Как открыть loop tools blender

Bool ToolпѓЃ

ActivationпѓЃ

Open Blender and go to Preferences then the Add-ons tab.

Click Object then Bool Tool to enable the script.

DescriptionпѓЃ

Brush: Is an object used as a mask for the Boolean operation.

Canvas: Is the object that keep the Boolean operation.

You can select any count of objects and apply all these objects to the active one as a Boolean brush. Just select the objects that you want to be a brush, select an object to set it as active and click in one of those operations:

Remove the objects to the active.

Add the selected objects to the active object.

Apply an intersect operation between the selected objects and the active.

Apply direct Difference to an object.

Apply direct Union to an object.

Apply direct Intersection to an object.

PreferencesпѓЃ

When enable this option in the add-on preferences your G / R / S hotkeys will be replaced for a custom one that can handle objects visibility and Boolean modifiers before and after the transform operation to give a fast transform when using Boolean operations. It only works good when handling high-poly brush, if you try to use it in a low-poly brush when another high-poly brush is applied it will be slow yet since we have a bad Dependency Graph handling of that situation.

Boolean modifier tools.

Vitor Balbio, Mikhail Rachinskiy, TynkaTopi, Meta-Androcto, Simon Appelt

This add-on is bundled with Blender.

© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License. Last updated on 12/18/2021.

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Tool SystemпѓЃ

This is a general introduction to tools, individual tools have their own documentation.

There can only be one active tool which is stored for each space & mode.

Some tools define gizmos (Shear and Spin for example) to help control the tool.

ToolbarпѓЃ

Button with pop-up menu indicator. пѓЃ

The Toolbar shows buttons for each tool. For tool buttons which have a small triangle in their bottom right corner, a pop-up menu will be revealed when you LMB drag so that you can select other tools of the same group.

Hovering your cursor over a tool for a short time will show its name, while hovering longer will show the full tooltip.

Resizing the Toolbar horizontally will display the icons with two columns. Expanding it further will display the icon and its text.

Pop-Up ToolbarпѓЃ

Alternatively, you can map this action to Spacebar in the Preferences. Then you’ll be able use Spacebar like a modifier key (similar to pressing Ctrl or Shift ).

Quick FavoritesпѓЃ

The Quick Favorites menu gather your favorite tools. Any tool or menu can be added to this pop-up menu via the context menu of buttons and menus.

Changing ToolsпѓЃ

Tools can be changed by pressing the appropriate icon or by pressing Alt then pressing the hotkey assigned to the desired tool.

Fallback ToolпѓЃ

Cycling ToolsпѓЃ

If you bind a key to a tool which is part of a group, you can enable the Cycle option in the keymap editor. Successive presses will cycle through the tools in that group.

PropertiesпѓЃ

Tools can have their own settings, which are available from multiple places:

The Sidebar ‣ Tools ‣ Active Tool panel.

The Active Tool tab in the Properties.

The Tool Settings region.

© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License. Last updated on 12/18/2021.

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Изучаем петли (loops)

В общем понимании “петля” или в терминологии 3D – “луп” (с английского loop – петля) обычно представляет собой последовательное выделение нескольких точек, ребер или полигонов меша.

Однако во внутренней структуре меша присутствует отдельный элемент, который тоже называется “луп” (будем придерживаться терминологии) и представляет собой условную комбинацию одного вертекса с одним ребром меша. Попробуем разобраться, для чего нужны эти “лупы”.

Как открыть loop tools blender

Рассмотрим отдельный полигон, имеющий 4 вертекса и 4 ребра.

Как открыть loop tools blender

Полигон имеет 4 лупа:

Лупы не сортируются в соответствии с индексами вертексов или ребер. Определить, какой из лупов считается условно первым можно с помощью свойства полигона loop_start, возвращающего индекс ребра, которое берется за точку отсчета:

Луп всегда направлен против часовой стрелки в правосторонней системе координат (нормаль полигона направлена вверх). Луп всегда выходит из вертекса и идет вдоль ребра.

В нашем примере первый луп выходит из вертекса с индексом 2 и идет вдоль ребра с индексом 0.

