...menustart
...menuend
-
Move object
- G + x/y/z or "middle mouse button"
- S + shift-x means to scale in y-z plane
-
Move world
- middle mouse botton to orbit
- shift-middle mouse button to pan
- (blender 2.8) if you don’t have a middle mouse button, use the hand icon in gizzard mode
-
(2.8)Focus on selected object
- numpad .
- or ` + 3 (2.8 ?)
-
Search
- F3 (blender 2.8)
- space ( 2.79)
-
Vew
- Numpad 1: front
- Numpad 3: right
- Numpad 7: top
- Numpad 5: orthogonal
- Humpad 9: user view
-
select
- ring edges : ALT+SHIFT+ select edge
- circle select: CTRL+ mouse-left draw
- switch select mode(vertex/edge/face) CTRL+TAB [+1,2,3]
- ctrl +
num pad +
grow the selection- for example, 选中鞋底的面,然后 一点一点往上增加选中的面, 直至选中完整的鞋子。
-
model
-
Cursor
- shift+s / cursor to seledtion
- unselect this
- b boxing select
- delete vertex
- add Mirror modifier
- Cube + Subdivison surface modifier (apply it)
- perform "Mirror"
- select the back bottom face, extract it
- Trick flatten the face: s + z + 0
- Trick if you select snap to vertices
- obj -> edit mode -> shading / UV tab
- load texture, a to select a , scale the selector to a reasonable size
- obj -> N to show property panel -> check "Shading/Textured solid"
- select faces
- shift-D to duplicate
- seprate by select , to make a separated object
- cube to create the handle, and then
- add a Ico sphere for the mace
- random select face
- e to extrude , escape, then scale
- how to modle spikes?
- check "X-ray" in object panel to see all bone
- 2 bones
- symmetrize Armature
- search
symmetrize
- if you named your bone as
xxx.L
, then the symmetrized bone will be names asxxx.R
- search
- one thing is very useful to do is
- restore post
- ALT-G : clear pose location
-
- ALT-R : clear pose rotation
- connect armature and your character
- select character (object mode)
- shift select bones ( pose mode )
- CTRL+P, you can choose "With Automatic Weights".
- pose mode, choose bone
- select you character, now you are in object mode, change to "Weight Paint"
- bone, edit mode, extrude extra bone.
- ALT-P, clear parent, move to this postion
- selec foot bone, SHIFT-A to add a bone , adjust the position
- symmertized control bones
- select lowerLeg bone, add bone constrait -- inverse kinematics
- parent the top 2 bone respectively to the bottom FootControl bone
- move the leg control bone upper , 否则膝盖无法抬得很高
- In Animation Editor, select Action Edtor Mode
- then click "New" , and name your action
- Insert Key Frames
- automatically insert key frames
- Copy/Paste key frame
- in action editor , select a frame line
- in pose mode editor, select all bone , CTRL-C
- back to action editor, select target frame line
- Back 2 Pose Mode , CTRL-V
- walk tips
- for the key frames in 2nd half cycle
- select any bones which is recorded in the key frames
- use CTRL-C / SHIFT-CTRL-V to copy
- select weapon object, add object constrait Child Of
- reset the position of weapon to 0,0,0, and adjust the rotaion
- may need go back to action editor to adjust the weapon position to perfectly grab it.
- you'd betten to turn automatically insert key frame to off.