【Blender】Getting started with Blender

Table of contents

0 Reference video tutorial

0.1 Blender theoretical knowledge

Hello Afa, owner of B station Up: Blender3.6 modeling introductory tutorial_Super detailed 100-episode course

0.2 Blender hands-on practice

Bilibili Up Master Blendergo: Eight case tutorials will take you from 0 to 1 to get started with blender [Completed]

0.3 Import FBX model into Unity

Shan Chang, the owner of Station B Up, has the operation: Import the Blender model into Unity

1 Blender’s window introduction

1.1 Main interface

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1.2 Model editing window

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2 Basic operations of Blender

The navigator in the upper right corner of the 3D view window or called the model editing window allows basic operations of translation, rotation and zooming.
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2.1 Panning of 3D view

Press and hold the palm icon in the picture above and drag left or right, or use the mouse wheel to pan the 3D view.

2.2 Rotation of 3D view

Press and hold the navigator icon in the picture above and drag it in the X/Y/Z axis direction, or use Shift+middle mouse button to rotate the 3D view.

2.3 Zoom of 3D view

Press and hold the magnifying glass icon in the picture above and drag it left or right, or use the mouse wheel to zoom in and out of the 3D view.

2.4 Modify shortcut keys

In order to make the shortcut keys for basic 3D view operations of Blender and Unity consistent, use the following method to modify the shortcut keys of Blender to be consistent with Unity.

First, select Edit → Preferences in the main menu bar :
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Then, find the key mapping on the left :
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On the right, you need to find 3DView (Global) under the 3D view , and then find the rotation view and the translation view. You can find that there is more than one, we Find these two commonly used shortcut keys, then select them and see the prompt Press the key. Configure them as follows to be consistent with the shortcuts in Unity:
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2.5 Make the object rotate around the selected object

By default, Blender rotates around the selected point. If you want to rotate the object around the selected object, you need to configure it as follows: Similarly, select Edit →
Preferences in the main menu bar , and select View Switch on the left , just check the Rotate around the selected object on the right side .
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2.6 Viewing four views

Four views, that is, four commonly used perspectives for observing objects:

  • Perspective: Observe objects in perspective by default
  • Top view: Number 7 key, Z
  • Front view: Number 1 key, -Y
  • Right view: Number 3 key, X
  • Four-grid view: Ctrl+Alt+Q, view the top view, front view, right view and perspective view at the same time.
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    For laptops, you need to first press ~the key in the upper left corner of the keyboard, then press the upper shortcut key on the numeric keyboard or use the left mouse button to select the view you want to switch. However, it should be noted that the view switched by the upper shortcut key is different:
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    When you rotate the perspective, you return to the perspective view.

Note: If there is no numeric keyboard, you can check the Simulate numeric keyboard item in the input of Edit → Preferences , so that the numeric keys in the letter area can be simulated as the numeric keys in the numeric area.

2.7 Partial view

Partial view hides other objects and only observes the currently selected object.
Press the "/" key on the keyboard to enter/exit partial view.
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2.8 Crop view

Crop the view to focus only on the part of the model structure you want to observe.
Press Alt+B keys simultaneously to enter/exit crop view.
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3 Basic operations of objects

The basic operations of objects are similar to those of views, including movement, rotation, and scaling, as well as deletion, grabbing, and copying.
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3.1 Movement of objects

First, you need to select the object, either from the hierarchy window or by clicking on the object directly; then, select the move tool; finally, move the object.
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Movement methods include movement along the specified coordinate axis, movement within the specified plane, and free movement:

  • Move along the specified coordinate axes: X-axis , Y-axis , Z-axis
  • Move within the specified plane: XOY plane , XOZ plane , YOZ plane
  • Free movement: Place the mouse in the white circle in the middle of the object to move, which is difficult to control.

3.1.1 Sidebar

To view the status of objects through the sidebar, use the n key to bring up/collapse the panel:
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3.1.2 Fine-tuning panel (Adjust Last Operation)

After moving, you can see a panel called Move in the lower left corner, where you can fine-tune the previous operation:
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3.2 Rotation and scaling of objects

Similarly, for the rotation and scaling of objects, you must first select the object, and then select the corresponding rotation or scaling tool to operate the object.

3.2.1 Rotation of objects

Circles of different colors represent rotation around different axes, and white circles represent free rotation:
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3.2.3 Scaling of objects

Similar to movement, the scaling of an object can move along a specified coordinate axis, move within a specified plane, or move freely:
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3.3 Shortcut keys

  • Mobile: G (Grab)
    • Lock movement along the X axis: G→X
    • Lock movement along the Y axis: G→Y
    • Lock movement along the Z axis: G→Z
  • Rotation: R (Rotate)
  • Scale: S (Scale)
  • Move back to 0: Alt+G
  • Rotate to 0: Alt+R
  • Zoom back to 0: Alt+S

3.4 Dimensions of objects

The size of the object, i.e. the size of its bounding box. To display this attribute: Find the object properties → View display → Boundary range
in the menu bar on the left side of the property window , check the bounding range, and you can see the bounding box of the object.
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3.5 Other operations

3.5.1 Modify the name of the object

Double-click the object in the hierarchy window to modify it or use the shortcut key F2.

3.5.2 Delete objects

Right click to delete, or use shortcut keys:

  • delete: delete directly
  • x+enter: delete after confirmation

3.5.3 Grab objects

After pressing G, you can enter Grab mode and grab/place objects at any location.
If you need to lock the axis, press the corresponding X, Y or Z key again.

3.5.4 Copying objects

Copy in place: Ctrl+C→Ctrl+V
to copy and place (enter Grab mode): Shift+D
and then lock the axis to move the object.

4 Cursor and origin

4.1 Cursor

The cursor represents a position in three-dimensional space, located at (0,0,0) by default. The cursor represents a coordinate rather than an actual object. It is used to position the object. The default is to add the birth point of the object.
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4.1.1 Visual positioning

Shift+鼠标右键可以将游标修改到任意位置,最好选中一个物体作为参照物后再移动游标。这样,新添加的物体默认就以该游标为中心点了。
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注意,目视定位不是很精确,没有下面介绍的吸附定位精确。

4.1.2 吸附定位

  1. 切换到编辑模式
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  2. 切换到点模式
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  3. 选中想要将游标放置的点,在上方菜单栏中网格→吸附→选中项->游标
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    这样,就能将游标移动到更加精确的点位了。

4.2 原点(Origin)

原点即物体的基准点,默认在物体的几何中心。当对物体执行移动、旋转和缩放操作时,均以原点为基准点进行。
可以观察到,物体中心的黄点即为物体的原点。
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4.2.1 修改物体原点的位置

  1. 使用游标标记需要将原点修改到的位置;
  2. 选中物体右键,选择设置原点→原点->3D游标
  3. 右上角的选项卡展开,勾选原点,使用移动工具移动即可。
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注:ACT插件(快速修改原点位置)

5 建立模型

5.1 编辑模型

编辑模型即修改模型,通过对点、线和面的操作来修改其形状。

默认是物体模式,按TAB键切换到编辑模式。进入编辑模式后,左侧的工具栏也多出了一些用于编辑模型的工具:
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可以将鼠标移动到该工具栏右侧将工具栏拉伸成两列或是拉伸成展现文字的样子,这样对新手来说更加友好:
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左上角的工具栏用于切换对模型的点、线还是面进行编辑:

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5.2 点线面

建模实际上是对点、线、面这三种基本元素进行各式各样的操作。所以点、线、面被称为建模的三种基本元素:

  • 顶点(Vertex)
  • 边线(Edge)
  • 面(Face)

1条边由2个顶点相连而成,1个面由n条边围成。

在建模时,物体是由三角形、四边形和多边形的面组成的,通常是三角形和四边形。另外,三维模型是中空的。

5.2.1 点线面的选择

左侧工具栏的选择工具,可对点线面进行框选、刷选、套索以及调整操作。

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    • 以框的方式选择
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    • 以笔刷的方式选择
  • 套索:Insert image description here

    • 以套索的方式选择
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    • 选择并移动一个元素

按住Shift加选/Ctrl减选/A全选

5.2.2 操作点、边、面的方式

一般来说,选中一个点、一条边或一个面后,都能通过以下4种方式对其进行操作:

  • 菜单栏
  • 工具栏
  • 右键菜单
  • 快捷键

6 面

6.1 面的基本操作

6.1.1 细分(Subdivide)

细分即把一个面分割。

  1. 选择面
  2. 右键菜单选择细分
  3. 微调面板设置切割次数
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    面的细分,本质上是对边的细分,一般针对四边形。

6.1.2 删除

选择要删除的面,按x键,确认后删除。
注意,选择仅面

6.1.3 塌陷

面的塌陷,即将一个面的点塌陷至一个点。
选择需要塌陷的面,按x键,选择塌陷边线&面。
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注,与尖分面类似。

6.2 面的挤出(Extrude)

挤出也是常见操作之一,快捷键e,可以有以下的几种挤出方式:
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选中挤出工具后,点击黄色的加号进行拖动就可以对选中的面进行挤出操作了。
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其中,挤出选区是向外挤出;挤出流形是向内挤入,相当于挤出选区勾选了融并正交边。

使用快捷键Alt+e可以显示所有可以挤出的方式。

6.3 Surface interpolation (Inset)

The interpolated surface is to shrink one circle inward, shortcut key i.

Similarly, after using the face selection tool to select a face, select the inset face tool to shrink the face inwards:
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The specific operation is to place the mouse inside the circle and drag the appropriate distance inward, or use the fine-tuning panel to interpolate the surface.

