scenario-blender-retopology
Compare original and translation side by side
🇺🇸
Original
English🇨🇳
Translation
ChineseBlender retopology
Blender retopology
Expert retopology is a plan executed with the fewest loops that capture the forms and let the mesh deform: loops close around eyes, mouth and joints, poles sit where nothing moves, and the subdivided surface, not the cage, matches the sculpt. An agent without a mouse can build every piece of this from data, but it reaches expert quality only on the parts it plans explicitly. Automatic remeshing is a finish for static assets and a start for everything else. If a sibling skill named here is missing from your available skills, ask the user to install it (); unattended, proceed from tool schemas and flag the gap.
npx skills add scenario-labs/skills --skill <name>REQUIRED BACKGROUND: scenario-blender-expert (execution channel, review loop, 5.2 API changes). Toolkit: (), all coordinates in the sculpt's local space.
scripts/bx_retopo.pyimport sys; sys.path.append("<skills>/scenario-blender-retopology/scripts"); import bx_retopo as R专家级 retopology 是一份用最少 loop 捕捉形体并让 mesh 能够变形的计划:loop 在眼睛、嘴部和关节周围闭合,pole 位于不会发生运动的位置,而且与 sculpt 匹配的是细分后的 surface,而不是 cage。没有鼠标的 Agent 也能根据数据构建其中的每个部分,但只有对明确规划过的部分才能达到专家质量。对于静态 asset,自动 remesh 是终点;对于其他所有用途,它都只是起点。如果此处提到的某个同级 skill 不在可用 skill 中,请让用户安装它();在无人值守的情况下,根据 tool schema 继续执行,并标记该缺口。
npx skills add scenario-labs/skills --skill <name>必需背景: scenario-blender-expert(执行通道、review loop、5.2 API 变更)。Toolkit:(),所有坐标均位于 sculpt 的 local space。
scripts/bx_retopo.pyimport sys; sys.path.append("<skills>/scenario-blender-retopology/scripts"); import bx_retopo as RStance (the expert delta)
立场(专家级差距)
- Map first, as data. Kaspar draws six layers on the sculpt before any vertex: edge flow, primary creases, secondary (expression-only) creases, articulation, expression bounds, landmarks (BCON22 [00:07:55], shown in frames 00:07:53 to 00:14:38). The agent writes the same map as coordinates and loop counts (landmarks from renders plus ), then builds.
R.surface_point - Loops are the budget, not vertices. Articulation minimum (Kaspar after Brian Tindall): lids, lips and brows as curves with 3 controls and 2 handle loops each, plus 2 corner loops on eyes; upper count = lower count (Dikko, Kaspar, Kenny); 3 loops per joint; a crease is 1 loop on it plus 2 hugging it. Elsewhere "as much as it needs to be" (Kaspar Live #3 [01:56:33]).
- Poles: valence 3 or 5, where nothing moves, never on a crease loop, a shell rim or the face center line (Kaspar Live #7 [00:11:41], Live #3 [00:36:54]; Dikko [00:04:49]). Lampel's reason: pinching is a density jump in the subdivided result, harmless on flat still areas (BCON24 [00:21:18]). [added] An agent's poles come from ring-count reductions (4 per unit) and from cut borders that staircase across an auto base (about half their vertices): budget both.
- Loops close on themselves. A spiral around eyes or lips means rebuild (Dikko); a spiral that terminates in a still area is tolerated (Dikko body [00:09:34], Kaspar nose).
- Judge the subdivided surface. A snapped cage shrinks inside when subdivided; a Shrinkwrap offset fixes convex areas and worsens cavities. Fit the cage so its subdivided surface matches (Duha BCON23 [00:08:58]): . Kaspar's Multires Apply Base does the same job but overshoots (measured below).
R.fit_subdiv - Game low poly = silhouette plus animation loops (SpeedChar): face about 3x body density, triangles wherever nothing bends, twisted quads cut by hand so baker and engine agree, low poly slightly proud of the high; every hard edge is a UV seam (On Mars 3D).
