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  • Before we review the keying tools, you should learn how to navigate in time. 1. Use the time tools to find the frame where you would like to record a setting for animation;
    92キロバイト (16,444 語) - 2018年6月29日 (金) 02:52
  • …automatisch in den ''Editiermodus'', sofern es sich bei dem Objekt um ein Mesh, eine Kurve oder eine Surface handelt. Per {{shortcut|Tab}} wechseln Sie zu …orry too much about the foregoing details. Just play around with Blender's tools and you'll get a feeling for how to work with them. Keeping {{shortcut|ctrl
    16キロバイト (2,671 語) - 2018年6月29日 (金) 02:46
  • The first step is to unwrap your mesh. You want to unwrap when you feel your mesh is complete with respect to the number of faces it needs to have. If you do The UV tools were significantly enhanced for Version 2.46. For users of Blender 2.45 and
    39キロバイト (6,968 語) - 2018年6月29日 (金) 02:53
  • …Pseudo lampe {{Literal|Area}}]], mais en utilisant une demi-sphère comme "mesh" parent. Cette approche est généralement appelée "Illumination Globale". …l|Flip Normals}} du panneau [[Doc:Reference/Panels/Editing/Mesh tools|Mesh Tools]],(''Retourner les normales''), dans la fenêtre d'édition ({{Shortcut|F9}
    7キロバイト (1,117 語) - 2018年6月29日 (金) 02:49
  • …Area Light|Pseudo Area Light]] setup, but using half a sphere as a parent mesh. This simulates an ambient light, as emitted by the sky. …lip Normals}} button in the [[Doc:Reference/Panels/Editing/Mesh tools|Mesh Tools]] Panel, (''Flipping normals''), of the Editing ({{shortcut|F9}}) Context.
    6キロバイト (950 語) - 2018年6月29日 (金) 02:47
  • |#53 || Tools for Ipos || || || Anim |#85 || animation options for non-mesh geometry || || || Anim
    17キロバイト (2,086 語) - 2018年6月29日 (金) 02:45
  • {{Page/Header|2.4|Manual/PartIX/The Datablock|Manual/PartIX/Mesh Skinning|Mesh Skinning}} …ualisation will be useful to tweak your rig, showing you which part of the mesh that a bone will move. It's possible interactively change the zone of influ
    16キロバイト (2,748 語) - 2018年6月29日 (金) 02:47
  • …|[[Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh|Snap to Mesh]] |{{section|Mesh Objects
    46キロバイト (5,276 語) - 2018年6月29日 (金) 05:50
  • It's quite possible to do architectural design in Blender, but the standard tools are not exactly easy to use. Here you'll find infos & links to the various …p://www.geneome.net/blender/hostedfiles/BMAE%20v1.zip Metric/Standard Unit Mesh Creator Script] - Download link (See news link below as well)
    5キロバイト (716 語) - 2018年6月29日 (金) 02:49
  • Since there seem to be plans to integrate some kind of mesh fracture code into blender, I tried to bring in some of the features seen in commercial destruction tools I found, like rayfire or blastcode,
    6キロバイト (981 語) - 2018年6月29日 (金) 03:43
  • ==Pushing mesh object to Verse server== …ed. The mesh object must be in edit mode. Enter edit mode and click on the Mesh item in the header of 3dview:
    9キロバイト (1,453 語) - 2018年6月29日 (金) 02:45
  • …different from regular Subsurf? Subsurf simply subdivides and smooths the mesh. Multires does this as well, but new details can be added to higher levels If you've used ZBrush and know the multiresolution modeling tools, then you'll be right at home with multires.
    6キロバイト (1,010 語) - 2018年6月29日 (金) 02:48
  • = Thin Mesh= …m [[BlenderDev/NMesh|NMesh]] in that it is a thin wrapper around Blender's mesh data. The API will be similar to the current [[BlenderDev/NMesh|NMesh]] AP
    3キロバイト (426 語) - 2018年6月29日 (金) 02:45
  • ** Import profile data for different tools (maya, max, etc) in custom properties, and export these as well ** move to using derived mesh instead of straight Mesh struct
    4キロバイト (526 語) - 2018年6月29日 (金) 04:40
  • *Create a stand-alone database with a default set of data management tools (Blender Library, or Blender Kernel in code). …isualization of it! Although that could seem slower in cases, it makes the tools much more flexible, predictable, and uniform.
    13キロバイト (1,982 語) - 2018年6月29日 (金) 03:37
  • *Font preview/selection tools (patch exists) *Editable base mesh (SoC)
    2キロバイト (338 語) - 2018年6月29日 (金) 02:54
  • …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
  • …ast increase in complexity required for Blender, not only in the number of tools that must be accessed, but also in the standard of richness, feedback and i …together via macros or other such mechanisms. The more isolated and modal tools become, the harder it is to isolate and repeat their actions.
    6キロバイト (976 語) - 2018年6月29日 (金) 03:36
  • ==Tools== * Mesh tools
    2キロバイト (338 語) - 2018年6月29日 (金) 03:44
  • …Whole lot of work on animation system UI!&nbsp; <br>- Over 500 Operators (tools) added now Progress is going very well! Almost 300 tools have been converted into the new "Operator" system now.<br>Here's a shortli
    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) *[missing] Remove Doubles does not remember its Treshold (same for other tools)
    3キロバイト (405 語) - 2018年6月29日 (金) 03:43
  • …editor in Blender there are multiple key maps, also for all modes or modal tools like transform. Customizing keys will be done per key map, by making a loca …e documentation work well. <br>Needs further design, but could look like: [Mesh Extrude] or [Marker Move].<br>
    8キロバイト (1,300 語) - 2018年6月29日 (金) 03:40
  • …animated, driven, and freely changed by the user. This means there are no tools here. These go into their respective editors. …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
  • Operators so far work well as tools, but are not as usable for python scripting, or even for nodes if they are …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.
    11キロバイト (1,642 語) - 2018年6月29日 (金) 03:40
  • …have a generic C api that can be automatically wrapped via swig or similar tools'' …pulate the context, allowing python to have macro style access to blenders tools.
    8キロバイト (1,292 語) - 2018年6月29日 (金) 03:37
  • #Buttons View name ("Object", "Mesh Tools")
    6キロバイト (997 語) - 2018年6月29日 (金) 03:40
  • The UI should enable you to view all relevant options and tools at a glance, without the need for pushing or dragging windows around. For t Tools and interface options are being designed to not block the user from using a
    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 * Added ability to set LDraw System of Tools folder path from within Blender using code from [https://github.com/impiaaa
    14キロバイト (2,042 語) - 2018年6月29日 (金) 06:04
  • See: [http://wiki.blender.org/index.php/Dev:Doc/Tools/Tests/GTest Blender's gtest docs]. See: [http://wiki.blender.org/index.php/Dev:Doc/Tools/Tests/Python Blender's gtest docs].
    21キロバイト (3,192 語) - 2018年6月29日 (金) 03:46
  • …over) all vertices (best results with fewer vertices) », '''not''' « A mesh-like surface encompassing (i.e. shrinkwrap over) all vertices. Best results * See: [[Dev:Doc/Tools/Blender_Tools_Repo|Blender's Dev Tools repo (includes style checker)]]
    19キロバイト (2,840 語) - 2018年6月29日 (金) 05:44
  • …or Blender's [startup/main-loop/shutdown] and most internal functionality, tools, drawing, GUI and editors. …on - The interface definitions, addons, most format import/export and some tools.
    12キロバイト (2,109 語) - 2018年6月29日 (金) 04:45
  • …rkings of a specific editor (Outliner, Node editor), for a group of tools (Mesh editing) or for a specific library in Blender (Booleans, Cycles).