Общее количество лупов полигона можно получить с помощью свойства полигона loop_total:

А список индексов лупов на полигоне – через range свойство loop_indices:

В самом меше хранится список всех лупов этого меша:

Если луп полигона – это просто вертекс плюс ребро, луп в структуре меша имеет собственный тип:

Через MeshLoop можно получить индексы принадлежащих этому лупу вертекса и ребра:

Кажется, что лупы в структуре меша не имеют особой ценности, однако это не так. Например, для получения соответствия полигонов меша с полигонами его развертки (UV) используются механизмы лупов.

С помощью лупа на полигоне можно получить соответствующий ему луп на UV-развертке меша:

Как открыть loop tools blender

А через луп полигона развертки – получить координаты его вертекса:

Таким образом вертекс меша соотносится с его положением на развертке, что дает возможность манипулировать наложением текстуры.

Механизм лупов реализован так же и во внутреннем формате меша Blender – BMesh.

Механизм лупов в BMesh реализован гораздо шире. Луп имеет свой тип:

и большой набор свойств и методов.

Однако принцип реализации остается неизменным: луп представляет собой комбинацию вертекс + ребро.

Для получения лупов, принадлежащих полигону, нужно выполнить следующий код:

Для каждого лупа очень просто получить полигон, которому принадлежит луп, ребро, вдоль которого он идет, и вертекс, из которого луп выходит.

Второй вертекс (в который приходит луп), можно получить с помощью метода other_vert ребра BMEdge:

Для ребер и вертексов BMesh так же есть возможность получить лупы, проходящие через них при помощи свойства link_loops.

выполняется для каждого набора полигонов, ребер и вертексов BMesh для того, чтобы упорядочить таблицы индексов этих элементов.

Кроме упрощенного доступа к лупам, в BMesh предусмотрен очень удобный механизм перехода между соседними лупами.

Возьмем для примера любой луп полигона. Вызов свойства

всегда вернет предыдущий по порядку луп полигона.

по аналогии всегда возвращает следующий по порядку луп полигона.

Как открыть loop tools blender

А так как у полученный луп имеет те же самые свойства link_loop_prev и link_loop_next, можно например получить луп, лежащий на противоположной стороне полигона:

Еще одно удобное свойство для перехода между лупами

позволяет перейти от текущего лупа к лупу, лежащему на том же ребре но на соседнем полигоне и направленному в противоположную сторону.

Как открыть loop tools blender

В большинстве случаев для обычной геометрии мешей link_loop_radial_next и link_loop_radial_prev указывают на один и тот же луп.

Они будут указывать на разные лупы только если в одно общее ребро сходятся больше двух полигонов. В этом случае каждый следующий вызов link_loop_radial_next укажет на луп, лежащий на следующем по порядку полигоне ребра, а link_loop_radial_prev – на предыдущий.

Наглядной демонстрацией перехода между лупами может служить пример выделения нескольких ребер друг за другом (подобное выделение производится кликом с зажатой клавишей alt). Возьмем за начало отсчета одно выделенное ребро на меше. Добавим к выделению еще 3 ребра, лежащие по направлению следования исходного.

Для того, чтобы перейти от текущего ребра к последующему, нужно выполнить цепочку переходов между лупами:

Источник

Loop ToolsпѓЃ

ActivationпѓЃ

Open Blender and go to Preferences then the Add-ons tab.

Click Mesh then Loop Tools to enable the script.

DescrizioneпѓЃ

BridgeпѓЃ

There are two main ways to use the Bridge tool. The first method is to select two groups of faces and then run the tool. The second method is to select two (closed) loops of edges. Both methods can be mixed and you can even Bridge multiple groups at the same time. The script will try to make an educated guess on which groups should be connected.

Bridge shares its settings with the Loft tool, so changing a setting for one of the tools, will also change it for the other tool.

The number of faces used to bridge the distance between two loops. One segment means that only faces will be created. Two (or more) segments means that an intermediary line (or lines) of vertices is created, so two or more faces can be defined between the loops. If the value is set to zero, the script automatically calculates the best amount of segments in order to keep the faces as square as possible.

