Blender

Table of Contents

Resources

Modifiers

  • Subdivision modifier: viewport is a good one to increase (equivalent to the render setting, keep both the same for output consistency) while editing

3D Viewport

  • Vertices at the same spatial position can be merged (https://youtu.be/Qx4MRAdYfgY?t=894)
  • With xray enabled, box select will select any vertices/edges/faces on the backside as well
  • 1 moves to front view (facing y axis)
  • 3 moves to side view (facing x axis)
  • 7 moves to top view (facing z axis)
  • 9 flips to the opposite view
  • While rotating, scaling or moving, hold x, y, or z to lock it on those axis respectively
  • Reset the position, rotation and scaling of a selected object with <M-g>, <M-r> and <M-s> respectively
  • Enable snap to face to get objects to touch neatly
  • Use <Tab> to toggle between last selected modes
  • <S-a>: open add menu
  • <MMB> + Drag: rotate
  • <S-MMB> + Drag: pan
  • <MW>: totate
  • <C-l> to select all faces (or vertices/edges?) connected to currently selected face
  • f to frame selected (remapped from <Numpad>)
  • x to delete an object
  • With an edge selected, <M-LC> to select the loop
  • With two vertices selected, j will join them to form an edge
  • <C-f> fills concave gaps in a mesh (f works as well while having a vertex loop selected)
  • 1, 2, 3 in Edit mode for vertex, edge and face selection
  • UV editing pane to map textures
  • Hold <Alt> to snap rotate
  • i inserts keyframes
  • a selects all keyframes
  • Object properties (properties editor) mode can be used to add keyframes as well
  • Edge loops can be deleted after creating them with the loop cut tool (<C-r>)
  • Align objects with Object → Transform → Align Objects (https://blender.stackexchange.com/questions/2289/)
  • Meshes can be split apart again with p (https://wiki.nexusmods.com/index.php/Splitting_meshes_in_Blender)
  • To assign multiple materials to the same mesh, the materials need to be added to the active material index. Then in Edit Mode → Face Select, select the desired face to be assigned the secondary material
  • Select all edge loops (or face/vertex loops) with <S-M-LMB> (https://docs.blender.org/manual/en/latest/modeling/meshes/selecting.html#edge-loops)

Animation

  • To get rid of an animation from the Outliner view, expand the animation and then RMB → clear animation data
  • To get animation to loop in Godot, name the animation with a -loop suffix in the action editor
  • Go to first frame in timeline with <M-→>
  • To export multiple animations into Godot, they must be stored in the NLA track via the Stash button in the Action Editor

Rigging

https://www.youtube.com/watch?v=IAiTYaiZmY0

Armature needs to be applied to singular mesh (to connect a mesh to an armature, select the mesh first, then the armature and then parent it (weighted one most common) with <C-p>)

  • Deform the mesh by going into Pose Mode in 3D Viewport editor
  • Make armature show up by Object Data Properties → In Front of the Properties editor
  • <S-e> to create a bone extrusion (while in Edit mode)
  • Select a bunch of bones and then you can symmetrize it. Bones need to be named with either .L (or .R) suffix
  • Reset the mode while animating with Clear Pose in Animation editor