    4キロバイト (615 語) - 2018年6月29日 (金) 04:44
  • * [[Dev:Source/Modifiers|Mesh Modifiers]] Daniel Dunbar === Development Tools ===
    4キロバイト (451 語) - 2018年6月29日 (金) 04:44
  • …Source/UI/Custom Toolbar|Custom Toolbar]] (on hold for the fabled 'unified tools api') - MattEbb * [[Dev:Source/Modeling/Bmesh|Mesh Refactoring]] - Geoffrey Bantle
    4キロバイト (557 語) - 2018年6月29日 (金) 04:44
  • * Update default theme colors for better mesh visibility: https://developer.blender.org/T37419 …reorganize toolbar for all applicable editors to better present available tools
    2キロバイト (351 語) - 2018年6月29日 (金) 06:06
  • …members of that project. Examples of these projects are Animation, Cycles, Mesh Modeling, Motion Tracking and User Interface. These all have a project page * The developer will also need to set up [[Dev:Doc/Tools/Git#Commit_Access|Git + SSH]] to commit.
    3キロバイト (487 語) - 2018年6月29日 (金) 06:04
  • There is also a short presentation of all tools found in /tools dir! {{Note|NOTE|Gettext tools (msgfmt, msgmerge and xgettext) are mandatory for most of those operations!
    14キロバイト (2,408 語) - 2018年6月29日 (金) 04:46
  • # Menu in tools region bl_label = "Hello from Tools"
    39キロバイト (5,014 語) - 2018年6月29日 (金) 04:43
  • …wordpress.com/ blog], [http://www.blender.org/development/current-projects/mesh-overhaul/ feature notes]) * Nurbana project, advanced Nurbs editing and tools
    3キロバイト (213 語) - 2018年6月29日 (金) 04:48
  • == [[/UV_Tools|'''UV Tools''']] == …ディファイアは入力されたサーフェスを元に、新しい Mesh トポロジーを生成するためのツールです。出力は入力さ
    6キロバイト (251 語) - 2018年8月7日 (火) 02:17
  • ===Object Boolean Tools=== ===Mesh Tiny Cad===
    17キロバイト (826 語) - 2018年11月19日 (月) 07:07
  • *このアドオンはツールシェルフ→Tools(ツール)タブからアクセスできます。 ===Mesh Edit Tools===
    46キロバイト (2,140 語) - 2018年11月20日 (火) 02:27
  • * アドオンは Add Mesh(追加メッシュ)カテゴリにあります。 == Align Tools ==
    12キロバイト (301 語) - 2019年7月31日 (水) 10:50
  • …s://docs.blender.org/manual/en/4.0/modeling/geometry_nodes/tools.html Node tools(英文)]は、Blender を拡張し、Python の必要なくツールを [[File:Edge to mesh node tools demo.mp4|center|thumb|500px|Edge to mesh ノードツールデモ。Tim Greenberg (passivestar) 氏作]]
    7キロバイト (378 語) - 2023年11月15日 (水) 03:10
  • * [[User:Benjycook/GSOC/Manual|Motion Capture Tools]] アドオン - r2259 ** 修正 #28297: 大きな Mesh でのエクスポータの問題 - r2387
    4キロバイト (208 語) - 2018年6月29日 (金) 04:47
  • # Menu in tools region bl_label = "Hello from Tools"
    38キロバイト (5,141 語) - 2018年6月29日 (金) 04:43
  • ….g.. the mesh ones like mirror, or a smoothing modifier); Integration with mesh modifiers like subsurf via the 'derivedmesh' output (i.e. the polygonalized * Hair styling tools - tools for editing the shape, direction, and length of hair particles. The current
    7キロバイト (1,068 語) - 2018年6月29日 (金) 02:47
  • ==== 5) [[User:ReD_Fox/SummerOfCode2007|Mesh Bevel and Offset Tools/Modifiers]] ====
    3キロバイト (408 語) - 2018年6月29日 (金) 02:51
  • ….g.. the mesh ones like mirror, or a smoothing modifier); Integration with mesh modifiers like subsurf via the 'derivedmesh' output (i.e. the polygonalized * Create and integrate generalized API and tools for physics and collisions in Blender, to be used for softbody, cloth, part
    9キロバイト (1,445 語) - 2018年6月29日 (金) 02:51
  • …ng transformed to use RNA&nbsp;(data acccess) Operators (for UI&nbsp;level tools) and lower level "data ops" API calls which also need to be exposed to the …eed to re-implement our existing set of importers and exporters and helper tools.
    11キロバイト (1,766 語) - 2018年6月29日 (金) 03:37
  • * Improve the '''sculpting tools'''. Ideas include hiding geometry, masking parts of the geometry, additiona * Improve the '''texturing tools'''. Ideas include adding tiff layers support for texturing, including proj
    6キロバイト (896 語) - 2018年6月29日 (金) 03:46
  • …working to improve Blenders abilities to work with translated text for our tools so that they can be better used by an international audience. Xiao will be …h further improve the sculpt tools as well as port many of the brushes and tools to our other paint modes, he will be mentored by Tom Musgrove (LetterRip).
    6キロバイト (871 語) - 2018年6月29日 (金) 04:41
  • …aps from scanned data - and create a new mesh over the top of the original mesh with the same form, but with a new structure that is better suited for anim Ideas include for improving retopology tools include (pick one or more to provide enough things to occupy your entire ti
    16キロバイト (2,563 語) - 2018年6月29日 (金) 04:41
  • * Add or improve some of the following mesh tools using the new BMesh core, picking enough tasks to fill up the GSoC time Modifiers are probably one of the best introductions to coding new modeling tools. Modifiers have a well-defined API (DerivedMesh comes in, new DerivedMesh g
    16キロバイト (2,588 語) - 2018年6月29日 (金) 05:48
  • …red by Sergey Sharybin - Antonis will work on texture paint and UV editing tools. * [http://blenderartists.org/forum/showthread.php?254938-GSOC-2012-Texture-UV-tools-development Blenderartists Thread]
    6キロバイト (860 語) - 2018年6月29日 (金) 05:49
  • * Improve selection tools * knife tool as slice plane when started outside of mesh (not needed: knife can do this already)
    14キロバイト (1,916 語) - 2018年6月29日 (金) 05:48
  • == ΔΔΔ [[User:Apinzonf/Gsoc2013/proposal|Sketch Mesh Editing]] == == ΔΔ [[User:Psy-Fi/Moar_Texture_Paint|More Texture Paint Tools]] ==
    3キロバイト (440 語) - 2018年6月29日 (金) 05:53
  • === Mesh Custom-Data Transfer === A generic system to move custom-data between different mesh objects.
    19キロバイト (3,016 語) - 2018年6月29日 (金) 05:53
  • === Improve Mesh Modeling Tools === There are various modeling tools which can be added/improved. A collection of improvements like this could m
    19キロバイト (2,877 語) - 2018年6月29日 (金) 06:07
  • …w buttons, regardless of their functionality (witness the disastrous 'Mesh Tools 2' panel for an example). This can be improved by further differentiating t
    8キロバイト (1,237 語) - 2018年6月29日 (金) 02:45
  • Mesh: Mesh (Face Select):
    807バイト (113 語) - 2018年6月29日 (金) 02:45
  • …ut surely there's also space for feedback and ideas for finalizing the new tools, before the final 2.40 release …ring (Mesh) transformations like Subdivision Surface, Wave Effect, Mirror, Mesh Reduction, and so on.
