1---2name: blender3description: Avoid common Blender mistakes — transform application, modifier order, UV seams, and export settings for game engines.4---5
6## Transforms
7- Apply scale before export — `Ctrl+A` → Scale, or objects deform in game engines
8- Apply rotation for correct orientation — especially for rigged models
9- Non-uniform scale breaks modifiers — apply scale before Mirror, Bevel, etc.
10- Reset transforms: `Alt+G/R/S` — location, rotation, scale to defaults
11
12## Object vs Edit Mode
13- Object mode transforms affect whole object — Edit mode transforms geometry only
14- Modifiers applied in Object mode — Edit mode shows base mesh
15- Selection works differently — Object selects whole, Edit selects vertices/edges/faces
16- `Tab` to toggle — most operations mode-specific
17
18## Normals
19- Flipped normals = invisible faces — `Shift+N` to recalculate outside
20- Check in Viewport Overlays → Face Orientation — blue is correct, red is flipped
21- `Ctrl+Shift+N` for flip inside — useful for interior scenes
22- Smooth shading issues = bad normals — recalculate first
23
24## Modifiers
25- Order matters — Mirror before Subdivision, Bevel before Mirror typically
26- Apply modifiers for export — game engines don't understand Blender modifiers
27- Array + Curve = deformation issues — apply Array first, then Curve
28- Subdivision preview vs render levels — set same for consistent export
29
30## UV Unwrapping
31- Mark seams where texture can split — `Ctrl+E` → Mark Seam
32- Seams at hidden areas — under arms, behind ears, model edges
33- `U` → Unwrap after marking — Smart UV Project as fallback
34- Check UV overlap — causes baking issues, separate islands
35
36## Origin Point
37- Origin affects rotation/scale pivot — `Right-click` → Set Origin
38- Origin to geometry for centered pivot — Origin to 3D Cursor for precise placement
39- Origin matters for game engine import — often should be at feet/base
40
41## Export for Game Engines
42- FBX or glTF for Unity/Unreal — glTF for web
43- Apply transforms on export — "Apply Scalings: FBX All" for Unity
44- Forward axis: `-Z Forward`, Up: `Y Up` for Unity — different for Unreal
45- Embed textures or pack separately — depends on workflow
46
47## Python API (bpy)
48- `bpy.context` is current state — selection, active object, mode
49- `bpy.data` is all data — access any object by name regardless of selection
50- `bpy.ops` are operators — require correct context (mode, selection)
51- Override context for operators — `{'object': obj, 'selected_objects': [obj]}`
52- Most ops need Object mode — `bpy.ops.object.mode_set(mode='OBJECT')` first
53
54## Common Mistakes
55- Duplicate with Alt+D creates linked copy — changes affect both, use Shift+D for independent
56- Delete vs Dissolve — Delete removes geometry, Dissolve merges (Edit mode)
57- Proportional editing left on — affects unexpected vertices, check header
58- Subdivision on high-poly crashes — start with Levels: 1, increase gradually
59- Materials not linked to object — won't export, must be assigned to faces