Manual/PartII/Edit Mode

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EditMode

编辑模式

You can working with geometric objects in two modes: 几何体有两种工作模式:

ObjectMode and EditMode. Operations in ObjectMode affect whole objects, and operations in EditMode affect only the geometry of an object, but not its global properties such as  location or rotation. You switch between these two modes with the TAB key.

物体模式[ObjectMode] 与 编辑模式[EditMode]。物体模式下将影响所有的物体;编辑模式下只影响当前物体的几何体,但它的全局属性是不包括在内的,如:位置或旋转信息。TAB键可以在这两种模式下进行切换。

ObjectMode is recognizable if you see the following header in the 3D view:

如果在3D视窗中看到如下所示的标题栏,这表明当前所处在物体模式下:

ObjectMode header.
ObjectMode header.

EditMode is recognizable if you see the following header in the 3D view:

如果在3D视窗中看到如下所示的标题栏,这表明当前所处在编辑模式下:

EditMode header.
EditMode header.

After creating an object you are immediately placed in EditMode. EditMode only works on one object at a time, the active object. An object outside EditMode (i.e. ObjectMode) is drawn in purple in the 3D Windows (in wireframe mode) when selected; it is black otherwise.

当创建一个物体后,就可以直接切入到 编辑模式。记住同一时刻只能是当前激活的物体在编辑模式下。在物体模式下,被选择的物体在3D视窗中是呈紫色显示,反之他将呈黑色显示。

One cube selected.
One cube selected.

In EditMode each vertex is drawn in purple, each edge is drawn in black and each face is drawn in translucent dark-blue. In (One cube selected) the Cube on the right is in EditMode. The Cube on the left is in ObjectMode and not selected. Each selected vertex is highlighted in yellow.

在编辑模式下每个点都是都是以紫色显示,每条边是以红色显示,每个面是以透明的深蓝色显示。如图所示,右边的立方体(选择的物体)在编辑模式下,左边的立方体在物体模式下并且他是没有被选择的。每个被选择的点都是呈黄色高亮状态。

Two Cubes selected prior to EditMode.
Two Cubes selected prior to EditMode.

If multiple objects are selected and EditMode is entered then the last Object selected (the Active Object) enters EditMode. The other Objects remain purple and in ObjectMode. As shown in (Two Cubes selected prior to EditMode), both cubes were selected prior to EditMode and now the left cube is still purple and the right cube (the Active object) is in EditMode.

如果选择多个物体后,再切换到 编辑模式 时,结果是最后一个被选择的物体(也就是当前激活物体)进入到 编辑模式 下;而其他剩下的物体是以紫色显示并且保留在物体模式下。如图所示,两个物体被选择,进入到 编辑模式 时,左边的立方体仍在 物体模式 下并显示为紫色,而右边的立方体且进入 编辑模式 下。

If enough vertices are selected to form a face then that face is highlighted in translucent purple while the remaining faces are highlighted in translucent dark-blue. This helps give you a frame of reference when selecting vertices, edges or faces. The translucent effect is indicating that you have selected enough vertices to imply a face(s).

如果选择的顶能够形成一个面,那么该面则变成高亮透明的紫色,而剩下的面则以深蓝色透明显示。当选择点、边或面时,这一特性对参考是很有帮助的;这个透明效果则表示你选择的点能够形成面。 See Manual/PartII/Edge_and_Face_Tools for further details on implicit selections.

If the Button Windows is visible and Editing (F9) is activated then two panels appear while in EditMode (Mesh Tools and Mesh Tools 1):

如果 按钮窗口[Button Windows] 是可视并可编辑(F9),那么在编辑模式下将出现两个面板(网格物体工具 与 网格物体工具 1):

Mesh Tools panels. Only visible while in EditMode.
Mesh Tools panels. Only visible while in EditMode.

By default the buttons (Draw Faces and Draw Edges) are pre-selected and any selected edges and faces are highlighted.