    9キロバイト (1,411 語) - 2018年6月29日 (金) 02:44
  • * [[Template:Release Notes/2.40/Mesh/Editing|Release Notes/Mesh Editing]] &lt;-- same here * [[Template:Release Notes/2.40/Mesh/Tools|Release Notes/More Mesh Tools]] &lt;-- same here
    4キロバイト (517 語) - 2018年6月29日 (金) 03:41
  • …L/ X3D Exporter http://www.bitmanagement.de/developer/contact/sdk-prev/doc/tools/blenderexporter/index.html PLY Tools
    9キロバイト (1,453 語) - 2018年6月29日 (金) 02:44
  • "soc-2010-rohith291991", # never merged (quad dominant mesh) "soc-2011-avocado", # never merged (mesh tools, very few commits)
    14キロバイト (1,837 語) - 2018年6月29日 (金) 05:53
  • …ter edit mode it will switch to an image assigned to an active face in the mesh, so suddenly it starts following the active object. You can prevent that if == Tools ==
    14キロバイト (2,452 語) - 2018年6月29日 (金) 06:04
  • = Icon Activated Operator Window in Create And Tools Tabs = Added all Add Menu Items in Create Tab and collapsed by default but Primitve Mesh
    753バイト (127 語) - 2018年6月29日 (金) 06:08
  • …eep the current right click select, or other current key bindings for most tools, only consolidating they're modifier behavior.</blockquote> …d to do the current horizontal scroll right, so why not leave it for these tools?)
    7キロバイト (1,193 語) - 2018年6月29日 (金) 06:05
  • …y missing tools. There's not enough space to put everything, and so as new tools have been created they generally have not been added to the toolbar. …allow much more logical sorting of tools. Each tab can show any number of tools and panels, but the point is they're orderly and only shows what needs to b
    13キロバイト (2,109 語) - 2018年6月29日 (金) 06:05
  • #REDIRECT [[Template:Release Notes/2.40/Mesh/Tools]]
    52バイト (6 語) - 2018年6月29日 (金) 03:39
  • {{MainTOC|Editing Tools| * [[Template:Release Notes/2.40/Mesh/Editing|Subdivide and Loop Tools]]
    3キロバイト (396 語) - 2018年6月29日 (金) 02:46
  • #REDIRECT [[Template:Release Notes/2.40/Mesh/Tools]]
    52バイト (6 語) - 2018年6月29日 (金) 03:39
  • {{MainTOC|Animation Tools| {{MainTOC|Core Tools|
    2キロバイト (166 語) - 2018年6月29日 (金) 02:46
  • {{MainTOC|Modeling Tools| * [[Template:Release Notes/2.43/Mesh/Editing|Mesh Editing]]
    7キロバイト (756 語) - 2018年6月29日 (金) 02:50
  • #REDIRECT [[Template:Release Notes/2.43/Mesh/Sculpting Tools]]
    62バイト (7 語) - 2018年6月29日 (金) 03:39
  • {{MainTOC|Modeling Tools| * [[Template:Release Notes/2.46/Mesh/Editing|Mesh Editing]]
    5キロバイト (526 語) - 2018年6月29日 (金) 02:53
  • #REDIRECT [[Template:Release Notes/2.46/Mesh/Sculpting Tools]]
    62バイト (7 語) - 2018年6月29日 (金) 03:39
  • This tools adds the ability to "grow" curves over an existing mesh with the option of adding leaves and adjusting many parameters for the fina ==== Tools/Editors: ====
    35キロバイト (5,347 語) - 2018年6月29日 (金) 04:44
  • * [[User:Benjycook/GSOC/Manual|Motion Capture Tools]] addon - r2259 ** Modifications for pose tools, drivers, ... - r2364, r2366, r2382, r2394
    3キロバイト (459 語) - 2018年6月29日 (金) 04:46
  • * fix #28425: Adding objects aligned to view did not show applied rotation in tools panel - r39804 * fix #28236: Separate By Material failed when some mesh material slots are unassigned - r39393
    15キロバイト (2,292 語) - 2018年6月29日 (金) 04:46
  • Atomic Blender opens a panel in Blender, which can be found in the Tools tab (View3D). Some options, inputs and buttons help in the representation o * fix: X3D exporter not exporting non-mesh objects correct - {{Commit|2764|bf-extensions}}
    5キロバイト (757 語) - 2018年6月29日 (金) 04:50
  • == [[/UV Tools|'''UV Tools''']] == …rking in the UV editor, and a tool to compute seams for islands. Sculpting tools to grab UVs and relax or pinch unwraps.
    4キロバイト (646 語) - 2018年6月29日 (金) 05:44
  • * Scene orientation tools can be used for orienting object to bundles. * All tools which works with list of tracks or reconstruction data now gets that lists
    5キロバイト (836 語) - 2018年6月29日 (金) 05:46
  • ==Blender 2.62: UV Tools== This operator, accessible from the UV menu recalculates the mesh seams from the current layout of uv's in the uv editor. You can use it to t
    6キロバイト (1,063 語) - 2018年6月29日 (金) 05:47
  • BMesh is the new Blender mesh system with full support for N-sided polygons instead of only triangles and …mproved Knife tool which takes advantage of N-gons to generate clear cuts. Tools such as subdivide and loop cut will also generate clean topology because fa
    2キロバイト (374 語) - 2018年6月29日 (金) 05:48
  • BMesh is the new Blender mesh system in 2.63, with full support for N-sided polygons instead of only tria …mproved Knife tool which takes advantage of N-gons to generate clear cuts. Tools such as subdivide and loop cut will also generate clean topology because fa
    8キロバイト (1,224 語) - 2018年6月29日 (金) 05:48
  • …30555}}: crash in Replace Mesh when physics shape is triangle mesh and new mesh has no collision faces - {{Commit|45657}} ==== Mesh Editing ====
    18キロバイト (2,221 語) - 2018年6月29日 (金) 05:48
  • …s added, consisting of splines that can be drawn and edited with the usual tools. Feathering can be controlled per spline point. Animation of these masks is ==== [[/BMesh|'''Mesh Tools''']] ====
    7キロバイト (1,000 語) - 2018年6月29日 (金) 05:49
  • = Blender 2.64: Mesh Tools = …er|400px|Middle mesh shows the convex hull with Delete Unused enabled, the mesh at right shows the hull with Delete Unused disabled.]]
    2キロバイト (353 語) - 2018年6月29日 (金) 05:49
  • * Fix {{BugReport|29431}}: "Normalize All" from Weight Tools don't work correctly ({{Commit|50409}}) * Fix {{BugReport|31977}}: Export Animated Mesh, terminate baking in fluid-sim ({{Commit|48531}})
    49キロバイト (5,977 語) - 2018年6月29日 (金) 05:50
  • …being edited by the sculpting tools. They appear as darkened areas of the mesh. The darker a masked area is, the less effect sculpting on it will have. Ma …which keeps the texture from stretching when sculpting on a portion of the mesh that is at an extreme angle to the viewpoint.
    3キロバイト (482 語) - 2018年6月29日 (金) 05:47
  • Add the Skin modifier to a mesh. Ensure the modifier is enabled for display in edit mode. Disable clipping …e, subdivide, grab, scale, and rotate) can be used when building a skinned mesh. Note that faces in the input are ignored by the Skin modifier.
    8キロバイト (1,378 語) - 2018年6月29日 (金) 04:51
  • …ve been reconstructed from the real world, containing undesirable noise. A mesh smoothing tool removes noise while still preserving desirable geometry as w …e method has support for using a vertex group to control what parts of the mesh are reduced.
    4キロバイト (512 語) - 2018年6月29日 (金) 05:51
  • …ed together. The latter can be used as a tool to paint weights from nearby mesh shapes. …Blender needs to draw without MultiSample for selection buffers (like Edit Mesh, selection).
    7キロバイト (1,002 語) - 2018年6月29日 (金) 05:51
  • …g of premultiplied and straight alpha transparency, a vertex bevel tool, a mesh cache modifier and a new SPH particle fluid dynamics solver. …out of a simple mesh, rather than just adding details onto a modeled base mesh.
