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  • Before we review the keying tools, you should learn how to navigate in time. 1. Use the time tools to find the frame where you would like to record a setting for animation;
    92キロバイト (16,444 語) - 2018年6月29日 (金) 02:52
  • …automatisch in den ''Editiermodus'', sofern es sich bei dem Objekt um ein Mesh, eine Kurve oder eine Surface handelt. Per {{shortcut|Tab}} wechseln Sie zu …orry too much about the foregoing details. Just play around with Blender's tools and you'll get a feeling for how to work with them. Keeping {{shortcut|ctrl
    16キロバイト (2,671 語) - 2018年6月29日 (金) 02:46
  • The first step is to unwrap your mesh. You want to unwrap when you feel your mesh is complete with respect to the number of faces it needs to have. If you do The UV tools were significantly enhanced for Version 2.46. For users of Blender 2.45 and
    39キロバイト (6,968 語) - 2018年6月29日 (金) 02:53
  • …Pseudo lampe {{Literal|Area}}]], mais en utilisant une demi-sphère comme "mesh" parent. Cette approche est généralement appelée "Illumination Globale". …l|Flip Normals}} du panneau [[Doc:Reference/Panels/Editing/Mesh tools|Mesh Tools]],(''Retourner les normales''), dans la fenêtre d'édition ({{Shortcut|F9}
    7キロバイト (1,117 語) - 2018年6月29日 (金) 02:49
  • …Area Light|Pseudo Area Light]] setup, but using half a sphere as a parent mesh. This simulates an ambient light, as emitted by the sky. …lip Normals}} button in the [[Doc:Reference/Panels/Editing/Mesh tools|Mesh Tools]] Panel, (''Flipping normals''), of the Editing ({{shortcut|F9}}) Context.
    6キロバイト (950 語) - 2018年6月29日 (金) 02:47
  • |#53 || Tools for Ipos || || || Anim |#85 || animation options for non-mesh geometry || || || Anim
    17キロバイト (2,086 語) - 2018年6月29日 (金) 02:45
  • {{Page/Header|2.4|Manual/PartIX/The Datablock|Manual/PartIX/Mesh Skinning|Mesh Skinning}} …ualisation will be useful to tweak your rig, showing you which part of the mesh that a bone will move. It's possible interactively change the zone of influ
    16キロバイト (2,748 語) - 2018年6月29日 (金) 02:47
  • …|[[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
  • It's quite possible to do architectural design in Blender, but the standard tools are not exactly easy to use. Here you'll find infos & links to the various …p://www.geneome.net/blender/hostedfiles/BMAE%20v1.zip Metric/Standard Unit Mesh Creator Script] - Download link (See news link below as well)
    5キロバイト (716 語) - 2018年6月29日 (金) 02:49
  • Since there seem to be plans to integrate some kind of mesh fracture code into blender, I tried to bring in some of the features seen in commercial destruction tools I found, like rayfire or blastcode,
    6キロバイト (981 語) - 2018年6月29日 (金) 03:43
  • ==Pushing mesh object to Verse server== …ed. The mesh object must be in edit mode. Enter edit mode and click on the Mesh item in the header of 3dview:
    9キロバイト (1,453 語) - 2018年6月29日 (金) 02:45
  • …different from regular Subsurf? Subsurf simply subdivides and smooths the mesh. Multires does this as well, but new details can be added to higher levels If you've used ZBrush and know the multiresolution modeling tools, then you'll be right at home with multires.
    6キロバイト (1,010 語) - 2018年6月29日 (金) 02:48
  • = Thin Mesh= …m [[BlenderDev/NMesh|NMesh]] in that it is a thin wrapper around Blender's mesh data. The API will be similar to the current [[BlenderDev/NMesh|NMesh]] AP
    3キロバイト (426 語) - 2018年6月29日 (金) 02:45
  • ** Import profile data for different tools (maya, max, etc) in custom properties, and export these as well ** move to using derived mesh instead of straight Mesh struct
    4キロバイト (526 語) - 2018年6月29日 (金) 04:40
  • *Create a stand-alone database with a default set of data management tools (Blender Library, or Blender Kernel in code). …isualization of it! Although that could seem slower in cases, it makes the tools much more flexible, predictable, and uniform.
    13キロバイト (1,982 語) - 2018年6月29日 (金) 03:37
  • *Font preview/selection tools (patch exists) *Editable base mesh (SoC)
    2キロバイト (338 語) - 2018年6月29日 (金) 02:54
  • …to port that over to trunk. Note that this is not the Flip Normal tool in mesh edit mode, it is a rendering option. * Grid mesh primitive: can use a plane instead.
    21キロバイト (3,530 語) - 2018年6月29日 (金) 04:38
  • …ast increase in complexity required for Blender, not only in the number of tools that must be accessed, but also in the standard of richness, feedback and i …together via macros or other such mechanisms. The more isolated and modal tools become, the harder it is to isolate and repeat their actions.
    6キロバイト (976 語) - 2018年6月29日 (金) 03:36
  • ==Tools== * Mesh tools
    2キロバイト (338 語) - 2018年6月29日 (金) 03:44
  • …Whole lot of work on animation system UI!&nbsp; <br>- Over 500 Operators (tools) added now Progress is going very well! Almost 300 tools have been converted into the new "Operator" system now.<br>Here's a shortli
    13キロバイト (2,153 語) - 2018年6月29日 (金) 02:52

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