The Separate tool will Split mesh elements into another mesh object. 选中项 分离选中元素。 按材质 根据各面的不同材质进行分离。 按松散块 为原始网格的每一个独立(断开)的碎片创建物体。顶点滑动¶ 参考 模式 编辑模式 菜单 Vertex ‣ Slide Vertices 快捷键 Shift-V 顶点滑动对顶点沿其相邻边进行...
If Merge Submesh Vertices is enabled when the FLVER is imported, these submeshes will be merged into a single mesh by Soulstruct using a complicated algorithm that takes materials and vertex information into account. Otherwise, the submeshes will remain disconnected. Either way, each face in the...
Split transparent and non-transparent textures into separate atlases to avoid transparency issues Make sure that the created textures are not too big, because Unity will downscale them to 2048x2048. Split them across multiple atlases or reduce the individual texture sizes. This can be easily done...
Separate a part of the mesh Merge vertices by distance Select materials from characters Low poly texture atlas Combine UVs from Multiple Objects Hide vertices from editing in Edit Mode Textured spotlight Auto smooth all objects at once Camera track to constraint Smooth Edges with Average Normals ...
but not quite. For instance here are the Object Menu and the Object Context Menu side by side. In theory they really should have exactly the same contents (populated automatically from one to the other), but in practice and if I am not mistaken they are two separate entities, which can ...
Split transparent and non-transparent textures into separate atlases to avoid transparency issues Make sure that the created textures are not too big, because Unity will downscale them to 2048x2048. Split them across multiple atlases or reduce the individual texture sizes. This can be easily done...
Split transparent and non-transparent textures into separate atlases to avoid transparency issues Make sure that the created textures are not too big, because Unity will downscale them to 2048x2048. Split them across multiple atlases or reduce the individual texture sizes. This can be easily done...
Separate by Materials:Separates the model's main mesh into several meshes, one for each material. Also renames them to the material names. Join all meshes:Joins all the model's meshes into 1 mesh. Select Zero Weight Vertices:Selects all vertices that are not connected to any bones. Exporti...
Merge Vertices The glTF format requires discontinuous normals, UVs, and other vertex attributes to be stored as separate vertices, as required for rendering on typical graphics hardware. This option attempts to combine co-located vertices where possible. Currently cannot comb...
When checked, vertices in the same location will be merged, duplicated faces will be removed. Fix IK Links When checked, the bone's tail of IK links will be corrected. Rename Bones This will rename bones that use the standard MMD right/left nomenclature into a system that Blender can recog...