This option has no label, but is located directly to the right of the segments setting. The simple explanation: 0% lot of triangles, 100% mostly square faces. There is a bit more to it though. It determines when a new vertex has to be created, or when to use the vertex next to it. It does this based on the distance between these vertices compared to the distance between the vertices in the original loops. So 50% means that if the distance between two vertices that will be newly created is smaller than half the distance between two vertices in the original loop, they will be merged together, resulting in only a single new vertex. This is also demonstrated in the video above.

This can be set to either cubic or linear. Linear is just a flat interpolation, while cubic tries to retain the surface tangents, resulting in more fluid curves.

When using a face-selection input, the inner faces will be removed after bridging.

Because of some limitations in Blender the weight values assigned to the Bevel modifier might be slightly altered (by about 0.01) when this option is enabled.

Determines which vertices in both loops are connected to each other. This might be used for artistic reasons or to correct a wrong result given by the script.

This option should only be used if the script gives a wrong result. It reverses the order in which vertices are connected and can fix problems when the script gives a result that looks inverted. It’s a bit hard to describe, but just try it once and you’ll immediately understand what it does.

Creating HolesпѓЃ

You can additionally create holes in an object via the Bridge tool. Select two or more faces and run the Bridge tool.

CerchioпѓЃ

There are two correct inputs for the circle tool: selecting a single vertex, or selecting a closed or open loop of edges. You can also have the tool operate on multiple inputs at the same time and mix the input types.

When Best Fit is selected a circle is calculated using a nonlinear least squares method. This basically means that the circle that is calculated with this option best fits the vertices you selected.

Selecting Fit Inside will calculate the circle in such a way that none of the vertices will be moved away from the center of the calculated circle. This is useful when you want to retain the topology of the surrounding mesh.

When enabled, the input will be flattened to an optimal plane. This includes the center vertex, if the input consisted of a single vertex. When disabled the input will be projected onto the existing mesh.

This overrides the radius calculated by the script. Useful if you wish to create several circles of the same size, or if you need more precision.

When this option is selected, the vertices on the circle will all have the same distance between each other.

The force of the tool. Zero percent influence means no changes will be made to the mesh. 100% influence means that the input will be fully transformed into a circle.

CurvaпѓЃ

There are two valid input methods for the curve tool. The first is to select two or more vertices on the same loop. You can do this for multiple loops simultaneously to save time.

The second method is to select one or more entire loops. If a full loop is selected, the curve tool won’t operate on that loop, but on all loops perpendicular to it and use the vertices on the selected loop(s) as control points.

Cubic gives a smooth curve, calculated using a natural cubic spline algorithm. Linear calculates straight lines through the control points.

This restricts the movement of the vertices to only one direction. Indent only allows movement toward the mesh, while extrude only allows movement away from the mesh (in the direction of the normal).

If enabled, the curve won’t stretch beyond the input vertices. This limits the tool to only a subsection of the mesh.

This will evenly distribute the vertices along the curve. Sometimes this can create weird results, as an even distribution isn’t always possible (since the selected input vertices aren’t moved). If that is the case, simply uncheck this checkbox.

The force of the tool. Zero percent influence means no changes will be made to the mesh. 100% influence means the tool will have the maximum effect.

FlattenпѓЃ

Any selection is considered acceptable input for the flatten tool.

The method used to calculate the plane on which the input is flattened.

Calculates a plane so that on average the vertices will have to be moved the least to be flattened.

Is identical to scaling the input to zero on local Z when the orientation is set to normal (so G Z Z 0 ). It’s mainly included for making an easy comparison between the flatten methods.

Flattens the input on a plane perpendicular to the viewport angle. So when you run the tool, it will appear nothing has changed, but when you rotate the viewport, you’ll see what has happened.

The force of the tool. Zero percent influence means no changes will be made to the mesh. 100% influence means the input will be fully flattened.

LoftпѓЃ

For loft you can use the same input method as for Bridge: selecting groups of faces, or selecting (closed) loops. You can mix input methods. Contrary to Bridge, you can select more than two input groups, and have them bridged consecutively.

Loft shares its settings with the Bridge tool, so changing a setting for one of the tools, will also change it for the other tool. For a full discussion of all the settings take a look at the Bridge settings. Below you’ll find some specific information for the loft tool.