    5キロバイト (756 語) - 2018年6月29日 (金) 05:51
  • …brush texture access has been unified and as a result there are many more tools now shared across paint modes. Brush angle control, better brush overlays, == [[/Usability_tools|'''Usability and Tools''']] ==
    5キロバイト (772 語) - 2018年6月29日 (金) 05:53
  • …Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools|'''Nodes Efficiency Tools''']] == A set of several tools that can speed up working with nodes, both compositing and Cycles shaders.
    3キロバイト (467 語) - 2018年6月29日 (金) 05:54
  • * Fix {{BugReport|34609}}: mesh.getVertex doesn't work as spected with poly.getMaterialIndex() and poly ver === Mesh Editing ===
    30キロバイト (3,683 語) - 2018年6月29日 (金) 05:54
  • …h users can place on the viewport and paint in a stencil-like way on their mesh. Painting outside the boundaries of the stencil will fail. To control the p …function. The key combination is now reserved for inverted modes in other tools.
    7キロバイト (1,160 語) - 2018年6月29日 (金) 05:53
  • For this release we have added various tools to help with 3D printing. …blender_print_tools.png|thumb|right|400px|Example of Cura with an exported mesh.]]
    2キロバイト (277 語) - 2018年6月29日 (金) 05:54
  • =Blender 2.67: Usability & Tools= Mesh editmode includes orientation when transforming about individual origins ({
    5キロバイト (766 語) - 2018年6月29日 (金) 05:53
  • …ion tracker can now automate placement and choice of markers more with new tools. Smoke rendering quality has been improved to reduce blockiness. …be emitted from faces generated by modifiers that were not in the original mesh.
    3キロバイト (478 語) - 2018年6月29日 (金) 05:55
  • * Mirror tools now give feedback if verts can't be mirrored ({{Commit|57245}}) * Mesh normal re-calculation has been improved to give more reliable results with
    4キロバイト (619 語) - 2018年6月29日 (金) 05:57
  • …can get (and edit) information about the weight values of each Vertex of a mesh. That is: to which Vertex Groups the vertex is assigned with which weight * Many of the weight Paint tools now have an optional subset filter to restrict their functionality to only
    2キロバイト (295 語) - 2018年6月29日 (金) 05:57
  • …rid fill and Symmetrize tools were improved. New curve and lattice editing tools were added too.
    2キロバイト (278 語) - 2018年6月29日 (金) 05:57
  • * Warp Mesh not working. ({{Commit|59126}}) * Fix {{BugReport|36435}}: Crash on unwrap with specific mesh. ({{Commit|60483}})
    30キロバイト (3,644 語) - 2018年6月29日 (金) 06:04
  • This draw option can be accessed in mesh Edit mode from the shading panel of the Properties. It is useful for a reto == Mesh Editing ==
    3キロバイト (386 語) - 2018年6月29日 (金) 06:04
  • …tracker now supports weighted tracks and has improved planar tracking. For mesh modeling there are new Laplacian deform and wireframe modifiers, along with …w be edited at once, for example for XYZ axes or color channels. Transform tools now have a mode to enter expressions and units. Other changes were done to
    5キロバイト (746 語) - 2018年6月29日 (金) 06:04
  • * Fix for outline width theme option being ignored for non mesh object types. {{GitCommit|7f9cdae}} * Fix {{BugReport|37428}}: NurbsPath Mesh Deform "Binding" not available or not functional ({{GitCommit|6f67f7c}})
    64キロバイト (8,580 語) - 2018年6月29日 (金) 06:07
  • The Laplacian Deform modifier allows you to pose a mesh while preserving geometric details of the surface. * The Laplacian Deform Modifier can work fine with armatures, hooks or other tools that can transform anchored vertices.
    5キロバイト (741 語) - 2018年6月29日 (金) 06:05
  • * Fix {{BugReport|39771}}: Armature Tools and Options Panel appears in other TABs ({{Commit|419f775}}) * Fix {{BugReport|40343}}: Using replace mesh (e.g., LODs) on a skinned mesh crashes. ({{GitCommit|7317b4f}})
    40キロバイト (5,177 語) - 2018年6月29日 (金) 06:08
  • ==Tools== * Set edges smooth/sharp is now in the Shading panel of 3DView tools, together with already existing smooth/flat faces, and new smooth/sharp ver
    2キロバイト (301 語) - 2018年6月29日 (金) 06:07
  • == Tools == Access from: Mesh -> Face -> Intersect.
    2キロバイト (271 語) - 2018年6月29日 (金) 06:09
  • * Blender’s brush panel (it has all the necessary drawing tools) …http://plasticanimationpaper.dk PAP] has amazing 2D sketching and timeline tools that could be borrowed.
    30キロバイト (5,134 語) - 2018年6月29日 (金) 02:45
  • Currently the boolean tools will treat closed meshes like solids, but cross section should treat them a …y be culled. (I mean it would be modifier that doesn't actually modify the mesh, only the preview image.)
    699バイト (120 語) - 2018年6月29日 (金) 04:41
  • It would be nice to have the possibility to create mesh based on armature drawing , this would transform the armature system into a 5. we would be able to edit the bones shape like any other mesh object (extrude ; loopcut ;etc...), this while keeping the vertex groups (b
    50キロバイト (8,355 語) - 2018年6月29日 (金) 02:45
  • * Improved access to mesh control of Vertices, Faces and Edges '''Tools 1:'''
    11キロバイト (1,673 語) - 2018年6月29日 (金) 02:45
  • *(Also see Sketchup inferencing tools) ==Mesh Editing==
    2キロバイト (294 語) - 2018年6月29日 (金) 02:47
  • …isn't even sculpted. This Modifier could also be used for the Vertex Paint tools. …g apart?</strike> Feature already exists, Ctrl-P to separate sections of a mesh, however this modifier would also fill in the holes so the pieces aren't "h
    1キロバイト (204 語) - 2018年6月29日 (金) 04:44
  • …he input for the modifier is the output last frame instead of the original mesh every time, then it would be possible to build a drill. Anytime the "bit" t Currently the boolean tools will treat closed meshes like solids, but cross section should treat them a
    9キロバイト (1,402 語) - 2018年6月29日 (金) 04:45
  • Imagine this: in blender, you click "add>Mesh>Repository>myaddedrepository.com>animals>horses>horse1" and get a complete …s: Default (spherical falloff), Box (inside the meshbox), Mesh (inside the mesh-geometry
    30キロバイト (5,025 語) - 2018年6月29日 (金) 02:45
  • …of screen space. They are always as tall as viewport, even with only a few tools! It would be nice to see a blueprint through a semitransparent, shaded mesh for modelling in editmode. This just works in objectmode at the moment.
    42キロバイト (7,033 語) - 2018年6月29日 (金) 02:45
  • === Blender should demonstrate its tools/options === I suggest this is largely because there are sooo many tools in blender and this is suggested with noobs in mind, but it can also spark
    26キロバイト (4,588 語) - 2018年6月29日 (金) 04:45
  • There is a workaround for this, for now. Use Jonathan Williamson's Quick Tools add-on and set the hotkey to RMB. …y between object pivot point, and important property of an object, and the tools pivot point, which is generally a temporary thing used for editing.
    19キロバイト (3,178 語) - 2018年6月29日 (金) 02:47
  • face. For a well-behaved low polygonal mesh this is true for most regions. When there is a great change in the tangent frame a problem occurs when the tools pipeline (prior to pixel shading) and the baker do not choose the same diag
    6キロバイト (1,053 語) - 2018年6月29日 (金) 04:41
  • …however, that features which merely *use* the event system (like new Mesh tools that add to the WKEY popup menu, or possibly new UI features, I'm not sure
    1キロバイト (250 語) - 2018年6月29日 (金) 02:47
  • …source graphics/game engines, what are often suffers lack of level editor tools. This project wants to enable engine developers to use blender as a general Impostor type can be derived from Mesh
    5キロバイト (804 語) - 2018年6月29日 (金) 02:51
  • …ossible, for all the possible 3D representations and for all the universal tools that perform data(base) work. …structures and write include files. During the years that followed, mostly tools and visualization methods were worked out.