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Among the parameters of the interpolation surface,

  • Thickness: The inward or outward offset of the interpolated surface.
  • Depth: Distance extending inward or outward.
  • Extrapolation: The opposite of interpolation, that is, extending outward in a circle.
  • Select the outside: interpolate and select the outside at the same time. The next step is to extrude the selection.
  • Each face: Select multiple faces and perform interpolation operations at the same time. Each face is interpolated independently instead of interpolated together.
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6.4 Poke Faces

The vertices of a surface, that is, connecting a triangle to each side from the center point of the surface. Subdivision is the subdivision of a face into quadrilaterals.

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The specific operation is to select a face, right-click and select Point Point.

6.5 Triangulate Faces

The triangulation of the surface does not involve the center point of the surface, but splits the surface into the smallest triangles.
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The specific operation is to select a face, right-click and select Face Triangulation.

6.6 Merging faces

6.6.1 Integration

Merging faces, that is, merging, combines multiple faces into one face.
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Select the faces you want to merge (larger than one face), right-click and select Merge Faces.

6.7 Surface cutting (Knife)

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To cut from opposite sides, after selecting the face to be cut, use the shortcut key K. After cutting is completed, press Enter/Space to confirm. If you are not satisfied, press Esc or the right mouse button to cancel. When cutting, the vertices are adsorbed by default. Press the Shift key to adsorb the midpoint of the edge.
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6.8 Segmentation of faces

Opposite segmentation is also called overall segmentation. Select multiple faces to be segmented, then use the segmentation tool to draw a plane, and finally make fine adjustments.
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  • Filling: Filling the cut after cutting.
  • Clear the inside: clear the surface on the opposite side of the yellow arrow after cutting.
  • Clear the outside: Clear the surface on the side in the direction of the yellow arrow after cutting.

Note: If you want to ensure smooth slicing, you can switch to the front view for slicing.

6.9 Direction of the surface (Normal)

6.9.1 Normal direction of the surface (Normal)

The normal direction of a face, that is, the direction of the front face, is a vector perpendicular to the face, pointing outward.
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You can turn on the display of normals in the view overlay :

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Among them, the three options respectively represent the normal direction of the displayed vertices, the normal direction of the edge lines and the normal direction of the displayed surface. The value measured on the right can set the vector length of the normal display.

6.9.2 The front and back of the face

There are pros and cons.
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Check the face orientation in the view overlay , then blue represents the front side and red represents the back side.

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If you want the back surface to be displayed transparently, you can check the back surface culling in the view coloring mode : display effect:
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6.9.3 Flip normal direction

Flip the normal direction, that is, flip a face.
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The specific operation is to select a face and select Mesh → Normal → Flip in the menu in the upper left corner .

6.10 Surface filling

The filling of the surface means that a circle of edges is selected and filled with the surface. The reverse operation of the delete operation, the shortcut key for filling by face is F, and the shortcut key for filling by triangle is Alt+F .
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Additionally, the grid fill needs to have an even number of edges.

Switch to object mode and create a new ring. The default is 32 sides. You can modify the number of sides in the fine-tuning panel. Then switch to edit mode, select all edges, and select Face→Grid Fill from the menu bar in the upper left corner .
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7 sidelines

7.1 Perspective mode

In the perspective operation mode, the surface is displayed transparently, and the edges or vertices that need to be operated can be quickly selected using the frame selection method.
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The icon for switching perspective mode is in the upper right corner:
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Perspective mode can better grasp the positional relationship of objects, surfaces, etc.:
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After the operation is completed, it is recommended to switch perspective mode to normal mode.

7.2 Edge subdivision and slipping

7.2.1 Subdivide of edges

The subdivision of edges is similar to the subdivision of faces.
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The specific operation is to select an edge, right-click and select Subdivision. You can select the number of cuts in the fine-tuning panel.
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7.2.2 Side Slip (Silde)

Edge sliding means that the edge moves along the two tracks connected to the edge.
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The specific operation is to select an edge and select Edge→Slip from the menu bar in the upper left corner . You can also use the sliding edge tool on the left toolbar Insert image description here.

7.3 Deletion and dissolution of edges

7.3.1 Deletion of edges

Select the edge to be deleted, press x key , confirm and delete.
Note that selecting an edge and deleting it will also delete the two faces connected to the edge.
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If you only want to delete edges, but not adjacent faces, you need to use edge dissolution.

7.3.2 Dissolve

Melting edges is also called edge dissolution, which means only the edges are dissolved without affecting the overall structure.
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The specific operation is to select an edge, right-click and select Merge Edges.

7.4 Edge chamfer (Bevel)

Chamfering means smoothing a corner.
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The specific operation is to select an edge, right-click the edge to chamfer , use the shortcut key Ctrl+B , or use the chamfer tool on the left toolbar Insert image description here, and finally fine-tune it to suit.
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Fine-tune the parameters of the panel:

  • Width: The degree of chamfer.
  • Number of segments: The number of segments for chamfering. The higher the number of segments, the smoother the corner.
  • Shape: The direction of the chamfer, the default is 0.5 (flat angle), 0.25 is a straight angle.

7.4.1 Applicability of edge chamfering

  • Inward folded corner, 90° angle
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  • Inner edge of plane, flat 180° angle
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  • Face/body: chamfer all edges of the face/body
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7.5 Loop Cut

Circular cutting means cutting all sides of an object horizontally or vertically.

The specific operation is to select the ring cutting tool on the left , or use the shortcut key Ctrl+R . A preview of the yellow ring tangent line will appear on the object. If you want to directly use the midpoint as the tangent line, you can press the left mouse button to confirm the ring cutting; if necessary If you adjust it slightly, don't release it after pressing the left mouse button, but slide it up or down to the appropriate position, and then release it. Finally, you can make fine adjustments in the fine-tuning panel to achieve the desired effect.
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Spinner panel:

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Among them, the number of cuttings can adjust the number of circumferential cuts, and clamping means that it is restricted by the left and right edges.

7.6 Edge loops and side-by-side edges

A loop edge is an edge that is connected end to end after loop cutting.
Side by side edges are the edges that are arranged side by side after circumcision.

7.6.1 Selection of Loop Edges

In edge mode, use the shortcut key Shift+Alt+left mouse button , or select → Select Loop → Loop Edge from the menu bar .
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7.6.2 Selection of Ring Edges

In edge mode, use the shortcut Ctrl+Alt+left mouse button, or select → Select Loop → Side by Side Edges from the menu bar .
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7.6.3 Selection of cyclic surfaces

In face mode, use the shortcut keys Shift+Alt+left mouse button or Ctrl+Alt+left mouse button .
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7.6.4 Operations on edge loops

  • Move: Select the move tool Insert image description hereto move the entire edge loop.

  • Shear: Select the shear tool Insert image description hereto tilt the edge loop at a certain angle.Insert image description here

  • Normal shrinkage: Select the normal scaling tool Insert image description hereto shrink or enlarge the loop edge along the normal direction.
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  • Offset edge and slide: Menu bar edge → Offset edge and slide , that is, generate an edge above and below the loop edge and slide it up and down. This can well control the normal shrinkage within an appropriate range without causing the entire Objects are affected.
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  • Dissolve: Delete the edge loop. After selecting the edge loop, press the x key to merge the edges.

7.7 Bridging edge loops

Bridge edge loops can bridge two sets of edge loops.
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The specific operation is to select two sets of edge loops and select Edge→Bridge Edge Loop in the menu bar .
It should be noted that the number of edges of the two sets of edge loops must be the same .

You can also directly select two faces that need to be bridged, and select Edge→Bridge Loop Edge in the menu bar , which is more convenient and faster.

8 vertices

8.1 Movement of vertices

The movement of vertices is called routing.
First, you need to align the plane; then, select a vertex and select the move tool; finally, move the vertex within the plane.

However, planes are also divided into the following types. For different planes, the vertices on them also have different movement methods:

  • Normal plane: vertices only move on their fixed plane
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  • Slope: Use the normal coordinate system to ensure that the vertices move on the slope

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  • Surface: Point the white circle to move automatically, or use Grab to move it
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8.2 Vertex Slip

The sliding of vertices is similar to the sliding of edges, both of which limit the sliding of edges or points on fixed tracks. For vertices, sliding occurs on adjacent edges, which are called slide rails.

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The specific operation is to select the point that needs to be slid, select the vertex sliding tool on the left toolbar Insert image description here
, and slide the vertex. You can also use the shortcut key Shift+V .

If you need to adsorb, you can turn on the automatic adsorption option before sliding, that is, turn on the magnet adsorption option and select vertex adsorption.
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In this way, when the vertices slide, they will automatically snap together with other vertices on the track, that is, they will overlap together. This requires the use of vertex merging.

8.3 Merging vertices

8.3.1 Statistics

In the drop-down menu next to the view overlay button in the upper right corner, find Statistics and open:

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After opening, you will find that the statistical information of the current model is displayed in the upper left corner:
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the /left side represents the currently selected number, /and the right side represents the total number.

Statistical information can also be displayed in the status bar below, which can be checked in the menu bar Edit → Preferences → Interface | Editor | Status Bar | Scene Statistics :
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8.3.2 Vertex merging

The merging of vertices, that is, welding, combines multiple adjacent or overlapping vertices into one vertex.

