Section outline

  • Cool things in Blender that aren't that obvious. Useful tips and tricks in Blender.
    ::在Blender中不那么明显的酷东西. 在Blender中有用的技巧和技巧.

    Attribution
    ::归因

    Many of The Following Tips and Tricks have been contributed by members of the  CGsociety.org , a Public Society for Digital Artists. The tips have been extracted from a  CGsociety thread . They have been roughly edited to improve readability.
    ::以下许多技巧和技巧是由CGsociety.org的成员提供,CGsociety.org是数字艺术家的公共协会.这些技巧是从CGsociety的线程中提取的.它们已经大致编辑以提高可读性.

    File Browser Functions
    ::文件浏览器功能

    Delete, Move, Rename, and Make Directory
    ::删除,移动,更名,并创建目录

    When you are inside a file browser for loading or saving something and you want to create a new directory, just add the name to the path on top of the window and confirm 'Makedir'.
    ::您需要创建一个新目录, 仅需在窗口顶部的路径中添加名称并确认"Makedir".

    you can also delete(x), move(m), or renameNo a file. you can do action on multiple files by seling with right click
    ::您还可以删除 (x),移动 (m) 或重命名 No 文件. 您可以通过右键单击对多个文件进行操作

    Preview images when loading them as a texture
    ::预览图像当加载它们作为纹理

    Whenever you are loading images as a texture, you can hold down  Ctrl  while clicking on the 'load'
    ::任何时候你是装载图像作为质地,你可以按住Ctrl,同时点击'载'

    Trick for Creating Quick File Revisions
    ::创建快速文件修改的技巧

    After you have saved a blend file or an image you can then save it in progression that is:
    ::保存一个混合文件或图像后, 您可以按次序保存:

    car .blend. or car .JPG
    ::汽车.混合. 或汽车.JPG

    Next time do "Save As" then press the + (plus) key which will advance the blend file by 1 every time it's pressed. example: car .blend becomes car 1.blend. press again car 2.blend and so on.
    ::下次按下"保存为"然后按下+ (加) 键,每次按下它,将将混合文件推进1次. 例如: car.blend 变成 car 1.blend. 再按 car 2.blend 等等.

    The - (minus) key will subtract one. I've gotten into the habit of saving frequently. Yeah I know there is now the undo feature but I like this better because it gives you a history in case you need to back a few levels of a build. You get a saved version at the level you choose.
    ::我已经习惯了经常保存. 现在有撤销功能,但我更喜欢这个,因为它给你一个历史记录,以防你需要备份构建的几个级别. 你在选择的级别得到保存的版本.

    Note: Blender automatically detects the number... meaning it does not need to be in any position. For instance: If you have a file named 001starport.png or .blend or whatever, pressing the + (plus) key will automatically name it 002starport.png. If you want to name it starport1.png, it will change it to starport2.png.
    ::注意:Blender 能自动检测到数字...这意味着它不需要在任何位置.例如:如果您有一个名为 001starport.png 或 .blend 的文件,按下 + (加) 键将自动命名为 002starport.png.如果您想要命名为 starport1.png,它将更改为 starport2.png.

    Two rules: The filename has to have a number. It can be 0, or 1, or 3.141569.
    ::文件名必须包含一个数字. 它可以是0,或1,或3.141569.

    If the file number is a negative, pressing + (plus) key will increase the "magnitude" of the negative number. I may have used magnitude wrong, if so, I mean pressing the + (plus) key will make -0.04 drop to -0.05. The - (minus) key will bring you only to 0, and then it will start to eat itself up.
    ::如果文件号码是负数,按+ (加) 键会增加负数的"大小".我可能用错了大小,如果是这样,我的意思是按+ (加) 键会使-0.04下降到-0.05. - (减) 键只会带你到0,然后它会开始自食.

    Open Recent
    ::打开最近

    Control O
    ::控制O

    Object/Vertex Manipulation
    ::对象/顶点操纵

    Constrain Movement to one Axis or to a plane
    ::限制运动到一个轴或一个平面

    when moving objects/vertices or set of objects/vertices ( [G]  key) if you move in the direction of the global X axis (Up/Down) and then press the  MMB , movement will be constrained to only move in the X axis, or if you move the vertices in the direction of the Y axis and then press  MMB  it will be constrained to move only in the Y axis. The same is true of the Z axis.
    ::当移动对象/顶点或对象/顶点集时 ([G]键),如果您在全球X轴 (上/下) 的方向移动,然后按MMB,则运动将被限制在X轴上移动,或者如果您在Y轴的方向移动顶点,然后按MMB,则它将被限制在Y轴上移动. Z轴也是如此.

    You can achieve the same effect by using the X, Y or Z keys while in grab mode. You simply have to press X key, Y or Z, once to lock to X Y or Z global axis,*
    ::您可以通过使用X,Y或Z键在抓取模式中实现相同的效果.您只需按一次X键,Y或Z键,才能锁定到XY或Z全球轴,*

    To Constrain the Movement to two axes (a plane): Press  Ctrl+X  to move in the Z-Y-Plane.  Ctrl+Z =XY,  Ctrl+Y =XZ.*
    ::为了限制运动到两个轴 (一个平面):按Ctrl+X在Z-Y平面内移动.Ctrl+Z=XY,Ctrl+Y=XZ.*

    Alternatively, Select scaling mode and select the axis not to scale with the selecting button at the same time as you hit  Shift .
    ::选择"选择缩放模式"并选择轴不缩放与选择按同时按下"转移".

    • in every case You can hit the X,Y or Z button again to constrain movement to a different set of axes. Normally this different set of axes is local. However you can change the identity of this set to global, local, normal, or view by pressing  Alt+Space . which cycles through the different identites.
      ::在每种情况下,您可以再次按下 X,Y 或 Z 按,以限制移动到不同的轴集.通常,这个不同的轴集是局部的.但是,您可以通过按 Alt+Space 来改变这个集的身份,将其变为全局,局部,正常或视图.

    Note: All of these shortcuts work with scaling and Rotating as well
    ::注意: 所有这些快捷方式都能与缩放和旋转一起工作

    Shrink/fatten mesh in direction of vertex normals
    ::在顶点正常方向上缩小/增肥

    When you're mesh-editing,  Alt+S  will shrink/fatten the mesh selection in the direction of the vertex normals.
    ::在编辑网格时,Alt+S将在顶点的方向上缩小/加大网格选择.


    Vertex Parenting
    ::顶层育儿

    You can parent object to a Mesh, in that case you are parenting to the center of the mesh.. BUT if the mesh is translated somehow (let's say by an armature' [S]  pose) the center remains in the same spot, and thus the child object doesn't receive any transformation at all.
    ::你可以将父对象转移到网格的中心,但如果网格以某种方式转移 (比如说通过具的[S]姿势),中心就会保持在相同的位置,因此子对象根本不会接受任何转换.

