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.
- 01Getting startedWhat Fleshy needs, how to install it, and a first shot in five steps.
- 02The panelEverything is in the 3D viewport's sidebar (press N), under the Fleshy tab, in five sections: Fleshy, Scene, Object, Deformation and Colliders.
- 03Live or BakedEach set-up object either solves as you work (Live) or plays frames it has baked (Baked). Both give the same result.
- 04BakingBaking solves frames once and stores them in a cache file, so playback and renders cost almost nothing.
- 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.
- 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.
- 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.
- 08RenderingWhat a render needs: Fleshy installed, the cache file beside the
.blend, and frames baked at the subdivision level the render uses. - 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.
- 10What the panel tells youEvery message Fleshy shows, what it means, and what to do about it.
- 11Limits worth knowingWhat Fleshy does not do, or does differently from what you might expect, and what to do about each.
- 12Files, updates and uninstallingWhat Fleshy puts in your file and on your disk, and how to take it off again.
- 13LicenceFleshy comes in two parts, and
LICENSE.txtinside the zip gives both licences in full.