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  • …res hotkeys and functions with the 3D window. RMB, and G-key and S-key for selecting and transforming curves. Tab key for Edit mode on curves. …es can be set by selecting the curves whose style you wish to change, then selecting the appropriate style from the Interpolation Mode entry in the Curves menu
    92キロバイト (16,444 語) - 2018年6月29日 (金) 02:52
  • (''Selecting links.''). [[Image:Manual-Part-II-ObjectLink.png|frame|none|Selecting links.]]
    16キロバイト (2,671 語) - 2018年6月29日 (金) 02:46
  • …he ''Tracking axis'' from the first column-set of six radio buttons and/or selecting the ''upward-pointing'' axis from the second column-set in the {{Literal|An
    35キロバイト (5,358 語) - 2018年6月29日 (金) 02:47
  • [[File:Manual-UV-select-editmode.png|right|thumb|300px|Selecting Faces in Edit Mode]] …d the back of the head. We did so by creating and using the Vertex Groups, selecting the "BackSkull" group and {{Shortcut|H}}iding them from view. We did this b
    39キロバイト (6,968 語) - 2018年6月29日 (金) 02:53
  • …trips of special transition effects, and then animate out your sequence by selecting "Do Sequence" and clicking the Anim button. You can use the Add menu in the …me the strip appears. To reduce the delay, simplify the scene rendering by selecting fewer layers to render.
    38キロバイト (6,646 語) - 2018年6月29日 (金) 02:50
  • #REDIRECT [[Doc:2.4/Manual/Modeling/Meshes/Selecting]]
    54バイト (6 語) - 2018年6月29日 (金) 02:46
  • …of the rear faces in (''Making spots denser in an area''). This is done by selecting a single face and pressing the {{Literal|Subdivide}} button,
    6キロバイト (950 語) - 2018年6月29日 (金) 02:47
  • …ose Mode|PoseMode]]. It's possible to directly Hide bones in the 3Dview by selecting the bones to hide and do {{Shortcut|H}}. You can turn all bone visible with =Selecting Bones=
    16キロバイト (2,748 語) - 2018年6月29日 (金) 02:47
  • #REDIRECT [[Doc:2.4/Tutorials/Animation/BSoD/Character Animation/Selecting]]
    76バイト (8 語) - 2018年6月29日 (金) 03:41
  • |[[Doc:2.6/Manual/Modeling/Objects/Selecting|Selecting Objects]] |[[Doc:2.6/Manual/Modeling/Meshes/Selecting|Selecting]]
    46キロバイト (5,276 語) - 2018年6月29日 (金) 05:50
  • By selecting {{Shortcut/Keypress|Collisions 1}}, Blender GE will calculate the movement By selecting {{Shortcut/Keypress|Collisions 2}}, all frames calculated by the GE will be
    4キロバイト (638 語) - 2018年6月29日 (金) 04:48
  • …ossible to append groups of objects. Thus a whole robot can be appended by selecting its group from the file browser showing the contents of A.blend.
    4キロバイト (790 語) - 2018年6月29日 (金) 04:36
  • …ossible to append groups of objects. Thus a whole robot can be appended by selecting its group from the file browser showing the contents of A.blend.
    5キロバイト (919 語) - 2018年6月29日 (金) 03:45
  • *Pose Mode now is non-modal, meaning it is now a state any Object can be in. Selecting Bones or other Objects is accessible without mode switches
    6キロバイト (873 語) - 2018年6月29日 (金) 02:45
  • *<del>It can now bake particles and softbody by selecting as many of those wanted in the outliner and by rightclick menu->Bake. By th *works by selecting "psys" in softbody panel -> all things in softbody panel now apply to the c
    27キロバイト (4,348 語) - 2018年6月29日 (金) 02:47
  • * '''Type''': menu for selecting the type of particles, among the three types available: '''Emitter''', '''R
    31キロバイト (4,752 語) - 2018年6月29日 (金) 02:51
  • * Operators that depend on mouse coordinates, like moving areas or selecting in the 3d viewport, are problematic. How to redo such an operation? One pos
    10キロバイト (1,783 語) - 2018年6月29日 (金) 03:36
  • *Allow the UI to visualize such data flexible; by selecting some subset of this data, it can be visualized as buttons, 3d windows, diag …buttons) was on each level, to allow data selecting, view selecting, tool selecting. It also meant that there was no central registration or handling of events
    13キロバイト (1,982 語) - 2018年6月29日 (金) 03:37
  • …it is more useful to specify directly the objects to work on, rather than selecting them or putting them in the context. As a solution, operators should specif
    11キロバイト (1,642 語) - 2018年6月29日 (金) 03:40
  • …in such a way that this behaviour is generally the default, with the user selecting the menu item that describes what action will take place.
    3キロバイト (495 語) - 2018年6月29日 (金) 02:49
  • * Detect render engine and use proper materials for it rather than selecting a checkbox
    14キロバイト (2,042 語) - 2018年6月29日 (金) 06:04
  • …s can be worked around by right clicking on the 'Blender' project icon and selecting '''Code Assistance -> Reparse Project''' (netbeans 8.0.2, --[[User:Ideasman
    2キロバイト (279 語) - 2018年6月29日 (金) 05:45
  • * [[Dev:Source/Modeling/Sharp Flat Select|Selecting based on Sharpness/Flatness]]
    4キロバイト (557 語) - 2018年6月29日 (金) 04:44
  • On Windows, selecting and copying text from the command prompt works different than you might exp
    2キロバイト (350 語) - 2018年6月29日 (金) 03:40
  • * Small fix (selecting nothing didn't calculate the distance of the cursor from the origin anymore
    7キロバイト (1,030 語) - 2018年6月29日 (金) 04:46
  • …the previous solutions had a flexible approach to this problem. Relying on selecting objects introduces a weakness in the UI and makes it impossible to remember
    7キロバイト (1,148 語) - 2018年6月29日 (金) 03:44
  • * Use render visibility when selecting render layer preview in viewport
    19キロバイト (3,016 語) - 2018年6月29日 (金) 05:53
  • * Do not allow selecting of hidden objects. Selecting the Game Engine we can see working constraints even if they aren't used in
    11キロバイト (1,666 語) - 2018年6月29日 (金) 05:45
  • …st select and object and then apply the tool to it immediately, instead of selecting a tool and applying it to an object.
