编辑4:为了这个目的,我们根本无法提供任何东西。这一切都要做纯粹的几何(生产2d多边形)。这是我最初得到的。
Edit 4: For the purpose of this, we cannot render anything at all. This all has to be done purely geometrically (producing 2d polygons). This is what I was originally getting at.
基于参数曲线和曲面控制的空间变形是重要的几何外形编辑和柔性物体动画实现手段。
Space Deformations controlled by parametric curve or surface are important methods for geometric shape edit and flexible object animation.
添加一下曲面修改,然后我就有了这个几何体。我之所以更喜欢使用样条函数是因为这样速度会比较快和编辑的效率也比较高。
Added a surface modifier and bam, I had the geometry. I prefer to work with splines just because of the speed and editable efficiency.
一个介绍如何使用UV编辑工具和基本的预测,以展现3d几何,并开始满怀信心纹理。
A introduction to how to use the UV editing tools and basic projections to unfold 3d geometry and start texturing confidently.
通过对模型轮廓曲线及表面的几何特性分析,编辑对象,从而达到对设计进行优化的目的。
Through geometrical feature analysis of curve and face of model outline, editing object, thus receiving purpose of optimization design.
源物体必须是几何体。在选择目标物体前需要将其转换成可编辑多边形。
Source must be geometry object. Before selecting destination object, collapse it into Editable Poly.
外地的长度成为编辑一旦你选择几何。
The Length field becomes editable once you select the geometry.
网格曲面编辑是网格处理的核心技术,其目的是为用户提供直观,高效的曲面编辑手段,实现复杂几何模型的构造。
As the core technology of mesh processing, mesh editing aims at the effective construction of complex geometry models with intuitive and high-efficiency editing approach.
由数字控制平面的3d环境中的编辑,该方法可以处理一些几何效率,如点,线,多边形等。
Editing in 3d environment by a digital control plane, the method can deal with some geometry efficiently, such as point, line, and polygon, etc.
图式三维几何编辑说。
在三维计算的基础上针对三维颅面模型,提出了一种基于几何特征的三维模型变形与编辑算法。
This paper presented a deformation and edition algorithm based on 3D calculation for 3D craniofacial model.
几何修正了在显示器上,目前来源的一部分虚编辑。
Bugfix on the display of the imaginary part for current-sources in Geometry edit.
地方十进制数增加为坐标线的几何编辑。
Number of decimal places increased for wire coordinates in Geometry-edit.
地方十进制数增加为坐标线的几何编辑。
Number of decimal places increased for wire coordinates in Geometry-edit.
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