学习外语blender教程,经常遇到老师直接搜节点名字创建节点,自己又不想改用英文版,所以做个中英文对照表。 4.0更新添加了大量的二级菜单,所以改成了索引的形式。 中英对照
Create a new vertex group on each cloth object for its pinned vertices. Add vertices to be pinned to this vertex group and give these vertices nonzero weights (you probably want weight = 1). For example the belt area of the tunic would be in the vertex group and have weight one. Desig...
When more than two beveled edges meet at a vertex, a mesh is created as a way to complete the intersection between the generated geometry. This option controls the method used to create that mesh. Grid Fill The default method for building intersections, useful when a smooth continuation of th...
Select Edge LoopAlt + LMB
(mode='OBJECT') # Create a cube and pull a vertex 1 unit # along the y and z axes # Create a cube and pull an edge along the y-axis bpy.ops.mesh.primitive_cube_add(radius=0.5, location=(3, 0, 0)) bpy.ops.object.mode_set(mode='EDIT') bpy.ops.mesh.select_all(action="...
Allows you to switch between different collection sets via vertex group. GeoNodes and subnodes are named more precisely. Used subnode for storing the attribute names in GeoNodes. Removed the 'create limbends in limbmids'-feature. If you want a similar effect, you need to modify the geometry...
bpy.ops.object.delete(use_global=False)if__name__ =="__main__":# Create a cubecreate.cube('PerfectCube')# Differential transformations combinesel.translate((0,1,2)) sel.scale((1,1,2)) sel.scale((0.5,1,1)) sel.rotate_x(3.1415/8) ...
(bgl.GL_LINES) bgl.glVertex2f(*v1) bgl.glVertex2f(*v2) bgl.glEnd() if return ### Utilities ### # Returns all coordinates or single coordinate of object # Can toggle between GLOBAL and LOCAL coordinates def coords(obj, ind=None, space='GLOBAL'): if obj.mode == 'EDIT': v = bm...
CTRL+V Vertex Menu——顶点菜单 CTRL+E Edge Menu——边菜单 CTRL+F Face Menu——面菜单 SPACEBAR Search Menu——搜索菜单 CTRL+R Loop Cut and Slide——环切和滑动 K+LMB Knife Cut Exact——精确刀切 SHIFT+K+LMB Knife Cut Midpoints——中点刀切 V Rip Tool——撕裂工具 SHIFT+Shift Snap Menu...
blender skin modifier 太好玩了 https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/skin.html 只需要像画火柴人一样把点连起来,skin modifier 会把这些线当作骨骼,然后生成网格。 Ctrl + A 可以调整 Vertex/Edge 的粗细。 这个是我随便捏的...