From Blender¶
Concept and hotkey mapping from Blender to Elysium Designer.
Blender is a full-featured DCC: polygon modeling, sculpting, UV
unwrapping, rendering, video editing. Elysium Designer is a much
narrower tool: it authors .esk skins, not films or 3D assets. The
overlap is in modeling primitives, brush systems, and animation.
Use Blender for; use the Designer for¶
| Use Blender for | Use the Designer for |
|---|---|
| Polygon modeling, retopo, UV unwrap | Authoring skins consumed by Elysium |
| Sculpting (multires) | Per-skin texture painting |
| Cycles / EEVEE rendering | PBR previews for skins |
| Compositor / video editor | (no equivalent) |
For the usual workflow: model in Blender → export .gltf or
.3ds → import into the Designer → texture / animate / package.
Hotkey map (selected)¶
Blender's selection-first hotkey model is similar to the Designer's. Most letters land in the same place.
| Blender | Action | Designer |
|---|---|---|
Tab |
Object / Edit mode toggle | V (vertex mode on Mesh3D) |
G |
Grab (move) | W (Move) |
R |
Rotate | E |
S |
Scale | R |
Numpad . |
Frame selected | F |
Numpad , |
Frame all | A |
Numpad 1 / 3 / 7 |
Front / Side / Top view | Orbit gizmo (top-right) |
Alt + middle drag |
Orbit | Alt + middle drag (same) |
Z |
Toggle wireframe | 4 (wireframe mode) |
Shift+A |
Add menu | Toolbox shape tools (M, F, Shift+M) |
X / Delete |
Delete | Delete |
Cmd/Ctrl + Z |
Undo | Cmd/Ctrl + Z (same) |
B |
Box select | Q (Select) with drag |
Ctrl + Tab |
Mode pie menu | F2-F6 (menu sets) |
Concept map¶
| Blender concept | Designer equivalent |
|---|---|
| Object | Placement |
| Mesh | Mesh3D placement |
| Empty | Group placement |
| Camera | Camera placement |
| Light | Light placement |
| Material | Material (Hypershade) |
| Texture image | Image placement / texture map on a material |
| Modifier stack | Deformer stack |
| Armature / Bones | Joint chain |
| Vertex group | Render part mask |
| Shape keys | Blend shapes (rig.shape_editor) |
| Action | Animation clip (Trax) |
| NLA Editor | Trax + Time Editor |
| Driver | Constraint with expression |
| Geometry Nodes | (no v1 equivalent) |
| Compositor | (no v1 equivalent) |
Import workflow¶
File > Import > glTF / OBJ… (Blender exports both natively).
Blender's UV unwrapping carries through; Designer reads UVs but
does not re-author them.
For .fbx import, install the optional blender2fbx companion
extension or re-export from Blender as .gltf.
Brush workflow¶
Blender's texture-painting and sculpting brushes are conceptually similar to the Designer's brush system. The six Designer engines (round_stamp, airbrush, bristle, texture, pattern, wet_mix) cover the most common Blender brush kinds.
Blender's .abr import is third-party; the Designer reads .abr
and .sut natively.
Coordinate system¶
Both apps use a right-handed coordinate system with Z up by default. Models exported from Blender import without axis remapping.
When Blender still wins¶
- Anything beyond UI skin authoring: feature animation, VFX, cinematic rendering, modeling complex meshes, sculpting, retopo.
- Geometry Nodes / procedural modeling.
- Compositor / video editing.
See also¶
- From Maya: sister DCC migration.
- Importing 3D models: the bridge for both.