検索結果

移動先: 案内検索

ページ名と一致

ページ本文と一致

  • …of your 3D models will be Mesh objects. There are many starting points for Mesh objects, all accessible from the toolbox Add menu, including a cube, cylind Figure OMD.7: A selection of mesh primitives.
    92キロバイト (16,444 語) - 2018年6月29日 (金) 02:52
  • {{Page/Header|2.4|Manual/UV Unwrapping And Texturing|Manual/Editing the UV Layout}} 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
    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". …iteral|Flip Normals}} du panneau [[Doc:Reference/Panels/Editing/Mesh tools|Mesh Tools]],(''Retourner les normales''), dans la fenêtre d'édition ({{Shortc
    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. …nels/Editing/Mesh tools|Mesh Tools]] Panel, (''Flipping normals''), of the Editing ({{shortcut|F9}}) Context. This leads to the new configuration in ''Correct
    6キロバイト (950 語) - 2018年6月29日 (金) 02:47
  • |#85 || animation options for non-mesh geometry || || || Anim |#358 || Adjustable mesh NAME position || || || Interface
    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}} |panel=Editing Context → Link and Materials
    16キロバイト (2,748 語) - 2018年6月29日 (金) 02:47
  • |[[Doc:2.6/Manual/Preferences/Editing|Editing]] …|[[Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh|Snap to Mesh]]
    46キロバイト (5,276 語) - 2018年6月29日 (金) 05:50
  • …p://www.geneome.net/blender/hostedfiles/BMAE%20v1.zip Metric/Standard Unit Mesh Creator Script] - Download link (See news link below as well) * [http://www.alienhelpdesk.com/index.php?id=32 "Measure Mesh" script] - This script helps you measure some things in meshes that blender
    5キロバイト (716 語) - 2018年6月29日 (金) 02:49
  • …x repetitive shapes. Because it is dynamically updated, the results of any editing on the base object can be seen in realtime, making for a very smooth workfl …ld be similar to the Curve object's {{Literal|BevOb}} field, but would use Mesh objects instead of Curve objects.
    4キロバイト (658 語) - 2018年6月29日 (金) 02:47
  • ***allows fast editing & calculation of a lot of particles because only the guide particles need t ===Bake editing===
    27キロバイト (4,348 語) - 2018年6月29日 (金) 02:47
  • Particles can only be emitted from mesh objects. Each mesh object can have up to 10 separate particle systems and particle settings ca …ticles are emitted respectively by vertices, faces, enclosed volume of the mesh emitter
    31キロバイト (4,752 語) - 2018年6月29日 (金) 02:51
  • …change with the 2.5 refactor - Blender.Draw and Blender.Window, Will keep Mesh for now since BMesh may not make 2.5. * add a unified way of dealing with scriptlinks and materials - mesh.materials.append() - should work. and work the same for all data types.
    21キロバイト (3,533 語) - 2018年6月29日 (金) 02:51
  • …NCREF and check the BPyMesh - so you can't write to a vertex location once mesh is removed. …ng editmesh) must invalidate mesh data for instance, same for other types. Editing an IPO must invalidate BezTriple points from the curve (because the data is
    9キロバイト (1,512 語) - 2018年6月29日 (金) 02:52
  • * '''Add a color PyType for material, mesh, lamp colors, colorbands etc.'''<br>Colorbands are still not done. ==Mesh==
    7キロバイト (1,040 語) - 2018年6月29日 (金) 02:52
  • *[[Dev:2.4/Source/Python/Image Editing|About improving Blender's image editing in the Python API]] :Discussion regarding image editing
    2キロバイト (264 語) - 2018年6月29日 (金) 02:45
  • Quick example: Blender has a mesh UV sphere. Its parameters are: rings and segments. But we can only define t …eters) in a description file, instead of having to export each object as a mesh, writing all the vertices, etc.
    5キロバイト (748 語) - 2018年6月29日 (金) 02:51
  • * The vertices of a mesh are represented as a collection. * For editing properties which have IPO's assigned, we need a way to transform them for e
    15キロバイト (2,520 語) - 2018年6月29日 (金) 03:36
  • Model contains anything related to modelling: mesh editing, nurbs, curves, modifiers, booleans, decimation. This module depends on Uti
    5キロバイト (735 語) - 2018年6月29日 (金) 02:54
  • Line-by-line explanations for how operators work. First mesh subdivide is explained, a relatively simple operator. Next we'll explain a =Mesh Subdivide=
    16キロバイト (2,432 語) - 2018年6月29日 (金) 03:42
  • *Editing is always on the data, not the visualization of it! Although that could see …be in animation playback, whilst the other window shows a frozen frame for editing.
    13キロバイト (1,982 語) - 2018年6月29日 (金) 03:37
  • *Nondestructive editing/workflow *Editable base mesh (SoC)
    2キロバイト (338 語) - 2018年6月29日 (金) 02:54
  • …ht place. Of course you can always enter edit mode and make adjustments to mesh there manually, but why do it in hard, time consuming way if there is a muc Here you can see what can be done in few seconds by editing just 2 parameters for rhombicuboctahedron.
    3キロバイト (419 語) - 2018年6月29日 (金) 04:40
  • …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
  • Examples of blocking, sub-modal tools are found mostly in mesh edit mode, and include tools like knife subdivide, loop subdivide, edge sli …t may affect the outcome of the tool such as enabling/disabling modifiers, editing other settings, etc. Everything is blocked apart from the few options that
    6キロバイト (976 語) - 2018年6月29日 (金) 03:36
  • * Mesh tools ** We have a problem where many of the mesh editing tools have limitations, missing functionality, or bugs. It would not be too
    2キロバイト (338 語) - 2018年6月29日 (金) 03:44
  • <br><span style="font-weight: bold;">Object</span>'''Editing''' - Most of the tools for Object/Group editing have been restored. <br>
    13キロバイト (2,153 語) - 2018年6月29日 (金) 02:52
  • …ll be done per key map, by making a local copy of the default map and then editing all options you'd like to have. The default key maps will always be unalter …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
  • Currently materials also influence the shape of the mesh, for example halo and wire rendering, or strand width are defined by the ma …one image, basically replacing texface. This would still be stored in the mesh of course in "image" layers.
    9キロバイト (1,503 語) - 2018年6月29日 (金) 03:44
  • # Editing modes, like mesh modeling, armature posing, particle hair combing, 3D texture paint. These n
    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 * Python script editing programs for OS X -JrMasterModelBuilder
    14キロバイト (2,042 語) - 2018年6月29日 (金) 06:04
  • | Mesh editing API, with support for n-gons and comprehensive editing operations. Used in ''Edit Mode'' and by modifiers that perform advanced editing operations (such as bevel).
    21キロバイト (3,192 語) - 2018年6月29日 (金) 03:46
  • …or the operator that will be invoked if you hit the button - <code>bpy.ops.mesh.spin()</code>. This is implemented in C by an operator named <code>MESH_OT_ …read from disk as a ''.blend'' file - it has all of the user settings and mesh, object, scene, etc. data. RNA, as in genetics, is a helper to transmit th
    12キロバイト (2,109 語) - 2018年6月29日 (金) 04:45
  • …s 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
  • |Mesh¦¦owners = [[User:Ideasman42|Campbell Barton] |Mesh¦¦members = [[User:Brecht|Brecht Van Lommel]],
    21キロバイト (2,244 語) - 2018年6月29日 (金) 04:40
  • * Update default theme colors for better mesh visibility: https://developer.blender.org/T37419 * Allow multi-object editing such that users may select multiple objects and edit properties on them at
    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 * Moderators: project that acts as a group of all users with extended editing capabilities.
    3キロバイト (487 語) - 2018年6月29日 (金) 06:04
  • …tains a settings_template.py, which you should copy as settings.py, before editing that one. |Mesh (pl. Meshes)||Mesh (pl. Meshes)
    14キロバイト (2,408 語) - 2018年6月29日 (金) 04:46
  • …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
  • …Manual/Modeling/Meshes/Editing/Subdividing/Bisect|'''メッシュ二等分(Mesh Bisect)''']] ==
    4キロバイト (131 語) - 2018年6月29日 (金) 06:04
  • # Add emitter mesh bpy.ops.mesh.primitive_plane_add(location=origin)
    51キロバイト (6,163 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 * Enhancements for 'crazy space'. Editing meshes and other object types deformed by any combination of armatures, lat
    7キロバイト (1,068 語) - 2018年6月29日 (金) 02:47
  • ==== 4) [[User:maike/SummerOfCode2007|A GLSL Shader Editing and Preview System for Blender]] ==== ==== 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 * Enhancements for 'crazy space'. Editing meshes and other object types deformed by any combination of armatures, lat
    9キロバイト (1,445 語) - 2018年6月29日 (金) 02:51
  • …dvanced)<br>Blender needs a Rigid Body "construction kit", allowing visual editing in 3d for constraints (hinges)&nbsp;and fully interactive forces feedback. …sible: support vertex/edge/face selections modes and associated tools like mesh, or add new tools like trim/fillet/blend, or improve modifier stack integra
    11キロバイト (1,766 語) - 2018年6月29日 (金) 03:37
  • …''feature aligned and quad dominant mesh''' out of a dense and unorganized mesh, which would then be suitable for catmull-clark subdivision, sculpting, goo …a big mess, and based on 2.5 technologies it can allow much more powerful editing than the OOPS editor.
    6キロバイト (896 語) - 2018年6月29日 (金) 03:46
  • === Mesh Editing/Retopology === …ted to implemented a number of new retopology tools and to polish existing mesh tools he will be mentored by Joe Eager (joeedh).
    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 …existing mesh so it is primarily just the algorith for generating the new mesh: http://www.3d-coat.com/uploads/pics/rtp_slices.gif
    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 ti …for "stitching" together duplicated 3D texture patches into one continuous mesh, while correcting for deformation introduced by the curvature extremes of t
    16キロバイト (2,588 語) - 2018年6月29日 (金) 05:48
  • …- mentored by Sergey Sharybin - Antonis will work on texture paint and UV editing tools. ==Mesh Smoothing tools==
    6キロバイト (860 語) - 2018年6月29日 (金) 05:49
  • * Editing/customization of interface via GUI - buttons, panels, tabs ***** * better keybindings editing *****
    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]] ==
    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 === ** edge-loop aware decimate which doesn't triangulate the mesh.
    19キロバイト (2,877 語) - 2018年6月29日 (金) 06:07
  • ===Edit buttons (eg. mesh) DRAFT=== 3. ObData interactive editing
    608バイト (77 語) - 2018年6月29日 (金) 02:45
  • …ring (Mesh) transformations like Subdivision Surface, Wave Effect, Mirror, Mesh Reduction, and so on. …de_Tools.599.0.html Mesh Subdivide Tools], Johnny Matthews has rebuilt the Mesh Subdivide tool from scratch, allowing much better control over subdividing.
