Animation: Operator Renames #104549
@ -12,7 +12,8 @@ Especially for exporting from Blender materials, the node system must follow som
|
|||||||
|
|
||||||
.. note::
|
.. note::
|
||||||
|
|
||||||
Currently, only the :doc:`FBX </addons/import_export/scene_fbx>` IO add-on uses this method.
|
Currently, only the :doc:`FBX </addons/import_export/scene_fbx>`
|
||||||
|
and the :doc:`3DS </addons/import_export/scene_3ds>` IO add-on uses this method.
|
||||||
|
|
||||||
.. tip::
|
.. tip::
|
||||||
|
|
||||||
|
@ -189,6 +189,7 @@ Variable Type
|
|||||||
channel value (before parenting or constraints), or ``["prop_name"]`` for a custom property.
|
channel value (before parenting or constraints), or ``["prop_name"]`` for a custom property.
|
||||||
|
|
||||||
.. tip::
|
.. tip::
|
||||||
|
|
||||||
Although the values of the x/y/z animation channels for the camera location can be accessed
|
Although the values of the x/y/z animation channels for the camera location can be accessed
|
||||||
via ``camera.location[0/1/2]``, retrieving its world space location and orientation after parenting
|
via ``camera.location[0/1/2]``, retrieving its world space location and orientation after parenting
|
||||||
and constraints currently requires using ``camera.matrix_world``. This property can be understood
|
and constraints currently requires using ``camera.matrix_world``. This property can be understood
|
||||||
|
@ -22,6 +22,19 @@ opens a popover with additional options described below.
|
|||||||
Pressing :kbd:`Z` opens a pie menu for changing the shading mode.
|
Pressing :kbd:`Z` opens a pie menu for changing the shading mode.
|
||||||
Pressing :kbd:`Shift-Z` switches between the current shading mode and Wireframe.
|
Pressing :kbd:`Shift-Z` switches between the current shading mode and Wireframe.
|
||||||
|
|
||||||
|
.. _bpy.types.View3DShading.wireframe_color_type:
|
||||||
|
|
||||||
|
Wire Color
|
||||||
|
How the wireframes are colored. This affects the object outline, wireframe overlay, and wireframe shading mode.
|
||||||
|
|
||||||
|
:Single:
|
||||||
|
All objects get shaded using the same single color.
|
||||||
|
:Object:
|
||||||
|
Use the color from the object's
|
||||||
|
:ref:`Viewport Display <properties-object-viewport-display>` settings.
|
||||||
|
:Random:
|
||||||
|
Each object gets displayed in a random color.
|
||||||
|
|
||||||
|
|
||||||
.. _3dview-shading-rendered:
|
.. _3dview-shading-rendered:
|
||||||
|
|
||||||
@ -30,27 +43,18 @@ Wireframe
|
|||||||
|
|
||||||
Only displays the edges (wireframes) of the objects in the scene.
|
Only displays the edges (wireframes) of the objects in the scene.
|
||||||
|
|
||||||
Color
|
|
||||||
Single
|
|
||||||
All objects get shaded using the same single color.
|
|
||||||
Object
|
|
||||||
Use the color from the object's
|
|
||||||
:ref:`Viewport Display <properties-object-viewport-display>` settings.
|
|
||||||
Random
|
|
||||||
Each object gets displayed in a random color.
|
|
||||||
|
|
||||||
.. _bpy.types.View3DShading.background_type:
|
.. _bpy.types.View3DShading.background_type:
|
||||||
|
|
||||||
Background
|
Background
|
||||||
How the background is displayed in the 3D Viewport.
|
How the background is displayed in the 3D Viewport.
|
||||||
|
|
||||||
Theme
|
:Theme:
|
||||||
Use the background of the theme. This can be configured in the
|
Use the background of the theme. This can be configured in the
|
||||||
:doc:`Themes Preferences </editors/preferences/themes>`
|
:doc:`Themes Preferences </editors/preferences/themes>`
|
||||||
under :menuselection:`3D Viewport --> Theme Space --> Gradient Colors`.
|
under :menuselection:`3D Viewport --> Theme Space --> Gradient Colors`.
|
||||||
World
|
:World:
|
||||||
Use the color from the :doc:`World </render/lights/world>`'s Viewport Display options.
