Blender
Sources
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Blender .
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CG Boost .
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Some useful concepts of Topology and Sculpting, low-mid-poly.
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Does low-poly art with a very gimmicky stylized look; I don't find it pretty.
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Has videos about topology and other things. Some of his videos are useless.
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Has some useful information and tips.
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Usually focused on modeling.
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J_Hill .
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Basically doesn't use Blender, but is useful for high-poly walkthroughs and Topology / Sculpting concepts.
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RigiT .
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Some low-poly walkthroughs.
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British old man with a soothing voice.
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Slow tutorials, but well explained.
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Usually just about modeling in Blender and texturing in other software.
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General tips.
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Has useful tips.
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I watched what I considered important from the playlists of:
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Blender Secrets - Interface.
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Blender Secrets - Motion Capture.
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Blender Secrets - Motion Capture (MoCap).
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Blender Secrets - Animation (26).
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Blender Secrets - Animation (64).K
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Sculpting.
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A terrible channel, very annoying, but can be useful for sculpting.
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Rigging and Animation
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Videos on fundamental concepts, Rigging, Animation, and Shaders.
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Rigging and Animation
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Focused on Rigging and Animation.
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Rigging and Animation
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The channel owner has a somewhat unpleasant personality, but has very useful videos on Rigging and some Walkthroughs.
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I watched the playlists of:
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Blender Rigging - CRASH-COURSE.
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Blender 2.9 ROKOKO Motion Capture Tutorials.
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Blender 2.8 ANIMATION (Speed Tutorials).
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Blender 2.83 Speed Animating Tutorials.
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Blender 2.8 Texture Painting (Speed Tutorials).
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Blender 2.8 TIPS & TRICKS (Speed Tutorials).
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Blender 2.8 UV-MAPPING (Speed Tutorials)
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Things Blender Should Steal.
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Blender SPEED Modeling Tutorials.
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CGDive .
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Rigging and Animation
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Explanations and tips on Animation, Rigging, and MoCap; in-depth explanations.
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I watched the playlists of:
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Mocap & Retargeting in Blender.
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Blender & Mixamo.
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Blender & Godot Engine.
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Blender to Game Engines (Unreal, Unity, Godot, etc.).
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Blender Weight Paint Tutorials 2.8/2.9.
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Rigging and Animation
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Focused on Rigging and Animation for Blender, not aimed at gamedev. Explains cloth physics, glass, etc.
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Very interesting site for tips on modeling, topology, rigging, and animation.
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Import
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You can drag and drop a
.blendfile and you'll be asked with the available options.
Copy / Paste
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You can copy elements from one
.blendfile to another, just by using ctrl+c and ctrl+v. -
Everything is local; unlinked-copy.
Append
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Basically a fancy way of "copy / paste".
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Everything is local; unlinked-copy.
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Ideally, you append a Collection, not individual Objects / Meshes.
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The reason for that is organization.
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Link
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Brings an instance from another
.blendfile, and every time you make a change to the original file, the instance will be updated. -
How linked data looks :
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Cannot be edited.
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A Library Override was made.
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The data can be edited, but will revert to the original data once the file is reloaded.
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Edits made after a Library Override are not saved anywhere, so this is only useful for testing; as changes are not saved.
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Despite this, you can still make Poses and create new animations (old ones cannot be modified).
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The idea is that you cannot modify the data, but you can animate the data.
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These new animations are stored in the current Blender file, not in the source file.
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A Collection is instanced as an Empty.
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To see its contents, you have to make a Library Override .
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Good workflow :
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"An animator would work on a linked version of the file, while a modeler / rigger would work on the original file."
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"A level designer would work on a linked version of the file, with the low-poly mesh, while the modeler would work on the original file."
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You should link Collections , not just anything.
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"You can easily add or remove assets from a Collection. Objects can only store their own data."
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An Object cannot even be moved.
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"Use a master collection", etc.
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Name your collections as obviously as possible, to not link wrong collections.
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My Master Collection is fully capitalized.
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Fixing Broken Link :
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If the path of the linked
.blendfile is changed/renamed, this will make the object have missing data, showing the 'missing data' icon (torn paper). -
The path can be fixed by going to
Outline -> Blender File -> Libraries -> ~file -> Relocate.
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Remove Link :
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Assumption: Clicking the 'chain icon with arrow' breaks the link, allowing edits to be made normally, as the file becomes saved locally.
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If you Shift + Click the icon, something else happens, but I don't know what.
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Asset Library
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"Mark the Collection as Asset".