    14キロバイト (2,452 語) - 2018年6月29日 (金) 06:04
  • Getting this into blender - to explain basic navigation, selecting and operations would be a pain- since blender is changing it's interface. I
    3キロバイト (550 語) - 2018年6月29日 (金) 06:06
  • …select other objects in edit mode (seems like a reasonable exception since selecting other objects in edit mode is itself an exception to blender's philosophy o …ther editors, like the UVEditor, Node Editor, File Browser, etc. Like CTRL selecting connected nodes or similar useful behavior
    7キロバイト (1,193 語) - 2018年6月29日 (金) 06:05
  • …lighted in a different color). Amongst other things it facilitates easier selecting in more complex geometry situations.
    3キロバイト (389 語) - 2018年6月29日 (金) 06:06
  • ;Selecting drivers to edit them, then testing to see how they work, has a problem.
    2キロバイト (326 語) - 2018年6月29日 (金) 06:05
  • could also corrupt memory when selecting samples with long names. from the sample selector menu. missing countall when selecting linked
    39キロバイト (6,042 語) - 2018年6月29日 (金) 02:54
  • * fix #28240: Selecting more than one object in the outliner with shift + left mouse button not wor * fix: Selecting output node in compositor did unnecessary re-compositing if the output was
    15キロバイト (2,292 語) - 2018年6月29日 (金) 04:46
  • * fix: selecting with z-buffer hiding did not work when graphics card settings enabled antia
    18キロバイト (2,384 語) - 2018年6月29日 (金) 04:50
  • …gReport|29879}}: ctrl+B border select with handles in the graph editor not selecting the right keys/handles. - {{Commit|43360}} * fix: circle-select in pose mode disregarded layer visibility, selecting invisible bones - {{Commit|43660}}
    21キロバイト (2,808 語) - 2018年6月29日 (金) 05:44
  • *Note that when deselecting/selecting, all corresponding stitchable/unstitchable edges/UVs that belong to the sam
    6キロバイト (1,063 語) - 2018年6月29日 (金) 05:47
  • * Fix {{BugReport|27652}}: Selecting a bone doesn't update Driver Properties panel ({{Commit|49978}}) * Fix {{BugReport|31587}}: loading image sequence by selecting all images does not work in MCE ({{Commit|47008}})
    49キロバイト (5,977 語) - 2018年6月29日 (金) 05:50
  • * Fix {{BugReport|32851}}: Mouse click coordinates when adding and selecting mask vertices on undistorted footage are off ({{Commit|51404}})
    25キロバイト (3,019 語) - 2018年6月29日 (金) 05:51
  • …ith the pre-2.65 bevel, the new one is an interactive tool that you use by selecting the desired edges to bevel and then typing {{Shortcut|ctrl|B}}. Then move t
    3キロバイト (439 語) - 2018年6月29日 (金) 05:51
  • * Fix for double clicking in the text editor not selecting text correctly ({{Commit|54543}})
    28キロバイト (3,416 語) - 2018年6月29日 (金) 05:53
  • * Bugfix: Selecting AnimData "expanders" in AnimEditors works again. ({{Commit|55261}}) …ugReport|35037}}: Compositor: MultilayerEXR + undo loses image. Crash when selecting in Image Editor. ({{Commit|56201}})
    30キロバイト (3,683 語) - 2018年6月29日 (金) 05:54
  • …here the angle between two adjacent edges is within a specified range) and selecting (e.g., to remove chains shorter than a length threshold). The appearance o
    15キロバイト (2,217 語) - 2018年6月29日 (金) 05:53
  • * When the stencil mode is active, selecting individual faces is no longer possible in vertex and image paint mask mode.
    7キロバイト (1,160 語) - 2018年6月29日 (金) 05:53
  • * Find Node: press {{Shortcut|ctrl|F}} to search for a node. On selecting a node, it activates the node and makes sure the node is visible. This is useful when filling in holes to save time selecting surrounding vertices's before creating the face.
    5キロバイト (766 語) - 2018年6月29日 (金) 05:53
  • * Fix {{BugReport|35613}}: Dopesheet, Graph Editor Trouble Selecting Channels. ({{Commit|57240}}) * Fix {{BugReport|35548}}: Island selecting mode problem in UV editor. ({{Commit|57508}})
    34キロバイト (4,060 語) - 2018年6月29日 (金) 05:56
  • * Fix {{BugReport|36605}}: Segfault when border selecting markers in the "graph" mode when no track is active. ({{Commit|59651}})
    30キロバイト (3,644 語) - 2018年6月29日 (金) 06:04
  • * Fix {{BugReport|37883}}: Dope Sheet - Selecting object channels in AnimEditors doesn't make them active ({{GitCommit|48b968 * Fix {{BugReport|37336}}: Toggle selecting a pose-bone from object mode would de-select all others ({{GitCommit|6f3f10
    64キロバイト (8,580 語) - 2018年6月29日 (金) 06:07
  • * Selecting groups in animation editors selects corresponding bones ({{Commit|60823}})
    9キロバイト (1,446 語) - 2018年6月29日 (金) 06:04
  • * NLA Editor Bugfix: Select NLA tracks too when selecting strips. ({{GitCommit|b2b7b3f}})
    40キロバイト (5,177 語) - 2018年6月29日 (金) 06:08
  • * Fix {{BugReport|40801}}: Selecting group objects by KeyingSets didn't work with builtin KeyingSets. ({{GitComm * Fix {{BugReport|40888}}: Memory error when selecting Cycles render engine. ({{GitCommit|8c9c93c}})
    27キロバイト (3,716 語) - 2018年6月29日 (金) 06:08
  • This tool is based on unsharp masking. By selecting "Sharpen" in the UI or pressing {{Shortcut|ctrl|lmb}} with the soften tool
    11キロバイト (1,977 語) - 2018年6月29日 (金) 06:09
  • …the list will remove selected vertex from this vertex group if it exists. Selecting "on" will create the vertex group and add those vertex to the group. Adding …en if it is not actually selected when the grease pencil layer is created. Selecting other objects makes the grease pencil drawings dissappear.
