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メニュー
メニュー
トップページ
メニュー
Welcome to Carrara
Welcome
What's New in This Version
Installation
About Your Documentation
Technical Support
Carrara Overview(Carraraの概要)
Carrara Overview
Creating Scenes
Using the Scene Wizard
Using the Landscape Wizard
Creating an Empty Scene
Opening an Existing File
Carrara’s Rooms
Assemble Room
Model Room
Storyboard Room
Texture Room
Render Room
Carrara Interface Elements
Carrara Menus
Carrara Tools
Document Window
Browser Tray
Properties Tray
Sequencer Tray
The Interactive Renderer
Displaying the Carrara Application Windows
Setting up Carrara(Carraraの設定)
Setting Carrara Preferences
Setting Application Preferences
Setting General Preferences
Setting UI Effects Preferences
Changing Keyboard Shortcuts
Setting Imaging and Scratch Disk Preferences
General Scene Settings Preferences
Setting Units of Measurement in the Properties Tray
OpenGL Preferences
File Format Preferences
Interface Settings Preferences
User Interface Color Preferences
3D View Preferences
3D View Color Preferences
Modeling Room Preferences
Shader Editor Preferences
Shading Room Preferences
Resetting Application Preferences
Adding Objects
Assemble Room Overview
Assemble Room Menu Commands and Tools
Working with the Common Tools
Customizing Tool Locations
3D Object Manipulation Tools
Camera Tools
2D View Tools
Using the Document Window
Displaying Multiple Camera Views
Using the Working Box
Object Bounding Boxes and Projections
Choosing the Acrive Plane
Changing the Working Box
Aligning the Working Box to an Object
Aligning the Working Box to Specific Coordinates
Returning the Working Box to its Origin
Changing the Grid
Choosing a Preview Mode
Using the Properties Tray
Choosing Interactive Renderer (3D Preview) Settings
Using the Sequencer Tray
Editing Your Scene’s contents
Undoing Operations
Redoing Operations
Saving Your File
Closing Your File
Using Content Files
The Browser Tray
Showing and Hiding the Browser
Choosing Your Display Mode
Using the Browser File Menu
Displaying File Information
Deleting Files
Duplicating Files
Editing Files
Adding Folders
Removing Folders
Updating Folders
Updating Folders
Browser Tabs
Browser Tray:Scenes Tab
Browser Tray: Objects Tab
Browser Tray: Shaders Tab
Browser Tray: Clip Tab
Browser Tray: Misc Tab
Browser Tray: Artwork Tab
Using Content and Runtime Folders
Adding Runtime Folders
Using Content Runtime Folders
Adding Content: Special Notes
Using Environmental Primitives
Creating Terrains
The Filter Layers List
The Terrain Properties
The 3D Preview
Creating a Custom Terrain
Filter Reference
Generators
Filters
Advanced Generators
Terrain Shading
Creating Plants
General Properties
Manipulation Mesh Settings
Trunk Properties
Branch Properties
Leaf Properties
Tree Shape Parameters
Experts Plant Parameters
Creating Clouds
Volumetric Clouds
Light to Use
The Shape Panel
General Properties Panel
The 3D Preview
Volume Clouds
Old Volumetric Clouds
Fire Primitive
Creating Fountains
Creating Fog
Creating Oceans
Import/Export
Importing 3D Objects
3D Studio (3DS Import)
3DMF Import
Biovision BVH Import
DAZ Studio (DAZ format)
DXF Import
DirectX Import
Filmbox FBX Import
LightWave (LWO Import)
WaveFront OBJ Import
Poser Native Import
Importing Poser Cameras (CM2/CMZ)
Importing a Poser Character (CR2/CRZ)
Importing Options in the Properties Tray
Conforming Clothing
Importing Poser Hair (HR2/HRZ)
Importing Poser Lights (LT2/LTZ)
Importing Poser Props (PP2/PPZ)
