Individual Origins:将控制杆原心置于物体各自的原心处。Median Point:将控制杆原心置于多个物体的中央位置。Active Element:将控制杆原心置于最后一个激活的物体原心处。如图2-53所示,从左至右分别表示了不同模式下,控制杆原心在被控物体上的位置效果。 (点击查看大图)图2-53 不同模式下 54、控制杆的位置...
Export YOUR 3D models directly to a separate AssetBrowserFile. What is it about? Do you have large Blender files and want to export individual models as assets? Would you like to save individual objects or selections easily and conveniently? Instant Asset offers the "One Click Solution"!
This is a limitation in Blender, you can’t apply modifiers to objects with shape keys. This is problematic, because this will need to happen on export (via an option). Note that armature modifiers seem to export fine without any extra effort. You have a few options here:...
Use XDG folder for cache on Linux and OSX, which avoids having per-Blender version folder with all the OpenCL/CUDA kernels built. Ability to enable/disable individual GPUs as opposite to old behavior with pre-defined combinations only. Not only this helps to some artists, but also makes it ...
Vertex Color is red, green and blue values stored in every single vertex on a mesh. When using Blender, you can use the Vertex Painting tools to brush in any RGB color you wish directly onto your mesh, and the individual vertices will retain that color information when you export the mesh...
When exporting multiple objects, the exporter will create a folder and export each individual object to that folder. When importing into Blender, all the FBX objects should be selected and imported all at once. 2.1.5 Go-B Morph will use existing connection if there is one. Re-importing GameB...
Fixed export warning being empty Fixed importer error when the FBX importer was not enabled Fixed importer error when a zip file contained another zip file When importing a model, objects of a new scene now only get deleted if all three of them are present ...
Animation files (HKX) that animate FLVER skeletons are supported for import and export. These animations are stored in ANIBND Binders for Characters and Objects/Assets (nested inside OBJBND/GEOMBND Binders for the latter). If you select a Character or Object/Asset FLVER in Blender (Mesh or ...
网格形变工具菜单(1) Extrude Individual:挤压操作,快捷键为Shift+E。挤压操作是建模中最常用的命令之一,用于在原选定多边形的基础上扩展模型。如图3-50所示,分别为对点、边和面做挤压操作的效果,物体将会在原多边形的基础上向挤压方向扩展。 ? (点击查看大图)图3-50? Extrude Individual(挤压)操作 Extrude Region:...
Export Pops up a menu presenting export options based on the Objects you currently have selected. Note:You won't be prompted for a filename. Exports are made to the folder given in Export Path, using the exportable item's Blender name as a filename. Tip:Use the Source Engine Exportable...