    30キロバイト (5,134 語) - 2018年6月29日 (金) 02:45
  • …two steps. If I want that node to be different node, just pulldown again selecting a new type, and poof! it's that type. Connections stay in tact.
    7キロバイト (1,189 語) - 2018年6月29日 (金) 05:44
  • read angles already in place via appropriate selecting …seful on a other 3D application called 3dmax to named group of objects for selecting. Grouping can also freeze the objects in the group and draw a cube around a
    50キロバイト (8,355 語) - 2018年6月29日 (金) 02:45
  • When selecting the smooth shading mode for a mesh, there's not a smoothing angle option to
    22キロバイト (3,653 語) - 2018年6月29日 (金) 04:45
  • In blender, curves have a twist value. In edit mode, selecting a point and pressing T will allow you to twist the curve. I haven't seen th
    6キロバイト (1,148 語) - 2018年6月29日 (金) 02:51
  • Selecting a vertex, the Chamfer Vertex Tool, will create a new face in place of the s …hree proposals above. Select faces that have similar curvature. Useful for selecting regions of similar "detail". More than one face has to be selected - can fa
    9キロバイト (1,402 語) - 2018年6月29日 (金) 04:45
  • * A Dropdown to quickly select system fonts (in addition to selecting files as it is now)
    1キロバイト (161 語) - 2018年6月29日 (金) 05:57
  • Selecting the higher level objects in the outliner panel should select all of the sub
    9キロバイト (1,396 語) - 2018年6月29日 (金) 04:45
  • malefico - hide bone by selecting and pressing H
    8キロバイト (1,305 語) - 2018年6月29日 (金) 02:45
  • ===Left button for selecting=== …, 1, but it is awkward to have to reposition the left hand every time when selecting z,x,y. --[[User:Rednelb|Rednelb]] 19:24, 12 February 2007 (CET)
    42キロバイト (7,033 語) - 2018年6月29日 (金) 02:45
  • a.) Counting numbers for vertices/polys/edges/etc. by selecting objects/groups/etc.; …requiring to RMB-click on any of the selected objects in the Outliner and selecting the word "select" from the context pop-up window in order to actually selec
    26キロバイト (4,588 語) - 2018年6月29日 (金) 04:45
  • One major source of frustration in Blender is the bizarre method of selecting things. The "b" hotkey needs to be pressed to draw a selection marquee. And As a good example of how standardized this is, it even works in firefox (selecting text). It works in open office, it works in GIMP. It should work in Blender
    19キロバイト (3,178 語) - 2018年6月29日 (金) 02:47
  • …ow is preferable to the "standard" transform widget/gizmo/whatever because selecting changes to the constraining axis can be done interactively and the action a To add Planar constraint to the system, the user can press Alt when selecting an axis to lock this axis (transform perpendicular to that axis).
    12キロバイト (1,920 語) - 2018年6月29日 (金) 02:45
  • …button to contain a list of texture types that get added automatically by selecting them from the list, rather than just a single action adding an empty textur
    4キロバイト (597 語) - 2018年6月29日 (金) 02:52
  • …them in a shelf, or driven by a hotkey. Think for example of a hotkey for selecting a vertex group from a popup menu in the 3d view, or a hotkey to increase/de
    4キロバイト (611 語) - 2018年6月29日 (金) 02:48
  • **( In wireframe mode, when shift-selecting vertices in an ortho view, if there are many vertices in the same view coor …, currently actions like deleting, hiding, moving from layer, duplicating, selecting objects, etc, done on an object in a scene with many many objecs is painful
    24キロバイト (3,856 語) - 2018年6月29日 (金) 03:36
  • …require math that can't be done mentally. At least, that's my opinion.) Selecting one of these would copy, to the global Blender clipboard, the python driver …the workflow in scenes with hundreds of objects. No more typing names, or selecting an object to copy its name for pasting!
    10キロバイト (1,726 語) - 2018年6月29日 (金) 02:54
  • * Changes such as selecting/renaming groups in anim editors don't affect bones. This was never meant to
    10キロバイト (1,338 語) - 2018年6月29日 (金) 04:46
  • …vertices) the tools work sometimes, but occasionally crashes Blender. When selecting just one vertices in the UV Editor and using one of the tools it seems to a
    13キロバイト (2,026 語) - 2018年6月29日 (金) 04:43
  • * Drives could be auto-mounted as they are in Ubuntu's file manager (selecting an unmounted drive mounts it). see {{BugReport|30518}}
    2キロバイト (297 語) - 2018年6月29日 (金) 03:43
  • * ui_tests/allselect.blend : crash when selecting the second item from the left.
    5キロバイト (650 語) - 2018年6月29日 (金) 05:48
  • * Selecting Fonts and "Styles" for drawing UI (font sizes for panel headers etc) has to
    17キロバイト (2,423 語) - 2018年6月29日 (金) 03:43
  • …es. Instead, use the Apply Scaling feature, or Apply Scale and Rotation by selecting the soft body object and pressing <CTRL> A:
    6キロバイト (924 語) - 2018年6月29日 (金) 03:37
  • of object by first selecting the desired state mask and storing using the menu under the State button. by clicking on the button and selecting another state. If more than one state is enabled in the object
    40キロバイト (6,618 語) - 2018年6月29日 (金) 03:37
  • …ompound node, etc. This node grouping is not done in a casual way (such as selecting some nodes in a graph and grouping) but in a very explicit way: the entire
    49キロバイト (8,377 語) - 2018年6月29日 (金) 03:43
  • == Loop Selecting == When a plane is subdivided, loop selecting it's edges selects the whole plane boundary. It would be helpful if there w
    28キロバイト (4,604 語) - 2018年6月29日 (金) 05:47
  • I also decided to encapsulate basic selecting of a control point to a couple of functions: select_beztriple and select_bp …ther the curve structure can be simplified so that a cleaner interface for selecting control points is possible. New curve selection tools could be added and th
    7キロバイト (1,082 語) - 2018年6月29日 (金) 02:51
  • …ate over the mapped (original) elements of a modified mesh for drawing and selecting.