|
Use the color from the :doc:`World </render/lights/world>`'s Viewport Display options.
|
||||||
Viewport
|
:Viewport:
|
||||||
Select a custom color for the background of the 3D Viewport.
|
Select a custom color for the background of the 3D Viewport.
|
||||||
|
|
||||||
Options
|
Options
|
||||||
|
@ -125,6 +125,7 @@ Alternatively, you can hover over the other object in the 3D Viewport
|
|||||||
and press :kbd:`Alt-Q`.
|
and press :kbd:`Alt-Q`.
|
||||||
|
|
||||||
.. seealso::
|
.. seealso::
|
||||||
|
|
||||||
:ref:`Lock Object Modes <bpy.types.ToolSettings.lock_object_mode>` for
|
:ref:`Lock Object Modes <bpy.types.ToolSettings.lock_object_mode>` for
|
||||||
preventing *accidental* mode changes.
|
preventing *accidental* mode changes.
|
||||||
|
|
||||||
|
@ -440,6 +440,8 @@ Blend
|
|||||||
values greater than 0.5 cause keyframes to concave down, a value of 0.5 results in a straight line.
|
values greater than 0.5 cause keyframes to concave down, a value of 0.5 results in a straight line.
|
||||||
|
|
||||||
|
|
||||||
|
.. _bpy.ops.graph.blend_offset:
|
||||||
|
|
||||||
Blend Offset
|
Blend Offset
|
||||||
------------
|
------------
|
||||||
|
|
||||||
@ -455,6 +457,8 @@ Offset Factor
|
|||||||
At 1 the last key is aligned with the key after the selection.
|
At 1 the last key is aligned with the key after the selection.
|
||||||
|
|
||||||
|
|
||||||
|
.. _bpy.ops.graph.blend_to_ease:
|
||||||
|
|
||||||
Blend to Ease
|
Blend to Ease
|
||||||
-------------
|
-------------
|
||||||
|
|
||||||
@ -469,8 +473,11 @@ Blend
|
|||||||
At 1 the keys will rise quickly and then taper off.
|
At 1 the keys will rise quickly and then taper off.
|
||||||
|
|
||||||
|
|
||||||
|
.. _bpy.ops.graph.match_slope:
|
||||||
|
|
||||||
Match Slope
|
Match Slope
|
||||||
-----------
|
-----------
|
||||||
|
|
||||||
.. reference::
|
.. reference::
|
||||||
|
|
||||||
:Menu: :menuselection:`Key --> Blend --> Match Slope`
|
:Menu: :menuselection:`Key --> Blend --> Match Slope`
|
||||||
@ -483,19 +490,21 @@ Factor
|
|||||||
Determines which slope to blend towards. At -1 will blend to the left slope, at 1 to the right.
|
Determines which slope to blend towards. At -1 will blend to the left slope, at 1 to the right.
|
||||||
|
|
||||||
|
|
||||||
Shear
|
.. _bpy.ops.graph.shear:
|
||||||
-----
|
|
||||||
|
Shear Keys
|
||||||
|
----------
|
||||||
|
|
||||||
.. reference::
|
.. reference::
|
||||||
|
|
||||||
:Menu: :menuselection:`Key --> Blend --> Shear Keys`
|
:Menu: :menuselection:`Key --> Blend --> Shear Keys`
|
||||||
|
|
||||||
Shear the keys based on the position of the keyframe selection ends.
|
Shear the keys based on the position of the keyframe selection ends.
|
||||||
Pressing :kbd:`D` while the modal operator is active will toggle the anchor key
|
Pressing :kbd:`D` while the modal operator is active will toggle the anchor key
|
||||||
between the start and end of the selection.
|
between the start and end of the selection.
|
||||||
|
|
||||||
Shear Factor
|
Shear Factor
|
||||||
How much to shear and if it shears up or down. Negative values shear down, positive shear up.
|
How much to shear and if it shears up or down. Negative values shear down, positive shear up.
|
||||||
|
|
||||||
Direction
|
Direction
|
||||||
`From Left` or `From Right` determine the anchor key from which to shear.
|
`From Left` or `From Right` determine the anchor key from which to shear.
