关于我的blender only文件的使用以及注意事项About the use and precautions of my blender only file
Added 2024-02-26 10:33:01 +0000 UTC替换模特的方式和注意事项
Methods and precautions for replacing models
首先我们需要删掉原本的s4studio mesh替换为我们自己的模特,
Firstly, we need to delete the original s4studio mesh and replace it with our own model,
因为需要布料模拟,所以我的模型放大了十倍.
Because it requires fabric simulation, my model has been magnified ten times
(如果不需要布料模拟可以删除布料模拟修改器)
(If you don't need fabric simulation, you can delete the fabric simulation modifier)
导入我们自己的人物后,先将我们的人物放大十倍(注意自带的骨骼也要放大十倍)
After importing our own characters, first enlarge our characters ten times (note that the built-in bones should also be enlarged ten times)
再根据衣服的大小调整人物的大小到差不多的位置
Adjust the size of the characters to a similar position based on the size of the clothes
可以通过对齐人物骨骼点和文件自带骨骼点的方式调整大小
You can adjust the size by aligning the character's bone points with the file's built-in bone points
之后使用雕刻工具整理穿模的部分,使衣服完全包裹住人物
Afterwards, use carving tools to organize the parts of the mold that are worn, so that the clothes completely wrap around the character
(注意形态键在雕刻前,选中基型)
(Note that before carving, select the base type for the shape key)
然后将人物的骨骼修改为文件自带的骨骼(注意不要删除人物自带骨骼)
Then modify the character's bones to the ones included in the file (be careful not to delete the character's bones)
如果需要使用布料模拟,需要给人物添加物理-碰撞-将阻尼拉满-将摩擦改为55
If you need to use fabric simulation, you need to add physics to the character - collision - full damping - change friction to 55
在摆动作的时候可能人物模型会和衣服模型有些许穿模,
When performing movements, the character model may have some slight resemblance to the clothing model,
但是因为布料模拟需要碰撞体,所以不要删除布料模拟碰撞区域的模型
But because fabric simulation requires collision bodies, do not delete the model of the collision area in fabric simulation
摆动作的注意事项
Precautions for swinging movements
因为需要进行布料模拟,所以我们先给没有动作的骨骼打个帧,之后给有动作的骨骼打个帧
Because fabric simulation is required, we first insert keyframes for bones without actions, and then insert keyframes for bones with actions
因为骨骼是形变模拟器,如果直接摆动作后模拟,会导致衣服畸形
Because bones are deformation simulators, simulating them directly after swinging can lead to clothing deformities
如果动作是从外部导入,需要先将有动作的骨骼打帧,后回到起始帧,将骨骼动作清零后打帧后模拟即可
If the action is imported from outside, you need to first frame the bones with actions, then return to the starting frame, reset the bone action to zero, frame it, and simulate it
替换材质以及材质丢失的处理办法
Methods for replacing materials and handling material loss
首先我们要将三个节点插件勾上分别是:
Firstly, we need to tick off the three node plugins, which are:
节点:node arrange
节点:node presets
节点:node wrangler
之后将BSDF节点前的节点全部删除。在材质节点编辑器内按快捷键shift+ctrl+T
Afterwards, delete all nodes in front of the BSDF node. Press the shortcut key shift+ctrl+T in the Material Node Editor
后找到我们的贴图文件夹对应材质球名称的贴图即可
After finding our texture folder, you can find the texture corresponding to the name of the shader
贴图丢失以及替换贴图方法相同
Map loss and replacement methods are the same
也可以将多材质的部分,按材质分离
Multiple material parts can also be separated by material