    19キロバイト (3,169 語) - 2018年6月29日 (金) 04:44
  • …ell modifier for walls, edge intersection, extrude modifier, curve editing tools, freehand drawing... (todo - add more) * Active element transform pivot in UV window (like in mesh edit mode for transforming relative to active verts/edge/face)
    24キロバイト (3,856 語) - 2018年6月29日 (金) 03:36
  • * Separate <s>and Join</s> tools should move animdata around too (using BKE_animdata_separate_by_basepath), * Copy Menu - the future of tools like this is currently unclear. Certainly for rigging though, they are ofte
    10キロバイト (1,338 語) - 2018年6月29日 (金) 04:46
  • * Suzanne Mesh unwrap has a few vertices in wrong place (very long spikes) * add 1 shapekey to a "heavy mesh" and playback speed crawls [[User:ZanQdo|ZanQdo]]
    13キロバイト (2,026 語) - 2018年6月29日 (金) 04:43
  • * Improve interoperability with other 3D tools : export skinned mesh with constraints not supported
    7キロバイト (916 語) - 2018年6月29日 (金) 05:53
  • ==== Mesh Editing ==== …sh operator (Ctrl M) fails to flip normals leaving an incorrectly mirrored mesh (turns normals inside)
    24キロバイト (3,198 語) - 2018年6月29日 (金) 03:43
  • '''Description:''' A branch implementing mesh animation with skeletons with vertex computations in GPU instead of softwar …source graphics/game engines, what are often suffers lack of level editor tools. This project wants to enable engine developers to use blender as a general
    8キロバイト (1,197 語) - 2018年6月29日 (金) 06:08
  • To support the workflow of development, some tools and features are needed: …stance a mesh (like a grenade) at the specified coordinates into the game. Mesh name is specified on the node, and coordinates are input sockets with defau
    49キロバイト (8,377 語) - 2018年6月29日 (金) 03:43
  • This system is create an abstract API to access different mesh structures. It's The mesh backends themselves are required to store all basic data (e.g. vertex
    12キロバイト (1,605 語) - 2018年6月29日 (金) 02:53
  • Each element (vertex/edge/loop/face) in a mesh has an associated persistent bitfield, these flags store information such a …o note that functions marked with an asterisk (*) are not part of the Mesh Tools API and only used by the modelling kernel. Furthermore when structure defin
    23キロバイト (3,872 語) - 2018年6月29日 (金) 04:51
  • …by activating and then adjusting with the mouse movement, like most other tools. The precies settings can be fine tuned via the operator panel. By adjustin I was reading the bevel discussion and seems all the tools will have a hard time with edges owned for more than two faces. Perhaps the
    28キロバイト (4,604 語) - 2018年6月29日 (金) 05:47
  • the mesh that have changed. …and vertex colors is making them work when they are not shared across the mesh. That is, in cases where you have two adjacent faces but their UV coordinat
    4キロバイト (749 語) - 2018年6月29日 (金) 02:45
  • I needed a couple of new curve selection tools (mainly "Select Every Nth" and "Select Random") so I wrote them. While writ Relevant structs based on viewpoint of selection tools can be seen above. As you can see it is possible that a curve object contai
    7キロバイト (1,082 語) - 2018年6月29日 (金) 02:51
  • Curve selection tools can be accessed by using Select menu. This menu can be found in the 3D View …eziér curves and NURBS curves. In case of NURBS surfaces "Select More" of mesh is mimicked. This means that all neighbours of each control point is select
    2キロバイト (352 語) - 2018年6月29日 (金) 02:51
  • == Blender Mesh Data Structures == …. DerivedMesh provides a single interface for reading and drawing multiple mesh types. Here is an overview of the most important ones for this document.
    5キロバイト (701 語) - 2018年6月29日 (金) 02:47
  • …e issues by providing a common interface for Blender to work with multiple mesh data types that is independent of implementation details. …through a common interface the current approach is to convert to whatever mesh format is understood by the current tool. Unfortunately these conversions c
    11キロバイト (1,809 語) - 2018年6月29日 (金) 02:53
  • Also part of this is that I added all of the settings in the Mesh Tools panel to a saveable struct so that things like beauty, doubles limit, the e
    3キロバイト (550 語) - 2018年6月29日 (金) 02:45
  • = Half-Edge Mesh Structure= 29 Mar 2005: HE mesh is now in tuhopuu!
    6キロバイト (1,042 語) - 2018年6月29日 (金) 02:45
  • =Proposed API for modifying the internal HE mesh= This is my new proposed API for handling mesh operations, HE_Operations.
    7キロバイト (997 語) - 2018年6月29日 (金) 02:47
  • = Half-edge mesh review= Blender current mesh format is very simple, and dont allow easily advanced tools. If face and edge modes were added recently, internally the format makes co
    13キロバイト (2,173 語) - 2018年6月29日 (金) 02:51
  • =Half-Edge Mesh User-Interface Design= Since HE mesh is growing in size, it is now time to consider UI design issues. Generally
    2キロバイト (292 語) - 2018年6月29日 (金) 02:45
  • …tally new and seperate set of modelling tools, comparable to Wings3D. The tools would operate on an underlying half-edge BRep implementation, done entirely …my opinion, is to simply deal with it for a while, then phase out the old Mesh.
    2キロバイト (405 語) - 2018年6月29日 (金) 02:46
  • Mesh *active_mesh; …anges, including entering/exiting Sculpt Mode, and when switching from one mesh to another by right clicking.
    13キロバイト (2,031 語) - 2018年6月29日 (金) 02:47
  • == Mesh Selection Tools Based on Sharpness and Flatness == round parts of a mesh, but you want to maintain sharp edges. With
    3キロバイト (512 語) - 2018年6月29日 (金) 02:46
  • …fiers/Array - Blender 2.42|Array Modifier]] and the [[Doc:Manual/Modifiers/Mesh/Mirror|Mirror Modifier]], many potentially time consuming operations have b …k adoption by existing users, but it would facilitate education about both Mesh Modifiers and Object Modifiers for new users. Numerous potential modifiers
    4キロバイト (536 語) - 2018年6月29日 (金) 02:49
  • …lision Detection Shapes: box, sphere, cylinder, cone, convex hull, concave mesh …he whole situation and discuss with the authors / maintainers of the other tools and interested developers and users.
    9キロバイト (1,411 語) - 2018年6月29日 (金) 02:47
  • Each Object in Blender can get a "Soft Body" effect applied (Mesh implemented only now. No! Lattices and curves can be soft to (bjornmose) ) * '''Use Edges''' The edges in a Mesh Object (if there are, check Editing->Mesh Panel) can become springs as well.
    19キロバイト (3,077 語) - 2018年6月29日 (金) 02:45
  • This project aims to further improve the UV editing tools. First the code in unwrapper.c will be refactored, which will allow current * Load mesh and construct charts based on seams or UV coordinates.
    4キロバイト (638 語) - 2018年6月29日 (金) 02:45
  • | Selected data || 3D View mesh selection mode buttons || Orange | Added data/geometry || Potential editing tools (no icons for these at present) || ?
    2キロバイト (369 語) - 2018年6月29日 (金) 02:50
  • …couple' I call 'unified tool API' :)" Everyone agreed that in Blender the tools should be cleaned of any drawing code or event reading.
    2キロバイト (378 語) - 2018年6月29日 (金) 02:51
  • === Boolean tools === …ls, particularly if combining two manifold meshes result in a non-manifold mesh.
