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  • * note: socket stacks take maximum of 64 sockets
    2キロバイト (293 語) - 2018年6月29日 (金) 02:50
  • == Deformation Modifier Stacks==
    6キロバイト (873 語) - 2018年6月29日 (金) 02:45
  • Since these are names saved in operator stacks (macros) it's important to make them nice and future proof.
    2キロバイト (287 語) - 2018年6月29日 (金) 02:52
  • *Construction history (tool stacks). Problem here is that selection in Blender remains OpenGL based for a whil
    3キロバイト (420 語) - 2018年6月29日 (金) 03:37
  • * Shader presets and texture stacks provide high level control that does not require creating nodes manually.
    9キロバイト (1,503 語) - 2018年6月29日 (金) 03:44
  • * Creating texture stacks from the material buttons.
    4キロバイト (635 語) - 2018年6月29日 (金) 03:45
  • = Stacks and slots = Re-arranging items in stacks uses small arrow buttons, requiring lengthy and error prone operation to re
    11キロバイト (1,666 語) - 2018年6月29日 (金) 05:45
  • * Modifier Stacks - [[Dev:Source/Modifiers|Development]] and [http://www.blender.org/cms/Modi
    9キロバイト (1,411 語) - 2018年6月29日 (金) 02:44
  • only applying stacks
    10キロバイト (1,622 語) - 2018年6月29日 (金) 02:45
  • * Redesign undo stack to get rid of problems caused by global and local stacks. Some of known limitations:
    17キロバイト (2,423 語) - 2018年6月29日 (金) 03:43
  • …entially the macro/command history editor will work on individual command "stacks." Things like adding new commands, rearranging them, etc will be supported
    2キロバイト (292 語) - 2018年6月29日 (金) 02:45
  • [[Category:Stacks]]
    6キロバイト (834 語) - 2018年6月29日 (金) 02:47
  • …chassis), legged creatures (where the legs are connected to the body), or stacks of objects."
    7キロバイト (1,039 語) - 2018年6月29日 (金) 02:45
  • - integrated modifier stacks
    4キロバイト (615 語) - 2018年6月29日 (金) 02:49
  • The Basis shape key has the stacks fully retracted. Key1 has the base bones do not line up with the tops of their respective stacks. If the
    13キロバイト (1,952 語) - 2018年6月29日 (金) 06:06
  • …iting node]] for further discussion of this topic). As with other modifier stacks in Blender, they are applied from top to bottom.
    4キロバイト (703 語) - 2018年6月29日 (金) 05:53
  • …iting node]] for further discussion of this topic). As with other modifier stacks in Blender, they are applied from top to bottom.
    4キロバイト (622 語) - 2018年6月29日 (金) 05:53
  • As with other modifier stacks in Blender, they are applied from top to bottom.
    9キロバイト (1,399 語) - 2018年6月29日 (金) 05:53
  • …iting node]] for further discussion of this topic). As with other modifier stacks in Blender, they are applied from top to bottom.
    6キロバイト (974 語) - 2018年6月29日 (金) 05:53
  • …. iLastik does not allow the user to introduce a scale factor to the input stacks. Meshes exported from this software need to be rescaled according to their '''Important information about using Ilastik on EM image stacks'''
    3キロバイト (487 語) - 2018年6月29日 (金) 06:06
  • ** Input image stacks in the Z (original), X and Y dimensions, to be able to visualize images in ** These new image stacks can be generated using the [http://fiji.sc/ Fiji] macro Generate_3D_image_s
    4キロバイト (612 語) - 2018年6月29日 (金) 05:57
  • …the core of the Verse data format. Basically, the node stores data in two "stacks" of layers, called vertex and polygon layers.
    9キロバイト (1,441 語) - 2018年6月29日 (金) 02:50
  • …step, the operator stack is cleared. This is done to prevent the different stacks to become unsynchronised. …changes that were made to the undo system were meant to integrate the undo stacks and the operator stack so that the ''Operator Panel'' always shows the righ
    31キロバイト (5,265 語) - 2018年6月29日 (金) 06:04
  • …sed in several editors [#35018] and the second patch synchronises the undo stacks and the operator stack so that the operator redo panel shows the last opera
    12キロバイト (1,952 語) - 2018年6月29日 (金) 05:55
  • Ideally the different history stacks and the operator stack would all be unified in a single data model. History
    3キロバイト (592 語) - 2018年6月29日 (金) 05:57
  • …we probably need to enforce that these constraints are at the ends of the stacks, so that we can see that they are executed later, instead of as part of nor ** Alternatively, could have as separate constraint stacks to communicate this separation clearly.
    9キロバイト (1,481 語) - 2018年6月29日 (金) 04:38
  • * Animation flushing - where does this fit in? Action+NLA stacks must go together...
    3キロバイト (528 語) - 2018年6月29日 (金) 05:56
  • …r NLA animations). This is quite consistent with many construction history stacks used in modelling systems, and helps the user to be able to focus on what e
    12キロバイト (1,975 語) - 2018年6月29日 (金) 03:41
  • *stacks. currently Blender contains ~many~ different presentations of stacks. it should be possible to make this more coherent
    7キロバイト (1,216 語) - 2018年6月29日 (金) 03:36
  • …hMatrix() /* could have unlimited stack size, but would need to warn large stacks */
    10キロバイト (1,495 語) - 2018年6月29日 (金) 05:49
  • * The common matrix library could be easily extended to support user matrix stacks.
    36キロバイト (6,186 語) - 2018年6月29日 (金) 06:04
  • * July 9 - August 20. Implement collapsing of mesh deformation stacks. Implement extraction of texture coordinates and settings, meta-balls, and
    18キロバイト (3,026 語) - 2018年6月29日 (金) 02:51
  • …in several spaces (edit mode, text space, sculpt mode, image space). Suck stacks are storing only changes, made to specific space so each undo step needs mu …'ll try to work simultaneously in different spaces which has got their own stacks -- there would be quite difficult to predict behavior of undo operator.
    3キロバイト (478 語) - 2018年6月29日 (金) 04:39
  • …or sculpt mode on any object are also kept in the so called '''local undo stacks'''. Each object keeps its own. …g or even by popping up the list of actions of a specific object, '''local stacks''' from the other objects '''are lost'''. In that case, local actions of th
    1キロバイト (208 語) - 2018年6月29日 (金) 05:48
  • …basic functions that define socket stack indices and prepare threaded data stacks. In the future the current tree types will be replaced by more sophisticate
    8キロバイト (1,391 語) - 2018年6月29日 (金) 04:43
  • …nodes" - a node system on the object level based on the existing modifier stacks:
    47キロバイト (7,354 語) - 2018年6月29日 (金) 05:57
  • …k evaluation, derivedDeform/derivedFinal are input and output for modifier stacks
    13キロバイト (1,997 語) - 2018年6月29日 (金) 06:08
  • …basic functions that define socket stack indices and prepare threaded data stacks. In the future the current tree types will be replaced by more sophisticate
    6キロバイト (935 語) - 2018年6月29日 (金) 04:46
  • …ible to only update stream vertex positions for displacement modifier only stacks. Also, objects without modifies can easily benefit from indexed drawing, si …either do welding (should be the way to go for displacement only modifier stacks), or regular glDrawArrays style drawing. Currently in blender, glDrawArrays
    4キロバイト (746 語) - 2018年6月29日 (金) 05:52