- Auto-remesh fits static, scanned, background or bake-only assets (Lampel [00:09:05], Grant Abbitt, Duha, Jamie Dunbar). For deforming characters it lacks the judgment calls: on the sheep, QuadriFlow at expert density gave no rings around eyes or mouth and tore a thin ear.
- 先以数据形式绘制 Map。 Kaspar 在创建任何 vertex 前,会先在 sculpt 上画出六层:edge flow、primary crease、secondary crease(仅用于表情)、articulation、expression bounds 和 landmark(BCON22 [00:07:55],展示于 00:07:53 至 00:14:38)。Agent 会将同一张 Map 写为坐标和 loop 数量(landmark 来自 render 与 ),然后再进行构建。
R.surface_point - Loop 是预算,而不是 vertex。 Articulation 的最低配置(Kaspar 在 Brian Tindall 之后的方法):眼睑、嘴唇和眉毛用曲线表示,每条包含 3 个 control 和 2 个 handle loop,眼睛另外加 2 个 corner loop;上侧数量 = 下侧数量(Dikko、Kaspar、Kenny);每个 joint 使用 3 个 loop;一条 crease 上有 1 个 loop,另有 2 个 loop 紧贴它。其他位置则“需要多少就放多少”(Kaspar Live #3 [01:56:33])。
- Pole:valence 为 3 或 5,放在不会运动的位置;绝不能位于 crease loop、shell rim 或 face center line 上(Kaspar Live #7 [00:11:41]、Live #3 [00:36:54];Dikko [00:04:49])。Lampel 的解释是:pinching 是细分结果中的 density jump,在平坦且静止的区域无害(BCON24 [00:21:18])。[新增] Agent 的 pole 来自 ring 数量的缩减(每缩减一个 unit 会产生 4 个 pole),以及切边在 auto base 上呈阶梯状分布的情况(约占其 vertex 的一半):这两类都要计入预算。
- Loop 必须自行闭合。 眼睛或嘴唇周围出现 spiral 就必须重建;在静止区域终止的 spiral 则可以接受(Dikko body [00:09:34]、Kaspar nose)。
- 以细分后的 surface 为准。 snapped cage 在细分后会收缩到内部;Shrinkwrap offset 能修正凸起区域,却会加重 cavity。调整 cage,使其细分后的 surface 与 sculpt 匹配(Duha BCON23 [00:08:58]):。Kaspar 的 Multires Apply Base 也能完成同样的工作,但会产生过冲(见下方测量值)。
R.fit_subdiv - 游戏 low poly = silhouette + 动画 loop(SpeedChar):面部 density 约为身体的 3 倍;不会弯曲的位置使用 triangle;扭曲的 quad 必须手动切割,让 baker 和 engine 得到一致结果;low poly 应略微位于 high poly 外侧;每条 hard edge 都是 UV seam(On Mars 3D)。
- Auto-remesh 适合静态、扫描、背景或仅用于 bake 的 asset(Lampel [00:09:05]、Grant Abbitt、Duha、Jamie Dunbar)。对于会变形的 character,它缺少必要的判断:在 sheep 上,QuadriFlow 按专家 density 重网格后,眼睛和嘴部周围没有 ring,还撕裂了一片薄耳朵。
Establish first
先确定条件
| Input | Why it changes the plan | Default when silent |
|---|---|---|
| Purpose | film cage renders at subdivision 2 (Kaspar); game ships triangles and bakes | deforming character: film-style all-quad cage |
| Budget | film: no vertex budget, minimum loops (Kaspar); game: triangle budget | film stylized head 1,650 to 4,100 faces, body 9,400 to 16,500 (Blender Studio meshes); game character < 10,000 tris |
| Deformation | face rig, joints, how far the mouth travels (expression bounds) | face + limbs deform |
| Camera | detail and density follow the closest view (SpeedChar) | close-up face |
| Style | stylized: creases in topology; realistic: generic base + displacement (Kaspar) | stylized |
| Symmetry | | Mirror only above ~98 % (the sheep is 21 %, posed) |
| Separate parts | eyes, teeth, hair clumps, clothing (from the body duplicate) | separate objects |
| 输入 | 为什么会改变计划 | 未说明时的默认值 |
|---|---|---|