    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
  • …our own screen layouts, use multiple editors of the same type, mix 3D view editing with compositing, and do many other things. Important to understand is that …the settings, and close it again. Once the window is closed all that brush editing stuff is out of the way. In Blender you would scroll down in the brush tool
    14キロバイト (2,452 語) - 2018年6月29日 (金) 06:04
  • …her objects in edit mode is itself an exception to blender's philosophy of editing one object at a time??) *Mesh edit Mode selection (here I run out of combos, for shift and alt, but the t
    7キロバイト (1,193 語) - 2018年6月29日 (金) 06:05
  • …e mouse pointer "hovers" over selectable geometry the going-to-be-selected mesh components will be highlighted in a different color). Amongst other things …ng alpha as falloff increases, showing the area that will be influenced by editing.
    3キロバイト (389 語) - 2018年6月29日 (金) 06:06
  • ;Say you add a driver to control a mesh shape key value. ;So you select the mesh, add driver variable, add settings, change frame to 1.57.
    2キロバイト (326 語) - 2018年6月29日 (金) 06:05
  • 1. The current N-panel is showing irrelevant information to the editing mode that you are in (for most cases) ~ …modes. The user wouldnt need to alter the rotation or the translation of a mesh while working in texture paint mode for example. They wouldnt need to acces
    9キロバイト (1,530 語) - 2018年6月29日 (金) 06:07
  • #REDIRECT [[Template:Release Notes/2.40/Mesh/Editing]]
    54バイト (6 語) - 2018年6月29日 (金) 03:39
  • #REDIRECT [[Template:Release Notes/2.42/Mesh/Editing]]
    54バイト (6 語) - 2018年6月29日 (金) 03:39
  • …the Character Animation rewrite, the added Fluid Dynamics system, improved editing and rendering of Particle Based Hair, and the Modifier Stack. * [[Template:Release Notes/2.40/Animation/Armatures/Editing|Rig Editing]]
    3キロバイト (396 語) - 2018年6月29日 (金) 02:46
  • #REDIRECT [[Template:Release Notes/2.40/Mesh/Editing]]
    54バイト (6 語) - 2018年6月29日 (金) 03:39
  • #REDIRECT [[Template:Release Notes/2.40/Mesh/Editing]]
    54バイト (6 語) - 2018年6月29日 (金) 03:38
  • * [[Template:Release Notes/2.42/Mesh/Editing|Mesh Editing]]
    2キロバイト (166 語) - 2018年6月29日 (金) 02:46
  • #REDIRECT [[Template:Release Notes/2.42/Mesh/Editing]]
    54バイト (6 語) - 2018年6月29日 (金) 03:39
  • * [[Template:Release Notes/2.43/Mesh/Editing|Mesh Editing]] * [[Template:Release Notes/2.43/Mesh/Multi Resolution Mesh|Multi Resolution Mesh]]
    7キロバイト (756 語) - 2018年6月29日 (金) 02:50
  • #REDIRECT [[Template:Release Notes/2.43/Mesh/Editing]]
    54バイト (6 語) - 2018年6月29日 (金) 03:39
  • * [[Template:Release Notes/2.46/Mesh/Editing|Mesh Editing]] * [[Template:Release Notes/2.46/Mesh/Sculpting Tools|Sculpting Tools]]
    5キロバイト (526 語) - 2018年6月29日 (金) 02:53
  • #REDIRECT [[Template:Release Notes/2.46/Mesh/Editing]]
    54バイト (6 語) - 2018年6月29日 (金) 03:39
  • * (14931) <s>Fix for bug #11698: mesh deform modifier not working on extruded curves. * (14979) Bug fix Force proportional editing flag off in object mode.
    39キロバイト (6,042 語) - 2018年6月29日 (金) 02:54
  • Additions include improved keymap editing, 3D mouse support, some new addons and Node UI improvements. 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
    35キロバイト (5,347 語) - 2018年6月29日 (金) 04:44
  • …re editing or adding items, please read the [[../Guidelines|guidelines for editing the changelogs]]. * Extra mesh objects:
    3キロバイト (459 語) - 2018年6月29日 (金) 04:46
  • …re editing or adding items, please read the [[../Guidelines|guidelines for editing the changelogs]]. * fix: crash caused by invalid active material index while editing text - r40940
    15キロバイト (2,292 語) - 2018年6月29日 (金) 04:46
  • …re editing or adding items, please read the [[../Guidelines|guidelines for editing the changelogs]]. * 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
  • …re editing or adding items, please read the [[../Guidelines|guidelines for editing the changelogs]]. * fix {{BugReport|29348}}: slow drawing of mesh with multiple materials and subsurf modifier - {{Commit|42034}}
    18キロバイト (2,384 語) - 2018年6月29日 (金) 04:50
  • …re editing or adding items, please read the [[../Guidelines|guidelines for editing the changelogs]]. * Marker editing - {{Commit|41497}}
    5キロバイト (717 語) - 2018年6月29日 (金) 04:50
  • …re editing or adding items, please read the [[../Guidelines|guidelines for editing the changelogs]]. …on datablocks used for rendering: object, material, world, lamps, texture, mesh, curve. - {{Commit|41476}}
    5キロバイト (769 語) - 2018年6月29日 (金) 04:50
  • Many new UV editing tools were added: an advanced interactive stitch tool, to align and join to The Remesh modifier is a tool for generating new mesh topology based on an input surface. The output follows the surface curvatur
    4キロバイト (646 語) - 2018年6月29日 (金) 05:44
  • …re editing or adding items, please read the [[../Guidelines|guidelines for editing the changelogs]]. * Material Utilities: fix error when a mesh had an empty material slot - {{Commit|2838|bf-extensions}}
    5キロバイト (679 語) - 2018年6月29日 (金) 05:47
  • …re editing or adding items, please read the [[../Guidelines|guidelines for editing the changelogs]]. * fix {{BugReport|29869}}: NLA editor resets extrapolation mode when editing strips - {{Commit|43597}}
    21キロバイト (2,808 語) - 2018年6月29日 (金) 05:44
  • …re editing or adding items, please read the [[../Guidelines|guidelines for editing the changelogs]]. * "Paint effects" now work in relative mesh space instead of global. This means that effect speed remains same for iden
    9キロバイト (1,270 語) - 2018年6月29日 (金) 05:44
  • …with list of tracks or reconstruction data now gets that lists from active editing object. * Make Link Empty to Track and Bundles to Mesh operators set properly used clip and cameras which resolves possible confli
    5キロバイト (836 語) - 2018年6月29日 (金) 05:46
  • BMesh is the new Blender mesh system in 2.63, with full support for N-sided polygons instead of only tria …solve tool to remove vertices, edges and faces without making holes in the mesh, a new Inset tool to inset faces, and a much improved Knife tool which take
    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}} * fix {{BugReport|30436}}: externally editing unsaved images fails - {{Commit|44687}}
    18キロバイト (2,221 語) - 2018年6月29日 (金) 05:48
  • …ting and display. Hiding can also be useful for sculpting on places in the mesh that are mostly occluded by other parts, or as a crude straight-edge maskin …two use border selection; click and drag in order to select an area of the mesh to be hidden or shown.
    1キロバイト (181 語) - 2018年6月29日 (金) 05:46
  • …implemented. This new tiled based compositor gives quicker feedback while editing and uses less memory to support working with high resolutions. New nodes ar ==== [[/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
  • …rt|31606}}: pg up/down does not work for changing falloff for proportional editing ({{Commit|47064}}) * 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
  • …ded. For mesh modeling, the bevel tool was much improved, a new symmetrize mesh tool was added, and new Laplacian smooth, decimate, and triangulate modifie …or updates to improve performance and usability. Smoke can be emitted from mesh surfaces, without the need for a particle system. A smoke flow force field
    3キロバイト (500 語) - 2018年6月29日 (金) 05:51
  • * Fix {{BugReport|32837}}: DDS type textures assagined to mesh are flipped in viewport ({{Commit|51620}}) * Fix {{BugReport|33394}}: Skin modifier doesn't show generated skin mesh in EditMode with Texured Solid draw option. {{Commit|52736}}
    25キロバイト (3,019 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
  • * Fix {{BugReport|34281}}: random crash on editing disabled fcurve rna path ({{Commit|54616}}) * Fix {{BugReport|34203}}: Editing bones, parenting, blender quits 'Set Inverse' was mixing up pose/object con
    28キロバイト (3,416 語) - 2018年6月29日 (金) 05:53
  • == UV Editing == …t|53135}}). It allows to bake AO from mesh at highest subdivision level to mesh at preview subdivision level.
    5キロバイト (720 語) - 2018年6月29日 (金) 05:51
  • The node system now support more flexible group editing. For developers of external render engine addons it is now possible to supp Node Groups editing is less cluttered and more consistent with other nodes. Multiple node edito
    5キロバイト (772 語) - 2018年6月29日 (金) 05:53
  • * Fix {{BugReport|34609}}: mesh.getVertex doesn't work as spected with poly.getMaterialIndex() and poly ver === Image / UV Editing ===
    30キロバイト (3,683 語) - 2018年6月29日 (金) 05:54
  • …knife can cut using object outlines See: [[Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide#Knife_Project|Manual]], {{Commit|55306}}) 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
  • Many different mesh modelling tools were added and improved. Cycles render performance was impr …l tool filling a grid from edge loops, X mirror and projected proportional editing, snap to symmetry, face split option for dissolve, vertex connect cut acros
    3キロバイト (478 語) - 2018年6月29日 (金) 05:55
  • * Fix unnecessary 3D viewport redraws in various cases, in particular when editing node materials. ({{Commit|57714}}) …gReport|35992}}: Crash using make links > animation data between empty and mesh object. ({{Commit|57975}})
    34キロバイト (4,060 語) - 2018年6月29日 (金) 05:56
  • * Mesh normal re-calculation has been improved to give more reliable results with == [[Doc:2.6/Manual/Modeling/Meshes/Editing/Edges#Bridge_Edge_Loops|'''Bridge Tool''']] ==
    4キロバイト (619 語) - 2018年6月29日 (金) 05:57
  • …n the original mesh is mostly useful for hair, to preserve it through mesh editing operations and changing subdivision surfaces levels for viewport and render …e faces UV coordinates, so particles and object instances ''stick'' to the mesh surface during deformation. ({{Commit|58232}})
    2キロバイト (278 語) - 2018年6月29日 (金) 05:57
  • == Weight Editing == …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
    2キロバイト (295 語) - 2018年6月29日 (金) 05:57
  • …fill, Grid fill and Symmetrize tools were improved. New curve and lattice editing tools were added too. …vements for vertex parenting, empty objects, the shrinkwrap modifier, mask editing, armatures, f-curves and drivers.