默认时该按钮(描绘面[Draw Faces] 与 描绘边[Draw Edges])是激活的,这样任何被选择的边与面都呈高亮状态。

In addition, panels (Link and Materials and Mesh) gets updated.

另外,(链接与材质[Link and Materials]与网格物体[Mesh])面板也将被显示。

Link and Materials and Mesh while in EditMode
Link and Materials and Mesh while in EditMode

The Link and Materials panel gains the New, Delete, Assign, Remove, Select and Desel. buttons. The Mesh panel loses the Decimator, Apply and Cancel group of buttons.

链接与材质 面板提供了 新建[New]、删除[Delete]、指定[Assign]、移除[Remove]、选择[Select]与反选[Desel]按钮。网络[Mesh]面板不再有Decimator与Apply and Cancel按钮组。

Structures: Vertices, Edges and Faces

结构:点、边与面

In basic meshes, everything is built from three basic structures: Vertices, Edges and Faces. (We're not talking about Curves, NURBS, and so forth here.) But there is no need to be disappointed: This simplicity still provides us with a wealth of possibilities that will be the foundation for all our models.

一个网格物体,都是由三个基本结构构建而成:顶点、边与面。(在这里我没说到关于曲线、NURBS等等);呵……不要感觉失望:我们所说到的这些是所有模型的基础。

Vertices

Vertex example.
Vertex example.

A vertex is primarily a single point or position in 3D space. It is usually invisible in rendering and in ObjectMode. Don't mistake the center point of an object for a vertex. It looks similar, but its bigger and you can't select it. (Vertex example) shows the center point labeled as "A". "B" and "C" are vertices.

点主要是一个单点或在三维空间中的位置,它通常在渲染与物体模式下是不可见的。记住!千万不要与物体的轴心点混淆,尽管他们外观有点相似,但轴心点是比物体点要大(就算你没有选择它)。(Vertex example)显示了A是物体的轴心点,而B与C是点。

To create a new vertex, change to Edit mode, hold down CTRL, and click with the LMB. Of course, as a computer screen is two-dimensional, Blender can't determine all three vertex coordinates from one mouse click, so the new vertex is placed at the depth of the 3D cursor 'into' the screen. Any vertices selected previously are automatically connected to the new one with an edge. Vertex labeled "C" is a new vertex added to the cube with a new edge (B to C)

新建一个点,切换到 编辑模式下,按住CTRL不放,然后单击鼠标左键。因为,对于计算机屏幕来讲,他是二维的,Blender不能决定由鼠标单击新建点的坐标,所以该新建的点是放置3D光标的深度到屏幕上。任何一个选择的点都自动与新建点之间连接一条边。图中的C点是新建的点,在B与C之间连接了一条边。

Edges


An edge always connects two vertices with a straight line. The edges are the 'wires' you see when you look at a mesh in wireframe view. They are usually invisible on the rendered image. They are used to construct faces. Create an edge by selecting two vertices and pressing FKEY.

一条边总是两点间的直接连接。边在线框模式下看就像一根细细的铁丝一样。在渲染的图像中通常也是看不见的。它们是用来构建面的。选择两点然后按下FKEY创建边。

Faces

A Face is the highest level structure in a mesh. Faces are used to build the actual surface of the object. They are what you see when you render the mesh. A Face is defined as the area between either three (triangles) or four vertices (quads), with an Edge on every side. Triangles always work well, because they are always flat and easy to calculate.

一个面是网络物体中的最高层级了,面是用来构建物体的表面。当渲染时,你就能看见他们,面是由三点(三边面)或四点(四边面)定义的区域,三边面工作是最好的方式,因为他们总是平面并且容易计算,而四边面容易出现非平面。

Take care when using four-sided faces (quads), because internally they are simply divided into two triangles each. Four-sided faces only work well if the Face is pretty much flat (all points lie within one imaginary plane) and convex (the angle at no corner is greater than or equal to 180 degrees). This is the case with the faces of a cube, for example. That's why you can't see any diagonals in its wireframe model, because they would divide each square face into two triangles.