    5キロバイト (701 語) - 2018年6月29日 (金) 02:47
  • …de, but will be very handy for decomposing the Loopcut tool. Activiated by selecting an edge or edgeloop and pressing CTRL-E --> [[BlenderDev/EdgeSlide|EdgeSlid
    3キロバイト (550 語) - 2018年6月29日 (金) 02:45
  • …a gentle falloff. If use_tex is true, then the user is given the option of selecting a texture. This texture is then used to find the strength of the brush for
    13キロバイト (2,031 語) - 2018年6月29日 (金) 02:47
  • * Use render visibility when selecting render layer preview in viewport
    3キロバイト (421 語) - 2018年6月29日 (金) 04:43
  • redoable selecting? <ton> no selecting using opengl for example
    41キロバイト (6,722 語) - 2018年6月29日 (金) 02:52
  • When selecting the smooth shading mode for a mesh, there's not a smoothing angle option to
    4キロバイト (679 語) - 2018年6月29日 (金) 05:47
  • Selecting a vertex, the Chamfer Vertex Tool, will create a new face in place of the s
    152バイト (26 語) - 2018年6月29日 (金) 05:48
  • ** the EDL editor facilitates operations such as selecting a sequence of frames from a clip and inserting them into the EDL timeline,
    20キロバイト (3,617 語) - 2018年6月29日 (金) 03:36
  • #'''multiple panels at once:''' this could be done in Blender, selecting a strip, CTRL+C, and then CTRL-V on all the selected strips, and have Blend
    9キロバイト (1,505 語) - 2018年6月29日 (金) 03:36
  • …e idea is that each Effect strip has its own node tree in the node editor, selecting a strip gives that node in the node editor. [[User:Mindrones|mindrones]] 20
    6キロバイト (957 語) - 2018年6月29日 (金) 03:36
  • …s menu should be tools that are commonly used or vary helpful for use when selecting parts of the object.
    62キロバイト (10,973 語) - 2018年6月29日 (金) 02:54
  • #REDIRECT [[Doc:2.6/Manual/Animation/Editors/DopeSheet/Selecting]]
    66バイト (7 語) - 2018年6月29日 (金) 04:52
  • #REDIRECT [[Doc:2.6/Manual/Modeling/Curves/Selecting]]
    54バイト (6 語) - 2018年6月29日 (金) 04:52
  • #REDIRECT [[Doc:2.6/Manual/Modeling/Meshes/Selecting]]
    54バイト (6 語) - 2018年6月29日 (金) 04:52
  • #REDIRECT [[Doc:2.6/Manual/Modeling/Meshes/Selecting/Advanced]]
    63バイト (7 語) - 2018年6月29日 (金) 04:52
  • #REDIRECT [[Doc:2.6/Manual/Modeling/Meshes/Selecting/Basics]]
    61バイト (7 語) - 2018年6月29日 (金) 04:52
  • #REDIRECT [[Doc:2.6/Manual/Modeling/Meshes/Selecting/Edges]]
    60バイト (7 語) - 2018年6月29日 (金) 04:52
  • #REDIRECT [[Doc:2.6/Manual/Modeling/Meshes/Selecting/Faces]]
    60バイト (7 語) - 2018年6月29日 (金) 04:52
  • #REDIRECT [[Doc:2.6/Manual/Modeling/Meshes/Selecting/Selectable Elements]]
    74バイト (8 語) - 2018年6月29日 (金) 04:52
  • #REDIRECT [[Doc:2.6/Manual/Modeling/Meshes/Selecting]]
    54バイト (6 語) - 2018年6月29日 (金) 04:52
  • #REDIRECT [[Doc:2.6/Manual/Modeling/Meshes/Selecting/Edges]]
    60バイト (7 語) - 2018年6月29日 (金) 04:52
  • #REDIRECT [[Doc:2.6/Manual/Modeling/Objects/Selecting]]
    55バイト (6 語) - 2018年6月29日 (金) 04:52
  • #REDIRECT [[Doc:2.6/Manual/Rigging/Armatures/Selecting]]
    56バイト (6 語) - 2018年6月29日 (金) 04:52
  • :[[Doc:2.6/Manual/Modeling/Objects/Selecting|Selecting Objects]] :[[Doc:2.6/Manual/Modeling/Meshes/Selecting|Selecting]]
    46キロバイト (5,663 語) - 2018年6月29日 (金) 03:42
  • This menu contains tools for selecting objects. [[Doc:2.6/Manual/Modeling/Objects/Selecting|Read more about Selecting »]]
    10キロバイト (1,531 語) - 2018年6月29日 (金) 04:38
  • You can toggle between {{Literal|Local}} and {{Literal|Global}} view by selecting the option from the {{Literal|View Menu}} or using the shortcut {{Shortcut|
    17キロバイト (2,693 語) - 2018年6月29日 (金) 04:44
  • Once enabled, you can add an image by selecting an existing datablock, or loading a new image. The {{Literal|Axis}} menu de
    11キロバイト (1,682 語) - 2018年6月29日 (金) 04:44
  • * Selectively display objects from certain layers in your 3D view, by selecting those layers in the {{Literal|3D View}} header bar. This allows you to spee
    6キロバイト (922 語) - 2018年6月29日 (金) 04:44
  • [[Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point|Read more about selecting different pivot points »]]
    4キロバイト (578 語) - 2018年6月29日 (金) 04:49
  • [[Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point|Read more about selecting different pivot points »]]
    4キロバイト (648 語) - 2018年6月29日 (金) 04:49
  • [[Doc:2.6/Manual/3D_interaction/Transform_Control/Pivot_Point|Read more about selecting different pivot points »]]
    3キロバイト (450 語) - 2018年6月29日 (金) 04:49
  • …es Panel under {{menu|Mesh Display|Normals|Face}} and {{Literal|Vertex}}). Selecting any given face will cause our Manipulator's z-axis to align with that norma …rtcut|n}} Properties Panel," can be used to manage transform orientations: selecting the active orientation, adding and deleting custom orientations.
