blender

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Blender

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