    To solve this, you can parent the child object to a vertex (or a face) within the mesh, and any transformation that the vertex receives is passed to the child.
    ::为了解决这个问题,你可以将子对象与网格中的顶点 (或面) 关联,并且任何顶点所接收的转换都传递给子.

    There are only 2 options, to parent to any 3 vertex within the mesh or to parent to just one vertex. If you parent to 1 vertex then only location information is passed, with 3 vertex all transformations (rotation, location and size) are passed to the child.
    ::只有2种选择,在网格内对任意3个顶点进行父式或仅对一个顶点进行父式.如果您对1个顶点进行父式,则仅传递位置信息,在3个顶点中,所有转换 (旋转,位置和大小) 都会传递给子.

    How to do it? Starting in object mode select the child(ren), hold  Shift  and select the parent, enter edit mode, select one or three vertex, press  Ctrl+P . That's it!
    ::如何做到?从对象模式开始选择子项 (child) 选择子项 (ren),按住Shift并选择父项,进入编辑模式,选择一个或三个顶点,按Ctrl+P. 完成了!

    Work around to welding Verts
    ::工作周围接的维尔特

    For Edge loop (Verts) position both loops together as close as possible then hit W then 4 (not on numkey pad). You can adjust how far the effect of collapse can go in the Edit window (a button on the right labeled Limit: ***, where * is a number).
    ::对于边缘循环 (Verts) 两条循环尽可能靠近,然后按W然后按4 (不按 numkey pad).您可以在编辑窗口中调整崩效果的范围 (右边的按标有Limit: ***,其中*是一个数字).

    As for individual Verts, e.g. Two vertices welded to become one, select both Verts, scale until they are very close then hit W then 4.
    ::两个顶点接成一个,选择两个顶点,缩放到它们非常接近,然后击W,然后击4.

    you can also do this with the snap combo
    ::您也可以使用快速组合来实现这一点

    select the vertex you want to weld together  Ctrl+S , Cur -> Sel  Ctrl+S , Sel -> Cur  [W] , Remove Doubles
    ::选择要接在一起的顶点 Ctrl+S,Cur -> Sel Ctrl+S,Sel -> Cur [W],删除双重

    Also, whenever Blender pop up a menu with different options, you can just type in a number to choose one of the options (use the numbers not on the  NumPad )
    ::另外,每当Blender弹出一个菜单与不同的选项,你可以只是输入一个数字选择其中一个选项 (使用数字不在NumPad)

    Make individual objects the camera and Change them back
    ::让单个对象的摄像机和改变他们回来

    If you select certain objects and press  Ctrl+0(zero) it will make them the camera. I use it all the time to align spotlights.
    ::选择某些物体并按Ctrl+0将它们变成相机. 我经常用它来调整投光灯.

    Select your camera and hit  Ctrl NumPad 0  to make it the active camera again
    ::选择你的相机,然后按Ctrl NumPad 0使它再次成为主动的相机

    Ordering Meshes in Vertex Groups
    ::在顶点组中排序网格

    If you are preparing to skin your meshes and you are ready to create the vertex groups, you should pay attention to the order in which you create them, because once they are created there is no way to re-arrange them on the vertex-group list.
    ::如果你准备去皮你的网格,你准备创建顶点组,你应该注意你创建它们的顺序,因为一旦他们创建没有办法重新安排它们在顶点组列表.

    That means that if you are a ultra-by-the-book person and you would like the vertex group alphabetically ordered on the list them you must create them in alphabetical order.
    ::如果你是个超级按照规则的人, 如果你想把顶点组按字母顺序排列在列表中,

    .. Or, if you would like them to be ordered according to their function (shoulders, then arms, then forearms, then palms, etc. you must create them in that order.
    ::或是,如果你想让它们按照它们的功能 (肩膀,然后是手臂,然后是前臂,然后是手掌等) 排序, 你必须按照这个顺序来创造它们.

    This may all sound like a stupid thing to care about, but If you have a character with 39 vertex groups you may quickly find that when one of them needs fixing it is a little difficult since they were randomly created.
    ::这听起来很愚蠢,但如果你有一个字符有39个顶点组, 你很快就会发现当其中一个需要修复时,

    Position and scale along face normal,
    ::面部的位置和尺度正常,

    - Shift V : Position camera along face normal,  Alt S : scale selected vertices along face normal
    ::位置: 随着面部正常,Alt S: 随着面部正常的尺度选择的顶点


    Using Fake Users
    ::使用假用户

    pressing  Shift+F4  will turn the window into a ¨Data Select Window¨ where you can assign and unassign fake users to almost everything by selecting the name and pressing the F key
    ::按住Shift+F4将把窗口变成一个"数据选择窗口",你可以通过选择名称和按F键来将假用户分配和撤销几乎所有

    Creating a fake user allows you to keep useful data blocks (materials, textures, base meshes) at hand even if they are not linked to an object. You can use it to set a default material that would have the shader you like best.
    ::创建假用户允许你保持有用的数据块 (材料,纹理,基网),即使它们与对象没有联系.你可以使用它来设置一个默认的材料,它会有你最喜欢的遮光器.

    Align a selection of vertices on a plane
    ::在平面上对齐选择的顶点

    If you want to perfectly align a selection of vertices on a plane, you just have to follow these little steps:
    ::如果你想在平面上完美对齐一些顶点, 你只需要遵循这些小步骤:

    1.) Before you are selecting the vertices you want to align, position your 3D cursor in the plane that you want to align to (you could select the 4 vertices of a big plane and hit  Shift+S  / Cursor->Selection for example, but you can position it anywhere)
    ::1. 在选择要对齐的顶点之前,将3D光标放置在您要对齐的平面上 (例如,您可以选择一个大平面的4个顶点并点击Shift+S/Cursor->Selection,但您可以将其放置在任何地方)


    2.) Now select those vertices you want to align
    ::2.) 现在选择那些顶点你想对齐

    3.) Choose "3D Cursor" under "Rotation/Scaling Pivot"
    ::3. 在"旋转/缩放轴"选项中选择"3D 标志符"

    4.) Now with the  [S] -key start scaling mode, hit the key of the axis you want to move the vertices on (X,Y,Z)
    ::现在使用[S]键开始缩放模式,按键的轴,你想移动的顶点 (X,Y,Z)

    5.) Holding down the  Ctrl-Key , you can now move the vertices in one line towards the cursor, until the value for the chosen axis is 0.000. Alternatively, just enter, using the keyboard, the scale factor you want (0 in this case) .
    ::现在可以按住Ctrl键,将顶点一行向着光标移动,直到所选轴的值为0.000. 另一个选择,只需使用键盘输入您想要的比例系数 (在这种情况下为0).