当使用四边面时,就要小心了,因为他是可以分成两个三边面。四边面只有在面是非常平整并且是直角的时候工作才是最好的(也就是四点处同一平面上)。就像立方体上的面一样。在线框模式下,你不能看任何一条对角线,因为他们将每个四边面平分成两个三边面了。

While you could build a cube with triangular faces, it would just look more confusing in Edit mode. An area between three or four vertices, outlined by Edges, doesn't have to be a face. If this area does not contain a face, it will simply be transparent or non-existent in the rendered image. To create a face, select three or four suitable vertices and press FKEY.

当你用三边面构建立方体时,它在编辑模式上看起来有点混乱。在三点与四点间的区域,以边作为轮廓线,并不一定是面,如果这个区域不包含面,它将显示为空或在渲染时不可见。选择三点或四点FKEY创建面。

Vertex, Edge and Face Modes

点、边与面模式

In EditMode there are three different selection modes.
EditMode selection menu. CTRL-TAB
EditMode selection menu. CTRL-TAB
See (EditMode selection menu) for a picture of the popup menu.

编辑模式有三种不同的选择模式。参见右图弹出式菜单(编辑模式选择菜单)。

  • Vertices mode. Press CTRL-TAB and select Vertices from the popup menu. The selected vertices are drawn in yellow and unselected vertices are drawn in a pink color.

点[Vertices]模式。按 并从弹出式菜单上选择 点[Vertices]。选择的点以黄色显示;未选择的点以粉红色显示。

  • Edges mode. Press CTRL-TAB and select Edges from the popup menu. In this mode the vertices are not drawn. Instead the selected edges are drawn in yellow and unselected edges are drawn in a black color.

边[Edges]模式。按 并从弹出式菜单上选择 边[Edges]。在这个模式下,点是不显示的,选择的边以黄色显示,未选择的边是以黑色显示。

  • Faces mode. Press CTRL-TAB and select Faces from the popup menu. In this mode the faces are drawn with a selection point in the middle which is used for selecting a face. Selected faces are drawn in yellow with the selection point in orange, unselected faces are drawn in black.

面[Faces]模式。按 并从弹出式菜单上选择 面[Faces]。在这个模式下,面的中心有一个选择点,他是用来选择面的,选择的面以黄色显示,而选择点呈橙色。未选择的面以黑色显示。


Almost all modification tools are availiable in all three modes. So you can Rotate, Scale and Extrude etc. in all modes. Of course rotating and scaling a single vertex will not do anything useful, so some tools are more or less applicable in some modes.

几乎所有的修改工具在这三种模式下是有效的;因此你可以看旋转[Rotate]、缩放[Scale]以及挤压[Extrude]等。当然旋转与缩放单个点是没有任何作用的,所以一些工具或多或少在一些模式下是可用的。

EditMode selection buttons.
EditMode selection buttons.

You can also enter the different modes by selecting one of the three buttons in the toolbar; see (EditMode selection buttons). Using the buttons you can also enter mixed modes by SHIFT-LMB clicking the buttons.

你可以同时进入到三种模式下,参见右图所示。你只需要 单击这三个模式按钮就可以混合整个模式了。

Note: The Mode Selection buttons are only visible in EditMode.


注意:该模式选择按钮只在编辑模式下才可见。

When switching modes, from Vertices to Edges and from Edges to Faces, the selected parts will still be selected if they form a complete set in the new mode. For example, if all four edges in a face are selected, switching from Edges mode to Faces mode will keep the face selected. All selected parts that do not form a complete set in the new mode will be unselected. See Vertex mode example., Edge mode example., Face mode example. and Mixed mode example. for examples of the different modes.

