广告赞助
广告赞助
首页 / 高尔夫球杆全彩三维建模(高尔夫球杆全彩3D建模)

高尔夫球杆全彩三维建模(高尔夫球杆全彩3D建模)

路径
news/2026-01-08-news-10141
更新时间
2026-01-08

spons

Considering 3D modeling request

The user has asked for "Full-color 3D modeling of a golf club" in Chinese, so they likely want guidance or services for creating a 3D model. I'm thinking about whether they need instructions, workflows, or programmatic solutions like using the Blender Python API. Asking clarifying questions would be helpful, such as what software they prefer and the desired output format. I can also propose a plan and share a simple Blender script to model a golf club.Exploring 3D modeling options

The user might be looking for modeling guidance in Fusion 360 or SolidWorks, but I need to respond in Chinese to match their language. I want to keep my response concise yet helpful by providing various options.

I could suggest Blender-based polygon modeling with steps and a starter script. Alternatively, I might offer CAD parametric surfacing steps, sharing standard dimensions for different club types. I can also discuss full-color 3D printing formats and even a photogrammetry pipeline to create a textured model from a real club.Clarifying modeling constraints

I need to ask the user for specific constraints like which type of golf club they want (driver, iron, putter), how they'll use the model (rendering, real-time, or 3D printing), polygon budget, desired file format, accurate scale, and how realistic they want it. If unsure, I can provide defaults. While I can include a Blender Python snippet to create a basic club, I should keep it simple. I’ll also suggest dimensions like shaft length and grip diameter, aiming to stay concise and focused on the essentials.Preparing a Blender script

I want to provide a Blender script that creates the components of a golf club: the shaft as a tapered cylinder, the grip as a rubber material, and the head as a stretched UV sphere with boolean cuts and smooth subdivisions. I'll include PBR material placeholders and automatic UV unwrapping for the head, with instructions for running it in Blender’s scripting window.

I could also outline steps for creating the club in Fusion 360 using Loft and Boundary Fill. Since I'm limited in this environment and can't run Blender, I'll focus on providing guidance and code. I'll structure my final message with concise bullet points, lead with the expected outcome, and include initial questions for the user to confirm details before proceeding with an example pipeline and a script.Developing the Blender script

I’m focusing on creating a Blender script for modeling a golf club, starting with defining a tapered cylinder for the shaft and the grip. I'll also add a UV sphere for the head, adjusting dimensions and using methods like SimpleDeform or Taper along the Z-axis for smooth transitions. I need to ensure the proportions are correct by scaling appropriately and using Python scripting to automate these tasks.

It's crucial to include proper materials, UV unwrapping methods, and instructions on running the script in Blender. I want to keep the code manageable, aiming for about 150-200 lines, and possibly offer a simpler alternative for generating a parametric model. I'll ask the user for their preferences, such as which club type or if they need CAD files instead. Now, drafting the initial code and guidance for this process is my next step!

你是要做“高尔夫球杆”的全彩三维模型。为了一次到位,请确认这几项:

  • 用途:渲染动画/实时引擎(游戏)/彩色3D打印
  • 球杆类型:木杆(Driver)/铁杆(Iron)/推杆(Putter)
  • 精度预算:面数上限、是否需要精确到毫米的参数
  • 输出格式:glb/gltf、fbx、obj(+贴图)、step/iges、3mf/vrml(全彩3D打印)
  • 参考资料:实物照片(正侧顶)、品牌/型号、尺寸

下面给你一个 Blender 脚本,一键生成“可上色”的基础球杆模型(含杆身、握把、近似的木杆头、UV与材质节点)。可直接贴 PBR 贴图导出 glb/fbx/3mf。此为可用的起步网格,后续可按你提供的照片/尺寸微调。

使用方法

  • 打开 Blender → Scripting → 新建文本 → 粘贴并运行
  • 如有贴图,将脚本顶部的图片路径填好;否则用默认材质即可
  • 导出:File → Export → glTF 2.0(.glb) 或 FBX;3D打印用 3MF/VRML 并勾选颜色/纹理

sh

Blender 脚本(生成全彩可贴图的基础球杆)

import bpy, bmesh, math
from mathutils import Euler

# 创建专用集合,不动你的其它对象
col = bpy.data.collections.new("GolfClub")
bpy.context.scene.collection.children.link(col)

def add_to_col(obj):
    for c in obj.users_collection:
        c.objects.unlink(obj)
    col.objects.link(obj)
    bpy.context.view_layer.objects.active = obj
    obj.select_set(True)

