中国汉化 - www.shanse8.com

直接加微信

鼠标放在右下面微信图标上,会弹出微信二维码

扫描二维码访问中国汉化官网移动版

成就您每时每刻您所需要的

扫一扫,加微信好友

可直接咨询与求助

-->

关于silo 2汉化的问题,请无名进来讲一下。 [复制链接]

  • 17914阅读
  • 51回复
离线 snowfox373
发表于: 2011-06-03 只看该作者
50F
把资源提取了,哈哈。 VWzuV&;P  
cqW(9A|8  
ACustom Primitives   Test    Help    Editors/Options Display UVs/Materials   Selection   Subdivision Modify  Create  Edit    File    LSCM Unwrapping Nudge UVs   Recreate UVs    Registration... Pov Options Stl Options Rib Options Fact Options    Dxf Options 3ds Options Clear File History  About Dialog    Local Rotate Options    Mirroring   Append  Object Display Mode Auto Orient Manipulator Orient Manipulator  Snapping    Select By   Selection Style Manipulator Tool    Convert Selection To    Selection Mode  Boolean Viewport Camera Viewport Layout Divide  Local Rotate    Obj Options Mirai-Style View Manipulation   Context Menu    Zoom View   Pan View    Rotate View Select Thru Subtract    Select Thru Complement  Select Thru Add Select Thru New Select Visible Subtract Select Visible Complement   Select Visible Add  Select Visible New  Tweak   Select All UV Seams Select All Creased Edges    Select All With Same Material   Nudge UVs Options   Export UVs To Image Options Export UVs To Image Flip UVs    Nudge UVs Rotation -    Nudge UVs Rotation +    Nudge UVs V -   Nudge UVs U -   Nudge UVs V +   Nudge UVs U +   Mirror UVs  Move and Sew    Recreate UVs Options    Recreate UVs Planar Regions Options Save Incremental Options    Save Incremental    Area Selection Options  Make Scene Lights Default   Context Help    Tutorials   Cut Options Symmetry Options    Lock Scene Lighting To Camera   Hide Wireframe  Show Wireframe  Orient  Restore Symmetry    Symmetry Mode Toggle    Calculate Symmetry  UV 3D View  UV 2D View  Paint Displacement  Local Scale Options Shell Options   Inset Options   Live UV Unwrapping Toggle   Mark UV Seams Toggle    Unmark UV Seams Mark UV Seams   Pin UV Vertices Toggle  Unpin UV Vertices   Pin UV Vertices 3 View Layout (Left)    3 View Layout (Right)   Scene Editor    Select Special Geometry Create Properties   Tool Properties Brush Editor    Test Tool   Unwrap UVs Using LSCM   Recreate UVs Using Neighbors    Recreate UVs Using LSCM Unwrapping  Scale UVs Proportionally    Scale UVs To Bounds Arrange UVs In Bounds   Recreate UVs Using Planar Regions   Recreate UVs Per Face   Recreate UVs Using XYZ Coords   Topology Tool Options   Topology Tool   Shrink Selection    Grow Selection  Recenter Object Axis    Bridge  Remake Subdivided Line  Revert To Autosaved Enable Manip Repositioning Toggle   Instance Mirror Options Zoom View Out   Zoom View In    Auto Orient Manip To World  Auto Orient Manip To Object Auto Orient Manip To Normal Auto Orient Manip Off   Auto Orient Manip Standard  Deselect    Smooth Options  Flatten Options Flatten Ghosted Wire Shade Mode Ghosted Shade Mode  Focus Selection Frame Selection Grid Options    Arc Options Circle Options  Surface Tool Options    Polygon Tool Options    Edge Tool Options   Path Extrusion Options  Extrusion Object Options    Lathe Options   Torus Options   Cone Options    Sphere Options  Cylinder Options    Cube Options    Select Next Group   Soft Selection Options  Soft Selection Toggle   Button Page 9   Button Page 8   Button Page 7   Button Page 6   Button Page 5   Button Page 4   Button Page 3   Button Page 2   Button Page 1   Next Button Page    Previous Button Page    Soft Selection Radius Down  Soft Selection Radius Up    Soft Selection Falloff Down Soft Selection Falloff Up   Show Viewport Images Toggle No Function Delete Viewport Image   Select Viewport Image   Set Viewport Image...   Spin Edge   Extrude Options Merge Options   Hide Textures   Show Textures   Select Affected Groups  Show Buttons Toggle Show Work Grids Toggle  Save Screenshot Show Manipulator Toggle Numerical Editor    Group Selection Material Editor Online Manual   Unselected To Ghost Shading Unselected To Wireframe Fast Shade Wire Mode    Fast Shade Mode Smooth Shade Mode   Flat Shade Mode Wireframe Mode  Orient Manipulator To Normal    Orient Selection To World   Orient Manipulator To Object    Orient Manipulator To World Select Special Options  Scene Info  Display Settings    Keyboard Settings   Mouse Settings  Button Settings Color Settings  Subdivision Settings    General Settings    Path Extrusion Object   Extrusion Object    Lathe Object    Cylinder    