如果我们已经在一个模式下选择了一些元素,当从 顶点 模式切换到 边 模式以及从 边 模式切换到 面 模式时,在新的模式下这些选择的部分仍然是被选择的;只是切换了模式而已。例如:如果在 面 模式下选择了四个边,从 边 模式下切换到 面 模式下时;这四个边所包围的面将被选择。参见 顶点模式、边模式、面模式 以及 混合模式。

Vertex mode example.顶点模式
Vertex mode example.顶点模式
Edge mode example.边模式
Edge mode example.边模式
Face mode example.面模式
Face mode example.面模式
Mixed mode example.混合模式
Mixed mode example.混合模式

Basic Editing

基本编辑


Most simple operations from Object mode (like selecting, moving, rotating, and scaling) work identically on vertices as they do on objects. Thus, you can learn how to handle basic Edit mode operations very quickly. The only notable difference is a new scaling option, ALT-S which scales the selected vertices along the direction of the normals (shrinks-fattens). The truncated pyramid in (Chopped-off pyramid), for example, was created with the following steps:

对于 物体模式 的一些简单操作(例如选择、移动、旋转与缩放)如同操作 顶点 一样;因而你可以非常快速的学会 编辑模式 操作;在 物体模式 下新增一个缩放选项就是 ALT-S (用来清除缩放操作)以及在 编辑模式 下新增 ALT-S沿着顶点的法线方向增大/变小。我们来看一下被削尖立方体步骤:


Chopped-off pyramid
Chopped-off pyramid
  • Add a cube to an empty scene. If not in Edit mode then use TAB to enter Edit Mode.


在新建场景中添加一个立方体,使用TAB键切换到 编辑模式。


  • Make sure all vertices are deselected (purple). Use border select (BKEY) to select the upper four vertices.

确保没有选择任何点,按(BKEY)键来框选立方体上方的四个点。


  • Check that the scaling center is set to anything but the 3D cursor (you don't want to see Image:Manual-Part-II-EditMode-3DCursor-Pivot.png as the selected pivot point), then switch to scale mode (SKEY), reduce the size, and confirm with LMB.

现在我们来检查一下缩放中心,可以设置任何操作中心,就是不要以3D光标Image:Manual-Part-II-EditMode-3DCursor-Pivot.png作为选择集的轴心点。然后切换到 缩放 模式(SKEY) ,缩小尺寸用LMB确定。


  • Exit EditMode by pressing TAB.


TAB退出 编辑模式 。


Mirror Axis and Modifier

镜像轴与修改器


Mirror Axis
Mirror Axis
One extra feature for Edit mode is the Mirroring tool. If you have some vertices selected and you press MKEY you will be presented with a Menu containing nine options (Mirror Axis). You can select from these to mirror the selected vertices with respect to any of the X, Y or Z axes of the Global, Local, or Viewing reference. If you need to select groups of vertices use the handy CircleSelect tool.

镜像工具 是 编辑模式 下的额外特性。如果你选择一些顶点并且按MKEY,将弹出一个包含九个选项(镜像轴(Mirror Axis))菜单。你可以从这里用Global、Local或View的X、Y、Z轴来镜像选择的顶点。如果你需要选择顶点群组,你可以使用CircleSelect 工具 。

There is a much more advanced tool for performing mirroring operations and that is the add link to mirror modifier here Manual/Part?/changeme!.

这里是一个更为高级的镜像操作,你可以添加镜像修改器add link to mirror modifier here Manual/Part?/changeme!.

All operations in Edit mode are ultimately performed on the vertices; the connected edges and faces automatically adapt, as they depend on the vertices' positions. To select an edge, you must select the two endpoints or place the mouse on the edge and press Template:CAMB. To select a face, each corner must be selected.