    9キロバイト (1,316 語) - 2018年6月29日 (金) 04:44
  • …o convert it from a Text Object to Mesh by pressing {{Shortcut|alt|c}} and selecting the {{Literal|Mesh from Curve/Meta/Surf/Text}} option.}}
    3キロバイト (545 語) - 2018年6月29日 (金) 04:50
  • *Moving object in Object mode is clearly different from moving the object by selecting all its vertices/edges/faces in Edit mode. Doing this can lead to disturbed
    9キロバイト (1,353 語) - 2018年6月29日 (金) 04:49
  • ===Selecting Markers=== …elp you much unless you know what they stand for. You can name a marker by selecting it, pressing {{Shortcut|ctrl|M}}, typing the name, and pressing the OK butt
    8キロバイト (1,212 語) - 2018年6月29日 (金) 06:06
  • …operties panel. Select a curve by selecting one of its curve points, or by selecting the channel list. Click on the {{Button|Add Modifier}} button and select a
    7キロバイト (1,119 語) - 2018年6月29日 (金) 06:06
  • Tracks can be to move in the NLA-stack after their selecting with submenu items {{Literal|Track Ordering...}} from {{Literal|Edit}} menu Tracks removing is making after their selecting by default hotkey {{Shortcut|X}}.
    17キロバイト (2,742 語) - 2018年6月29日 (金) 04:44
  • With the pose markers there are additionally available the ''selecting'' poses for ''movement their keyframes'' through the timeline in the Dope S
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  • …deformation of the objects vertices, is usually modified in the 3D View by selecting a shape key, then moving the object vertices to a new position.
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  • == Selecting Shape Keys == …}} window, by clicking {{Shortcut|rmb}} on its colored horizontal line, or selecting ({{Shortcut|lmb}} click) its corresponding channel.
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  • available scene by selecting the scene from the left-hand
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  • …ox to bring up the color dialog, then clicking on the eye dropper tool and selecting a color.
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  • …esults to be displayed in the UV/Image Editor. The image is facilitated by selecting the {{Literal|IM:Viewer Node}} on the window's header. The UV/Image Editor
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  • …other “target” object or bone to “guide” them. You select which by selecting its name in the {{Literal|Target}} field. Except for a few cases, you can u
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  • …ormally, leave this blank. You can reset it to blank by right clicking and selecting Reset to Default Value. <!-- Is this right? 2.4 just had a 'to object'. Now
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  • {{Shortcut|lmb}} selecting any datablock type, {{Literal|Mesh}}, for example, will give you a listing {{Shortcut|rmb}} selecting certain kinds of datablocks ({{Literal|Material}}s, {{Literal|Image}}s, {{L
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  • {{Shortcut|lmb}} selecting any datablock type, {{Literal|Mesh}}, for example, will give you a listing {{Shortcut|rmb}} selecting certain kinds of datablocks ({{Literal|Material}}s, {{Literal|Image}}s, {{L
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  • Instead of copying '''everything''', you can link datablocks by selecting {{Literal|Link Objects}}, to use the same {{Literal|Object}} datablocks lin
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  • …ted option. ( Selecting only the Mesh and bones is not strictly necessary. Selecting and export only selected will give smaller dae.)
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  • …|rmb}}-clicked on it. This button saves the step of finding the object and selecting it.
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  • = Selecting the outliner window type = == Selecting and activating ==
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  • …f five Cubes in the 3D Viewport. First, delete the existing Cube object by selecting it and pressing {{Shortcut|X}}
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  • : When clicked, a menu appears with the available actuator types. Selecting an entry adds a new actuator to the object. See [[User:Sculptorjim/Game Eng
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  • :The animation is added to the object’s position. Selecting Add makes a L button appear, for use of local/global coordinates.
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  • : When clicked, a menu appears with the available controller types. Selecting an entry adds a new controller to the object. See [[Doc:2.6/Manual/Game Eng
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  • : When clicked, a menu appears with the available sensor types. Selecting an entry adds a new sensor to the object. See [[Doc:2.6/Manual/Game Engine/
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  • …the objects in the game. (The Logic Editor panel can also be displayed by selecting Logic Editor in the Display Editor menu, by pressing {{shortcut|shift|F2}},
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  • Blender refreshes the screen after selecting Interface or Tooltips (or both) to show the new language. Note that some la
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  • …embers' the last [[Doc:2.6/Manual/Interface/Scenes|scene]] it was used on. Selecting a different layout will switch to the layout '''and''' jump to that scene. ::: Properties window for Material settings, 3D window for selecting objects, Outliner, Library script (if used), Node Editor (if using [[Doc:2.
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  • …ew_Shading|Viewport shading]] that takes place by clicking this button and selecting from a variety of shading styles including simple bounding boxes and comple
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  • …he console without closing Blender, toggle the console state to off via re-selecting Toggle System Console option from the drop-down menu {{Menu|Window|Toggle S
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  • …eating a new theme or selecting/altering a pre-existing one can be done by selecting the [[Doc:2.6/Manual/Preferences|User Preferences]] window and clicking on
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  • …ows globally from the {{literal|Scene}} menu's {{Literal|Gather}} panel by selecting {{Literal|Approximate}}.
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  • * Selecting the object …the material (and other aspects) of the [[Doc:2.5/Manual/Modeling/Objects/Selecting#Selections_and_the_Active_Object|active object]]. Very useful if you need t
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  • …er curve handle types. They can be accessed by pressing {{shortcut|V}} and selecting from the list that appears, or by pressing the appropriate hotkey combinati
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  • {{Page/Header|2.6x|DDoc:2.6/Manual/Modeling/Curves/Selecting|Doc:2.6/Manual/Modeling/Curves/Editing/Advanced}} This page covers the basics of curve editing. Curve basics, selecting and advanced editing are covered in the following pages:
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  • By selecting {{Literal|Curve Deform}}, you enable the curve deform function on the mesh …ault the dominant axis in Blender is {{Literal|Y}}. This can be changed by selecting one of the {{Literal|Track X}}, {{Literal|Y}} or {{Literal|Z}} buttons in t
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  • The basic tools are the same as with [[Doc:2.6/Manual/Modeling/Meshes/Selecting/Basics|meshes]], so you can select a simple control point with a {{Shortcut …l|Edit}} mode have already been discussed [[Doc:2.6/Manual/Modeling/Meshes/Selecting|here]]).