    6.) Hit LMB. The vertices are perfectly aligned along a plane through the 3D cursor.
    ::顶点在3D光标的平面上完美排列.

    This even works very well while in perspective view mode, so you can align on the fly and don't have to switch to front/side/top view all the time.
    ::您可以在飞行时对齐, 不必一直切换到前/侧/顶视图.

    Welding Vertices
    ::接顶部

    You can weld vertices by selecting them in edit mode and pressing  Alt+M .
    ::您可以在编辑模式中选择并按 Alt+M 键接顶点.


    View wireframe of hidden Verts
    ::查看隐藏的绿色的线框

    to view the wireframe of hidden Verts, make sure you are in WIREFRAME MODE and then turn SubSurf on and change the level to 0 If you already knew about this then
    ::确保您在WIREFRAME模式,然后打开SubSurf并将水平更改为0

    Select a true loop
    ::选择一个true循环

    shortcut is  Shift + Alt + right Button  of the mouse, serves to select true loop, in vertices as in edges like in faces.
    ::选择一个真循环, 在顶点和边缘, 像面孔一样.

    Selecting one object from a single mesh comprised of multiple objects
    ::从一个由多个对象组成的单一网格中选择一个对象

    If you have more than in Edit Mode, you can place your mouse cursor next to one of the Verts in the desired object, then press the "L" key to select all of the Verts linked to that one. "Alt+L" reselects in the same manner.
    ::如果您有超过一个在编辑模式下,您可以将鼠标标 cursor 放置在所需对象中的一个Verts旁边,然后按"L"键选择与该对象相关的所有Verts. "Alt+L"以同样的方式重新选择.

    Precise Zoom and Select/Deselect
    ::精确缩放和选择/删除

    Selecting: If you Hold down the  Ctrl+LMB  (left mouse button) and drag the mouse, it will allow you draw a selection as opposed to using the B button which gives you a square.
    ::选择:如果按住Ctrl+LMB (鼠标左键) 并拖动鼠标, 它将允许你绘制一个选择, 而不是使用B按给你一个方形.

    Deselecting:To draw an area to deselect, Hold down the  Ctrl+ Shift+ LMB (left mouse button) and drag the mouse,
    ::删除选项:要画一个要删除的区域,按住Ctrl+Shift+LMB (鼠标左键) 并拖动鼠标,

    Zooming:Hold down the  Ctrl+MMB . Move your mouse vertically to can get a more controlled zoom versus scrolling the Mouse wheel.
    ::放大:按住Ctrl+MMB键. 将鼠标垂直移动可以获得更可控的放大与滑鼠轮滚动.

    This feature may not be present in 2.37 or earlier versions.
    ::这一功能可能不在2.37或更早版本中.


    Mouse Gestures
    ::鼠标的手势

    Left click and draw:
    ::按左键并画:

    • a straight line - moves the selected object.
      ::一条直线 - 移动所选对象.
    • a circle - rotates the selected object (note: this must be drawn fairly circle-like).
      ::一个圆 - 旋转选定的对象 (注意:必须绘制相当圆形).
    • a V - scales the selected object.
      ::选择的对象的尺寸.

    Selecting Obscured or Hidden Objects
    ::选择隐藏或隐藏的对象

    Say you are in front or side view and you want to select an object, but it is obscured or hidden behind other objects. If you press  Alt RMB  over a group of objects, a menu will be displayed in the 3D window allowing you to pick the object you wish to select.
    ::假设您在前方或侧面视图中,并希望选择一个对象,但它被遮蔽或隐藏在其他对象后面.如果您在一个对象组上按 Alt RMB,将在3D窗口中显示菜单,允许您选择您想要选择的对象.

    Select or Deselect Multiple Vertices
    ::选择或取消多个顶点的选择

    In Edit mode, when you click the  RMB  near a vertex that vertex (face or edge)will be selected,  RMB  again will reselect. By holding the  Shift  key this will allow you to add each selected vertex (face or edge) in that highlighted group.
    ::在编辑模式下,当你点击顶点附近的RMB时,该顶点 (面或边) 将被选择,RMB将再次重新选择.通过按住Shift键,这将允许你在该突出显示的组中添加每个选定的顶点 (面或边).

    Pressing the U key (Undo in Edit mode) will also remove the last selection you made.
    ::按下U键 (在编辑模式下取消) 也会删除您最近的选择.

    Alternatively, you can Press B and then draw a box with  MMB . Anything caught in the box will be deselected. Also works with BB and the draw selection. Draw with  MMB  and you reselect.
    ::另一个选择是按下 B,然后用 MMB 画一个框. 任何被抓到的框都会被取消选项. 也可以使用 BB 和抽取选项. 用 MMB 画,然后重新选择.


    Selecting multiple items
    ::选择多个项目

    You can hold  Shift  and use right mouse button to select multiple items to append.
    ::您可以按住Shift,然后使用鼠标右键选择多个要添加的项目.

    Measuring, length, distance on an object.
    ::测量一个物体的长度和距离.

    Hit "F9" (editing), you should have split (2) windows. One "3d" the other "buttons" go to the Mesh Tools 1 panel and press the Edge Length, Edge Angles and the dimensions will appear on your selections in the 3d view.
    ::按下"F9" (编辑),你应该有分开的 (2) 窗口. 一个 "3d" 其他"按"去网格工具 1 面板,按边长,边角和尺寸将出现在您的选择在3d视图.

    Adding Connected Vertices
    ::添加连接的顶点

    In Edit Mode, if only one vertex is selected, pressing "E" will add a vertex, on a freely defined place, connected to the selected one. As will holding  CTR L and left clicking the mouse where you want the new vertex to be positioned.
    ::在编辑模式中,如果只选择一个顶点,按"E"将在自由定义的位置添加一个顶点,与所选的连接. 按住CTRL和左键鼠标将新顶点定位到您想要的位置.

    Note: It must be an Image texture and in wireframe mode to be visible.
    ::注意:它必须是图像纹理,并且在线框模式中可见.

    (2.37a)
    ::其他


    Recalculate Normals
    ::重新计算正常值

    Ctrl + N  = Recalculate normals outside (you might have to select faces before doing so)  Shift + Ctrl + N  = Recalculate normals inside
    ::Ctrl + N = 在外面重新计算正常值 (您可能需要在此之前选择面孔) 转移 + Ctrl + N = 在内计算正常值

    These two hotkeys are useful when you extrude some edges and see a kind of seam in between (due to normals pointing in different directions).
    ::两键在挤出边缘时很有用, 看到边缘之间有某种接 (因为正常的边缘指向不同的方向).

