The main content is the process of creating the game engine assets currently being created.
2019年1月26日土曜日
2019年1月25日金曜日
Blender Invertebrates Pack Documentation
These are 3D models and animations of Invertebrates.
All models were rigged and animated.
This package contains five Invertebrates:
-Snowcrab
-Scorpion
-Tarantula
-Anomalocaris
-Ammonite
Future plan:
-Trilobite
-Hornet
-Beetle
-Ant
-Octopus
All models were rigged and animated.
This package contains five Invertebrates:
-Snowcrab
-Scorpion
-Tarantula
-Anomalocaris
-Ammonite
Future plan:
-Trilobite
-Hornet
-Beetle
-Ant
-Octopus
Blender market Fish pack Documentation
These are 3D models and animations of Fishes.
All models were rigged and animated.
This package contains Seven fishes:
-Salmon
-Ayu
-Great white shark
-Blackrockfish
-Tuna
-Mahimahi
-Dunkleosteus
Future plan:
-Koi
-Gold fish
-Betta
-Marlin
-Piranha
All models were rigged and animated.
This package contains Seven fishes:
-Salmon
-Ayu
-Great white shark
-Blackrockfish
-Tuna
-Mahimahi
-Dunkleosteus
Future plan:
-Koi
-Gold fish
-Betta
-Marlin
-Piranha
Blender Market Reptiles and Amphibians Documentation
These are 3D models and animations of Reptiles and Amphibians.
All models are rigged and basic animations for walking(Walk forward,Turn right, turn left, walk back and more) were set.
This package contains ten reptiles and a amphibian:
-Iguana
-Satanic leaf gecko
-Sulcata
-Alligator snapping turtle
-Galapagos tortoise
-Sea turtle
-Gecko(Crested gecko, Japanese Gecko)
-Mosasaurus
-Triceratops
-Stegosaurus
-Poison dart frog
Future plan:
-Crocodile
-Snake
All models are rigged and basic animations for walking(Walk forward,Turn right, turn left, walk back and more) were set.
This package contains ten reptiles and a amphibian:
-Iguana
-Satanic leaf gecko
-Sulcata
-Alligator snapping turtle
-Galapagos tortoise
-Sea turtle
-Gecko(Crested gecko, Japanese Gecko)
-Mosasaurus
-Triceratops
-Stegosaurus
-Poison dart frog
Future plan:
-Crocodile
-Snake
Blender Mammals pack Documentation
These are 3D models and animations of Mammals.
This package contains ten mammals:
-Jerboa
-Rhinoceros
-Bear
-Impala
-Orca
-Earless seal
-Dolphin
-Cattle
-Hippopotamus
-Deer
Future plan:
-Elephant
-Lion
-Gorilla
-Cheetah
-Mouse
-Camel
This package contains ten mammals:
-Jerboa
-Rhinoceros
-Bear
-Impala
-Orca
-Earless seal
-Dolphin
-Cattle
-Hippopotamus
-Deer
Future plan:
-Elephant
-Lion
-Gorilla
-Cheetah
-Mouse
-Camel
2019年1月20日日曜日
2019年1月19日土曜日
How to change the scale my Blender assets
How to scale the model 100 times
1. Off the auto key.
2. Snap the cursor to center(Shift+s)
3. Set Pivot to 3d cursor.
4. Select the armature in object mode.
5. Scale the armature(s+100).
6. Select the IKTargets.
7. Open graph editer.
8. Set 2d cursor to 0
9. Set Pivot to 2d cursor.
10. Show location key only(input "loc" in the search window).
11. Select all key frames.
12. Scale the keys y direction(s+y+100)
13. Select the armature in object mode.
14. Apply Scale.(Here the animation will be broken.)
15. Select all bones in pose mode.
16. Show location key only(Enter "loc" at the magnifying glass mark in the graph editor.).
17. Select all key frames.
18. Scale the keys y direction(s+y+100)
Or use the following script(ArmatureAndIKScaleChange.py):
1. Off the auto key.
2. Snap the cursor to center(Shift+s)
3. Set Pivot to 3d cursor.
4. Select the armature in object mode.
5. Scale the armature(s+100).
6. Select the IKTargets.
7. Open graph editer.
8. Set 2d cursor to 0
9. Set Pivot to 2d cursor.
10. Show location key only(input "loc" in the search window).
11. Select all key frames.
12. Scale the keys y direction(s+y+100)
13. Select the armature in object mode.
14. Apply Scale.(Here the animation will be broken.)
15. Select all bones in pose mode.
16. Show location key only(Enter "loc" at the magnifying glass mark in the graph editor.).
17. Select all key frames.
18. Scale the keys y direction(s+y+100)
Or use the following script(ArmatureAndIKScaleChange.py):
import bpy
# Set the desired scaling factor
scale_factor = 100 # Change this to any scale multiplier you want
# Get the selected Armature
armature = bpy.context.active_object
if not armature or armature.type != 'ARMATURE':
raise ValueError("Please select an Armature object.")
# === 1. Scale the Armature and apply the scale (without affecting location/rotation) ===
armature.scale = [s * scale_factor for s in armature.scale]
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
# === 2. Switch to Pose Mode and select all bones ===
bpy.ops.object.mode_set(mode='POSE')
for bone in armature.pose.bones:
bone.bone.select = True
# === 3. Rescale all location keyframes of all pose bones ===
def rescale_pose_bone_keyframes(armature, scale):
action = armature.animation_data.action
if not action:
return
for pb in armature.pose.bones:
keyframe_data = {0: [], 1: [], 2: []}
for axis in range(3):
path = f'pose.bones["{pb.name}"].location'
fcurve = next((fc for fc in action.fcurves if fc.data_path == path and fc.array_index == axis), None)
if fcurve:
for key in fcurve.keyframe_points:
keyframe_data[axis].append((int(key.co.x), key.co.y * scale))
action.fcurves.remove(fcurve)
for axis in range(3):
for frame, value in keyframe_data[axis]:
pb.location[axis] = value
pb.keyframe_insert(data_path="location", index=axis, frame=frame)
# === 4. Get all IK target objects used in IK constraints ===
def get_ik_targets(arm):
targets = set()
for pb in arm.pose.bones:
for c in pb.constraints:
if c.type == 'IK' and c.target:
targets.add(c.target)
return list(targets)
# === 5. Rescale location keyframes of the IK target objects ===
def rescale_and_rekey_location(obj, scale):
if not obj.animation_data or not obj.animation_data.action:
return
action = obj.animation_data.action
keyframe_data = {0: [], 1: [], 2: []}
for axis in range(3):
path = f'location'
fcurve = next((fc for fc in action.fcurves if fc.data_path == path and fc.array_index == axis), None)
if fcurve:
for key in fcurve.keyframe_points:
keyframe_data[axis].append((int(key.co.x), key.co.y * scale))
action.fcurves.remove(fcurve)
for axis in range(3):
for frame, value in keyframe_data[axis]:
obj.location[axis] = value
obj.keyframe_insert(data_path="location", index=axis, frame=frame)
# === 6. Execute keyframe rescaling ===
rescale_pose_bone_keyframes(armature, scale_factor)
for target in get_ik_targets(armature):
rescale_and_rekey_location(target, scale_factor)
# === 7. Return to Object Mode ===
bpy.ops.object.mode_set(mode='OBJECT')
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