    2キロバイト (278 語) - 2018年6月29日 (金) 05:57
  • * Warp Mesh not working. ({{Commit|59126}}) === Image / UV Editing ===
    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
  • * Fix {{BugReport|37842}}: Missing 3D view redraw when editing group layers and offset ({{GitCommit|90b831d}}) * Fix for outline width theme option being ignored for non mesh object types. {{GitCommit|7f9cdae}}
    64キロバイト (8,580 語) - 2018年6月29日 (金) 06:07
  • …ents by Lukas Tönne, movie clip editor coolness by Sergey Sharybin, Multi-editing of values & first person view navigation by Dalai Felinto. In this episode: A new modifier that creates wireframes around your mesh with variable size and materials.
    4キロバイト (563 語) - 2018年6月29日 (金) 06:07
  • **<code>Mesh.smoothresh</code>:<br>Didn’t touch to this one, as we will hopefully repl …to disconnect the selection, matching the same tool for mesh, curve and UV editing (Ykey). ({{Commit|60981}}).
    9キロバイト (1,446 語) - 2018年6月29日 (金) 06:04
  • === Meta Editing === === Curve Editing ===
    40キロバイト (5,177 語) - 2018年6月29日 (金) 06:08
  • === Meta Editing === === Curve Editing ===
    27キロバイト (3,716 語) - 2018年6月29日 (金) 06:08
  • I have an idea for one editing tool. …on, such as x + y/2 (where x and y are numbers) that when you went back to editing the position via the transform box it remembered the equation. When you mov
    50キロバイト (8,355 語) - 2018年6月29日 (金) 02:45
  • …Blender of course uses a Z Up and Y Depth axis. Though you can export the mesh with the axis modified, the skeleton rig is still not oriented correctly in === Colorize Proportional Editing Selection ===
    22キロバイト (3,653 語) - 2018年6月29日 (金) 04:45
  • #* will solve the problem of from which modified version of the mesh the particles should be emitted #* will allow many interesting possibilities like to explode a mesh with first p.sys, then emit particles from the shrapnel with another!
    5キロバイト (867 語) - 2018年6月29日 (金) 02:46
  • * Improved access to mesh control of Vertices, Faces and Edges * Create uv unwrap on all active or selected objects and show/editing in on time the uv editor
    11キロバイト (1,673 語) - 2018年6月29日 (金) 02:45
  • * Various Spaces (Image editing, UV layout, 3d Mesh, text editor, etc) *realtime game editing
    3キロバイト (546 語) - 2018年6月29日 (金) 02:52
  • ==mesh data requirements== …ey would be loaded as an unknown module, and possibly edited in a raw data editing space (since the data description and mutator code is also loaded from the
    3キロバイト (490 語) - 2018年6月29日 (金) 02:52
  • ==Mesh Editing== *Multiresolution mesh?
    2キロバイト (294 語) - 2018年6月29日 (金) 02:47
  • …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 …y be culled. (I mean it would be modifier that doesn't actually modify the mesh, only the preview image.)
    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
  • …der interpolates these settings to create the three views into a single 3D mesh would be a great boon to technical 3D rendering. …any imported normals are lost, which reveals seams, etc. Also, any normal editing that is done using addons also gets lost.
    5キロバイト (877 語) - 2018年6月29日 (金) 04:46
  • …SH-Scriptmenu. I circumvented this restriction by publishing the script in MESH-Scriptmenu and then building a wrapper-modul that calls the same script in Group: 'Mesh, Object'
    7キロバイト (1,144 語) - 2018年6月29日 (金) 02:45
  • Basic subdiv still means tons of editing and fractal subdiv is very static void editing_panel_mesh_tools(Object *ob, Mesh *me)
    13キロバイト (1,793 語) - 2018年6月29日 (金) 02:45
  • puldanovak - select vertloop of a non-manifold mesh chronoh - mesh color is same as object color
    8キロバイト (1,305 語) - 2018年6月29日 (金) 02:45
  • *CAPABLE of displaying and editing more than one node systems at once 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
  • …ms to me that the settings for grease pencil located in User Preferences > Editing might be more accessible if they are moved to the Properties region with th …deling the wire get in the way and don't allow the exact perception of the mesh shape.
    26キロバイト (4,588 語) - 2018年6月29日 (金) 04:45
  • …mode. "Edit" itself isn't very meaningful, since in Blender were's always editing things. Universally, verticies, edges and faces are known as components of …, 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
  • =====Editing Custom Data===== =====Custom Data in Mesh=====
    15キロバイト (2,269 語) - 2018年6月29日 (金) 02:50
  • …in syncron mode, when game is paused, models are shown syncronuosly during editing. Impostor type can be derived from Mesh
    5キロバイト (804 語) - 2018年6月29日 (金) 02:51
  • …and NLA are still problematic. Another aspect is the game engine and logic editing, which also was added in a rush and in a later stage, and has some flaws re Based on the visualization chosen, the user has access to a number of tools. Editing is always performed directly on the data, not on the visualisation of the d
    19キロバイト (3,169 語) - 2018年6月29日 (金) 04:44
  • We might have a scene with a tube mesh object, that is being deformed by an armature, which in turn is parented to …t be evaluated first to reach the IK target, before we can deform the tube mesh with them.
    9キロバイト (1,471 語) - 2018年6月29日 (金) 05:46
  • …ch as shell 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
  • * Constraint with vertex group target on subsurf mesh not working {{BugReport|29059}} * Editing keyframes in Graph Editor currently does not force motion paths to get reca
    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
  • ==== Mesh ==== * use skinned mesh for camera frustum calculation {{BugReport|50881}}
    6キロバイト (848 語) - 2018年6月29日 (金) 06:08
  • * Armature edit-mode transform proportional editing doesn't work ({{BugReport|53992}}). ==== Mesh Editing ====
    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 == '''[[Dev:Source/GameEngine/Logic|Logic editing]]''' ==
    8キロバイト (1,197 語) - 2018年6月29日 (金) 06:08
  • …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 …it becomes only available as a node and not as a graph anymore. Of course, editing the compound node remains possible. Using an explicit mechanism to create a
    49キロバイト (8,377 語) - 2018年6月29日 (金) 03:43
  • Each element (vertex/edge/loop/face) in a mesh has an associated persistent bitfield, these flags store information such a …ant to 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
    23キロバイト (3,872 語) - 2018年6月29日 (金) 04:51
  • …ith the mouse you save unnecessary mouse movement and allow for very quick editing without needing to access the tool bar or menus. --Jonathan Williamson 3dsmax for example don't lets you build a mesh where an edge is owned by more than two faces.
    28キロバイト (4,604 語) - 2018年6月29日 (金) 05:47
  • …significantly less memory. It is also incremental which means that during editing it supports only rebuilding the parts of the mesh that have changed.
    4キロバイト (749 語) - 2018年6月29日 (金) 02:45
  • == 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
  • = 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
  • mesh and BLI_pbvh_build_grids. The former is used to build the PBVH from a mesh (or CDDerivedMesh), the later is used to build from a CCGDerivedMesh (i.e. …e PBVH, in that they can't be subdivided any further. When building from a Mesh, MFaces are the primitives. When building from a CCGDM, grids are the primi
    11キロバイト (1,996 語) - 2018年6月29日 (金) 04:37
  • 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
  • I am working on a long overdue rewrite of the way mesh modifiers/effects are handled Currently Blender supports the following deformations/effects on a mesh:
    9キロバイト (1,463 語) - 2018年6月29日 (金) 02:45
  • …rther, thus providied a unified and consistent approach to non-destructive editing across Blender's user interface. …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
  • …o only work on Meshes and they change the Mesh obData, and although having mesh-specifc panels (i.e. effects, particle interaction) in hte Object button is The modifiers would be better suited to the editing buttons context, and I'd recommend moving them there.
    3キロバイト (512 語) - 2018年6月29日 (金) 02:45
  • * Rigid Body Constaint editing is in CVS, ready for 2.43 …lision Detection Shapes: box, sphere, cylinder, cone, convex hull, concave mesh
    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
  • …lock modifiers to use cache (disable automatic recalculation), for faster editing. …particle system way of working - by redirecting transform function to the mesh-vertex-keys.
    7キロバイト (1,116 語) - 2018年6月29日 (金) 02:52
  • *a unified "bake edit mode" will allow editing of all baked dynamics *editing of object's data and settings of modifiers before the baked system will be
    5キロバイト (814 語) - 2018年6月29日 (金) 02:52
  • …eparate document that goes more detailed into [[../TextureWorkflow|texture editing]]. …properties editor. Is it reasonable to never show their contents and leave editing them to the node editor?
    3キロバイト (592 語) - 2018年6月29日 (金) 04:44
  • …itten to accomadate for both the quad/tri-based Mesh and the ngon-based HE mesh. This document is a proposal to do that. And while this may seem like out of the scope of HE mesh, it is not; the demand for UV texturing seems fairly high, and most people
    2キロバイト (390 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 c * 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
  • …Blender import *''' or '''import Blender as B''' or '''from Blender import Mesh, Window''' me = bpy.mesh('mymesh')
    23キロバイト (3,900 語) - 2018年6月29日 (金) 02:51
  • …[http://www.members.iinet.net.au/~cpbarton/ideasman/ ideasman's "Solidify Mesh" script] and a …would be mesh modifiers, not object modifiers (since they would change the mesh). [[User:Artificer|Artificer]] 14:18, 14 August 2006 (CEST)
    1キロバイト (183 語) - 2018年6月29日 (金) 02:49
  • …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 …mething to scale and then have to resize it once you assign a bone to that mesh shape.
    62キロバイト (10,973 語) - 2018年6月29日 (金) 02:54
  • :[[Doc:2.6/Manual/Preferences/Editing|Editing]] :[[Doc:2.6/Manual/3D_interaction/Transform_Control/Snap_to_Mesh|Snap to Mesh]]
    46キロバイト (5,663 語) - 2018年6月29日 (金) 03:42
  • :*[[Doc:2.6/Manual/Modeling/Objects/Editing|Transform]] …in Object Mode. In edit mode, it will change to the appropriate menu with editing tools.
    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
  • …mating almost all, then you can animate also video and audio effects while editing video sequences in Video Sequence Editor by keyframes and changing interpol …and stretch can be implemented with a variety of techniques: skin, direct mesh manipulation and key shapes. It can also be implemented in more experimenta
    18キロバイト (2,808 語) - 2018年6月29日 (金) 04:51
  • ====Editing Pose Markers==== …e same for both Timeline and Pose markers, therefore see for details about editing markers [[Doc:2.6/Manual/Animation/Basics/Markers|here]].