在 编辑模式 里的所有操作是最终都在在顶点上完成,连接顶点上的边与面将自动适配,选择边,你必须选择两个端点或把鼠标放在 边 上并且按Template:CAMB。选择面,必须选择每个角。

Edit mode operations are many, and most are summarized in the Editing Context Buttons window, accessed via the (Image:Manual-Part-II-EditButtonsButton.png) header button or via F9 (Edit Context.). Note the group of buttons in the Mesh Tools 1 panel.

编辑模式 的操作是非常多的,可以在 编辑上下文按钮窗口 中看到一个大概,通过单击标题栏上(Image:Manual-Part-II-EditButtonsButton.png) 按钮或按F9 (编辑上下文按钮)访问。注意在Mesh Tools 1面板中的按钮群组。

Editor's Note: When the panels section is added this section will be updated to contain a reference back to it. --Quartz 22:29, 15 January 2006 (CET)
Edit Context.
Edit Context.
  • NSize: - Determines the length, in Blender Units, of the normals protruding from the faces, if they are drawn.
  • 法线尺寸:决定法线的长度,使用Blender单位,确定面上延伸出法线的长度。


  • Draw Normals - Toggle drawing of Normals. If this is ON, face normals are drawn as cyan segments.
  • 绘制法线:开关法线绘制,如果开启,面上的法线将以青色线段绘制。
  • Draw Faces - If this is ON faces are drawn as semi-transparent blue, or as semi-transparent purple if they are selected. If this is OFF, faces are invisible.
  • 绘制面:如果开启,面将以半透明蓝色绘制,对于选择的面将以半透明紫色绘出,如果关闭,面将不可视。
  • Draw Edges - Edges are always drawn black but if this button is ON, selected edges are drawn in yellow. Edges joining a selected node and an un-selected node have a yellow-black gradient.
  • 绘制边:如果开启,边总是以黑色绘制的,选择的边将以黄色绘制。边连接的节点与未选择的节点以黄黑色渐变绘制。
  • Draw Creases - If this is selected the edges with 'Creasing' other than zero or a part of the edge will be drawn with a thicker line. See mesh_modeling_creases
  • 绘制折痕:如果选择了'Creasing'边,该边将绘制一条有厚度的边。参见mesh_modeling_creases
  • Draw Seams - If this is selected the edges with a marked seam will be drawn with an orange color. See link: TBD
  • 绘制线缝:如果选择一条被设置为线缝的边将用橙色绘制。参见 TBD


  • All Edges - Only those edges strictly necessary to show an object's shape are shown in Object mode. You can force Blender to draw all edges with this button.


  • 所有边:如果你确定需要在 物体模式 下显示物体的外形。你可以强制Blender用这个按钮来绘制所有边。
  • Edge Length - If this is selected the length, in Blender units, will be drawn near the center of the selected edge.
  • 边长度:如果开启,将以Blender单位在选择边的中心显示他的长度。
  • Edge Angles - If this is selected the angle in degrees will be drawn near the corner of two selected edges. The edges must be connected to the same corner.
  • 边角度:如果开启,将以角度在两个选择边的夹角显示该角的角度,边必须被连接形成一个角。
  • Face Area - If this is selected the area, in Blender units, will be drawn near the center of the selected face.


  • 面面积:如果开启,将以Blender单位在选择面的中心显示他的区域面积。


Specials

专用

With WKEY you can call up the Specials menu in Edit mode (Specials Menu.). With this menu you can quickly access functions which are frequently required for polygon-modelling.