Cube    Grid    Arc Sphere  Torus   Cone    Circle  Mirror Geometry Options Save Selected Objects   Load Into Scene Save Scene As   Export Scene... Save Scene  Open Scene  New Scene   Vertical Split Layout   Horizontal Split Layout Single View Layout  4 View Layout   Hide Normals    Show Normals    De-Instantiate Instance Walkthrough Mode Toggle Triangulate Deselect Inactive   Expand Selection    Convert To Vertices Convert To Edges    Convert To Faces    Select All  Hide Unselected Show All    Hide Selection  Reverse Normals Unify Normals   Merge   Surface Tool    Polygon Tool    Edge Tool   Combine Objects Redo Selection  Undo Selection  Redo    Undo    Mirror Geometry Shell   Uncrease Edges  Crease Edges    Duplicate   Boolean Intersect   Boolean Combine Boolean Subtract    Select Path Select Loop Scale Manipulator Tool  Snap Manipulator Tool Options   Snap Manipulator Tool   Rotate Manipulator Tool No Manipulator Tool Move Manipulator Tool   Universal Manipulator Tool  Unsubdivide Refine Control Mesh Clear Higher Subdivision    Toggle Current Subdivision  Subdivide   Fill Hole   Smooth  Bevel Options   Slide Options   Slide   Split Loop  Append Edges    Append Polygon  Set Object Axis Break   Bevel   Extrude Object Selection Mode   Multi Selection Mode    Face Selection Mode Edge Selection Mode Vertex Selection Mode   Free Perspective View   Free Orthographic View  Bottom Orthographic View    Top Orthographic View   Back Orthographic View  Front Orthographic View Right Orthographic View Left Orthographic View  Cycle Shading Reverse   Cycle Shading Forward   Manipulator Edit Mode Toggle    Invert Selection    Delete  Exit    Move Selection Right    Move Selection Left Move Selection Down Move Selection Up   Instance    Array   Paste   Boolean Options Copy    Cut Select Ring Repeat  Instance Mirror Toggle  Lasso-Style Selection   Paint-Style Selection   Area-Style Selection    Manipulator Options No Snapping Grid Snapping   Surface Snapping    Component Snapping  Show UV Seams Toggle    Show Lights Toggle  Use Scene Lights Toggle Light Options   Object Properties   Add Light   Render External Options Render External File Format Settings    Local Move Options  Local Move  Constrain To XZ Plane   Constrain To YZ Plane   Constrain To XY Plane   Constrain To Z Axis Constrain To Y Axis Constrain To X Axis Constrain Free  Constrain To Screen Local Scale Inset Scale Displacement Map Options    Generate Displacement Map   Normal Map Options  Generate Normal Map Load All Settings   Save All Settings   Assign Soft Selection Radius    Empty the recent files list in the File menu.   Increase mesh density by adding edges.      Change the orientation of the selection.  Use Tweak Select to rotate in the plane of the screen.    About Silo. Emulate the way Mirai and several other similar programs handle camera position. While in this mode, clicking and dragging the LMB will rotate the view, clicking and dragging the MMB will zoom the camera, and clicking and dragging the RMB will pan the camera. Context sensitive menu. Zoom the camera in and out. Pan the camera in the plane of the screen.  Rotate the camera around the selection.     Choose all elements under the mouse selection area and subtract them from the current selection.        Choose all elements under the mouse selection area and deselect those that were previously selected and select those that were previously unselected.   Select all elements under the mouse selection area and add them to the current selection.       Deselect the current selection and then select all elements (including obscurred elements) under the mouse selection area.      Choose the visible elements and subtract them from the current selection.       Choose the visible elements, deselect those that were previously selected, and select those that were previously unselected.    Select the visible elements and add them to the current selection.      Deselect the current selection and select only the visible elements (front-most) under the mouse area.  If an element is already selected, perform the operation of the current manipulator in the plane of the screen, regardless of where you click.  If no element is selected, temporarily select the visible elements under your mouse and perform the manipulator's function in the plane of the screen, and then delsect everything when you release the mouse button.   