  • Merge adjacent vertices

    • Shift key selects several adjacent vertices
    • You can also right-click or press the M key, and select Merge Vertices→To Center , so that the two vertices are merged to their center positions.
    • The first selected point will be merged into the first selected point, and the last selected point will be merged into the last selected point
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      . After merging:
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  • Merge overlapping vertices

    • Turn on perspective mode first
    • Then use box selection to select overlapping vertices (otherwise only the upper vertices can be selected)
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    • Similarly, you can right-click or press the M key and select Merge Vertices→To Center

Or, directly select all points with the A key, shortcut key Mor right-click, select Merge Vertices → By Distance , and the fine-tuning panel can set the threshold for vertex merging:

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8.3.3 Automatic merge

You can turn on the automatic merge option in the upper right corner to automatically merge into one vertex when multiple vertices overlap.

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Among them, the threshold can adjust the distance below which the vertex distance will be automatically merged.
Generally used in conjunction with vertex adsorption.

8.4 Vertex chamfering

Edges can be chamfered to become more rounded, as can vertices, using shortcut keys Ctrl+Shift+B.
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The specific operation is to select a vertex, select the vertex chamfer tool on the left toolbar, and then perform fine-tuning in the fine-tuning panel. Note that you need to select the vertex mode and the number of segments to be an even number to ensure that all quadrilaterals are segmented to facilitate the execution of other algorithms.

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其中,

  • 宽度:倒角的程度。
  • 段数:倒角的精细程度。
  • 形状:三角形(更尖锐,0.5左右)还是四边形(更圆滑,0.15左右)。

另外平面内倒角时,一般会结合LoopTools插件使用。

8.4.1 LoopTools的使用

LoopTools插件可以将一些环形的边变成想要的形状。

首先在菜单栏选择编辑→偏好设置→插件,右上角搜索looptools,将该Blender自带插件启用:
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这样就可以选中刚才倒角的边线,右键选择LoopTools,然后选择形状,将其转换为一个圆环或者其他的形状了(这里倒角的段数是2,段数越高,越接近于圆环)。
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8.5 顶点的连接

顶点的连接,即选中两个顶点,将其连接成一条边。一般有以下两种操作:

  • 连成一条边:按F键
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  • 连接顶点并切割平面:按J键
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一般来说,应该使用连接顶点并切割平面的方式。

8.6 顶点的删除

选中要删除的顶点,按x键:

  • 删除顶点:相连的边、面一并删除
  • 融并顶点:移走顶点,融并邻边

8.7 衰减编辑(Proportional Edit)

衰减编辑,即拉扯顶点,形变(拉力)会沿着边线传导并衰减,快捷键字母O

点击如下图所示图标即可进入衰减编辑模式,还可以选择以怎样的函数衰减:
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使用衰减编辑可以做出如下效果的模型:
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衰减编辑影响的范围可通过衰减半径来调节,可以有以下两种方式调节:

  1. 微调面板精确调节:
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  2. 鼠标滚轮动态调节:需鼠标左键不松开的同时滑动鼠标滚轮

衰减编辑不止支持顶点,面和边线也是支持的。

衰减曲线,也就是用于衰减的方式,可以通过微调面板的衰减编辑的衰减模式来修改或是通过衰减编辑旁的曲线图标下拉选项来选择。

如果在衰减编辑时,不想影响到有些顶点,那么可以按H键隐藏它们,用Alt+H将它们恢复显示。

8.8 Extra Objects plugin

The Extra Objects plugin provides more basic shapes.

Menu bar Edit → Preferences → Plug-ins → Search: Extra
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After enabling this plug-in, I found that there will be some more options when adding objects in object mode, such as Rock Generator, Single Vert, and Rounded Cube (Round Cube), Torus Objects, Math Function, Gears, Pipe Joints, Diamonds: For example, if you choose to
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generate a Round Cube, a shape similar to For the ice cube model, you can also select the presets of other models in the fine-tuning panel operation item presets :
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9 objects

9.1 Two modes

  • In edit mode, add shapes
    • A grid is made up of multiple shapes
  • In object mode, add a mesh
    • Add multiple grids separately and then combine them

Generally, you can create independent objects first and then combine the models

9.2 Merging models

The merging of models is the merging of two meshes into one.

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The specific operation is to switch to object mode, select the meshes to be merged, right-click and select Merge , or use the shortcut key Ctrl+J .

It can be observed that when the two objects are different meshes, the selected wireframe colors (orange-yellow and orange-red) are different; after merging, they will become wireframes of the same color (orange-yellow).

  • Orange-red: Selected, selected object
  • Orange: Active, activated object, last selected object

Merge direction: Selected→Active

9.3 Model splitting and separation

9.3.1 Model splitting

In edit mode, select the elements (points, edges, faces) you want to split, right-click and select Split, or use the shortcut key Y.
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It should be noted that the split structure still belongs to the same grid as the original structure.

9.3.2 Separation of models

In edit mode, select the elements (points, edges, faces) you want to split, right-click and select Split, or use the shortcut key P, and then select the selected item.
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At this time, you can observe that there is an additional separated mesh in the scene. Therefore, separation is to separate the selected element (point, edge, surface) from the original object, which is called an independent object.

9.4 Bool Tool plugin

Bool Tool plug-in, also called Boolean plug-in, is used to perform intersection, union and difference operations on two models.

  • Union, that is, the A+B relationship
  • Intersection, that is, intersection relationship (A∩B)
  • Difference set, that is, AB relationship

Edit in the menu bar → Preferences → Plugins → Search: Bool

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The specific operation is to select two objects, press the n key to open the sidebar, select the edit tab, and then perform Boolean operations on the two objects:

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As shown in the figure below, the ring body is selected first, then the angular sphere is selected, and Difference is selected to calculate the difference set:
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Note: It is necessary to pay attention to the order of selecting models, especially when making differences.

9.5 Adding cubes interactively

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Using this tool, you can manually define the position and size of the newly created cube.

10 curves

10.1 Curve

Curves, also called splines, are used to describe smooth curves and shapes.
Generally divided into two types:

  • Bezier curve
  • NURBS curve

10.2 Adding curves

10.2.1 Adding Bezier Curve

In object mode, select Add→Curve→Bezier Curve in the toolbar in the upper left corner .

Then, in the top view (number 7 key) mode, press TAB to switch to the editing mode to edit the curve, select the move tool, and move the control points or handles of the curve (select the control points of the handle to move).
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Finally, you can right-click to convert the edited curve to a grid.

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After the model is converted to a mesh, its vertices and edges can be edited, faces can be extruded, and so on.

10.3 Curve editing

10.3.1 Editing of Bezier curves

A Bezier curve is defined by 2 endpoints (control points) and 2 reference points (one of the control points of the control handle (note: two points determine a straight line)), so editing a Bezier curve is to edit it Editing of control points and handles.
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  • Control points: left and right vertices of the curve. When a control point is selected, the control handles appear.
  • Control handle: The control handle of the curve control point. When a handle's control points are selected, you can move them to reshape the curve.

There are two ways to operate control points:

  1. Select the frame and move it, or use Grab to move it.
  2. Adjustment, that is, selecting and moving, is recommended.
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    It is important to note that not only the angle of the control handle can be changed, but also the length of the control handle.

10.3.2 Adding and deleting control points

  • Adding control points:

    • 1. Subdivision: Add a control point between two control points. Select two control points and right-click to subdivide. The number of subdivision cuts can be controlled through the fine-tuning panel. Several control points will be added after several cuts.
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    • 2. Extrude: Add more control points at both ends of the curve. Select the endpoint and press the E key
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  • Deletion of control points:

    • Merge vertices: Select the control points and press the X key or use the shortcut Ctrl+X

Note: The A key can select all control points.

10.3.3 Setting the type of control handle

Select a control point of the Bezier curve, press the V key, and set the type of control handle (can also be set from the control point menu):

  • Free: Freely adjust both control handles
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  • Alignment: left and right sync
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  • Vector: direct connection (straight line)
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  • Auto: automatic smoothing
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The default type is aligned.

10.4 Pen tool

Curve pen, the pen tool.
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Specific operations include:

  • Extrude: Add a control point with the left mouse button. The default extrusion control handle is vector type, which can be modified in the drop-down menu in the upper left corner:
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  • Delete: Ctrl+left mouse button, click and delete existing control points.

  • Insert: Ctrl+left mouse button, click and insert a control point.

  • Adjust a control point or handle: The left mouse button adjusts the control.

  • Adjust line segments: Adjust with the left mouse button.

  • Switch control point type: Double-click the left mouse button to switch or the V key.

  • Close the curve: Click the left mouse button on the two control points to be closed.

The above operations are inconvenient and misoperations may occur.

Search for curve pens in the menu bar Edit → Preferences → Key mapping and reset the shortcut keys of the curve pen:

  • Cancel the left mouse button, "Close Spline", and use the F key to close it

  • Cancel the left mouse button, "Extrude", use Ctrl + left mouse button to extrude

  • Add left mouse button, "Deselect all blank positions" or Alt+A
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  • Add Ctrl + left mouse button, "Extrude"
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10.5 More operations on curves

10.5.1 Extension of the curve

Press the E key to extrude, or use Ctrl of the pen + left mouse button to extrude the control points

10.5.2 Closure of curves

Select the two control points to be closed and press the F key to close the curve.

10.5.3 Splitting of curves

Select the two control points you want to split, press the Y key to split, the G key to move, and the X key to delete.

10.5.4 Normal direction of curve

The normal direction of the curve, that is, the direction of the curve: from the starting point to the ending point.

