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	<title>利用者:Axelmening - 版の履歴</title>
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	<updated>2026-08-31T19:05:58Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Axelmening&amp;diff=147331&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Axelmening&amp;diff=147331&amp;oldid=prev"/>
		<updated>2018-06-28T21:08:47Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:08時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Axelmening&amp;diff=147330&amp;oldid=prev</id>
		<title>wiki&gt;Axelmening: /* 11. UV Tools (not finished yet) */</title>
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		<updated>2018-01-25T11:45:21Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;11. UV Tools (not finished yet)&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;sorry for my English, I use translator&lt;br /&gt;
&lt;br /&gt;
[https://blenderartists.org/forum/member.php?144900-so3Datel My profile on blenderartists.org]&lt;br /&gt;
&lt;br /&gt;
= 1. Fast switching between vertices, edges and polygons in edit mode =&lt;br /&gt;
&lt;br /&gt;
By default, to switch between the vertices, edges and polygons, you press Ctrl + Tab and in the dropdown menu select the desired option by clicking LMB or pressing 1,2,3.&lt;br /&gt;
&lt;br /&gt;
I suggest replacing the hotkeys like this: 1 - vertices 2 - edges 3 - polygons.&lt;br /&gt;
To select more than you need to press Shift +1,2,3.&lt;br /&gt;
For example, I'm in the vertices mode. I press Shift +2 - editing vertices and edges, Shift +3 - editing vertices and polygons, Shift +2 +3 - edit vertices, edges and polygons.&lt;br /&gt;
&lt;br /&gt;
You can select (Shift+1+2+3) and deselest (Shift+1+2+3) additional desired mod.&lt;br /&gt;
&lt;br /&gt;
Of course this can also be done by clicking on icon with pressed Shift.&lt;br /&gt;
&lt;br /&gt;
Example of creating (without Shift selection):&lt;br /&gt;
&lt;br /&gt;
[[File:Shortcut.jpg|512px|Link=]]&lt;br /&gt;
&lt;br /&gt;
Good:&lt;br /&gt;
- Fast switching between vertices, edges and polygons&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
- Can not switch between layers in editing mode, you need to change the hotkeys. But I think if you're in edit mode, editing is the primary task.&lt;br /&gt;
&lt;br /&gt;
= 2.Multiple Loop Subdivide =&lt;br /&gt;
&lt;br /&gt;
''' Multiple Loop Subdivide '''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's look at how it works standard Loop Subdivide.&lt;br /&gt;
&lt;br /&gt;
1. Press Ctrl + R&lt;br /&gt;
&lt;br /&gt;
2. Move the cursor to the edges. Ghost Loop sticks to 50% of the center edge.&lt;br /&gt;
&lt;br /&gt;
3. Click LMB to activate Loop Subdivide and slide over the edges.&lt;br /&gt;
&lt;br /&gt;
4. Choose a location and click LMB to position the Loop Subdivide.&lt;br /&gt;
&lt;br /&gt;
To create another Loop Subdivide, you need to repeat these step by step.&lt;br /&gt;
What if we need to do 10 or 20 Subdivideb Loop?&lt;br /&gt;
&lt;br /&gt;
Proposal. Multiple Loop Subdivide&lt;br /&gt;
&lt;br /&gt;
How it should work&lt;br /&gt;
&lt;br /&gt;
1. Press hotkey (maybe Ctrl + Shift + R)&lt;br /&gt;
&lt;br /&gt;
2. Move the cursor to the edges. Ghost Loop stick directly to the cursor, not the mid-50% edge, and already slides along the edges. This will immediately put a loop where the cursor is located.&lt;br /&gt;
&lt;br /&gt;
3. Press LMB for positioning Loop Subdivide.&lt;br /&gt;
&lt;br /&gt;
4. Tool does not stop working. Repeat steps 2 and 3. MMB rotate the model and place loops, without interrupting tool works.&lt;br /&gt;
5. To stop the tool, press RMB or Estsape.&lt;br /&gt;
&lt;br /&gt;
Example video http://www.youtube.com/watch?v=i2YLNVkSPOs&lt;br /&gt;
&lt;br /&gt;
Wheel or + NumPad / - Numpad to control the number of loops.&lt;br /&gt;
&lt;br /&gt;
You can choose what to use, the default Loop Subdivide (Ctrl + R) or Multi Loop Subdivide (Ctrl + Shift + R)&lt;br /&gt;
&lt;br /&gt;