    2キロバイト (272 語) - 2018年6月29日 (金) 02:51
  • <Ikee> ton: what bout those select tools that find things like the same normals or the random <ton> unified tools = operators API
    41キロバイト (6,722 語) - 2018年6月29日 (金) 02:52
  • # Debugging basics, how to get a backtrace with gdb, printf, some other tools that can be useful for checking memory and profiling. Example of neglected area, apart of blender thats not used so much, lattice tools, nurbs perhaps, a simple exporter not ported back
    13キロバイト (2,314 語) - 2018年6月29日 (金) 03:45
  • **. mesh loop tools &rarr; need to be redone for new selection modes. Roel will explain Ton wha
    2キロバイト (278 語) - 2018年6月29日 (金) 02:47
  • **Python &rarr; prototyping new tools &rarr; implement in C when feasible (comp. [[DeveloperWiki/SculpMesh|SculpM **Generalising metaball architecture (Jiri H). Mesh governing structure, Ipos.
    2キロバイト (229 語) - 2018年6月29日 (金) 02:47
  • - each object type (now Mesh, Lattice implemented) can become softbody - full recode of Mesh drawing methods
    4キロバイト (615 語) - 2018年6月29日 (金) 02:49
  • …ck vectorial motion blur - its based on turning the entire image into a 3d mesh, using the Z values then the vertices with speed move around and all gets a ==editmesh tools==
    2キロバイト (271 語) - 2018年6月29日 (金) 02:47
  • *[[patch:2439]] Makes objects react properly to deformations after a mesh replacement call. - closed - assigned to erwin …the faces of a softbodies mesh rather than verts, and a force to preserve mesh volume - rejected by bjornmose
    3キロバイト (395 語) - 2018年6月29日 (金) 02:47
  • …was especially true of multires interpolation, which tended to be slow on tools that used a lot of euler operations. …eulers also weren't very useful for ensuring valid mesh geometry, since a) mesh/edge creation functions do just as much checking, and b) what's valid for b
    841バイト (137 語) - 2018年6月29日 (金) 06:07
  • …Blender import *''' or '''import Blender as B''' or '''from Blender import Mesh, Window''' …ls he's worked on in Orange and out of it have been strongly influenced by tools in other applications (as a concrete example, walk cycle modifiers, were ve
    23キロバイト (3,900 語) - 2018年6月29日 (金) 02:51
  • == Transform tools? == …creating a "morph brush", which would morph areas of the mesh into another mesh. That would be an easy way to paint 'shear' and 'to sphere'. Rotate would
    2キロバイト (370 語) - 2018年6月29日 (金) 02:47
  • …UV sets and mesh settings when it is obviously a Mesh tool. However, the Mesh Tool panels are pretty full, and it's actually longer than the other panels …a whole space devoted to variables for both selected objects and selected tools, where User Data also shows up and is keyable.
    62キロバイト (10,973 語) - 2018年6月29日 (金) 02:54
  • <erwin_bullet> we work on some fracturing, it requires some tools... <ideasman42__> erwin_bullet, I changed physics mesh creation not to do welding
    40キロバイト (6,062 語) - 2018年6月29日 (金) 03:40
  • :[[Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh|Snap to Mesh]] :[[Doc:2.6/Manual/Modeling/Meshes/Mesh Structures|- Mesh Structures]]
    46キロバイト (5,663 語) - 2018年6月29日 (金) 03:42
  • …ost of the object modeling and scene creation. Blender has a wide array of tools and options to support you in efficiently working with your mouse, keyboard This menu contains tools for selecting objects.
    10キロバイト (1,531 語) - 2018年6月29日 (金) 04:38
  • …it is very useful when you need to smoothly deform the surface of a dense mesh. …Sculpt Mode]] that contains brushes and tools for proportionally editing a mesh without seeing the individual vertices.}}
    7キロバイト (907 語) - 2018年6月29日 (金) 04:44
  • …n via Armature''' : animated to deform by the movement of bones inside the mesh, a very complex and flexible interaction that makes character-shaped object ==Animation features and tools overview==
    6キロバイト (886 語) - 2018年6月29日 (金) 03:42
  • …oftware (include Blender) uses these one or more of the following systems (tools/methods) to make a 3D object animating: …portant/powerful animation ''techniques'' that are available through these tools. Note that often, one technique might use (or will need the use of) several
    18キロバイト (2,808 語) - 2018年6月29日 (金) 04:51
  • …nimation/Editors/NLA|{{Literal|NLA Editor}}]], or controlled with advanced tools like the [[Doc:2.6/Manual/Constraints/Relationship/Action|{{Literal|Action} …ent adding new pose in Pose Library. They are also created with respective tools in {{Literal|Action Editor}} (and {{Literal|Shape Keys Editor}}) mode of th
    8キロバイト (1,313 語) - 2018年6月29日 (金) 04:51
  • …'indirect'' shape animation is how to animate an object’s shape (often a mesh) by animating other “controlling” objects. With object’s shapes, in B …fluids]]…) are indeed modifiers! Follow the links to learn more on these tools. In addition to their “traditional” animation (through F-curves control
    7キロバイト (1,132 語) - 2018年6月29日 (金) 04:51
  • …cials}} menu ({{Shortcut|W}}) or in {{Literal|Vertices}} submenu {{Literal|Mesh}} menu of the 3D-header, which might help you when editing shape keys: : For Meshes only. Applies shape keys in edit mode for mesh objects.
    9キロバイト (1,496 語) - 2018年6月29日 (金) 04:51
  • …hould make it possible to export/import Collada files from/to a variety of tools. But please be aware that the Collada module is still a work in progress. S Hint: Some Modifiers provide a Preview mode and a Render mode with different mesh settings. We now support both modes when applying the modifiers.
    12キロバイト (1,991 語) - 2018年6月29日 (金) 04:40
  • …dings</code>, etc. Then, when you have a .blend file that contains a chair mesh, for example, all you have to do is copy that file into the <code>furniture The following procedure appends an object with all its linked data, such as mesh data, materials, textures, …, to the current .blend file.
    15キロバイト (2,475 語) - 2018年6月29日 (金) 04:40
  • …capsulate all that we can do with Blender Python API and are very powerful tools. We create a reference to the operator that is used for creating a cube mesh primitive
    7キロバイト (1,027 語) - 2018年6月29日 (金) 03:45
  • ; {{Literal|Use Mesh}} : When this option is enabled, the mesh from the level of detail object is used until a lower level of detail overr = Tools =
    4キロバイト (696 語) - 2018年6月29日 (金) 06:08
  • …a discussion on how to partially overcome this, see: [[#Mesh_Deformations|Mesh Deformations]]. :[[Doc:2.6/Manual/Game_Engine/Physics/Objects/NavigationMesh|Navigation Mesh]] - To make pathfinding paths. Useful for Artificial Intelligence.
    18キロバイト (2,870 語) - 2018年6月29日 (金) 04:45
  • [[File:2.6_ModeSelect.png|frame|right|Mode selection example (mesh object).]] …rop-down list of {{Literal|3D View}} header (see ''Mode selection example (mesh object)'').
    4キロバイト (669 語) - 2018年6月29日 (金) 04:50
  • …Blender?" all the way to "what is the latest change in the way to sculpt a mesh?" …given area within the space. Proficiency in a skill makes you productive. Tools within Blender have applicability within the space as well. For example, th
    6キロバイト (1,042 語) - 2018年6月29日 (金) 03:43
  • …) dollars. NaN hoped to bring professional level 3D modeling and animation tools within the reach of the general computing public. NaN’s business model in …der.org/development/release-logs/blender-237a/ A big leap]: transformation tools and widgets, softbodies, force fields, deflections, incremental subdivision
    21キロバイト (2,950 語) - 2018年6月29日 (金) 03:43
  • …nts in virtually all areas: software, interface, modeling, animation flow, tools, the python API, etc. This is the result of a careful study of use cases, y # '''Non Overlapping''' : The UI permits you to view all relevant options and tools at a glance without pushing or dragging windows around.