Importing a Poser Scene (PZ3/PZZ)
Realviz XML Import
SynthEyes(TM) Import
TrueSpace Import
CAD Formats
Other Formats
Exporting 3D Objects
3DS Export
3DMF Export
Adobe After Effects Export
DXF Export
DirectX Export
Kaydara FBX Export
ShockWave3D Export
VRML Export
Wavefront OBJ Export
Exporting 3D Objects
VET (Viewpoint Experience Technology) Export
Exporting a Scene
Previewing a Scene
VET Export Options
Getting Results
VET Animators
VET Interactors
Current Limitations
Modeling Objects
Using Primitive Tools
Using Geometric Primitives
3D Primitive Tools
Sphere Primitives
Cube Primitives
Cone Primitives
Cylinder Primitives
Icosahedron Primitives
2D Primitive Tools
Planes
Creating Infinite Planes
Shading Infinite Planes
Splat Primitive
Creating Text Objects
Creating Particle Systems
Editing Particle Settings
Basic Particle Settings
Particle Shape and Quantity
Particle Placement
Particle Life
Particle Shading
Particle Emission
Advanced Particle Settings
Particle Physics
Particle Spawning
Previewing the Particle System
Shading the Particle System
Working with Particles in 3D View
Using the Blur Object Effect on Particles
Vertex Modeling Overview
Vertex Modeling Concepts
The Vertex Modeling Window
Opening the Vertex Modeling Window
The Vertex Modeler 3D View
The Drawing Plane
Setting Preferences for the Vertex Modeler
Working with the Modeling Window
Showing and Hiding Planes
Changing the Active Plane
Changing the Drawing Plane
Changing Your Point of View
Previewing Objects
Vertex Modeling Basics
Using the Vertex Primitives
Inserting 3D Vertex Objects
3D Spheres
3D Cubes
3D Cones
3D Cylinders
Polyhedrons
3D Grid
3D Rectangle
3D Oval
3D Polygon
Inserting 2D Vertex Objects
Drawing Polylines
Converting Closed Polylines to Polygons
Drawing Interpolated Curves
Drawing Curves
Drawing Rectangles
Drawing Circles
Working with Selections
Selection Tools
Vertex Modeler Selection Modes
Choosing a Selection Mode
Selecting Vertices
Selecting Edges
Selecting Adjoining Edges
Selecting Polygons
Selecting Objects
Soft Selections
Viewing Selection Statistics
Selection Menu Commands
Saving Selections
Restoring Selections
Working with Named Selections
Hiding Selections
Deselecting Items
Using the Properties Tray Selection Tools
Looping from a Selection
Ring from Selection
Selecting Between (or Select Connect)
Inverting the Current Selection
Shrinking Selections
Growing Selections
Working with Vertices and Edges
Using the Magnet to Attract Vertices
Repositioning Vertices Numerically
Deleting Vertices
Adding Vertices
Welding Vertices
Using the Weld Command
Using the Weld Tool
Using the Target Weld Tool
Linking and Unlinking Vertices
Deleting Edges
Deleting Polygons
Detaching Polygons
Advanced Edge Tools
Quick Fillet
Extract Around
Extract Along
Move Along
Working with Objects
Transforming Objects and Selections
The 3D Manipulator
The Move Manipulator
The Scale Manipulator
The Rotate Manipulator
The Universal Manipulator
3D Manipulator Properties
Moving Objects to the Drawing Plane
Converting Spline and Metaball Objects
Duplicating Objects
Duplicating Objects with Symmetry
Replicating Objects or Selections
Aligning Objects
Flipping Objects
Checking Object Properties
Editing Selection Properties
Using an Image as a Model
Basic Vertex Modeling Functions
Changing an Object's Definition
Subdividing an Object
Tesselating Objects
Decimating an Object
Triangulating and Untriangulating Polygons
Cleaning Topology
Triangulating Non-Planar Faces
