How to use Blender ver
μ΄λ² κΈμ μ λΈλ λμ© μμ΄ν μ μ΄λ»κ² μ¬μ©νλμ§μ λν μ¬μ©μ€λͺ μμ λλ€.
λ€μ 볡μ‘νκ³ κΈ΄ κΈμ΄ λκ² μ§λ§ λμμ΄ λκΈ°λ₯Ό λ°λλλ€.
This is a manual on how to use my blender items.
This will be a bit complicated and long, but I hope it helps.
[λͺ©μ°¨ Contents]
Append
object
edit
rig
meterial
text object
[Append]
λ λλ§ ν μ¬μ λΆλ¬μ¨ μνμμ file-appendλ₯Ό μ νν©λλ€.
(1) μνλ μ μΈ λΈλ λνμΌ μ ν (2) Object ν΄λ (3) μ€λΈμ νΈ μ ν (4) Append μμΌλ‘ μ§νν©λλ€.
With the Sim you want to render loaded, select file-append.
Proceed in the following order:
(1) Select the desired Access Blender file (2) Object folder (3) Select object (4) Append.
[Object]
λΈλ λ νμΌμλ νμμ λ°λΌ 1κ°, νΉμ κ·Έ μ΄μμ μ€λΈμ νΈκ° ν¬ν¨λμ΄ μμ΅λλ€. μ λ λΈλ λ νμΌμ μμ΄ν κ³Ό κ΄λ ¨λμ§ μμ μ€λΈμ νΈλ λ£μ§ μκ³ μμΌλ μμ΄ν μ λΆλ¬μ€κΈ° νμ€λ λ°λμ ν¬ν¨λ λͺ¨λ μ€λΈμ νΈλ₯Ό ν¨κ» λΆλ¬μμ£ΌμκΈΈ λΆνλ립λλ€.(μΈνΈ μμ΄ν μμΈ)
μμ΄ν λͺ _main , μμ΄ν λͺ _base λ§ κ·Έλλ‘ μμ΄ν μ λΌλκ° λλ μ€λΈμ νΈμ λλ€.
μμ΄ν λͺ _texture ν μ€μ² μ΄λ―Έμ§λ₯Ό 첨λΆνκΈ°μν΄ λ£μ΄λ λΉ μ€λΈμ νΈμ λλ€. μ€μ λ‘λ μ무κ²λ μμ΅λλ€. μνλ μ΄λ―Έμ§λ₯Ό μ ννμ ¨λ€λ©΄ μμ ν΄λ 무방ν©λλ€.
μμ΄ν λͺ κΈ°ν (dia, text λ±λ±) λ©μΈ μ€λΈμ νΈμ μ€μ μ΄ λ¬λΌ λ°λ‘ λΆλ¦¬ν κ²μ΄λ―λ‘ μμ ν κ²½μ° μμ΄ν μ΄ μ μμ μΌλ‘ μΆλ ₯λμ§μμ΅λλ€.
Blender files contain one or more objects as needed. I do not include objects that are not related to items in the Blender file, so when appending an item, please make sure to append all included objects together. (Set items are an exception.)
CC name_main, CC name_base is an object that serves as the basis for the item.
CC name_texture is an empty object used to attach a texture image. Actually there is nothing. Once you have selected the image you want, you can delete it.
CC name_etc (dia, text, etc.) Since it has different settings from the main object, it is separated, so if it is deleted, the item will not be displayed properly.
[Edit]
μμ΄ν μ ν¬κΈ° μ‘°μ μ΄λ μμΉμ‘°μ μ ν λλ λ°λμ μλνΈ λͺ¨λμμ μμ ν΄μ£ΌμΈμ. μ€λΈμ νΈ λͺ¨λμμ μμ ν κ²½μ°, ν¬μ¦ μ μ©μ νκ±°λ μμΉ λ³κ²½μ νμ λ μ€λ₯κ° λ°μν μ μμ΅λλ€.
μ€λΈμ νΈκ° λ κ° μ΄μμΌ λ μ€λΈμ νΈ λͺ¨λμμ λͺ¨λ μ νν λ€ μλνΈ λͺ¨λλ‘ λ³κ²½νλ©΄ νλ²μ μμ κ°λ₯ν©λλ€. (shiftν€λ₯Ό μ¬μ©νλ©΄ μ¬λ¬κ°λ₯Ό μ νν μ μμ΅λλ€.)
When adjusting the size or position of an item, be sure to make changes in edit mode. When editing in object mode, errors may occur when applying a pose or changing the position.
If there are more than two objects, you can edit them at once by selecting them all in object mode and then changing to edit mode. (Use the shift key to select multiple items.)
[rig]
μμ΄ν μ΄ ν¬μ¦μ λ§κ² μμ§μΌ μ μλλ‘ λͺ¨λνμ΄μ΄ νλ‘νΌν°μ€-μλ§νμ΄-Objectμ λμμ΄ λλ μ¬μ rigλ₯Ό μ€μ ν΄μ£ΌμΈμ.
Please set the target rig in Modifiers-Armature-Object so that the item can move according to the pose.
ν μ€νΈ μ€λΈμ νΈλ μΌλ° λ©μ¬μ rigμ€μ λ°©λ²μ΄ λ€λ¦ λλ€. λͺ¨λνμ΄μ΄ νλ‘νΌν°μ€κ° μλ Constraints - μλ§νμ΄ - Bonesμμ rigλ₯Ό μ€μ ν΄μ£ΌμΈμ.
The rig setup method for text objects is different from that of regular meshes. Please set the rig in Constraints - Armature - Bones, not in the modifier properties.