|
||||||
|
|
||||||
@ -508,6 +517,7 @@ Smooth
|
|||||||
:Menu: :menuselection:`Key --> Smooth`
|
:Menu: :menuselection:`Key --> Smooth`
|
||||||
:Shortcut: :kbd:`Alt-S`
|
:Shortcut: :kbd:`Alt-S`
|
||||||
|
|
||||||
|
|
||||||
.. _bpy.ops.graph.smooth:
|
.. _bpy.ops.graph.smooth:
|
||||||
|
|
||||||
Smooth (Legacy)
|
Smooth (Legacy)
|
||||||
@ -561,6 +571,7 @@ Filter Width
|
|||||||
|
|
||||||
F-Curve after applying the Gaussian Smooth with the original curve overlayed.
|
F-Curve after applying the Gaussian Smooth with the original curve overlayed.
|
||||||
|
|
||||||
|
|
||||||
Butterworth Smooth
|
Butterworth Smooth
|
||||||
------------------
|
------------------
|
||||||
|
|
||||||
@ -576,18 +587,14 @@ Frequency Cutoff
|
|||||||
The lower the value the smoother the curve. There is an implicit maximum at which
|
The lower the value the smoother the curve. There is an implicit maximum at which
|
||||||
the value no longer changes the curve which is at half the sample rate. The sample
|
the value no longer changes the curve which is at half the sample rate. The sample
|
||||||
rate in this case is the scene frame rate multiplied by the `Samples per Frame` of this operator.
|
rate in this case is the scene frame rate multiplied by the `Samples per Frame` of this operator.
|
||||||
|
|
||||||
Filter order
|
Filter order
|
||||||
Higher values mean the frequency cutoff is steeper.
|
Higher values mean the frequency cutoff is steeper.
|
||||||
|
|
||||||
Samples per Frame
|
Samples per Frame
|
||||||
Before the filter is applied, the curve is resampled at this interval to avoid errors when there
|
Before the filter is applied, the curve is resampled at this interval to avoid errors when there
|
||||||
are uneven spaces between frames. If keys are on subframes, e.g. a 60fps file in a 30fps scene,
|
are uneven spaces between frames. If keys are on subframes, e.g. a 60fps file in a 30fps scene,
|
||||||
increase this value to 2.
|
increase this value to 2.
|
||||||
|
|
||||||
Blend
|
Blend
|
||||||
A 0-1 value to blend from original curve to filtered curve.
|
A 0-1 value to blend from original curve to filtered curve.
|
||||||
|
|
||||||
Blend In/Out
|
Blend In/Out
|
||||||
The number of frames at the start and end for which to blend between the filtered and unfiltered curve.
|
The number of frames at the start and end for which to blend between the filtered and unfiltered curve.
|
||||||
This can help reducing jumps in the animation at the selection border. At value 1 it only locks the first and
|
This can help reducing jumps in the animation at the selection border. At value 1 it only locks the first and
|
||||||
|
@ -142,7 +142,7 @@ Node Editor
|
|||||||
Auto-Offset
|
Auto-Offset
|
||||||
Automatically offset the following or previous nodes in a chain when inserting a new node.
|
Automatically offset the following or previous nodes in a chain when inserting a new node.
|
||||||
See :ref:`editors-nodes-usage-auto-offset` for more information.
|
See :ref:`editors-nodes-usage-auto-offset` for more information.
|
||||||
Node Auto-offset Margin
|
Auto-offset Margin
|
||||||
Margin to use for :ref:`offsetting nodes <editors-nodes-usage-auto-offset>`.
|
Margin to use for :ref:`offsetting nodes <editors-nodes-usage-auto-offset>`.
|
||||||
|
|
||||||
|
|
||||||
|
@ -52,6 +52,10 @@ HDRI Preview Size
|
|||||||
Size
|
Size
|
||||||
Diameter of the *3D Viewport Axis* widget.
|
Diameter of the *3D Viewport Axis* widget.
|
||||||
|
|
||||||
|
Fresnel Edit Mode
|
||||||
|
Enable a fresnel effect on edit mesh overlays.
|
||||||
|
It improves shape readability of very dense meshes, but increases eye fatigue when modeling lower poly.