Triangulating N-Gons
Removing Duplicate Points
Merging Coplanar Faces
Creating and Filling Holes in an Object
Closing a Curve
Extracting Edges from Curves
Modifying the Polygon Normals
Flattening Objects
Adding Thickness to an Object
Offsetting an Object’s Surface
Filleting Vertices or Edges
Using the Bridge Tool
Working With Subdivision Surfaces
Subdividing a Polymesh
Edge Creasing
Symmetrical Modeling
Displacement Painting
Showing, Hiding and Deleting Displacement
Using the Displacement Painting Tool
Exporting Your Displacement Map
Using Morph Targets
Defining a Morph Area
Creating Morph Targets
Editing Morph Targets
Animating Morph Targets in the Model Room
Animating Morph Targets in the Assemble Room
Using Morph Targets on DAZ/Poser Figures
Creating Figure Morph Targets
Editing Figure Morph Targets
Exporting Figure Morphs
Importing Figure Morphs
Vertex Modeling Techniques
Carrara’s Construction Tools
Extruding Cross-Sections
Dynamic Extrusions
Normal Extrusions
Parallel Extrusions
Irregular Extrusions
Regular Extrusions
Path Sweep
Lathing with Polygon and Polyline Profiles
Lofting with Polyline Cross-Sections
Creating Organic Models
Ruled Surface
Coons Surface
Gordon Surface
Double Sweep Surface
Using Boolean Operations
Boolean Unions
Boolean Intersections
Intersection
Surface 1 Intersects Volume 2
Surface 2 Intersects Volume 1
Surface 1 Intersects Surface 2
Boolean Subtractions
Volume 2 Cut by Volume 1
Volume 1 Cut by Volume 2
Surface 1 Cut by Volume 2
Surface 2 Cut by Volume 1
All Parts
All Parts of Object 2
All Parts of Object 1
Using the Cut Tool
Shading Vertex Objects
Creating Shading Domains on a Vertex Object
Specifying an Object's Mapping Mode
Setting a Predefined Mapping
Setting a Custom Mapping
Editing Custom UV Values
The UV Editor 3D View
The UV Editor 2D View
The UV Editor Edit Panel
The UV Editor Projection Panel
The UV Editor Display Panel
Spline Modeling Overview
Spline Modeling Concepts
Choosing a Spline Modeling Technique
The Spline Modeling Window
The Spline Modeler 3D View
The Drawing Plane
Cross-Section Planes
The Sweep Path
The Extrusion Envelope
Setting Preferences for the Spline Modeler
Opening the Spline Modeling Window
Working with the Modeling Window
Resizing the Modeling Box
Changing Your Point of View
Previewing Objects
Spline Modeling Tools and Techniques
Spline Modeling Tools and Techniques
Creating Shapes and Objects
Working on the Drawing Plane
Inserting Primitive Shapes
Drawing Shapes
Editing Shapes
Breaking Apart Text Objects
Working with Shapes
Importing 2D Shapes
Grouping Shapes
Scaling Shapes
Moving Shapes
Rotating Shapes
Beveling Shapes
Centering Selections
Setting Object Properties
Setting Surface Fidelity
Working with Cross-Sections
Creating and Removing Cross-Sections
Generating Intermediate Cross-Sections
Moving Among Cross-Sections
Displaying Cross-Sections
Centering Cross-Sections
Compounding Shapes
Filling and Emptying Cross-Sections
Modeling with Multiple Cross-Sections
Numbering Shapes
Disconnecting Cross Sections
Setting Skinning Options
Twisting An Object
Adding Bevels to a Cross-Section
Working with the Sweep Path
Drawing a Sweep Path in 3D
Cross-Sections and the Sweep Path
Translation vs. Pipeline
Using Extrusion Presets
Working with Spirals
The Torus Extrusion Preset
Using the Extrusion Envelope
Understanding the Envelope
How the Envelope Relates to the Sweep Path
How the Envelope Relates to Cross-Sections
Using the Envelope
Lathing
Lathing with the Extrusion Envelope
