2. Edit Menu

2.1. Undo  Ctrl+Z

Undo the last action

2.2. Redo  Ctrl+Y

Redo an undone action

2.3. Cut  Ctrl+X

Cut the selected object or group and put it on the Clipboard

2.4. Copy  Ctrl+C

Copy the selected object or group and put it on the Clipboard

2.5. Paste  Ctrl+V

Insert the object or group on the Clipboard

2.6. Paste Mirrored  Ctrl+L

Paste a mirrored copy from the clipboard.
The pasted object is mirrored about the centreline of the front view.

2.7. Duplicate  Ctrl+D

Duplicate the selected object or group as a new copy.

2.8. Duplicate Proxy  Ctrl+Shift+D

Duplicate the selected object as a linked proxy. Changes to the original object will apply to this duplicate too.
You can also use proxies to create multiple clones at once using the popup box that appears when you have a proxy selected.
You can transform a Proxy to a different place and size, and even make a mirror image of the original - if the surface appears reversed you can flip it with the option on the proxy popup.
You can turn Proxies back into normal editable objects with "Bake Action".

Using scale tool to mirror a proxy:

Drag on the popup's title to select a different proxy type. Here I have selected Array and set a 5x5 array of proxies with offset position and rotation.

Selecting "Array Rails" as the proxy type then drawing one or two curves onto the proxy object lets you create copies along a curve - or oriented between two curves. Move the start and end boxes to the ends of the curve for best results.

Baking an Array turns the new copies into individual Proxy objects, and baking a second time turns the individual proxy objects into normal fully editable copies.

2.9. Select All  Ctrl+A

Select all visible and unfrozen objects in the scene.

2.10. Select Previous  PageUp

Cycle through the objects in the scene.

2.11. Select Next  PageDown

Cycle through the objects in the scene in reverse order.

2.12. Select Parent  Ctrl+PageUp

Select the parent of the current item.
Useful for selecting groups from their contents.

2.13. Deselect  SPACE

Deselect the active selected curve, mask or object.

2.14. Delete  Delete

Delete the current masked region, curve, or objects.

2.15. Toggle Tool Add/Sub  \

Swap between opposite versions of related brushes.
Handy when sculpting with a tablet and you don't have easy access to the right mouse button.

2.16. Mirror Sculpt Brushes

Turn on to sculpt on left & right side of your model at once. Duplicates the effect of sculpt tools to both sides of your model.

2.17. Auto Polish

Smooths and evens out the mesh as you sculpt. Very helpful when sculpting an Adaptive Subdivision Mesh. You might want to turn this off to get a crisper result with Noise and Pinch sculpting tools.

2.18. Auto Divide

Turn on to use Automatic Subdivision while sculpting to add mesh detail where needed.

N.B. Requires an ASMesh and is not active when sculpting a regular Mesh.
You can tell which kind of mesh you have by looking at the bottom right of the viewport, and can convert to ASMesh by pressing J.

ASMesh selected


2.19. Fold Pinch

This toggles between two different Pinching styles that are used both by the Pinch brush, and by the other brushes when they are set up to pinch as they sculpt with the pinch slider.

The original pinch squeezes the mesh together creating a look like two forms pressing up against each other with a sharp crease. Fold Pinch allows for a different type of edge to be created that looks more like a fold in a single surface where two planes meet at an angle rather than squashed flat against each other.

Pinch Mode Comparison


2.20. Snap Rotation

Lock rotation to 15 degree steps. You can also toggle this by holding Shift while rotating to switch between snap and smooth rotation.

2.21. Lazy - Smooth Strokes

Enables a strong brush smoothing technique where the mouse drags a slow cursor to smooth the stroke.
This effects drawn curves and also paint and sculpting strokes.

2.22. Redraw Fade In

Taper in the redrawn stroke.

2.23. Redraw Fade Out

Taper out the redrawn stroke.

2.24. Posing  U

When on, move bones to set the position of a skinned model. Switch off to edit the original model again.