# 场景单位
bpy.context.scene.unit_settings.system = 'METRIC'
bpy.context.scene.unit_settings.scale_length = 1.0

# 快速创建标准材质(可替换为贴图)
def make_principled_mat(name, base=(0.8,0.8,0.8,1.0), metallic=0.0, roughness=0.5, clearcoat=0.0):
    mat = bpy.data.materials.new(name)
    mat.use_nodes = True
    nt = mat.node_tree
    for n in [n for n in nt.nodes if n.type != 'OUTPUT_MATERIAL']:
        nt.nodes.remove(n)
    bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled')
    out = nt.nodes['Material Output']
    nt.links.new(bsdf.outputs['BSDF'], out.inputs['Surface'])
    bsdf.inputs['Base Color'].default_value = base
    bsdf.inputs['Metallic'].default_value = metallic
    bsdf.inputs['Roughness'].default_value = roughness
    bsdf.inputs['Clearcoat'].default_value = clearcoat
    return mat

head_mat = make_principled_mat('Head', base=(0.03,0.03,0.03,1), metallic=0.6, roughness=0.35)
shaft_mat = make_principled_mat('Shaft', base=(0.6,0.6,0.65,1), metallic=0.2, roughness=0.25, clearcoat=0.6)
grip_mat = make_principled_mat('Grip', base=(0.05,0.05,0.05,1), metallic=0.0, roughness=0.9)

![psob](/assets/images/704107F2.jpg)

# 可选:给杆头添加PBR贴图(填入你的文件路径)
HEAD_COLOR_IMG = ''  # 例: '/path/to/head_color.png'
HEAD_NORMAL_IMG = '' # 例: '/path/to/head_normal.png'
HEAD_ROUGH_IMG = ''  # 例: '/path/to/head_roughness.png'
if HEAD_COLOR_IMG:
    nt = head_mat.node_tree
    tex_color = nt.nodes.new('ShaderNodeTexImage')
    tex_color.image = bpy.data.images.load(HEAD_COLOR_IMG)
    bsdf = next(n for n in nt.nodes if n.type == 'BSDF_PRINCIPLED')
    nt.links.new(tex_color.outputs['Color'], bsdf.inputs['Base Color'])
if HEAD_NORMAL_IMG:
    nt = head_mat.node_tree
    tex_n = nt.nodes.new('ShaderNodeTexImage')
    tex_n.image = bpy.data.images.load(HEAD_NORMAL_IMG)
    tex_n.image.colorspace_settings.name = 'Non-Color'
    nrm = nt.nodes.new('ShaderNodeNormalMap')
    bsdf = next(n for n in nt.nodes if n.type == 'BSDF_PRINCIPLED')
    nt.links.new(tex_n.outputs['Color'], nrm.inputs['Color'])
    nt.links.new(nrm.outputs['Normal'], bsdf.inputs['Normal'])
if HEAD_ROUGH_IMG:
    nt = head_mat.node_tree
    tex_r = nt.nodes.new('ShaderNodeTexImage')
    tex_r.image = bpy.data.images.load(HEAD_ROUGH_IMG)
    tex_r.image.colorspace_settings.name = 'Non-Color'
    bsdf = next(n for n in nt.nodes if n.type == 'BSDF_PRINCIPLED')
    nt.links.new(tex_r.outputs['Color'], bsdf.inputs['Roughness'])

# 杆身(带锥度)
butt_r = 0.01524/2.0     # 握把端外径 ~15.24mm
tip_r  = 0.0094/2.0      # 杆头端外径 ~9.4mm
shaft_len = 1.11         # ~43.7";Driver 可改为 1.143(45")
bpy.ops.mesh.primitive_cylinder_add(vertices=32, radius=butt_r, depth=shaft_len, location=(0,0,shaft_len/2))
shaft = bpy.context.active_object; shaft.name = 'Shaft'; add_to_col(shaft)
shaft.data.materials.append(shaft_mat)

# 仅缩小底端圈,形成锥度
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(shaft.data)
bm.verts.ensure_lookup_table()
zmin = min(v.co.z for v in bm.verts); tol = 1e-5
for v in bm.verts: v.select = (abs(v.co.z - zmin) < tol)
bmesh.update_edit_mesh(shaft.data, loop_triangles=False, destructive=False)
bpy.ops.transform.resize(value=(tip_r/butt_r, tip_r/butt_r, 1.0), orient_type='LOCAL')
bpy.ops.object.mode_set(mode='OBJECT')