    Then, after selecting an edge,  Ctrl + NumPad(+)  selects the face associated with this edge.  Ctrl + NumPad(-)  deselect the face.
    ::然后,在选择边缘后,Ctrl + NumPad(+) 选择与边缘相关的面.Ctrl + NumPad(-) 取消面.


    Create a Quad from two Tris
    ::从两个Tris创建一个四角形

    Alt + J  when having two Tris selected makes a Quad.
    ::选择两个Tris时,Alt+J会产生一个四角形.

    Remove Doubles
    ::删除复制品

    To Remove Doubles use hotKey: W. You can adjust the "limit" option so that "Remove Doubles" has more or less tolerance. This option is located in editing window under the mesh tools panel, (i.e. weld vertices that are further?)
    ::要删除双重使用 hotKey: W. 您可以调整"限制"选项,使"删除双重"具有或多或少的宽容. 这个选项位于编辑窗口下面的网格工具面板, (即接顶点更远?)

    Combine edit levels on a mesh.
    ::在网格上结合编辑级别.

    When in Edit mode for a mesh (TAB key) you can choose the level that you wish to edit at. At the bottom of the 3D window, there are four buttons. Vertex, edge, face & back-face cull.
    ::在网格的编辑模式 (TAB键) 中,您可以选择您想要编辑的水平.在3D窗口的底部,有四个按.顶部,边缘,面部和背面的选.

    By default the vertex level is selected, if you hold  Shift  and press the edge button, you can use both at once.
    ::默认选择顶点水平,如果按住Shift并按边缘按,


    Change Select Mode
    ::改变选择模式

    to change select mode (vertex, edge or face) you can press  Ctrl+Tab . But this way you can't use the Ctrl+Key to ADD the select modes.. Still could be useful, if you don't have a header for the window you're working in..
    ::为了更改选择模式 (顶部,边缘或面部),您可以按Ctrl+Tab. 但这样您就无法使用Ctrl+Key添加选择模式. 如果您没有为正在工作的窗口设置头部,这仍然很有用.

    Precision Warping
    ::精确的扭曲

    When using the warp tool ( Shift+W ) you may find that there are times when you have trouble perfectly closing a 360-degree loop. This is because Blender will warp based on the total width of the selection, which may not necessarily be what you want.
    ::使用曲线工具 (Shift+W) 时,您可能会发现有时您无法完美关闭360度循环.这是因为Blender将根据选择的总宽度曲线,这可能不一定是您想要的.


    Getting around this is simple, just select two verts to denote the new endpoints, duplicate them ( Shift+D ), scale the two verts times two, so they are just twice as far apart. Then select what you want to warp plus those two marker verts, and warp 720 degrees.
    ::绕过这个问题很简单,只要选择两个顶点来表示新的终点,复制它们 (Shift+D),缩放两个顶点乘以2,这样它们就相距两倍. 然后选择你想要曲的东西加上两个标记顶点,然后曲720度.


    When done, click a vert on your mesh and type  L  to select everything linked to it. Then type  H  to hide it. Once you've hidden all of your mesh, all that remains are the two marker verts. Do a Select All ( A ) and type  X  to delete them. Now unhide your mesh using  Alt+H  and you have just the warped mesh, extra guide verts are all cleaned up.
    ::完成后,点击网格上的一个角点,输入L来选择与之相关的一切.然后输入H来隐藏它.一旦你隐藏了所有的网格,剩下的就是两个标记角点.做一个选择所有 (A) 和输入X来删除它们.现在用Alt+H来揭开你的网格,你只剩下扭曲的网格,额外的导向角点都被清理掉了.

    Precision Cutting
    ::精确切割

    The Knife Tool can actually be quite precise if you take advantage of the snap feature. Press  K , choose  "Knife(Exact)"  and then hold the  Ctrl  key while choosing where you wish to cut and you will find that the path to be cut will now snap to nearby vertices.
    ::刀工具实际上可以非常精确,如果你利用快速切割功能.按K,选择"Knife (精确) "然后按住Ctrl键,同时选择你想要切割的地方,你会发现切割的路径现在会快速切割到附近的顶点.


    Keep in mind that the vertices being snapped to don't have to be the ones you are cutting. Say you want to cut the midsection out of a UV sphere and you want the cut to be two grid units in height. While viewing the side of the sphere, add a plane, and scale it to be two grid units tall, and wide enough so that it extends beyond the sphere. Now select the vertices of the sphere (because what we have selected is what gets cut) and when you cut it, snap to the four verts of the plane. Now hit  Enter  to apply your perfect cut.
    ::记住,被切割的顶点不一定是你正在切割的.假设你想切割紫外线球的中部,并且你希望切割高2个网格单位.在查看球的侧面时,添加一个平面,并缩小它为2个网格单位高,并且足够宽,以便它延伸到球之外.现在选择球的顶点 (因为我们所选择的是被切割的东西),当你切割它时,切割到平面的四个顶点.现在点击Enter应用你的完美切割.


    Using guide geometry such as a plane to cut other geometry "cookie-cutter" style can be extremely useful when accuracy is needed. Remember to align your view before cutting, since your view will determine the angle from which the geometry is cut.
    ::使用导向几何如平面切割其他几何"饼干切割机"风格,可以是非常有用的,当需要精度.记住,在切割之前,把你的视图,因为你的视图将决定从哪个角度切割几何.

    Working with Meshes
    ::用网格工作

    Turning Sub-Surfed Mesh into Normal Mesh
    ::将低冲浪网转换为正常网

    If you have a sub-surfed mesh you can turn THAT sub-surf mesh into a normal mesh. Just select the sub-surfed mesh and press  Alt+C  (Conversion).
    ::如果您有一个被潜入的网格,您可以将该被潜入的网格转换为正常网格.只需选择被潜入的网格,然后按 Alt+C (转换).

    How to remove (numb) black spots on a Mesh
    ::如何去除网格上的 (麻木) 黑点

    If a Sub-Surfed mesh becomes (numb) black on some places, that's because of the normals. Select all and press  Ctrl+n  and then confirm. now it should look prettier!
    ::如果一个Sub-Surfed网格变得 () 黑在某些地方,这是因为正常. 选择所有,然后按Ctrl+n,然后确认. 现在它应该看起来更漂亮!

    if the above solution does not work , save your Blend file, Quit Blender then restart. Use  Ctrl O  to open the last file and your mesh will have returned to correct shaded state.
    ::如果上述解决方案不起作用,请保存您的混合文件,退出混合程序,然后重新启动. 使用Ctrl O打开最后一个文件,您的网格将恢复到正确的阴影状态.