| 用途 | film cage 在 subdivision 2 下进行 render(Kaspar);game 输出 triangle 并进行 bake | 会变形的 character:采用 film 风格的全 quad cage |
| 预算 | film:没有 vertex budget,以最少 loop 为原则(Kaspar);game:采用 triangle budget | film 风格化头部 1,650 至 4,100 个 face,身体 9,400 至 16,500 个(Blender Studio mesh);game character < 10,000 tris |
| 变形 | 面部 rig、joint、嘴部的运动幅度(expression bounds) | 面部和四肢均会变形 |
| Camera | 细节和 density 跟随最近的视角 | 特写面部 |
| 风格 | 风格化:在 topology 中表现 crease;写实:通用 base + displacement(Kaspar) | 风格化 |
| 对称性 | | 仅在约 98% 以上时使用 Mirror(sheep 为 21%,且处于 pose 状态) |
| 独立部件 | 眼睛、牙齿、发束、衣物(从身体 duplicate 得出) | 独立 object |
Workflow
工作流
-
Inspect (procedures P1): holes, manifoldness, scale, rotation, symmetry. GATE: all four written down.
-
Map: read the sculptor's face sets first (,
R.face_set_map, P1b: lip line, eye masks, ears, hooves); landmarks with coordinates, loop counts per feature from the Numbers table, crease list (check expression shape keys), per-part density. GATE: map exists before any geometry.R.face_set_review -
Choose a method per part:
Part Method Evidence Eyes, mouth, brows (deforming) : upper = lower by construction, geodesic rings, the border's count kept when inside the range; pair odd boundaries first (carve_rings(corners=, count=(lo, hi)))parity_stripv2: eyes 24 (12/12), mouth 30 (15/15) on every clean ring; forcing Kaspar's 18/24 cost 40 more poles Nasolabial, face frame, neck (map lines) alongcarve_bandof face sets (P7): one clean loop, poles pushed onto the baseenclosing_contourv2: nasolabial +18 poles; face frame opt-in, +64 poles on the sheep Limbs, ears, tail, fingers, horns (geodesic contours, root and joints found) +limb_profile(P3b, P8); straight parts:socket_tube(count=)from sectionstubev2: all 7 parts incl. the 1 m curled tail, 3 rings per joint Skull, torso, smooth masses QuadriFlow start acceptable, else grid patches little deformation Static prop, scan, bake-only QuadriFlow whole object ( )R.quadriflowLampel, Grant Abbitt Realistic human head shrinkwrap a clean generic base mesh, then fit (Kaspar BCON22 [00:20:16]) not scripted here -
Build islands separately and roughly (Kaspar: "don't focus on tweaking all the points"). Stack via(Mirror clip > Shrinkwrap Target Normal Project > Subsurf hidden in edit mode). GATE: topology gate below passes per island.
R.setup_cage -
Relax and freeze hand-built layouts:,
R.relax. Not after QuadriFlow (worsened coverage 0.44 % to 0.55 %).R.freeze -
Connect by counts:, then
R.boundary_loops/R.bridgeon equal counts; reduce the larger side first (Kaspar: wrist 10 vs hand 16 was "six too many"). GATE: no triangles created.R.weld_loops -
Volume: film(gentle defaults); game
R.fit_subdivthenR.push_outsideand a Triangulate modifier on export.R.triangulate_twisted -
Review and hand off: gates, two render sheets, handoff hygiene (P13). Report what the agent did not plan.