Show the normal direction of the curve: View Overlay → Normal
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The direction pointed by the arrow is the direction in which the curve extends:
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Flip the normal direction of the curve: Select one of the control points of the curve to switch the normal direction, select the number of segments in the menu bar → Switch direction
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Note that the curve drawn using the Pen Tool is reversed.

10.6 Use of reference drawings

When modeling, reference drawings are often used for comparison.

How to add a reference image?

  1. Switch the view to orthographic view;
  2. Add→Image→Background in the menu bar , select the reference image, and click the Load Background Image button;
  3. Since the image is also an object, you can press the G key to move it, press the S key to scale it, and press the R key to rotate it;
  4. The opacity setting can be found in the right measurement panel:
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    you can then model the curve against the reference image.
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10.6.1 Properties of background images

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  • Depth: Compared with the front and back of other model renderings, it is generally selected to not block other objects.
  • Side: The image shows the front side, the back side, or both.
  • Displayed in: Whether visible in orthographic mode and perspective mode.

10.6.2 Properties of reference images

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It can be observed that the difference between the reference image and the background image is reflected in the depth, edge and display attributes.

10.7 Curve shape

  1. Bezier curve
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10.7.1 Extra Objects plug-in

The plug-in was also mentioned in the previous section 8.8. This plug-in has a grid version and a curve version. The curve version is enabled here: after enabling it, you will find that the
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Add → Curve menu has additional curves of other shapes, such as Angle. ), Arc, Circle, Distance, Eclipse, Line, Point, Polygon, Polygon ab, Rectangle , Rhomb, Sector, Segment, Trapezoid, Curve Profiles, Curve Spirals, Knots:
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10.8 Curves and Grids

  • Curve: described by Bessel equation and used for curve modeling.
  • Mesh: composed of points, edges, and faces.

Curves can be converted to meshes.
When converting, it is best to check the Keep original option of the fine-tuning panel, so that the originally constructed curve will not be destroyed, but will be retained.
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10.8.1 U resolution

U resolution determines the smoothness of the curve. U resolution = n, that is, n segments are subdivided between every two control points of the curve.

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10.9 Curve chamfering

Curve chamfering is to turn a curve into a tube.
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The specific operation is to select a curve and go to the geometry data → chamfer in the object data attribute column on the right.

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  • Depth: The degree of chamfer.
  • Resolution: The higher the resolution, the closer it is to a circle.

10.9.1 Observation in object mode

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  • Turn on X-Ray perspective mode
  • Switch coloring mode to wireframe

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10.9.2 Observation in edit mode

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  • Turn on X-Ray perspective mode
  • Switch shading mode to solid
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10.9.3 Parameters of control points after chamfering

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Select the curve object, press the TAB key to enter the editing mode, then select one of the control points, press the n key to view the sidebar, where:

  • Radius: The thickness of the tube
  • Tilt: The degree of twisting of the tube

Since the pipe is chamfered by a curve, the pipe can also be manipulated in the same way as the curve.

The radius can also be modified using the radius tool:
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10.9.4 Curved chamfer cross section

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If you want to make the cross-section after curve chamfering into other special shapes, then set it as follows:

  1. Create a new closed curve b to make the desired cross-sectional shape;
  2. Select curve a and set curve b as the cross section as shown below:
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    (The capping option indicates whether to seal the chamfered end face)
  3. Use the eyedropper tool to draw curve b.
  4. The cross section of curve a is the projection of curve b in the XOY plane of the local coordinate system.

Note that curve b is generally required to be on the XOY plane.

10.10 Ring chamfering

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Add a curve → ring. In the same way, add another Bezier curve and chamfer the ring after picking it.

The Bezier curve can be modified at the same time, and the ring chamfer will change accordingly.

10.11 Path curve

Add a curve → Path Curve

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A path curve is a NURBS curve defined by NURBS equations. The shape of the curve is also controlled by control points
, and its operation method is similar to that of the Bezier curve:

  • Move control points
  • Curve chamfer
  • control point radius

11 modifiers

11.1 Modifier

Modifier, used to modify the model. Equivalent to a function, similar to y=f(x).

To add a modifier:

  1. Select a Mesh type object.

  2. Find the modifier properties in the properties tab on the right
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  3. Add Modifier|Bevel Modifier
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  4. Click real-time to turn on/off the modifier
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  5. Click the cross to remove the modifier
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Modifier properties:

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  • Icon: Indicates the type of modifier
  • name: the name of the modifier instance
  • Options: On/Off
  • Parameters: Specific parameter settings of the modifier

11.2 Modifier options

The modifier has three options to enable and shut down:

  • Edit mode: Whether to preview the effect of the modifier in real time in edit mode.
  • Real-time: Enable/disable preview effect.
  • Rendering: Whether to apply modifiers when rendering.

Modifiers generally operate in object mode.

11.3 Application of modifiers

If you are satisfied with the modification effect of the modifier, you can use Ctrl+A to apply the modification, or click Apply in the drop-down menu:
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Note that after the modifier is applied, the modifier is removed and the model is substantially modified, which is irreversible. .

12 commonly used modifiers

12.1 Generate class modifiers

12.1.1 Array modifier

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Array modifier, also known as array modifier, is used to generate array structures. Can be used to make railings, steps, etc.
In addition, steps can also be quickly made by edge chamfering:
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  • Quantity: The number of arranged objects.

Offset is the distance between each clone. In the Array modifier, the spacing between each clone is equal.

  • Relative offset: The offset in units of the object's own dimensions. When the relative offset is 1 (1 times the size), they are exactly aligned.
  • Constant offset: The offset is a constant value.
  • Object offset: Specify an object B to mark the offset. (Offset = B - A)

The so-called offset includes three elements: position, rotation, and scaling. For example, A.Scale = 1, B.Scale = 1.5, then Offset = 0.5, and the objects in the array will increase one by one.

Note that in edit mode, when you edit the original object, other objects will also be changed simultaneously.

12.1.2 Multiple modifiers

On an object, multiple modifiers can be added and modified sequentially in the order of addition, which is called a modifier queue.
When there are multiple modifiers, you can adjust the order of the modifiers (press and hold the eight-dot icon on the right side of the modifier and drag to adjust), or enable/disable a certain modifier (turn on/off the real-time button).

12.1.3 Mirror Modifier

Mirror modifier, suitable for making axisymmetric objects.
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  1. Add mirror modifier
  2. Specify center of symmetry
    • Add empty object | pure axis
    • Specify the mirror object, that is, the center of symmetry
  3. Move the center of symmetry to the appropriate position

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Related parameters of the mirror modifier:

  • Axial: along which axis the symmetry is symmetrical.
  • Segmentation: When an object overlaps with its mirror image, keep the overlapping parts and cut off other parts.
  • Flip: used in conjunction with cut, retaining non-intersecting overlaps.

Note that empty objects are often used as mirror objects, and the magnet adsorption tool can be turned on to position the symmetry axis more accurately.

12.1.4 Boolean modifiers

Boolean modifier, performs Boolean operations on two objects. Similar to Bool Tool plugin.

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Intersection, union and difference operations:

  • Intersection: A ∩ B
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  • Union: A + B
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In order to better observe object B when doing subtraction, you can hide object B or display it in wireframe form to facilitate observation of the results: Object properties → View display → Display as wireframe: You can also perform real-time processing of object
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B changes, the result of the Boolean operation is updated accordingly.

In addition, object B can also add modifiers. For example, add an array modifier to object B:

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12.1.5 Set Boolean

Set Boolean means that Boolean operations are uniformly performed on objects in a set.
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Note, Boolean is often used for hard surface modeling, related plug-in BoxCutter / HardOps.

12.1.6 Wireframe Modifier

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Wireframe modifier for making mesh structures.
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  • Thickness: refers to the thickness of the wireframe.

  • Offset: 1 to expand outward, -1 to contract inward.

  • Boundary range: Generally checked to avoid exposure issues.
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  • Replace original object: Whether the original object is retained.
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Production of rhombus mesh structure

Create a new plane and subdivide it multiple times.

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Switch to edit mode, in edge mode, select all edges and right-click to unsubdivide.

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Among them, iteration is set to 1.

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Added wireframe modifier in object mode.

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12.1.7 Surface Subdivision Modifier

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The surface subdivision modifier can make the surface of an object smoother.

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By increasing the value of the view level, you can find that the surface of the monkey head becomes more rounded. But don’t increase it too high, as it will affect the computer’s GPU performance.

The execution process of the surface subdivision modifier :

  1. Subdivide, divide a surface into 4 n small surfaces
  2. Transition, adjust the normal direction of the surface to make it a smooth transition

Among them, optimized display refers to whether to display the wireframe generated by subdivision.

Card line :

The stuck line means using methods such as ring cutting, interpolation, chamfering, etc. at the transition line to limit the transition area.

In addition, there is no need for transition corners between 180-degree planes.

Edge creases :

Edge crease, i.e. crease edge. It is a property of the edge that tells the surface subdivision modifier whether to smooth it.

First add a monkey head and add the Surface Subdivision modifier.
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Next, in edit mode, select an edge, right-click the edge crease, or use the shortcut key Shift+E.
You can also press n key to set. The value range of the coefficient is 0~1. Among them, 0 means smooth and 1 means creases.

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Each edge has an average crease property, which defaults to 0.

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Triangular and polygonal surfaces will have problems when smoothing with the Surface Subdivision modifier.

It can be solved by modifying the wiring or re-topology.