使用WKEY时,你可以在 编辑模式 下调用 专用 菜单。用这个菜单你可以快速访问经常用于多边形建模的功能。

Specials Menu.
Specials Menu.
  • Subdivide - Each selected edge is split in two, new vertices are created at middle points, and faces are split too, if necessary.
  • 细分 -每个选择的边一分为二,新的顶点将创建在边的中心;面也是一分为二。
  • Subdivide Multi - This is identical to Subdivide except a dialog pops up asking for the number of cuts or repeated subdivisioning. The default is "2".
  • 多次细分 -与 细分 不同的是它将弹出一个对话框来访问你要细分的数目,默认值是2
  • Subdivide Multi Fractal - As above, but new vertices are randomly displaced within a user-defined range.
  • 不规则多次细分 -与上一样,但它是在用户定制的范围内随机置换细分。
  • Subdivide Smooth - Same as Subdivide, but new vertices are displaced towards the barycenter (centre of mass) of the connected vertices.
  • 光滑细分 - 与 细分 一样,但新的点向连接顶点的重心置换
  • Merge - Merges selected vertices into a single one, at the barycenter position or at the cursor position.
  • 合并 - 合并选择的顶点为一个单点,这个合并的点在重心位置或光标位置。
  • Remove Doubles - Merges all of the selected vertices whose relative distance is below a given threshold (0.001 by default).
  • 双精度移除 - 在给予阀值下的相对距离合并所有选择点(默认值是0.001)。
  • Hide - Hides selected vertices.
  • 隐藏 -隐藏选择的点。
  • Reveal - Shows hidden vertices.
  • 显示 - 显示隐藏的点。
  • Select Swap - All selected vertices become unselected and vice-versa.
  • 反向选择 - 取消当然选择的点并选择未选择的点。
  • Flip Normals - Change the Normal directions of the selected faces.
  • 翻转法线 - 改变选择面的法线方向。
  • Smooth - Smooths out a mesh by moving each vertex towards the barycenter of the linked vertices.
  • 光滑 -通过向连接顶点的重心移动每个顶点来光滑一个网格物体。
  • Bevel - Bevels the entire object regardless of the selected vertices, dges or faces. See mesh_modelling_bevel
  • 倒角 -  它才不管你选择了什么顶点、边或面,都是来对整个物体进行倒角
  • Set Smooth - Changes the selected faces to smoothing shading.
  • 设置光滑 -设置选择的面为光滑着色。
  • Set Solid - Changes the selected faces to faceted or flat shading.
  • 设置实体 - 设置选择的面为平面化着色。


Keyboard Tip: You can access the entries in a PopupMenu by using the corresponding numberkey. For example, pressing WKEY and then 1KEY will subdivide the selected edges without you having to touch the mouse at all.
键盘提示: 你可以使用相应的数字键来访问弹出式菜单。例如:按下WKEY然后按1KEY将细分选择边,这样就不需要用鼠标单击选择 细分 菜单命名了。

Many of these actions have a button of their own in the Mesh Tools panel "link here" of the Edit Buttons Window (Edit Context.). The Remove doubles threshold can be adjusted on that panel too.

菜单上的许多命令都可以在编辑按钮窗口(Edit Context.)中的网格物体工具 面板中找到。另外双精度移除的阀值是通过那个面板进行设置的。


Mesh Undo

网格撤消

Blender has a global undo system, giving full multiple level undo capabilities in all areas of Blender. Exceptions are: Edit mode Armature, and Fileselect, Audio and Oops windows.

Blender带有一个全局撤消系统,提供了多次撤消功能。Edit mode Armature与Fileselect、Audio与Oops windows除外。


Undo and Redo 撤消与重做
Undo and Redo 撤消与重做

The new global hotkey for undo is CTRL-Z, and CTRL-SHIFT-Z for redo.

撤消的全局热键是CTRL-Z;重做的全局热键是CTRL-SHIFT-Z

Mesh undo works in the background saving copies of your mesh in memory as you make changes. Pressing the UKEY in mesh EditMode reverts to the previously saved mesh, undoing the last edit operation (Undo and Redo).

网格物体撤消动作是在你的网格物体在内存中后台备份。在 编辑模式 下按下UKEY来恢复以前备份的网格物体,来撤消最后的编辑操作(撤消与重做)。

Mesh Undo operations are only stored for one mesh at a time. You can leave and re-enter EditMode for the same mesh without losing any undo information, but once another mesh is edited, the undo information for the first is lost. Pressing SHIFT-U re-does the last undo operation (Undo and Redo).

