April 16, 2024

How to use Blender ver

이번 글은 제 λΈ”λ Œλ”μš© μ•„μ΄ν…œμ„ μ–΄λ–»κ²Œ μ‚¬μš©ν•˜λŠ”μ§€μ— λŒ€ν•œ μ‚¬μš©μ„€λͺ…μ„œμž…λ‹ˆλ‹€.

λ‹€μ†Œ λ³΅μž‘ν•˜κ³  κΈ΄ 글이 λ˜κ² μ§€λ§Œ 도움이 되기λ₯Ό λ°”λžλ‹ˆλ‹€.

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 Œλ”λ§ ν•  심을 뢈러온 μƒνƒœμ—μ„œ file-appendλ₯Ό μ„ νƒν•©λ‹ˆλ‹€.

(1) μ›ν•˜λŠ” μ•…μ„Έ λΈ”λ Œλ”νŒŒμΌ 선택 (2) Object 폴더 (3) μ˜€λΈŒμ νŠΈ 선택 (4) Append 순으둜 μ§„ν–‰ν•©λ‹ˆλ‹€.

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]

λΈ”λ Œλ” νŒŒμΌμ—λŠ” ν•„μš”μ— 따라 1개, ν˜Ήμ€ κ·Έ μ΄μƒμ˜ μ˜€λΈŒμ νŠΈκ°€ ν¬ν•¨λ˜μ–΄ μžˆμŠ΅λ‹ˆλ‹€. μ €λŠ” λΈ”λ Œλ” νŒŒμΌμ— μ•„μ΄ν…œκ³Ό κ΄€λ ¨λ˜μ§€ μ•Šμ€ μ˜€λΈŒμ νŠΈλŠ” λ„£μ§€ μ•Šκ³  μžˆμœΌλ‹ˆ μ•„μ΄ν…œμ„ 뢈러였기 ν•˜μ‹€λ• λ°˜λ“œμ‹œ ν¬ν•¨λœ λͺ¨λ“  였브젝트λ₯Ό ν•¨κ»˜ λΆˆλŸ¬μ™€μ£Όμ‹œκΈΈ λΆ€νƒλ“œλ¦½λ‹ˆλ‹€.(μ„ΈνŠΈ μ•„μ΄ν…œ μ˜ˆμ™Έ)

  • μ•„μ΄ν…œλͺ…_main , μ•„μ΄ν…œλͺ…_base  λ§ κ·ΈλŒ€λ‘œ μ•„μ΄ν…œμ˜ λΌˆλŒ€κ°€ λ˜λŠ” μ˜€λΈŒμ νŠΈμž…λ‹ˆλ‹€.

  • μ•„μ΄ν…œλͺ…_texture  ν…μŠ€μ²˜ 이미지λ₯Ό μ²¨λΆ€ν•˜κΈ°μœ„ν•΄ λ„£μ–΄λ‘” 빈 μ˜€λΈŒμ νŠΈμž…λ‹ˆλ‹€. μ‹€μ œλ‘œλŠ” 아무것도 μ—†μŠ΅λ‹ˆλ‹€. μ›ν•˜λŠ” 이미지λ₯Ό μ„ νƒν•˜μ…¨λ‹€λ©΄ μ‚­μ œν•΄λ„ λ¬΄λ°©ν•©λ‹ˆλ‹€.

  • μ•„μ΄ν…œλͺ…기타 (dia, text λ“±λ“±)   λ©”인 μ˜€λΈŒμ νŠΈμ™€ 섀정이 달라 λ”°λ‘œ λΆ„λ¦¬ν•œ κ²ƒμ΄λ―€λ‘œ μ‚­μ œν•  경우 μ•„μ΄ν…œμ΄ μ •μƒμ μœΌλ‘œ 좜λ ₯λ˜μ§€μ•ŠμŠ΅λ‹ˆλ‹€.

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]

μ•„μ΄ν…œμ˜ 크기 μ‘°μ ˆμ΄λ‚˜ μœ„μΉ˜μ‘°μ ˆμ„ ν•  λ•ŒλŠ” λ°˜λ“œμ‹œ μ—λ””νŠΈ λͺ¨λ“œμ—μ„œ μˆ˜μ •ν•΄μ£Όμ„Έμš”. 였브젝트 λͺ¨λ“œμ—μ„œ μˆ˜μ • ν•  경우, 포즈 μ μš©μ„ ν•˜κ±°λ‚˜ μœ„μΉ˜ 변경을 ν–ˆμ„ λ•Œ 였λ₯˜κ°€ λ°œμƒν•  수 μžˆμŠ΅λ‹ˆλ‹€.

