rewind· 来源· @rewind02 · X·· 8 天前AI 评分68
正文 · 原文
ready-to-use 3D models created using tripo + claude opus 5.5 + blender...
tripo makes the model. opus checks and fixes it
the trick is never letting opus model from scratch, but there’s a smart way to set it up:
- step 1: make a 4-view reference sheet (front, back, sides) with the character in an a-pose
- step 2: generate in tripo p2.0 (~26 sec per textured asset): head, body and hair as separate parts, up to 25k quads each
- step 3: auto rig in tripo (humanoid, vrm 1.0 preset with fingers), then export glb with textures + animation on
- step 4: open it in blender, connect opus 5.5 through blender mcp and ask: “check the skeleton, weights, texture links and foot contact. don’t fix anything yet”
- step 5: let opus fix what it found: missing tail bones, hair weights, hands clipping into the body
- step 6: have opus cut it under 40k triangles and export fbx
- step 7: import into unity 6 as a humanoid rig and compare the rest pose to the original before touching animations
who does what:
- tripo p2.0: mesh, textures, rig, base animation
- opus 5.5: inspects, fixes rigs, weights and clipping, exports
- blender: the workshop where every fix happens
- unity 6: the game
- you: pick the best variant and sign off
and the rule that saves the project... most bugs live between the tools, not inside them
来源:rewind · x.com