Blender Basics Part 1: Getting Started

Master viewport navigation, object control, and view switching — make Blender obey your commands

15 min read Beginner Level Blender 2.8+

After over a decade of pushing vertices in Blender, I can tell you this: everyone feels like their hands won't obey when they first start. The 3D viewport is disorienting, objects seem to have a mind of their own, and the keyboard shortcuts feel like you need six fingers on each hand.

This tutorial changes that. We're going to break down Blender's fundamentals into digestible pieces — the way I wish someone had taught me years ago. And here's the best part: you'll learn both traditional workflows and how to control Blender using natural language through MCP (Model Context Protocol).

The Essentials: What You Need to Know

Version

Blender 2.8+ (The 2.8 overhaul unified the UI — everything here applies to 3.x and 4.x)

Focus

Viewport Navigation, Object Control, View Switching

Timeline

~10 minutes core content + MCP command practice

Understanding the Blender Interface

The Startup Screen

When Blender launches, you'll see a splash screen. Click anywhere to dismiss it and enter the default scene. Let's break down what you're seeing:

Top Menu Bar + Workspace Tabs (Layout, Modeling, Sculpting, etc.)
Toolbar (T-key to toggle)
3D Viewport
Outliner (top) / Properties (bottom)
Timeline

Key Panels Explained

  • Toolbar (Left): Transform tools, selection modes, snap utilities
  • Outliner (Top Right): Your scene hierarchy — every object in your scene lives here
  • Properties Editor (Bottom Right): Object data, modifiers, materials, render settings
  • Timeline (Bottom): Animation keyframes and playback controls

Pro Tip: Workspaces

Those tabs at the top? Those are Workspaces — pre-configured layouts for different tasks. Modeling has different panels than Sculpting or UV Editing. You can create your own, but mastering the default Layout workspace should be your first priority.

The Holy Trinity of 3D Scenes

Every 3D scene boils down to three essential elements:

Mesh (Model)

The geometry — vertices, edges, and faces that form your objects

Light

Illumination that makes your scene visible and sets the mood

Camera

The viewpoint that defines your final render

Viewport Navigation: The Foundation

If you can't navigate, you can't create. These are the movements that'll become muscle memory.

Mouse Controls — The Three Pillars

MMB Hold + Drag

Orbit

Rotate around the center of your viewport

Shift + MMB Hold + Drag

Pan

Move sideways without changing angle

Scroll Wheel

Zoom

Move in and out of your scene

The Viewport Gizmo

That colorful axis widget in the upper-right corner? It's not just decoration:

  • Click & Drag the Gizmo: Orbit in that direction
  • Hand Icon: Pan the view
  • Magnifying Glass: Zoom in/out
  • Camera Icon: Toggle between User View and Camera View
  • Grid Icon: Switch between Perspective and Orthographic

Important: Perspective vs Orthographic

Perspective shows things as your eye sees them — things get smaller as they're farther away. Orthographic removes this distortion — parallel lines stay parallel. Great for precision modeling, but lacks depth perception.

Object Transforms: The Big Three

Everything you do in Object Mode comes down to three operations. Memorize these single-key shortcuts — they'll save you years of cumulative time:

G

Grab (Move)

Move objects freely. Press X, Y, or Z to lock to an axis.

R

Rotate

Spin objects around. Press X, Y, or Z for axis rotation.

S

Scale

Resize objects. Press X, Y, or Z for single-axis scaling.

The Golden Rule: Confirm or Cancel

Every transform operation follows this pattern:

Press Hotkey Adjust with Mouse Left-Click = Confirm or Right-Click = Cancel

Axis Constraints — Precision Control

After initiating a transform, press an axis key to constrain movement:

G → Z = Move along Z-axis only
S → Shift + Z = Scale on X and Y, ignore Z
R → X → X = Rotate around object's local X-axis

Adding Objects to Your Scene

Shift + A

Add Menu

Access all primitives — meshes, curves, lights, cameras, etc.

Essential Mesh Primitives

These are your building blocks. Everything complex starts here:

Cube
Cone
UV Sphere
Cylinder
Torus
🐵 Monkey (Suzanne)

Meet Suzanne — Blender's Mascot

That monkey head? It's called Suzanne, and she's been Blender's mascot since 2002. She's perfect for testing because she has complex geometry (eyes, nose, ears) but is still a single mesh. You'll see her everywhere in Blender tutorials.