Lathing with a Circular Sweep Path
Metaball Modeling
The Metaball Modeling Window
The Metaball Modeler's 3D View
The Ghost Menu
Setting Preferences for the Metaball Modeler
Opening the Metaball Modeling Window
Working with the Modeling Window
Changing the Drawing Plane
Changing Your Point of View
Previewing Objects
Creating Metaball Objects
Inserting Blob Primitives
Selecting Blobs
Moving Blobs
Resizing Blobs
Rotating Blobs
Duplicating Blobs
Blending Blobs
Setting Surface Fidelity
Putting It AllTogether
Arranging Objects
Adding and Deleting Objects
Hiding and Showing Objects
Selecting Objects
Selecting with the Manipulator Tools
Selecting Objects in the Hierarchy
Moving the Hot Point
Dragging the Hot Point
Moving the Hot Point Numerically
Centering the Hot Point
Viewing and Setting Object Properties
Naming Objects
Arranging and Scaling Objects Numerically
Mirroring an Object's Orientation
Positioning Objects
Dragging Objects
Moving Objects with the Manipulators
Centering Objects in the Universe
Nudging with the Keyboard
Scaling Objects
Scaling an Object by Dragging
Scaling an Object with the Manipulators
Rotating Objects
Using the Manipulators to Rotate
Arranging Objects with Constraints
Arranging Objects Without Modifying its Children
Aiming Cameras and Lights
Aligning Objects
Working with Objects
Jumping into Groups and Editing Objects
Editing an Object in a Different Modeler
Building a Hierarchical Structure
Navigating the Hierarchy
Changing the Structure
Groups and Links
Grouping Objects
Opening and Closing Groups
Group Bounding Boxes
Jumping In and Out
Linking Objects
Applying Constraint Properties
Types of Constraints
Setting Constraint Controls
Controlling Constraints Directly
Building Chains of Constraints
Collision Detection
Working with Master Objects
Creating an Instance of a Master Object
Objects and Masters in the Hierarchy
Editing an Instance
Master Object Operations
Changing an Object's Symmetry
The Symmetry Plane
Splitting Objects
Duplicating Objects
Replicating Objects
The Replicator
The Surface Replicator
Using the Replicators
Using the Counter
Modifiers
Applying Modifiers
Applying Modifiers in the Model Room
Controlling a Modifier Directly
Bend and Twist
Bulge
Explode
Formula
Punch
Stretch
Basic Deformations
Offset
Rotate
Scale
Shatter
Shear
Taper
Complex Deformations
Atomize
Black Hole
Dissolve
Spherical Morph
Spike
Warp
Behavior Modifiers
Bounce
Point At
Shake
Spin
Track
Waves
Circular Wave
Linear Wave
Wave
Smart Pack
Morpher
Noise Deformer
Using Formulas in Carrara
Creating Formula Objects
Creating Formula Items
Formula Controls
Editing Formulas
Formula Operators
Constants
Animatable Input Parameters
Variables
Using Scene Effects
Ambient
Atmosphere
Cloudy Fog
Distance Fog
Realistic Sky
Using the Realistic Sky Atmosphere Editor
Sky
Using the Sky Atmosphere Editor
Backgrounds and Backdrops
None
Bi Gradient Controls
Color Controls
Formula Controls
HDRI Controls
Map Controls
Movie Controls
Flash Controls
Casting Shadows on Background Objects
Adding Sound to Your Scene
Setting Cameras
Cameras for Viewing and Rendering
Creating and Setting Cameras
Creating a Camera
Setting Camera Properties
Carrara's Cameras
The Conical Camera
Conical Camera Lenses
Distortions of the Conical Camera
The Isometric Camera
The Spherical Camera
Working with Multiple Cameras
Changing Views
Selecting a Camera
Positioning and Aiming Cameras
Camera Navigation
Tracking
Dollying
Panning
Banking
Pointing a Camera at an Object