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Add this file to the asset library, so I can access all this stuff more easily in other files.
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You can change the import method in the Asset Library.
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Link will make it so that if the asset is updated in the original file, all other files will change as well.
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Library Override can be used. For what?
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For something specific for my current scene, I go for Append, so I can edit the file here, without having to edit the original model.
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Export
glTF
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Inspired by this: Blender Super Batch Export .
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What is not exported by default :
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Collections.
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It's as if they don't exist. The content of a Collection "comes out" of the Collection during export.
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Export glTF -> Data -> Scene Graph -> Full Collection Hierarchy:-
Each Collection becomes a Node in the glTF.
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Interface, FileSystem, etc
File System
Interface
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Workspaces :
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'Outliner -> Blender File': In this tab it is possible to create, rename, and copy/paste Workspaces between different Blender files.
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Load UI :
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*Note:
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If the file is saved after being opened, it will overwrite the previous UI with the currently used UI. This happens regardless of whether you open with the original file UI or a default UI.
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Backup system
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Rename the
.blend1to.blend.
Source
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https://developer.blender.org/docs/handbook/building_blender/
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https://developer.blender.org/docs/handbook/new_developers/navigate_code/
Keymapping
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[3.6.1 to 4.1.0]
General rule
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Delete keymaps:
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Never delete any keymap, unless necessary; do not delete just for 'cleaning'.
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If you need to delete a 'keymap', avoid deleting a single keymap as much as possible, i.e., only delete keymaps when there is at least one other keymap that performs the same function.
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It is not necessary to use the 'export all keymaps' option. Exporting only the 'deltas' of the keymaps is useful when comparing changes between presets.
Silly things
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Any change to a 'keymap' in the preset creates an entire huge category in the .py file, making maintenance of what changes were made ridiculously and unnecessarily difficult.
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When making a change in a preset, there is a high chance that these changes will also alter the 'Blender' preset. This happens if the change you want to make did not initially exist in the preset, so Blender thinks the best way to handle this is to alter the 'Blender' preset to make the shortcut work.
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Because of this, you must be very CAREFUL using RESTORE , as it may not restore multiple presets at the same time due to high keymap dependency.
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IF YOUR PRESET HAS ANY 'RESTORE' , do the following: Export the preset -> delete the previous preset -> reimport the preset -> finally restore the 'Blender' preset.
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If this is not done, the modifications will be linked to presets. This also indicates that there are "unsaved changes" in your preset.
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Export
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Exporting causes Preferences to be "lost", as Export only saves the 'delta' of keymaps. The truth is that Preferences can be saved, as long as the keymaps altered by Preferences are saved along with the preset, by altering something small in the keymap.
Import
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When Import is done, the new preset becomes part of 'userpref' and is independent of the .py file used. That is, when altering something in a preset and clicking 'Save Preferences' in the lower-left corner, all presets are saved in the 'userpref' file.
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The preset made by Import will have 'restores' available if a keymap is changed, but this Restore only restores the Keymap to the initial version of the .py file, i.e., it does not restore the factory version.
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'Keep Original': Chooses whether the .py file should be deleted after Import. Keep the option checked to retain the file.
Removing presets
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It is not possible to remove 'Blender', 'Blender 27x', or 'Industry Compatible'.
Geometry
Transformations, Selection, and Snap
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Transformation: Understanding Object vs Mesh, and Apply Transform .
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Transformation: Understanding object Dimensions {00:00 -> 2:28} .
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Transformation: Understanding rotations, Euler and Quaternions .
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Align and distribute different objects .
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{2:38 -> 6:25}
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Using the 'Align Tools Addon' to align objects.
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{6:25 -> 7:46}
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Using the
'Oscurart Addon'(addon not updated for x4.0 (2024-04-06)) to distribute objects linearly.
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Tools
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Tools .
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Inset Tool: Make multiple Insets on geometry {23:22 -> 23:41} .
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Useful for making windows.
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Curves
Modifiers
Topology
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Topology: 'LoopTools Addon' (1) .
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Explanation of the Addon's Bridge Tool.
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Interface: Better visualize if Faces have inverted Normals .
Retopology
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Retopology: Technique using 'BSurfaces Addon', 'F2 Addon', 'ShrinkWrap Modifier' and Snap to Faces .
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'BSurfaces Addon' creates surfaces from the 'Annotate' tool (Drawing).
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'F2 Addon' gives options to create faces from vertices or edges.
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Retopology: Use ShrinkWrap after retopology to project details onto the new mesh .
