3D 场景Kensei @0xKense12026-11-020:28

由概念设定图制作的划船游戏角色

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作者分享了用 Opus 5.5 制作可直接用于游戏的 3D 角色的流程。先把概念设定图切成多个视角,用 Tripo 生成模型,再通过 Claude Code 编写 Python 脚本在 Blender 中完成绑骨和动画,最后用于一款 Unity 网页游戏。

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rig model.glb for animation. run blender headless with python scripts only and save every script so you can rerun it
1. apply all transforms, merge duplicate verts, scale to [height] m, feet on the floor
2. render orthographic front and side views with a grid, open them and write the joint positions (hips, spine, neck, head, shoulders, elbows, wrists, knees, ankles) to joints.json
3. build the armature on those joints. long cloth below the hips (cape, coat skirt) gets 2 bones of its own, front and back, children of the hips
4. bind with automatic weights, then fix them with rules in code: torso, collar, scarf and coat get 0 on the arm bones, the head bone moves only the head and hair, belt and pouches go 100% on the hips, the skirt goes on the cape bones, max 4 bones per vertex, normalize
5. pose test: arms up 90, arms forward 60, a step with each leg, a head turn. render each pose front and side, open the renders, list every spot where the mesh tears or stretches, fix the weights there and render again, max 3 rounds
6. export fbx

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作者提到的工具

Claude CodeBlenderTripoUnityPython

原帖:https://x.com/0xKense1/status/2117273092284112963

全部作品数据开源在 GitHub · awesome-opus-5.5-video。

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