    8キロバイト (1,313 語) - 2018年6月29日 (金) 04:51
  • ;{{Literal|Shape Keys}} are used on Objects like {{Literal|Mesh}}, {{Literal|Curve}}, {{Literal|Surface}}, {{Literal|Lattice}}. [[File:Doc_Shape_Keys_Visual.PNG|frame|center|A mesh with different shape keys applied.]]
    9キロバイト (1,460 語) - 2018年6月29日 (金) 04:51
  • =Editing Shape Keys= Before editing a shape, you must select it.
    9キロバイト (1,496 語) - 2018年6月29日 (金) 04:51
  • …{{Literal|ObData}} datablocks: nearly all modifications (object location, mesh geometry, …) in a scene will be reflected in the other ones linked this w …jects (users) shows up next to its name, in its settings window ({{Literal|Editing}} context for meshes, curves, cameras, …, {{Literal|Shading}} context, {{
    4キロバイト (584 語) - 2018年6月29日 (金) 04:50
  • :Duplicates objects only. ObData linked to the objects, e.g. mesh and curve, are not duplicated. …the default. Alternatively, you can just start with the default, and start editing the cube that is usually hanging around waiting for you to do creative thin
    5キロバイト (792 語) - 2018年6月29日 (金) 04:43
  • …iven in the [[Doc:2.6/Manual/Game Engine/Logic/Actuators/Editing |Actuator Editing]] page. …an also change the mesh of an object (and soon also recreate the collision mesh).
    3キロバイト (465 語) - 2018年6月29日 (金) 04:45
  • …is center to a more convenient location. This can be done in the {{Literal|Editing}} context ({{Shortcut|f9}}) and choosing one of the 3 options that focus ar {{Literal|Convex Hull}} and static {{Literal|Triangle Mesh}} are designed for uses with World objects floors, walls, trees, etc.
    3キロバイト (496 語) - 2018年6月29日 (金) 04:48
  • …is center to a more convenient location. This can be done in the {{Literal|Editing}} context ({{Shortcut|f9}}) and choosing one of the 3 options that focus ar {{Literal|Convex Hull}} and static {{Literal|Triangle Mesh}} are designed for uses with World objects floors, walls, trees, etc.
    3キロバイト (499 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
  • ; {{Literal|UV Editing}}: Flattening a projection of an object mesh in 2D to control how a texture maps to the surface. ; {{Literal|Video Editing}}: Cutting and editing of animation sequences.
    6キロバイト (931 語) - 2018年6月29日 (金) 03:45
  • …ics cache, rendering improvements in reflections, AO, and render baking; a mesh deform modifier for muscles and such, better animation support via armature …ghts and GE improvements, snap, sky simulator, shrinkwrap modifier, python editing improvements.
    21キロバイト (2,950 語) - 2018年6月29日 (金) 03:43
  • …ading direction. Furthermore, available tabs depend on the selection (i.e. Mesh options are different from Camera options). …mizing the keys is done by making a local copy of the default map and then editing all the options you'd like to have. The default key maps will always be una
    6キロバイト (941 語) - 2018年6月29日 (金) 03:43
  • …materials are linked to objects, meshes, etc. and activate a material for editing in the rest of the panels. ….). 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
  • ….6|Doc:2.6/Manual/Modeling/Meshes/Sculpting|Doc:2.6/Manual/Modeling/Curves/Editing}} …f fine control is necessary, [[Doc:2.6/Manual/Modeling/Meshes/Editing|mesh editing]] may be a better modeling option.
    15キロバイト (2,372 語) - 2018年6月29日 (金) 04:43
  • …x|DDoc:2.6/Manual/Modeling/Curves/Selecting|Doc:2.6/Manual/Modeling/Curves/Editing/Advanced}} = Curve Editing =
    13キロバイト (1,943 語) - 2018年6月29日 (金) 04:43
  • {{Page/Header|2.5x|Doc:2.5/Manual/Modeling/Curves/Editing|Doc:2.5/Manual/Modeling/Curves/Curve_Taper}} …t, but taken from the 2.4|fixes=[[User:Fade/Doc:2.6/Manual/Modeling/Curves/Editing/Advanced|WIP fix here]]}}
    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 Editing = …eshes. These are available through the {{Literal|Mesh Tools}} palette, the Mesh menu in the 3d view header, and context menus in the 3d view, as well as in
    3キロバイト (436 語) - 2018年6月29日 (金) 04:48
  • = Basic Mesh Editing = In this section we explain how to do basic editing on a mesh.
    553バイト (72 語) - 2018年6月29日 (金) 04:44
  • {{Review|void=X|fixes=[[User:Greylica/Doc:2.6/Manual/Modeling/Meshes/Editing/Basics/Adding|X]]}} adding object -> addin mesh, e.g. final merging into one object.
    650バイト (105 語) - 2018年6月29日 (金) 04:50
  • |menu=Mesh → Faces → Make Face/Edge * [[Doc:2.6/Manual/Modeling/Meshes/Editing/Faces#Fill|Fill]]
    3キロバイト (428 語) - 2018年6月29日 (金) 05:57
  • |menu={{Menu|Mesh|Edges|Unsubdivide}} …remove edges that were the result of a subdivide operation. If additional editing has been done after the subdivide operation, unexpected results may occur.
    6キロバイト (900 語) - 2018年6月29日 (金) 04:44
  • =Mirror Editing= |panel={{Menu|Mesh Options|X-mirror}}
    5キロバイト (757 語) - 2018年6月29日 (金) 04:50
  • |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)
    739バイト (103 語) - 2018年6月29日 (金) 04:50
  • |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
  • …ual/Modeling/Meshes/Editing/Deforming/Noise|Doc:2.6/Manual/Modeling/Meshes/Editing/Duplicating/Duplicate}} = Mesh Duplicating Tools =
    1キロバイト (155 語) - 2018年6月29日 (金) 04:44
  • |menu={{Menu|Mesh|Duplicate}} …tes the selected elements, without creating any links with the rest of the mesh (unlike extrude, for example), and places the duplicate at the location of
    1キロバイト (154 語) - 2018年6月29日 (金) 04:50
  • |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
  • …al/Modeling/Meshes/Editing/Duplicating/Spin Dup|Doc:Manual/Modeling/Meshes/Editing/Subdiving}} |panel={{Literal|Edit Mode}} → {{Literal|Mesh Tools}} (shortcut {{Shortcut|T}}) → Add → Screw Button
    26キロバイト (4,302 語) - 2018年6月29日 (金) 04:50
  • |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).
    5キロバイト (784 語) - 2018年6月29日 (金) 04:50
  • |menu={{Menu|Mesh|Edges|Make Edge/Face}} …the [[Doc:2.6/Manual/Modeling/Meshes/Editing/Basics#Edge and Face creation|editing basics page]].
    11キロバイト (1,865 語) - 2018年6月29日 (金) 04:50
  • |menu={{Menu|Mesh|Faces|Make Edge/Face}} …Doc:2.6/Manual/Modeling/Meshes/Editing/Basics#Edge and Face creation|Basic Editing page]].
    8キロバイト (1,225 語) - 2018年6月29日 (金) 04:50
  • =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
  • …Doc:2.5/Manual/Modeling/Meshes/Editing/Misc|Doc:2.5/Manual/Modeling/Meshes/Editing/Sculpt Mode}} {{Note|Note|In Blender 2.5, the Retopo tool has been replaced by improved mesh snapping functionality. This page will change as retopology tools are updat
    1キロバイト (227 語) - 2018年6月29日 (金) 04:48
  • :Pushes mesh outward or inward into a spherical shape with settings to control the amoun :Creates sharp indents or ridges by pushing or pulling the mesh, while pinching the vertices together.
    16キロバイト (2,503 語) - 2018年6月29日 (金) 04:48
  • = Mesh Subdividing Tools = ;[[Doc:2.6/Manual/Modeling/Meshes/Editing/Subdividing/Subdivide|Subdivide]]
    961バイト (127 語) - 2018年6月29日 (金) 04:44
  • |panel={{Literal|Mesh Tools}} ({{Literal|Editing}} context, {{Shortcut|F9}}) [[File:Knife1.png|thumb|left|200px|Mesh before knife cut]]
    5キロバイト (755 語) - 2018年6月29日 (金) 04:50
  • |panel={{Literal|Editing}} context → {{Literal|Mesh Tools}} …will be placed. This is identical to the [[Doc:2.6/Manual/Modeling/Meshes/Editing/Edges#Edge Slide|Edge Slide tool]]. Clicking {{Shortcut|lmb}} again confirm
    3キロバイト (530 語) - 2018年6月29日 (金) 04:50
  • |menu={{Menu|Mesh|Edges|Subdivide}}, {{Menu|Specials|Subdivide/Subdivide Smooth}} |panel={{Literal|Mesh Tools}} ({{Literal|Editing}} context)
    6キロバイト (922 語) - 2018年6月29日 (金) 04:50
  • This page covers many of the tools in the {{Menu|Mesh|Vertices}} menu. These are tools that work primarily on vertex selections, |menu={{Menu|Mesh|Vertices|Merge...}}, {{Menu|Specials|Merge}} or {{Menu|Vertex Specials|Merg
    9キロバイト (1,365 語) - 2018年6月29日 (金) 04:50
  • {{review|split=X|text=splitted mesh - mesh analysis}} == Mesh Analysis ==
    2キロバイト (317 語) - 2018年6月29日 (金) 05:57
  • [[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
    6キロバイト (996 語) - 2018年6月29日 (金) 04:41
  • {{Page/Header|2.6|Doc:2.6/Manual/Modeling/Meshes/Mesh Structures|Doc:2.6/Manual/Modeling/Meshes/Smoothing}} =Mesh Primitives =
    9キロバイト (1,537 語) - 2018年6月29日 (金) 04:41
  • …2.6x|Doc:Manual/Modeling/Meshes/Selecting/Edges|Doc:Manual/Modeling/Meshes/Editing}} …e-activated.png|left|Activated the Face Select Mode]] To select parts of a mesh face-wise, you have to switch to Face Select Mode. Do this by clicking the
    3キロバイト (523 語) - 2018年6月29日 (金) 04:50
  • = Mesh Shading = | colspan="3" | Example mesh rendered flat, smoothed using edge split, and using Subdivision Surface. N
    8キロバイト (1,102 語) - 2018年6月29日 (金) 04:41
  • …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
  • = Weight Editing = …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
    7キロバイト (1,014 語) - 2018年6月29日 (金) 05:57
  • …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
  • …ader|2.5|Doc:2.5/Manual/Modeling/Text|Doc:2.5/Manual/Modeling/Meta Objects/Editing}} In {{Literal|Object}} mode, the calculated mesh is shown, along with a black “selection ring” (becoming pink when selec
    11キロバイト (1,582 語) - 2018年6月29日 (金) 04:48
  • =Editing Metas= …collapse inward. If you move the plane away from the sphere, the plane’s mesh will restore itself.