I think it's faster and more convenient for placing a plurality of loops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 3. UV. Pack Islands. Smarter algorithm for more compact packing =&lt;br /&gt;
Blender UVs packing algorithm is not perfect, a lot of empty space, holes are not closed.&lt;br /&gt;
&lt;br /&gt;
simple example:&lt;br /&gt;
&lt;br /&gt;
[[File:5.jpg|512px|Link=]]&lt;br /&gt;
&lt;br /&gt;
We need better UVs packing algorithm with filling holes and compact packing&lt;br /&gt;
&lt;br /&gt;
Is it possible to make the package more smart to better packaging? I think the machine (PC) handle this better and faster than a human.&lt;br /&gt;
&lt;br /&gt;
Let the automatic packing lasts 5-10 minutes, it is still faster than manual packaging and save my energy))&lt;br /&gt;
&lt;br /&gt;
Several principles of packaging:&lt;br /&gt;
&lt;br /&gt;
[[File:Uv_principles_1.jpg|512px|Link=]]&lt;br /&gt;
&lt;br /&gt;
== Also we need more tools: ==&lt;br /&gt;
&lt;br /&gt;
* Manipulators (Move, Rotete, Scale)&lt;br /&gt;
&lt;br /&gt;
Press G + Y, or G + MMB, this is slower than hold and drag manipulator axis&lt;br /&gt;
&lt;br /&gt;
[[File:AxelMeningProposalUVManipulatorsPropos001.jpg|876px|Link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:AxelMeningUVManipulatorsProposal001.jpg|420px|Link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:AxelMeningUVManipulatorsGrabZoneProp001.jpg|513px|Link=]]&lt;br /&gt;
&lt;br /&gt;
* Display several UVs on one canvas&lt;br /&gt;
&lt;br /&gt;
[[File:AxelMeningpProposalUVMultyUVsPropos001.jpg|840px|Link=]]&lt;br /&gt;
&lt;br /&gt;
in the N or T-panel choose amount UVs&lt;br /&gt;
&lt;br /&gt;
[[File:AxelMeningpProposalUVDisplayAmountPropos001.jpg|138px|Link=]]&lt;br /&gt;
&lt;br /&gt;
* Packing Options&lt;br /&gt;
&lt;br /&gt;
[[File:AxelMeningproposalUVPackOptionsPropos001.jpg|202px|Link=]]&lt;br /&gt;
&lt;br /&gt;
= 4. Quick Navigation &amp;amp; Transformation =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Quick_Navigation_&amp;amp;_Transformation_1.jpg‎|512px|Link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Navigation ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Quick_Navigation_&amp;amp;_Transformation_22.jpg‎|256px|Link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Visible - restrict viewport visibility for the object types.&lt;br /&gt;
&lt;br /&gt;
Example. If you choose only the Mesh Type, in the viewport will be visible only mesh objects, other types of objects will not be visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Quick_Navigation_&amp;amp;_Transformation_33.jpg‎|512px|Link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Selected - restrict viewport selection for object types.&lt;br /&gt;
&lt;br /&gt;
Example. If you choose only the Curve type of object, in the viewport will be select only Curves, other types of objects will not be selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Quick_Navigation_&amp;amp;_Transformation_55.jpg‎|512px|Link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the popup menu:&lt;br /&gt;
&lt;br /&gt;
You can select or deselect the types of objects by clicking LMB on the check box.&lt;br /&gt;
&lt;br /&gt;
Press A to select all and deselect all object types.&lt;br /&gt;
&lt;br /&gt;
Press Ctrl + LMB click to select one type of object and deselect all others.&lt;br /&gt;
&lt;br /&gt;
Alt + scroll to select one of the types of objects without unfolding window object types.&lt;br /&gt;
&lt;br /&gt;
You can combine Visible and Selected Restrict for faster navigation in the viewport, and easier manipulation of objects in a complex and difficult scenes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Transformation ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Quick_Navigation_&amp;amp;_Transformation_44.jpg‎|256px|Link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same as Transformation, Rotation, Scale in N-panel.&lt;br /&gt;
&lt;br /&gt;