|
||||||
|
|
||||||
|
|
||||||
.. _prefs-system-multisampling:
|
.. _prefs-system-multisampling:
|
||||||
|
|
||||||
|
@ -36,6 +36,7 @@ If *Sync Selection* is enabled, you can hold :kbd:`Shift` while clicking a selec
|
|||||||
activate multiple ones at the same time, or :kbd:`Ctrl` to expand/contract the selection.
|
activate multiple ones at the same time, or :kbd:`Ctrl` to expand/contract the selection.
|
||||||
|
|
||||||
.. seealso::
|
.. seealso::
|
||||||
|
|
||||||
:doc:`Mesh Selection </modeling/meshes/selecting/introduction>`
|
:doc:`Mesh Selection </modeling/meshes/selecting/introduction>`
|
||||||
|
|
||||||
|
|
||||||
|
@ -41,7 +41,6 @@ Guide Types
|
|||||||
Angle direction of the isometric lines.
|
Angle direction of the isometric lines.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Common Options
|
Common Options
|
||||||
--------------
|
--------------
|
||||||
|
|
||||||
|
@ -43,7 +43,8 @@ for the new node.
|
|||||||
|
|
||||||
.. figure:: /images/interface_controls_nodes_arranging_auto-offset.png
|
.. figure:: /images/interface_controls_nodes_arranging_auto-offset.png
|
||||||
|
|
||||||
Auto-offset is enabled by default, but it can be disabled in the :ref:`User Preferences <preferences-editing-node-editor>`.
|
Auto-offset is enabled by default,
|
||||||
|
but it can be disabled in the :ref:`User Preferences <preferences-editing-node-editor>`.
|
||||||
|
|
||||||
You can toggle the offset direction while you are moving the node by pressing :kbd:`T`.
|
You can toggle the offset direction while you are moving the node by pressing :kbd:`T`.
|
||||||
|
|
||||||
|
@ -157,6 +157,7 @@ Holding :kbd:`Ctrl` will remove them.
|
|||||||
While dragging, you can additionally hold :kbd:`Spacebar` to move the shape around with the mouse.
|
While dragging, you can additionally hold :kbd:`Spacebar` to move the shape around with the mouse.
|
||||||
|
|
||||||
.. note::
|
.. note::
|
||||||
|
|
||||||
*Select Lasso* behaves the same as *Select Circle* in that
|
*Select Lasso* behaves the same as *Select Circle* in that
|
||||||
it only looks at origin points in Object Mode.
|
it only looks at origin points in Object Mode.
|
||||||
|
|
||||||
|
@ -13,6 +13,11 @@ Material Node
|
|||||||
The *Material* input node outputs a single material. It can be connected to other material sockets
|
The *Material* input node outputs a single material. It can be connected to other material sockets
|
||||||
to make using the same material name in multiple places more convenient.
|
to make using the same material name in multiple places more convenient.
|
||||||
|
|
||||||
|
.. tip::
|
||||||
|
|
||||||
|
The Material node can also be added by dragging and dropping a material data-block into the node editor.
|
||||||
|
This will add the node and select the dropped material in the :ref:`ui-data-block`.
|
||||||
|
|
||||||
|
|
||||||
Inputs
|
Inputs
|
||||||
======
|
======
|
||||||
|
@ -11,8 +11,8 @@
|
|||||||
edge_vertices.rst
|
edge_vertices.rst
|
||||||
edges_to_face_groups.rst
|
edges_to_face_groups.rst
|
||||||
face_area.rst
|
face_area.rst
|
||||||
face_neighbors.rst
|
|
||||||
face_group_boundaries.rst
|
face_group_boundaries.rst
|
||||||
|
face_neighbors.rst
|
||||||
face_is_planar.rst
|
face_is_planar.rst
|
||||||
is_shade_smooth.rst
|
is_shade_smooth.rst
|
||||||
mesh_island.rst
|
mesh_island.rst
|
||||||
|
@ -85,6 +85,7 @@ A position on the sensor is mapped to a direction with spherical coordinates
|
|||||||
:math:`(1, \theta, \phi)` in radians as follows:
|
:math:`(1, \theta, \phi)` in radians as follows:
|
||||||
|
|
||||||
.. math::
|
.. math::
|
||||||
|
|
||||||
& r = \sqrt{x^2 + y^2}\\
|
& r = \sqrt{x^2 + y^2}\\
|
||||||
& \theta = k_0 + k_1 r + k_2 r^2 + k_3 r^3 + k_4 r^4\\
|
& \theta = k_0 + k_1 r + k_2 r^2 + k_3 r^3 + k_4 r^4\\
|
||||||
& \phi = acos(x/r)
|
& \phi = acos(x/r)
|
||||||
|
@ -190,6 +190,7 @@ Auto-Masking :guilabel:`Sculpt Mode`
|
|||||||
The difference is that these toggles can be customized per brush to create specific brush behaviors.