μ˜€λΈŒμ νŠΈκ°€ 두 개 이상일 땐 였브젝트 λͺ¨λ“œμ—μ„œ λͺ¨λ‘ μ„ νƒν•œ λ’€ μ—λ””νŠΈ λͺ¨λ“œλ‘œ λ³€κ²½ν•˜λ©΄ ν•œλ²ˆμ— μˆ˜μ •κ°€λŠ₯ν•©λ‹ˆλ‹€. (shiftν‚€λ₯Ό μ‚¬μš©ν•˜λ©΄ μ—¬λŸ¬κ°œλ₯Ό 선택할 수 μžˆμŠ΅λ‹ˆλ‹€.)

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]

μ•„μ΄ν…œμ΄ ν¬μ¦ˆμ— 맞게 움직일 수 μžˆλ„λ‘ λͺ¨λ””νŒŒμ΄μ–΄ ν”„λ‘œνΌν‹°μŠ€-μ•„λ§ˆνŠœμ–΄-Object에 λŒ€μƒμ΄ λ˜λŠ” μ‹¬μ˜ rigλ₯Ό μ„€μ •ν•΄μ£Όμ„Έμš”.

Please set the target rig in Modifiers-Armature-Object so that the item can move according to the pose.

ν…μŠ€νŠΈ μ˜€λΈŒμ νŠΈλŠ” 일반 메쉬와 rigμ„€μ • 방법이 λ‹€λ¦…λ‹ˆλ‹€. λͺ¨λ””νŒŒμ΄μ–΄ ν”„λ‘œνΌν‹°μŠ€κ°€ μ•„λ‹Œ Constraints - μ•„λ§ˆνŠœμ–΄ - Bonesμ—μ„œ rigλ₯Ό μ„€μ •ν•΄μ£Όμ„Έμš”.

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) 였브젝트 λͺ¨λ“œμ—μ„œ (2)μ›ν•˜λŠ” 였브젝트λ₯Ό 선택 ν›„, (3)λ©”ν…Œλ¦¬μ•Œ ν”„λ‘œνΌν‹°μŠ€λ₯Ό ν΄λ¦­ν•˜λ©΄

(4) ν•΄λ‹Ή μ˜€λΈŒμ νŠΈμ— μ μš©λ˜μ–΄ μžˆλŠ” λ©”ν…Œλ¦¬μ•Œμ„ 확인할 수 μžˆμŠ΅λ‹ˆλ‹€.

(5) 각 λ©”ν„°λ¦¬μ•Œμ€ 쉐이더 μ—λ””ν„°μ—μ„œ νŽΈμ§‘μ΄ κ°€λŠ₯ν•©λ‹ˆλ‹€.

(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.

각각의 λ©”ν„°λ¦¬μ•Œμ—λŠ” ν…μŠ€μ²˜ 적용 방식에 따라 ν‘œμ‹œλ₯Ό λ‹€λ₯΄κ²Œ ν•΄λ‘μ—ˆμŠ΅λ‹ˆλ‹€.

  • (*) ν‘œμ‹œκ°€ μžˆλŠ” λ©”ν„°λ¦¬μ•Œμ€ 색상변경이 κ°€λŠ₯ν•©λ‹ˆλ‹€.

  • (**) ν‘œμ‹œκ°€ μžˆλŠ” λ©”ν„°λ¦¬μ•Œμ€ ν…μŠ€μ²˜ 이미지 (png λ˜λŠ” psd 파일)λ₯Ό 선택할 수 μžˆμŠ΅λ‹ˆλ‹€.

  • (-) λ˜λŠ” μ•„λ¬΄ν‘œμ‹œκ°€ μ—†λŠ” λ©”ν„°λ¦¬μ•Œμ€ μ›ν•˜λŠ”λŒ€λ‘œ μˆ˜μ • κ°€λŠ₯ν•˜μ§€λ§Œ ꢌμž₯λ“œλ¦¬μ§„ μ•ŠμŠ΅λ‹ˆλ‹€.

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.