This is identical to the Segments setting of the Bridge tool, but setting it to automatic (segments = 0) has an advantage for the loft tool. When letting the script determine the number of segments needed, it might create different numbers of segments between different loops.

Connects the first and the last loop to each other.

RelaxпѓЃ

The input of the relax tool consists of a single (partial) loop.

Determines how the final position of the vertices is calculated. Cubic uses a natural cubic spline to project the vertices on, linear projects the vertices on straight lines.

A word of caution: when you use the relax tool on a closed loop (a loop where all vertices are connected to two other vertices in the same loop) you can better use cubic interpolation instead of the linear. If you use linear interpolation, the volume of the loop will quickly diminish.

When set to Selection the tool will only operate on the selected vertices.

Setting it to Parallel (all), will also include the vertices of all parallel loops.

The number of times the tool is run. A higher number gives a smoother result.

If this option is selected, the vertices will be distributed evenly along the loop.

SpaceпѓЃ

The input of the space tool consists of a single (partial) loop.

Cubic distributes the vertices along a natural cubic spline through, while linear projects the vertices on the already existing edges.

When set to Selection the tool will only operate on the selected vertices.

Setting it to Parallel (all), will also include the vertices of all parallel loops.

The force of the tool. Zero percent influence means no changes will be made to the mesh. 100% influence means the tool will have the maximum effect.

For an illustrated explanation of all the tool settings visit the script home page.

Please see the old Wiki for the archived original docs.

Mesh modeling toolkit. Several tools to aid modeling.

This add-on is bundled with Blender.

© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License. Ultimo aggiornamento 12/18/2021.

Источник

Loop ToolsпѓЃ

ActivationпѓЃ

Open Blender and go to Preferences then the Add-ons tab.

Click Mesh then Loop Tools to enable the script.

DescrizioneпѓЃ

BridgeпѓЃ

There are two main ways to use the Bridge tool. The first method is to select two groups of faces and then run the tool. The second method is to select two (closed) loops of edges. Both methods can be mixed and you can even Bridge multiple groups at the same time. The script will try to make an educated guess on which groups should be connected.

Bridge shares its settings with the Loft tool, so changing a setting for one of the tools, will also change it for the other tool.

The number of faces used to bridge the distance between two loops. One segment means that only faces will be created. Two (or more) segments means that an intermediary line (or lines) of vertices is created, so two or more faces can be defined between the loops. If the value is set to zero, the script automatically calculates the best amount of segments in order to keep the faces as square as possible.

This option has no label, but is located directly to the right of the segments setting. The simple explanation: 0% lot of triangles, 100% mostly square faces. There is a bit more to it though. It determines when a new vertex has to be created, or when to use the vertex next to it. It does this based on the distance between these vertices compared to the distance between the vertices in the original loops. So 50% means that if the distance between two vertices that will be newly created is smaller than half the distance between two vertices in the original loop, they will be merged together, resulting in only a single new vertex. This is also demonstrated in the video above.

This can be set to either cubic or linear. Linear is just a flat interpolation, while cubic tries to retain the surface tangents, resulting in more fluid curves.

When using a face-selection input, the inner faces will be removed after bridging.

Because of some limitations in Blender the weight values assigned to the Bevel modifier might be slightly altered (by about 0.01) when this option is enabled.

Determines which vertices in both loops are connected to each other. This might be used for artistic reasons or to correct a wrong result given by the script.

This option should only be used if the script gives a wrong result. It reverses the order in which vertices are connected and can fix problems when the script gives a result that looks inverted. It’s a bit hard to describe, but just try it once and you’ll immediately understand what it does.

Creating HolesпѓЃ

You can additionally create holes in an object via the Bridge tool. Select two or more faces and run the Bridge tool.

CerchioпѓЃ

There are two correct inputs for the circle tool: selecting a single vertex, or selecting a closed or open loop of edges. You can also have the tool operate on multiple inputs at the same time and mix the input types.

When Best Fit is selected a circle is calculated using a nonlinear least squares method. This basically means that the circle that is calculated with this option best fits the vertices you selected.

Selecting Fit Inside will calculate the circle in such a way that none of the vertices will be moved away from the center of the calculated circle. This is useful when you want to retain the topology of the surrounding mesh.

