267.blender每日小技巧Blender Secrets 267 - 选择所有材质相同的面Select all faces with the sam267 00:52 266.blender每日小技巧Blender Secrets 266 - 按距离合并顶点Merge vertices by distance (Blender 00:53 265.blender每日小技巧Blender Secrets 265 - 网格的分离部分Separate parts of the mesh (Blende...
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这里我们不能直接选择删除Vertices,因为删除了顶点也把手把的部分删除了。应该选择删除“Faces”,这样就可以把多于的面删除掉。 8.炸裂特效 这里介绍一个叫做Cell Fracture插件,实现炸裂的效果。默认插件是没有勾选上的,所有需要在”User Preferences”->”Add-ons”找到“Cell Tracture”插件并勾选上,保存。 使用空...
It can use the selection mask mode, so this is a handy shortcut for filling selected faces or vertices with a specific color instead of trying to set the value via channels or painting. Fill Color (White) - Color with which to fill the mesh or selection (if using selection mask). ...
Scatter can be applied to vertices/edges or faces Use the total object or a subset of vertices Randomize the rotation on any axis for each instance Maintain the normal angle Randomize the scaling on any axis for each instance Choose the density of your objects Determine a minimal distance betw...
///optional method mainly used to generate multiple contact points by clipping polyhedral features (faces/edges) ///experimental/work-in-progress virtual bool initializePolyhedralFeatures(int shiftVerticesByMargin=0); 1. 2. 3. 可以这样理解,将提供的点格式化成多面体,也就是说提供顶点后就可以调用initia...
between GLOBAL and LOCAL coordinates def coords(obj, ind=None, space='GLOBAL'): if obj.mode == 'EDIT': v = bmesh.from_edit_mesh(obj.data).verts elif obj.mode == 'OBJECT': v = obj.data.vertices if space == 'GLOBAL': if isinstance(ind, int): return (obj.matrix_world * v[...
为了选择一个bmesh对象的部分,我们操作每个BMesh.verts、BMesh.edges和BMesh.faces对象的选择布尔。清单 3-5 给出了一个选择立方体各部分的例子。注意清单 3-5 中对ensure_lookup_table()的多次调用。我们使用这些函数来提醒 Blender 在操作之间保持BMesh对象的某些部分不被垃圾收集。这些函数占用最小的处理能力,所以...
Blender Secrets 055 - How to Choose Between Multiple Camera's.mp4 Blender Secrets 056 - How To Use the BoolTool Add-on.mp4 Blender Secrets 057 - Flatten Faces.mp4 Blender Secrets 058 - Collapse Edges.mp4 Blender Secrets 059 - Crease Edges.mp4 Blender Secrets 060 - Twisted Bridge With Loop...
bpy.ops.mesh.primitive_cube_add(radius=1, view_align=False, enter_editmode=False, location=(0,0,0), layers=(True,False,False,False,False,False,False,False,False,False,False,False,False,False,False,False,False,False,False,False))