F2 — Writes a Blender file, changes the window to a file window
Shift F2 — Exports the scene as a DXF file
Ctrl F2 — Exports the scene as a VRML1 file
F3 — Writes a picture, if a picture has been rendered, and the file format is as indicated in the display buttons
Ctrl F3 — Saves a screen dump of the active window
Ctrl Shift F3 — Saves a screen dump of the whole Blender screen
F4 — Displays the logic context
F5 — Displays the shading context, light, material, or world sub-contexts
F6 — Displays the shading context and texture sub-context
F7 — Displays the object context
F8 — Displays the shading context and world sub-context
F9 — Displays the editing context
F10 — Displays the scene context
F11 — Hides or shows the render window
F12 — Starts the rendering from the active camera
Left — Go to the previous frame
Shift Left — Go to the first frame
Right — Go to the next frame
Shift Right — Go to the last frame
Up — Go forward 10 frames
Down — Go back 10 frames
Alt A — Change the current Blender window to animation playback mode, the cursor changes to a counter
Alt Shift A — Change the current window and all 3D windows to animation playback mode
I — Insert key menu, this menu differs from window to window
J — Toggle the render buffers
Ctrl O — Opens the last saved file
Q — Quit Blender
Ctrl Alt T — Timer menu, this menu offers access to information about drawing speed
Ctrl U — Save user defaults, current project settings are written to the default file that will be loaded every time you start Blender
Ctrl W — Write file without opening a file window
Alt W — Write videoscape file
Ctrl X — Erase everything except the render buffer, the default scene is reloaded
Ctrl Y — Redo
Ctrl Z — Undo
Ctrl Shift Z — Redo
Home — All objects in the visible layer are displayed completely, centered in the window
PgUp — Select the next object key, if more than one is selected the selection is shifted up cyclically
Shift PgUp — Add to selection the next object key
PgDn — Select the previous object key, if more than one is selected the selection is shifted up cyclically
Shift PgDn — Adds to selection the previous object key
` — Select all layers
Shift ` — Revert to the previous layer setting
Tab — Start or stop edit mode
A — Selects or deselects all
Ctrl A — Apply size and rotation
Ctrl Shift A — If the active object is automatically duplicated, brings up a menu for actually creating the objects
Shift A — Brings up the add menu, the toolbox items that start with ADD
B — Border select, draws a rectangle with the left mouse to select objects
Shift B — Render border, this only works in camera view mode
C — Center view, the position of the 3D cursor becomes the new center of the 3D window
Alt C — Convert menu, depending on the active object a popup menu is displayed enabling you to convert certain types of ObData
Ctrl C — Copy menu, this menu copies information from the active object to selected objects
Shift C — Center zero view, the 3D cursor is set to zero and the view is changed so all objects can be displayed
D — Display draw mode menu
Shift D — Add duplicate, the selected objects are duplicated
Alt D — Add linked duplicate, linked duplicates of the selected objects are created
Ctrl D — Draw the texture image as wire
Alt E — Start or stop edit mode
F — If selected object is a mash, toggles face select mode on or off
Ctrl F — Sort faces, the faces of the active mesh object are sorted based on the current view in the 3D window
G — Grab mode, or translation mode
Alt G — Clears translations, given in grab mode
Shift G — Group selection
I — Insert object key, a keyposition is inserted in the current frame of all selected objects
Ctrl J — Join objects, all selected objects of the same type are added to the active object
K — Show keys, the draw key option is turned on for all selected objects
Shift K — Display popup menu for showing and selecting all keys
L — Makes selected object local, makes library linked objects local for the current scene
Ctrl L — Link selected, links some of the active object data to all selected objects
Shift L — Select linked, selected all objects somehow linked to the active object
M — Move selected objects to another layer
Ctrl M — Mirror menu, it is possible to mirror an object along the X, Y, or Z axis
N — Number panel, the location, rotation, and scaling of the active object are displayed and can be modified
Alt O — Clear origin, the origin is erased for all child objects, which causes them to move ot the exact location of the parent objects
Shift O — If the selected object is a mesh, toggles the subsurf on or off
Ctrl P — Make selected objects the children of the active object
Alt P — Clears parent relation, user is asked if they wish to keep or clear parent-induced transforms
R — Rotate mode, works on selected objects
Alt R — Clears rotation, the X, Y, and Z rotations of selected objects are set to zero
S — Size mode or scaling mode, works on selected objects
Alt S — Clears size, the X, Y, and Z dimensions of selected objects are set to 1
Shift S — Opens the snap menu
