Blender v3.0 Manual
assign the pose action to the currently selected armature. Then you can use all of the animation tooling to edit the pose, remove or add keys, etc. Editing asset metadata can be done via the Asset Browser way of mass-updating assets when they are stored in various blend-files. Since there is already tooling that can manipulate blend-files outside of Blender itself (see Blender Asset Tracer), it’s possible0 码力 | 4209 页 | 225.45 MB | 1 年前3Blender v3.0 参考手册(繁体中文版)
assign the pose action to the currently selected armature. Then you can use all of the animation tooling to edit the pose, remove or add keys, etc. Editing asset metadata can be done via the Asset Browser way of mass-updating assets when they are stored in various blend-files. Since there is already tooling that can manipulate blend-files outside of Blender itself (see Blender Asset Tracer), it's possible0 码力 | 4215 页 | 227.19 MB | 1 年前3Blender v3.1 参考手册(繁体中文版)
assign the pose action to the currently selected armature. Then you can use all of the animation tooling to edit the pose, remove or add keys, etc. Editing asset metadata can be done via the Asset Browser way of mass-updating assets when they are stored in various blend-files. Since there is already tooling that can manipulate blend-files outside of Blender itself (see Blender Asset Tracer), it's possible0 码力 | 4393 页 | 256.31 MB | 1 年前3Blender v3.1 Manual
assign the pose action to the currently selected armature. Then you can use all of the animation tooling to edit the pose, remove or add keys, etc. Editing asset metadata can be done via the Asset Browser way of mass-updating assets when they are stored in various blend-files. Since there is already tooling that can manipulate blend-files outside of Blender itself (see Blender Asset Tracer), it’s possible0 码力 | 4386 页 | 254.56 MB | 1 年前3Blender v3.4 参考手册(繁体中文版)
assign the pose action to the currently selected armature. Then you can use all of the animation tooling to edit the pose, remove or add keys, etc. Editing asset metadata can be done via the Asset Browser way of mass-updating assets when they are stored in various blend-files. Since there is already tooling that can manipulate blend-files outside of Blender itself (see Blender Asset Tracer), it's possible0 码力 | 4469 页 | 258.38 MB | 1 年前3Blender v3.3 参考手册(繁体中文版)
assign the pose action to the currently selected armature. Then you can use all of the animation tooling to edit the pose, remove or add keys, etc. Editing asset metadata can be done via the Asset Browser way of mass-updating assets when they are stored in various blend-files. Since there is already tooling that can manipulate blend-files outside of Blender itself (see Blender Asset Tracer), it's possible0 码力 | 4464 页 | 259.55 MB | 1 年前3Blender v3.2 参考手册(繁体中文版)
assign the pose action to the currently selected armature. Then you can use all of the animation tooling to edit the pose, remove or add keys, etc. Editing asset metadata can be done via the Asset Browser way of mass-updating assets when they are stored in various blend-files. Since there is already tooling that can manipulate blend-files outside of Blender itself (see Blender Asset Tracer), it's possible0 码力 | 4355 页 | 255.63 MB | 1 年前3Blender v3.4 Manual
assign the pose action to the currently selected armature. Then you can use all of the animation tooling to edit the pose, remove or add keys, etc. Editing asset metadata can be done via the Asset Browser way of mass-updating assets when they are stored in various blend-files. Since there is already tooling that can manipulate blend-files outside of Blender itself (see Blender Asset Tracer), it’s possible0 码力 | 4462 页 | 256.59 MB | 1 年前3Blender v3.3 Manual
assign the pose action to the currently selected armature. Then you can use all of the animation tooling to edit the pose, remove or add keys, etc. Editing asset metadata can be done via the Asset Browser way of mass-updating assets when they are stored in various blend-files. Since there is already tooling that can manipulate blend-files outside of Blender itself (see Blender Asset Tracer), it’s possible0 码力 | 4462 页 | 257.85 MB | 1 年前3Blender v3.2 Manual
assign the pose action to the currently selected armature. Then you can use all of the animation tooling to edit the pose, remove or add keys, etc. Editing asset metadata can be done via the Asset Browser way of mass-updating assets when they are stored in various blend-files. Since there is already tooling that can manipulate blend-files outside of Blender itself (see Blender Asset Tracer), it’s possible0 码力 | 4346 页 | 253.88 MB | 1 年前3
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