(*)

졜근 μž‘μ—…ν•˜λŠ” λΈ”λ Œλ” μ•„μ΄ν…œλ“€μ—λŠ” 각 λ©”ν…Œλ¦¬μ–Όλ§ˆλ‹€ μΆ”μ²œ 색상을 μ œκ³΅ν•˜κ³  μžˆμœΌλ―€λ‘œ Material Output - Surface에 μ—°κ²°ν•΄μ„œ λ°”λ‘œ μ‚¬μš©ν•  수 μžˆμŠ΅λ‹ˆλ‹€. μ œκ³΅λ˜λŠ” μ»¬λŸ¬μ™Έμ—λ„ μ›ν•˜μ‹ λ‹€λ©΄ ν•¨κ»˜ μ œκ³΅λ˜λŠ” RGBλ‚˜ color rampμ—μ„œ μ„ΈλΆ€μ μœΌλ‘œ 색상을 μ‘°μ ˆν•˜μ—¬ μ‚¬μš©ν•˜λŠ” 방법도 μžˆμŠ΅λ‹ˆλ‹€.

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‘œλ“œ ν•œμ§€ 였래된 μ•„μ΄ν…œλ“€μ€ μΆ”μ²œ μŠ€μ™€μΉ˜κ°€ 없을 수 μžˆμŠ΅λ‹ˆλ‹€. 이 경우 μ•„λž˜μ˜ λ°©λ²•μœΌλ‘œ 색상을 μ‘°μ ˆν•  수 μžˆμŠ΅λ‹ˆλ‹€.

Older items may not have recommended swatches. In this case, you can adjust the color using the method below.

Principled BSDF - Base colorμ—μ„œ μ›ν•˜λŠ” 색상을 κ³ λ₯΄κ±°λ‚˜, color Rampλ₯Ό μ΄μš©ν•  수 μžˆμŠ΅λ‹ˆλ‹€. color Rampλ₯Ό 잘 ν™œμš©ν•˜λ©΄ 이미 μ μš©λ˜μ–΄ μžˆλŠ” ν…μŠ€μ²˜ μ΄λ―Έμ§€μ˜ 색상도 λ³€κ²½ κ°€λŠ₯ν•©λ‹ˆλ‹€.

color Ramp의 μ‚¬μš©λ²•μ€ κ°„λ‹¨ν•©λ‹ˆλ‹€. λ°•μŠ€λ₯Ό λŒμ–΄μ„œ base color와 μ—°κ²°λœ 라인 μœ„λ‘œ μœ„μΉ˜μ‹œμΌœμ£Όμ„Έμš”. μ•„λž˜ 사진과 같이 μ—°κ²°λ˜μ—ˆλ‹€λ©΄ 잘 μ—°κ²°λœ κ²ƒμ΄λ‹ˆ μ›ν•˜λŠ” μƒ‰μƒλ§Œ μ„ νƒν•˜λ©΄ λ©λ‹ˆλ‹€.

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°˜λ“œμ‹œ ν…μŠ€μ²˜ 였브젝트λ₯Ό ν•¨κ»˜ λΆˆλŸ¬μ™€μ£Όμ…”μ•Όν•©λ‹ˆλ‹€. μ•žμ„œ μ–ΈκΈ‰ν–ˆλ˜ 것과 같이 ν…μŠ€μ²˜ μ˜€λΈŒμ νŠΈλŠ” 이미지 ν…μŠ€μ²˜λ₯Ό μ²¨λΆ€ν•˜κΈ° μœ„ν•œ 빈 μ˜€λΈŒμ νŠΈμž…λ‹ˆλ‹€. ν…μŠ€μ²˜ μ˜€λΈŒμ νŠΈμ—μ„œ μŠ€μ™€μΉ˜ 변경을 μ§„ν–‰ν•˜λ©΄ μ•…μ„Έ μ˜€λΈŒμ νŠΈμ—λŠ” λ³€κ²½ν•œ ν…μŠ€μ²˜κ°€ μ μš©λ˜μ§€μ•ŠμœΌλ‹ˆ λ°˜λ“œμ‹œ (1) 였브젝트 λͺ¨λ“œμ—μ„œ 메쉬 였브젝트λ₯Ό 선택 ν›„ (2) μŠ€μ™€μΉ˜λ₯Ό λ³€κ²½ν•΄μ£Όμ„Έμš”.

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]

How to edit Text object (for blender ver)

γ…‘

이밖에 λ¬Έμ˜μ‚¬ν•­ λ˜λŠ” λ¬Έμ œκ°€ μžˆλ‹€λ©΄ λŒ“κΈ€λ‘œ μ•Œλ €μ£Όμ„Έμš”.

κ°μ‚¬ν•©λ‹ˆλ‹€ πŸ˜šπŸ’•

If you have any other questions or problems, please let me know in the comments.

Thank you πŸ˜šπŸ’•