blender
Blender interface, workflows, and 3D production pipeline
What this skill does
# Blender ## Blender Interface and Workflows ### Workspace Layout - **3D Viewport**: Main viewport for modeling and scene manipulation - **Outliner**: Hierarchical view of scene objects - **Properties Panel**: Object, modifier, and material properties - **Timeline**: Animation timeline and playback controls - **Graph Editor**: Animation curve editing - **UV Editor**: UV mapping and texture editing - **Shader Editor**: Node-based material and shader creation ### Navigation - **Orbit**: Middle mouse button - **Pan**: Shift + Middle mouse button - **Zoom**: Scroll wheel - **Numpad Views**: 1 (front), 3 (right), 7 (top), 5 (orthographic/perspective) - **Frame Selected**: Period (.) - **Frame All**: Home ### Object Modes - **Object Mode**: Manipulate entire objects - **Edit Mode**: Edit mesh geometry - **Sculpt Mode**: Digital sculpting - **Vertex Paint**: Paint vertex colors - **Weight Paint**: Paint vertex weights for rigging - **Texture Paint**: Paint textures directly on model - **Pose Mode**: Animate rigged characters ## Modeling Tools and Techniques ### Primitives - **Mesh Primitives**: Cube, Sphere, Cylinder, Cone, Torus, Plane, Monkey - **Curve Primitives**: Bezier, NURBS curves - **Surface Primitives**: NURBS surfaces - **Metaballs**: Organic blobby shapes ### Edit Mode Tools - **Extrude (E)**: Extrude faces, edges, or vertices - **Inset (I)**: Create inset faces - **Bevel (Ctrl+B)**: Bevel edges - **Loop Cut (Ctrl+R)**: Add edge loops - **Knife Tool (K)**: Cut custom geometry - **Bridge Edge Loops**: Connect edge loops - **Merge (Alt+M)**: Merge vertices - **Dissolve (X)**: Remove geometry while maintaining shape ### Modifiers - **Subdivision Surface**: Smooth subdivision - **Mirror**: Mirror geometry across axis - **Array**: Duplicate geometry in patterns - **Boolean**: Combine, subtract, or intersect meshes - **Decimate**: Reduce polygon count - **Remesh**: Retopologize mesh - **Shrinkwrap**: Project mesh onto target surface - **Solidify**: Add thickness to surfaces ## Sculpting and Retopology ### Sculpt Mode - **Brushes**: Draw, Clay Strips, Crease, Smooth, Inflate - **Dyntopo**: Dynamic topology for sculpting - **Multiresolution**: Subdivision sculpting - **Masking**: Protect areas from sculpting - **Falloff**: Control brush influence - **Stroke Settings**: Spacing, jitter, smoothing ### Retopology - **Shrinkwrap Modifier**: Project new topology onto sculpt - **Snap to Face**: Snap vertices to surface - **Poly Build**: Manual retopology tool - **Bsurface**: Automatic retopology add-on - **Quad Remesher**: Automatic quad-based retopology ## Blender Rigging and Weight Painting ### Armature - **Bone Creation**: Add bones to create skeleton - **Bone Editing**: Edit bone position, rotation, scale - **Bone Layers**: Organize bones into layers - **Bone Groups**: Group bones for organization - **IK Constraints**: Inverse kinematics setup - **Bone Collections**: Organize bones in Blender 4.0+ ### Rigging Tools - **Rigify**: Auto-rigging system for characters - **Auto-Rig Pro**: Commercial rigging add-on - **Human Meta-Rig**: Humanoid rig template - **Constraints**: IK, Copy Rotation, Limit Rotation, etc. ### Weight Painting - **Weight Paint Mode**: Paint vertex weights - **Brush Settings**: Brush size, strength, falloff - **Weight Tools**: Normalize, blur, smooth weights - **Vertex Groups**: Assign vertices to bone groups - **Mirror Weights**: Mirror weights across symmetry - **Weight Gradient**: Create smooth weight transitions ## Grease Pencil and Animation Tools ### Grease Pencil - **2D Drawing**: Draw 2D strokes in 3D space - **Object Mode**: Manipulate grease pencil objects - **Edit Mode**: Edit stroke points - **Draw Mode**: Draw new strokes - **Sculpt Mode**: Sculpt stroke thickness - **Vertex Paint**: Paint stroke colors - **Materials**: Assign materials to strokes ### Animation - **Keyframing**: Insert keyframes (I) - **Timeline**: Scrub and playback animation - **Dope Sheet**: Overview of keyframes - **Graph Editor**: Fine-tune animation curves - **NLA Editor**: Non-linear animation editing - **Action Editor**: Edit animation actions ## Blender to Unity/Unreal Export Pipelines ### Export Settings - **FBX Export**: File > Export > FBX - **Scale**: Set to 1.00 for Unity, 0.01 for Unreal - **Forward Axis**: Set to -Z forward for Unity, -X forward for Unreal - **Up Axis**: Set to Y up for both engines - **Apply Transforms**: Apply scale, rotation, location before export - **Include Selected**: Export only selected objects ### Unity Export - **Scale**: 1.00 (Unity uses meters) - **Forward**: -Z forward - **Up**: Y up - **Apply Transforms**: Ctrl+A > Apply > Scale, Rotation, Location - **Export Selected**: Check to export only selected objects ### Unreal Export - **Scale**: 0.01 (Unreal uses centimeters) - **Forward**: -X forward - **Up**: Z up - **Apply Transforms**: Ctrl+A > Apply > Scale, Rotation, Location - **Export Selected**: Check to export only selected objects ### Common Export Issues - **Scale Mismatch**: Ensure correct scale factor for target engine - **Rotation Issues**: Check forward and up axis settings - **Material Export**: Materials may need to be recreated in target engine - **Animation Export**: Ensure animations are baked and exported - **Texture Paths**: Use relative paths for textures
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