    Select all holes in a mesh and fill them
    ::选择一个网格的所有洞,并填补它们

    Shift+M * selects all Non-manifold edges/vertices (holes) in a mesh **. Then all you have to do is hit  Ctrl+F  to auto-fill those holes with "beauty fill".
    ::选择所有非多重边/顶点 (洞) 在网格**. 然后你只需要按Ctrl+F,以"美丽填充"自动填充这些洞.

    Shift+M  is an alternative shortcut for 'Select Non-manifold'. You'll find this in the select menu when in mesh edit mode. The listed short cut there is  Ctrl+Alt+Shift+M Shift M  is obviously a lot more comfortable on the fingers though!
    ::转换+M 是'选择非多重组'的替代快捷方式.当您处于网格编辑模式时,您将在选择菜单中找到此快捷方式. 列出的快捷方式是Ctrl+Alt+Shift+M. 转换M显然对手指更舒适!

    Although 'Non-manifold' usually refers to holes in your mesh, it is not necessarily only holes e.g., an edge with three faces coming out of it is also a non-manifold edge!
    ::虽然"非多面"通常指的是网格上的孔,但它不一定是只有孔,例如,一个边缘有三个面出来的边缘也是一个非多面边缘!


    Fill in four or fewer vertices
    ::填写四个或更少的顶点

    Select the vertices and press  [F] , this will fill in the empty space around them.
    ::选择顶点并按F, 这将填充它们周围的空白空间.

    To clean up a filled in space, select all the vertices for the area, and press  [F] . Choose OK to make FCon. For example: add a plane in wireframe mode, extrude it several times, select all vertexes, then hit  [F] .
    ::要清理一个填充的空间,选择该区域的所有顶点,然后按F.选择OK以使FCon.例如:在线框模式中添加一个平面,将其挤出几次,选择所有顶点,然后按F.


    Animation
    ::动画

    Animation Preview in all windows at the same time
    ::在所有窗口同时预览动画

    It is well known that  Alt+ a  is for previewing an animation on the 3D window. But that's not all of it. Divide your screen into multiple 3D Windows, each from a different point of view.
    ::众所周知,Alt+a是用于在3D窗口上预览动画. 但这还不是全部. 将屏幕分成多个3D窗口,每个窗口都从不同的角度.

    Press  Alt + Shift + a
    ::按下Alt+Shift+a

    Enjoy!!!
    ::享受吧!

    If you have an Action/Ipo Window and 3D windows open, and you issue the  Alt + Shift + a  command from the Action (or the Ipo) window, it will animate both (the action and the 3D) in sync!! Great for visualization of Ipo's effect on your model.
    ::如果您有动作/IPO窗口和3D窗口打开,并从动作 (或IPO) 窗口发出Alt+Shift+命令,它将同时动画 (动作和3D) !! 很好用于对您的模型Ipo的影响的可视化.

    Choose animation mode, Convert mouse movements to IPO
    ::选择动画模式, 将鼠标移动转换为IPO

    -T in IPO window: Choose animation mode, i.e., linear, bezier, constant - [R]  in IPO window: Record mouse movements, and convert to IPO
    ::在IPO窗口:选择动画模式,即线性,贝齐尔,恒定的 -[R]在IPO窗口:记录鼠标移动,并转换为IPO


    Animate procedural textures
    ::动画程序纹理

    To animate procedural textures, press 'i' with the mouse pointer in the materials window, and select the type of Key-Frame you wish to set in the pop up menu. advance a few frames, tweak your materials, and set another key frame.
    ::按下"i"按,然后在弹出的菜单中选择要设置的键框类型. 提前几,调整你的材料,并设置另一个键框.

    UV Mapping, Particles and Texturing
    ::紫外线映射,粒子和纹理

    Blender color picker
    ::混合器的颜色选择器

    Blender has a PhotoShop-esque color picker. Simply click on the color preview next to the sliders to use it. Hit enter when you have the color you want.
    ::混合器有一个PhotoShop-esque的颜色选择器. 单击滑块旁边的颜色预览器使用它. 当你有你想要的颜色时,按Enter.


    Saving your face groups selections
    ::保存您的面部组的选择

    Regarding UV mapping and Face Groups Selections there seems to be the general misconception that you can't save your face groups selections on Blender.
    ::似乎有一个普遍的误解,即你不能在Blender上保存你的面部组选.

    Most people already know that from within the Face Select Mode (Potato Mode) you can switch into Edit Mode and whatever selection you do while in Edit Mode is passed back to Face Select Mode when you exit the Edit Mode.
    ::大多数人已经知道,从面部选择模式 (土豆模式) 中,你可以切换到编辑模式,无论在编辑模式中做什么选择,

    Well, Did you ever wonder why Material Index Groups (that are nothing more than face groups with a common material on them) have those little 'Select' and ´Deselect' buttons there? Sure they come handy for later modification of the material index but that is not all about them.
    ::您有没有想过为什么材料索引组 (它们只是面部组,上面有共同的材料) 有那些小的'选择'和'删除'按吗?当然,它们对于后期修改材料索引很有用,但这并不是全部.

    Do this: Before starting the UV unwrapping job, cut your mesh by creating as many material indexes as you need, you can even assign each one a different color so you can be sure that there is no face orphan. Once you have the mesh all cut and sliced (so to speak) you enter in Face Select Mode, then switch into Edit Mode, select the index containing the faces you want to unwrap, press 'Select', leave Edit Mode and Voile! You now have an entirely useful face group waiting for you to unwrap. No more manual (and imprecise) face selection is needed.
    ::切开网格之前,先创建尽可能多的材料索引,甚至可以给每一个网格分配不同的颜色,这样你就可以确定没有面孔孤儿.一旦网格全部切割和切割 (可以这么说),你进入面孔选择模式,然后切换到编辑模式,选择包含你想解开的面孔的索引,按'选择',离开编辑模式和Voile!你现在有一个完全有用的面孔组等待你解开.不再需要手动 (和不精确) 的面孔选择.

    If you later need to change the mapping of those faces, don't fear. Just make sure there isn't any face selected on Potato Mode, do as you did first (enter edit mode, select the index, exit edit mode) and there are your very same faces selected again with the UV mapping you already assigned to them.
    ::如果您后来需要更改这些面孔的映射,不要担心. 只要确保在"土豆模式"中没有任何面孔被选中,就像您先前所做的那样 (进入编辑模式,选择索引,退出编辑模式) 并且您的相同面孔再次被选中,您已经分配给它们的紫外线映射.

    Note: Another benefit of have precise face selection groups is that, initially, you don't have to worry about UV coordinates overlapping, since you know have the way to select ONLY the faces you want to. For example, you unwrap all your faces by groups and when you are done you can start thinking about scale and position within the texture map, not like before when you have to solve those things as you go.
    ::注意: 精确的面部选择组的另一个好处是,最初,你不必担心紫外线坐标重叠,因为你知道有办法选择你想要的面部.例如,你把所有面部分成组,当你完成时,你可以开始考虑在纹理图中的规模和位置,而不是像以前一样,你必须在进行时解决这些事情.