    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
  • …the Materials, Textures, and Ipos), but which has copied others, like the mesh, for example. This is why this form of duplication is sometimes called “s …ral|User Preferences}}' (available in the {{Literal|File}} menu) {{Literal|Editing}} “tab”, activate those types of datablocks you want to really copy in
    6キロバイト (901 語) - 2018年6月29日 (金) 04:40
  • …e that if the DupliGroup was linked from an external file the Object Data (mesh, materials, textures, transforms) will also still be linked from the origin [[Category:Editing]]
    3キロバイト (441 語) - 2018年6月29日 (金) 04:40
  • {{review|partial=X|text=need more info about Editing function, not all are in this page}} *'''Mesh''': Plane, Cube, Circle, UV Sphere, Icosphere, Cylinder, Cone, Grid, Monkey
    4キロバイト (607 語) - 2018年6月29日 (金) 04:41
  • {{Page/Header|2.5|Doc:2.5/Manual/Modeling/Objects/Editing|Doc:2.5/Manual/Modeling/Objects/Empty}} …Types Mesh Geometry. You are then able to move the Armature Bones and the Mesh Object will deform. See figure 5.
    49キロバイト (8,063 語) - 2018年6月29日 (金) 04:42
  • …Header|2.5|Doc:2.5/Manual/Modeling/Objects|Doc:2.5/Manual/Modeling/Objects/Editing}} …inked to the same Object Data, i.e. the datablock that specifies the type (mesh, curve, etc.) and the build (constitutive elements like vertices, control v
    12キロバイト (1,735 語) - 2018年6月29日 (金) 04:41
  • …oc:2.5/Manual/Modeling/Curves/Curve_Taper|Doc:2.5/Manual/Modeling/Surfaces/Editing}} …very similar to the results you get when [[Doc:2.6/Manual/Modeling/Curves/Editing/Advanced|extruding a curve]] (by the way, I think it should be possible to
    12キロバイト (1,917 語) - 2018年6月29日 (金) 04:43
  • {{review|split=X|text=split selection and editing}} …{{Literal|Edit}} mode is very similar to [[Doc:2.6/Manual/Modeling/Curves/Editing|NURBS curve selection]]. The basic tools are the same as with [[Doc:2.6/Man
    18キロバイト (2,788 語) - 2018年6月29日 (金) 04:43
  • …eral|Curve and Surface}}, {{Literal|Font}} and {{Literal|Char}} ({{Literal|Editing}} context, {{Shortcut|F9}}) …|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
    19キロバイト (2,951 語) - 2018年6月29日 (金) 04:48
  • …h_Cache|Mesh Cache]]}}: Apply animated mesh data (from external file) to a mesh. …Modifiers/Modify/UV Project|UV Project]]}}: Project UV coordinates on your mesh.
    8キロバイト (1,112 語) - 2018年6月29日 (金) 04:41
  • This modifier shifts the shape of a mesh, curve, surface or lattice to any of a few pre-defined shapes (sphere, cyli …e {{Literal|To Sphere}} tool in the {{Literal|Editing}} context ({{Literal|Mesh}} ? {{Literal|Transform}} ? {{Literal|To Sphere}} {{Shortcut|Alt|Shift|S}})
    3キロバイト (449 語) - 2018年6月29日 (金) 04:41
  • …ther with {{Literal|Shape Keys}} to control the deformation of a {{Literal|Mesh}} or a {{Literal|Lattice}}<!-- not working on curves yet? --> using another …ve used proportional editing, you can think of it as animated proportional editing. While hooks do not give you the fine control over vertices movement that s
    2キロバイト (367 語) - 2018年6月29日 (金) 04:41
  • The {{Literal|Laplacian Deform}} modifier allows you to pose a mesh while preserving geometric details of the surface. ; {{Literal|Unbind}}: When a geometry details has been captured from a mesh, it can later be released by selecting the {{Literal|Unbind}} button which
    6キロバイト (839 語) - 2018年6月29日 (金) 06:04
  • {{Page/Header|2.5|Doc:2.5/Manual/Modifiers/Deform/Mesh Deform|Doc:2.5/Manual/Modifiers/Deform/Simple Deform}} …object being modified to the closest position on the surface of the given mesh (using one of the three methods available). It can be applied to meshes, la
    5キロバイト (691 語) - 2018年6月29日 (金) 04:41
  • …e/Header|2.5|Doc:2.5/Manual/Modifiers/Mesh/Mirror|Doc:2.5/Manual/Modifiers/Mesh/Subsurf}} [[File:25-Manual-Modifiers-Mesh-Smooth-example01.png|thumb|Smooth modifier applied to a subdivided cube]]
    2キロバイト (252 語) - 2018年6月29日 (金) 04:40
  • This deformation modifier can be used to warp parts of a mesh to a new location in a very flexible way by using 2 objects to select the " …2.6/Manual/3D interaction/Transform Control/Proportional Edit|Proportional Editing]] in edit mode.
    2キロバイト (320 語) - 2018年6月29日 (金) 04:45
  • …der|2.5x|Doc:2.5/Manual/Modifiers/Animation/Build|Doc:2.5/Manual/Modifiers/Mesh/Booleans}} …applied to, allowing control of how and where the bevel is applied to the mesh.
    5キロバイト (738 語) - 2018年6月29日 (金) 04:39
  • …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
  • …Header|2.5|Doc:2.5/Manual/Modifiers/Mesh/Booleans|Doc:2.5/Manual/Modifiers/Mesh/Displace}} …hape, but if the mesh is the result of complex modeling, with proportional editing, successive refinements, possibly some conversions from SubSurfed to non-Su
    4キロバイト (617 語) - 2018年6月29日 (金) 04:41
  • …/Header|2.5|Doc:2.5/Manual/Modifiers/Mesh/Explode|Doc:2.5/Manual/Modifiers/Mesh/Mirror}} …esh to be hidden from view (masked off), in effect making the parts of the mesh that are masked act as if they were no longer there.
    3キロバイト (417 語) - 2018年6月29日 (金) 04:41
  • {{Page/Header|2.5|Doc:2.5/Manual/Modifiers/Mesh/Mask|Doc:2.5/Manual/Modifiers/Mesh/Smooth}} The {{Literal|Mirror}} modifier automatically mirrors a mesh along its '''local''' X, Y and/or Z axes, which pass through the object’s
    7キロバイト (1,198 語) - 2018年6月29日 (金) 04:41
  • {{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
  • = Mesh Cache Modifier = …animated mesh data can be applied to a mesh and played back, deforming the mesh.
    3キロバイト (485 語) - 2018年6月29日 (金) 05:53
  • ::How the texture is mapped to the mesh… You have four choices: …ifiers if you want to see the original weights of the vertex group you are editing (provided it is affected by some modifier, obviously).
    16キロバイト (2,399 語) - 2018年6月29日 (金) 04:46
  • |panel={{Literal|Modifiers}} ({{Literal|Editing}} context, {{Shortcut|F9}}) *Particle system – An object (mesh) which has the ability to emit/generate particles activated on it.
    13キロバイト (2,083 語) - 2018年6月29日 (金) 04:48
  • …eader|2.5|Doc:2.5/Manual/Modifiers/Mesh/EdgeSplit|Doc:2.5/Manual/Modifiers/Mesh/Hooks}} |panel=Editing Context &rarr; Modifiers
    3キロバイト (536 語) - 2018年6月29日 (金) 03:44
  • |panel={{Literal|Modifiers}} ({{Literal|Editing}} context, {{Shortcut|F9}}) *Particle system – An object (mesh) which has the ability to emit/generate particles activated on it.
    13キロバイト (2,095 語) - 2018年6月29日 (金) 04:45
  • # Triangle&nbsp;— Applies modifier to editing cage in {{Literal|Edit mode}}. This icon materializes the {{Literal|Cage}} …modifiers that can be applied are shown in this listbox button. {{Literal|Mesh}} objects can have all available modifiers added, while, for example, {{Lit
    4キロバイト (590 語) - 2018年6月29日 (金) 04:41
  • …and consist of three panels of options. Cloth is either an open or closed mesh and is mass-less, in that all cloth is assumed to have the same density, or Cloth is commonly modeled as a mesh grid primitive, or a cube, but can also be, for example, a teddy bear. Howe
    21キロバイト (3,351 語) - 2018年6月29日 (金) 04:45
  • …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.
    2キロバイト (370 語) - 2018年6月29日 (金) 05:46
  • …Particle Instance|Particle Instance modifier]], which allows you to have a mesh be deformed along the curves, which is useful for thicker strands, or thing * for the interactive editing, because you can only move the control points (but you may recalculate the
    7キロバイト (997 語) - 2018年6月29日 (金) 04:40
  • …onger rendered. Activate the button {{Literal|Emitter}} to also render the mesh. …ny ''UV Layers'', you need to create at least one in the objects {{Literal|Editing}} context, for any of these to work. Moreover, the texture has to be set to
    17キロバイト (2,653 語) - 2018年6月29日 (金) 04:44
  • …uces the exit velocity of) a vertex or edge once it penetrates a collision mesh. **If the mesh changes the simulation is not calculated anew.
    8キロバイト (1,345 語) - 2018年6月29日 (金) 04:45
  • [[File:Manual-Interface-Configuration-Editing-EditingUserPreferences.png|center|640px]] [[File:Structure-object-data.jpg|right|Example for a Mesh]]
    5キロバイト (773 語) - 2018年6月29日 (金) 03:44
  • ::to the sound device output. Very useful for sequencer strips editing. :duting video playbacks or editing operations.
    13キロバイト (1,862 語) - 2018年6月29日 (金) 03:44
  • = Texture Editing = * ''Texture'': this draw mode is used for editing, painting and mapping individual textures. Lighting is the same as in solid
    2キロバイト (334 語) - 2018年6月29日 (金) 04:51
  • …ge- and line-based non-photorealistic (NPR) rendering engine. It relies on mesh data and z-depth information to draw lines on selected edge types. Various …already pre-scripted in Python. The Parameter Editor mode allows intuitive editing of features such as dotted lines and easy setup of multiple line types and
    3キロバイト (488 語) - 2018年6月29日 (金) 05:53
  • …r posing. Rigging is the process of attaching a skeleton to your character mesh object so you can deform and pose it in different ways. These actions do not fundamentally alter the mesh, and can easily be changed, undone, or combined with other poses.