Save a new copy of your scene using incremental numbering in the file name.     This context-sensitive help window will provide information on tools and commands as you mouse over them in the interface.  Help Window Lock scene lights to move with the camera. To set up lights for this mode, align them relative to the camera pointing down the scene's negative Z axis. Hide wireframes for the selected objects.   Display wireframes for the selected objects.        Tilt selected faces around a pivot based on their original position, for a useful rotation effect. Right click or press Enter to exit.  Make the object symmetrical across its current mirror plane. If components are selected, they will be moved to match their unselected counterparts. If both sides or nothing is selected, mirrored vertices will be moved to their average.     Enable or disable symmetry for the selected object. If symmetry has not yet been calculated, symmetry will be calculated first. Calculate or re-calculate symmetry for the selected object. If an edge is selected, symmetry will be calculated based on that edge, otherwise symmetry will be calculated across the plane specified in the symmetry options.   Display a perspective view of the UV space. This allows you to more easily view and manipulate UV vertices as you are unwrapping them. Use in conjunction with the UV 2D view to see the results in actual UV space.    Display a flat view of the UV space.    Enter displacement painting, which will enable a brush-like tool for directly affecting a shape's current subdivision level. Use the Brush Editor to access different brushes including Smooth, Move, Pinch, Flatten, Smudge, and more. Export UVs Options  Select all edges that correspond to UV seams.   Select all edges that that are marked as creased.   Select all faces that use the same material as the currently selected faces.    Export the UV mapping for selected objects or faces to an image file.   Flip UVs by rotating around the V axis  Rotates UV coordinates in the negative direction by the amount specified in the Nudge UVs Options       Rotates UV coordinates by the amount specified in the Nudge UVs Options Nudges UV coordinates in the -V direction by the amount specified in the Nudge UVs Options      Nudges UV coordinates in the -U direction by the amount specified in the Nudge UVs Options      Nudges UV coordinates in the +V direction by the amount specified in the Nudge UVs Options      Nudges UV coordinates in the +U direction by the amount specified in the Nudge UVs Options      Mirrors UV coordinates of selected faces based on the mirroring of the selected object. Sews together two islands of UV coordinates using selected edges.       Set the options for UV creation, including the spacing (in UV coordinates) between islands when automatically laying out UV islands.    Set the maximum allowable difference (in degrees) between face normals for a face to be considered in the same planar region as its neighbor when recreating UVs using planar regions.  Choose whether components must be fully enclosed to be selected when using area style selection.        Live UV unwrapping will update UV unwrapping in real time as you pin and move UV vertices.      Unmark UV seams on an object. The UVs of an object with seams will always be broken along the seams.    Mark UV seams on an object. The UVs of an object with seams will always be broken along the seams.      Toggle UV seams on an object. The UVs of an object with seams will always be broken along the seams.    Toggle pinned vertices on a UV proxy. Pinned vertices will not be repositioned during unwrapping.       Unpin vertices on a UV proxy. Pinned vertices will not be repositioned during unwrapping.       Pin vertices on a UV proxy. Pinned vertices will not be repositioned during unwrapping. Switch to a three-viewport layout with the largest viewport on the left.        Switch to a three-viewport layout with the largest viewport on the right.       Access and edit scene elements including objects, groups, and UV proxies. This editor is useful for layering, renaming, hiding, locking, editing object display properties, working with groups, and much more. Select special geometry as defined in the options.      Context-sensitive editor which offers options for any currently active tool.    Access and edit brushes for displacement painting on a subdivided object. You will probably want to keep this window open while you paint.      