[Material]
(1) μ€λΈμ νΈ λͺ¨λμμ (2)μνλ μ€λΈμ νΈλ₯Ό μ ν ν, (3)λ©ν 리μ νλ‘νΌν°μ€λ₯Ό ν΄λ¦νλ©΄
(4) ν΄λΉ μ€λΈμ νΈμ μ μ©λμ΄ μλ λ©ν 리μμ νμΈν μ μμ΅λλ€.
(5) κ° λ©ν°λ¦¬μμ μμ΄λ μλν°μμ νΈμ§μ΄ κ°λ₯ν©λλ€.
(2) After selecting the desired object (1) in object mode, (3) click on Material Properties
(4) you can check the material applied to the object.
(5) Each material can be edited in the shader editor.
κ°κ°μ λ©ν°λ¦¬μμλ ν μ€μ² μ μ© λ°©μμ λ°λΌ νμλ₯Ό λ€λ₯΄κ² ν΄λμμ΅λλ€.
(*) νμκ° μλ λ©ν°λ¦¬μμ μμλ³κ²½μ΄ κ°λ₯ν©λλ€.
(**) νμκ° μλ λ©ν°λ¦¬μμ ν μ€μ² μ΄λ―Έμ§ (png λλ psd νμΌ)λ₯Ό μ νν μ μμ΅λλ€.
(-) λλ μ무νμκ° μλ λ©ν°λ¦¬μμ μνλλλ‘ μμ κ°λ₯νμ§λ§ κΆμ₯λλ¦¬μ§ μμ΅λλ€.
Each material has a different marking depending on the texture application method.
Materials marked with an (*) can be changed in color.
Materials marked with (**), you can choose a texture image (png or psd file).
Materials with a (-) mark or no mark can be modified as desired, but it is not recommended.
(*)
μ΅κ·Ό μμ νλ λΈλ λ μμ΄ν λ€μλ κ° λ©ν 리μΌλ§λ€ μΆμ² μμμ μ 곡νκ³ μμΌλ―λ‘ Material Output - Surfaceμ μ°κ²°ν΄μ λ°λ‘ μ¬μ©ν μ μμ΅λλ€. μ 곡λλ 컬λ¬μΈμλ μνμ λ€λ©΄ ν¨κ» μ 곡λλ RGBλ color rampμμ μΈλΆμ μΌλ‘ μμμ μ‘°μ νμ¬ μ¬μ©νλ λ°©λ²λ μμ΅λλ€.
The Blender items I've been working on recently have recommended colors for each material, so you can connect them to Material Output - Surface and use them right away. In addition to the colors provided, if you want, you can also use the RGB or color ramp provided to adjust the colors in detail.
μ λ‘λ νμ§ μ€λλ μμ΄ν λ€μ μΆμ² μ€μμΉκ° μμ μ μμ΅λλ€. μ΄ κ²½μ° μλμ λ°©λ²μΌλ‘ μμμ μ‘°μ ν μ μμ΅λλ€.
Older items may not have recommended swatches. In this case, you can adjust the color using the method below.
Principled BSDF - Base colorμμ μνλ μμμ κ³ λ₯΄κ±°λ, color Rampλ₯Ό μ΄μ©ν μ μμ΅λλ€. color Rampλ₯Ό μ νμ©νλ©΄ μ΄λ―Έ μ μ©λμ΄ μλ ν μ€μ² μ΄λ―Έμ§μ μμλ λ³κ²½ κ°λ₯ν©λλ€.
color Rampμ μ¬μ©λ²μ κ°λ¨ν©λλ€. λ°μ€λ₯Ό λμ΄μ base colorμ μ°κ²°λ λΌμΈ μλ‘ μμΉμμΌμ£ΌμΈμ. μλ μ¬μ§κ³Ό κ°μ΄ μ°κ²°λμλ€λ©΄ μ μ°κ²°λ κ²μ΄λ μνλ μμλ§ μ ννλ©΄ λ©λλ€.
You can choose the color you want from the Base color in Principled BSDF, or use the color ramp. If you use the color ramp well, you can also change the color of the texture image that has already been applied.
Using color ramp is simple. Drag the box and position it above the line connected to the base color. If it is connected as shown in the picture below, it is connected well, so just select the color you want.
(**)
λ°λμ ν μ€μ² μ€λΈμ νΈλ₯Ό ν¨κ» λΆλ¬μμ£Όμ μΌν©λλ€. μμ μΈκΈνλ κ²κ³Ό κ°μ΄ ν μ€μ² μ€λΈμ νΈλ μ΄λ―Έμ§ ν μ€μ²λ₯Ό 첨λΆνκΈ° μν λΉ μ€λΈμ νΈμ λλ€. ν μ€μ² μ€λΈμ νΈμμ μ€μμΉ λ³κ²½μ μ§ννλ©΄ μ μΈ μ€λΈμ νΈμλ λ³κ²½ν ν μ€μ²κ° μ μ©λμ§μμΌλ λ°λμ (1) μ€λΈμ νΈ λͺ¨λμμ λ©μ¬ μ€λΈμ νΈλ₯Ό μ ν ν (2) μ€μμΉλ₯Ό λ³κ²½ν΄μ£ΌμΈμ.
You must append the texture object together. As mentioned earlier, texture objects are empty objects used to attach image textures. If you change the swatch in a texture object, the changed texture will not be applied to the accessory object, so (1) be sure to select the mesh object in object mode and then (2)change the swatch.
[Text object]
γ ‘
μ΄λ°μ λ¬Έμμ¬ν λλ λ¬Έμ κ° μλ€λ©΄ λκΈλ‘ μλ €μ£ΌμΈμ.
κ°μ¬ν©λλ€ ππ
If you have any other questions or problems, please let me know in the comments.
Thank you ππ
