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  • ** Custom Curve Object. …tom image is a fancy version that has 'rounding' on (multiple bevel) and a curve to the bevel with tangency and a extrapolation amount (meaning that new ver
    28キロバイト (4,604 語) - 2018年6月29日 (金) 05:47
  • As part of work on the modifier system I need to rework how curves/surfaces were This function tesselates the curve itself into a list of BevList objects, storing
    3キロバイト (446 語) - 2018年6月29日 (金) 02:45
  • **Curve …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
    9キロバイト (1,463 語) - 2018年6月29日 (金) 02:45
  • This page gathers all current work on modifiers and the modifier stack in one place, so it is easy to see what's being worked on. * [[Dev:Source/Modifiers/Stack/ClipPlaneModifier|Clip Plane modifier]] - [[User:jesterKing|jesterKing]]
    2キロバイト (310 語) - 2018年6月29日 (金) 02:51
  • …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
  • * Support for Lattice, Curve, Surface, etc …cluding tools for vertex painting etc. <br />Disadvantage; add softbody to Curve, Lattice etc. then is very cumbersome. It mixes up functionality, making ma
    19キロバイト (3,077 語) - 2018年6月29日 (金) 02:45
  • **. curve deform …odifiers (hooks, softbodies, deform, non-destructive effects) &rarr; check modifier stack)
    2キロバイト (301 語) - 2018年6月29日 (金) 02:47
  • **. curve deform …odifiers (hooks, softbodies, deform, non-destructive effects) &rarr; check modifier stack)
    2キロバイト (305 語) - 2018年6月29日 (金) 02:47
  • '''・Use Subsurf Modifier''' '''・Roughness Curve'''
    19キロバイト (564 語) - 2019年8月1日 (木) 10:46
  • …t the E Key and drag in the viewport to extrude a face. However, with the modifier stack entry visible in the Attribute Editor, the user could then modify the …I didn't think that having only quats was an issue until I started doing curve cleaning on quat rotations. It's a headache.
    62キロバイト (10,973 語) - 2018年6月29日 (金) 02:54
  • :[[Doc:2.6/Manual/Modifiers/Deform/Curve|Curve]] :[[Doc:2.6/Manual/Game Engine/Path Finding/Navigation Mesh|Navigation Mesh Modifier]]
    46キロバイト (5,663 語) - 2018年6月29日 (金) 03:42
  • *{{Literal|Bezier Curve}} will create Bezier curves, with free “aligned” handles (i.e. also beh …curves following exactly the grease pencil strokes. If you want a smoothed curve, just edit it to get auto handles (for Bezier), or raise its order (for NUR
    6キロバイト (919 語) - 2018年6月29日 (金) 04:40
  • : A curve is drawn in 3D space, and the Object is constrained to follow it according …ed in a single one, the [[Doc:2.6/Manual/Animation/Editors/Graph/FCurves|F-Curve system]].
    6キロバイト (886 語) - 2018年6月29日 (金) 03:42
  • ; ''Add keyframe to active curve'' {{shortcut|Ctrl|LMB}} : ''Make Cyclic (F-Modifier)''
    12キロバイト (1,530 語) - 2018年6月29日 (金) 06:06
  • …urve holds the value of its last keyframe, giving a discrete (stairway) “curve”. Usually only used during the initial "blocking" stage in pose-to-pose a …tion}} extend mode, to easily get an infinite straight line (i.e. a linear curve).
    8キロバイト (1,106 語) - 2018年6月29日 (金) 04:47
  • =F-Curve Modifiers= F-Curve modifiers are similar to object modifiers, in that they add non-destructive
    7キロバイト (1,119 語) - 2018年6月29日 (金) 06:06
  • Curve}} data panel, but you don’t even have to bother about this: once a curve is selected as target for a “path” constraint, it automatically is enab …three-dimensional, enable its {{Literal|3D}} button, in the same {{Literal|Curve and Surface}} editing panel.
    5キロバイト (844 語) - 2018年6月29日 (金) 04:48
  • Once a {{Literal|Subdivision Surface}} modifier added, you should get something similar to (''A quite simple face’s mesh' …– narrow the “zero” control points of the <code>eye_r_close</code> F-curve near the '''50''' frame. Similarly, the smile might stay a few frames at it
    11キロバイト (1,839 語) - 2018年6月29日 (金) 04:51
  • == How do I apply a modifier using the API? == In case you just want to apply only the subsurf modifier and leave others alone, and create a new mesh (Old mesh will retain all its
    3キロバイト (354 語) - 2018年6月29日 (金) 03:45
  • …5a/ Another version full of improvements]: object hooks, curve deforms and curve tapers, particle duplicators and much more. …se Notes/Source code/Contributors|50 developers]] contributed nodes, array modifier, vector blur, new physics engine, rendering, lipsync and, many other featur
    21キロバイト (2,950 語) - 2018年6月29日 (金) 03:43

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