bpy.ops.object.select_all(action='DESELECT')# Set the 'select' property of the datablock to Truebpy.data.objects[objName].select =True# Select only 'Cube'mySelector('Cube')# Select 'Sphere', keeping other selec
-Properties:Allsceneandobjectproperties -Timeline:Animationandtime -File-Savetosavescenes. -DifferentWorkspaces:Youhavedifferent layoutsfordifferenttasks,likemodelling, animationetc. -EveryfeatureisintheUIsomewhere,notjusthotkeys. -izetheview-CtrlSpacebar/CtrlAltSpacebar ...
0, 0)) bpy.context.object.name = 'MyTextObj' # Create a handler function def tell_time(dummy): current_time = datetime.datetime.now().strftime('%H:%M:%S.%f')[:-3] bpy.data.objects
# UPBGE-0.30-windows-x86_64\3.0\scripts\addons\bge_netlogic\uplogic\nodes.pyclassParamOwnerObject(ParameterCell):# ...defsetup(self,network):print('===setup===', network, type(network.get_owner())) 逻辑节点编辑器中编辑的就是逻辑树 Logic Tree,逻辑节点的连接关系构建整棵逻辑树。树的结构可...
Object Origin Size:用于控制物体的原心尺寸,直径围为410个Blender单位。Display Mini Axis:控制3D窗口左下角的小坐标尺寸,Size用于调节大小,Brightness则用来调节透明度。2. 2. 1. 2 View Manipulation (视图控制)设置Auto Depth:开启视图的自动Z缓冲深度检测。Zoom To Mouse Position:开启后,使用对视角做旋转等...
Use theMesh | Normals | Flip Normalsoption to invert the mesh so thatthe normals point inward toward the room. Normals describe the direction a polygon is facing. A cube object has its normals point outward, but in our kitchen's case, we'reinside the cube. Visualizing the normal direc...
Moving from top to bottom, here are some of the more useful options: Display:The check boxes in this panel toggle the display of various informational elements in the 3D Viewport, such as tooltips, object information, and large cursors (if you happen to be using Blender on a high DPI moni...
Add a new material to a new testing object. Name itchrome_polished. Change theMetallicattribute to1. Again, BSDF materials should almost always have a metallic value of either1or0. ChangeRoughnessto0.02. Even in laboratory settings, materials have tiny amounts of imperfection. Avoid putting the...
Select a Single mesh object and enter edit mode. 1. Vertex Weight Toggle: this acts like a master switch to determine if any of the operators would run, at the same time, it turns on some viewport shading. 2. Increment and Increment Macro sliders: these determine how much weight should ...
It's in the "Object Data" tab. EDIT: Setting meshes smooth or flat in edit mode without sharp edges is confusing, so it's best to smooth everything every time, and set those sharp edges by yourself anyway. Also, if you wish to set sharp edges based on your UV seams, go to edit...