|
The difference is that these toggles can be customized per brush to create specific brush behaviors.
|
||||||
|
|
||||||
.. seealso::
|
.. seealso::
|
||||||
|
|
||||||
For more information on the Auto-Masking toggles, see :doc:`Auto-Masking </sculpt_paint/sculpting/controls>`.
|
For more information on the Auto-Masking toggles, see :doc:`Auto-Masking </sculpt_paint/sculpting/controls>`.
|
||||||
|
|
||||||
.. _bpy.types.Brush.sculpt_plane:
|
.. _bpy.types.Brush.sculpt_plane:
|
||||||
|
@ -76,6 +76,7 @@ Pattern Creation
|
|||||||
loops and a recursion to create wood carving patterns.
|
loops and a recursion to create wood carving patterns.
|
||||||
|
|
||||||
.. tip::
|
.. tip::
|
||||||
|
|
||||||
:doc:`Mirror options </sculpt_paint/sculpting/tool_settings/symmetry>`
|
:doc:`Mirror options </sculpt_paint/sculpting/tool_settings/symmetry>`
|
||||||
can also be combined with the expansion.
|
can also be combined with the expansion.
|
||||||
|
|
||||||
|
@ -3,65 +3,125 @@
|
|||||||
Editing
|
Editing
|
||||||
*******
|
*******
|
||||||
|
|
||||||
|
.. _bpy.ops.paint.vertex_color_set:
|
||||||
|
|
||||||
|
Set Vertex Colors
|
||||||
|
=================
|
||||||
|
|
||||||
.. reference::
|
.. reference::
|
||||||
|
|
||||||
:Mode: Vertex Paint Mode
|
:Mode: Vertex Paint Mode
|
||||||
:Menu: :menuselection:`Paint`
|
:Menu: :menuselection:`Paint --> Set Vertex Colors`
|
||||||
|
:Shortcut: :kbd:`Ctrl-X`
|
||||||
|
|
||||||
.. _bpy.ops.paint.vertex_color_set:
|
Fill the active Color Attribute with the current paint color.
|
||||||
|
|
||||||
Set Vertex Colors :kbd:`Ctrl-X`
|
|
||||||
Fill the active Color Attribute with the current paint color.
|
|
||||||
|
|
||||||
.. _bpy.ops.paint.vertex_color_smooth:
|
.. _bpy.ops.paint.vertex_color_smooth:
|
||||||
|
|
||||||
Smooth Vertex Colors
|
Smooth Vertex Colors
|
||||||
Smooth colors across vertices.
|
====================
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Mode: Vertex Paint Mode
|
||||||
|
:Menu: :menuselection:`Paint --> Smooth Vertex Colors`
|
||||||
|
|
||||||
|
Smooth colors across vertices.
|
||||||
|
|
||||||
|
|
||||||
.. _bpy.ops.paint.vertex_color_dirt:
|
.. _bpy.ops.paint.vertex_color_dirt:
|
||||||
|
|
||||||
Dirty Vertex Colors
|
Dirty Vertex Colors
|
||||||
Blur Strength
|
===================
|
||||||
Blur strength per iteration.
|
|
||||||
Blur Iterations
|
.. reference::
|
||||||
Number of times to blur the colors (higher blurs more).
|
|
||||||
Highlight Angle
|
:Mode: Vertex Paint Mode
|
||||||
Clamps the angle for convex areas of the mesh.
|
:Menu: :menuselection:`Paint --> Dirty Vertex Colors`
|
||||||
Lower values increase the contrast but can result in clamping.
|
|
||||||
90 means flat, 180 means infinitely pointed.
|
Generate a dirt map gradient based on cavity.