# 握把
grip_len = 0.26; grip_r = 0.027/2.0
bpy.ops.mesh.primitive_cylinder_add(vertices=32, radius=grip_r, depth=grip_len, location=(0,0,shaft_len - grip_len/2))
grip = bpy.context.active_object; grip.name = 'Grip'; add_to_col(grip)
grip.data.materials.append(grip_mat)

# 杆头(近似木杆/Driver形体,可贴图)
head_r = 0.055
bpy.ops.mesh.primitive_uv_sphere_add(segments=64, ring_count=32, radius=head_r, location=(0.085, 0, head_r*0.7))
head = bpy.context.active_object; head.name = 'Head'; add_to_col(head)
head.scale = (1.6, 1.3, 0.8)
bpy.context.view_layer.update()

# 压平击球面+加微弧顶冠
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(head.data)
bm.verts.ensure_lookup_table()
xmax = max(v.co.x for v in bm.verts); face_plane = xmax - head_r*0.45
for v in bm.verts:
    if v.co.x > face_plane: v.co.x = face_plane
for v in bm.verts:
    v.co.z += (0.08 * (1.0 - (v.co.x - face_plane)/(max(1e-6, xmax - face_plane)))) * (1.0 - abs(v.co.y)/(head_r*1.3))
bmesh.update_edit_mesh(head.data)
bpy.ops.object.mode_set(mode='OBJECT')

# 细分+光滑
sub = head.modifiers.new('Subdiv', type='SUBSURF'); sub.levels = 2; sub.render_levels = 2
bpy.ops.object.shade_smooth()

# UV展开(支持PBR)
bpy.ops.object.mode_set(mode='EDIT'); bpy.ops.uv.smart_project(angle_limit=66.0, island_margin=0.02)
bpy.ops.object.mode_set(mode='OBJECT')
head.data.materials.append(head_mat)

# 榫口(hozsel)并与杆身对齐 ≈ 倾角58°
hosel_len = 0.06; hosel_r = 0.0055
bpy.ops.mesh.primitive_cylinder_add(vertices=24, radius=hosel_r, depth=hosel_len, location=(0.03, 0.03, head.location.z + 0.01))
hosel = bpy.context.active_object; hosel.name = 'Hosel'; add_to_col(hosel)
hosel.rotation_euler = Euler((math.radians(90-58), 0, math.radians(15)), 'XYZ')
hosel.data.materials.append(head_mat)

# 让杆身插入榫口
shaft.location.x, shaft.location.y = hosel.location.x, hosel.location.y
shaft.location.z = hosel.location.z - hosel_len/2 + 0.005

# 父子关系
for o in (head, grip,): o.parent = shaft

# 布尔合并榫口与杆头(视觉一体)
bool_mod = head.modifiers.new('UnionHosel', type='BOOLEAN')
bool_mod.operation = 'UNION'; bool_mod.solver = 'FAST'; bool_mod.object = hosel
bpy.context.view_layer.objects.active = head
bpy.ops.object.modifier_apply(modifier=bool_mod.name)
bpy.data.objects.remove(hosel, do_unlink=True)

# 快速预览的相机与灯光
if not bpy.data.cameras:
    bpy.ops.object.camera_add(location=(0.6, -1.2, 0.45), rotation=(math.radians(75), 0, math.radians(35)))
if not bpy.data.lights:
    bpy.ops.object.light_add(type='AREA', location=(0.6, -0.6, 0.7)); bpy.context.active_object.data.energy = 1000

print('Golf club base model created. Assign PBR textures to head_mat if needed and export as GLB/FBX.')

可选方案

eladd

  • CAD 参数化(高精): Fusion 360/SolidWorks 用样条+放样+边界曲面建木杆头,杆身做变径旋转体,榫口布尔;最后出 STEP/IGES 和渲染用的 FBX/GLB。适合需要严格尺寸的场景。
  • 实物扫描(最快出真彩): 手机/相机多视角拍照 → RealityCapture/Metashape → 重拓扑与烘焙法线 → 上 PBR → glb/fbx。适合还原品牌外观和涂装。
  • 全彩3D打印: 统一到 glb/3mf/vrml,贴图使用单一 UV;避免多材质分离,小于 2K 纹理也能兼容多数机型。

告诉我你的具体用途、球杆类型与输出格式,我可以按你的约束把脚本改成对应外形(如铁杆/推杆),或给出 CAD 的精确尺寸建模流程与文件。