12.1.8 Materialization Modifier

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The solidification modifier can add a certain thickness to a surface.

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Where, thickness (width) is the added thickness.

12.1.9 Geometry Node Modifier

Geometry node modifier, also known as custom modifier, is a procedural modeling method.

12.1.9.1 Adding geometry nodes

方式一:选中物体,添加几何节点修改器:
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方式二:找到几何节点标签,并点击切换:
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在下方点击新建,新建一个几何节点:
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12.1.9.2 查看顶点坐标

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左侧栏目多出试验特性一栏,选择后勾选资产编号:
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切换至编辑模式,在视图叠加层中勾选编号一项,则可以看见每个顶点/边/面的编号:

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12.1.9.3 常用节点

12.1.9.3.1 实例化于点上

基于物体上的顶点进行实例化的呈现,需要有实例化物体的输入。
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新建网格基本体作为实例化物体:
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可以为缩放添加一个随机值输入节点,并调节最大最小值达到合适效果:
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可鼠标选中节点后点击M键启用/禁用节点,以观察节点起的作用。

12.1.9.3.2 细分网格

将网格细分为更多的点线面。

添加后勾选视图叠加层下的线框方便观察:
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12.1.9.3.3 分布点于面上

使用几何节点修改器生成点实例时,

  1. Vertex,在顶点处分布
  2. Curve,沿曲线分布
  3. Mesh,在物体表面上分布
  • 添加一个平面A,添加几何节点修改器

  • 添加节点,点→在表面分布点
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  • 添加节点,实例→实例化于点上
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其中,密度为10,表示每平方米表面上分布10个实例。

在表面上散布颗粒时,有两种分布算法。

  • 随机分布
  • 泊松盘分布
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12.1.9.3.4 网格布尔

网格布尔,对两个网格数据实行布尔运算。

添加节点,网格→网格布尔。
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这样输出的数据,就是两个网格合并的效果,但因为计算的问题,显示效果不佳。
若要两个物体都显示,则可以创建一个分身,自身也分身同时显示。
即,使用Ctrl+L→关联物体数据。

12.1.9.3.5 设置材质

几何节点的优先级高于普通材质,需要在几何节点中添加设置材质节点并选择材质才有效果。
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12.1.9.4 输出至属性面板

将需要输出到属性面板的属性连接到输入下方的槽即可:
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如需将多个参数合并为一个,首先按n键打开右侧面板,选择群组。并将变量的类型改为浮点(默认为矢量):
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12.1.10 建形修改器

基于Blender内部的算法,对模型进行构建:
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默认数值表示从第1帧到第100帧对模型的形态进行构建。

12.2 形变类修改器

形变类修改器,使物体产生形变。其只修改顶点的位置,而不增删顶点。

如:曲线修改器、晶格修改器。

12.2.1 曲线修改器

曲线函数修改器,使物体沿一条曲线变形。

例子,一列火车(网格对象)停在铁轨(曲线)上:
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首先,添加一列火车(使用Cube改造),环切为多节。接着,添加一条铁轨(贝塞尔曲线)。然后进行长度调节,铁轨应该比火车长一点;最后进行原点调节,将两者的原点调到各自起点,将火车移到铁轨的起点。

在火车上添加曲线修改器,其曲线物体选取贝塞尔曲线的铁轨即可。

注:将两个物体移动到同一位置,Shift选中两个物体,右键吸附→选中项->活动项。

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12.2.2 晶格修改器

晶格(Lattice),用于定义一块扭曲的空间。

添加一个晶格对象,默认范围是1米边长的正方体。

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可以移动、旋转和缩放晶格对象。

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可以指定晶格对象的分辨率:选中其数据属性修改U,V,W 3个值。

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修改分辨率后的晶格:

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按Tab键进入编辑模式,可对晶格中的点进行编辑(可启用衰减编辑):

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晶格修改器,使用晶格来使物体发生形变。

要使得物体发生形变,首先添加足够大的一块晶格空间;接着,添加一个待变形的物体;如果该物体顶点数太少,那么对其进行表面细分;最后,为该物体添加晶格修改器,指定上述添加的晶格。将物体置于晶格空间之中,便能看到形边的效果了:

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12.2.3 简易形变修改器

Simple deformation modifier (Simple Deform), which can realize functions such as twisting, bending, and tapering.
Often used in animation.

12.2.4 Shrinkwrap modifier

Shrinkwrap modifier that attaches one model to another. Just select the corresponding adsorption mode and adsorption target.
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13 Materials and Textures

13.1 Material

Material (Material) is used to describe the surface properties of an object.

  • basic color
  • Metal/non-metal
  • Roughness
  • transmittance
  • Bump details

13.1.1 Basic color material

First, switch to material preview mode.
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Next, add a material:

  • Click the + sign to add a slot Slot
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  • Click New to create a new material
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  • Modify base color
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13.1.2 Metal/non-metal materials

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  • basic color
  • Metallicity: 0 is non-metal, 1 is metal.
  • Roughness: Metal is set to around 0.3.
  • Glossiness: Metallic is set to around 1.

13.2 Associated materials

An associated material is a defined material that can be used by multiple objects.

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To cancel the association, click "×".
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If you need multiple objects to be associated with a material in batches, select multiple objects first, then select the target object, use the shortcut key CTRL + L to select the associated material, then the selected object and the target will use the same material.

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13.3 Copying materials

Copying a material means copying an existing material to get a new material.

As shown in the image below, click one of the buttons to copy the material.
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Among them, materials that are not used by any object (the number 0 is displayed before the material name) will not be saved after saving the blender file.
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How to view all files in Blender?
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13.4 RGB and HSV

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  • RGB color space:

    • R: red, red
    • G: green, green
    • B: blue, blue
  • HSV color space:

    • H: Hue
    • S: saturation
    • V: brightness

13.5 Multiple materials

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An object can have multiple materials. First, add multiple materials; switch to edit mode, select the face, and specify the material.

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Note that materials are associated with faces.

13.6 Shaders

Shader is responsible for coloring the surface of an object. It is essentially a program (algorithm).
The final surface coloration is affected by the base color, metallicity, specularity, roughness, color, intensity, angle of the incident light, etc.

13.6.1 BSDF

BSDF (Bidirectional scattering distribution function), bidirectional scattering distribution function, is a shader algorithm.

Among them, the algorithms provided to us by Blender are all BSDF algorithms.
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Click on the principled BSDF, and the drop-down menu will expand, and you can select the BSDF as needed.
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13.6.2 Principle BSDF

Principled BSDF, a general-purpose shader. It comes with rich parameters and is suitable for representing a variety of materials.

Other BSDFs have special functions. For example, glossy BSDF can be used to make metal materials, and glass BSDF can be used to make glass materials.

Typically, materials are defined in the shader editor.

  • Open the shader editor
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  • Press HOME key to center
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  • Define the shading process in terms of nodes

13.6.3 Color distinction

ShiftAdd a color gradient node in the shader editor A, add the appropriate gradient color, and connect it to the color-related node in the BSDF.
In order to distinguish colors, add another Fresnel node and connect it to the color gradient node.
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Fresnel node: makes the reflection of light at different angles have a color gradient.

13.6.4 Simulating the Tyndall effect

If you need to edit the shader of the world environment, you need to change the object to the world environment in the shader editor:
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add a principled volume node and modify the density value to achieve the appropriate effect:
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13.7 Texture

Texture, also called map.

Generally speaking, the surface of an object is not a solid color. The surface color is defined by the map.

  • Open the shader editor
  • Drag the prepared texture into it, connect the color of the texture node to the basic color of the schematic BSDF node, and open the material to preview the effect of the material on the object.
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13.8 UV Editor

Switch the workspace to UV Editing:
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  • 3D view on the right:

    • Shading method selection material preview
    • Edit mode, face selection mode, observe the corresponding relationship between the left and right views after selecting some faces and all faces
  • UV editor on the left:
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    • UV selection synchronization, unchecked
    • Point, edge, face, island selection mode

13.9 UV coordinates

UV refers to the coordinates of each vertex after a surface is mapped to a texture.

in,

  • x, y, z are the coordinates of the vertex in three-dimensional space
  • u, v are the coordinates of the vertex in the texture
    • The UV coordinate range is between 0.0~1.0
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      . In the left view, you can select the face in face mode and use the G key to move it. In the right view, you can observe the effect of UV mapping.

13.10 UV mapping

UV Map, also known as UV map, records the UV data of the model, namely:

  • A model has several surfaces
  • A surface has several vertices
  • UV coordinates of each vertex
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Under the UV editor, observe the corresponding relationship of the vertices as follows:

  • UV editor on the left: click "Synchronize"
  • 3D view on the right: select point mode and select a vertex

Among them, one vertex may be associated with multiple faces, so there are multiple correspondences in the UV editor on the left.

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In addition, UV mapping can be freely specified.
Select a surface and modify its UV mapping.
After turning off the synchronization option, in the UV editor on the left, select the UV surface, rotate it, scale it, select the UV vertices, change it into any shape, and observe the 3D view display on the right.

UV vertices can also go out of range, but this is not recommended.

13.11 UV unfolding

UV unwrap (Unwrap) is to spread out and tile all surfaces of the model.

First, add a cylinder. Among them, the Generate UV option is checked by default.

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Next, switch to the UV Edit workspace, select the face mode in the 3D view on the right, and select all with the A key.

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It can be observed that the UV editor on the left unfolds the surface of the cylinder on a plane, that is, the UV Layout: a picture that contains all surface UV coordinate data.