网格物体撤消操作在同一时间内只储存一个网格物体。对于同一个网格物体,你即使退出 编辑模式 并重进入到 编辑模式 也不会丢失任何的撤消信息,但你编辑其他网格物体时,那前面的网格物体撤消信息将会被丢失。按下SHIFT-U来重做最后撤消操作(撤消与重做)。


Undo Menu 撤消菜单
Undo Menu 撤消菜单

Pressing ALT-U brings up the Undo Menu (Undo Menu). This lists all the undo steps by name so you can quickly find your way back to a known good point in your work. The Undo menu also contains the option All Changes. This option is more powerful than merely pressing UKEY repeatedly, and will reload the mesh data as it was at the beginning of your edit session, even if you have used up all your undo steps.

ALT-U 弹出撤消菜单(撤消菜单)。他将列出你先前操作的所有步骤,每一步都将以你操作命令命名,你可以用鼠标快速的返回到想要的工作点。撤消菜单还包含了一个 所有改变 选项。 该选项是非常强大的,不用反复的按 UKEY,一次到位并将重载网格数据作为编辑的开始。


User Preferences/Edit Methods
User Preferences/Edit Methods

Mesh Undo has the potential to be very memory intensive. A mesh of 64,000 faces and verts can use over 3MBs of RAM per undo step! If you are on a machine that is strapped for RAM (Memory), in the User reference Window under Edit Methods, there is a NumButton (Editmode undo) for setting the maximum number of undo steps saved see (User Preferences/Edit Methods). The allowable range is between 1 and 64. The default is 32.

网格撤消跟内存是存有密切关系的。一个64,000面与点的网格物体将消耗每步3MB的撤消内存!如果你的机器没有足够的内存,那就降低撤消步骤,在 用户预设窗口 的 编辑模式面板上,有个数值按钮(Editmode undo),他是用来设置撤消步骤的最大数目,参见(用户预设/编辑模式)。他允许你在1到64范围内进行设值,默认值为32.

Smoothing

光滑

As seen in the previous sections, polygons are central to Blender. Most objects in Blender are represented by polygons and truly curved objects are often approximated by polygon meshes. When rendering images, you may notice that these polygons appear as a series of small, flat faces. (Simple un-smoothed test object).

正如你上面所看到的那样,多边形是Blender的重点。大多数物体是通过多边形与曲线物体(非常近似于多边形网格)构成的。当渲染一个没有光滑过的物体时,你可以会注意到一些连续的小而平面的多边形(Simple un-smoothed test object)。

Sometimes this is a desirable effect, but usually we want our objects to look nice and smooth. This section shows you how to smooth an object, and how to apply the AutoSmooth filter to quickly and easily combine smooth and faceted polygons in the same object.

说实在的,有时候我们需要这种效果,但通常我们是需要一个外表看起来非常光滑好看的物体。在这里将告诉你如何光滑一个物体以及如何应用 自动光滑 滤镜来快速光滑多边形物体或平面化多边形物体。

Simple un-smoothed test object
Simple un-smoothed test object

There are two ways to activate Blender's face smoothing features. The easiest way is to set an entire object as smooth or faceted by selecting a mesh object, in ObjectMode, switching to the Editing Context (F9), and clicking the Set Smooth button in the Link and Materials panel (Set Smooth and Set Solid buttons of EditButtons window).

Blender有两种光滑物体的方法,最容易的方法是通过在 物体模式 下选择一个网格物体来设置整个物体光滑或平面化,步骤如下:选择一物体,按下(F9)并在链接与材质面板上单击 设置光滑 按钮(编辑按钮窗口的设置光滑与设置实体按钮)。


Set Smooth and Set Solid buttons of EditButtons window
Set Smooth and Set Solid buttons of EditButtons window

The button does not stay pressed, but forces Blender to assign the "smoothing" attribute to each face in the mesh. Now, rendering the image with (F12) should produce the image shown in (Completely smoothed by 'Set Smooth' ). Notice that the outline of the object is still strongly faceted. Activating the smoothing features doesn't actually modify the object's geometry; it changes the way the shading is calculated across the surfaces, giving the illusion of a smooth surface. Click the Set Solid button in the same panel to revert the shading back to that shown in Simple un-smoothed test object above.

