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## Quick Disclaimer
Blend_My_NFTs works with Blender 3.0.0 on Windows 10 or macOS Big Sur 11.6. Linux is supported, however I haven't had the chance to test this functionality and guarantee this.
Blend_My_NFTs works with Blender 3.0.0 on Windows 10 or macOS Big Sur 11.6. Linux is supported, however I haven't had the chance to test this functionality and guarantee this. Any rendering engine works; Cycles, Eevee, and Octane have all been used by the community without issue. This add-on only works in Blender, a Cinima 4D port will be investigated in the future.
Blend_My_NFTs, this readme documenation, YouTube tutorials, live stream Q/As are all provided for free by This Cozy Studio for anyone to use and access. I only ask in return that you credit this software and kindly share what our team has built. A direct link to the Blend_My_NFTs Github page on your projects website (or equivelant social platform) would sefice. We ask you to share this tool because we feel there are many out there that would benefit from it, our only goal is to help those in need. It warms our hearts that so many people use this add-on.
@ -112,13 +112,36 @@ Let's say you are creating an NFT collection, the artwork is a .png of a person
# Blender File Organization and Structure
Organizing your NFTs Attributes and Varariants in Blender is essential to generate files with Blend_My_NFTs. Follow the organizational rules below when making your NFT .blend file:
1. Your .blend file scene must contain a `Script_Ignore` collection. Make sure the name is exactly `Script_Ignore`, include the underscore and capitalization.
- Any objects (Lights, Cameras, Background images, etc.) that stay constant throughout every NFT file are to be placed in this `Script_Ignore` collection. `Script_Ignore` may contain sub collections and all naming conventions are not required withing this collection.
2. Every Attribute is represented by a collection placed directly in the Scene collection. The name of these attribute collections **can not** contain numbers or the underscore (`_`) symbol. The name can contain spaces
3. Every Variant of each Attribute is represented by a collection. These collections are to be placed in the corresponding Attribute colleciton. The naming convention of these Variant collections is as follows:
- <`Name of Variant`>`_`<`Order Number`>`_`<`Rarity Percentage`>
- `Name of Variant` ==> Any string/number/symbol combination, must not include the underscore (`_`) symbol. Can contain spaces.
- `Order Number` ==> An incrementing number. Must increment for each Variant added to a given Attribute starting at `1`, numbers cannot repeat and must be unique for each Variant. Can only be in a single number format, do not use 001 or 0001 formats.
- `Rarity Percentage` ==> A percentage that determins the chance that the given variant will be selected. Must be a number, can contain decimals, cannot contain the percentage (`%`) symbol. See `Notes on Rarity and Weighted Variants` section for more details.
- Each Variant collection can contain everything that makes up an individual Variant; it can contain objects, lights, meshes, planes, and every other object type.
## Example of proper BMNFTs compatable Blender scene
<img width="527" alt="Screen Shot 2022-02-06 at 5 40 39 PM" src="https://user-images.githubusercontent.com/82110564/152704567-378ee98f-34a7-4cd7-8f62-441b7e1891b0.png">
In this example, notice how the main components in `Script_Ignore` can be any type of object. The collections `Body` and `Arms` are both Attribute collections; `Silver Body_1_75` and `Gold Body_2_25` are Variants of the `Body` Attribute, and have a 75% and 25% generation chance. `Silver Arms_1_75` and `Gold Arms_2_25` are Variants of the `Arm` Attribute and have the same weighted distribution as the `Body` Variants. Notice how the Variant collections in the `Arm` Attribute can contain more than one object and object type, this principle can be applied to any Variant collections.
# Steps to Generate NFTs
## Step 1.
## Step 1. - Create NFT Data
## Step 2. - Generate NFTs
## Step 3. - Refactor Batches & Create MetaData
## Step 2.
## Step 3.
## Notes on Rarity and Weighted Variants
@ -160,7 +183,7 @@ This is happens for following reasons:
This behaviour is a fundamental mathematical result, not an issue with the code. I've researched various ways of creating and enforcing rarity, this is the only way I have found that works. If you have found a better method, feel free to make a pull request explaining it and I'd be happy to review and merge it to the main Github repo for BMNFTs.
# .blend file Rarity examples:
### .blend file Rarity examples:
1. With Rarity percentage (50% 50% split)
```
@ -178,7 +201,7 @@ This behaviour is a fundamental mathematical result, not an issue with the code.
Leaving the rarity number as 0 will randomly select 1 of the variants you set in your .blend file. Note that this only works if every variant's rarity is set to 0. For an attribute its rarity or random, not both. You can have different attributes, where some are using rarity and others are randomly selected, but you cannot mix these with variants of one attribute.
# Example of more complex rarity structures:
### Example of more complex rarity structures:
```
Hat <-- Attribute