-
检查(流程 P1):孔洞、manifold 性、scale、rotation、symmetry。GATE:四项都必须记录下来。
-
绘制 Map:先读取 sculpt 中的 face set(、
R.face_set_map、P1b:lip line、eye mask、ear、hoof);记录 landmark 及坐标、Numbers 表中各特征的 loop 数量、crease 列表(检查 expression shape key)、各部件 density。GATE:创建任何 geometry 之前,Map 必须存在。R.face_set_review -
为每个部件选择方法:
部件 方法 依据 眼睛、嘴部、眉毛(会变形) :通过构造保证上侧 = 下侧,使用 geodesic ring;当边界数量处于范围内时保持该数量;优先成对处理 odd boundary(carve_rings(corners=, count=(lo, hi)))parity_stripv2:每个干净 ring 上眼睛为 24(12/12),嘴部为 30(15/15);强制采用 Kaspar 的 18/24 会额外产生 40 个 pole Nasolabial、面部框架、颈部(Map line) 沿 face set 的 使用enclosing_contour(P7):得到一个干净 loop,并将 pole 推至 base 上carve_bandv2:nasolabial 增加 18 个 pole;face frame 为可选启用,在 sheep 上增加 64 个 pole 四肢、耳朵、尾巴、手指、角 (geodesic contour,自动寻找 root 和 joint)+limb_profile(P3b、P8);笔直部分:用 section 生成socket_tube(count=)tubev2:全部 7 个部件,包括 1 米长的卷曲尾巴,每个 joint 使用 3 个 ring 头骨、躯干、光滑体块 QuadriFlow 起点可接受,否则使用 grid patch 变形很少 静态 prop、扫描模型、仅用于 bake 的 asset 对整个 object 使用 QuadriFlow( )R.quadriflowLampel、Grant Abbitt 写实人类头部 用 Shrinkwrap 包裹一个干净的通用 base mesh,然后执行 fit(Kaspar BCON22 [00:20:16]) 此处未编写 script -
分别且粗略地构建各个 island(Kaspar:“不要把注意力都放在微调所有点上”)。通过进行 stack(Mirror clip > Shrinkwrap Target Normal Project > 在 edit mode 中隐藏 Subsurf)。GATE:下方 topology gate 必须在每个 island 上通过。
R.setup_cage -
Relax 并冻结手工构建的 layout:、
R.relax。不要在 QuadriFlow 之后执行(coverage 会从 0.44% 恶化到 0.55%)。R.freeze -
按数量连接:先使用,然后对数量相等的 loop 使用
R.boundary_loops/R.bridge;先减少较大的一侧(Kaspar:手腕 10 对手掌 16,“多了六个”)。GATE:不得产生 triangle。R.weld_loops -
Volume:film 使用(轻度默认值);game 使用
R.fit_subdiv,然后执行R.push_outside,并在导出时添加 Triangulate modifier。R.triangulate_twisted -
Review 与 handoff:执行 gate、生成两张 render sheet、遵守 handoff 规范(P13)。报告 Agent 未规划的部分。
What an agent reaches (measured on the sheep; tests/code/blender-retopology/sheep_results.json
and compare/metrics.json
)
tests/code/blender-retopology/sheep_results.jsoncompare/metrics.jsonAgent 能达到的效果(在 sheep 上测量;tests/code/blender-retopology/sheep_results.json
和 compare/metrics.json
)
tests/code/blender-retopology/sheep_results.jsoncompare/metrics.json| Strategy | Faces | Subdiv-2 mean error | Inside | Eye / mouth rings | Closed-loop edges | Looks |
|---|---|---|---|---|---|---|
| Kaspar's own retopo | 2,596 | 0.24 % | 47 % | 5,5 / 2 | 29.9 % | clean, reads unsubdivided |
| QuadriFlow, area-matched budget | 4,372 | 0.14 % | 87 % | 0 / 0 | 1.6 % | faceted, torn ear, uniform density |
+ gentle | 4,372 | 0.045 % | 53 % | 0 / 0 | 1.6 % | smooth masses, lumpy hooves |
| + Multires Apply Base instead | 4,372 | 0.11 % | 15 % | 0 / 0 | 1.6 % | overshoot |
| Hybrid: eye rings + ear tubes + gentle fit | 4,544 | 0.042 % | 52 % | 3,3 / 0 | 5.9 % | first skill version |
| E1 run with the skill (fresh agent: face sets, warp, 4 eye rings, 5 lip rings, limb tubes) | 5,778 | 0.040 % | 51 % | 4,4 / 5 (46 to 48 verts) | 19.4 % | planned face, rippled lids, lumps at leg joins |
v2 tools, final ( | 4,980 | 0.028 % | 52 % | 4,4 clean 24-vert rings, 12/12 / 5 x 30, 15/15 | 33.9 % | best agent result: poles 5.7 % (Kaspar 5.2 %), none on clean rings, no 6-poles; nose and upper-lip patch irregular (human pass) |
Numbers flatter the agent: an aggressive fit scored 0.043 % and looked lumpier than Kaspar's cage. What stays human-level only: articulation counts with handle loops, crease loops placed from expression shapes, pole routing and loop budgets out of the face. Say so in the report.