The Point At Command
The Point At Modifier
Controlling a Camera Directly
Saving and Using Camera Positions
Cameras and Rendering
The Camera's Field of View
Viewing the Production Frame
Setting the Production Frame Safe Area
Using the Depth of Field Effect
Setting Lights
Lighting Concepts
Three-Point Lighting
Other Lighting Arrangements
Working with Lights
Setting Light Properties
Setting Common Light Characteristics
Viewing Lighting Effects
Carrara’s Light Types
Anything Glows
Bulb Lights
Distant Lights
Moon Light
Shape Lights
Spot Lights
Sun Light
Tube Lights
Setting up Environmental Lighting
Setting Master Lights Characteristics
Shadow Options
Enabling and Disabling Shadows on Objects
Raytraced Shadows
Shadow Buffers
Positioning and Aiming Lights
Positioning Lights by Dragging
Pointing a Light at an Object
The Point At Command
The Point At Modifier
Controlling Lights Directly
Using Gels
Blinds Options
Formula Options
Gradient Options
Map Options
Light Effects
Using the Preview
CrossScreen
Glow
Nebula
Pulsator
Stars
VarioCross
Light Cone
Light Sphere
Lens Flare
Working with Shaders
Shading
Thinking about Textures as Shaders
What are Shaders?
How Shaders Work
Master Shaders
The Object Surface
Shading Domains
The Texture Room
The Shader Tree Editor
Previewing the Shader
Navigation in the Tree
Wizard
Multiple Editors
Shader Preview Window
Layer Tools
Managing Shaders
Previewing Shading
Learning from Existing Shaders
Shading Objects
Shading an Entire Object
Shading Part of an Object
Objects with Multiple Shading Domains
Layer Shaders
Using Layer Shader Tools
Working with Layers
Layering: How Layer Shaders Interact
Editing Layer Shaders
Mapping Shaders
Texture Maps
More on Master Shaders
Modifying the Default Shader for a Scene
Creating and Editing Shader Trees
Shader Structure and Content
Shader Tree
Shader Channels
Shader Components
Basic Components
Operators
Function Components
Lighting Models
Mapping Components
Layers List Component
Layer Components
Reference Shader Component
Multi-Channel Shader
Multi-Channel Mixer Shader
Using Other Components as Functions
Building and Editing Shaders
Editing Master Shader Names
Navigating the Shader Tree
Editing the Shader Tree
Shader Recipes
Chrome
Ice
Pine
Beach Ball
Shader Channels Reference
Color
Alpha
Texture Map with Alpha Channel
Highlight and Shininess
Bump
Reflection
Transparency
Refraction
Glow
Subsurface Scattering
Displacement Mapping
Using Subdivision with Displacement Shaders
Using Texture Maps for Displacement
Shader Transforms
Shader Components Reference
Color Pickers
CMYK Sliders
Color Mixer
HLS Wheel
Lab Sliders
RGB Sliders
RGB Wheel
Web Colors
Choosing Components
Common Shader Components
None
Color
Color Gradient
Flash Shader
Index of Refraction
Single Channel
Texture Map
Using Color Images as Texture Maps
Black & White and Grayscale Images as Texture Maps
Value
Operators
Add (+)
Curve Filter
Mixer
Multiply (*)
Overlay
Subtract (-)
Functions
Pattern Functions
Bricks
Caution
Checkers (and Stripes)
Formula
Gradient
Plank Shader
Psychedelic
Scanlines
Spherical Gradient
Squares
Tile
Wires
Natural Functions
Cellular
Fire
Lumber Yard
Marble
Snow
Spots
Water: Ripples
Water: Waves
Wood
Terrain Distribution
Projection Mapping
Cylindrical and Spherical Mapping Shader
Flat Mapping Shader
Parametric Mapping
Environment Functions
Slope
Elevation
Noise Functions
Fractal Noise
Noise
Noise Factory
Turbulence
Hair
Layer Components
Animating
Animating
What is Animation?
