Blender tricks to shorten your time a little

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This is a collection of small techniques that can be used to create costumes and avatars in Blender!
It’s a fine technique, but I think if we can accumulate small time-savings, we can model with room to spare!

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Bone layer

A basic Blender function to show/hide all bones at once.
It is easier to work with if you separate the bones of the body and the costume bones such as skirts.
Useful for the following skirt weight checks, etc.

Move skirt bones together and check weights.

A useful operation when checking skirt weights.
Assumption: The coordinate system of the skirt bone must be aligned.

  1. Entering Pause Mode
  2. Pivot to their respective origins.
  3. Coordinate system to local
  4. Select Skirt Bone
  5. Manipulate specified coordinate axes with r x, etc.

Set a modifier to mirror modifier objects to the left and right.

In the process of creation, you may want to mirror objects created in the mirror (object origin) and place them in the mirror.
In that case, the mirror can be placed in any desired position by making empties.
*It is difficult to explain in words, so please watch the video (sweat).

  1. Create Empty object at origin
  2. Set the mirror modifier with 1 as the origin

Organize topology while keeping flat strings, etc. at a certain width.

Use Set Edge Length in MeshTools.
Using EdgeTools’ Space in advance will help align the vertex spacing so that the widths are aligned.
It might be better to just use EdgeTools relax instead of using *Space.

Create a coordinate system for a surface

When “+” is used in the coordinate system pull-down menu, a coordinate system is created for the selected surface.
It’s like creating your own original local coordinates.

Weight Average Brush

Useful for blurring weights while maintaining the shape of the mesh.
Specifically, it is useful for weight blurring of the chain.

Face split in j

By successively selecting vertices + j, an edge can be created.
Useful for dividing polygons.

UV in Merge by Distance

Useful for stacking meshes of the same shape.

Deletion!

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