|
||||||
Dirt Angle
|
|
||||||
Clamps the angle for concave areas of the mesh.
|
Blur Strength
|
||||||
Higher values increase the contrast but can result in clamping.
|
Blur strength per iteration.
|
||||||
90 means flat, 0 means infinitely deep.
|
Blur Iterations
|
||||||
Dirt Only
|
Number of times to blur the colors (higher blurs more).
|
||||||
When active it won't calculate cleans for convex areas.
|
Highlight Angle
|
||||||
Normalize
|
Clamps the angle for convex areas of the mesh.
|
||||||
Choose optimal contrast by effectively lowering
|
Lower values increase the contrast but can result in clamping.
|
||||||
*Highlight Angle* and increasing *Dirt Angle* automatically.
|
90 means flat, 180 means infinitely pointed.
|
||||||
Disabling *Normalize* allows getting consistent results across multiple
|
Dirt Angle
|
||||||
objects.
|
Clamps the angle for concave areas of the mesh.
|
||||||
|
Higher values increase the contrast but can result in clamping.
|
||||||
|
90 means flat, 0 means infinitely deep.
|
||||||
|
Dirt Only
|
||||||
|
When active it won't calculate cleans for convex areas.
|
||||||
|
Normalize
|
||||||
|
Choose optimal contrast by effectively lowering
|
||||||
|
*Highlight Angle* and increasing *Dirt Angle* automatically.
|
||||||
|
Disabling *Normalize* allows getting consistent results across multiple objects.
|
||||||
|
|
||||||
|
|
||||||
.. _bpy.ops.paint.vertex_color_from_weight:
|
.. _bpy.ops.paint.vertex_color_from_weight:
|
||||||
|
|
||||||
Vertex Color from Weight
|
Vertex Color from Weight
|
||||||
Converts the active weight into grayscale colors.
|
========================
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Mode: Vertex Paint Mode
|
||||||
|
:Menu: :menuselection:`Paint --> Vertex Color from Weight`
|
||||||
|
|
||||||
|
Converts the active weight into grayscale colors.
|
||||||
|
|
||||||
|
|
||||||
.. _bpy.ops.paint.vertex_color_invert:
|
.. _bpy.ops.paint.vertex_color_invert:
|
||||||
|
|
||||||
Invert
|
Invert
|
||||||
Invert RGB values.
|
======
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Mode: Vertex Paint Mode
|
||||||
|
:Menu: :menuselection:`Paint --> Invert`
|
||||||
|
|
||||||
|
Invert RGB values.
|
||||||
|
|
||||||
|
|
||||||
.. _bpy.ops.paint.vertex_color_levels:
|
.. _bpy.ops.paint.vertex_color_levels:
|
||||||
|
|
||||||
Levels
|
Levels
|
||||||
Adjust the levels of the selected vertices.
|
======
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Mode: Vertex Paint Mode
|
||||||
|
:Menu: :menuselection:`Paint --> Levels`
|
||||||
|
|
||||||
|
Adjust the levels of the selected vertices.
|
||||||
|
|
||||||
|
|
||||||
.. _bpy.ops.paint.vertex_color_hsv:
|
.. _bpy.ops.paint.vertex_color_hsv:
|
||||||
|
|
||||||
Hue/Saturation/Value
|
Hue/Saturation/Value
|
||||||
Adjust the HSV values of the selected vertices.
|
====================
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Mode: Vertex Paint Mode
|
||||||
|
:Menu: :menuselection:`Paint --> Hue/Saturation/Value`
|
||||||
|
|
||||||
|
Adjust the HSV values of the selected vertices.
|
||||||
|
|
||||||
|
|
||||||
.. _bpy.ops.paint.vertex_color_brightness_contrast:
|
.. _bpy.ops.paint.vertex_color_brightness_contrast:
|
||||||
|
|
||||||
Brightness/Contrast
|
Brightness/Contrast
|
||||||
Adjust the brightness/contrast of the selected vertices.
|
===================
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Mode: Vertex Paint Mode
|
||||||
|
:Menu: :menuselection:`Paint --> Brightness/Contrast`
|
||||||
|
|
||||||
|
Adjust the brightness/contrast of the selected vertices.
|
||||||
|
Loading…
Reference in New Issue
Block a user