Note that for the default primitive, the UV unwrapping map is already included. However, for models created by yourself, you generally need to expand them manually.

13.11.1 Automatic UV unfolding

Automatic UV expansion means that Blender automatically solves the UV expansion diagram of the model, but the final expansion diagram may not meet our requirements.

In the 3D view on the right, use the A key to select all faces, and select UV in the upper right corner → Smart UV Projection → OK:
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13.11.2 Manual UV unfolding

Manual UV unfolding means holding a pair of scissors and spreading the surface flat.

  • Select the edge to be cut and mark it as a seam edge (select UV→Mark as a seam edge)
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    • Among them, the seam is the gap, where the knife is cut
  • Select all faces and choose UV→Expand
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  • Observe the new UV layout diagram
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    • Among them, you can use the move tool to freely move the face in the UV editor on the left
      . Other operations:
  • Cancel stitched edges:
    Select an edge, select UV → Clear stitched edges
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  • Cancel all seamed edges:
    A key to select all edges, select UV→Clear seamed edges

13.12 UV layout adjustment

UV layout adjustment, that is, adjusting the UV layout to facilitate subsequent texture drawing.

You need to cancel the UV selection synchronization button.

  • Island: a connected, independent constituency
  • L key: select adjacent faces
  • Move, rotate, zoom

13.13 UV alignment

In the UV editor, some common layout operations.

  • X/Y alignment
    • Select a group of vertices, right-click → Align to X-axis. (i.e. X is the same)
    • Select a group of vertices, right-click → Align to Y axis. (i.e. Y is the same)
  • Select the island
    • Press n and manually enter the corresponding X/Y values ​​for precise alignment.
    • Vertex Snap Alignment
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  • Expand along the four movable sides
    • First align a surface and make it into a standard rectangle
    • Select the standard rectangular surface, right-click → Expand along the active four-sided surface
  • Split and sew
    • Select some faces, right-click → Split, and split these faces into islands.
    • Select some edges, right click → Stitch

13.14 Texture rendering

Texture drawing, that is, drawing texture according to UV layout map.

  • In the 3D view on the right, use the A key to select all faces
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  • Select UV→Export UV layout map, *.png
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  • Open in PS:

    • The layout diagram is used as a reference and is placed on the top level.
    • Draw faces
    • Save as *.psd
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  • Add materials and maps
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  • After modifying the texture, reload and refresh the display
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Note: The UV layout diagram should be expanded as reasonably as possible to facilitate drawing.

14. Import model into Unity

14.1 Model export in Blender

In Blender, select File-Export-FBX(.fbx):
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Check the Selected Object option. If the model has no animation properties, you can uncheck the Baked animation option:
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Make the following settings for the object's transformation and coordinate axes:
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If it is a texture model, you need to copy the path mode selection and check the embedded texture afterwards:
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But at this time, since the texture refers to the path, the texture needs to be imported into the same folder as the model.

Import the model and textures into Unity together, and the textures will be displayed correctly on the model.

14.2 Import FBX into Unity

Drag the exported model directly into Unity's Project window, and then drag it into the Scene window. Create a new Cube in Unity, its size is 1/2 times the size of the Blender model (modified using Cube in Blender): It
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can be observed that the FBX model occupies 4 squares in the front view, while the Cube in Unity only occupies A square. Therefore, you can compare the established model in Blender with the Cube in Blender to determine the proportion after importing into Unity, that is, the Cube in Blender is twice the size of the Cube in Unity.

14.3 Making Prefabs

If you want to make the imported model into a prefab in Unity, then create a new Prefabs folder in Unity, drag the model in the Scene window to the Prefabs folder, and select Prefab Variant: This way, if you subsequently modify the model in
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Blender Modifications will be synchronized to the prefab variant in Unity.

15 other content

15.1 Pie menu

Pie Menu for quick switching/selection
For example,

  • ~:Switch view
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  • Z:Switch coloring mode
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  • ,:Switch coordinate system
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  • .:Switch reference point
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  • SHIFT+S: adsorption
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Two ways to use:

  1. Click
    to select. Press the shortcut key and release the key. A pie menu will pop up. Click with the mouse.
  2. To select,
    press the shortcut key to pop up the pie menu, move the mouse over, and release the key.

When the mouse falls within the central circle, it means cancel

15.2 Quick editing

Shortcut keys for polygon editing:

  • G:move
    • G+ Z: Move along the Z axis
    • G+ G: Vertex/edge sliding
  • S:Zoom
    • S+ Z: Scale along the Z axis
    • S+ SHIFT + Z: Zoom in the XY plane
  • R: Rotate within the view plane
    • R+ Z: Rotate around the Z axis
    • R+ Z+ 90: Rotate 90 degrees around the z-axis
    • R+ R: Rotate freely in three-dimensional space
  • E: Extrude along the normal direction (extrude)
    • E+ Z: Extrude along the z-axis
    • E+ S: Extrude and scale
    • ALT+ E: Secondary menu
    • CTRL+ RMB: Extrude to cursor

Extrusion operations can be performed on vertices, edges, and faces.

  • I:Inset
  • CTRL+ B: edge chamfer (bevel)
  • CTRL+ SHIFT+ B: Vertex chamfering
  • CTRL+ R: ring cut
  • K: cutting (knife)

15.3 Quick selection

Select multiple elements:

  • ALT+ SHIFT+ LMB: Multiple selection of edge loops
  • CTRL+ ALT+ SHIFT+ LMB: Multiple selections and side-by-side edges
  • CTRL+ SHIFT+ LMB: shortest path
  • A:select all
  • CTRL+ I: Inverse selection
  • C: Brush selection, press ENTER/ ESCto exit
  • CTRL+ L: Select connected items
  • Left mouse button + L: Select the connected item at the mouse position

Among them, contact is not connected, but must be connected by edges.

  • CTRL+ +: Expand the selection

  • CTRL+ -: shrink the selection

  • Spaced rejection: Select → Spaced rejection
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  • Random selection: Select → Random selection
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    Select randomly among the selected faces:
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15.4 More quick operations

  • In the digital area .: center the object
  • SHIFT+Input box: fine adjustment
  • SHIFT+ RMB: positioning cursor
  • SHIFT+ C: Position the cursor to the center of the world
  • SHIFT+ A: Add object menu
  • SHIFT+ D: Copy object
  • SHIFT+ R: Repeat the previous step
  • Z:Switch coloring mode
  • ALT+ Z: switch perspective
  • Q: Quick favorites (quick)
  • H:Hide the display of the model
  • Alt+ H: Restore the hidden model to display
  • Alt+ R: Reset the rotation angle of the object to 0°
  • CTRL+ Numeric area 1/2/3: Add 1/2/3 level subdivision (may conflict with 1, 3 view switching)
    Note: To use this shortcut key, you need to ensure that the analog numeric keyboard option in the input menu bar in the preferences is not selected.
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When selecting multiple objects to adjust values, you need to hold down Altthe key to take effect.

15.5 M3 plug-in

MACHIN3tools (M3) plug-in, an auxiliary toolset.

Official website click here → MACHIN3tools plug-in official website
Click github on the official website to download the plug-in, or click here to download.

After the download is complete, select Edit→Preferences→Plugins from the menu bar in Blender:

→

Click Install and select the downloaded zip package to install the plug-in.
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You need to check the plug-in to enable the plug-in function:
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configure the options of the plug-in:
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select the default Focus function here, you can press the shortcut key Fto quickly position the model, the Cursor and Origin Pie function can quickly set the position of the cursor and origin, and Align The Pie function can quickly align a certain vertex of two objects.

15.5.1 游标和原点设置功能

游标和原点设置功能:Cursor and Origin Pie(快捷键SHIFT + S)。

可以在编辑模式下选择一个顶点,使用快捷键SHIFT + S呼出游标和原点设置的饼状菜单,接着可以将游标移动至原点(Insert image description here to Origin)、将游标移动至该顶点(Insert image description here to Vert)、将该顶点带偏移量地移动至游标(Insert image description here to Cursor , Offset)、将该顶点移动至游标(Insert image description here to Cursor),还可以将物体原点移动至游标(Object Origin to Cursor)、物体原点移动至选中顶点(Object Origin to Vert)。

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若选中的是边线或是面,则可以将原点移动至选中边线的中点或者面的中心。

15.5.2 精确对齐物体功能

精确对齐物体功能功能:Align Pie(快捷键ALT+ A

选中两个物体,进入编辑模式。各自选中一个顶点,使用快捷键ALT+ A呼出精确对齐物体的饼状菜单:
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选择Align Object to Vert(对齐到顶点)或Align Object to Edge(对齐到边线)。

15.6 物体与数据

在大纲窗口中,

  • 集合
    • 物体
      • 数据
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数据的操作:

  • 数据可以改名
  • 数据可以重用,两个节点关联同一数据
    • Shift选中两个物体后(传递方向: Active 活动项 → Selected选中项),物体→关联传递数据→关联物体数据或使用快捷键Ctrl+L→关联物体数据
    • 或在物体属性中选择Insert image description here - 修改一个物体的几何数据时,另一个也同步变化

15.7 父子关系

15.7.1 父子关系的建立与解除

两个节点,可以有父子级的关系。

建立父子关系的步骤:

  1. 先选中物体A(子)
  2. 再选中物体B(父)
  3. 物体→父级→物体,或使用快捷键CTRL+P→物体

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父子关系的特点:

  • 大纲窗口中,呈父子节点的层次
  • 3D视图中,父子物体间以一条黑色虚线相连
  • 移动、旋转、缩放父物体时,子物体一并变换
  • 单独变换子物体时,子物体能够自由变换

解除父子关系:
选中子节点,右键→父级→清空父级(或快捷键ALT+P→清空父级)

在大纲窗口中,按Shift键并拖拽子节点到父节点的层级下,也可以建立或解除父子关系,同时按住Alt键能保持变换。

15.7.2 子级约束

子级约束,实现一种松散的父子关系。
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其中,在3D窗口,约束线为蓝色虚线。

添加子级约束的方式:

选中子物体,在其物体约束属性下添加物体约束,选择子级:

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目标选择父物体:
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子级约束的特点:

  • 大纲窗口中,不会呈现父子节点的层次
  • 3D视图中,父子物体间以一条蓝色虚线相连
  • 移动、旋转、缩放父物体时,子物体一并变换
  • 单独变换子物体时,子物体能够自由变换
  • 可以选择是否约束子物体的位置、旋转和缩放

15.8 资产

资产(Asset),可重复使用的东西。

目前Blender支持4种类型:

  • 物体
  • 材质
  • 动作
  • 世界环境

15.8.1 资产的相关操作

打开资产浏览器,快捷键Shift+F1

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  • 添加资产

    • 在大纲窗口中,选择一个物体
    • 右键,标记为资产
      可以观察到,大纲窗口有资产标识:
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  • 使用资产

    • 直接将资产浏览器中的资产拖拽到场景中即可,称为实例
    • 资产与实例的关联
      • 使用资产创建实例时,可以选择关联,则源资产产生的变换也会关联到实例上
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  • 清除资产标记

    • 在资产浏览器中选择资产,右键选择清理资产

15.8.2 资产库

资产库,即个人收藏。

  1. 在电脑的资源管理器中专门建立一个目录,作为资产库目录。

  2. 在Blender的偏好设置里添加此目录
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  3. 把包含资产的blender文件放在资产库目录下

  4. 新建一个空项目,使用资产库
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15.9 文本

Text object, placing text as a 3D object in the scene.

Input of English text:
Shift+AInsert a text object, Tab键enter the editing mode, English can be input directly, and then press to Tab键exit editing.

Input of Chinese text:

  • Select Chinese font
    • Select a font that can correctly display Chinese under Windows/Fonts
    • Use externally downloaded TTF fonts
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      Note: You cannot input directly in edit mode, you have to copy and paste.

Text usage:

  • Materials can be added
  • Can add materialization modifier
  • It can also be converted into a grid to facilitate subsequent processing.

15.10 Hard surface modeling

15.10.1 Borrowing shapes

  1. Select the required shape (edge) in edit mode, separate the selected items, and select edge F in edit mode to fill it into a surface.

  2. Select the desired shape (edge) in edit mode, separate the selected item, switch to object mode, convert the mesh into a curve, and extrude the curve with a certain thickness in its geometric data.
    If necessary, you can also convert the edited curve into a grid and continue to complete the next operations to achieve your goal.

  3. Select the required shape (face) in edit mode, separate the selected items, and perform corresponding operations on the face in edit mode. This can isolate the interaction with the previous mesh.

15.11 Particle effects

If emitter is selected, particles are generated dynamically below the surface; if hair is selected, particles are generated statically on the surface.

15.11.1 Hair effect

  1. Create a new plane, select the particle properties in the right sidebar, and click to create a particle system:
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  2. Select hair in particle settings.

  3. Create a new model that needs to be flattened on a plane, then select the plane, find Rendering in its particle properties, and change the path in Rendering to an object or collection (only choose an object to flatten an object, otherwise choose a collection), instance object Select the newly created model:
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    If you feel that the object is too small, you can modify the scaling value and randomness under rendering.

  4. Pay attention to check Advanced and Rotation, and change the coordinate system axis to None:
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  5. Number in self-illumination (emission) can set the number of particles (objects) generated:
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15.11.2 Emitter effects

  1. Create a new plane, select the particle properties in the right sidebar, and click to create a particle system:
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  2. Select emitter in particle settings.
  3. You can set gravity under force field weight, normal direction under speed, Number, start frame, end frame and life cycle under self-illumination (emission):
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4. After checking Rotation, you can adjust the random value to make the particles rotate randomly:
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5. If the particles do not move smoothly during playback, you can click Baking under the cache:
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6. You can set whether to display the emitter under Rendering:Insert image description here

15.12 Engraving

15.12.1 Engraving mode

There are two ways to enter engraving mode:

  1. Click Object Mode under Layout and select Sculpting Mode from the drop-down menu:
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  2. Directly click the engraving label above to enter engraving mode:
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15.12.2 Engraved panels

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Regardless of which tool is selected, you can hold down Shiftthe toggle Smooth tool to smooth the surface.

The shortcut key for radius in brush settings F, and the shortcut key for strength/velocityShift + F.

It is recommended to turn on stroke anti-shake: Insert image description here
note that the fineness of the model's wiring determines the fineness of the engraving.

Symmetric sculpting and object mesh reconstruction (re-adjustment of wiring, Shift+ Rfiner adjustment of specific voxel sizes):
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15.12.3 Common tools

15.12.3.1 Free line

Push, pull or extrude the model on the wiring. The default is to extrude outward. If you want to move inward, press and hold Ctrl.
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15.12.3.2 Sticky strips

Complements the angular feel of the model. Also the default is outward, if you want to go inward, press and hold Ctrl.
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15.12.3.3 Expansion

Increase the expansion effect of the model. Also the default is outward, if you want to go inward, press and hold Ctrl.
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Sometimes there are routing crossovers, and the mesh can be reconstructed to fix the effect.

15.12.3.4 Grab

Grab parts of the model based on the mouse direction. Also the default is outward, if you want to go inward, press and hold Ctrl.
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15.12.3.5 Elastic deformation

Roughly shape the model. Also the default is outward, if you want to go inward, press and hold Ctrl.
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15.12.3.6 Snake hook

Used to create effects such as tentacles. Also the default is outward, if you want to go inward, press and hold Ctrl.
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15.12.4 Switch to other model engraving in engraving mode

Move the mouse to the object that needs to be engraved and use to Alt+Qswitch to the object.

15.13 Rigid bodies

15.13.1 Adding rigid bodies

Select the object that needs to be added with a rigid body, select its physical properties, and click on the rigid body to add rigid body properties:
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15.13.2 Copying rigid bodies

Select the object that needs to be copied as a rigid body. Finally, use Shift to select the object with rigid body attributes and select Object-Rigid Body-Copy from Active Item:
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15.13.3 Collision

Both objects must have rigid body properties, one type is active (dynamic object) and the other type is passive (static object).
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In addition, the mass of the rigid body can be adjusted to achieve the required collision effect.

The Play Animation option allows the animation system to affect other objects as well.

When the model has a concave effect, the shape of the rigid body collision needs to be changed to a mesh (the default is convex hull) to produce the correct collision effect.
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Note that there should be no intersections between rigid bodies as this may cause a bouncing effect.

15.13.4 Baking

Find the rigid body world environment under scene properties, cache-baking (you can adjust the starting frame and end frame of baking as needed):

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Note that if you need to adjust the scene after baking is completed, you need to delete the baking.

15.13.5 Slow motion effect

Find the rigid world environment under scene properties, adjust the speed reduction under settings and cooperate with keyframes to create a slow motion effect.
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15.14 Node synthesis

Switch to the composition panel and check Use Nodes:
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Note that you need a rendered image. If rendering is too slow, you can lower the noise threshold to 0.2 (default is 1).

Split the view vertically, switch to the image editor on the left, and set the image as the rendered result. You can use +
convert image
in the composition panel to add nodes during the composition process to synthesize the desired effect. Added nodes can be shown/hidden using keys to compare effects.ShiftA
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M

16 rendering

16.1 Camera

16.1.1 Picture rendering angle setting

method one:

Select the camera, npress the key to open the sidebar, click View on the right menu, check the Lock camera to view orientation option, and use the Adjust View method to adjust the camera's view.

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Method Two:

After adjusting to a suitable view, use the shortcut key Ctrl+ Alt+ in the digital area 0to quickly set the current view to the camera view. You can also click View→Align View to quickly locate the camera perspective:
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16.1.2 Defocus setting

Select the camera, check the depth of field in the camera properties, select the focus object and adjust the aperture appropriately (the smaller the aperture, the more blurred other objects will be):
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16.1.3 Follow settings

Select the camera, select the object constraint attribute, select Add Object Constraint-Copy Position:
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After absorbing the target, the camera will move attached to the target object:
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You also need to check the offset and appropriately correct the camera position to achieve the desired effect.

Note that standard following can also be used.

16.1.4 Focal length setting

When the scene has a strong sense of depth, appropriately reducing the focal length (default is 50mm) can increase the viewing space for the human eye.
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16.2 Plot scale setting

The resolution in the output properties can adjust the size of the output image:

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The camera's focal length adjusts the viewing distance between the object and the camera:

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Split the view into two parts vertically to facilitate observation of the final rendering effect:

Set the left side to rendering mode, use the shortcut key in the digital area 0or click the icon Insert image description hereto switch to the camera perspective.