| 策略 | Faces | Subdiv-2 mean error | Inside | Eye / mouth rings | Closed-loop edges | 外观 |
|---|---|---|---|---|---|---|
| Kaspar 自己的 retopo | 2,596 | 0.24% | 47% | 5,5 / 2 | 29.9% | 干净,即使不 subdivision 也能清楚表达形体 |
| QuadriFlow,按 area 匹配的 budget | 4,372 | 0.14% | 87% | 0 / 0 | 1.6% | 有 facet、耳朵撕裂、density 均匀 |
+ 轻度 | 4,372 | 0.045% | 53% | 0 / 0 | 1.6% | 体块平滑,但 hoof 凹凸不平 |
| + 改用 Multires Apply Base | 4,372 | 0.11% | 15% | 0 / 0 | 1.6% | 过冲 |
| 混合方案:eye ring + ear tube + 轻度 fit | 4,544 | 0.042% | 52% | 3,3 / 0 | 5.9% | 首个 skill 版本 |
| 使用该 skill 的 E1 run(全新 Agent:face set、warp、4 个 eye ring、5 个 lip ring、limb tube) | 5,778 | 0.040% | 51% | 4,4 / 5(46 至 48 个 vert) | 19.4% | 面部有规划,眼睑起伏,腿部连接处有块状凸起 |
v2 tools,最终版( | 4,980 | 0.028% | 52% | 4、4 个干净的 24-vert ring,12/12 / 5 x 30,15/15 | 33.9% | 最佳 Agent 结果:pole 占 5.7%(Kaspar 为 5.2%),干净 ring 上没有 pole,也没有 6-pole;nose 和 upper-lip patch 不规则(经人工处理) |
这些数字会让 Agent 的表现显得更好:激进 fit 的误差得分为 0.043%,但看起来比 Kaspar 的 cage 更加凹凸不平。仍然只有人类专家水平的部分是:带 handle loop 的 articulation 数量、根据 expression shape 放置 crease loop、pole routing,以及脸部之外的 loop 预算。必须在报告中说明这一点。
Numbers
数字指标
| Item | Value | Source |
|---|---|---|
| Render subdivision (film) | 2 levels; viewport 1 | Kaspar Live #6 [00:21:53]; BCON22 frame 00:26:38 |
| Joint | 3 loops over the bending part | Kaspar Live #5 [01:37:48] |
| Limb start ring | 8 verts (legs 8 then 12); Dikko arms 8 min, 10 to 12 typical, legs 18 | Kaspar Live #4 [00:06:54]; Dikko [00:13:47] |
| Eyelid | 2 loops per lid crease + ~4 across; 10/10 spans example | Kaspar Live #1 [02:11:22]; Dikko [00:04:16] |
| Studio mesh | 99.9 %+ quads, 0 to 4 valence 6+ (report and justify each), poles ~1.8 % head, ~5 % body, edge CV 0.33 to 0.8 | calibration (bx_audit on Blender Studio files) |
| Auto-remesh hint (not a gate) | edge CV ~0.17 to 0.27 on an unedited uniform remesh, near 0 % closed loops | calibration, sheep |
| Game | head 2,000 to 3,000 tris, hands ~1,000 both, body 5,000 to 6,000 | SpeedChar ep23 [00:09:58], ep24 [00:50:34] |
