Promotions may be included in the article

Blender: Dictionary-Like Index By Item

Blender: Dictionary-Like Index By Item

This is a dictionary-like index to pick up and browse the contents of Blender-related articles in the blog "3DCG Life".

You can jump to the content of the corresponding linked article from the Blender name or function section.
(On smartphones and other devices, the link content may be misaligned when it is displayed.)

The index will be added and updated as blog posts are updated.

This blog post is compatible with Blender 3.3 LTS.

Also, when introducing shortcuts, they are not Blender standard ones, but Maya-style operation compliant ones. (*Basically, I also write about how to do things without using shortcuts.)

 

*If you find any broken links, please tell me via the Comments below the article or Contact Me.

 

How To Start Blender

Toha
Toha

Get started with Blender here

 

Download

Initial Setup & Customization

Transfer of environment settings

Blender Setup & Edit Menu

Key Map Related

Shortcut Related

Workspaces & Areas

Editor & Bar

3D viewport

Save initial settings & Customizations

 

Sponsored Links

 

How To Use Blender

Basic Operation

Toha
Toha

How to operate Blender.

 

3D Viewport Operations

Object Manipulation

Edit Mode Operation

 

Modeling Operation

Toha
Toha

Various modeling topics.

 

Header Menu

Toolbar

Sidebar

Operator Panel

Property Editor

Add-on Related

Convenient Operation

 

UV Unwrap

Toha
Toha

UV unwrap and more!

 

Points to consider when unwrap UVs in Blender

UV unwrap in Blender Recommended method

Texture Bake

Toha
Toha

Various bakes.

 

Data Management

 

Utilize Blender

Comparison of what Blender and Maya can do

 

Mixamo to Blender rigs

 

Toha
Toha

That's all for now.

List of comments

  1. とけもの says:

    Hello.
    I have been interested in Blender for a long time and started using it when I upgraded to 2.8.
    I can't stop thinking about Toha's article and all of his predecessors....

    I'm still doing tutorials and playing around with the distributed models.
    I have a question about Shapekey.

    I wasn't sure if this is the right place to ask this question, but I'm sorry to have to do it twice.
    Let me write this down as it is. m(_ _)m

    I would like to create a shapekey to make a part of a human model (such as an arm) larger or inflated.
    Apply it to bend joints and for weights painted without Shapekey
    Mesh overlaps, or does not bend where you want it to bend, or bends where you don't want it to bend.
    I am having trouble with problems such as the following.

    I would like to use it for animation, and when I looked into it, I found that such bankruptcy is
    The only way I could find to do this was to "fool around with vertex editing on the broken frames..."

    For example, change the way weights are painted according to the degree to which Shapekey is applied.
    and can we make it work together without breaking the bank?

    • Toha トハ says:

      Thank you for your comment, Mr. Tokemono~!

      However, since I have not yet mastered the use of Blender's shape keys, please understand that my answers to your questions may include information I have gathered from the Internet plus my own speculation.
      To the best of my ability, here are my answers

      It is possible to combine ShapeKey and weights without breaking the bank.
      However, if the deformation caused by the shape key is extremely large, it may be difficult.

      I wonder if the animation of "enlarging or inflating a part (such as an arm) of a humanoid model" mentioned by Mr. Tokimono is an animation of exaggerated expression, like, for example, showing a hand enlarged when a punch is made.
      If it is that kind of animation, it seems to me that it is beyond the range of deformation that can be done with the shape keys.
      In that case, you may want to enlarge the weighted bone itself, for example.

      I don't know if this will be helpful, but I will put up a page on deformation animation.

      No deformation animation used in Kamikaze Animation's Jojo OP
      https://cgworld.jp/feature/jojo-anime-4.html

      Muscle expression using bones
      https://dskjal.com/blender/muscle-with-bone.html

      As far as Toha knows.
      I don't see anything like "change the way the weights are painted according to the degree to which Shapekey is applied".

      So, please forgive me if this is not a very good answer, but I don't know much about it.
      If (and when) Toha becomes more knowledgeable about Blender's shape keys someday (I don't know when), I will write an article about it.
      Sorry, that's all.

  2. とけもの says:

    Thank you for your really thorough response to my vague question.
    It made a lot of sense.

    Jojo's page is very interesting as an article....
    Even in the game Overwatch, for expressive impact.
    I have heard that there are scenes where the 3D model is daringly stretched or enlarged.
    Once again, I realize the greatness of Kamikaze Animation and the people involved in the expression....

    dskjal.com's article at the bottom of the page that does the same thing with Driver and ShapeKey."
    Using the method for applying a shape key in sync with the bone rotation from the page called
    Morphs to fix breakage when morphs are applied and bones are bent."
    I'm starting to think that if we apply it as the bone rotates, we can get around this issue.

    I would like to try that method first.

    Thank you again!

    • Toha トハ says:

      Thanks for the reply, Tkekimono~!

      Ah! I see you found something on dskjal.com's other page that might be a solution~!
      Sorry for the oversight - but I'm glad you were able to find a solution as a result.
      I'm not going to go into too much technical detail in my blog, but I'm sure you'll be able to find some interesting information on the following
      If you like, please come back and take a peek at our blog anytime.

Toha
Toha

Please feel free to comment~!

タイトルとURLをコピーしました