When enabled, the input will be flattened to an optimal plane. This includes the center vertex, if the input consisted of a single vertex. When disabled the input will be projected onto the existing mesh.

This overrides the radius calculated by the script. Useful if you wish to create several circles of the same size, or if you need more precision.

When this option is selected, the vertices on the circle will all have the same distance between each other.

The force of the tool. Zero percent influence means no changes will be made to the mesh. 100% influence means that the input will be fully transformed into a circle.

CurvaпѓЃ

There are two valid input methods for the curve tool. The first is to select two or more vertices on the same loop. You can do this for multiple loops simultaneously to save time.

The second method is to select one or more entire loops. If a full loop is selected, the curve tool won’t operate on that loop, but on all loops perpendicular to it and use the vertices on the selected loop(s) as control points.

Cubic gives a smooth curve, calculated using a natural cubic spline algorithm. Linear calculates straight lines through the control points.

This restricts the movement of the vertices to only one direction. Indent only allows movement toward the mesh, while extrude only allows movement away from the mesh (in the direction of the normal).

If enabled, the curve won’t stretch beyond the input vertices. This limits the tool to only a subsection of the mesh.

This will evenly distribute the vertices along the curve. Sometimes this can create weird results, as an even distribution isn’t always possible (since the selected input vertices aren’t moved). If that is the case, simply uncheck this checkbox.

The force of the tool. Zero percent influence means no changes will be made to the mesh. 100% influence means the tool will have the maximum effect.

FlattenпѓЃ

Any selection is considered acceptable input for the flatten tool.

The method used to calculate the plane on which the input is flattened.

Calculates a plane so that on average the vertices will have to be moved the least to be flattened.

Is identical to scaling the input to zero on local Z when the orientation is set to normal (so G Z Z 0 ). It’s mainly included for making an easy comparison between the flatten methods.

Flattens the input on a plane perpendicular to the viewport angle. So when you run the tool, it will appear nothing has changed, but when you rotate the viewport, you’ll see what has happened.

The force of the tool. Zero percent influence means no changes will be made to the mesh. 100% influence means the input will be fully flattened.

LoftпѓЃ

For loft you can use the same input method as for Bridge: selecting groups of faces, or selecting (closed) loops. You can mix input methods. Contrary to Bridge, you can select more than two input groups, and have them bridged consecutively.

Loft shares its settings with the Bridge tool, so changing a setting for one of the tools, will also change it for the other tool. For a full discussion of all the settings take a look at the Bridge settings. Below you’ll find some specific information for the loft tool.

This is identical to the Segments setting of the Bridge tool, but setting it to automatic (segments = 0) has an advantage for the loft tool. When letting the script determine the number of segments needed, it might create different numbers of segments between different loops.

Connects the first and the last loop to each other.

RelaxпѓЃ

The input of the relax tool consists of a single (partial) loop.

Determines how the final position of the vertices is calculated. Cubic uses a natural cubic spline to project the vertices on, linear projects the vertices on straight lines.

A word of caution: when you use the relax tool on a closed loop (a loop where all vertices are connected to two other vertices in the same loop) you can better use cubic interpolation instead of the linear. If you use linear interpolation, the volume of the loop will quickly diminish.

When set to Selection the tool will only operate on the selected vertices.

Setting it to Parallel (all), will also include the vertices of all parallel loops.

The number of times the tool is run. A higher number gives a smoother result.

If this option is selected, the vertices will be distributed evenly along the loop.

SpaceпѓЃ

The input of the space tool consists of a single (partial) loop.

Cubic distributes the vertices along a natural cubic spline through, while linear projects the vertices on the already existing edges.

When set to Selection the tool will only operate on the selected vertices.

Setting it to Parallel (all), will also include the vertices of all parallel loops.

The force of the tool. Zero percent influence means no changes will be made to the mesh. 100% influence means the tool will have the maximum effect.

For an illustrated explanation of all the tool settings visit the script home page.

Please see the old Wiki for the archived original docs.

Mesh modeling toolkit. Several tools to aid modeling.

This add-on is bundled with Blender.

© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License. Ultimo aggiornamento 12/18/2021.

Источник

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