| Apply Base levels | 2 body, 3 head, hair, clothes | Kaspar Live #5 [02:15:03] |
| 项目 | 数值 | 来源 |
|---|---|---|
| 渲染细分(film) | 2 个级别;viewport 为 1 | Kaspar Live #6 [00:21:53];BCON22 frame 00:26:38 |
| Joint | 弯曲部分上方使用 3 个 loop | Kaspar Live #5 [01:37:48] |
| Limb 起始 ring | 8 个 vert(腿先 8 后 12);Dikko 手臂最少 8 个,通常为 10 至 12 个,腿为 18 个 | Kaspar Live #4 [00:06:54];Dikko [00:13:47] |
| Eyelid | 每个眼睑 crease 使用 2 个 loop,横向约 4 个;10/10 span 示例 | Kaspar Live #1 [02:11:22];Dikko [00:04:16] |
| Studio mesh | 99.9% 以上为 quad,valence 6+ 为 0 至 4 个(逐个报告并说明理由),头部 pole 约 1.8%,身体约 5%,edge CV 为 0.33 至 0.8 | 校准数据(对 Blender Studio 文件执行 bx_audit) |
| Auto-remesh 提示(不是 gate) | 未编辑的均匀 remesh,其 edge CV 约为 0.17 至 0.27,closed loop 接近 0% | 校准数据,sheep |
| Game | 头部 2,000 至 3,000 tris,双手合计约 1,000 tris,身体 5,000 至 6,000 tris | SpeedChar ep23 [00:09:58]、ep24 [00:50:34] |
| Apply Base 级别 | 身体 2 级,头部、头发、衣物 3 级 | Kaspar Live #5 [02:15:03] |
Quality gates
Quality gate
Code (thresholds [added], calibrated on Kaspar's sheep: 0.24 % mean, 47 % inside, coverage p95 0.82 %):
python
retopo_gate = R.topology_report(retopo)
fit_gate = R.fidelity(retopo, sculpt, levels=2)
gate = {"six_poles_to_justify": retopo_gate["valence_6plus"], "no_rim_poles": retopo_gate["rim_poles"] == 0,
"quads": retopo_gate["non_quads_visible"] == 0 or retopo_gate["quads_pct"] >= 99.0,
"subd_fit": fit_gate["mean_pct"] <= 0.3 and 40 <= fit_gate["inside_pct"] <= 60,
"coverage": fit_gate["cov_p95_pct"] <= 1.0, "loops": R.loop_stats(retopo)}
print(gate)Edge-length CV is never pass/fail (studio meshes read 0.33 to 0.8); 6-poles are reported and justified, not banned (studio 0 to 4). Also: , on mirrored faces, returns at least 3 closed rings per eye and mouth, ring counts equal before every merge, triangles only in hidden or rigid areas, budget met (). Visual (, same views as the sculpt): cage in wire (rings close, no wandering loops, poles in still areas) and subdivided matcap (lumps, pinching at poles, creases held), then the cage alone: it must read without subdivision (Kaspar Finale [01:58:41]). Score with .
