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blender_low_poly.md

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Blender Low Polygon Modeling

UI

  • 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

    • subdivide: CTRL+R [ +mouse wheel ]
      • You will break the ability to do subdivide if you start making triangles.
    • cut: k
    • remove doubles: editor mode, a to select all, then
    • inset faces
  • Cursor

    • shift+s / cursor to seledtion

Mirror

  • unselect this
    • in 2.8, enable "toggle X-ray" in top-right corner instead
  • b boxing select
  • delete vertex
  • add Mirror modifier
    • ensure the Clipping is checked

Head

  • 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
    • I'm gonna make that face square
    • g to move a vertex, then hold ctrl, move vertex along x-axis, and move the cursor the this vertex, they'll be perfectly aligned now with each other
    • do the same for the back nect 1
    • same for the front nect vertex, eventuall we got a perfect square.

UV

  1. obj -> edit mode -> shading / UV tab
  2. load texture, a to select a , scale the selector to a reasonable size
  3. obj -> N to show property panel -> check "Shading/Textured solid"

Helm

  1. select faces
  2. shift-D to duplicate
  3. seprate by select , to make a separated object

Mace

  1. cube to create the handle, and then
  2. add a Ico sphere for the mace
  3. random select face
  4. e to extrude , escape, then scale
  5. how to modle spikes?
    • use individual pivot point
    • and then scale to 0 to make spikes

Armature

  • check "X-ray" in object panel to see all bone
  • 2 bones
    • ctrl P : connected, or make offset
      • make offset:
        • note: order of bone added matters
    • alt P : clear parant , or disconnect bone
  • symmetrize Armature
    • search symmetrize
    • if you named your bone as xxx.L , then the symmetrized bone will be names as xxx.R
  • one thing is very useful to do is
    • in edit mode, select all bones, and CTRL-N , select 'View axis'
    • if in post mode you animate some bone like this
    • and the select all bone, CTRL-C, SHIFT-CTRL-V, I can perfectly flip x.
  • restore post
    • ALT-G : clear pose location
      • ALT-R : clear pose rotation
  • connect armature and your character
    1. select character (object mode)
    2. shift select bones ( pose mode )
    3. CTRL+P, you can choose "With Automatic Weights".

Paint Weights

  1. pose mode, choose bone
  2. select you character, now you are in object mode, change to "Weight Paint"
    • since the character is mirrored, and the bone are symmetric, so we just need do weight changs on half side.

Inverse Kinematics

  • bone, edit mode, extrude extra bone.
  • ALT-P, clear parent, move to this postion
    • this is going to be a bone that the knee is going to be aimed towards at all times
  • selec foot bone, SHIFT-A to add a bone , adjust the position
  • symmertized control bones
  • select lowerLeg bone, add bone constrait -- inverse kinematics
    • change chain length to 2
    • set target and pole target
      • target -> Armature , bone -> 脚后跟的控制骨骼
      • pole target -> Armature , bone -> Leg pole 膝盖前方的控制骨骼
  • parent the top 2 bone respectively to the bottom FootControl bone
    • there is still a problem, foot bone may detach from the LowerLeg bone
    • so we need to a copy location of foot joint, add constraints Copy Location
      • set Target to LowerLeg bone
      • set Bone to LowerLeg
      • set Head/Tail to Tail
  • move the leg control bone upper , 否则膝盖无法抬得很高

Animation

  • In Animation Editor, select Action Edtor Mode
  • then click "New" , and name your action
    • this it important you need to click this F to save this data-block even if it has no users. So it saves this to the file line.
  • Insert Key Frames
    • in Action Editor
      • select all bones, I , for all channel
    • in Scene editor
      • I , Loc and Rot
  • automatically insert key frames
  • Copy/Paste key frame
    1. in action editor , select a frame line
    2. in pose mode editor, select all bone , CTRL-C
    3. back to action editor, select target frame line
    4. 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

Attach a weapon

  1. select weapon object, add object constrait Child Of
    • we don't want any scale
  2. 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.

Copy Transformation Properties to other weapons

  1. select the object you want to transform
  2. shift-select the target object
  3. click object tab
  4. In transformation, right click the Location X/Y/Z property
  5. in the pop-up list, choose Copy All To Select
  6. do the same for rotaion and scale