    6キロバイト (985 語) - 2018年6月29日 (金) 04:44
  • …(don't lose too much time here though, specific pages about selecting and editing will come later). …Doc:2.5/Manual/Rigging/Armatures/Editing/Properties#Bone Rigidity Settings|editing pages]].
    6キロバイト (971 語) - 2018年6月29日 (金) 04:44
  • …|Doc:2.5/Manual/Rigging/Armatures/Editing|Doc:2.5/Manual/Rigging/Armatures/Editing/Properties}} = Editing Bones =
    17キロバイト (2,649 語) - 2018年6月29日 (金) 04:44
  • ….6/Manual/Rigging/Armatures/Editing/Bones|Doc:2.6/Manual/Rigging/Armatures/Editing/Sketching}} = Editing Bone Properties =
    22キロバイト (3,380 語) - 2018年6月29日 (金) 04:44
  • …nual/Rigging/Armatures/Editing/Properties|Doc:2.5/Manual/Rigging/Armatures/Editing/Templating}} …s bone sketching quick and efficient, but you lose all the advanced stroke editing possibilities…
    14キロバイト (2,203 語) - 2018年6月29日 (金) 04:47
  • …oc:2.5/Manual/Rigging/Armatures/Structure|Doc:2.5/Manual/Rigging/Armatures/Editing}} …c differences that will be detailed in the [[Doc:2.6/Manual/Rigging/Posing/Editing|posing part]].
    6キロバイト (945 語) - 2018年6月29日 (金) 04:44
  • {{Page/Header|2.5|Doc:2.5/Manual/Rigging/Armatures/Editing/Templating|Doc:2.5/Manual/Rigging/Skinning/Objects}} |[[File:Manual-Part-I-Quick64.2.56.png|thumb|600px|The ginebread mesh skinned on its armature…]]
    2キロバイト (236 語) - 2018年6月29日 (金) 04:44
  • See the [[Doc:2.6/Manual/Rigging/Armatures/Editing/Properties|editing pages]] for how to edit these properties. See the [[Doc:2.6/Manual/Rigging/Armatures/Editing/Properties|editing pages]] for how to edit these properties.
    12キロバイト (1,841 語) - 2018年6月29日 (金) 04:51
  • …ng to bones. There are some settings necessary for an armature to deform a mesh: …bones of the armature have to be adjusted their influence on parts of the mesh.
    3キロバイト (523 語) - 2018年6月29日 (金) 04:51
  • ** [[Doc:2.6/Manual/Modeling/Meshes/Editing/Sculpt Mode|Sculpt Mode]] …extures can be loaded into blender. These images can then be applied to a mesh model that has been unwrapped and assigned an image of user defined size.
    7キロバイト (1,012 語) - 2018年6月29日 (金) 04:41
  • …lt the 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 …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
  • …Maps create real bumps, creases, ridges, etc in the actual mesh. Thus, the mesh deformations can cast shadows, occlude other objects, and do everything tha Displacement maps move the rendered faces, not the physical mesh faces. So, in 3D View the surface may appear smooth, but render bumpy. To g
    5キロバイト (695 語) - 2018年6月29日 (金) 04:41
  • …are thus mapped to your mesh, and show up as the color of the faces of the mesh. Use UV texturing to provide realism to your objects that procedural materi …a cardboard box. The box is a three-dimensional (3D) object, just like the mesh cube you add to your scene.
    6キロバイト (1,068 語) - 2018年6月29日 (金) 04:44
  • …l. If you are using an external application, you need to know where on the mesh you are painting. You may also need to test your UV mapping with a test ima :Export UVs from the modified mesh.
    13キロバイト (2,262 語) - 2018年6月29日 (金) 04:44
  • {{Page/Header|2.5x|Doc:2.5/Manual/Textures/UV/Unwrapping a Mesh|Doc:2.5/Manual/Textures/UV/Managing the Layout}} = Editing UVs =
    16キロバイト (2,752 語) - 2018年6月29日 (金) 04:44
  • …create additional maps on the same object, or transfer a UV map to another mesh. You can copy a UV Map from one mesh to another Mesh provided both meshes have the same geometry/vertex order. This is useful fo
    4キロバイト (724 語) - 2018年6月29日 (金) 04:44
  • = UV Mapping a Mesh = …add those new faces for you, but you may need to do additional mapping or editing. In this fashion, you can use the UV Texture image to guide additional geom
    19キロバイト (3,339 語) - 2018年6月29日 (金) 04:44
  • …at is used to color the surface of a mesh. The UV Texture is mapped to the mesh through one or more UV maps. There are three ways to establish the image us …ed UV Texture, using its UV map to transfer the colors to the faces of the mesh.
    14キロバイト (2,267 語) - 2018年6月29日 (金) 04:51
  • …, go to the {{Literal|User Preferences}} window and click on the {{Literal|Editing}} tab. In this section you can set: In the example Images below, we duplicated a ''Monkey'' {{Literal|Mesh}}, and then we moved the Object a bit. Using repeat {{Shortcut|Shift|r}}, t
    11キロバイト (1,776 語) - 2018年6月29日 (金) 03:46
  • The UV/Image Editor is where you will be editing the UVs. This is an overview of the tools found there. Using the UV editor :Tools for [[Doc:2.6/Manual/Textures/Mapping/UV/Layout Editing#Selecting|Selecting UVs]].
    6キロバイト (767 語) - 2018年6月29日 (金) 06:08
  • * [http://cgcookie.com/blender/2010/05/17/custom-hot-keys/ Mesh Selection Mode Hot-Keys] '''Mesh Objects'''
    41キロバイト (4,073 語) - 2018年6月29日 (金) 04:47
  • We start with our finished mesh on which we want to apply hairs: *Deflect emitter: prevents the hair from getting under the casting mesh; uncheck this to put the hair roots inside the head if you see them floatin
    6キロバイト (1,113 語) - 2018年6月29日 (金) 05:54
  • Then add a Cube with {{Menu|Add|Add Mesh|Cube}} or using the {{Shortcut|shift|a}} shortcut. A cube will appear displ {{literal|Edit Mode}} is a mode in which you can edit the vertices of the mesh. By default, all vertices are selected for every new Object created (select
    36キロバイト (5,894 語) - 2018年6月29日 (金) 03:45
  • * '''Beveling''' can be used to smooth sharp corners of mesh. * '''Booleans''' can be used to cut a mesh with other mesh or join them for instance.
    7キロバイト (1,102 語) - 2018年6月29日 (金) 02:50
  • [[Category:Mesh]] …whole, not just the individual keys. Nonlinear animation is not just about editing and manipulating groups of keyframes, but it also allows you to combine, mi
    371バイト (53 語) - 2018年6月29日 (金) 04:38
  • [[Category:Mesh]] == Proportional Editing Tool (PET) ==
    290バイト (44 語) - 2018年6月29日 (金) 04:39
  • |[[Doc:JA/2.4/Manual/Preferences/Editing|Editing]] …|[[Doc:JA/2.4/Manual/3D_interaction/Transform_Control/Snap_to_Mesh|Snap to Mesh]]
    39キロバイト (4,577 語) - 2018年6月29日 (金) 04:41
  • [[File:Reference-Panels-Mesh-UV.jpg|right]] …す。このパネルの詳細については [[Doc:2.4/Reference/Panels/Editing/UV Calc|リファレンスマニュアル]]を参照してください。
    33キロバイト (5,362 語) - 2018年6月29日 (金) 04:43
  • {{SideNote|1=right|2=Proportional Editing|3=
    24キロバイト (786 語) - 2018年6月29日 (金) 04:52
  • More info: [[Doc:2.4/Manual/Modeling/Meshes/Editing/Edges|Manual/PartII/Edge_and_Face_Tools]] * UV球を追加します ({{Shortcut|SPACE}}>>Add>>Mesh>>UV Sphere)。 メッシュタイプの詳細情報は [[Doc:2.4/Manual/Mo
    29キロバイト (1,080 語) - 2018年6月29日 (金) 05:44
  • :[[Doc:JA/2.6/Manual/Preferences/Editing|編集]] :[[Doc:JA/2.6/Manual/Modeling/Objects/Editing|オブジェクトの編集]]
    59キロバイト (5,766 語) - 2018年6月29日 (金) 04:40
  • :[[Doc:2.6/Manual/Animation/Editors/Graph/FCurves|Editing Curves]] …a way to change the shape of a mesh. Sorta like sticking a fish hook in a mesh and pulling. Uses the principles discussed in Shape Keys.
    5キロバイト (291 語) - 2018年6月29日 (金) 04:46
  • 4キロバイト (190 語) - 2018年6月29日 (金) 05:47
  • …ics cache, rendering improvements in reflections, AO, and render baking; a mesh deform modifier for muscles and such, better animation support via armature …ghts and GE improvements, snap, sky simulator, shrinkwrap modifier, python editing improvements.
