blender
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ChineseBlender
Blender
Blender Interface and Workflows
Blender界面与工作流
Workspace Layout
工作区布局
- 3D Viewport: Main viewport for modeling and scene manipulation
- Outliner: Hierarchical view of scene objects
- Properties Panel: Object, modifier, and material properties
- Timeline: Animation timeline and playback controls
- Graph Editor: Animation curve editing
- UV Editor: UV mapping and texture editing
- Shader Editor: Node-based material and shader creation
- 3D Viewport:用于建模和场景操作的主视口
- Outliner:场景对象的层级视图
- Properties Panel:对象、修改器和材质属性面板
- Timeline:动画时间轴与播放控制
- Graph Editor:动画曲线编辑
- UV Editor:UV映射与纹理编辑
- Shader Editor:基于节点的材质与着色器创建
Navigation
导航操作
- Orbit: Middle mouse button
- Pan: Shift + Middle mouse button
- Zoom: Scroll wheel
- Numpad Views: 1 (front), 3 (right), 7 (top), 5 (orthographic/perspective)
- Frame Selected: Period (.)
- Frame All: Home
- 旋转视角:鼠标中键
- 平移视角:Shift + 鼠标中键
- 缩放视角:滚轮
- 小键盘视图切换:1(前视图)、3(右视图)、7(顶视图)、5(正交/透视切换)
- 聚焦选中对象:句号(.)
- 显示全部对象:Home键
Object Modes
对象模式
- Object Mode: Manipulate entire objects
- Edit Mode: Edit mesh geometry
- Sculpt Mode: Digital sculpting
- Vertex Paint: Paint vertex colors
- Weight Paint: Paint vertex weights for rigging
- Texture Paint: Paint textures directly on model
- Pose Mode: Animate rigged characters
- Object Mode:操作整个对象
- Edit Mode:编辑网格几何体
- Sculpt Mode:数字雕刻
- Vertex Paint:绘制顶点颜色
- Weight Paint:为绑定绘制顶点权重
- Texture Paint:直接在模型上绘制纹理
- Pose Mode:为绑定角色制作动画
Modeling Tools and Techniques
建模工具与技巧
Primitives
基础几何体
- Mesh Primitives: Cube, Sphere, Cylinder, Cone, Torus, Plane, Monkey
- Curve Primitives: Bezier, NURBS curves
- Surface Primitives: NURBS surfaces
- Metaballs: Organic blobby shapes
- Mesh Primitives:立方体、球体、圆柱体、圆锥体、圆环、平面、猴子(Suzanne)
- Curve Primitives:贝塞尔曲线、NURBS曲线
- Surface Primitives:NURBS曲面
- Metaballs:有机Blob形状
Edit Mode Tools
Edit Mode工具
- Extrude (E): Extrude faces, edges, or vertices
- Inset (I): Create inset faces
- Bevel (Ctrl+B): Bevel edges
- Loop Cut (Ctrl+R): Add edge loops
- Knife Tool (K): Cut custom geometry
- Bridge Edge Loops: Connect edge loops
- Merge (Alt+M): Merge vertices
- Dissolve (X): Remove geometry while maintaining shape
- 挤出(E):挤出面、边或顶点
- 插入(I):创建内嵌面
- 倒角(Ctrl+B):对边进行倒角处理
- 环切(Ctrl+R):添加循环边
- 切割工具(K):自定义切割几何体
- 桥接循环边:连接两条循环边
- 合并(Alt+M):合并顶点
- 溶解(X):移除几何体同时保持形状
Modifiers
修改器
- Subdivision Surface: Smooth subdivision
- Mirror: Mirror geometry across axis
- Array: Duplicate geometry in patterns
- Boolean: Combine, subtract, or intersect meshes
- Decimate: Reduce polygon count
- Remesh: Retopologize mesh
- Shrinkwrap: Project mesh onto target surface
- Solidify: Add thickness to surfaces
- Subdivision Surface:平滑细分
- Mirror:沿轴镜像几何体
- Array:按模式复制几何体
- Boolean:合并、减去或相交网格
- Decimate:减少多边形数量
- Remesh:重新拓扑网格
- Shrinkwrap:将网格投影到目标表面
- Solidify:为表面添加厚度
Sculpting and Retopology
雕刻与重拓扑
Sculpt Mode
雕刻模式
- Brushes: Draw, Clay Strips, Crease, Smooth, Inflate
- Dyntopo: Dynamic topology for sculpting
- Multiresolution: Subdivision sculpting
- Masking: Protect areas from sculpting
- Falloff: Control brush influence
- Stroke Settings: Spacing, jitter, smoothing
- 笔刷:绘制、黏土条、褶皱、平滑、膨胀
- Dyntopo:动态拓扑雕刻
- Multiresolution:细分雕刻
- 遮罩:保护区域不被雕刻
- 衰减:控制笔刷影响范围
- 笔触设置:间距、抖动、平滑度
Retopology
重拓扑
- Shrinkwrap Modifier: Project new topology onto sculpt
- Snap to Face: Snap vertices to surface
- Poly Build: Manual retopology tool
- Bsurface: Automatic retopology add-on
- Quad Remesher: Automatic quad-based retopology
- Shrinkwrap修改器:将新拓扑投影到雕刻模型上
- 吸附到面:将顶点吸附到表面
- Poly Build:手动重拓扑工具
- Bsurface:自动重拓扑插件
- Quad Remesher:基于四边形的自动重拓扑工具
Blender Rigging and Weight Painting
Blender绑定与权重绘制
Armature
骨架
- Bone Creation: Add bones to create skeleton
- Bone Editing: Edit bone position, rotation, scale
- Bone Layers: Organize bones into layers
- Bone Groups: Group bones for organization
- IK Constraints: Inverse kinematics setup
- Bone Collections: Organize bones in Blender 4.0+
- 骨骼创建:添加骨骼以创建骨架
- 骨骼编辑:编辑骨骼的位置、旋转、缩放
- 骨骼层:将骨骼组织到不同层
- 骨骼组:分组管理骨骼
- IK约束:设置反向动力学
- Bone Collections:Blender 4.0+中的骨骼集合功能
Rigging Tools
绑定工具
- Rigify: Auto-rigging system for characters
- Auto-Rig Pro: Commercial rigging add-on
- Human Meta-Rig: Humanoid rig template
- Constraints: IK, Copy Rotation, Limit Rotation, etc.
