def mirror(obj):bpy.ops.object.modifier_add(type='MIRROR') # 添加修改器mir = bpy.context.object.modifiers["Mirror"] # 设置修改器参数mir.use_axis[0] = True # 以 X 轴为方向mir.mirror_object = bpy.data.objects[obj] bpy.ops.mesh.primitive_monkey_add() bpy.ops.mesh.primitive_cube_add...
The Cycles Render Engine - official mirror. Contribute to blender/cycles development by creating an account on GitHub.
Mirror for primitives added 1.0.0.4: Smaller Panels, buttons rearranged and renamed An object gets the target in Primitive mode when clicked on it Extrude meshes by using the up/down arrow keys Convert selected curves to meshes and fill the caps ...
Switch off Clipping in the Mirror modifier. Select the th 45、ree leg base polygons and extrude them downward to create a thigh.关闭镜像修改器的Clipping选项。选择腿部的3个基础多边形向下挤出大腿。4. At the end of this extrusion, align the geometry with a Scale 0 maneuver along the z-axis....
Global view shows all of the 3D objects in the scene. Local view isolates the selected object or objects, so that they are the only ones visible in the viewport. This is useful for working on objects that are obscured by other ones, or to speed up viewport performance in heavy scenes. ...
Global view shows all of the 3D objects in the scene. Local view isolates the selected object or objects, so that they are the only ones visible in the viewport. This is useful for working on objects that are obscured by other ones, or to speed up viewport performance in heavy scenes. ...
Object Creation: Qblocker does a great job of doing what vanilla Blender should do, easily alter where and how objects are added to the scene. When primitives are added you should be able to alter the segments without tinkering in a menu. Mirroring: Quickly mirror by world axis and the abi...
Themirrortool is not really a mirror tool. Instead, it flips the selection on the given axis. Use it with “ctrl+m” followed by X, Y or Z for the given axis. This is the same as scaling the selection on the given axis by “-1”. ...
Blender 2.80 also increases the proportion of the screen devoted to the scene you’re working on, replacing the space-hungry Header and Tool Shelf to the left of the 3D viewport with a slimline vertical toolbar, and rationalizing the Properties Editor into a single-column layout. ...
Not sure if this is a known bug, but I've run into an issue. I've been trying to use the Measure World UV feature to match texel density on some objects, but I keep getting this notification in the top bar that says "Object must have more than one UV map and texture". I've ...