
In this series, we’ll cover the Blender 2.5 interface, starting with the big picture and zooming in on key things that can be helpful. Blender’s ease of use has been greatly improved with 2.5, but it’s still definitely something of a “space station” when you first crack it open. In this first entry on the subject we’ll take a hard look at Blender’s overall structure to illuminate why it looks the way it does, and give new users a handle on where they should expect to find things. (If it’s basic survival in the 3D view you’re after, this tutorial still holds, although an update is coming soon.)
At the very top layer, Blender’s display is composed of panels. Rather than give in and move to a Windows-based API for the many sub-displays and sub-menus a program as complex as Blender will require, the developers have created something unique and (to me at least) more elegant than any other interface I know of. Panels cannot overlap. Rather, the Blender main window is subdivided into panels, and any time a panel cannot show all its buttons or icons, they will gracefully flow to the size available. The sides of any panel can be dragged to resize them, and they develop scroll bars as needed. Everything is in a panel, whether it’s a 3D view, the timeline, or a hierarchy editor.
Each panel may be subdivided by dragging the textured-looking corner on its top-right into the panel. Dragging it out of the panel un-subdivides, allowing the user to quickly “glob together” some or all of the available panels:

Each panel also has an icon that lets you change its type, so any one view can be changed into any other. There are, um, a LOT of different kinds of panel:

However, if your primary focus is Blender-to-3D-Print, you’ll only really care about the 3D view, menu, and Properties panels for now. (If you’re like me, of course, the call of Blender’s animation and video editing capabilities is pretty seductive…) The animation, game engine, node editor and video sequence editor are, so far as modeling is concerned, not important.
The 3D view panel is one of the most complex and most used panels. It can be subdivided to create the familiar 2×2 multiview or simply navigated as-is. On its left and right there are subpanels with their own functions, and it also has sub-modes, including the “edit” and “sculpt” modes which are probably the most important for only 3D modeling. We’ll cover this one in more detail later, but for now, let’s just say it’s where you’ll do most of your shape-creation and move on.
The menu panel is easily mistaken for a special structure. It is not. It’s just another panel. However, its default position at the top of the screen is where it will probably stay, so perhaps it doesn’t matter. This is where you’ll find all the top-level commands, and where Blender 2.5 now throws a lot of its warnings and alerts.
The properties panel over on the right is probably as complicated as the 3D view, but for the purposes of making non-animated, non-rendered meshes, most of its parts can be ignored. In fact, for 3D printing purposes, you probably won’t need anything but the modifier stack unless you’re trying to do simulation-based models.
This sequence isn’t trying to replace Blender’s excellent online documentation, but rather to provide a functional introduction for 3D print use, ignoring things like texturing, lighting, and animation. Next week we’ll dive into the 3D view panel in detail, examining how to navigate and create in Blender 2.5. In some ways this will rehash things I said back in my very first Blender tutorial, but in 2.5 a lot of things are subtly easier, and I’ve learned one or two tricks that will be very helpful to new users.