- Rigify:角色自动绑定系统
- Auto-Rig Pro:商业绑定插件
- Human Meta-Rig:人形绑定模板
- 约束:IK、复制旋转、限制旋转等
Weight Painting
权重绘制
- Weight Paint Mode: Paint vertex weights
- Brush Settings: Brush size, strength, falloff
- Weight Tools: Normalize, blur, smooth weights
- Vertex Groups: Assign vertices to bone groups
- Mirror Weights: Mirror weights across symmetry
- Weight Gradient: Create smooth weight transitions
- Weight Paint模式:绘制顶点权重
- 笔刷设置:笔刷大小、强度、衰减
- 权重工具:归一化、模糊、平滑权重
- 顶点组:将顶点分配给骨骼组
- 镜像权重:沿对称轴镜像权重
- 权重渐变:创建平滑的权重过渡
Grease Pencil and Animation Tools
Grease Pencil与动画工具
Grease Pencil
Grease Pencil
- 2D Drawing: Draw 2D strokes in 3D space
- Object Mode: Manipulate grease pencil objects
- Edit Mode: Edit stroke points
- Draw Mode: Draw new strokes
- Sculpt Mode: Sculpt stroke thickness
- Vertex Paint: Paint stroke colors
- Materials: Assign materials to strokes
- 2D绘制:在3D空间中绘制2D笔触
- Object Mode:操作Grease Pencil对象
- Edit Mode:编辑笔触点
- Draw Mode:绘制新笔触
- Sculpt Mode:雕刻笔触粗细
- Vertex Paint:绘制笔触颜色
- 材质:为笔触分配材质
Animation
动画
- Keyframing: Insert keyframes (I)
- Timeline: Scrub and playback animation
- Dope Sheet: Overview of keyframes
- Graph Editor: Fine-tune animation curves
- NLA Editor: Non-linear animation editing
- Action Editor: Edit animation actions
- 关键帧设置:插入关键帧(I)
- Timeline:拖动时间轴与播放动画
- Dope Sheet:关键帧总览
- Graph Editor:微调动画曲线
- NLA Editor:非线性动画编辑
- Action Editor:编辑动画动作
Blender to Unity/Unreal Export Pipelines
Blender到Unity/Unreal导出管线
Export Settings
导出设置
- FBX Export: File > Export > FBX
- Scale: Set to 1.00 for Unity, 0.01 for Unreal
- Forward Axis: Set to -Z forward for Unity, -X forward for Unreal
- Up Axis: Set to Y up for both engines
- Apply Transforms: Apply scale, rotation, location before export
- Include Selected: Export only selected objects
- FBX导出:文件 > 导出 > FBX
- 缩放:Unity设置为1.00,Unreal设置为0.01
- 前向轴:Unity设置为-Z前向,Unreal设置为-X前向
- 向上轴:两个引擎均设置为Y向上
- 应用变换:导出前应用缩放、旋转、位置
- 仅导出选中对象:仅导出选中的对象
Unity Export
Unity导出
- Scale: 1.00 (Unity uses meters)
- Forward: -Z forward
- Up: Y up
- Apply Transforms: Ctrl+A > Apply > Scale, Rotation, Location
- Export Selected: Check to export only selected objects
- 缩放:1.00(Unity使用米为单位)
- 前向轴:-Z前向
- 向上轴:Y向上
- 应用变换:Ctrl+A > 应用 > 缩放、旋转、位置
- 仅导出选中对象:勾选以仅导出选中对象
Unreal Export
Unreal导出
- Scale: 0.01 (Unreal uses centimeters)
- Forward: -X forward
- Up: Z up
- Apply Transforms: Ctrl+A > Apply > Scale, Rotation, Location
- Export Selected: Check to export only selected objects
- 缩放:0.01(Unreal使用厘米为单位)
- 前向轴:-X前向
- 向上轴:Z向上
- 应用变换:Ctrl+A > 应用 > 缩放、旋转、位置
- 仅导出选中对象:勾选以仅导出选中对象
Common Export Issues
常见导出问题
- Scale Mismatch: Ensure correct scale factor for target engine
- Rotation Issues: Check forward and up axis settings
- Material Export: Materials may need to be recreated in target engine
- Animation Export: Ensure animations are baked and exported
- Texture Paths: Use relative paths for textures
- 缩放不匹配:确保目标引擎使用正确的缩放因子
- 旋转问题:检查前向轴和向上轴设置
- 材质导出:材质可能需要在目标引擎中重新创建
- 动画导出:确保动画已烘焙并导出
- 纹理路径:使用纹理的相对路径