Needed if you want to make the transformation to a specific size.&lt;br /&gt;
&lt;br /&gt;
To switch between Transformation, Rotation, Scale chooses a manipulator (without Shift + click to select multiple)&lt;br /&gt;
.[[File:Quick_Navigation_&amp;amp;_Transformation_77.jpg‎|158px|Link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Move your cursor to the x, y, z value and press Alt + RMB - Reset Single to default value (Transform and Rotate to 0, Scale to 1)&lt;br /&gt;
&lt;br /&gt;
Move your cursor to the x, y, z value and press RMB and choose:&lt;br /&gt;
&lt;br /&gt;
[[File:Quick_Navigation_&amp;amp;_Transformation_11.jpg‎|100px|Link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 5. Cycles. Material to override exclusion =&lt;br /&gt;
&lt;br /&gt;
Select the objects that retain their materials&lt;br /&gt;
&lt;br /&gt;
Create a group.&lt;br /&gt;
&lt;br /&gt;
Select a group in the &amp;quot;Override exclusion:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This group of objects will not change their materials. For example Emission shader for lighting.&lt;br /&gt;
&lt;br /&gt;
[[File:Untitled-1.jpg|256px|Link=]]&lt;br /&gt;
&lt;br /&gt;
= 6. Bevel modifier =&lt;br /&gt;
&lt;br /&gt;
If Bevel modifier will have a loops around the the bevel&lt;br /&gt;
&lt;br /&gt;
default modifier [[File:Beveldefault01.jpg|253px|Link=]]new modifier [[File:Bevelmodif04.jpg|253px|Link=]]&lt;br /&gt;
&lt;br /&gt;
Ofset loops - enable loops&lt;br /&gt;
&lt;br /&gt;
Amount - Number of loops&lt;br /&gt;
&lt;br /&gt;
http://wiki.blender.org/uploads/3/31/Bevelmodif06.gif&lt;br /&gt;
&lt;br /&gt;
Width - default =1. &lt;br /&gt;
&lt;br /&gt;
[[File:Bevelmodif05.jpg|256px|Link=]]&lt;br /&gt;
&lt;br /&gt;
wight change&lt;br /&gt;
&lt;br /&gt;
http://wiki.blender.org/uploads/4/42/Bevelmodif08.gif&lt;br /&gt;
&lt;br /&gt;
tightly loops - automatic reduction of the number of loops if they do not have enough space&lt;br /&gt;
&lt;br /&gt;
http://wiki.blender.org/uploads/6/62/Bevelmodif09.gif&lt;br /&gt;
&lt;br /&gt;
change bevel wight with enabled Ofset loops&lt;br /&gt;
&lt;br /&gt;
http://wiki.blender.org/uploads/f/f3/Bevelmodif07.gif&lt;br /&gt;
&lt;br /&gt;
why I suggested it in modifier?&lt;br /&gt;
To quickly create a procedural HardSurface.&lt;br /&gt;
&lt;br /&gt;
1. you can quickly change the value of Bevel, or completely remove it&lt;br /&gt;
&lt;br /&gt;
2. Only Bevel is not always enough, sometimes it needs additional loop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 7. Miror modifier =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It would be very comfortable if add mirror modifier and not all of the geometry will be mirrored.&lt;br /&gt;
I propose to add to the Mirror modifier exception vertex group.&lt;br /&gt;
These vertices will not be mirrored.&lt;br /&gt;
&lt;br /&gt;
[[File:Miror_exclusion_vertex_groop.jpg|256px|Link=]]    [[File:TT-33_baking.jpg|701px|Link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 8. Viewport Statistics =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3ds max and Maya, and other 3d software hawe powerful viewport statistics.&lt;br /&gt;
This is: vertices, edges, polygons, triangles, frames per second, UVs, etc.&lt;br /&gt;
And the main feature of this is show polycount for the whole scene, and for the selected objects separately. &lt;br /&gt;
it's good for the game development, when you need to know only one or several objects polycount.&lt;br /&gt;
&lt;br /&gt;
[[File:3dsmaxvievport.jpg|700px|Link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:Vs3dsmax.jpg|256px|Link=]]&lt;br /&gt;
[[File:Sv3dsmaxset.jpg|579px|Link=]]&lt;br /&gt;
&lt;br /&gt;
[https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-EAB3E8C9-DDF4-4525-9BD9-E3A10885CBAB-htm.html 3ds max Wiki]&lt;br /&gt;
&lt;br /&gt;
[[File:Vsmaya.jpg|540px|Link=]]&lt;br /&gt;
&lt;br /&gt;
[https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/Display--Heads-Up-Display-htm.html Maya Wiki]&lt;br /&gt;
