WEBVTT

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Object mode is the default mode of Blender and is helpful for manipulating objects as a whole.

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Objects can be moved around and animated throughout the scene.

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However, what this object looks like is determined by its mesh data.

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And mesh data can be edited through edit mode.

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Edit mode is the default mode of the modeling workspace,

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but you can also access it by simply changing this drop-down menu here in the top left-hand corner.

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For hotkey users, you can press tab to toggle between edit and object mode.

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While in edit mode, you will be able to manipulate vertices, edges, and faces to change the shape of your mesh.

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Once finished, you'll be able to toggle back into object mode to move the object as a whole once again.

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It's helpful to know that your edit mode history and the action of toggling into edit mode all count as a step in your undo history.

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Therefore, after you finish an edit and go back into object mode,

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undoing your steps will correctly bring you back into edit mode with all of your edit mode history intact as well.

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For example, I'm just going to change this cube into a random shape by selecting one or multiple vertices

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and using the transformation tools to move, rotate, or scale the vertices around.

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Then we'll toggle back into object mode with tab.

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Just to top things off, let's rotate our cube to add an action in object mode as well.

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Now let's say I changed my mind about something and want to go back in my undo history.

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Simply hit Ctrl Z to undo and you'll see that our edit mode undo history is still intact and accessible.

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Fun fact, cameras, lights, light probes, empties, images, speakers, and force fields all do not have an edit mode.

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But there are non-mesh objects such as armatures, curves, and lattices that do have an edit mode accessible but may look a little different.

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For these objects, you won't be manipulating mesh data but rather the object-related data that they might have.

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However, the principles of editing these objects remain the same.

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Manipulate the building blocks to create what you need.

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Blender can also edit multiple mesh objects at once.

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To do this, simply select all the objects you would like to edit and go into edit mode.

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You'll notice that you'll be able to manipulate vertices, edges, and faces of any of the objects you have selected simultaneously.

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However, you won't be able to have any of the object's mesh data interact with each other,

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as trying to connect vertices between objects will not work.

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For example, normally you can press F as in fill to join two vertices with an edge.

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But because these two vertices belong to separate objects, Blender restricts me from connecting them.

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In order to actually connect these vertices, I would have to join these two objects into one mesh.

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To do this, simply select them in object mode, go to the object menu, and select join.

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For hotkey users, you can simply press Ctrl J.

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Once you've done this, you can now edit them in edit mode with no restrictions.

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In case you want to separate your mesh again into different objects, you can go into edit mode, select a part of your mesh,

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go to the mesh menu, and select separate.

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Here you have a few options, but selection is the one you want.

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This will separate your selected geometry into a new object with its own mesh data.

