🤖
Blender
避免常见的 Blender 错误,包括变换应用、修改器顺序、UV 接缝和游戏引擎的导出设置。
安全通过
💬Prompt
技能说明
name: Blender description: Avoid common Blender mistakes — transform application, modifier order, UV seams, and export settings for game engines. metadata: {"clawdbot":{"emoji":"🧊","os":["linux","darwin","win32"]}}
Transforms
- Apply scale before export —
Ctrl+A→ Scale, or objects deform in game engines - Apply rotation for correct orientation — especially for rigged models
- Non-uniform scale breaks modifiers — apply scale before Mirror, Bevel, etc.
- Reset transforms:
Alt+G/R/S— location, rotation, scale to defaults
Object vs Edit Mode
- Object mode transforms affect whole object — Edit mode transforms geometry only
- Modifiers applied in Object mode — Edit mode shows base mesh
- Selection works differently — Object selects whole, Edit selects vertices/edges/faces
Tabto toggle — most operations mode-specific
Normals
- Flipped normals = invisible faces —
Shift+Nto recalculate outside - Check in Viewport Overlays → Face Orientation — blue is correct, red is flipped
Ctrl+Shift+Nfor flip inside — useful for interior scenes- Smooth shading issues = bad normals — recalculate first
Modifiers
- Order matters — Mirror before Subdivision, Bevel before Mirror typically
- Apply modifiers for export — game engines don't understand Blender modifiers
- Array + Curve = deformation issues — apply Array first, then Curve
- Subdivision preview vs render levels — set same for consistent export
UV Unwrapping
- Mark seams where texture can split —
Ctrl+E→ Mark Seam - Seams at hidden areas — under arms, behind ears, model edges
U→ Unwrap after marking — Smart UV Project as fallback- Check UV overlap — causes baking issues, separate islands
Origin Point
- Origin affects rotation/scale pivot —
Right-click→ Set Origin - Origin to geometry for centered pivot — Origin to 3D Cursor for precise placement
- Origin matters for game engine import — often should be at feet/base
Export for Game Engines
- FBX or glTF for Unity/Unreal — glTF for web
- Apply transforms on export — "Apply Scalings: FBX All" for Unity
- Forward axis:
-Z Forward, Up:Y Upfor Unity — different for Unreal - Embed textures or pack separately — depends on workflow
Python API (bpy)
bpy.contextis current state — selection, active object, modebpy.datais all data — access any object by name regardless of selectionbpy.opsare operators — require correct context (mode, selection)- Override context for operators —
{'object': obj, 'selected_objects': [obj]} - Most ops need Object mode —
bpy.ops.object.mode_set(mode='OBJECT')first
Common Mistakes
- Duplicate with Alt+D creates linked copy — changes affect both, use Shift+D for independent
- Delete vs Dissolve — Delete removes geometry, Dissolve merges (Edit mode)
- Proportional editing left on — affects unexpected vertices, check header
- Subdivision on high-poly crashes — start with Levels: 1, increase gradually
- Materials not linked to object — won't export, must be assigned to faces
如何使用「Blender」?
- 打开小龙虾AI(Web 或 iOS App)
- 点击上方「立即使用」按钮,或在对话框中输入任务描述
- 小龙虾AI 会自动匹配并调用「Blender」技能完成任务
- 结果即时呈现,支持继续对话优化