&lt;br /&gt;
This is a very powerful tool, it is very easy to use, easily customizable, and shows all the necessary information in one place&lt;br /&gt;
&lt;br /&gt;
Concept:&lt;br /&gt;
&lt;br /&gt;
[[File:AxelMeningProposalViewportStatistocs.png|639px|Link=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FPS: - Viewport Frames Per Second&lt;br /&gt;
&lt;br /&gt;
fps: - Animation Frames Per Second&lt;br /&gt;
&lt;br /&gt;
Objects - Total in scen and Selected count of objecs&lt;br /&gt;
&lt;br /&gt;
UVs - Number of UVs vertices&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:AxelMeningProposalViewportStatistocsSetings.png|802px|Link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:AxelMeningProposalViewportStatistocsSetingsColor.png|802px|Link=]]&lt;br /&gt;
&lt;br /&gt;
= 9. Outliner, Object Layer Manager and more =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This unites himself: &lt;br /&gt;
&lt;br /&gt;
* Outliner + Object layer manager&lt;br /&gt;
&lt;br /&gt;
* Paint layer manager&lt;br /&gt;
&lt;br /&gt;
* Texture, Video, Audio manager&lt;br /&gt;
&lt;br /&gt;
* Material manager&lt;br /&gt;
&lt;br /&gt;
* and Brush (paint/sculpt) manager&lt;br /&gt;
&lt;br /&gt;
[[File:Proposallayermanageretc.jpg|1200px|Link=]]&lt;br /&gt;
&lt;br /&gt;
The main purpose of this tool:&lt;br /&gt;
1. More visual and fast control with objects, textures, sequences, video and audio files, materials, brushes.&lt;br /&gt;
2. Quick save and load them from the library (drag and drop). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Manager&amp;quot; will be located in the panels , which will be opened in parallel Properties panel or on-site N-panel ( other hotkeys ) .&lt;br /&gt;
&lt;br /&gt;
While it is only a sketch, based on a my personal feelings. If you make suggestions, I'll try to make them in the sketch.&lt;br /&gt;
&lt;br /&gt;
Object Layer Manager - layers for the objects in the scene . There is the idea to make a connection to the library models collected on HDD.&lt;br /&gt;
Paint Layer Manager - creating and working with layers for Texture paint. Save it in another format with or without preserving the layers .&lt;br /&gt;
Texture Manager - more visual and easy to work with textures , quick search for them , loading and saving. Сataloging and management of rendering images.&lt;br /&gt;
Maybe cataloging video, fast navigation and loading of the scene.&lt;br /&gt;
Material Manager - work with the materials in the scene , saving and loading of your own library materials.&lt;br /&gt;
Brush Manager - separate brush to paint and sculpt . Saving and loading new brushes from the library.&lt;br /&gt;
Script manager? - cataloging scripts and text files, fast navigation and loading of the scene and saving to library?&lt;br /&gt;
&lt;br /&gt;
=== Object layer Manager ===&lt;br /&gt;
&lt;br /&gt;
[[File:Proposalobjectlayermanager.jpg|300px|Link=]]&lt;br /&gt;
&lt;br /&gt;
Object layer Manager (short OLM)- Modernized Outliner. Keeping all properties Outliner and added new features.&lt;br /&gt;
Probably should unite Outliner and Obetst Lajer Manager in one tool, or make possible switch Outliner to OLM mode, or make their individual instruments.&lt;br /&gt;
&lt;br /&gt;
Let's look at.&lt;br /&gt;
&lt;br /&gt;
OLM work with Blender layers (short BL).&lt;br /&gt;
&lt;br /&gt;
[[File:Proposaldefaultblendlayer.jpg|111px|Link=]]&lt;br /&gt;
&lt;br /&gt;
If I use the BL, the layers in the OLM are created and deleted automatically.&lt;br /&gt;
If you create a layer in the OLM, then asked to choose a layer in BL. Or automatically places layers in BL on the numbered order (you can Change in options).&lt;br /&gt;
&lt;br /&gt;
[[File:Proposalobjlayermanagerexplanation.jpg|568px|Link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:Proposallayerconceptexplanation.jpg|603px|Link=]]&lt;br /&gt;
&lt;br /&gt;
active layer -the active layer, it placed all new objects.&lt;br /&gt;
