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  • …int should move as well, but just a little, to mimic the stretching of the skin around the joint. Use a “light” weight (10-40%) paint on the vertices a
    19キロバイト (2,936 語) - 2018年6月29日 (金) 05:57
  • ; {{Literal|[[Doc:2.6/Manual/Modifiers/Generate/Skin|Skin]]}}: Automatically generate topology.
    8キロバイト (1,112 語) - 2018年6月29日 (金) 04:41
  • {{Page/Header|2.5|Doc:2.5/Manual/Modeling/Mesh/Skin|Doc:2.5/Manual/Modifiers/Objects/ParticleInstance}} {{Page/Footer|Doc:2.5/Manual/Modeling/Mesh/Skin|Doc:2.5/Manual/Modifiers/Objects/ParticleInstance}}
    8キロバイト (1,228 語) - 2018年6月29日 (金) 04:39
  • …Doc:2.6/Manual/Modifiers/Generate/Subsurf|Doc:2.6/Manual/Modeling/Generate/Skin}} …Doc:2.6/Manual/Modifiers/Generate/Subsurf|Doc:2.6/Manual/Modeling/Generate/Skin}}
    2キロバイト (259 語) - 2018年6月29日 (金) 04:44
  • =Skin Modifier= The {{Literal|Skin}} modifier uses vertices and edges to create a skinned surface, using a per
    3キロバイト (512 語) - 2018年6月29日 (金) 05:49
  • …ravity or wind, or when colliding with other objects… It can be used for skin, rubber, and even clothes, even though there is separate [[Doc:2.6/Manual/P
    3キロバイト (453 語) - 2018年6月29日 (金) 04:45
  • :{{Literal|Mesh skin weighting}} is used to control how much a bone deforms the mesh of a charac
    13キロバイト (1,862 語) - 2018年6月29日 (金) 03:44
  • For rendering materials like skin or milk, the subsurface scattering shader is an approximation of such multi
    6キロバイト (1,016 語) - 2018年6月29日 (金) 04:46
  • Simple subsurface multiple scattering, for materials such as skin, wax, marble, milk and others. For these materials, rather than light being …tters on average can be configured per RGB color channel. For example, for skin, red colors scatter further, which gives distinctive red-colored shadows, a
    16キロバイト (2,253 語) - 2018年6月29日 (金) 04:46
  • …se matter, as shown in the example. The example has the same material (the skin and hair) rendered using different '''Horizon and Zenith''' colors. Each of
    13キロバイト (2,088 語) - 2018年6月29日 (金) 04:45
  • …se matter, as shown in the example. The example has the same material (the skin and hair) rendered using different '''Horizon and Zenith''' colors. Each of
    13キロバイト (2,087 語) - 2018年6月29日 (金) 04:48
  • # Define how the movement of the armature affects the skin <br>(folding, flexing, bulging) …ects the skin, and adjust the parameters. <br> (adjust the topology of the skin to make it look more natural)
    6キロバイト (985 語) - 2018年6月29日 (金) 04:44
  • …geometry when vertices "follow" the bone. This is like how the muscles and skin of your finger follow your finger-bone when you move a finger.
    6キロバイト (971 語) - 2018年6月29日 (金) 04:44
  • …rmature is definitive before starting to [[Doc:2.6/Manual/Rigging/Skinning|skin]] and [[Doc:2.6/Manual/Rigging/Posing|pose]] it!
    2キロバイト (321 語) - 2018年6月29日 (金) 04:44
  • …pose it. Basically, by transforming its bones, you deform or transform the skin object(s). But you don’t do that in {{Literal|Edit}} mode – remember th
    3キロバイト (394 語) - 2018年6月29日 (金) 04:44
  • …{{Literal|Delay Deform}} button of the {{Literal|Armature}} panel – the skin objects will only be updated once you validate the transform operation. …o its default, undeformed state''', which generally means you’ll have to skin it again.
    14キロバイト (2,183 語) - 2018年6月29日 (金) 04:51
  • …ation/Armatures/Inverse Kinematics|Doc:2.5/Manual/Animation/Armatures/Mesh Skin Weighting}} …ation/Armatures/Inverse Kinematics|Doc:2.5/Manual/Animation/Armatures/Mesh Skin Weighting}}
    5キロバイト (876 語) - 2018年6月29日 (金) 04:44
  • …to the whole armature, so that each of its bones controls a part of the “skin” object’s geometry. This type of skinning is available for meshes, latt …ble the {{Literal|Envelopes}} deformation method of the armature, and then skin it with an object using an {{Literal|Armature}} modifier, where only {{Lite
    12キロバイト (1,841 語) - 2018年6月29日 (金) 04:51
  • But before diving into this, let’s talk about the different ways to skin (parent) an object to a whole armature – as with [[Doc:2.6/Manual/Rigging …rl|P}} parent shortcut in the 3D views (after having selected first the “skin” object, then the armature). The {{Literal|Make Parent To}} menu pops up,
    3キロバイト (523 語) - 2018年6月29日 (金) 04:51
  • …sh has its own UV co-ordinates which can be unwrapped and laid flat like a skin. You can almost think of UV coordinates as a mapping that works on a 2D pla
    3キロバイト (418 語) - 2018年6月29日 (金) 04:51

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