    6キロバイト (941 語) - 2018年6月29日 (金) 03:43
  • …/Multiple Materials|Multiple Materials]] page. In edit mode, the following tools appear: ….). The Data menu item determines that this material will be linked to the mesh's datablock which is linked to the object's datablock. The Object menu item
    10キロバイト (1,514 語) - 2018年6月29日 (金) 04:39
  • The Tools Shelf, shortcut {{Shortcut|T}} contains most of the options for vertex pain [[Image:Doc-2.6-Materials-VertexPaint-ToolShelf-Tools.png|thumb|right|600px|Settings for vertex painting]]
    6キロバイト (867 語) - 2018年6月29日 (金) 04:45
  • Objects come in many forms, shapes and sizes, so Blender has many different tools available to help you make your model quickly and efficiently: : Working with the mesh that defines the shape of an object
    2キロバイト (296 語) - 2018年6月29日 (金) 03:47
  • |panel={{Literal|Curve Tools}} ({{Literal|Editing}} context) [[Doc:2.6/Manual/Modeling/Meshes/Snapping|Mesh snapping]] also works with curve components. Both control points and their
    13キロバイト (1,943 語) - 2018年6月29日 (金) 04:43
  • …ect to a curve, you can deform the mesh up or down the curve by moving the mesh along, or orthogonal to, the dominant axis. This is a most useful tool to m …along the curve. Moving the mesh in an orthogonal direction will move the mesh object closer or further away from the curve. The default settings in Blend
    17キロバイト (2,668 語) - 2018年6月29日 (金) 04:43
  • …al/Modeling/Objects/Duplication/DupliFrames|Doc:2.5/Manual/Modeling/Meshes/Mesh Structures}} {{review||text=splitted mesh analysis}}
    5キロバイト (775 語) - 2018年6月29日 (金) 04:41
  • = Mesh Clean-up = …ols are to help cleanup degenerate geometry and fill in missing areas of a mesh.
    2キロバイト (246 語) - 2018年6月29日 (金) 06:04
  • ….5|Doc:2.5/Manual/Modeling/Meshes/Selection|Doc:2.5/Manual/Modeling/Meshes/Tools/Transform Deform}} = Mesh Editing =
    3キロバイト (436 語) - 2018年6月29日 (金) 04:48
  • adding object -> addin mesh, e.g. final merging into one object. …cursor imed. just press {{shortcut|shift}}{{shortcut|C}}, or edit in the N tools menu cursor xoordinates x,y,z.
    650バイト (105 語) - 2018年6月29日 (金) 04:50
  • …2.5/Manual/Modeling/Meshes/Tools/Add Divide|Doc:2.5/Manual/Modeling/Meshes/Tools/Separate}} These tools can be used to remove components.
    6キロバイト (900 語) - 2018年6月29日 (金) 04:44
  • |menu={{Menu|Mesh|Transform|Grab/Move, Rotate, Scale, …}} |panel={{Literal|Mesh Tools}} ({{Literal|Editing}} context)
    1キロバイト (205 語) - 2018年6月29日 (金) 04:50
  • [[File:ShrinkFlatten1.png|thumb|left|200px|mesh before push/pull]] |menu={{Menu|Mesh/Curve/Surface|Transform|Warp}}
    6キロバイト (934 語) - 2018年6月29日 (金) 04:50
  • |panel={{Shortcut|Mesh Tools}} panel ({{Literal|Editing}} context) …n the grey values of the first texture slot of the material applied to the mesh.
    2キロバイト (270 語) - 2018年6月29日 (金) 04:50
  • |menu={{Menu|Mesh|Transform|Shrink/Fatten Along Normals}} |panel={{Literal|Mesh Tools}} ({{Literal|Editing}} context)
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  • |menu={{Menu|Mesh|Vertices|Smooth vertex}} |panel={{Literal|Mesh Tools}} ({{Literal|Editing}} context, {{Shortcut|F9}})
    2キロバイト (254 語) - 2018年6月29日 (金) 04:50
  • = Mesh Duplicating Tools = This section covers mesh editing tools that add additional geometry by duplicating existing geometry in some way.
    1キロバイト (155 語) - 2018年6月29日 (金) 04:44
  • |menu={{Menu|Mesh|Extrude Region}} |panel={{Menu|Mesh Tools|Extrude}}
    5キロバイト (742 語) - 2018年6月29日 (金) 04:50
  • |panel={{Literal|Edit Mode}} → {{Literal|Mesh Tools}} (shortcut {{Shortcut|T}}) → Add → Screw Button The {{Literal|Screw}} Tool is one of the most used tools for generating continuous circular profiles in Blender since its ancient ve
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  • |panel={{Literal|Mesh Tools}} ({{Literal|Editing}} context) …bled, will keep the original selected elements as separated islands in the mesh (i.e. unlinked to the result of the spin extrusion).
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  • |menu={{Menu|Mesh|Edges|Make Edge/Face}} …e several different attributes that influence how varying tools affect the mesh.
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  • = Face Tools = These are tools that manipulate faces.
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  • =Miscellaneous Editing Tools= …} and {{Literal|Faces}} menus) allows you to reorder the matching selected mesh elements, following various methods. Note that when called from the {{Liter
    2キロバイト (259 語) - 2018年6月29日 (金) 04:50
  • …improved mesh snapping functionality. This page will change as retopology tools are updated in newer versions of Blender}} …n create a new lower resolution mesh that matches the form of the original mesh.
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  • {{Page/Header|2.5|Doc:2.5/Manual/Modeling/Meshes/Tools/Merge Remove|Doc:2.5/Manual/Modeling/Meshes/Snapping}} = Mesh Subdividing Tools =
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  • |menu={{Menu|Mesh|Edges|Bevel}} or {{Menu|{{Shortcut|Ctrl|E}}|Bevel}} …ving the mouse towards and away from the object, a bit like with transform tools. As usual, the scaling can be controlled to a finer degree by holding {{Sh
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  • |panel={{Literal|Mesh Tools}} ({{Literal|Editing}} context, {{Shortcut|F9}}) [[File:Knife1.png|thumb|left|200px|Mesh before knife cut]]
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  • |panel={{Literal|Editing}} context → {{Literal|Mesh Tools}} [[File:Doc26-loopCut-before.png|thumb|left|200px|mesh before inserting edge loop]][[File:Doc26-loopCut-preview.png|thumb|left|200
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  • |menu={{Menu|Mesh|Edges|Subdivide}}, {{Menu|Specials|Subdivide/Subdivide Smooth}} |panel={{Literal|Mesh Tools}} ({{Literal|Editing}} context)
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  • = Vertex Tools = …age covers many of the tools in the {{Menu|Mesh|Vertices}} menu. These are tools that work primarily on vertex selections, however, some also work with edge
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  • [[File:25-Manual-Mesh-Structures-CubeExample.png|thumb|Vertex example]] …a straight line. The edges are the “wires” you see when you look at a mesh in wireframe view. They are usually invisible on the rendered image. They a
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  • ….6|Doc:2.6/Manual/Modeling/Meshes/Smoothing|Doc:2.6/Manual/Modeling/Meshes/Tools}} = Selecting Mesh Components =
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  • {{review|partial=X|text= expand advanced selection tools|im=examples}} :Select mesh items at the mirrored location.
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  • {{review|im=examples|partial=X|text = expand basic selection tools}} …a lighter shade (in general, the last element selected). Depending on the tools used, this element might be very important!