    13キロバイト (826 語) - 2018年6月29日 (金) 04:42
  • = Curve Editing = *[[Doc:JA/2.6/Manual/Modeling/Curves/Editing/Advanced|曲線の変形と押し出し]]
    17キロバイト (647 語) - 2018年6月29日 (金) 05:54
  • …al/Modeling/Objects/Duplication/DupliFrames|Doc:2.5/Manual/Modeling/Meshes/Mesh Structures}} ; View、Select および Mesh メニュー
    7キロバイト (253 語) - 2018年6月29日 (金) 04:42
  • 3キロバイト (250 語) - 2018年6月29日 (金) 05:49
  • =Mirror Editing= |panel={{Menu|Mesh Options(メッシュオプション)|X Mirror(Xミラー)}}
    6キロバイト (202 語) - 2018年6月29日 (金) 05:55
  • |menu={{Menu|Mesh(メッシュ)|Extrude Region(領域の押し出し)}} |panel={{Menu|Mesh Tools(メッシュツール)|Extrude(押し出し)}}
    6キロバイト (190 語) - 2018年6月29日 (金) 05:54
  • |panel={{Literal|Mesh Tools(メッシュツール)}} …{{Literal|Edit}} モードで全頂点を選択し、access the {{Literal|Editing}} context ({{Shortcut|F9}}). Set the {{Literal|Degr}} numeric field to a fu
    6キロバイト (227 語) - 2018年6月29日 (金) 05:56
  • |menu={{Menu|Mesh(メッシュ)|Faces(面)|Make Edge/Face(辺/面作成)}}
    10キロバイト (476 語) - 2018年6月29日 (金) 05:55
  • …/2.5/Manual/Modeling/Meshes/Editing/Misc|Doc:JA/2.5/Manual/Modeling/Meshes/Editing/Sculpt Mode}} [[Doc:JA/2.6/Manual/3D interaction/Transform Control/Snap to Mesh|スナップ]] をご覧ください。
    2キロバイト (72 語) - 2018年6月29日 (金) 05:54
  • |menu={{Menu|Mesh(メッシュ)|Vertices(頂点)|Merge(結合)...}}, {{Menu|Special
    12キロバイト (579 語) - 2018年6月29日 (金) 05:55
  • [[File:25-Manual-Mesh-Structures-CubeExample.png|thumb|頂点の例]] [[File:25-Manual-mesh-structures-edge-and-face-loops.png|thumb|エッジ ( Edge ) と面 ( Face )
    8キロバイト (180 語) - 2018年6月29日 (金) 04:42
  • = Mesh smoothing = | colspan="2" | Same mesh smooth shaded
    10キロバイト (422 語) - 2018年6月29日 (金) 05:50
  • …{{Literal|Cone.006}} of object {{Literal|Cone.002}} is being edited. The mesh's {{Literal|Unique datablock ID name}} is highlighted in the {{Literal|Outl
    8キロバイト (265 語) - 2018年6月29日 (金) 05:49
  • …Header|2.5|Doc:2.5/Manual/Modeling/Objects|Doc:2.5/Manual/Modeling/Objects/Editing}} ここに有るタイプは {{Literal|Mesh}}、 {{Literal|Curve}}、 {{Literal|Surface}}、 {{Literal|Meta}}、 {{Lite
    13キロバイト (521 語) - 2018年6月29日 (金) 04:42
  • …2.6/Manual/Modeling/Curves/Curve_Taper|Doc:JA/2.6/Manual/Modeling/Surfaces/Editing}} 実際のところ、曲面は [[Doc:JA/2.6/Manual/Modeling/Curves/Editing/Advanced|曲線の押し出し]] の実行結果に非常によく似てい
    15キロバイト (498 語) - 2018年6月29日 (金) 05:56
  • = Editing Text =
    26キロバイト (792 語) - 2018年6月29日 (金) 05:55
  • …スト内の {{Literal|To Sphere}} ツールと同等であり ({{Literal|Mesh}} → {{Literal|Transform}} → {{Literal|To Sphere}} {{Shortcut|Alt|Shift|
    4キロバイト (133 語) - 2018年6月29日 (金) 04:46
  • {{Page/Header|2.5|Doc:JA/2.5/Manual/Modifiers/Deform/Mesh Deform|Doc:JA/2.5/Manual/Modifiers/Deform/Simple Deform}}
    6キロバイト (140 語) - 2018年6月29日 (金) 04:46
  • …er|2.5|Doc:JA/2.5/Manual/Modifiers/Mesh/Mirror|Doc:JA/2.5/Manual/Modifiers/Mesh/Subsurf}} [[File:25-Manual-Modifiers-Mesh-Smooth-example01.png|thumb|Smooth modifier applied to a subdivided cube]]
    2キロバイト (111 語) - 2018年6月29日 (金) 05:46
  • …|2.5|Doc:JA/2.5/Manual/Modifiers/Mesh/Booleans|Doc:JA/2.5/Manual/Modifiers/Mesh/Displace}}
    5キロバイト (148 語) - 2018年6月29日 (金) 05:45
  • …der|2.5x|Doc:JA/2.5/Manual/Modifiers/Mesh/Displace|Doc:JA/Manual/Modifiers/Mesh/Explode}} |panel={{Literal|Modifiers}} ({{Literal|Editing}} context, {{Shortcut|F9}})
    3キロバイト (157 語) - 2018年6月29日 (金) 05:45
  • …ader|2.5|Doc:JA/2.5/Manual/Modifiers/Mesh/Mask|Doc:JA/2.5/Manual/Modifiers/Mesh/Smooth}}
    9キロバイト (238 語) - 2018年6月29日 (金) 05:45
  • {{Page/Header|2.5|Doc:JA/2.5/Manual/Modifiers/Mesh/Smooth|Doc:JA/2.5/Manual/Modeling/Meshes/Multiresolution}} …再分割の結果(“isolines”)を表示しておくには、{{Literal|Editing Cage}}モードを有効にする必要があります(モディファイ
    4キロバイト (185 語) - 2018年6月29日 (金) 05:46
  • …der|2.5|Doc:JA/2.5/Manual/Modifiers/Mesh/Bevel|Doc:JA/2.5/Manual/Modifiers/Mesh/Decimate}} …/Modifiers/Mesh/Booleans]] (documentation for the Blender 2.4 Boolean mesh editing tool including several examples)
    2キロバイト (110 語) - 2018年6月29日 (金) 04:46
  • …2.5|Doc:JA/2.5/Manual/Modifiers/Mesh/EdgeSplit|Doc:JA/2.5/Manual/Modifiers/Mesh/Hooks}} |panel=Editing Context &rarr; Modifiers
    4キロバイト (129 語) - 2018年6月29日 (金) 04:47
  • …2.6/Manual/3D interaction/Transform Control/Proportional Edit|proportional editing tool]] と同等の、smooth interpolationを使用します。
    3キロバイト (124 語) - 2018年6月29日 (金) 04:47
  • |panel={{Literal|Modifiers}} ({{Literal|Editing}} context, {{Shortcut|F9}}) …ce Modifiers - Split Plane 2.png|thumb|610px|Render showing a single Plain mesh object assigned to two different vertex groups and each of those vertex gro
    13キロバイト (662 語) - 2018年6月29日 (金) 05:46
  • …cussed below. You may disable the cloth and edit the mesh as a normal mesh editing process. …ortcut|alt|C}})を選び、ポップアップメニューから{{Literal|Mesh}}を選びます。
    25キロバイト (648 語) - 2018年6月29日 (金) 05:46
  • …({{Literal|Edit mode}}で、 {{Literal|Mesh Tools}}パネル→{{Literal|Editing}}コンテキスト [{{Shortcut|f9}}]から{{Literal|Flip Normal}}を使っ
    3キロバイト (106 語) - 2018年6月29日 (金) 05:47
  • [[File:Manual-Interface-Configuration-Editing-EditingUserPreferences.png|center|640px]] [[File:Structure-object-data.jpg|right|Example for a Mesh]]
    6キロバイト (185 語) - 2018年6月29日 (金) 05:49
  • {{Page/Header|2.5|Doc:JA/2.5/Manual/Rigging/Armatures/Editing/Templating|Doc:JA/2.5/Manual/Rigging/Skinning/Objects}} |[[File:Manual-Part-I-Quick62.png|thumb|600px|The ginebread mesh skinned on its armature…]]
    2キロバイト (73 語) - 2018年6月29日 (金) 04:46
  • {{Page/Header|2.5x|Doc:JA/2.5/Manual/Textures/UV/Unwrapping a Mesh|Doc:JA/2.5/Manual/Textures/UV/Managing the Layout}} = Editing UVs =
    23キロバイト (586 語) - 2018年6月29日 (金) 05:54
  • = UV Mapping a Mesh = …います。次の章では [[Doc:JA/2.6/Manual/Textures/Mapping/UV/Layout Editing|UV の編集]] を、さらに次の章は [[Doc:JA/2.6/Manual/Textures/Map
    25キロバイト (627 語) - 2018年6月29日 (金) 05:54
  • [[File:Reference-Panels-Editing-Curves-TransformProperties-ObjectMode_25.png|frame|right|The Transform Pane
    47キロバイト (1,991 語) - 2018年6月29日 (金) 04:45
  • {{SideNote|1=right|2=Proportional Editing|3=
    24キロバイト (797 語) - 2018年6月29日 (金) 04:47
  • #REDIRECT [[Doc:2.4/Reference/Panels/Editing/Link and Materials(Mesh)]]
    71バイト (9 語) - 2018年6月29日 (金) 04:46
  • #REDIRECT [[Doc:2.4/Reference/Panels/Editing/Mesh]]
    51バイト (6 語) - 2018年6月29日 (金) 04:46
  • #REDIRECT [[Doc:2.4/Reference/Panels/Editing/Mesh tools]]
    57バイト (7 語) - 2018年6月29日 (金) 04:46
  • #REDIRECT [[Doc:2.4/Reference/Panels/Editing/Mesh tools1]]
    58バイト (7 語) - 2018年6月29日 (金) 04:46
  • ;Mesh ;Mesh Skin Weighting
    5キロバイト (645 語) - 2018年6月29日 (金) 03:39
  • Many important editing operations can be expressed in terms of Boolean operations on closed object …primitives [Req80, HHK89]. CSG expressions can be converted to a polygonal mesh through boundary evaluation, but conversion algorithms are too slow for rea
    20キロバイト (3,288 語) - 2018年6月29日 (金) 02:47
  • ##Mesh Modelling #Video Editing
    3キロバイト (563 語) - 2018年6月29日 (金) 02:47
  • …re, then click OK when a pop-up says 'Subdivision: 2". You've just added a mesh sphere object to the 3D world, and it has been created at the location of t …For now, get out of Edit Mode by pressing the Tab key. When you do it, the mesh lines disappear, the faces turn gray, and the entire object is given a ligh
    56キロバイト (9,957 語) - 2018年6月29日 (金) 03:43
  • …r it. correct? If so, I don't think it should go under Painting, but under mesh modeling.--[[User:Roger|Roger]] 13:30, 9 December 2006 (CET) …ng, pushing, etc, and while FanTasTic, had nothing to do with painting the mesh. --[[User:Roger|Roger]] 21:39, 9 December 2006 (CET)
    9キロバイト (1,595 語) - 2018年6月29日 (金) 02:50
  • * {{Shortcut|Triangles}} Press for Triangle Mesh, Depress for Quad Mesh. * {{Shortcut|Update}} Press to update the mesh.
    6キロバイト (832 語) - 2018年6月29日 (金) 02:52
  • |usage=Modular, easy to read on creating/editing Ipo Curves. …re not actually moved. The object center stays were it is and the object's mesh vertices are displaced, almost like shape keys. Therefore, this script will
    7キロバイト (1,064 語) - 2018年6月29日 (金) 02:54
  • …sume that you already know how to use Blender in terms of basic animation, editing, armature rigging, IPO’s and constraints. If these concepts are unfamilia *Switch to top-view and add a standard mesh/plane somewhere in the middle of the grid. This plane will serve as a proxy
    20キロバイト (3,527 語) - 2018年6月29日 (金) 02:52
  • * Export only selected mesh * IPO Animation with mesh: Rotation, Translation and Size
    10キロバイト (1,405 語) - 2018年6月29日 (金) 02:53
  • …, creating and editing of ID Properties for various ID block types such as mesh, scene, object, etc.