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  • …nd Edit modes with the {{Shortcut|Tab}} key. You can change to any mode by selecting the desired {{Literal|Mode}} in the menu in the 3d view header.
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  • …boundary, the face will be created along the boundary, this saves manually selecting the other 2 vertices. Notice this tool can run multiple times to continue c
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  • This same action can be done on a selection of just 2 tris, by selecting them and using the shortcut {{Shortcut|F}}, to create a face.
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  • Place the cursor along the center of the profile by selecting one of the vertices along the center, and snapping the 3D cursor to that lo All that remains now is to recalculate the normals to the outside by selecting all vertices, pressing {{Shortcut|ctrl|N}} and validating {{Literal|Recalc
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  • …the selected edge(s). (''Loop crosses'') is an example that shows this by selecting two edges that share the same face. A face cannot be adjacent to itself. …ans they don’t have a common edge. You can minimize this error by always selecting edges end to end or in a “Chain”. If you select multiple edges just mak
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  • …ecting them and using the shortcut {{Shortcut|F}}, to create a face, or by selecting the shared edge and dissolving it with the shortcut {{Menu|{{Shortcut|X}}|D
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  • …an area of the model is altered using a brush. In other words, instead of selecting a group of vertices, Sculpt Mode automatically selects vertices based on wh …l. Select an existing texture from the texture box, or create a new one by selecting the {{Literal|New}} button
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  • …y edges, selected either implicitly by selecting all, or explicitly by box-selecting or {{Shortcut|shift|rmb}}-clicking a few edges.
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  • …on the rendered image. They are used to construct faces. Create an edge by selecting two vertices and pressing {{shortcut|F}}.
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  • = Selecting Mesh Components = …are three different selection modes. You can enter the different modes by selecting one of the three buttons in the toolbar.
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  • The select menu in edit mode contains additional tool for selecting components: …d faces based on a threshold of the angle between them. This is useful for selecting faces that are planar.
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  • …elements (as if the object was solid), and prevents you from accidentally selecting, moving, deleting or otherwise working on backside or hidden items. == Selecting Elements in a Region ==
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  • …x|Doc:Manual/Modeling/Meshes/Selecting/Advanced|Doc:Manual/Modeling/Meshes/Selecting/Faces}} =Selecting Edges=
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  • {{Page/Header|2.6x|Doc:Manual/Modeling/Meshes/Selecting/Edges|Doc:Manual/Modeling/Meshes/Editing}} =Selecting Faces=
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  • …Header|2.5|Doc:Manual/Modeling/Meshes/Selecting|Doc:Manual/Modeling/Meshes/Selecting/Basics}} …the faces are drawn with a selection point in the middle which is used for selecting a face. Selected faces are drawn in yellow with the selection point in oran
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  • #REDIRECT [[Doc:2.6/Manual/Modeling/Meshes/Selecting]]
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  • #REDIRECT [[Doc:2.6/Manual/Modeling/Meshes/Selecting/Edges]]
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  • The easiest way is to set an entire object as smooth or faceted by selecting a mesh object, and in {{Literal|Object}} mode, click {{Literal|Smooth}} in …u can choose which edges to smooth by entering {{Literal|Edit mode}}, then selecting some faces and clicking the {{Literal|Smooth}} button. The selected edges a
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  • === Using groups for Selecting/Deselecting === …ecting is additive|If you already have verts selected in the 3D View, then selecting the verts of a group will add the verts but also keep the already-selected
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  • …n the context of Armatures, where you can select multiple Vertex Groups by selecting multiple Pose bones. # Selecting tools include:
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  • …etas are grouped, they form a unified mesh which can always be selected by selecting the mesh of any meta in the group. For example, in the example (''Meta ball
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  • …nteraction/Navigating/Global or Local View|Doc:2.5/Manual/Modeling/Objects/Selecting}} …nteraction/Navigating/Global or Local View|Doc:2.5/Manual/Modeling/Objects/Selecting}}
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  • :# selecting them all,
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  • {{Page/Header|2.5|Doc:2.5/Manual/Modeling/Objects/Selecting|Doc:2.5/Manual/Modeling/Objects/Groups and Parenting}} …nly with selected objects. See [[Doc:2.6/Manual/Modeling/Objects/Selecting|Selecting Objects]] for more information.
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  • …wing you to select from one of several possible different parenting types. Selecting one of the entries in {{Literal|Set Parent To}} confirms, and the child/chi …ill also be the ''Parent Object''. If you selected multiple objects before selecting the parent, they will all be children of the parent and will be at the same
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  • [[File:25-Manual-Object-Selection-Border.png|thumb|center|610px|Border selecting in three steps]] We can use these relationships to our advantage by selecting members of respective families or groups.
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  • …he ''Tracking axis'' from the first column-set of six radio buttons and/or selecting the ''upward-pointing'' axis from the second column-set in the {{Literal|An
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  • …n]]. The basic tools are the same as with [[Doc:2.6/Manual/Modeling/Meshes/Selecting|meshes]], so you can select a simple control point with a {{Shortcut|lmb}}- …l|Edit}} mode have already been discussed [[Doc:2.6/Manual/Modeling/Meshes/Selecting|here]]).
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  • …al|Underline}} button before typing. Text can also be set to Underlined by selecting it then using the {{Button|Bold}} button in the Tool Shelf. …the {{Literal|Bold}} button before typing. Text can also be set to Bold by selecting it then using the {{Button|Bold}} button in the Tool Shelf.
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  • You can assign indices either as you type, or after by selecting blocks of text and clicking on the {{Button|Assign}} button in the Material …erial indices. Each word would be assigned a {{Literal|Material index}} by selecting the characters for each word and clicking the {{Button|Assign}} button. (''
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  • …eometry details has been captured from a mesh, it can later be released by selecting the {{Literal|Unbind}} button which replaced the {{Literal|Bind}} one.
