blockbench-modeling
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ChineseBlockbench Modeling
Blockbench 建模
Build 3D models using cubes and meshes in Blockbench.
在Blockbench中使用立方体和网格构建3D模型。
Available Tools
可用工具
Cube Tools
立方体工具
| Tool | Purpose |
|---|---|
| Create cubes with position, size, texture |
| Edit cube properties (position, rotation, UV, etc.) |
| 工具 | 用途 |
|---|---|
| 创建包含位置、尺寸、纹理的立方体 |
| 编辑立方体属性(位置、旋转、UV等) |
Mesh Tools
网格工具
| Tool | Purpose |
|---|---|
| Create mesh with vertices |
| Create sphere mesh |
| Create cylinder mesh |
| Extrude faces/edges/vertices |
| Add geometry detail |
| Select vertices/edges/faces |
| Move selected vertices |
| Remove geometry |
| Weld nearby vertices |
| Create face from vertices |
| Cut edges into faces |
| 工具 | 用途 |
|---|---|
| 使用顶点创建网格 |
| 创建球体网格 |
| 创建圆柱体网格 |
| 挤出面/边/顶点 |
| 添加几何细节 |
| 选择顶点/边/面 |
| 移动选中的顶点 |
| 删除几何形状 |
| 焊接相邻顶点 |
| 通过顶点创建面 |
| 将边切割成面 |
Element Tools
元素工具
| Tool | Purpose |
|---|---|
| Create bone/group |
| View model hierarchy |
| Copy elements |
| Rename elements |
| Delete elements |
| 工具 | 用途 |
|---|---|
| 创建骨骼/组 |
| 查看模型层级结构 |
| 复制元素 |
| 重命名元素 |
| 删除元素 |
Cube Modeling
立方体建模
Place a Cube
放置立方体
place_cube: elements=[{
name: "body",
from: [-4, 0, -2],
to: [4, 12, 2]
}], faces=true # Auto UVplace_cube: elements=[{
name: "body",
from: [-4, 0, -2],
to: [4, 12, 2]
}], faces=true # Auto UVPlace Multiple Cubes
放置多个立方体
place_cube: elements=[
{name: "head", from: [-4, 12, -4], to: [4, 20, 4]},
{name: "arm_left", from: [4, 4, -1], to: [6, 12, 1]},
{name: "arm_right", from: [-6, 4, -1], to: [-4, 12, 1]}
], group="body"place_cube: elements=[
{name: "head", from: [-4, 12, -4], to: [4, 20, 4]},
{name: "arm_left", from: [4, 4, -1], to: [6, 12, 1]},
{name: "arm_right", from: [-6, 4, -1], to: [-4, 12, 1]}
], group="body"Modify Cube
修改立方体
modify_cube: id="body", rotation=[0, 45, 0], origin=[0, 6, 0]modify_cube: id="body", rotation=[0, 45, 0], origin=[0, 6, 0]Cube with Texture
带纹理的立方体
place_cube: elements=[{name: "block", from: [0,0,0], to: [16,16,16]}],
texture="stone", faces=trueplace_cube: elements=[{name: "block", from: [0,0,0], to: [16,16,16]}],
texture="stone", faces=trueMesh Modeling
网格建模
Create Sphere
创建球体
create_sphere: elements=[{
name: "ball",
position: [0, 8, 0],
diameter: 16,
sides: 12
}]create_sphere: elements=[{
name: "ball",
position: [0, 8, 0],
diameter: 16,
sides: 12
}]Create Cylinder
创建圆柱体
create_cylinder: elements=[{
name: "pillar",
position: [0, 0, 0],
diameter: 8,
height: 24,
sides: 12,
capped: true
}]create_cylinder: elements=[{
name: "pillar",
position: [0, 0, 0],
diameter: 8,
height: 24,
sides: 12,
capped: true
}]Extrude Face
挤出面
select_mesh_elements: mesh_id="pillar", mode="face", elements=["top_face"]
extrude_mesh: mesh_id="pillar", mode="faces", distance=4select_mesh_elements: mesh_id="pillar", mode="face", elements=["top_face"]
extrude_mesh: mesh_id="pillar", mode="faces", distance=4Subdivide for Detail
细分以增加细节
subdivide_mesh: mesh_id="sphere", cuts=2subdivide_mesh: mesh_id="sphere", cuts=2Move Vertices
移动顶点
select_mesh_elements: mesh_id="mesh1", mode="vertex", elements=["v1", "v2"]
move_mesh_vertices: offset=[0, 2, 0]select_mesh_elements: mesh_id="mesh1", mode="vertex", elements=["v1", "v2"]
move_mesh_vertices: offset=[0, 2, 0]Merge Close Vertices
合并相邻顶点
merge_mesh_vertices: mesh_id="mesh1", threshold=0.1merge_mesh_vertices: mesh_id="mesh1", threshold=0.1Knife Cut
切割工具
knife_tool: mesh_id="cube_mesh", points=[
{position: [0, 8, -4]},
{position: [0, 8, 4]}
]knife_tool: mesh_id="cube_mesh", points=[
{position: [0, 8, -4]},
{position: [0, 8, 4]}
]Organization
组织管理
Create Group Hierarchy
创建组层级结构
add_group: name="root", origin=[0, 0, 0], rotation=[0, 0, 0]
add_group: name="body", parent="root", origin=[0, 12, 0]