crease_poles == 0center_poles == 0R.loops_around(retopo, eye, normal, max_radius)R.tri_countbx_reviewreferences/critique.md代码(阈值 [新增],以 Kaspar 的 sheep 校准:0.24% mean、47% inside、coverage p95 0.82%):
python
retopo_gate = R.topology_report(retopo)
fit_gate = R.fidelity(retopo, sculpt, levels=2)
gate = {"six_poles_to_justify": retopo_gate["valence_6plus"], "no_rim_poles": retopo_gate["rim_poles"] == 0,
"quads": retopo_gate["non_quads_visible"] == 0 or retopo_gate["quads_pct"] >= 99.0,
"subd_fit": fit_gate["mean_pct"] <= 0.3 and 40 <= fit_gate["inside_pct"] <= 60,
"coverage": fit_gate["cov_p95_pct"] <= 1.0, "loops": R.loop_stats(retopo)}
print(gate)Edge-length CV 从不作为 pass/fail(studio mesh 的读数为 0.33 至 0.8);6-pole 需要报告并给出理由,而不是一律禁止(studio 为 0 至 4 个)。另外:镜像 face 上的 、; 对每只眼睛和嘴部至少返回 3 个 closed ring;每次 merge 前 ring 数量必须相等;triangle 只允许出现在隐藏或刚性区域;必须满足 budget()。视觉检查(,使用与 sculpt 相同的视角):以 wire 显示 cage(ring 闭合、没有游走的 loop、pole 位于静止区域),再显示 subdivision 后的 matcap(检查凸块、pole 处的夹点、crease 是否保持),最后只显示 cage:它必须在不 subdivision 的情况下也能清楚表达形体(Kaspar Finale [01:58:41])。按照 评分。
crease_poles == 0center_poles == 0R.loops_around(retopo, eye, normal, max_radius)R.tri_countbx_reviewreferences/critique.mdCommon mistakes
常见错误
| Mistake | Looks like | Fix |
|---|---|---|
| Carving around QuadriFlow's closed eye slits | every eye ring odd (47, 45), no all-quad fix | |
| Counts inherited from a dense cut, or forced far below it | eye rings 46 to 48; or pole density 9.5 % | |
| 3D-nearest lookups where surfaces touch | a band or socket cut bites an ear lying on the cheek | geodesic fields, |
| Tight rings for an edge-flow loop | a ridge after subdivision | band |
| Shipping a snapped cage | subdivided surface inside the sculpt (87 %) | |
| Shrinkwrap offset for volume | cavities worse | fit, offset 0 |
Raw | CANCELED, "needs to be manifold" | |
| QuadriFlow symmetry left at its default True | wrong half on a posed mesh | |
| Relaxing an auto-remesh | tips and ears shrink | relax hand-built layouts only |
| Mark Sharp / Seam as reminders | shading breaks (4.1+), unwrap cuts | |
| Grid fill on an odd loop | FINISHED, 0 faces | count first; |
| Connecting parts early | every new loop runs everywhere | islands, count, merge last |
| Trusting mean error | lumpy fit passes | matcap review, gentle fit |
| Re-shrinkwrap after Apply Base | volume lost again | never (Kaspar Live #6 [00:20:08]) |
| Game quads left non-planar | lines in the normal map | |
| 错误 | 表现 | 修复方法 |
|---|---|---|
| 围绕 QuadriFlow 的 closed eye slit 进行 carving | 每个 eye ring 都是 odd 数量(47、45),无法得到全 quad | 在 carving 之前,对两个 odd boundary 之间运行 |
| 沿用从密集 cut 继承的数量,或将数量强制压得过低 | eye ring 为 46 至 48 个;pole density 为 9.5% | 使用 |
| 表面相接处使用 3D nearest lookup | band 或 socket cut 会切入贴在脸颊上的耳朵 | 使用 geodesic field、 |
| 为 edge-flow loop 使用过紧的 ring | subdivision 后出现 ridge | band 的 |
| 交付 snapped cage | subdivision 后的 surface 位于 sculpt 内部(87%) | |
| 使用 Shrinkwrap offset 修正 volume | cavity 变得更糟 | 使用 fit,offset 设为 0 |
在小型密集 mesh 上直接使用 | CANCELED,“needs to be manifold” | |