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  • …as been associated to a deform mesh cage, it can later be disassociated by selecting the {{Literal|Unbind}} button which replaced the {{Literal|Bind}} one.
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  • * Even worse, selecting {{Literal|UV}} as texture coordinates will make Blender crash at once! …waves fade out as they travel away from the coordinates above. Note that selecting a {{Literal|Start Position Object}} effectively cancels the coordinates cho
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  • …reation). The face/vertex order can be altered in {{Literal|Edit mode}} by selecting {{Literal|Sort Faces}} from the {{literal|Search Menu}} {{Shortcut|Space}}
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  • …esh in {{literal|Face Select}} mode ({{Shortcut|Ctrl|Tab}},{{Shortcut|f}}) selecting bad faces, you can then use the {{menu|Specials|Flip Normals}} functionalit
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  • * all the baking options are visible only when selecting the Domain Object,
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  • …in object'''. For this reason all the baking options are visible only when selecting the Domain Object. This is similar to the animation output settings, only selecting a file is a bit special: when you select any of the previously generated su
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  • ===Selecting Points===
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  • :: Now are available for selecting nearby 45 mass types:
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  • …hortcut|cmd|,}}. You can also load the Preferences editor in any window by selecting [[image:User-preferences-icon.jpg]] {{Literal|User Preferences}} from the W
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  • == Selecting presets == …rom the {{Literal|Interaction}} menu of the splash screen at startup or by selecting {{Menu|Help|Splash Screen}}.
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  • …the image that is painted on is taken from the slot panel in the toolbar. Selecting a slot also sets the active image texture.
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  • …re rendering. If an image has been rendered to a slot, it can be viewed by selecting that slot. Empty slots appear as blank grids in the image editor. Use the s
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  • …Blender's internal renderer (assuming it's installed). This can be done by selecting "Yafaray Render" from the drop-down engine selector menu on the Info header [[Image:worldShader.png|frame|none|Selecting the world shader]]
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  • There are three choices for selecting edges by visibility.
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  • …styles as you wish, and reuse a given line style for several line sets by selecting it from the dropdown menu next to its name.
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  • …m into smaller pieces (e.g., at points where edges make an acute turn) and selecting a fraction of them (e.g., to keep only those longer than a length threshold
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  • …window. This window is very handy for scrolling through your hard disk and selecting a file or directory.
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  • After selecting a VCS, you have to specify three system-specific settings:
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  • …separate from everything else. Create Render Layer 1 for those layer(s) by selecting only those layers in the Render Layer layer set. Create Render Layer 2 for
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  • == Selecting Render Passes ==
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  • …re rendering. If an image has been rendered to a slot, it can be viewed by selecting that slot. Empty slots appear as blank grids in the image editor. Use the s
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  • …Blender's internal renderer (assuming it's installed). This can be done by selecting "Yafaray Render" from the drop-down engine selector menu on the Info header [[Image:worldShader.png|frame|none|Selecting the world shader]]
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  • ; [[Doc:2.6/Manual/Rigging/Armatures/Selecting|Selecting]]: Select only the section of your armature that matters to you.
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  • * how to [[Doc:2.6/Manual/Rigging/Armatures/Selecting|select]] its parts,
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  • …mesh vertices (don't lose too much time here though, specific pages about selecting and editing will come later).
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  • {{Page/Header|2.5|Doc:2.5/Manual/Rigging/Armatures/Selecting|Doc:2.5/Manual/Rigging/Armatures/Editing/Bones}} {{Page/Footer|Doc:2.5/Manual/Rigging/Armatures/Selecting|Doc:2.5/Manual/Rigging/Armatures/Editing/Bones}}
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  • == Selecting Strokes ==
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  • = Selecting armature's bones = …iteral|Edit mode}}. Selecting bones in {{Literal|Pose mode}} is similar to selecting in {{Literal|Edit mode}} with a few specific differences that will be detai
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  • ….5/Manual/Rigging/Armatures/Visualization|Doc:2.5/Manual/Rigging/Armatures/Selecting}} *First, [[Doc:2.6/Manual/Rigging/Armatures/Selecting|select]] the bones you want to edit (selection order does not matter here).
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  • == Selecting Bones == …se}} mode is very similar to the one in [[Doc:2.6/Manual/Rigging/Armatures/Selecting|Edit mode]], with a few specificities:
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  • …2.6/Manual/Modifiers/Deform/Armature|Armature Modifier]] to the object and selecting the appropriate armature
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  • …it again and do a rough cut using the number keys, do some fine tuning by selecting the outer handles of two neighboring multicam for A/B rolling.
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  • …trips of special transition effects, and then animate out your sequence by selecting "Do Sequence" and clicking the Anim button. You can use the Add menu in the …me the strip appears. To reduce the delay, simplify the scene rendering by selecting fewer layers to render.
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  • You can invert the colors of an image by selecting the {{Literal|Invert}} menu. in the {{Literal|Image}} menu
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  • ==Selecting UVs== …submesh and seamed part of the mesh, and is analogous to a piece of cloth. Selecting {{Literal|Linked UVs}} works similarly to the command in 3D View. It will s
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  • …a icon to enable that UV texture for rendering. You can change the name by selecting one and changing the text in the {{Literal|Name}} box. The selected map is
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  • #Create seams. A seam is marked in Edit mode by selecting edges to make the seam and then issuing the command to Mark Seam. Begin by selecting all faces to be unwrapped in the 3D View. With our faces selected, it is no
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  • Use that map name repeatedly in the Material->Textures->Map Input panel by selecting UV and typing the name in the text field. In the example to the right, our
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  • …rivers will not function correctly due to updates in the animation system. Selecting this option updates the FCurve/Driver data paths.
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  • === Selecting curve points ===
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  • …cut|ctrl|Z}} Very helpful if you forgot to press {{Shortcut|B}} before box-selecting, eh?
