Cheatsheet
Regrouping some technical stuff learned about blender.
Sculting
Checking normals
See this doc: checking_normals.md
Quick Applying all modifiers
Before applying any modifier, make a backup of your blender file in case you need to rollback to a file with modifiers to customize.
Decreasing the subdivides before merging:
- shift a (select all)
- Shift click to a mesh w/ modifiers
- decrease as much as you can the Subdivide
- Right click on the meshes > Convert to > Mesh
- this will apply all modifiers in one step !
You can do this before after before rigging for example
If you need to subdivide later, you just can add a new subdivide modifier later :P Video: here
Joining all:
- Select all (a)
- Shift click on the host mesh that will regroup all
- Ctrl J (join)
Video: here
Now you can start rigging !
Rigging
Create armature
- Shift+a > Add armature
- tab in edit mode, extrude (e) from extremities, duplicate (shift d) if you need
Parenting bones in armature
- after duplicating for example
- select both of the bones, parent and child
- shift select the parent bone
- ctrl p (parent) > Keep offset
Video: here
Batch Renaming with suffix
- Ctrl f2 > (dropdown object) Bones, Set Names, Suffix
- for right, use
.Rfor example
Video: here
Parenting armature to meshes
- select all meshes AND the armature
- shift click on the armature
- ctrl + p (parent)
Posing
Video covering this: here
Going to weight paint mode
- in object mode, select the armature
- shift select the object to weight paint
- ctrl+tab > Weight paint
- or in the mode dropdown, select weight paint
Checkin the weight paint per bone
from the weight paint mode:
- make sure that you are in the “bone” selection mode (not vertex or face)
- alt click on the bone you want to check its weight paint
Tips
- Use
Auto normalizeoption to make sure that bones weights dont overall with each other