Let's make a character with Blenderand play withSTEP

01

Import a rough sketch.

Front

Sideplaneprojection

origin point

01

Press the [1] key to display the front view.
Open the Add tab with [shift+A], select any image in"Background" in "Image", and position the image so that thebottom of the foot is at the origin position.

02

Press the [3] key to get the side view, and thenpress
Press [shift+A] to open the Add tab and place
the side view image at the same height as thefront view image.

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STEP

02

STEPPlacing an object.

03

Transparency of a rough sketch.

Open the Add tab by pressing [shift+A] and thenSelect the image, open the Object Data Properties tab, set the depth to

Select "UV Sphere" in the “Mesh” section and"Front", make the image appear in front of the object, and check the

add an object.

"Transparency" checkbox to lower the value to make it transparent.
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STEP

04

01

Modeling

Select an object and press the Tab key toenter edit mode and edit the mesh.

02--

The [G] key is used to move vertices.
Press the Proportional Edit button in the upper rightcorner to move a vertex, which will deform the entireobject.
By moving the wheel, you can change the size of thecircle that represents the area of influence.

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STEP

05

Frequently used shortcut keys (Modeling)[shift]＋[ a ]Add Objects[Tab]

Toggle between edit mode and object mode[g]Move an object[s]

Scaling an object[r]

Rotate an object[shift]＋[ d ]Duplicate an object[x]

Delete an object[f]Connecting vertices and edges of objects, pasting faces[e]Extrude object vertices, edges, and faces[command]＋[ r ]Loop Cut[command]＋[ b ]Bevel5Frequently used shortcut keys (Select)[shift]＋[click]

Selecting multiple objects[a]Select all objects[w]

Select by specifying a selection. (*Release the mouse to deselect.)[c]

Select by specifying a selection. (*Continued selection is possible even whenmouse is released）[b]

Select object with rectangle[control]＋[Right-drag]Select objects in any shape[control]＋[ i ]Invert a selected portion of an object[l]

Select the entire mesh of an object in edit mode[control]＋[＋]

Increase the selected portion of an object in edit mode[control]＋[ー]Reduce object selection in edit mode
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STEP

06

Modeling

This button toggles between vertex
selection, edge selection, and faceselection.

01

Modeling will proceed based on the front and side drafts, making full use ofloop cuts and bevels.

*Please refer to the shortcuts on the previous page.

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Modeling02

Use [command+A] to add objects and create hands and feet.
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STEP

07

Add texture

To add color to the penguin, we will show you how to paste animage instead of applying color directly to the model.
First, we designate the area where the scissors are to be inserted
so that the surface of the model is opened into a single picture.
*It is important to make the cut in an area where the seam is asinconspicuous as possible.

01

Select an edge and right-click to mark the border (seam).

*Smooth object display like in this image can be toggled by right-clicking in[Object Mode] and selecting [Smooth Shade] from the object context menu.

9Add texture (uvmapping)02

Select the mesh and choose "UV" => "Unwrap" or "Smart UV Project" etc.
to expand the UVs.
*Specify how you want the model to be deployed cleanly.

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STEP

08

Rigging

Add bones to the resulting model.
Press [Sift]+[A] in object mode to add an armature.
Start with [Hips], which are the hips, and use [command]+[E] to stretch the bone to complete
the bone.
[Hips]becomes the Root Bone of all bones.
By grabbing and moving the Root Bone in [Pose Mode], you can move the entire body of themodel.

If you want to place certain bones apart, such as this penguin'sfeet, you can select any bone and uncheck "Connect" from theBone Properties to separate the bones.
11Required Bone List
*Unity Humanoid

Unity humanoid

mixamoRigifyNames of bones and bones required
are in accordance with Unity's
humanoid. Please refer to the table onthe left.

*Note that spelling errors or lack ofrequired bones (green areas) may
prevent proper operation.

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STEP

09

Associate a model with a boneOnce the bones are in place, let the model make the association.
-With the model selected in [Object Mode], press [Shift] to select the bones.

-Press [command]+[P] to display the menu and select [With Automatic Weights] .

-Once the parent-child relationship of all objects is established, the process is complete.

Once parenting is complete, the model
can be moved by moving bones in[Pose Mode].

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STEP

07

Final checks (Mesh inversion check)At this point, you should be able to move the model as if it were breathing life into you!
However, there may be problems such as disappearing objects when taking them to other software, so let's checkthe last part that is often overlooked.

Select the mesh in the red
area and click
Mesh => Normal => Flip
to reorient the mesh.

If the reverse side of the surface is inverted, it may not be displayed by other software.
Press the arrow to the right of the "Show Overlay" button in the upper right corner to open the Viewport Overlay menu.
If you check the Face Orientation checkbox, the area where the face is inverted will be displayed in red.

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Final checks (weight adjustment)

01

When you move a bone, it may move to an

02

If you go to [edit mode] and check the vertices that were popping

unintended area.This is because the extra

out, you will see that the left leg bone is affected.

bone is affecting that vertex.

You can remove it by pressing [×] to the right of the bone you do
not want affected.
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STEP

1101

Preparing to import themodel into AVATAVI

Once the model is created, it is time to prepare it for importing into
the correct position in "AVATAVI".
As shown in the figure on the right, the X value in the [Rotation] of
the bone transform is set to 90°.

Sets the position of the bone origin to the world origin.

02

Press [3] on the keyboard to make the model appear inlandscape view, rotate the bones by 90°, and set thetransform rotation value to -90°.

Press [shift]+[s] to bring up the menu and move the3D cursor (red-white circle) to the world origin.

Move the origin of the bone (orange ball) to the 3D cursor

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03

Then, with the bone selected, go to Object > Apply >Rotate to set the rotation value of the transform to 0°.

04

In this state, another -90° rotation is applied and theThe value of the Transform's rotation will be 90°.

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STEP

1201

Export FBX

Select all objects and armatures and export FBX!

Select all objects by dragging in [Object Mode].

02

Select File => Export =>FBX(.fbx)

03

Export with theabove settings.
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STEP

Add data to AVATAVI

13
There are three ways to enter a model into AVATAVI.
1.Save the model to the device containing the AVATAVI app and load the model in the app.
2.Save model data to Google drive, Dropbox(*1), etc. and load the URL(*2) in the app.
3.Save the model data to google drive, Dropbox, etc. and read the QR of the URL in the app.
*1 : A type of cloud service that stores files. Services that pass files to and from cannot be used.
*2 : You can also use URLs from avatar creation services that issue URLs, such as "Ready Player Me".

1. Save the model to the device containing the AVATAVI app and load the model in the app.

01

02

Combine the texture images and exported FBX

Save the Zip compressed data to the device on

into one folder and Zip compress them.

which the application is installed.

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03

Tap the home button in theupper left corner.

04

Tap the Add Avatar button
below to open the Add Avatar
window

05

Tap the "+" button to the right of "Add adownloaded avatar" to add an avatar
from your saved location.

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2.3. Add to AVATAVI app from QR

01

Upload your avatar data tothe cloud service.

02

Set no restrictions on file sharing

03

Click the link button on the rightside of the screen to copy theURL.

You can even paste
the URL directly!

04

Use a QR creation service toconvert the retrieved URL
into a QR.

05

On the Add Avatar screen, tap the QR mark to the right of"Enter URL" to read the QR you created.

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Make lots of cute charactersand play with AVATAVI!

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