    2キロバイト (366 語) - 2018年6月29日 (金) 02:53
  • * It is recommend that you run 'RemoveDoubles' on each imported mesh after using this script. Especially wide POLYLINEs produced in non-trim mod * At the moment there is no way to in-place-editing of DXF-BLOCKs (represented as DupliGroups). ''(in-place editor is in develo
    31キロバイト (4,664 語) - 2018年6月29日 (金) 02:52
  • |tooltip=Removed polygons from a mesh while maintaining the shape, textures and weights. |menu=Group: Mesh
    5キロバイト (727 語) - 2018年6月29日 (金) 02:53
  • #Face Mesh Property layer: Stores the index+intensity of specific faces …data layers are hidden from the end user. The third however appears in the editing context of the buttons window as a normal vertex color layer
    6キロバイト (902 語) - 2018年6月29日 (金) 02:52
  • : * removed bug about exporting a mesh with uv data : * added support for mesh modifiers, DupliVerts, Duplifaces, DupliFrames, DupliGroups, Curve objecs,
    9キロバイト (1,489 語) - 2018年6月29日 (金) 02:51
  • == Add Mesh == |title=Add Mesh
    48キロバイト (6,445 語) - 2018年6月29日 (金) 03:45
  • * '''DSided on : ''' Enable double-sided mesh drawing * '''DSided off : ''' Disable double-sided mesh drawing
    7キロバイト (964 語) - 2018年6月29日 (金) 05:50
  • |tooltip=Add Mesh: Snowflake. or simply open the add mesh menu through the {{Shortcut|Shift/A}}->{{Shortcut|Mesh}} shortcut in the 3D view,
    3キロバイト (385 語) - 2018年6月29日 (金) 06:07
  • |tooltip= HoneyComb mesh |menu= View3D > Add > Mesh > HoneyComb
    1キロバイト (160 語) - 2018年6月29日 (金) 04:51
  • …licate for editing" in the modifiers panel. This will create a copy of the mesh that you can edit/sculpt. …hould have the new shape key for your pose. If not, double check that your mesh and armature object have no translation or rotation and try again. Good luc
    3キロバイト (496 語) - 2018年6月29日 (金) 03:45
  • …e ''Export Paper Model'' operator produces an SVG document from the active Mesh object. Further controls are available in the 3D View Toolbox. This script generates a flat net of a given mesh.
    17キロバイト (2,950 語) - 2018年6月29日 (金) 04:37
  • |usage= Select mesh object and see Object data tab for face info, use operators to select by ty |category= Mesh
    1キロバイト (195 語) - 2018年6月29日 (金) 05:49
  • …ity of the Array modifier, together with Curve modifier, and all the curve editing goodnesses available, like curve radius control, tilt, etc. - Convert them to mesh and use Decimate modifier to reduce polys quite a lot.
    4キロバイト (604 語) - 2018年6月29日 (金) 03:45
  • |category= Mesh * then in the addons panel, addons, testing, > mesh category
    19キロバイト (2,972 語) - 2018年6月29日 (金) 04:52
  • |tooltip=Turns the selected edges of a mesh into solid cubic geometry …r sections. On the same panel, an option allows you either to have the new mesh selected, or to stay in edit mode. Beware that the vertices will grow into
    1キロバイト (160 語) - 2018年6月29日 (金) 04:43
  • the selected object is no more the armature. It is the mesh object that has been created and set as your bone's custom shape. The new object and mesh's name is the bone name withe the '_cs' extension.
    2キロバイト (353 語) - 2018年6月29日 (金) 04:46
  • …e creation of the rig controls and bones. It does not attach the rig to a mesh, so you still have to do skinning etc. yourself.<br/> …bones. It is suggested to keep the neck bones as aligned as possible while editing.<br/>
    46キロバイト (7,705 語) - 2018年6月29日 (金) 04:40
  • When your planes are axis-aligned and your retopologized mesh doesn't exceed the reference image, [[Doc:2.6/Manual/Textures/Mapping/UV/Un …ed it by creating a new mesh ('''target'''). They have to be in the same ''mesh datablock''. The goal is to make the target vertices to use correct, interp
    3キロバイト (518 語) - 2018年6月29日 (金) 06:08
  • |title=Add Mesh {{Catalog/Item|100|Extensions:2.6/Py/Scripts/Add Mesh/BoltFactory|Bolt factory|tip=Adauga un generator de piulite si suruburi}}
    39キロバイト (5,167 語) - 2018年6月29日 (金) 05:57
  • …either GLUT, SDL, GLFW, Xlib, or WGL. You select the desired "back-end" by editing the [http://projects.blender.org/viewcvs/viewcvs.cgi/quelsolaar/betray.h?re …around a layer called "vertex", which holds the vertex definitions for the mesh. Each additional layer in the stack will have space for one value (the type
    9キロバイト (1,441 語) - 2018年6月29日 (金) 02:50
  • |extensions-type=脚本(Add Mesh Scripts) {{Catalog/Item|100|Extensions:2.6/Py/Scripts/Add Mesh/BoltFactory|Bolt factory|tip=Add a nut and bolt generator}}
    29キロバイト (3,574 語) - 2018年6月29日 (金) 05:47
  • …duplicated from earlier as is pivot info [[Doc:2.4/Manual/Modeling/Objects/Editing|Manual/Editing_Objects]]}} * {{done|BeBraw main mesh tools panel layout is changed (note mesh tools 1 is offscreen in 2.43 on my laptop) [[Doc:2.4/Manual/Modeling/Meshes
    6キロバイト (795 語) - 2018年6月29日 (金) 03:43
  • * {{done|SergeantOreo [[Template:Release Notes/2.43/Mesh/Editing|Mesh Editing]]}} …[[Template:Release Notes/2.43/Mesh/Multi Resolution Mesh|Multi Resolution Mesh]]}}
    16キロバイト (1,952 語) - 2018年6月29日 (金) 03:43
  • ** {{done|SergeantOreo [[Doc:2.4/Manual/Modeling/Meshes/Editing/Sculpt Mode|Sculpt & Multires mode enhancements]]}} ** {{done|SergeantOreo [[Doc:2.4/Manual/Modeling/Meshes/Primitives|Mesh Primitives]]}}
    1キロバイト (139 語) - 2018年6月29日 (金) 03:43
  • Mesh * {{todo|[[Doc:2.4/Manual/Modeling/Meshes/Editing/Sculpt Mode|Manual/SculptMode]] sculpt brush, anchor as per [http://wiki.bl
    7キロバイト (883 語) - 2018年6月29日 (金) 03:43
  • ** Mesh modeling ** Basic vertex selections and editing, extruding, proportional editing
    7キロバイト (1,186 語) - 2018年6月29日 (金) 02:47
  • …eate a trail of modeling tutorials that will start from the very basics of mesh modeling and proceed to more complex techniques. This tutorial will start on some more of the common editing techniques, namely extrusion and face creation. This tutorial will also com
    6キロバイト (925 語) - 2018年6月29日 (金) 02:47
  • #***Creating, Editing and Selecting Objects #*Mesh
    5キロバイト (661 語) - 2018年6月29日 (金) 02:47
  • ;Mesh ;Mesh Skin Weighting
    6キロバイト (791 語) - 2018年6月29日 (金) 04:41
  • …ics cache, rendering improvements in reflections, AO, and render baking; a mesh deform modifier for muscles and such, better animation support via armature …ghts and GE improvements, snap, sky simulator, shrinkwrap modifier, python editing improvements.
    13キロバイト (826 語) - 2018年6月29日 (金) 04:42
  • ;Mesh ;Mesh Skin Weighting
    6キロバイト (857 語) - 2018年6月29日 (金) 02:50
  • [Note to myself: Work on editing this, after running a few simulations on 2.49] * If the mesh changes the simulation is not calculated anew.
    12キロバイト (1,992 語) - 2018年6月29日 (金) 03:41
  • …ulti> like: <menu select mesh/cube sec="3"> which opens menu, selects from mesh de cube and takes 3 seconds [27-8-06 15:23] <JD-Multi> mifune: does it show gui events or only realtime editing?
    28キロバイト (4,383 語) - 2018年6月29日 (金) 02:49
  • …ok for high definition geometry that has protruded beyond the lowpoly base mesh. add specific geometry to your current mesh without having to destroy
    20キロバイト (3,298 語) - 2018年6月29日 (金) 02:53
  • * {{Priority|medium}} Shader that reacts to angle of mesh faces to each other. …ectly showing results in the viewports, using fields and collision, visual editing of constraints, etc.
    14キロバイト (2,231 語) - 2018年6月29日 (金) 03:43
  • …e [[Org:Institute/Open_projects/Durian/Sprint/FAQ|FAQ]] before modeling or editing this page.''' |Spiderweb (THIN mesh!)
    35キロバイト (4,661 語) - 2018年6月29日 (金) 03:45
  • :: - In Hue correct since Hue is cyclic, when editing a control point at the far left, the point at the far right should also mov …y to display proxy AND non proxy footage in the same sequence (for exemple editing proxy footage of video reference of actors, mixed with OpenGL previews of 3
    9キロバイト (1,490 語) - 2018年6月29日 (金) 06:07
  • * Composite output node renders while editing and there is no good way to disable it, removing the connection leads to er == Mesh Editing ==
    889バイト (152 語) - 2018年6月29日 (金) 05:50
  • #REDIRECT [[Doc:2.4/Reference/Panels/Editing/Link and Materials(Mesh)]]
    71バイト (9 語) - 2018年6月29日 (金) 03:42
  • #REDIRECT [[Doc:2.4/Reference/Panels/Editing/Mesh]]
    51バイト (6 語) - 2018年6月29日 (金) 03:42
  • #REDIRECT [[Doc:2.4/Reference/Panels/Editing/Mesh tools]]
    57バイト (7 語) - 2018年6月29日 (金) 03:42
  • #REDIRECT [[Doc:2.4/Reference/Panels/Editing/Mesh tools1]]
    58バイト (7 語) - 2018年6月29日 (金) 03:42
  • #REDIRECT [[Template:Release Notes/2.40/Mesh/Editing]]
    54バイト (6 語) - 2018年6月29日 (金) 03:38
  • #REDIRECT [[Template:Release Notes/2.42/Mesh/Editing]]
    54バイト (6 語) - 2018年6月29日 (金) 03:38
  • #REDIRECT [[Template:Release Notes/2.43/Mesh/Editing]]
    54バイト (6 語) - 2018年6月29日 (金) 03:38
  • #REDIRECT [[Template:Release Notes/2.46/Mesh/Editing]]
    54バイト (6 語) - 2018年6月29日 (金) 03:38