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manual/modeling/metas/introduction.rst
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| .. note:: | .. note:: | ||||
| *Meta* objects have a slightly different behavior in *Object* mode. | *Meta* objects have a slightly different behavior in *Object mode*. | ||||
| Primitives | Primitives | ||||
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| Meta Ball example. | Meta Ball example. | ||||
| In *Edit* mode (*Meta Ball* *example*), a meta is drawn as a mesh (either shaded or as black wireframe, | In *Edit mode* (*Meta Ball* *example*), a meta is drawn as a mesh (either shaded or as black wireframe, | ||||
| but without any vertex of course), with two colored circles: a red one for selection (pink when selected), | but without any vertex of course), with two colored circles: a red one for selection (pink when selected), | ||||
| and a green one for a direct control of the meta's stiffness (light green when active). | and a green one for a direct control of the meta's stiffness (light green when active). | ||||
| Note that except for the *Scale* (:kbd:`S`) transformation, | Note that except for the *Scale* (:kbd:`S`) transformation, | ||||
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| All Meta objects in a scene interact with each other. | All Meta objects in a scene interact with each other. | ||||
| The settings in the *MetaBall* section apply to all meta objects. | The settings in the *MetaBall* section apply to all meta objects. | ||||
| In *Edit* mode, | In *Edit mode*, | ||||
| the *Active Element* panel appears for editing individual meta elements. | the *Active Element* panel appears for editing individual meta elements. | ||||
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| As the threshold increases, the influence that each meta has on each other increases. | As the threshold increases, the influence that each meta has on each other increases. | ||||
| There are two types of influence: **positive** or **negative**. The type can be toggled on | There are two types of influence: **positive** or **negative**. The type can be toggled on | ||||
| the *Active Element* panel while in *Edit* mode, | the *Active Element* panel while in *Edit mode*, | ||||
| using the *Negative* button. | using the *Negative* button. | ||||
| You could think of **positive** as attraction and **negative** as repulsion of meshes. | You could think of **positive** as attraction and **negative** as repulsion of meshes. | ||||
| A negative meta will push away or repel the meshes of positive *Meta* objects. | A negative meta will push away or repel the meshes of positive *Meta* objects. | ||||
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| Blender has five types of metas, each determined by its underlying (or directing) structure. | Blender has five types of metas, each determined by its underlying (or directing) structure. | ||||
| In *Edit* mode, you can change this structure, | In *Edit mode*, you can change this structure, | ||||
| either using the relevant buttons in the *MetaBall tools* panel, | either using the relevant buttons in the *MetaBall tools* panel, | ||||
| or the drop-down list in the *Transform Properties* panel (:kbd:`N`). | or the drop-down list in the *Transform Properties* panel (:kbd:`N`). | ||||
| Depending on the structure, you might have additional parameters, | Depending on the structure, you might have additional parameters, | ||||
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