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  • *Editable base mesh (SoC)
    2キロバイト (338 語) - 2018年6月29日 (金) 02:54
  • …ht place. Of course you can always enter edit mode and make adjustments to mesh there manually, but why do it in hard, time consuming way if there is a muc …a question — what happens, when user enters edit mode and starts to edit mesh. Well.. in Autodesk Maya parameters still are available, but most of the ti
    3キロバイト (419 語) - 2018年6月29日 (金) 04:40
  • …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
  • Examples of blocking, sub-modal tools are found mostly in mesh edit mode, and include tools like knife subdivide, loop subdivide, edge sli - vertices/edges/faces in a mesh
    6キロバイト (976 語) - 2018年6月29日 (金) 03:36
  • * Mesh tools ** We have a problem where many of the mesh editing tools have limitations, missing functionality, or bugs. It would no
    2キロバイト (338 語) - 2018年6月29日 (金) 03:44
  • <br>'''Mesh Editing''' - About half of the tools for Edit&nbsp;Mesh have been restored. <br>- Mesh editing is now fully local, code allows multiple "editmodes" to co-exist.
    13キロバイト (2,153 語) - 2018年6月29日 (金) 02:52
  • *[missing] scale mesh to image aspect (ALT-V)
    3キロバイト (405 語) - 2018年6月29日 (金) 03:43
  • : export skinned mesh with constraints not supported
    10キロバイト (1,186 語) - 2018年6月29日 (金) 05:46
  • …e documentation work well. <br>Needs further design, but could look like: [Mesh Extrude] or [Marker Move].<br> …ow, and extended with more complex rules like "if object has parent AND is Mesh". And the rule "if has custom color" of course. Colors preferably come from
    8キロバイト (1,300 語) - 2018年6月29日 (金) 03:40
  • …the left (Render Properties), while more fine-grained controls (Object&gt;Mesh&gt;Material&gt;Texture) appear on the right, following reading direction.
    7キロバイト (1,093 語) - 2018年6月29日 (金) 03:40
  • …vertex selection to operate on. However, it's OK to still simply pass the mesh and leave such things for the future, since it would require too much work. …on startup. Identifiers are unique path-like strings such as "View3D/Menu/Mesh", "Header/Image"
    11キロバイト (1,642 語) - 2018年6月29日 (金) 03:40
  • *Would the current BPy API (Blender.Object, Blender.Mesh etc) even work with 2.5 context changes.<br>''(if so, is it worth the effor …some minor API changes, remove the 'OB' and 'ME' prefix from object &amp; mesh names (somebody forgot to do id.name+2) and some consistency improvements b
    8キロバイト (1,292 語) - 2018年6月29日 (金) 03:37
  • ** '''object_mesh.h''' mesh object create and access
    4キロバイト (571 語) - 2018年6月29日 (金) 04:38
  • Currently materials also influence the shape of the mesh, for example halo and wire rendering, or strand width are defined by the ma …one image, basically replacing texface. This would still be stored in the mesh of course in "image" layers.
    9キロバイト (1,503 語) - 2018年6月29日 (金) 03:44
  • ** '''object_mesh.h''' mesh object create and access
    4キロバイト (635 語) - 2018年6月29日 (金) 03:45
  • #Buttons View name ("Object", "Mesh Tools")
    6キロバイト (997 語) - 2018年6月29日 (金) 03:40
  • # Editing modes, like mesh modeling, armature posing, particle hair combing, 3D texture paint. These n
    4キロバイト (669 語) - 2018年6月29日 (金) 03:37
  • * Set mesh origin to geometry - patch submitted via GitHub by [https://github.com/riof
    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 …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
    17キロバイト (2,627 語) - 2018年6月29日 (金) 06:06
  • :[[Dev:Source/Modifiers|Mesh Modifiers]] Daniel Dunbar
    1キロバイト (164 語) - 2018年6月29日 (金) 03:45

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