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  • :Tools for [[Doc:2.6/Manual/Textures/Mapping/UV/Layout Editing#Selecting|Selecting UVs]]. …ring-Syncsel-Btn.png]] [[Doc:2.6/Manual/Textures/Mapping/UV/Layout Editing#Selecting Uvs|Sync Selection]]
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  • …ou select it by clicking, or double clicking a mouse button. So basically "selecting" means you specify your point of activity. In Blender we use in general the
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  • …ou select it by clicking, or double clicking a mouse button. So basically "selecting" means you specify your point of activity. In Blender we use in general the
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  • …previously selected point. Once a point has been added, it can be moved by selecting the control point and pressing {{Shortcut|G}}. You can change the angle of …the two points and pressing {{Menu|W|subdivide}}. Points can be removed by selecting them and pressing {{Menu|X|Select}}. To cut a curve in two, select two adja
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  • …t is automatically done for you. This is CTRL+[SHIFT+]LMB operation. After selecting the element(s) of the plane you wish to extrude, move your mouse to whateve
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  • Deselect the fork and select the lattice. Toggle to Edit Mode and start selecting and scaling vertices (''Deforming the lattice is a pleasure!''). You might
    4キロバイト (624 語) - 2018年6月29日 (金) 04:40
  • [[File:gingerbreadman_25.008.jpg|thumb|620px|The sequence of Box selecting a group of vertices.]] *Make this spotlight track Gus just as you did for the camera by selecting Spot, {{Shortcut|shift}}, then Gus, then by pressing {{Shortcut|ctrl|T}}&gt
    36キロバイト (5,894 語) - 2018年6月29日 (金) 03:45
  • …f course you can always render each of your animation frames as a still by selecting the frame you wish to render and pressing the {{Literal|RENDER}} button.}}
    19キロバイト (3,230 語) - 2018年6月29日 (金) 04:41
  • …etc). All Blender objects may be seen as representative bounding boxes by selecting Bounding Box drawing mode in the Viewport Shading combo box on the 3D Viewp
    463バイト (71 語) - 2018年6月29日 (金) 04:38
  • |[[Doc:JA/2.4/Manual/Modeling/Objects/Selecting|Selecting Objects]] |[[Doc:JA/2.4/Manual/Modeling/Meshes/Selecting|Selecting]]
    39キロバイト (4,577 語) - 2018年6月29日 (金) 04:41
  • By {{Shortcut|rmb}} selecting the face in either window can you determine the orientation of the window, [[File:Manual-UV-select-editmode.png|right|thumb|300px|Selecting Faces in Edit Mode]]
    33キロバイト (5,362 語) - 2018年6月29日 (金) 04:43
  • [[File:Tutorial-materials-05.jpg|thumb|250px|Selecting the vertices to apply the pupil material to.]] …の頂点で、頂点の輪の1つ目のところを選択しました (''Selecting the vertices to apply the pupil material to'')。
    30キロバイト (1,165 語) - 2018年6月29日 (金) 05:46
  • === Selecting === More info: [[Doc:2.4/Manual/Modeling/Meshes/Selecting|Manual/Selection]]
    16キロバイト (591 語) - 2018年6月29日 (金) 04:52
  • #REDIRECT [[Doc:JA/2.6/Manual/Modeling/Objects/Selecting]]
    58バイト (7 語) - 2018年6月29日 (金) 05:44
  • #REDIRECT [[Doc:JA/2.6/Manual/Rigging/Armatures/Selecting]]
    59バイト (7 語) - 2018年6月29日 (金) 05:44
  • :[[Doc:JA/2.6/Manual/Modeling/Objects/Selecting|オブジェクトモードでの選択]] :[[Doc:JA/2.6/Manual/Modeling/Meshes/Selecting|メッシュの選択]]
    59キロバイト (5,766 語) - 2018年6月29日 (金) 04:40
  • 5キロバイト (166 語) - 2018年6月29日 (金) 05:47
  • *[[Doc:JA/2.6/Manual/Modeling/Curves/Selecting|曲線の選択]]
    17キロバイト (647 語) - 2018年6月29日 (金) 05:54
  • …ual/Modeling/Meshes/Selecting|こちら]] [[Doc:2.6/Manual/Modeling/Meshes/Selecting|(en)]]で議論されています)。
    6キロバイト (197 語) - 2018年6月29日 (金) 05:54
  • = Selecting Mesh Components =
    9キロバイト (264 語) - 2018年6月29日 (金) 05:55
  • == Selecting Loops ==
    14キロバイト (525 語) - 2018年6月29日 (金) 05:56
  • == Selecting Elements in a Region ==
    9キロバイト (237 語) - 2018年6月29日 (金) 05:55
  • …x|Doc:Manual/Modeling/Meshes/Selecting/Advanced|Doc:Manual/Modeling/Meshes/Selecting/Faces}} =Selecting Edges=
    3キロバイト (149 語) - 2018年6月29日 (金) 05:55
  • {{Page/Header|2.6x|Doc:JA/Manual/Modeling/Meshes/Selecting/Edges|Doc:JA/Manual/Modeling/Meshes/Editing}} =Selecting Faces=
    4キロバイト (126 語) - 2018年6月29日 (金) 05:55
  • …Header|2.5|Doc:Manual/Modeling/Meshes/Selecting|Doc:Manual/Modeling/Meshes/Selecting/Basics}} …oter|Doc:JA/Manual/Modeling/Meshes/Selecting|Doc:JA/Manual/Modeling/Meshes/Selecting/Basics}}
    6キロバイト (191 語) - 2018年6月29日 (金) 05:55
  • =====Details about selecting=====
    26キロバイト (513 語) - 2018年6月29日 (金) 05:55
  • Doc:2.5/Manual/Modeling/Objects/Selecting}}
    4キロバイト (203 語) - 2018年6月29日 (金) 04:42
  • {{Page/Header|2.6|Doc:JA/2.6/Manual/Modeling/Objects/Selecting|Doc:JA/2.6/Manual/Modeling/Objects/Groups and Parenting}} …てのみ動作します。詳細は [[Doc:JA/2.6/Manual/Modeling/Objects/Selecting|オブジェクトの選択]] をご覧ください。
    6キロバイト (332 語) - 2018年6月29日 (金) 04:46
  • == Selecting presets ==
    9キロバイト (273 語) - 2018年6月29日 (金) 05:49
  • 8キロバイト (265 語) - 2018年6月29日 (金) 06:04

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