[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-1-en-105":3,"doc-seo-573700-105":53,"doc-detail-573700-en":126},{"code":4,"msg":5,"data":6},0,"success",[7,14,19,24,29,34,39,44,49],{"id":8,"doc_module":9,"doc_module_name":10,"category_name":11,"show_sort_weight":12,"slug":13},11,1,"Template","Presentations",90,"presentations",{"id":15,"doc_module":9,"doc_module_name":10,"category_name":16,"show_sort_weight":17,"slug":18},12,"Resumes",80,"resumes",{"id":20,"doc_module":9,"doc_module_name":10,"category_name":21,"show_sort_weight":22,"slug":23},14,"Invoices",70,"invoices",{"id":25,"doc_module":9,"doc_module_name":10,"category_name":26,"show_sort_weight":27,"slug":28},15,"Posters",60,"posters",{"id":30,"doc_module":9,"doc_module_name":10,"category_name":31,"show_sort_weight":32,"slug":33},16,"Social Media",50,"social-media",{"id":35,"doc_module":9,"doc_module_name":10,"category_name":36,"show_sort_weight":37,"slug":38},17,"Forms",40,"forms",{"id":40,"doc_module":9,"doc_module_name":10,"category_name":41,"show_sort_weight":42,"slug":43},18,"Letters",30,"letters",{"id":45,"doc_module":9,"doc_module_name":10,"category_name":46,"show_sort_weight":47,"slug":48},21,"Paper Templates",5,"papers-templates",{"id":50,"doc_module":9,"doc_module_name":10,"category_name":51,"show_sort_weight":4,"slug":52},158,"General","general-158",{"code":4,"msg":54,"data":55},"ok",{"site_id":56,"language":57,"slug":58,"title":59,"keywords":60,"description":61,"schema_data":62,"social_meta":119,"head_meta":121,"extra_data":123,"updated_unix":125},105,"en","blender-cheat-sheet-modeling-rigging-and-export-checklist","Blender-Cheat-Sheet - Modeling, Rigging and Export Checklist","","Cheat sheet outlining a practical Blender workflow for creating a 3D character. Covers a step-by-step modeling pipeline from reference images, facial loops, torso and limbs, to hair, clothing, textures, UV unwrapping, shader setup, normals, and optional outlines. Includes rigging guidance with Rigify metarig, secondary bones, weight painting per bone, animation, shape keys, and export recommendations for Godot using .glb/.gltf while avoiding modifiers and exporting materials.",{"@graph":63,"@context":118},[64,80,101],{"@type":65,"itemListElement":66},"BreadcrumbList",[67,71,74,77],{"item":68,"name":69,"@type":70,"position":9},"https://docshare.wps.com","Home","ListItem",{"item":72,"name":10,"@type":70,"position":73},"https://docshare.wps.com/template/",2,{"item":75,"name":51,"@type":70,"position":76},"https://docshare.wps.com/template/general/",3,{"item":78,"name":59,"@type":70,"position":79},"https://docshare.wps.com/template/blender-cheat-sheet-modeling-rigging-and-export-checklist/573700/",4,{"url":78,"name":59,"@type":81,"image":82,"author":87,"headline":59,"publisher":90,"fileFormat":93,"inLanguage":57,"description":61,"dateModified":94,"datePublished":95,"encodingFormat":93,"isAccessibleForFree":96,"interactionStatistic":97},"DigitalDocument",{"url":83,"@type":84,"width":85,"height":86},"https://docshare.wps.com/thumbnails/blender-cheat-sheet-modeling-rigging-and-export-checklist/573700.png","ImageObject",442,249,{"name":88,"@type":89},"jay","Person",{"url":68,"name":91,"@type":92},"DocShare","Organization","application/pdf","2026-10-16","2026-10-14",true,{"@type":98,"interactionType":99,"userInteractionCount":76},"InteractionCounter",{"@type":100},"ViewAction",{"@type":102,"mainEntity":103},"FAQPage",[104,110,114],{"name":105,"@type":106,"acceptedAnswer":107},"What is the recommended overall modeling principle in this cheat sheet?","Question",{"text":108,"@type":109},"The cheat sheet states the basic principle is “Build, Adjust Repeat,” and emphasizes building proper topology first—especially around areas that bend, such as facial features, knees, elbows, and shoulders.","Answer",{"name":111,"@type":106,"acceptedAnswer":112},"How should rigging be approached using Rigify?",{"text":113,"@type":109},"Use a basic human metarig as the base, remove unneeded bones, rig secondary parts (like clothing, hair, breasts), preserve bends for better IK function, and weight paint each bone individually for finer control.",{"name":115,"@type":106,"acceptedAnswer":116},"What export settings are recommended for Godot?",{"text":117,"@type":109},"It recommends exporting as .glb or .gltf for Godot, including visible elements, avoiding applying modifiers for shape keys, and not exporting materials. It also specifies exporting deformation bones only, along