    Bulk Texture Change
    ::总体质感变化

    Consider a scenario in which you have a scene with a 100 mesh objects, and 50 of them have one texture and 50 of them have another.
    ::50个有某种纹理,而50个有另一种.

    If you want to change the texture of the first 50, but don't want to change each individually, do the following. Add a Plane out of the view of the camera. Add your new texture (Material) to the plane. Then use the “Copy to material Buffer” button in the header of the Material buttons. Select one mesh object of the same sort that you want to change, open Material buttons and Paste from Material Buffer.
    ::如果您想更改前50个图像的纹理,但不想单独更改每一个图像,请执行以下操作. 在摄像头视图中添加一个平面. 将您的新纹理 (材料) 添加到平面中. 然后在材料按的头部使用"复制到材料缓冲区"按. 选择您想要更改的同一类型的一个网格对象,打开"材料按",然后从材料缓冲区粘贴.

    All the mesh objects with the same texture will now have the new texture.
    ::所有具有相同质感的网格对象现在将具有新的质感.

    Alternatively, If you have a material that you want to apply to a lot of objects at once:
    ::另一种方法是,如果您有材料,并希望同时将其应用于许多物体:

    1. Select all the objects you want to apply the material to. 2. Apply a material. (this only applies to the last selected object) 3. press  Ctrl+L  > Materials. (this links the material of the last selected object to all the other objects)
    ::1. 选择所有想要应用材料的对象. 2. 应用材料. (这只适用于最后一个选择的对象) 3. 按Ctrl+L > 材料. (这将最后一个选择的对象的材料与所有其他对象联系起来)


    Negative Meta-Balls
    ::负的元球

    Add>Metaball as usual. Exit EDIT mode and Add>Metaball. This time before you exit EDIT mode, hit the Negative button in the EDIT buttons window. Then leave edit mode.
    ::添加> 转换球 (Metaball) 按常规. 退出编辑模式,然后添加> 转换球. 在退出编辑模式之前,请在编辑按窗口中按消极按. 然后离开编辑模式.

    If you move the negative Metaball around, you can see the effect it has on the positive metaball.
    ::您可以看到它对正能量代谢球的影响.

    Be careful though, as negative metaballs are not displayed in the same manner as positive metaballs, you will only see the Pivot point not a meta-mesh.
    ::由于负代谢球与正代谢球的显示方式不同,所以你只能看到旋转点,而不是元网.

    This is a little test you can try to see the amazing effects negative metaballs can produce.
    ::这是一个小测试, 您可以尝试看出负代谢球能产生多么惊人的效果.

    Make 1 Metaball, make it big. Place three spheres (UV) inside, make them emit particles, one 100, one 200, one 300 particles. Parent three negative metaballs, one to each sphere, and use dupli-vert on each sphere. Make the 100 duplicate metaball quite big, the 200 medium and the 300 small. Hit  Alt A  to run animation in 3D window.
    ::制作一个元球,使其大.将三个球 (UV) 放置在里面,使它们发射粒子,一个100个,一个200个,一个300个.将三个负元球,一个给每个球,并使用每个球上的重复绿色.使100个重复元球相当大,200个中等和300个小.按 Alt A 在3D窗口中运行动画.

    ( Click here for this author's negative-metaball thread ...  oops,  it's not there anymore, well, not the AVI anyway!)
    ::,它已经不存在了,

    (Click here for this author's negative-metaball AVI.)
    :sad点击这里可以看到作者的负代谢AVI)

    Maintain the UV layout when moving/scaling/rotating UV co-ords.
    ::在移动/缩放/旋转UV坐标时保持UV布局.

    When you have the UV image/editor window open and have loaded an image you want to UV map to a mesh, click on the UV tab in the header bar and turn off 'Snap UV to pixels'.
    ::打开UV图像/编辑器窗口,并加载您想要将UV图像映射到网格时,请点击头条中的UV选项卡并关闭"将UV图像映射到像素".

    This will help to maintain the UV layout when moving/scaling/rotating UV co-ords.
    ::这将有助于在移动/缩放/旋转UV坐标时保持UV布局.

    Rendering
    ::染

    First. Switching among screens
    ::首先,在屏幕之间切换

    So you have your screen made off the 3D window, the buttons window and the info window... but you are doing some fine tunning to the mesh in two places simultaneously, and they both need to zoom in the 3D window. You could scroll or zoom out, translate the view and zoom in again. None of them an elegant solution.
    ::您的屏幕是用3D窗口,按窗口和信息窗口做成的, 但您同时在两个地方对网格进行了微调, 它们都需要在3D窗口中放大. 您可以滚动或放大, 翻译视图并再次放大. 它们都不是优雅的解决方案.

    Another situation. You are working on a model and are using an image for reference. You are not tracing over the photo, just take a look at it often to make sure you don't deviate to much from the concept. So you open the photo in a 2D program and keep switching back and forth from Blender.. or you have the photo open in an image window and keep maximizing and minimizing the window... another hassle
    ::另一个情况. 你在做模型,并使用图像作为参考. 你不追踪照片,只是经常看看它以确保你不偏离概念. 所以你打开照片在2D程序,并保持往前转换从混合器... 或你在图像窗口打开照片,并保持最大化和最小化窗口... 另一个麻烦

    Worry no more!!! Blender can handle multiple virtual screen (ala Linux) and you can come and go from them with just one key stroke.
    ::您可以通过一键键来移动它们.

    Just press  Ctrl+Left Arrow  or  Ctrl+Right Arrow  (for all of you OS X users, add a  Shift ) and you are switching screens. Go ahead! By default EVERY .blend file comes with 3 screens ... and of course you can add/delete as many as you see fit.
    ::按Ctrl+左箭头或Ctrl+右箭头 (对于所有OS X用户,添加一个Shift) 您就会切换屏幕. 继续吧! 默认每个.blend文件都带有3个屏幕...当然您可以添加/删除您认为合适的.

    the magic button to add or delete screens is right beside the Tools menu, up there in the info window.
    ::在信息窗口的工具菜单旁边.

    Using the render buffers
    ::使用染缓冲区

    Ok, so you set your scene and press RENDER, a nice window comes up and you see your hard work coming to existence (that's the default behavior, if your change it on the display buttons then this may not work for you).
    ::您可以看到您的辛苦工作正在现实化 (这是默认的行为,如果您在显示按上更改它,那么这可能对您不起作用).