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Explains settings for 'snap', 'ShrinkWrap' and ShrinkWrap offset.
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Shows some techniques to create new topology, like using a cylinder to envelope geometry.
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Workflow of the entire retopology and reasoning processes.
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Dirty "Remesh" with Decimate .
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Only uses 'Decimate' and 'Unwrap without overlap' to achieve the result.
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Loses the ability for good animation but allows painting on the object.
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General
General
Etc
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Extrude Normals; 'Mark Sharp'; fix shadows via 'average normals' .
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Ensure that the object has its vertices connected. Disconnected vertices do not receive Shade Smooth.
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Terrain
Sculpting
UV Map
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UV Seams .
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The value is a percentage.
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Using 0.008 or 0.01 is fine.
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Improve space in the textures, by symmetry .
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Do not create UVs for faces inside the geometry.
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Do not create UVs for geometry that repeats and should share the same texture.
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He does not explain how to recover deleted geometry, or how to make deleted geometry have the same UV as the other.
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Texturing
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Texturing with: 'Pixel Palette Texture' x 'Trim Sheet Textures' x 'Single Atlas' x 'Multi Atlas' .
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Depends on the art style, but all are interesting.
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Materialize App :
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Generation of PBR Textures
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Painting
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Painting multiple textures at the same time, blending the result .
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Manually painting the Bump Map .
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It is a good way to give 'volume' / 'relief' to an object.
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The brush changes shape according to the texture used.
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Usually black-and-white textures are used.
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Painting with a texture as Mask .
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While the Mask is active, a visual wrap of the texture is applied around the object. Painting while it is active will 'draw' the mask texture onto the object.
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Texture Baking
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Motivations :
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Have procedural effects baked into a texture, so it can be rendered in game engine materials.
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High-poly to low-poly conversion:
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Used to maintain the high-poly detail quality on a low-poly model.
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Precautions :
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An invisible object can affect baking/rendering.
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Visibility icon is ignored; only the Render icon matters.
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Color Space Choice :
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For 'Base Color/Albedo/Diffuse' or 'Emissive':
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Use sRGB
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For other maps:
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Use Non-color.
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Ensures correct baking results, avoiding color space conversions that could alter the bake.
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Only takes linear mathematical values.
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'Linear' also seems to work.
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Bake Quality :
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Cycles samples:
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Preview: 10 samples.
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High-quality: 512 samples.
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Tips:
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Leave Cycles samples at 10; it's enough.
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Baking Emit using the 'Node Wrangler' trick; used for Metallic baking.
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Can create an RGB node to store baking info for channels without a texture.
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Margin value can be adjusted to control UV texture bleed.
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Baking many objects into the same texture .
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Manipulates object UVs, considering texture margin between baked objects.
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Baking the Normal Map of a high-poly model for a low-poly model .
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Baking the Normal Map of a high-poly model for a low-poly model using a "cage" .
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It is explained that the 'glTF Settings' node in the Shader Graph is really a 'dead-end', not displaying any result in the image preview in Blender, only ensuring that the AO information is exported to the glTF file during material export.
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The reason AO is placed in this 'dead-end' is due to Blender's Shader Graph not supporting 'Occlusion', since it was made for Cycles, which calculates AO in real-time. This may change in the future if Blender adds support for Eevee.
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AO baking is somewhat awkward, as Blender allows baking using Cycles, but it is not possible to see the texture result in Eevee due to this lack of support.
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The rest of the video shows:
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Some fixes in AO baking due to geometry normals and textures appearing in front during render.
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Final process to ensure AO export in the glTF file.
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Baking the Cavity Map of a high-poly model, to be used by a low-poly model .
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Baking the Cavity Map of a high-poly model, to be used by a low-poly model .
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Baking Ambient Occlusion of a high-poly model, to be used by a low-poly model .
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The only thing done is Ambient Occlusion baking in Cycles. Supposedly, the existence of the Normal Map is required for Ambient Occlusion to be baked.
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{0:13 -> 0:32}
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A new texture is created where the Base Color Texture Paint will be applied. This texture is then multiplied by the CavityMap texture, resulting in a mixture of both textures.
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{3:45 -> 4:24}
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Discusses the process of baking the result of mixing both textures into a single Base Color texture.
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It's somewhat strange that in addition to using the CavityMap texture as a mix with the Base Color, it is also used for Roughness; the reason is unclear.
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Illumination
Point Lights
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Radius :
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Soft Shadows.
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Spot Light
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Radius :
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Soft Shadows.