该按钮强制Blender来指定“光滑”属性到网格物体上的每个面。现在,你按下(F12) 来渲染图像来看看渲染后的效果。注意物体的轮廓仍然是比较强硬的;因为激活光滑特性并不能真正意义上的改变物体的几何体。它改变的是表面着色方式,来提供光滑表面假像。单击 设置实体 按钮来恢复实体着色。

Completely smoothed by 'Set Smooth'
Completely smoothed by 'Set Smooth'


Object in editmode with some faces selected.
Object in editmode with some faces selected.

Alternatively, you can choose which faces to smooth by entering EditMode for the object with TAB, then selecting the faces and clicking the Set Smooth button (Object in editmode with some faces selected.). The selected faces are in marked in Yellow.

第二种方法是你可以按TAB进入该物体的编辑模式,选择面设置为光滑。步骤如何下:先选择面,然后单击 设置光滑[ Set Smooth] 按钮(Object in editmode with some faces selected.)。选择的面是以黄色表示。


When the mesh is in Editmode, only the selected faces will receive the "smoothing" attribute. You can set solid faces (removing the "smoothing" attribute) in the same way by selecting faces and clicking the Set Solid button.

当在网格物体在 编辑模式 里时,仅仅只有选择的面来接受“光滑”属性。你可以通过选择面并单击 设置实体[Set Solid] 按钮设置实体面(移除“光滑”属性)。

It can be difficult to create certain combinations of smooth and solid faces using the above techniques alone. Though there are work-arounds (such as splitting off sets of faces by selecting them and pressing YKEY), there is an easier way to combine smooth and solid faces, by using AutoSmooth.

使用上述技术可以创建光滑与实体结合的模型是有点困难的,但通过使用 自动光滑[AutoSmooth] 就可以轻易的结合光滑与实体面(例如选择面然后按YKEY)来分离面)。

AutoSmooth button group in the EditButtons window.
AutoSmooth button group in the EditButtons window.

Press the AutoSmooth button in the Mesh panel of the Edit Buttons (AutoSmooth button group in the EditButtons window.) to indicate which faces should be smoothed on the basis of the angle between faces (Same test object with AutoSmooth enabled). Angles on the model that are sharper than the angle specified in the Degr NumButton will not be smoothed. Higher values will produce more smoothed faces, while the lowest setting will look identical to a mesh that has been set completely solid.

在编辑按钮面板的网格物体面板按自动光滑 按钮(在 编辑按钮窗口 中的 自动光滑按钮组)来指出在面与面间的基本角度范围内的面将自动光滑(Same test object with AutoSmooth enabled)。如果面与面间的角度比数值按钮 角度[Degr]值还要锐利那将得不到光滑。高值将产生更为光滑的面,低值将与实体外观是类似的。

Only faces that have been set as smooth will be affected by the AutoSmooth feature. A mesh, or any faces that have been set as solid will not change their shading when AutoSmooth is activated. This allows you extra control over which faces will be smoothed and which ones won't by overriding the decisions made by the AutoSmooth algorithm.


自动光滑 特性仅仅只影响面的光滑自动光滑激活时,已经被设置为实体的网格物体或任意面,都不会改变着色方式。这将允许你额外控制那些面将被光滑以及那些将不受自动光滑影响。

Same test object with AutoSmooth enabled
Same test object with AutoSmooth enabled
Previous: Manual/PartII/Basic Objects Contents Next: Manual/PartII/Basic Mesh Modelling

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