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  • As we have seen in the [[Doc:2.6/Manual/Modeling/Meshes/Mesh Structures|mesh structure page]], meshes are made of different element types (even though t …aces fully defined by these same edges)''. This is very important, as some tools only work on vertices, edges and/or faces: if you use a “face” tool wit
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  • = Mesh Shading = | colspan="3" | Example mesh rendered flat, smoothed using edge split, and using Subdivision Surface. N
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  • …Groups could be used to tag vertices as belonging to a certain part of the mesh, think of the legs or seat of a chair, the whole chair, the hinges of a doo …used for Armatures (See [[Doc:2.6/Manual/Rigging/Skinning/ObData|Skinning Mesh Objects]]). But they are also used in many other areas of Blender, like for
    12キロバイト (2,008 語) - 2018年7月24日 (火) 00:04
  • …int}} mode from the Mode Menu (hotkey={{Shortcut|ctrl|tab}}). The selected Mesh Object is displayed slightly shaded with a rainbow color spectrum. …f the Object by painting on it with weight brushes. Starting to paint on a mesh automatically adds weights to the active Vertex Group (a new Vertex Group i
    19キロバイト (2,936 語) - 2018年6月29日 (金) 05:57
  • = Weight Tools = [[File:26-Manual-Modeling-Meshes-weight-paint-tools.png|right|Weight Paint Tools]]
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  • = Weight Tools = [[File:26-Manual-Modeling-Meshes-weight-paint-tools.png|right|Weight Paint Tools]]
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  • In {{Literal|Object}} mode, the calculated mesh is shown, along with a black “selection ring” (becoming pink when selec …eral|Edit}} mode (''{{Literal|Meta Ball}} example''), a meta is drawn as a mesh (either shaded or as black wireframe, but without any vertex of course), wi
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  • …collapse inward. If you move the plane away from the sphere, the plane’s mesh will restore itself. …Shortcut|H}}, the {{Literal|Hide}} toggle button in the {{Literal|MetaBall tools}}, or the {{Menu|Metaball|Hide MetaElems|Hide Selected}} menu option.
    8キロバイト (1,218 語) - 2018年6月29日 (金) 04:45
  • …oving, erase join. like 2.4. Need also to explain objects classes (curves, mesh, etc) and possible conversions from and to (greylica)}} …primitives”) described in “[[Doc:2.6/Manual/Modeling/Meshes/Primitives|Mesh Primitives]]”.
    6キロバイト (862 語) - 2018年6月29日 (金) 03:44
  • …re with an extruded "north pole" as our base object and cube as our parent mesh. To parent the sphere to the cube, in {{Literal|Object mode}}, first {{Sho …ith the duplicates. One workaround is to move the origin of the duplicator mesh off of the plane of the faces.
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  • In this section will be described tools for manipulating objects in {{Literal|Object Mode}}. All edition tools works only with selected objects. See [[Doc:2.6/Manual/Modeling/Objects/Sel
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  • = Finding Surface Tools = [[File:NurbsSurfaceTools.png‎|frame|right|Surface Tools.]]
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  • …[Doc:2.6/Manual/Modeling/Curves/Editing|NURBS curve selection]]. The basic tools are the same as with [[Doc:2.6/Manual/Modeling/Meshes/Selecting|meshes]], s *Second, these tools will never “go outside” of a surface (they will never “jump” to ano
    18キロバイト (2,788 語) - 2018年6月29日 (金) 04:43
  • …|alt|C}}, in {{Literal|Object}} mode), either to a curve, or directly to a mesh, allowing you to use all the powerful features of these types of objects on …n both modes, and implies that you cannot apply them to just a part of the mesh. So font, size, and so on are common to all letters in a {{Literal|Text}} o
    19キロバイト (2,951 語) - 2018年6月29日 (金) 04:48
  • The {{Literal|Modify}} group of modifiers are tools a bit similar to the {{Literal|Deform Modifiers}} (see below), but which do …h_Cache|Mesh Cache]]}}: Apply animated mesh data (from external file) to a mesh.
    8キロバイト (1,112 語) - 2018年6月29日 (金) 04:41
  • …e/Header|2.6x|Doc:2.6/Manual/Modifiers/Mesh/Bevel|Doc:2.6/Manual/Modifiers/Mesh/Decimate}} …t}} (disjunction)) to create a single compound object out of two {{Literal|Mesh}} objects.
    26キロバイト (4,226 語) - 2018年6月29日 (金) 04:41
  • …e/Header|2.5|Doc:2.5/Manual/Modifiers/Mesh/Smooth|Doc:2.5/Manual/Modifiers/Mesh/Subsurf}} …, hit the {{Literal|Skin Node Set Flag}} button, and in the {{Literal|Mesh Tools}} menu set the new vertex to root.
    3キロバイト (512 語) - 2018年6月29日 (金) 05:49
  • {{Page/Header|2.5|Doc:2.5/Manual/Modifiers/Mesh/Smooth|Doc:2.5/Manual/Modeling/Meshes/Multiresolution}} …mooth surfaces with simple, low-vertex meshes. This allows high resolution mesh modeling without the need to save and maintain huge amounts of data and giv
    15キロバイト (2,314 語) - 2018年6月29日 (金) 03:44
  • Blender's ocean simulation tools take the form of a modifier, to simulate and generate a deforming ocean sur …res the simulation data, and applies it to create a deformed ocean surface mesh. The ocean modifier can also add a vertex color channel, in order to visual
    9キロバイト (1,407 語) - 2018年6月29日 (金) 04:40
  • Modifiers are added from the {{Literal|Modifiers}} menu. Some tools and scripts, for example {{Literal|Decimate}} and {{Literal|Solidify}}, hav …modifiers that can be applied are shown in this listbox button. {{Literal|Mesh}} objects can have all available modifiers added, while, for example, {{Lit
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  • …n viewports. However, using vertex level also requires a highly subdivided mesh to work. : Allows waves to pass through mesh "edges" instead of reflecting from them.
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  • …al|SubSurf}} before baking the simulation could also be a good idea if the mesh is not animated. :Note that if the mesh is moving, it will be treated as noslip automatically.
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  • Right now only mesh objects can participate in the rigid body simulation. * ''"Mesh based shapes"'' - these are calculated based on the geometry of the object
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  • These preferences control how several tools will operate with your input. [[File:Structure-object-data.jpg|right|Example for a Mesh]]
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  • :It means that the Object Tools and Transform Properties Tab, :Object Tools and Transform Properties Tab.
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  • Note: on Linux, C/C++ compiler tools (in particular /usr/bin/cpp) must be installed to compile OSL scripts. Some object, particle and mesh attributes are available to the built-in getattribute() function. UV maps a
    8キロバイト (1,196 語) - 2018年6月29日 (金) 05:51
  • …aling extrusions, as explained for meshes [[Doc:2.5/Manual/Modeling/Meshes/Tools/Add Divide#Extrusion|here]], by hitting respectively {{Shortcut|E|R}} and { Note that exactly as in mesh editing, if you press {{Shortcut|esc}} right after you have pressed {{Short
    17キロバイト (2,649 語) - 2018年6月29日 (金) 04:44
  • …or less like meshes’ vertices, and bones themselves act like edges in a mesh. …n this situation has another specific behavior: While with other transform tools, the “local axes” means the object’s axes, here they are the bone’s
    22キロバイト (3,380 語) - 2018年6月29日 (金) 04:44
  • Note that unlike the mesh draw type the armature draw type has no effect on selection behavior. In ot As stated above, you have to remember that these selection tools are for bones' ends only, not the bones' bodies.
    6キロバイト (945 語) - 2018年6月29日 (金) 04:44
  • …e Modeling section for how to model a highly detailed model using the Mesh tools. How much detail you put in is totally up to you. The more ridges and detai …y it to a similar object. The similar object is identical to the high-poly mesh except with less vertices. Use the [[Doc:2.6/Manual/Render/Bake|Render Bake
    4キロバイト (747 語) - 2018年6月29日 (金) 04:41

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