T — Texture space mode, the position of dimensions of the texture space for the selected objects can be changed in the same manner for grab and size mode
Ctrl T — Makes selected objects track the active object
Alt T — Clears old style track, constraint track is removed as all constrains are
U — Makes object single user, the inverse operation of link
V — Switches in and out of vertex paint mode
Alt V — Object image aspect, this hotkey sets the X and Y dimensions of the selected objects in relation to the dimensions of the image texture they have
W — Opens the object booleans menu
X — Deletes selected objects
Z — Toggles solid mode on or off
Shift Z — Toggles shaded mode on or off
Alt Z — Toggles textured mode on or off
Tab — Start or stop edit mode
Alt E — Start or stop edit mode (alternative)
Ctrl Tab — Switches between vertex select, edge select, and face select modes
A — Select or unselect all
B B — Circle select
Ctrl H — With vertices selected, this creates a hook object
N — Number panel, simpler than the object mode one
O — Switch in and out of proportional editing
Shift O — Toggles between smooth and sharp proportional editing
P — Separate, you can choose to make a new object with all selected vertices, edges, faces, and curves
Ctrl P — Make vertex parent
Ctrl S — Shear, in edit mode this operation enables you to make selected forms slant
U — Undo
W — Displays specials popup menu
Shift W — Warp, selected vertices can be bent into curves with this option
Ctrl + — Adds to selection all vertices connected by an edge to an already selected vertex
Ctrl - — Removes from selection all vertices of the outer ring of selected vertices
C — If using curve deformation, toggles the curve cyclic mode on or off
E — Extrude selected
Shift E — Crease subsurf edge
Ctrl E — Mark LSCM seam
F — Make edge or face
Shift F — Fill selected, all selected vertices that are bound by edges and form a closed polygon are filled with triangular faces
Alt F — Beauty fill, edges of all selected triangular faces are switched so equally sized faces are formed
Ctrl F — Flip faces, selected triangular faces are paired and common edge of each pair swapped
H — Hide selected, all selected vertices and faces are hidden
Shift H — Hide not selected, all non-selected vertices and faces are hidden
Alt H — Reveal, all hidden vertices and faces are drawn again
Alt J — Join faces, selected triangular faces are joined in pairs and transformed to quads
K — Knife tool menu
L — Select linked
Shift L — Deselect linked
Ctrl L — Select linked selected
M — Mirror, opens a popup asking for the axis to mirror
Alt M — Merges selected vertices as barycentrum or at cursor depending on selection made on popup
Ctrl N — Calculate normals outside
Ctrl Shift N — Calculate normals inside
Alt S — Scales each vertex in the direction of its local normal
Ctrl T — Make triangles, all selected faces are converted to triangles
U — Undo
Shift U — Redo
Alt U — Undo menu
W — Special menu
X — Erase selected
Y — Split, this command splits the selected part of a mesh without deleting faces
C — Set the selected curves to cyclic or turn cyclic off
E — Extrude curve
F — Add segment, a segment is added between two selected vertices at the end of two curves
H — Toggle handle align or free
Shift H — Set handle to auto
Ctrl H — Calculate handles
L — Select linked
Shift L — Deselect linked
M — Mirror selected control points exactly as for vertices in a mesh
T — Tilt mode, specify an extra axis rotation for each vertex in a 3D curve
Alt T — Clear tilt
V — Vector handle
W — The special menu for curves appears
X — Erase selected
C — Toggle cyclic menu
E — Extrude selected
F — Add segment, a segment is added between two selected vertices at the end of two curves
L — Select linked
Shift L — Deselect linked
M — Mirror selected control points exactly as for vertices in a mesh
Shift R — Select row, starting with the last selected vertex
W — The special menu for surfaces appears
X — Erase selected
Right — Move text cursor one position forward
Shift Right — Move text cursor to the end of the line
Left — Move text cursor one position backwards
Shift Left — Move text cursor to the start of the line
Down — Move text cursor one line forward
Shift Down — Move text cursor to the end of the text
Up — Move text cursor one line back
Shift Up — Move text cursor to the beginning of the text
Alt U — Reload original data
Alt V — Paste text
Shift K — All vertex colors are erased, they are changed to the current drawing color
U — Undo, press twice redos the undone
W — Shared vertexcol, the colors of all faces that share vertices are blended
E — LSCM unwrapping, launches on the faces visible in the UV editor
P — Pin selected vertices, they will stay in place on the UV editor when executing an LSCM unwrap
Alt P — Un-pin selected vertices
Tab — Switches to edit mode
F — With multiple, co-planar faces selected, this will merge them into one FGon so long as they remain co-planar
L — Select linked UVs
R — Calls a menu allowing to rotate the UV coordinates or the vertex col
U — Calls the UV Calculation menu