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  • #REDIRECT [[Doc:2.4/Manual/Modeling/Meshes/Primitives]]
    55バイト (6 語) - 2018年6月29日 (金) 03:39

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  • …of your 3D models will be Mesh objects. There are many starting points for Mesh objects, all accessible from the toolbox Add menu, including a cube, cylind Figure OMD.7: A selection of mesh primitives.
    92キロバイト (16,444 語) - 2018年6月29日 (金) 02:52
  • |#85 || animation options for non-mesh geometry || || || Anim |#358 || Adjustable mesh NAME position || || || Interface
    17キロバイト (2,086 語) - 2018年6月29日 (金) 02:45
  • …|[[Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh|Snap to Mesh]] |{{section|Mesh Objects
    46キロバイト (5,276 語) - 2018年6月29日 (金) 05:50
  • Quick example: Blender has a mesh UV sphere. Its parameters are: rings and segments. But we can only define t …eters) in a description file, instead of having to export each object as a mesh, writing all the vertices, etc.
    5キロバイト (748 語) - 2018年6月29日 (金) 02:51
  • *Procedural primitives? *Editable base mesh (SoC)
    2キロバイト (338 語) - 2018年6月29日 (金) 02:54
  • …ial files precedence over official ones, support usage of <code>p/8</code> primitives folder ([https://github.com/le717/LDR-Importer/issues/52 #52]) * Fix bug with high-/low-res primitives not being imported properly
    14キロバイト (2,042 語) - 2018年6月29日 (金) 06:04
  • for non mesh objects, do not use an empty for inerfacing or carying properties besides a they are also sometimes called primitives.
    17キロバイト (2,627 語) - 2018年6月29日 (金) 06:06
  • *Add the data, and then the object. For a mesh: *Fill in the data. In the mesh case, we add the lists of vertices and faces.
    8キロバイト (1,185 語) - 2018年6月29日 (金) 04:43
  • they are also sometimes called primitives. …allows to make the most profitable use of the exporter because a sculpted mesh is easily done in Blender interface and practically impossible to do with P
    14キロバイト (2,174 語) - 2018年6月29日 (金) 04:40
  • * knife tool as slice plane when started outside of mesh (not needed: knife can do this already) * Option for auto uving of mesh primitives *****
    14キロバイト (1,916 語) - 2018年6月29日 (金) 05:48
  • …30555}}: crash in Replace Mesh when physics shape is triangle mesh and new mesh has no collision faces - {{Commit|45657}} ==== Mesh Editing ====
    18キロバイト (2,221 語) - 2018年6月29日 (金) 05:48
  • …ames: name is now taken from geometry name instead of deriving it from the mesh name ({{Commit|54508}}) …Report|33758}}: Blender crashes when user goes to choose "build navigation mesh" ({{Commit|53549}})
    28キロバイト (3,416 語) - 2018年6月29日 (金) 05:53
  • To set up a volume, you create a mesh that defines the bounds within which the volume exists. In the material you * Hair rendering (BVH Traversal and Curve primitives). ({{GitCommit|b886c26d1f70}}, {{GitCommit|bd438de8c6be}})
    3キロバイト (461 語) - 2018年6月29日 (金) 06:04
  • …e (even though there's a lot of room for improvement here! Try exporting a mesh that's subdivided at renderlevel WITH all other things like bone deformatio * Support for custom lamp types (and perhaps other custom objects/primitives too!) - Not every renderer supports every lamp type Blender has, but someti
    6キロバイト (1,044 語) - 2018年6月29日 (金) 02:47
  • And others again produce different results if degenerate primitives are removed. …s), ordering of faces/vertices of a face, and/or the removal of degenerate primitives. Both triangles and quads are supported.
    6キロバイト (1,053 語) - 2018年6月29日 (金) 04:41
  • mesh and BLI_pbvh_build_grids. The former is used to build the PBVH from a mesh (or CDDerivedMesh), the later is used to build from a CCGDerivedMesh (i.e. …Mesh, MFaces are the primitives. When building from a CCGDM, grids are the primitives. (Grids are essentially an array of coordinate/normal pairs; subsurf output
    11キロバイト (1,996 語) - 2018年6月29日 (金) 04:37
  • …UV sets and mesh settings when it is obviously a Mesh tool. However, the Mesh Tool panels are pretty full, and it's actually longer than the other panels - Not a fan of drag and drop primitives. Seems like a waste of time, especially since they won't appear exactly in
    62キロバイト (10,973 語) - 2018年6月29日 (金) 02:54
  • :[[Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh|Snap to Mesh]] :[[Doc:2.6/Manual/Modeling/Meshes/Mesh Structures|- Mesh Structures]]
    46キロバイト (5,663 語) - 2018年6月29日 (金) 03:42
  • …and if fine control is necessary, [[Doc:2.6/Manual/Modeling/Meshes/Editing|mesh editing]] may be a better modeling option. ==Curve Primitives==
    15キロバイト (2,372 語) - 2018年6月29日 (金) 04:43
  • [[File:ShrinkFlatten1.png|thumb|left|200px|mesh before push/pull]] |menu={{Menu|Mesh/Curve/Surface|Transform|Warp}}
    6キロバイト (934 語) - 2018年6月29日 (金) 04:50

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