    Do you realize that the window containing your render image is also a render buffer? Actually they are 2 buffers for your to play with. Whenever the render window is open (and you can re-open it by pressing F11 without having to wait again for the render) if you press the J key you can switch from Buffer A and B. (the last active one is what you save when you press F3). You can even switch buffers in the middle of a rendering (but I advice against that when rendering very complex scenes, you have been warned!)
    ::你是否意识到包含染图像的窗口也是染缓冲区?实际上它们是2个缓冲区,供你玩.每当染窗口打开时 (你可以通过按F11重新打开它而无需再次等待染),如果你按J键,你可以从缓冲区A和B切换. (最后一个活跃的键是你按F3时保存的).你甚至可以在染的中间切换缓冲区 (但我建议不要在染非常复杂的场景时这样做,你已经被警告了!)

    The cool thing about having two separate render buffers is that you can have instant before-and-after images for things that you change in the scene. For example you are searching the perfect position for a light source in a scene, you place it and do a render, place the light in another position, switch to the second buffer and do a new render. Now, with the render window open, just press J to see how the change on the light's position influence your scene and that makes your decision easier.
    ::拥有两个独立的染缓冲区的好处是,你可以在场景中改变的东西时立即获得前后图像.例如,你在场景中搜索光源的完美位置,你将其放置并进行染,将光线置于另一个位置,切换到第二个缓冲区并进行新的染.现在,染窗口打开,只需按J就可以看到光线位置的变化如何影响你的场景,这使你的决定更容易.

    By the way, the render window can be zoomed (by the normal ways or by pressing Z ) to do a closer inspection of the image.
    ::通过通常的方式或按Z) 来进行更深入的图像检查.

    Render window Tricks
    ::染窗口的技巧

    To zoom into the render window, use the  ZKEY .
    ::使用ZKEY来放大染窗口.

    To find out what the (Red, Green, Blue, Alpha) values of rendered image are, left click and hold the button of your mouse.this will reveal the RGBA values of the pixel below the mouse cursor. i.e. R 127, G 255, B 13, A40. The values will appear in the bottom left corner of the render window. You can also hold the button and drag the mouse around. This will display the values of the pixels your mouse pointer passes over.
    ::要查看染图像的 (红色,绿色,蓝色,阿尔法) 值,请按键按住鼠标按.此将显示鼠标标示针下方的像素的RGBA值.即R 127,G 255,B 13,A40.这些值将出现在染窗口的左下角.您也可以按住按并拖动鼠标.这将显示鼠标指针传过的像素的值.

    With the render window open, you can press  AKEY  to view an alpha version of the image. Press  AKEY  again to go back to the normal colour view.
    ::打开染窗口,您可以按Key查看图像的alpha版本. 再按Key回归正常的色彩视图.

    To do a before/after comparison after making a change, hit  JKEY  to switch render buffers, then hit  F12  to render. In the render window, use  JKEY  to alternate between the previous render and the current one, so you can easily see the differences.
    ::在做出更改后进行前后比较,按JKEY切换染缓冲区,然后按F12进行染. 在染窗口中,使用JKEY在前染和当前染之间交替,这样您就可以轻松地看到差异.

    Working while you Render
    ::在您的染过程中工作

    If you use a X/X11 based window manager, you do not need to watch blender while it renders, go to a different virtual desktop. Blender doesn't have to keep X informed of what's going on and rendering speed may increase.
    ::如果您使用基于X/X11的窗口管理器,您不需要在染过程中观看混合器,转到不同的虚拟桌面.混合器不需要让X了解正在发生的事情,染速度可能会增加.

    Border Rendering
    ::边界染

    In the rendering buttons find the buttons marked "Border" and "Crop". If you depress "Border", you can get a rendering of any part of what the camera sees. Just do the following :
    ::染按中找到标记为"边框"和"剪切"的按. 如果按下"边框",你可以得到摄像机看到的任何部分的染. 只要做以下操作:

    Go into a camera view using  NumPad 0 , press  Shift+B . Then, mark the limits of the rendering as you want them using LMB. Next, render the usual way and the section you marked will be rendered first, then it will be integrated to the complete rendering. If you wish that *only* the chosen section would be rendered then click on the button marked "Crop" also.
    ::使用NumPad 0进入摄像头视图,按Shift+B. 然后,使用LMB标记染的边界. 接下来,以通常的方式染,您标记的部分将首先染,然后将其集成到完整的染中. 如果您希望*只*染所选部分,请点击标记"Crop"的按.

    Creating a cluster of particles which takes little time to render
    ::创建一个粒子集群,

    Render some particles, and make the picture into an alpha mapped tga in GIMP or whatever graphics editing application you use.
    ::通过GIMP或其他图形编辑应用程序将图片转换为图形图形图形.

    Load the image onto a plane. Adjust the alpha settings accordingly. Parent the plane to the emitter. Press dupli-verts.
    ::图像上载到一个平面上, 调整相应的阿尔法设置, 将平面与发射器相连接, 按双重转换.

    You now have a cluster of particles which takes relatively little time to render. Of course it doesn't have to be an alpha map of particles. That's entirely up to you.
    ::现在你有一个粒子集群, 需要相对较短的时间来染. 当然它不一定是个粒子的α地图. 这完全取决于你.

    Alpha from render view
    ::从染视图上看到的Alpha

    When cut & pasting stuff from render window to {insert your favorite image editor here} using  Alt+ PrtScr , cut and paste the render first, come back to render window and press "A". It changes the view to alpha and you get black & white mask to cut the background nicely in the {again, favorite image editor}. Nice when you do testing in low res.
    ::切割和粘贴东西从染窗口到 {插入您最喜欢的图像编辑器在这里} 使用Alt+PrtScr,先切割和粘贴染,回到染窗口,按"A". 它将视图更改为alpha,您可以获得黑白面罩在 {再次,最喜欢的图像编辑器} 切割背景漂亮. 当你在低分辨率测试时很好.


    View alpha texture as wire.
    ::视图中的alpha纹理为线.

    Ctrl+d  in 3d very usefully for preview without rendering.
    ::在3D中Ctrl+d非常有用,

    Also, if you have an object (works best on a mesh plane) with an image texture, you can use  Alt+V  key outside edit mode. This will adjust the object's size values so that the image won't be stretched when projected.
    ::此外,如果您有一个对象 (最好在网格平面上工作) 具有图像纹理,您可以在编辑模式外使用 Alt+V 键. 这将调整对象的大小值,以便在投影时图像不会被拉伸.

    Miscellaneous
    ::其他

    Restoring your “lost” work.
    ::恢复你"失去了"的工作.