Animatable Properties
Steps to Creating an Animation
Animation Principles
Simplifying Your Scenes
Motion and Timing Principles
Squash and Stretch
Lag and Overlap
Arc vs. Straight-Line Movement
Secondary Motion
Anticipation and Follow-through
Exaggeration
Timing
Compression
Key Frame Animation
Tweeners
Animation Features of the Sequencer Tray
Hierarchy List
Collapsing/Expanding the Hierarchy
Displaying Specific Time Lines in the Hierarchy List
Frame Rate Selector
Time Information
Allocated Time
Elements of the Time Line
The Time Ruler
The Current Time Bar
Time Scale and Frame Rate
Key Frames and Tweeners in the Sequencer Tray
Key Frames and Tweener Markers on the Time Line
Key Frames and the Hierarchy
Overlapping Key Frame Markers
Animation Preview Controls
Animation Preview Tips
Storyboarding
Features of the Storyboard Room
Working with Key Frames and Tweeners
Changing the Number of Key Frames
Changing Frames per Second Displayed
Changing the Camera
Creating Explicit Key Frames
Adding Key Frames
Editing the Time Line
Editing Key Frames
Deleting Key Frame Markers
Changing the Timing of Key Frames
Duplicating Key Frames
Nudging Key Frame Markers
Stretching a Series of Key Frames over Time
Key Frame Actions
Using Tweeners
What is a Tweener?
Applying the Tweener
Bezier Tweener
Discrete Tweener
Formula Tweener
Linear Tweener
Noise Tweener
Oscillate Tweener
Spline Tweener
Graph Editor
Mini-graph Editor
Graph Editor
Editing Key Frames in the Graph Editor
Editing Tangents
Tangent Presets
Half-tangents
Editing Tangents Control Points
Notes on Tangents
Additional Animation Features
Animation Techniques
Explicit Motion Method
Animating with Rotation
Duplicating Relative Motion with Groups
Rotoscoping
Synchronizing Movie Frames with Animation and Looping
Motion Paths
Creating Motion Paths
Moving the Motion Path
Modifying Motion Paths
Editing Points
Banking and Aligning Objects
Motion Path Coordinate System
Non-Linear Animation
Creating an Animation Group
Track and Clip Menu Commands
Using NLA Tracks
Adding NLA Animation Tracks
Animation Track Properties
Using NLA Clips
Creating Editable Clips
Adding Animation to Editable Clips
Clip Properties
Creating Master Clips
Using Existing Master Clips
Blending Animation Clips
Physics
Physics and Key Frames
About Key Frames in Physics
Applying Physics to an Object
Physics Controls
Physics Effects
Adding Forces to the Scene
Units of Measurement for Forces
Directional Force and Effects
Point Force and Effects
Damping Force and Effects
Torque Force and Effects
Flow Force and Effects
Physics Settings
Animating in Other Rooms
Animating an Object's Shape
Animating an Object's Shape
Animating Vertex Objects
Animating Metaball Objects
Animating Environmental Primitives
Animating Object Motion
Cloaking an Object
Animating Shaders
Animating Shaders with the Multi-Channel Mixer
Rotoscoping in Non-Color Shader Channels
Animating with Modifiers
Types of Modifiers
Character Animation
Working with Bones
The Bone Tool
Selecting a Bone
Changing the Size of a Bone
Working with Joints
Orienting Joints Automatically
Orienting a Joint Manually
Working with Skeletons
Attaching a Skeleton
Detaching a Skeleton
Restoring Bones to Their Original Positions
Inverse Kinematics
Tracking an Object
IK Terminators
IK Chains
Representation of IK Chains
Limitations of IK Chains
IK Target
Editing the Bones Influences
Using the Weight Painting Tool