| QuadriFlow symmetry 保持默认 True | 在 posed mesh 上得到错误的一半 | 除非 mesh 对称,否则设置 |
| Relax auto-remesh | tip 和 ear 收缩 | 仅 relax 手工构建的 layout |
| 将 Mark Sharp / Seam 仅作为提醒标记 | shading 中断(4.1+),unwrap 出现切口 | 使用 |
| 在 odd loop 上使用 Grid fill | FINISHED,0 faces | 先执行 count; |
| 过早连接部件 | 每个新 loop 都贯穿所有位置 | 先构建 island,再 count,最后 merge |
| 过度信任 mean error | 凹凸不平的 fit 也能通过 | 使用 matcap review 和轻度 fit |
| Apply Base 后重新执行 shrinkwrap | volume 再次丢失 | 绝不能这样做(Kaspar Live #6 [00:20:08]) |
| 游戏 quad 保持非平面状态 | normal map 中出现线条 | |
Blender 5.2 notes
Blender 5.2 注意事项
- Hidden Wire is the Retopology overlay (, offset 0.01 m since 4.5); "Project Individual Elements" is
overlay.show_retopology. GUI only.snap_elements_individual = {'FACE_PROJECT'} - Slide Relax is the Relax Slide brush asset (strokes need a window, ); headless use
bx_gui. F2, LoopTools, BSurfaces are extensions;R.relax,mesh.circularize,space_edge_loops_evenlyare built in;flattenexists (4.4).mesh.select_by_pole_count - The BCON22 build's Shrinkwrap showed Smooth Factor 0.05 / Repeat 1 (frame 00:22:53); 5.2.1's Shrinkwrap has no such option.
- is always honored since 4.1; Auto Smooth is gone (Smooth by Angle modifier).
sharp_edge - Apply Base = ; QuadriFlow lost its shortcut and has the traps above.
object.multires_base_apply(apply_heuristic=True)
- Hidden Wire 现在是 Retopology overlay(,自 4.5 起 offset 为 0.01 m);“Project Individual Elements”对应
overlay.show_retopology。仅限 GUI。snap_elements_individual = {'FACE_PROJECT'} - Slide Relax 是 Relax Slide brush asset(stroke 需要在窗口中执行,使用 );headless 场景使用
bx_gui。F2、LoopTools、BSurfaces 是 extension;R.relax、mesh.circularize、space_edge_loops_evenly是内置功能;flatten已存在(4.4)。mesh.select_by_pole_count - BCON22 版本中的 Shrinkwrap 显示 Smooth Factor 0.05 / Repeat 1(frame 00:22:53);5.2.1 的 Shrinkwrap 没有此选项。
- 自 4.1 起始终会生效;Auto Smooth 已被移除(改用 Smooth by Angle modifier)。
sharp_edge - Apply Base = ;QuadriFlow 失去了快捷方式,并且存在上述陷阱。
object.multires_base_apply(apply_heuristic=True)
References
参考资料
- : tested code, P0 to P14 (inspect, face sets P1b, stack, tubes, geodesic limbs P3b, freeze/relax, annotations, QuadriFlow, map-line loops and rings, sockets, volume, checks, game, expression test, handoff, AI-mesh finishing). Load before writing any code.
references/procedures.md - : principles by expert with timestamps, face and body loop maps, clothing, game rules, the sheep experiment in full. Load when planning a face, body, clothing or game mesh.
references/expert-notes.md - : the rubric to judge your own retopo. Load at every review.
references/critique.md - : all 24 source videos with best timestamps.
references/sources.md
- :经过测试的代码,P0 至 P14(检查、face set P1b、stack、tube、geodesic limb P3b、freeze/relax、标注、QuadriFlow、map-line loop 和 ring、socket、volume、检查、game、expression test、handoff、AI mesh 收尾)。编写任何代码前先加载。
references/procedures.md - :各位专家的原则及时间戳、face 和 body loop map、服装、game 规则,以及完整的 sheep 实验。规划 face、body、clothing 或 game mesh 时加载。
references/expert-notes.md - :用于评审自身 retopo 的 rubric。每次 review 时都应加载。
references/critique.md - :全部 24 个来源视频及其最佳时间戳。
references/sources.md