In addition, in order to facilitate the observation of the effect, use shortcut keys tand shortcut keys nto close the left sidebar and right sidebar respectively. Click the drop-down option of the view overlay and uncheck the base plane, X, Y and 3D cursors: you
several sides()
can also hide the axis and icon in the upper right corner:

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16.3 Lighting settings

16.3.1 Point light and surface light

Add two point lights to the scene, one of which is used as the main light, located at about 45° in the upper left in front of the scene, and can be adjusted to a warm color; the other is used as a fill light, located in the upper right position of about 45° in front of the scene, with a brightness of about It is 50% of the main light and can be adjusted to cool colors as a supplement to the shadows.

In addition, you can also add a surface light behind the scene as a backlight (outline light) to separate the subject and the background.

Adjust the light energy appropriately to get the desired effect:

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If the shadows are hard, you can adjust the radius of the light to make the shadows better:

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16.3.2 Nikko

If the scene is relatively large, the entire scene can be illuminated by daylight, supplemented by point lights.
The brightness of daylight can be adjusted in the range of 1-10, otherwise the scene will be overexposed. Properly adjusting its angle can increase the blurring of the shadow:
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16.4 Rendering attribute settings

16.4.1 Rendering engine settings

The difference between Eevee engine and Cycles engine: Eevee is an estimated rendering engine, while Cycles is a precise calculation rendering engine. Eevee rendering time is 1/10 of Cycles rendering.

16.4.1.1 Cycles engine

The default engine selected by Blender is the Eevee engine. Changing it to Cycles can render more realistic effects.

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16.4.1.2 Eevee engine

Check the glow effect to get a nice halo effect.
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16.4.2 Motion blur settings

If you are rendering the motion effect of an object, you can check the motion blur in the rendering properties and adjust the shutter size appropriately to achieve the desired effect (the smaller the shutter, the less blurry):
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16.5 Rendering test

Set the maximum sampling value in the rendering properties to 128 or 256, and the default is 4096:

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Color-managed film effects are set to medium-high contrast or high contrast, depending on the effect:

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Click Render → Render Image, or use shortcut keys F12to perform a rendering test.

After testing the effect, change the maximum sampling of the rendering attributes to 1024 to render the image.

17 animations

Animation records the transformation of object properties at different times.

After the model is selected, the transformation of its object properties has its own animation property, which is used to add key frames to the object at a certain moment.
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You can also use shortcut keys Ito add keyframes to objects:
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17.1 Basic interface settings

To facilitate animation production, the left and right window views are merged. And cancel the display of cameras, lights, planes and other models used for environment rendering in the scene:

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Enlarge the animation timeline below.

17.2 Animation window

The animation window is as shown below. The mouse wheel can control the expansion and contraction of the timeline. Clicking the middle mouse button can also slide on the timeline:

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Among them, the start and end points in the upper right corner represent the duration of the animation playback, in frames.

After selecting the model, click ithe key to add keyframes to the model at different frames.

17.3 Associated animation data

An animation created on one model can be associated with other models.

First select the model that needs to be associated with animation, and finally Shiftselect the model that has been animated. Use the shortcut keys Ctrl+Lto select the associated animation data.

17.4 Independent object animation

Select the model with associated animation, Object→Relationship→Make it independent→Object animation:

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17.5 Binding parent-child relationship

If some animations require multiple models to move at the same time, you need to bind parent-child relationships, shortcut keys Ctrl+P, or after selecting these models, right-click and select Parent → Object.

To rotate the object, you can create a new cubic empty object, use Shift to rotate all objects, and finally select the empty object and Ctrl+Pbind the parent-child relationship, so that operations on the empty object will also be associated with other objects.

17.6 Animation rendering output

The maximum sampling can be set to 256 or 512 in the rendering properties:

In the output properties, the resolution and frame rate of the output animation can be adjusted as needed (it is recommended to set it to 30fps):

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The frame range is also set according to the duration of the animation playback:

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There are two ways to output output:

  • FFmpeg video: Select MPEG-4 for encoding and output video files in mp4 format.
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    • In this way, if the computer is powered off, the video output will fail.
  • PNG sequence: If the scene has a transparent channel, select RGBA as the color.Insert image description here

After selecting the output method, click Render→Render Animation.

After the rendering image sequence is completed, return to Blender, click on the icon in the upper right +to add a new workspace, and select Video Editing→Video Editing:

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In the video editing window below, select Add ( Shift+A) → Image/Sequence:

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ASelect all the rendered animated image sequences in the pop-up explorer , and click to add image fragments.

Note that the added image sequence needs to be aligned with the first frame:

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If the timeline displays seconds, click View → Display as Seconds ( Ctrl+T) to display as frames:

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Similarly, adjust resolution, frame rate (30fps), frame range, output path, output format, encoding, output quality and other information in the output properties:

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If audio is added to the video, select AAC or MP3 format in the audio settings:

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After the settings are completed, click Render → Render Animation.

For more video rendering parameters, please refer to the official website: Supported video and audio formats

17.7 Animation Curves

17.7.1 Convert Bezier curve animation to linear animation

The animation in Blender defaults to Bezier curve animation. If you need to convert Bezier curve animation to straight line animation:

  1. Bring up the Curve Editor window:
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  2. ~key to bring up the following pie menu, select the box to select all:
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  3. Select these two endpoints on the Bezier curve, right-click and select Interpolation Mode → Linear.
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  4. The curve of the final animation, so that there is no buffering effect at the beginning and end of the animation:
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17.7.2 Production of continuous animation

If you need to animate a long-term animation and the object only has a single transformation (position, rotation, scale, etc.), you can use the curve modifier to complete it.

  1. Select the axis of the corresponding change in the curve modifier, click nthe key, and select the noise modifier in the modifier in the upper right corner:
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  2. Curve effects of the Noise modifier:
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  3. The scale and intensity/strength of the noise can be modified to achieve the desired effect:
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17.8 Skeletal Animation

17.8.1 Adding a skeleton

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ShiftUse + Ato create a skeleton in object mode :
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It can be observed from the data properties of the skeleton that the skeleton is displayed as an eight-sided cone by default:
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you can check the name and view it in the front:
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17.8.2 Basic operations of the skeleton

For the skeleton, you can edit it in the edit mode (create multiple segments of bones, adjust position and scaling, etc.). After the editing is completed, enter the posture mode to place the skeleton to create a skeletal animation.
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Use shortcut keys eto extrude bones. Note that extrusion from the small head of the main bone has a parent-child relationship, but extrusion from the big head does not, and you need to use Ctrl+ Pfor binding.
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Among them, information such as the head and tail of the bone can be observed in the bone attributes:
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Modify the parent: first use Alt+ Pto clear the original parent, and then use Ctrl+ P- to keep the offset and bind the new parent. If connected is selected, it will be connected to the parent bone.

If you need to make a symmetrical skeleton, select the skeleton that needs to be symmetrical, select Skeleton-Symmetry:
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But before selecting symmetry, you need to set the name of one side to the suffix form of "_L" or "_R".

17.8.3 Bone constraints

To make the model move more naturally, constraints need to be added to the bones, in which IK (inverse kinematics) is used.
It is necessary to establish an empty bone without a parent-child relationship as a control bone, and add inverse kinematics bone constraints to the bones that will produce relative motion when moving in posture mode.
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The target is set to the overall skeleton, and the bone is set to the control bone:
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Return to edit mode and create a new empty bone as the polar bone (clear the parent relationship). Polar bones are used to limit the range of movement of the model.

In posture mode, the polar target is set to the overall skeleton, and the bones are set to polar bones:
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If you find that some bones are in the wrong direction after selection, it means there is an axial problem, then return to the editing mode and Aselect all the bones, select Skeleton-Bone Twist- Recalculate twist (shortcut key Shift+ N) - active bones. After returning to attitude mode, if there is still an axial error, modify the polar angle for adjustment.

Note that when doing exercise frames, the legs cannot be perfectly vertical and need to be bent forward appropriately.

In addition, in edit mode, bind the polar bone and the control bone in a parent-child relationship. When the control bone moves, the polar bone also moves accordingly. If you find that the bones are offset after returning to posture mode, you need to modify the chain length of the bones with added bone constraints to the corresponding length (the length of the bone controlled by the control bone).

17.8.4 Bone Binding

First select the model corresponding to the bones, then select the skeleton, then enter the pose mode, select the bones that need to be bound, Ctrl+ P, if it is a human body model, select with automatic weights; otherwise, select the bones.
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You can cancel the locked object mode during editing, which is more convenient to operate. There is no need to switch frequently. You only need to select binding in attitude mode.
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If some of the models were made using the Mirror modifier, you need to apply the Mirror modifier before binding, Akey-select all models in edit mode, and Pkey-press Loose Block Detach.
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If the foot moves to a certain angle and the direction is wrong, then select the right button of the pole in edit mode - switch direction ( Alt+ F).

17.8.5 Skeletal Animation

Split the overall view horizontally, switch to the animation dope sheet below, change the editing context on the right to the action editor, and then click New to create a new action.
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After creating a new action, first rename the action, then switch to pose mode and add the first keyframe action to the model. That is, after playing with the action, Apress the button to select all bones, and ipress the button to record the position + rotation.

If you are making a walking action, after completing the action on one side, you can use Ctrl+ C(copy keyframe) and Shift+ Ctrl+ V(paste flip) to copy the action on the other side.

AIf you feel that the movement changes too quickly after the production is completed, you can select all the Skeyframes in the animation dope sheet , and then press the key together with the left mouse button to zoom them.

After completing an animation, you can Aselect all bones, click Channel-Extrapolation Mode-Use Loop (Function Modifier) ​​to create a loop animation:
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Origin blog.csdn.net/qq_41084756/article/details/127837652