Blender v2.92 参考手册(繁体中文版)屬性 Editing Reroute Node 屬性 介紹 The different node editors are used to work with node-based workflows. Each node editor type has its own specific purpose. Therefore, this section only explains how to (stairway) "curve". Usually only used during the initial "blocking" stage in pose-to-pose animation workflows. Constant. Linear This simple interpolation creates a straight segment, giving a non-continuous Tools 屬性 Object Data Vertex Groups Custom Data UVs UVs & Texture Space Unwrapping Tools Editing Workflows Using UV Maps Mesh Analysis Overhang Thickness Intersections Distortion Sharp Edges Known Limitations0 码力 | 3966 页 | 203.00 MB | 1 年前3
Blender v2.93 ManualReroute Node Properties Introduction The different node editors are used to work with node-based workflows. Each node editor type has its own specific purpose. Therefore, this section only explains how to (stairway) “curve”. Usually only used during the initial “blocking” stage in pose-to-pose animation workflows. Constant. Linear This simple interpolation creates a straight segment, giving a non-continuous Properties Object Data Vertex Groups Custom Data UVs UVs & Texture Space Unwrapping Tools Editing Workflows Using UV Maps Mesh Analysis Overhang Thickness Intersections Distortion Sharp Edges Known Limitations0 码力 | 3962 页 | 201.40 MB | 1 年前3
Blender v2.92 参考手册(繁体中文版)Reroute Node Properties Introduction The different node editors are used to work with node-based workflows. Each node editor type has its own specific purpose. Therefore, this section only explains how to (stairway) "curve". Usually only used during the initial "blocking" stage in pose-to-pose animation workflows. Constant. Linear This simple interpolation creates a straight segment, giving a non-continuous Properties Object Data Vertex Groups Custom Data UVs UVs & Texture Space Unwrapping Tools Editing Workflows Using UV Maps Mesh Analysis Overhang Thickness Intersections Distortion Sharp Edges Known Limitations0 码力 | 3868 页 | 198.83 MB | 1 年前3
Blender v2.92 ManualReroute Node Properties Introduction The different node editors are used to work with node-based workflows. Each node editor type has its own specific purpose. Therefore, this section only explains how to (stairway) “curve”. Usually only used during the initial “blocking” stage in pose-to-pose animation workflows. Constant. Linear This simple interpolation creates a straight segment, giving a non-continuous Properties Object Data Vertex Groups Custom Data UVs UVs & Texture Space Unwrapping Tools Editing Workflows Using UV Maps Mesh Analysis Overhang Thickness Intersections Distortion Sharp Edges Known Limitations0 码力 | 3868 页 | 198.46 MB | 1 年前3
Blender v3.0 ManualReroute Node Properties Introduction The different node editors are used to work with node-based workflows. Each node editor type has its own specific purpose. Therefore, this section only explains how to (stairway) “curve”. Usually only used during the initial “blocking” stage in pose-to-pose animation workflows. Constant. Linear: Linear. Bézier: Bézier. This simple interpolation creates a straight segment Properties Object Data Vertex Groups Geometry Data UVs UVs & Texture Space Unwrapping Tools Editing Workflows Using UV Maps Mesh Analysis Overhang Thickness Intersections Distortion Sharp Edges Known Limitations0 码力 | 4209 页 | 225.45 MB | 1 年前3
Blender v3.0 参考手册(繁体中文版)屬性 Editing Reroute Node 屬性 介紹 The different node editors are used to work with node-based workflows. Each node editor type has its own specific purpose. Therefore, this section only explains how to (stairway) "curve". Usually only used during the initial "blocking" stage in pose-to-pose animation workflows. Constant. Linear: Linear. Bézier: Bézier. This simple interpolation creates a straight segment 屬性 Object Data Vertex Groups Geometry Data UVs UVs & Texture Space Unwrapping Tools Editing Workflows Using UV Maps Mesh Analysis Overhang Thickness Intersections Distortion Sharp Edges Known Limitations0 码力 | 4215 页 | 227.19 MB | 1 年前3
Blender v3.5 Manual(stairway) “curve”. Usually only used during the initial “blocking” stage in pose-to-pose animation workflows. Constant. Linear:: Linear. Bézier:: Bézier. This simple interpolation creates a straight Properties Object Data Vertex Groups Geometry Data UVs UVs & Texture Space Unwrapping Tools Editing Workflows Using UV Maps Mesh Analysis Overhang Thickness Intersections Distortion Sharp Edges Known Limitations uniform. This can cause problems if the object needs to be rigged or just needs simpler geometry for workflows such as 3D printing. Remeshing is a technique that rebuilds the geometry with a more uniform topology0 码力 | 4696 页 | 294.17 MB | 1 年前3
Blender v4.0 Manual(stairway) “curve”. Usually only used during the initial “blocking” stage in pose-to-pose animation workflows. Linear: Linear. This simple interpolation creates a straight segment, giving a non-continuous Properties Object Data Vertex Groups Geometry Data UVs UVs & Texture Space Unwrapping Tools Editing Workflows Using UV Maps Mesh Analysis Overhang Thickness Intersections Distortion Sharp Edges Known Limitations uniform. This can cause problems if the object needs to be rigged or just needs simpler geometry for workflows such as 3D printing. Remeshing is a technique that rebuilds the geometry with a more uniform topology0 码力 | 5195 页 | 301.54 MB | 1 年前3
Blender v4.0 参考手册(繁体中文版)(stairway) "curve". Usually only used during the initial "blocking" stage in pose-to-pose animation workflows. Linear: Linear. This simple interpolation creates a straight segment, giving a non-continuous 屬性 Object Data Vertex Groups Geometry Data UVs UVs & Texture Space Unwrapping Tools Editing Workflows Using UV Maps Mesh Analysis Overhang Thickness Intersections Distortion Sharp Edges Known Limitations uniform. This can cause problems if the object needs to be rigged or just needs simpler geometry for workflows such as 3D printing. Remeshing is a technique that rebuilds the geometry with a more uniform topology0 码力 | 5220 页 | 303.08 MB | 1 年前3
Blender v3.6 Manual(stairway) “curve”. Usually only used during the initial “blocking” stage in pose-to-pose animation workflows. Constant. Linear:: Linear. Bézier:: Bézier. This simple interpolation creates a straight Properties Object Data Vertex Groups Geometry Data UVs UVs & Texture Space Unwrapping Tools Editing Workflows Using UV Maps Mesh Analysis Overhang Thickness Intersections Distortion Sharp Edges Known Limitations uniform. This can cause problems if the object needs to be rigged or just needs simpler geometry for workflows such as 3D printing. Remeshing is a technique that rebuilds the geometry with a more uniform topology0 码力 | 4736 页 | 296.16 MB | 1 年前3
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