Essential Shortcuts for Object Management

Shortcut Action Description
X / Delete Delete Remove selected object(s)
Ctrl + Z Undo Step back through history
Shift + D Duplicate Create a copy (enters move mode)
Alt + G Clear Location Reset position to origin (0,0,0)
Alt + R Clear Rotation Reset all rotation
Alt + S Clear Scale Reset scale to 1.0
H Hide Hide selected object
Alt + H Unhide All Show all hidden objects
A Select All Select everything in scene
Alt + A Deselect All Clear selection

View Switching: Numpad Mastery

Professional 3D artists rarely touch the mouse for view switching. The numpad is where speed happens:

7 Top View
1 Front View
3 Right View
9 Opposite View
5 Persp ↔ Ortho
0 Camera View
. Frame Selected
2/4/6/8 Rotate 15°

No Numpad? No Problem.

Press the backtick key ` (left of 1, under Escape) to open the View Pie Menu. Move your mouse toward the view you want — it's blazing fast once you get the hang of it.

Pitfalls That Catch Everyone

The Duplicate Overlap Trap

When you duplicate with Shift + D, then immediately right-click to cancel movement... you've created a ghost. The new object sits directly on top of the original, invisible until you try to move it.

The Fix: After canceling, press G and move it away deliberately. Or better yet — don't cancel. Duplicate and place in one motion.

Part 2: Controlling Blender with MCP Commands

Now for the modern approach: using natural language to control Blender. This is where the future of 3D is headed.

Blender MCP (Model Context Protocol) bridges AI with Blender, letting you control your scene through simple commands. Here's how to make that "hand obey" using plain English.

1. Viewport Control with Natural Language

Let's create a cylinder to demonstrate view control:

MCP Command
"Use blender mcp to create a cylinder"
Cylinder created with Blender MCP

Now try these commands to control your view:

"Rotate view"
"Pan view"
"Zoom in" / "Zoom out"
"Switch to camera view"
"Switch to perspective view"
Rotated viewport view Camera view mode Perspective view

2. Object Creation and Manipulation

Delete the cylinder and let's create Blender's mascot:

MCP Command
"Delete the cylinder"
"Create a monkey"
Cylinder deleted Monkey (Suzanne) created

Now transform it using natural language:

"Move the monkey 5 units along the X-axis"
"Scale the monkey by 2x and rotate 90 degrees"
"Undo the last 2 operations"
Monkey moved along X-axis Monkey scaled and rotated Monkey restored after undo

3. Advanced Operations

Chain operations together for complex workflows:

MCP Command
"Duplicate 2 monkeys along the Y-axis"
"Rename the monkeys as s1, s2, s3 in order"
"Hide s2"
"Unhide s2"
Monkeys duplicated along Y-axis Monkeys renamed to s1, s2, s3 Monkey s2 hidden

MCP Limitations

Through testing, Blender MCP has some constraints:

  • No Frame Selected: Commands like "Focus on s1" or "Center s1 on screen" won't work
  • Zoom Only: Only "Zoom s1" successfully enlarges the selected object

4. View Switching

Let's try switching views. Blender has Front View, Right View, Top View, and more. Let's see our monkeys from different angles:

"Switch to front view along X-axis using blender mcp"
Front view along X-axis - monkeys blocked

Fine-tune the view angle to get the desired perspective:

"Adjust view angle 45 degrees toward X and Z axis"
View angle adjusted 45 degrees

MCP Limitation Confirmed

Through testing, Blender MCP cannot focus/center objects on screen. Commands like "Focus on s1" or "Show s1 in screen center" fail. Only "Zoom s1" works to enlarge the selected object.

Putting It All Together

You've now learned Blender's fundamentals two ways:

Traditional Workflow

  • Keyboard shortcuts for speed
  • Precision with axis constraints
  • Numpad view switching
  • Muscle memory development

MCP Workflow

  • Natural language commands
  • Lower barrier to entry
  • Great for complex operations
  • AI-assisted workflow

The best Blender artists? They use both. Shortcuts for speed, MCP for complex multi-step operations.

What's Next

You've mastered viewport navigation and basic object control. But to truly work efficiently in Blender, you need to understand the deeper logic — the 3D Cursor, Origin points, and coordinate systems.

Next up: Part 2: Interface Logic — Cursor, Origin & Coordinate Systems