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  • Armatures are like articulated skeletons, that allow you to pose and deform the geometry that surrounds it. An armature is made of a series of bones co : Again it's more a feature than a display mode, using envelopes lets you deform all vertices within a bone's proximity, rather than having to explicitly de
    16キロバイト (2,748 語) - 2018年6月29日 (金) 02:47
  • |{{section|Deform |[[Doc:2.6/Manual/Modifiers/Deform/Armature|Armature]]
    46キロバイト (5,276 語) - 2018年6月29日 (金) 05:50
  • * (14931) <s>Fix for bug #11698: mesh deform modifier not working on extruded curves. ** The modifier work on the tesselated result rather than the curve itself.</s>
    39キロバイト (6,042 語) - 2018年6月29日 (金) 02:54
  • …{{BugReport|29957}}: texture generated mapping works as global with cloth modifier - {{Commit|43732}} * fix {{BugReport|30031}}: build modifier crashes when applied to bezier object - {{Commit|43782}}
    21キロバイト (2,808 語) - 2018年6月29日 (金) 05:44
  • * Fix {{BugReport|39035}}: Cycles F-Modifier truncates end/beginning frame values for repetition ({{Commit|7461fea}}) * Fix {{BugReport|39291}}: "Stepped" F-curve modifier does not work as expected when stacked after other modifiers ({{Commit|b37d
    40キロバイト (5,177 語) - 2018年6月29日 (金) 06:08
  • === Add Axis Selection on Simple Deform Modifier === …eed to deform is not already oriented in the proper directions, using this modifier is not very useful.
    22キロバイト (3,653 語) - 2018年6月29日 (金) 04:45
  • =Modifier Proposals= === Position Offset in Array Modifier ===
    9キロバイト (1,402 語) - 2018年6月29日 (金) 04:45
  • …mature bones must be evaluated first to reach the IK target, before we can deform the tube mesh with them. The ordering of objects for evaluation is quite simple once we have the graph available, algorithms for this are this are well kno
    9キロバイト (1,471 語) - 2018年6月29日 (金) 05:46
  • * Snapping doesn't work for Boolean modifier ({{BugReport|35023}}). …t three vertices of the polygon (which is weak, epic fail with e.g. Mirror modifier). See {{BugReport|37365}}.
    24キロバイト (3,198 語) - 2018年6月29日 (金) 03:43
  • …it means that the original mesh vertices/edges/faces still "exist" in the modifier mesh and so it is reasonable to, for example, find out where a certain "ori ***Nonconstructive: Modifier can do anything to mesh and other parts of Blender cannot make any assumpti
    9キロバイト (1,463 語) - 2018年6月29日 (金) 02:45
  • …tack]]. See also this page about the [[User:Artificer/ModifierStackUpgrade|modifier stack upgrade]] undertaken as part of Google's [[Dev:Ref/GoogleSummerOfCode …n object mode) and editmesh_calc_modifiers (called when in edit mode). The modifier stack is stored in the Object structure as a linked list of ModifierData st
    6キロバイト (834 語) - 2018年6月29日 (金) 02:47
  • * '''Use Goal''' Softbodies use as input the motion from animation (Ipo, Deform, Parents, etc). The "Goal" is the desired end-position for vertices based o API is a simple as this:
    19キロバイト (3,077 語) - 2018年6月29日 (金) 02:45
  • '''・Use Subsurf Modifier''' '''・Simple Deform'''
    19キロバイト (564 語) - 2019年8月1日 (木) 10:46
  • '''Deform''' :[[Doc:2.6/Manual/Modifiers/Deform/Armature|Armature]]
    46キロバイト (5,663 語) - 2018年6月29日 (金) 03:42
  • = Curve Deform = …ng a deformation on a mesh. By parenting a mesh object to a curve, you can deform the mesh up or down the curve by moving the mesh along, or orthogonal to, t
    17キロバイト (2,668 語) - 2018年6月29日 (金) 04:43
  • …r, etc. Often they are used as a bridge between the vertices and {{literal|deform bones}}; with a one on one relationship between the bones and Vertex groups …ng with Modifiers'''<br> Many modifiers contain the ability to control the modifier influence on each vertex separately. This is also done via Vertex Groups an
    12キロバイト (2,008 語) - 2018年7月24日 (火) 00:04
  • ===== The {{literal|Deform Groups}}===== …ups}}. They are used for defining the weight tables of Armature bones. All Deform Groups of an Object are strictly related to each other via their weight val
    7キロバイト (1,014 語) - 2018年6月29日 (金) 05:57
  • …anual/Modifiers/The Stack|Modifier Stack]] and you can {{Literal|Apply}} a modifier if you wish to make its changes permanent. …teral|Modify}} group of modifiers are tools a bit similar to the {{Literal|Deform Modifiers}} (see below), but which do not directly affect the shape of the
    8キロバイト (1,112 語) - 2018年6月29日 (金) 04:41
  • …e/Header|2.5|Doc:2.5/Manual/Modifiers/Deform/Cast|Doc:2.5/Manual/Modifiers/Deform/Hooks}} = Curve Modifier =
    3キロバイト (486 語) - 2018年6月29日 (金) 04:41
  • …/Header|2.5|Doc:2.5/Manual/Modifiers/Deform/Hooks|Doc:2.5/Manual/Modifiers/Deform/MeshDeform}} = Lattice Modifier =
    3キロバイト (480 語) - 2018年6月29日 (金) 04:40

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