merge vertices合并点alt+M,at first,last,center,cursor(三维游标),collapse edit>vertices>split劈开还在一组/separate分离为单独物体 smooth,先Mesh Tool中subdivide细分,再smooth,或To Sphere(以三维游标为球心) ctrl+左键是创建点,选3-4个点edit>faces>make edge/face=(F)创建面 编辑线 按F,两个点成线,...
The problem is simple: You’ve got overlapping vertices that may visually appear to be singular. The easiest way to discover the issue of duplicate vertices is through the Boolean tool. That said, sometimes it can backfire and create vertices very close together or even in the same spot! Thi...
配合原有的Max Face Angle(最大面角度) 和Max Shape Angle(最大形状角度) 等设置一起调整,可以获得比以前明显更好的拓扑结果。 按边数选择顶点 (Select Vertices by Edge Count) 现在可以通过新的操作器Select -> Select All by Trait -> Poles by Count(选择 -> 按特征全选 -> 按数量选择极点) 来选择...
连接顶点(Connect Vertices) [J](J键) 切割(Knife) [K](K键) 切割穿过(Cut Through) [Z](Z键) 分离(Separate) [P](P键) 创建边或面(Make Edge/Face) [F](F键) 撕裂(Rip) [V](V键) 三角化(Triangulate) [CTRL + T](CTRL + T键) 合并(Merge) [ALT + M](ALT + M键) 选择岛屿(Select...
Alt+M Merge Vertices 合并顶点 Ctrl+M Mirror 镜像 Alt+Shift Shrink/Fatten 收缩/平整 K+Click Knife 切割 Alt+F Fill 填充 Shift+Alt+F Beauty Fill 完美切割 Ctrl+1/2/3/4 Add Subdivision Level 添加细分级别 Curves——曲线 H Toggle Free/Aligned Handles——切换自由/对齐手柄 V Vector Handles——...
merge vertices合并点alt+M,at first,last,center,cursor(三维游标),collapse edit>vertices>split劈开还在一组/separate分离为单独物体 smooth,先Mesh Tool中subdivide细分,再smooth,或To Sphere(以三维游标为球心) ctrl+左键是创建点,选3-4个点edit>faces>make edge/face=(F)创建面 ...
If the problem is caused by duplicate vertices, it is easy to solve, so try the following method. First, switch to edit mode by pressing the [Tab] key, and then press the [Alt] key + [H] key to make sure there are no hidden ones. ...
1、Blender的快捷键及操作技巧常用技巧:=通用操作操作热键删除Delete全部删除Ctrl+XScaleS对象模式/编辑模式转换(Object mode / Edit mode)Tab全选或取消全选所有顶点(Select/Deselect al vertices)A选择界线(Border select)B抓取模式(Grab mode)G视图操作热键前面观(Frontview)Numpad 1侧面观(Sideview)Numpad 3俯视图(...
Merge WeightsDeletes the selected bones and adds their weight to their respective parents Delete Zero Weight BonesCleans up the bones hierarchy, deleting all bones that don’t directly affect any vertices Delete ConstraintsRemoves constrains between bones causing specific bone movement as these are not...
Blender supports vertices having up to N normal vectors, one per face the vertex is a member of. OBJ and NIF only support a vertex having one normal vector. So when exporting with normals, the OBJ will produce N vertices, one per face, for each vertex in multiple faces. These are non...