add_group: name="head", parent="body", origin=[0, 24, 0]add_group: name="root", origin=[0, 0, 0], rotation=[0, 0, 0]
add_group: name="body", parent="root", origin=[0, 12, 0]
add_group: name="head", parent="body", origin=[0, 24, 0]Add Cubes to Groups
为组添加立方体
place_cube: elements=[{name: "torso", from: [-4, 12, -2], to: [4, 24, 2]}],
group="body"place_cube: elements=[{name: "torso", from: [-4, 12, -2], to: [4, 24, 2]}],
group="body"Duplicate Element
复制元素
duplicate_element: id="arm_left", newName="arm_right", offset=[-8, 0, 0]duplicate_element: id="arm_left", newName="arm_right", offset=[-8, 0, 0]View Hierarchy
查看层级结构
list_outline # Returns all groups and elementslist_outline # Returns all groups and elementsCommon Patterns
常见模式
Minecraft Character
Minecraft 角色
undefinedundefinedCreate hierarchy
Create hierarchy
add_group: name="root", origin=[0, 0, 0]
add_group: name="body", parent="root", origin=[0, 24, 0]
add_group: name="head", parent="body", origin=[0, 24, 0]
add_group: name="arm_left", parent="body", origin=[5, 22, 0]
add_group: name="arm_right", parent="body", origin=[-5, 22, 0]
add_group: name="leg_left", parent="root", origin=[2, 12, 0]
add_group: name="leg_right", parent="root", origin=[-2, 12, 0]
add_group: name="root", origin=[0, 0, 0]
add_group: name="body", parent="root", origin=[0, 24, 0]
add_group: name="head", parent="body", origin=[0, 24, 0]
add_group: name="arm_left", parent="body", origin=[5, 22, 0]
add_group: name="arm_right", parent="body", origin=[-5, 22, 0]
add_group: name="leg_left", parent="root", origin=[2, 12, 0]
add_group: name="leg_right", parent="root", origin=[-2, 12, 0]
Add geometry
Add geometry
place_cube: elements=[{name: "head", from: [-4, 24, -4], to: [4, 32, 4]}], group="head"
place_cube: elements=[{name: "body", from: [-4, 12, -2], to: [4, 24, 2]}], group="body"
place_cube: elements=[{name: "arm", from: [-1, 0, -1], to: [1, 10, 1]}], group="arm_left"
place_cube: elements=[{name: "arm", from: [-1, 0, -1], to: [1, 10, 1]}], group="arm_right"
place_cube: elements=[{name: "leg", from: [-2, 0, -2], to: [2, 12, 2]}], group="leg_left"
place_cube: elements=[{name: "leg", from: [-2, 0, -2], to: [2, 12, 2]}], group="leg_right"
undefinedplace_cube: elements=[{name: "head", from: [-4, 24, -4], to: [4, 32, 4]}], group="head"
place_cube: elements=[{name: "body", from: [-4, 12, -2], to: [4, 24, 2]}], group="body"
place_cube: elements=[{name: "arm", from: [-1, 0, -1], to: [1, 10, 1]}], group="arm_left"
place_cube: elements=[{name: "arm", from: [-1, 0, -1], to: [1, 10, 1]}], group="arm_right"
place_cube: elements=[{name: "leg", from: [-2, 0, -2], to: [2, 12, 2]}], group="leg_left"
place_cube: elements=[{name: "leg", from: [-2, 0, -2], to: [2, 12, 2]}], group="leg_right"
undefinedSmooth Organic Shape
平滑有机形状
create_sphere: elements=[{name: "base", position: [0, 8, 0], diameter: 16, sides: 16}]
subdivide_mesh: mesh_id="base", cuts=1create_sphere: elements=[{name: "base", position: [0, 8, 0], diameter: 16, sides: 16}]
subdivide_mesh: mesh_id="base", cuts=1Select and move vertices to shape
Select and move vertices to shape
select_mesh_elements: mesh_id="base", mode="vertex"
move_mesh_vertices: offset=[0, 4, 0], vertices=["top_verts"]
undefinedselect_mesh_elements: mesh_id="base", mode="vertex"
move_mesh_vertices: offset=[0, 4, 0], vertices=["top_verts"]
undefinedTips
提示
- Use to see current model structure
list_outline - Set group origins at joint/pivot points for animation
- Use for auto UV mapping on cubes
faces=true - Create bone hierarchy before adding geometry
- Use with offset for symmetrical parts
duplicate_element - Mesh editing is more flexible but cubes are simpler for Minecraft-style models
- 使用 查看当前模型结构
list_outline - 将组原点设置在关节/枢轴点以方便动画制作
- 对立方体使用 来自动进行UV映射
faces=true - 在添加几何形状之前创建骨骼层级结构
- 使用 并设置偏移量来制作对称部件
duplicate_element - 网格编辑更灵活,但立方体更适合制作Minecraft风格的模型