3DxDEV is for Game Developer & Designer | Programming | UI Design | 3D Modeling | Animation | VFX Indie Game Dev | 3D Artists | 3D Modeler | 3D Animation |

Pinned Tweet
Motion capture used to cost thousands of dollars and a full studio setup 😅 QuickMagic AI does it from a single video — full 3D body tracking, ready to animate in minutes. No suit. No markers. No budget. Just AI 🔥👇 #Blender3D #B3D #MotionCapture #3DAnimation #MoCap
10
41
452
50,186
Is flattening a 3D character mesh directly against the camera lens the ultimate hack for 2D anime rendering in Blender? Indie anime creator 炭猫べべ / Sumineko_BeBe demonstrated a technique where the 3D model is dynamically squashed flat relative to the camera view. Unlike an orthographic camera—which flattens everything globally and ruins 3D environment depth—this camera-flattening setup lets you keep a full perspective camera for background parallax while rendering character meshes with a clean, orthographic-like 2D look. Have you tried using camera-space mesh flattening for NPR anime renders, or do you still prefer tweaking perspective focal lengths? #b3d #indie_anime #3DAnimation #AnimeDev
1
9
135
5,626
Procedural mesh fracturing in Blender usually means slow calculations, messy topology, or relying on heavy third-party add-ons. Environment and technical artist Jolan Huijskes built a custom Geometry Nodes fracturing solution that splits 3D models into clean, procedural stone blocks and cracked surface tiles in real time—and he's releasing the nodes for free. By leveraging Blender's Manifold booleans and accumulating cuts across individual mesh islands, the setup generates realistic stone cracks and edge damage without tanking viewport performance. Do you rely on Geometry Nodes for procedural destruction and asset variation, or do you still prefer destructible physics tools and manual sculpting? #b3d #GeometryNodes #Blender3D #TechArt #EnvironmentArt
6
87
865
29,704
Is drawing a rough stick figure on screen actually faster than manually moving control bones in a 3D viewport? Developer proNano just updated Sketch2Pose, a Blender add-on that instantly converts rough stick-figure sketches into 3D character poses. Crucially, it uses zero Generative AI—relying entirely on custom code, math solvers, and inverse kinematics (IK) logic. The new update adds support for multi-angle camera projection and works seamlessly across custom humanoid, Rigify, and Mixamo rigs. Do you prefer blocking out initial character poses with quick 2D sketches, or do you still manually position rig controllers from scratch? #b3d #Blender3D #3DAnimation #IndieDev
2
17
210
10,677
6
5
80
3,219
Take a look at this 👀 @RyanLykos showcased this assault rifle rig in Blender, and that auto magazine mechanism is insanely satisfying 🔥 The added firing MCH idea makes this even more exciting. #B3D #Blender3D #Animation #Rigging
3
123
1,516
48,145
ASKING GPT 6 ASTRA FOR A COMPLEX 3D MODEL
11
1,002
Creating a custom, photorealistic 3D human head used to take days of manual sculpting or expensive 3D scanning rigs. Now, KeenTools makes it possible to generate a fully rigged Unreal Engine MetaHuman using just a few reference photos and their FaceBuilder Blender add-on. By aligning a 3D head model directly onto reference photos in Blender, FaceBuilder bakes facial geometry and textures that import seamlessly into Unreal's MetaHuman pipeline. #b3d #UnrealEngine #MetaHuman #3DModeling
7
84
871
40,228
3D modeling and texture artist Claudia Aylas brought Junji Ito's iconic character Tomie into 3D using ZBrush, Maya, Substance 3D Painter, and Marmoset. Instead of clean PBR shading, Claudia focused on hand-painted texturing to capture the raw, cross-hatched graphic style of traditional horror manga. Do you prefer non-photorealistic (NPR) manga renders that keep line work and ink shading, or fully realistic photorealistic horror sculpts? #3Dart #ZBrush #Substance3DPainter #JunjiIto #CharacterArt
1
7
1,124
Cascadeur just broke animation.🤯🔥 →AI inbetweening, smart posing, physics tools – all running locally on your machine. →No tokens. No credits. No cloud. Just unlimited animation experiments. 🔗Link In Comments →If you animate for games, film, or Roblox, you need to try this. #Cascadeur #gamedev #indiedev #3Danimation
3
17
250
14,053
Blender Extensions Platform update: the system will soon be expanded to support asset libraries as well. Learn more: devtalk.blender.org/t/asset-… #b3d
1
61
981
24,182
Is physically accurate spectral atmosphere in 3D renders actually worth the extra computation cost? Physical Addons released Physical Atmosphere² for Blender—a complete rebuild of their hugely popular Physical Starlight and Atmosphere add-on. Instead of simple sky domes or static HDRI maps, it calculates true spectral atmospheres with multiple light scattering, realistic ozone absorption, and customizable air pollution levels. It even works at orbital scale, allowing seamless transitions from ground level all the way to outer space. Do you prefer physically calculated spectral skies in Blender, or do you still rely on traditional HDRI environment maps? 🔗 superhivemarket.com/products…
1
9
191
8,203
MetaHuman Facial Rig Transfer (MHFRT) is a Blender add-on created by Souhail Ninia, available on Superhive. It provides automated retopology and facial rigging for custom 3D head models in under 10 minutes. 🔗 superhivemarket.com/products…
3
43
683
27,103
Is simplifying facial rigs down to minimal controls better for animation speed, or does it strip away too much artistic freedom? 3D artist and animator Lee (@leedoppo) shared a preview of the upcoming #MynaRig for Maya, designed around a clear core philosophy: reducing controller complexity so animators can pose expressions in as few moves as possible. It prioritizes immediate usability while retaining automated secondary motion—like automatic eyelid movement and dynamic pupil highlight sway carried over from the Ryuryu rig. Do you prefer streamlined, low-controller facial rigs that get straight to posing, or hyper-complex rigs with full micro-control over every joint? #3DAnimation #Maya3D #AnimeDev #MynaRig
8
103
1,548
37,451
The rig is built for Maya and scheduled for release later this year! What’s your biggest time-sink when posing stylized anime expressions—eyebrows, eye shapes, or mouth corners?
1
1,075
Shoulder and chest deformation is notoriously one of the hardest problems to solve in character rigging. Most technical artists rely on dozens of corrective blendshapes, heavy muscle systems, or complex deformers to prevent mesh collapse. But Matt Le-Fevre, Senior Technical Artist at Ninja Theory, tackled it using 100% joints attached to curves—with zero blendshapes required. By letting poses drive authorable curves, the underlying joint skeleton handles non-linear movement, volume preservation, and twist offsets seamlessly. Are you still relying on corrective blendshapes for shoulder rigs, or are you moving toward pose-driven curve and RBF joint setups?
21
221
2,378
134,235