with animation actions.","https://schema.org",{"og:url":78,"og:type":120,"og:title":59,"og:site_name":91,"og:description":61},"article",{"robots":122,"canonical":78},"index,follow",{"doc_id":124,"site_id":56},573700,1792119600,{"code":4,"msg":5,"data":127},{"doc_id":124,"user_id":128,"nickname":88,"user_avatar":129,"doc_module":9,"category_id":50,"category_name":51,"doc_title":59,"doc_description":61,"doc_content":130,"file_id":131,"file_url":132,"file_type":133,"file_size":134,"view_count":76,"is_deleted":4,"is_public":9,"is_downloadable":9,"audit_status":9,"page_count":9,"language":135,"language_code":57,"site_id":56,"html_lang":57,"table_of_contents":136,"faqs":137,"seo_title":138,"seo_description":61,"update_tm":139,"read_time":4},3985747858866,"https://ap-avatar.wpscdn.com/davatar_a8503ba1806abce46bf441b54a3ca4cd","CHEAT SHEET  \nThe Process  \n1) Reference images  \n2) Model core face loops  \n3) Make face loops 3-dimensional  \n4) Fill in face/ create jaw  \n5) Extrude to back of head and neck  \n6) Model ears  \n7) Model eye and mouth sockets  \n8) Model eyebrows  \n9) Model eyelashes  \n10) Model eyes  \n11) Model torso  \n12) Model crotch and legs  \n13) Model arms  \n14) Model hands  \n15) Model breasts / buttocks  \n16) Configure Bezi er curves for hair  \n17) Convert hair to mesh  \n18) Adjust hair in Sculpt Mode  \n19) Model clothing  \n20) Create base texture  \n21) UV unwrap  \n22) Configure shader  \n23) Adjust normals ( optional)  \n24) Add outlines ( optional)  \n25) Add simple Rigify metarig  \n26) Add secondary bones  \n27) Weight paint the model  \n28) Animate the model  \n29) Shape Keys  \n30) Export the model  \nExport  \nFor Godot- .glb or .gltf work best  \n Include Visible  \n NO Apply modifiers (for shape keys)  \n NO Export materials  \nExport Deformation Bones Only Animations Actions  \nModeling   \n Basic principle is “Build, Adjust Repeat”  \n Topology is important around parts that bend (ie facial features knees, elbows shoulders)  \n Much easier to build proper topology first, then build model around it ( especially for face)  \nRigging  \n Rigify is built-in and has a large support community, so is generally recommended  \n Use a basic human metarig as a base and remove unneeded bones  \n Secondary parts of the model can also be rigged ( [ie. clothing](ie. clothing), hair, breasts )  \n Preserve bends on arms and legs for better IK function  \n Weight paint each bone individually to have more control  \nDuplicate + Sculpt  \nBest for shirts pants, jackets  \nCloth Physics  \nBest for skirts and looser clothing  \nDirect Modeling  \nScarfs and bows etc .  \nThe Tools  \nMove/Grab Rotate Scale  \nShrink/Fatten  \nG  \n R   \n S   \n S   \nSelect All Delete Add Object  \nRename  \nFront Ortho Right Ortho Perspective Camera View  \n NP 1   \n NP 3   NP 5   \n NP 0   \nExtrude Loop Cut/Slide Fill Faces  \nMerge  \nCTRL  \n[https://www.youtube.com/watch](https://www.youtube.com/watch)?v=dd6G2S6MQ6U  \n[https://codernunk.com/tutorials/](https://codernunk.com/tutorials/)[ ](https://codernunk.com/tutorials/)[complete-3d-character-guide/](complete-3d-character-guide/)","cbCaibBVqIMfItq9","https://ap.wps.com/l/cbCaibBVqIMfItq9","pdf",5038753,"English","# The Process\n## Modeling\n## Rigging\n## Duplicate + Sculpt\n## Cloth Physics\n## Direct Modeling\n# The Tools\n## Transform and Editing\n## View and Camera\n## Modeling Utilities\n# Export\n## Godot Format Recommendations","[{\"question\":\"What is the recommended overall modeling principle in this cheat sheet?\",\"answer\":\"The cheat sheet states the basic principle is “Build, Adjust Repeat,” and emphasizes building proper topology first—especially around areas that bend, such as facial features, knees, elbows, and shoulders.\"},{\"question\":\"How should rigging be approached using Rigify?\",\"answer\":\"Use a basic human metarig as the base, remove unneeded bones, rig secondary parts (like clothing, hair, breasts), preserve bends for better IK function, and weight paint each bone individually for finer control.\"},{\"question\":\"What export settings are recommended for Godot?\",\"answer\":\"It recommends exporting as .glb or .gltf for Godot, including visible elements, avoiding applying modifiers for shape keys, and not exporting materials. It also specifies exporting deformation bones only, along with animation actions.\"}]","Blender-Cheat-Sheet - Modeling, Rigging and Export Checklist | PDF",1791944465]