Manual

Start to finish.

This is the manual. Getting started takes you from installing to a first render in five steps; each chapter after it covers one part of the add-on.

  1. 01Getting startedWhat Fleshy needs, how to install it, and a first shot in five steps.
  2. 02The panelEverything is in the 3D viewport's sidebar (press N), under the Fleshy tab, in five sections: Fleshy, Scene, Object, Deformation and Colliders.
  3. 03Live or BakedEach set-up object either solves as you work (Live) or plays frames it has baked (Baked). Both give the same result.
  4. 04BakingBaking solves frames once and stores them in a cache file, so playback and renders cost almost nothing.
  5. 05The settingsFive settings shape the result. Regions change them on parts of the mesh, and two options handle tight folds and openings in the mesh.
  6. 06CollidersOther objects that press into a mesh: a hand, a chair, a prop, another character. A mesh always collides with itself; colliders are for everything else.
  7. 07Several meshes as oneA character made of several meshes, such as a body with a separate head, or props that squash into each other, can be deformed as one mesh, with one set of settings and one bake.
  8. 08RenderingWhat a render needs: Fleshy installed, the cache file beside the .blend, and frames baked at the subdivision level the render uses.
  9. 09When to bake againA baked frame plays only while nothing it was solved from has changed; Fleshy checks this on every frame and names what moved.
  10. 10What the panel tells youEvery message Fleshy shows, what it means, and what to do about it.
  11. 11Limits worth knowingWhat Fleshy does not do, or does differently from what you might expect, and what to do about each.
  12. 12Files, updates and uninstallingWhat Fleshy puts in your file and on your disk, and how to take it off again.
  13. 13LicenceFleshy comes in two parts, and LICENSE.txt inside the zip gives both licences in full.