    If you go to the temp folder where you have Blender save its temp .Blend files, reload the most recent one and this will save you losing the whole of your work. You don't even need to save a .Blend file for this to work. You can change the settings for this in the tool window at the top of the Blender screen.
    ::如果您进入Blender保存temp.Blend文件的temp文件,重新加载最新文件,您将免于丢失所有工作.您甚至不需要保存Blend文件才能使用此功能.您可以在Blender屏幕顶部的工具窗口中更改此设置.

    Built in Hot-Key List
    ::建在热键列表中

    Since the few last versions (since 2.28 I think) blender has a built-in all inclusive hot-key list. Just open a text-editor window, and right besides the option to create a new text-buffer there is a menu option called ¨KEYLIST.intrr¨. Select that option and the full list is loaded in memory
    ::由于最近几版本 (自2.28我认为) 混合器有一个内置的全包热键列表.只要打开一个文本编辑器窗口,和右旁边的选项创建一个新的文本缓冲区有一个菜单选项叫"KEYLIST.intrr".选择该选项和完整的列表是装载在内存

    --Edit: There may be many hot-keys missing, especially the newest ones, like M to mirror a mesh, K for the Knife tool,  Alt+Z  for textured view... but the list is a good start at least.
    ::对于M来说是镜像网,K是刀工具,Alt+Z是纹理视图... 但至少列表是一个好的开始.

    Un-compiled PlugIns
    ::没有编译的插件

    Blender can load plug-ins for texturing, sequence editor, etc. . However, Blender comes with a few of such PlugIns un-compiled.
    ::混合器可以加载用于纹理,序列编辑器等的插件.然而,混合器附带了一些未编译的插件.

    In Linux they are located on the plug-ins sub-directory of the default Blender install, and all that you need is a Make command to compile them. I don't know how to compile them in Windows, but there they are, just waiting for you to awake them!!!
    ::在Linux中,它们位于默认的Blender安装的插件子目录中,你只需要一个Make命令来编译它们.我不知道如何在Windows中编译它们,但它们就在那里,只是等待你唤醒它们!!!

    Blender “Easter Eggs” (Weird things included in blender)
    ::混合器复活节蛋 (混合器中包含奇怪的东西)

    All Publisher versions of Blender have been shipping with a Monkey mesh called Suzanne. Just open the main tool box ( Space Bar ) -> Add -> Mesh -> and right below the other primitives you'll see the Monkey.
    ::所有的Blender版本都带有一个叫做Suzanne的Monkey网格.只要打开主工具箱 (空格) -> 添加 -> 网格 -> 就在其他原始的下面,你会看到Monkey.

    Why/What it is for? Only NaN programmers know*. It is supposed to be a private joke among the blender developing team. Since then, its considered as a sort of mascot for blender. However, it is incredibly useful as a quick complex object for testing textures, shaders, etc..
    ::为什么/它是什么?只有NaN程序员知道*.它应该是混合器开发团队之间的私人笑话.从那时起,它被认为是混合器的吉祥物.然而,它作为测试纹理,遮光器等快速复杂对象非常有用.

    By the Way, Suzanne isn't the only joke included... but I won't spoil the surprise. You will bump with them on your daily work, that is for sure.
    ::顺便说一句,苏珊娜不是唯一一个笑话,但我不会破坏惊喜.

    • NaN was the company that originally developed Blender
      ::纳恩是最初开发Blender的公司

    Try this: run blender with the -Y argument (open the command prompt/terminal, go to your blender executable file folder, and type blender -Y)
    ::尝试这样:使用 -Y 参数运行混合器 (打开命令提示符/终端,进入混合器的可执行文件,并输入混合器 -Y)

    Weird Error Message
    ::奇怪的错误信息

    Sometimes, when trying to use a boolean on a tri-based mesh, Blender gives the prompt: "Wanna Crash?" >Yes Please!
    ::有时,当试图在基于三的网格上使用布尔值时,Blender会提示:"想要崩?">Yes Please!

    but clicking it doesn't crash. This is because Blender is a lot more stable now compared to when that 'crash' request was coded. It also used to appear when using beauty fill after face fill. ( Ctrl+F  in edit mode)
    ::虽然它是非常简单的,但它不会崩. 这是因为Blender现在比起当时的"崩"请求更稳定. 它也曾经出现在使用美容填充之后的脸填充.

    Blender 2.37 now has a 'widget', which replicates the red/blue/green axis symbol in 3DSMax in the 3d windows. Rotation scaling and movement of objects/Verts/faces etc., can be manipulated using the widget, or in the usual manner of earlier versions of Blender.
    ::混合器2.37现在有一个"小工具",它在3D窗口中复制了3DSMax中的红/蓝/绿轴符号.可以使用小工具或以以前版本的普通方式操作物体/绿/面部等的旋转缩放和移动.


    Turn your blender animation into a screen-saver (Windows)
    ::将混合器动画转换为屏幕保护程序 (Windows)

    to turn your blender animation Windows binary file into a Windows screen saver, rename the EXE file into SCR and right click it and install !
    ::为了将你的混合器动画Windows二进制文件变成Windows屏幕保护程序, 将EXE文件重命名为SCR, 右键点击并安装!


    Discover the FPS rate of a Window
    ::发现一个窗口的FPS率

    If you hit  Ctrl+Alt+T  key in a window, Blender will tell you how much time it takes to render a single frame of that window, in milliseconds. Valuable Benchmark
    ::如果您在窗口中按下Ctrl+Alt+T键,Blender将告诉您在毫秒内染该窗口的单个需要多少时间.


    ???

    using construction widget press  Shift  to get precision mode for fine tuning. Release left mouse button (LMB) and holding  Shift  down press it again, then you'll get moving along another axis.
    ::使用构建小程序按Shift以获得精确调整模式. 释放鼠标左键 (LMB) 并按住Shift按下,然后您将沿着另一个轴移动.

    Sculpt Mode Hotkeys
    ::雕塑模式热键

    • F: an interactive brush resize
      ::F:一个交互式刷子大小
    • Shift F: an interactive brush strength adjuster
      ::转换器F:一个交互式刷力调节器
    • Ctrl F: in interactive texture angle adjuster for your brush.
      ::按F:为刷子进行互动的纹理角度调整.
    • Shift B: a rectangular zoom selection for close-up work
      ::转换B:用于近距离工作的矩形变焦选择
    • Alt B: hides all but selected rectangle
      ::Alt B: 隐藏所有除选择的矩形
    • A: toggles airbrush
      ::换一个空气刷
    • S: smooth
      ::标签: 顺滑
    • D: draw
      ::D: 抽出
    • G: grab
      ::抓住
    • L: layer
      ::层:一个层
    • I: inflate
      ::: 充气
    • P: pinch
      ::: 捏住
    • V: toggles add and subtract in draw mode
      ::在画模式中切换加减
    • Use X, Y and Z to toggle axis mirroring.
      ::使用X,Y和Z来切换轴反射.