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Spot size :
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Width of the cone.
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Blend :
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Soften cone edges.
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Sun Light
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Angle :
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Soft Shadows.
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"Atmospheric diffusion".
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Area Light
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Spread :
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How focused the diffuse light is.
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IES Textures
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Considered Photometric Lights.
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Emission
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Make sure the Emission Strength is greater than zero.
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Bloom :
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Enable Compositor in Viewport Shading.
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Enable nodes in Compositor .
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Add a Glare Node with Bloom.
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;
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Animation
Rigging
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Various great Rigging and Weight Paint tips .
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Explanation and use of Parental and Deform techniques.
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Building and improving an advanced IK .
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Some tips and problem-solving involving stretching and snapping of bones when using IK. Only needed in specific cases.
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Walkthrough 'Tripod Monster' .
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Uses Parental and Deform techniques.
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Inverse Kinematics is not explained, but it is a very good intermediate video explaining the whole workflow.
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Walkthrough 'Biped Monster with Reverse-joint Legs' (knee backward) .
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Very interesting video.
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Shows several Inverse Kinematics setups without explanation.
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Creating a dynamic and articulated tail using 'Curves + Array'.
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Walkthrough 'Biped Monster with Digitigrade Legs' (knee forward) .
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Explains Inverse Kinematics.
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Walkthrough 'Stylized chibi skeleton' .
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Explains very little, not recommended for beginners.
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Complex and unusual video. The presenter explains almost nothing; it is advanced.
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Mouths .
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Dress .
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Using Bendy Bones to avoid manual Weight Paint .
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Elegant solution, but does not work outside Blender, unfortunately.
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Shape Keys
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Shape Keys: Good explanation and example in Godot of procedural generation .
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Tutorial is dated.
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Shape Keys: Good explanation, export tips for Godot, and simple movement example in Godot .
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Shape Keys: Documentation .
Animating Shape Keys
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'Dope Sheet -> Shape Key Editor' can be used to create "animations" of Shape Keys.
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Adding keyframes is a bit tricky. The method that worked for me was to right-click the Shape Key Value and select 'Insert Keyframe'.
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Export:
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Animations are exported to Godot normally.
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The 'sliders' of Shape Key Values are also exported as a new mesh property; useful to change values via code or AniPlayer.
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Limitation:
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Shape Key animations cannot be combined with "normal" animations, not even using the NLA Editor.
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If you want to combine both, it can be done in Godot to merge easily.
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Animating
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Animation: Rush of various animation tips; intermediate and advanced .
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Animation: Create non-destructive movement animation for an object .
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Translation is done using an Empty parented to the Armature.
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This is likely the same reasoning for having a Root Bone, where the root bone's transform is changed without destructively affecting other bones.
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Motion Paths: Use to visualize and polish an animation (1) .
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Motion Paths: Use to visualize and polish an animation (2) .
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Import: Importing animations and rigs from a .fbx or .bvh file {0:14 -> 6:12} .
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Comments on Apply Scale issues and 'Automatic Bone Orientation' option to fix strange imports.
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Philosophies and Walkthroughs
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Animation: Tips for Video Tracing .
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Animation of the video is made inside Blender to keep the reference in place.
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References: UltimateFrameData .
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Street Fighter and Super Smash Bros Ultimate.
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Animation: Tips for character rotation .
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In general, always use Euler if planning to make '~automatic' rotations with the Record button.
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Motion Capture
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MoCap Libraries:
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Mixamo: Site (Free).
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Deep Motion: Free Package (Free).
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Rokoko Studio: Download App (Free / Paid).
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TurboSquid: Site (Free / Paid).
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ActorCore: Site (Free / Paid).
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Mocap UTD: Site (Free. No preview).
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SFU MotionCaptureDatabase: Site (Free. No preview).
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MoCap Online(Paid). -
MotekEntertainment(Paid). -
TheMotionCaptureLibrary(Paid). -
FreeGameArts: Site(Free. Amateur, old, no preview, no content).
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Motion Capture: {Playlist} Using Xbox Kinect and Blender for animations .
Retargeting
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Curiosities:
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Link Data:
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Not actually 'retargeting'. Just a lazy solution, only works if Source and Target have exactly the same Armature.
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It makes more sense to give the Target the Source animation instead of linking movement. This can be done safely if names and Armature are identical, using the NLA Editor or Action Editor.
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Retargeting: Transfer Weight Paint from Source Armature to Target Armature {1:40 -> 2:24} .
Other Blender Stuff
Geometry Nodes
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