&lt;br /&gt;
layer color - the color of objects in this layer, or the color of the wire.&lt;br /&gt;
&lt;br /&gt;
hide \ unhide layer - hide \ show layers or objects in 3d vieschport.&lt;br /&gt;
&lt;br /&gt;
eyes surrounded by color - indicator, this layer is selected. You can select multiple layers or objects, move them, delete them, freeze, hide.&lt;br /&gt;
&lt;br /&gt;
freeze \ unfreeze layer - restrict viewport selection.&lt;br /&gt;
&lt;br /&gt;
hide \ unhide from render - restrict rendering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fast control of the layers: ==&lt;br /&gt;
&lt;br /&gt;
[[File:Proposalfastcontrollayer.jpg|704px|Link=]]&lt;br /&gt;
&lt;br /&gt;
random color - in all layers all objects will be different colors regardless of layer&lt;br /&gt;
&lt;br /&gt;
layer color - on a red layer all objects will be red in a green layer all objects will be green.&lt;br /&gt;
&lt;br /&gt;
layer tone color - on a red layer all objects are shades of red, green in the layer, all objects will be shades of green.&lt;br /&gt;
&lt;br /&gt;
without color - layers \ objects do not have color, or this setting does not affect the color.&lt;br /&gt;
&lt;br /&gt;
hide selected - hide selected layers \ objects&lt;br /&gt;
&lt;br /&gt;
hide not selected - hide layers \ objects that were not selected&lt;br /&gt;
&lt;br /&gt;
unhide all - show all layers \ objects.&lt;br /&gt;
&lt;br /&gt;
Hide frozen - hide layers \ objects that were restricted to move.&lt;br /&gt;
&lt;br /&gt;
Hide not rendered hide layers \ objects that were restricted rendering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Select multiple layers \ objects ==&lt;br /&gt;
&lt;br /&gt;
[[File:Proposalselectmultiplelayer.jpg|911px|Link=]]&lt;br /&gt;
&lt;br /&gt;
== Toolbar and optoins ==&lt;br /&gt;
&lt;br /&gt;
[[File:Proposaltoolbapsetings.jpg|300px|Link=]]&lt;br /&gt;
&lt;br /&gt;
Create a new layer -Create a new layer with the default options&lt;br /&gt;
&lt;br /&gt;
Create a new layer with setings - Create a new layer and choose properties&lt;br /&gt;
&lt;br /&gt;
Info - layer information, you can change the layer properties&lt;br /&gt;
&lt;br /&gt;
Delete - remove selected layers \ objects&lt;br /&gt;
&lt;br /&gt;
Fast Navigate - associate layer with a blender layers&lt;br /&gt;
&lt;br /&gt;
Color - layer color&lt;br /&gt;
&lt;br /&gt;
Present - shows that the layer is empty or not empty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 10. Import/Export Settings. File Format (not finished yet) =&lt;br /&gt;
&lt;br /&gt;
[[File:AxelProposalimpotrexport1.jpg|443px|Link=]] [[File:AxelProposalimpotrexport2.jpg|240px|Link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:AxelProposalimpotrexport3.jpg|423px|Link=]] [[File:AxelProposalimpotrexport4.jpg|240px|Link=]]&lt;br /&gt;
&lt;br /&gt;
= 11. UV Tools (not finished yet) = &lt;br /&gt;
&lt;br /&gt;
[[File:UVmatooaxelproposal1.jpg|625px|Link=]]&lt;br /&gt;
&lt;br /&gt;
[[File:Axelmeningproposuviconexplanation.jpg|625px|Link=]]&lt;br /&gt;
&lt;br /&gt;
https://wiki.blender.org/uploads/1/1c/UVmatooaxelproposalight001.gif&lt;br /&gt;
&lt;br /&gt;
https://wiki.blender.org/uploads/f/fc/UVmatooaxelproposalight002.gif&lt;br /&gt;
&lt;br /&gt;
https://wiki.blender.org/uploads/d/de/UVmatooaxelproposalight003.gif&lt;br /&gt;
&lt;br /&gt;
https://wiki.blender.org/uploads/4/40/UVmatooaxelproposalight005.gif&lt;br /&gt;
&lt;br /&gt;
[img]https://wiki.blender.org/uploads/2/28/TextoolsconceptAligntocenterHV.gif[/img]&lt;br /&gt;
[img]https://wiki.blender.org/uploads/0/03/Textoolsconcepttocircle.gif[/img]&lt;br /&gt;
&lt;br /&gt;
= 12. Auto Save to a new file =&lt;br /&gt;
&lt;br /&gt;
[[File:AxelMeningProposalsAutosavetothenewfile1.jpg|300px|Link=]]&lt;br /&gt;
[[File:AxelMeningProposalsAutosavetothenewfile2.jpg|300px|Link=]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Axelmening</name></author>
		
	</entry>
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