Editing the Influences with the Weight Painting Tool
Weight Painting on DAZ/Poser Figures
Saving Modified Weight Maps
Loading Modified Weight Maps
Editing the Influences Over One or Many Vertices
Examples of Influence
Dynamic Hair and Fur
About Dynamic Hair
Step 1: Add Hair to an Object
Managing Density Maps
Step 2: Create Hair Groups and Grow Regions
Adding Hair to Selected Shading Domains
Adding Hair to Selected Shading Domains
Step 3: Assign General Hair Properties
Setting Hair Length, Thickness, and Rendering Quality
Naming, Hiding, and Showing Hair Groups
Controlling Hair Segments and Hair Count
Guide Hairs Options
Parting and Grouping Hair
The Hair Toolbar and Tool Tab
Symmetrical Hair Styling
Common Tool Settings
Density Add Tool and Density Remove Tool
Density Paint Tool
Hair Length Tool
Brush Tool
Screen Mode Options
Surface Mode Options
Straighten Tool
Screen Mode Options
Surface Mode Options
Selection Mode Options
Hair Cut Tool
Push Tool
Smooth Tool
Curl Tool
Clump Tool
Reset Shape
Even Hair Segments
Drape
Symmetrize
Paint Selection Tool
Add Guide Hair Tool
Remove Guide Hair Tool
Dynamics Tab
Dynamics Properties
Simulation
Forces
Assemble Room Hair Properties
General Properties
Hair Properties
Using Hair Shaders and Presets
Controlling Hair Color with Shaders
Styling Hair with Shaders
Creating Hair on a Human Figure
Rendering
Rendering
About Rendering
Steps Before You Render
Using the Render Room
The Render Tray
Batch List
Current Scene Selections
Batch Queue Selections
The Image Window
The Properties Tray
Rendering the Current Scene
Rendering from a Batch List
Rendering Preferences
Network Rendering
Setting up a Network
Rendering on a Network
Troubleshooting Network Rendering
Using Post Render Filters
Rendering with an Aura
Rendering with Glare
Motion Blur
Using Motion Blur
Vector and 3D Motion Blur
Motion Blur at time 0
Cartoon Rendering
Getting started with Toon!
Rendering Effects
The Rendering Procedure
Enhancing the Rendering
Speeding up Rendering
Computer System Optimization
Selecting Output Settings
Image Size
Rendering Camera
File Format
The Alpha Channel
Name File
G-Buffers
G-Buffer Options
Choosing Movie Compression Settings
Macintosh Compression Options
AVI Compression Options
Rendering Statistics
Scene Info
Rendering Progress
Animation Progress
Renderer Statistics
Rendering Engines
Draft Renderer
Photorealistic Renderer
Ray Tracing Settings
Gamma Correction
Global Illumination
Sky Light
Indirect Lighting
Ambient Occlusion
Area Light Sources
Irradiance Maps
Load/Save Irradiance Maps
Settings
Troubleshooting Global Illumination
Speeding up Global Illumination
Caustics
Overview
Settings
Misc Settings
Non-Photorealistic Renderer
Overview
Basic Concepts
NPR Parameters
Global Parameters
Layer Parameters
Appendix
Glossary
Tutorials
Setting up Your Workspace
Creating a New Tree
Tutorial: Aligning Objects
Tutorial: Duplicating Objects
Tutorial: Compound Shapes
Tutorial: Twisting
Tutorial: Bevel
Tutorial: Drawing a Sweep Path in 3D
Tutorial: Spirals
Tutorial: Working with a Circular Sweep Path
Tutorial: Using Negative and Positive Blobs
Tutorial: Create a Teddy Bear
Tutorial: Overlay
Tutorial: Environment
Tutorial: Grouping
Tutorial: Creating a Motion Path
Tutorial: Applying a Force to an Object
Tutorial: Animating Shaders
Tutorial: Character Animation
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