Overwatch Buttplug for Blender

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This is a refined version of mavixtious Overwatch Buttplug

It adds a few quality-of-life-improvements for Blender users, such as:

  • Predefined materials, set up to work in Eevee and Cycles
  • Texture for the Overwatch Logo packed into .blend file
  • Reworked, lighter topology (now roughly 3.500 faces, was about 80.000)
  • Straight UVs
  • Wraps all objects in an empty for ease of linking/appending
  • Sliders for Decal Orientation, Positioning, Depth and Scale
  • Brushed Metal Effect Slider
  • Anisotropic Shader Setup for Eevee
  • Rig UI Panel


V 1.5 [2020 09 28]

  • Added Rig Panel
  • Added Decal X and Y Offset Control
  • Added Decal Scale Control
  • Added a Scratch Component to the metallic part that can be faded in or out to give the brushed metal look
  • Changed UVs around a bit so the brushing would look good
  • Changed Numerical inputs to sliders
  • Changed Subdivision Section to give more control over visibilily and levels

V 1.4 [2020 06 06]

  • Textures were once available as a separate download, but I removed them after a takedown request. I packed the logo texture into the file. Let's hope for the best.

V 1.3 [2020 06 04]

  • I just realised the prop was 3.5 meters tall. That is quite a ride. Can't believe anyone ever pointed that out.

Anyhow: it is now scaled to 10cm height.

V 1.2 [2020 06 04]

  • Removed Shrinkwrap Objects for Decal, replaced them with textures. Much nicer, tighter and lighter
  • Added a second Mirror Modifier Axis
  • New UV Maps
  • Mesh Selectability is turned OFF, to prevent clicking it while posing. Use the rig to position it.
  • Added an Armature to the Buttplug. This will allow for linking this asset into scenes.
These Properties include:
  • Decal Height: allows to use a Bump Map on the Overwatch Logo to emboss or raise it above the surface.

Decal Orientation: Rotates the Decal around its center
Subdivision Render: allows to control the amount of Render Subdivision Iterations
Subdivision Viewport: allows to control the amount of Viewport Subdivision Iterations

  • All Properties can be controlled by clicking the Root bone in Pose Mode. You will then be able to select the Custom Properties in the Properties Panel on the right-hand side of the 3D View Window.

V 1.1 [2019 08 29]

  • Improved Anisotropy for Eevee
  • Fixed some glitched normals on the metallic ring

If you have problems with this file, read the below notes on this Project Page.

Should that not solve them, hit up the Smutbase Discord Server https://discord.gg/T2DBVzH
or tweet https://twitter.com/therealcrute

Please note that if your problem could have been solved by reading the Project Page and you still ask me because you did not read through it, you will suffer my displeasure.


How to Link a Model

If you plan on linking a model, you should open the library file and hide the Armature of the rig contained within. This will avoid showing you overlapping armatures of the linked object and the Proxy Armature that you need to pose it.

I do not hide the Armature by default, because that makes people opening the files go: "Hey, there are no bones! Why isn't this rigged." I apologise for this inconvenience, please educate people about this weird behavior so we can in the future hide all our shameful rigs in our library files.

Remember: Conceal it, don't feel it. Don't let it show.

To link a model from a different blend file, place your 3D-Cursor where you want it to spawn in. Then go to File > Link
Browse to the blend file that contains your desired models and double click it
The browser will now show you the Data Blocks that make up that file. From these, chose "Collections". From the list of available collections, chose the one that has the name of the object you want, for instance, the collection that contains the rig for the PocketRocket is named just that. Deactivate the "Instance Collections" Checkbox in the right side Properties Panel, then hit the "Link" Button.

Your model is now in the scene, but you will not be able to pose it. To achieve this, select the linked object and run Object > Relations > Make Proxy.
In more complex models, this will bring up a list of objects to make the proxy off of. From these you will select an Armature Object. For these models in this pack there is only one choice, so pick it and you will have a posable Proxy Armature.

If you link in your file and the rig panel is NOT appearing, do not be alarmed, this is a security thing. You will have to reload the script manually.
There are 2 ways of doing this:

The first is to save the Scene File and then running File > Revert. This will reload everything that is a dependency of the file, which includes the script.

The second way is to switch the Outliner Panel to "Blend File" Mode, Locating the linked File that is to be reloaded and right-clicking it, then selecting "Reload".

One more important thing to mention about Linked Content is this: Any change that is not keyframed in your Scene File will be overwritten with information from the Linked Library File. So if you link a character and pose it, but you do NOT keyframe the bones' Location, Rotation and maybe Scale, those changes will, on re-loading the scene file, get lost and your pose will be reset to the rig's Rest Pose.

How to Append a Model

Luckily, Appending is nowhere near as complicated as Linking a model. Basically, Appending is just glorified Copy'n Paste. Just like with Linking, go to File > Append. From the Browser select the same Data Blocks, the Collection named after the model you want to append. As before, keep the "Instance Collections" Checkbox unchecked. And that is it.

No Rig UI in the Side-Panel

To open the Properties Panel (also known as the N-Panel) Press N or click the small arrow icon on the right side of the 3D-View Window. The Rig UI should be in the Item Tab If it is not there, this is most likely due to your Automatic Python execution being disallowed. This is a safety default.

To run the python file that creates the rig panel, either go to your Preferences > Save & Load > Blend Files > Auto Run Python Sripts and enable this, then reload the file by going to File > Revert and confirming that, or

Opening a Text Editor Window, selecting the Rig_UI python file from the dropdown that lists the text files in the current .blend and then Running Script. This will manually execute the code and build the Rig Panel.


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Filename Downloads Created Filesize
  OWButtplug_V1_5.blend   2015 2020-09-28 12:59:13 490.09 KB
πŸ’Ύ Download
  OWButtplug_V1_4.blend   1249 2020-06-06 09:38:33 466.1 KB
πŸ’Ύ Download
  OWButtplug_V1_3.blend   970 2020-06-04 21:01:10 442.11 KB
πŸ’Ύ Download
  OWButtplug_V1_2.blend   917 2020-06-04 20:34:23 448.63 KB
πŸ’Ύ Download
  OWButtplug_Decal_ImprovedAnisotropy.blend   2389 2019-08-29 13:30:50 441.31 KB
πŸ’Ύ Download
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