Unwrap UVs using the LSCM algorithm. You can also enable Live Unwrapping to get real-time unwrapping as you make adjustments to UVs.    Generate UVs for the selected faces by interpolating from the UV coordinates of neighboring faces.      Generate UVs for the selected object or faces using LSCM unwrapping.  You will likely need to mark seams on your object where the UV faces will be split during unwrapping, allowing your UVs to unwrap as a nice flat shape.   Generate UVs for the selected object or faces by mapping each set of co-planar faces separately.        Automatically arrange selected UV islands in a square with no overlapping islands.      Generate UVs for the selected object or faces by mapping each face separately.  Generate UVs for the selected object or faces using the object's XYZ coordinates.  This is essentially a planar UV mapping using the XZ plane.  Set the offset, maximum face sides, and tolerance for the topology brush.       Open the Topology Tool to draw directly on top of existing objects to describe a new topology. A new object based on the drawn topology is created upon pressing Enter. Especially useful for creating clothes and cleaning up high-res models. Decrease the size of your selection one level by deselecting the outermost ring of selected components. Increase the size of your selection one level to all immediately neighboring components.    Put the object's pivot at the current center of the model.  Connect object or faces with new geometry.  Test Function   Reopen the most recently autosaved file by Silo.    Enable/disable automatic manipulator repositioning to the center of the current selection.      Set the mirror axis and merge tolerance for instance mirroring. Zoom the camera out.    Zoom the camera in.     Automatically orient the manipulator to the world x, y, and z vectors.  Automatically orient the manipulator to the local axis of the selected shape or the shape whose components are selected.        Automatically orient the manipulator so it is aligned with the normal vector of the selection.  Do not reorient the manipulator automatically based on each new selection; leave as previously oriented.        Automatically orient the manipulator differently depending on the selection and the manipulator in use. Deselect all objects, faces, edges, or vertices which are currently selected, based on the current selection mode.  Set the Preserve Volume and Iterations for the Smooth command.      Choose the axis along which to flatten when using the flatten tool.     Scale the selection by a factor of zero in the direction specified in the flatten options dialog.       Display the object rendered as a semi-transparent smooth surface, with wires.   Display the object rendered as a semi-transparent smooth surface.       Center the current selection in the active viewport, and zoom until the selection fills the viewport.   Center the current selection in the active viewport.    Specify width, depth, height, width sections, depth sections, and height sections for a grid. Change values after creation to see live updates. Specify outer radius, inner radius, height, degrees, and radial sections for an arc. Change values after creation to see live updates.  Specify radius, sections, fill, and spokes for a circle. Change values after creation to see live updates.  Modify the behavior of the Surface tool.    Specify the number of subsegments for the polygon tool. Specify the number of subsegments for the edge tool.    Specify rotation, scale, and end capping for a path extrusion object.   Specify height, height sections, and vector for an extrusion.   Specify sections, rotation degrees, end capping, axis, and merge tolerance for a lathe object.  Specify inner radius, outer radius, radial sections, and circumfrence sections for a torus. Change values after creation to see live updates.   Specify top radius, bottom radius, height, radial sections, height sections, and spokes for a cone. Change values after creation to see live updates.   Specify radius, sections, and height sections for a sphere. Change values after creation to see live updates.   Specify radius, height, radial sections, height sections, and spokes for a cylinder. Change values after creation to see live updates.  Specify width, height, depth, and number of segments for a cube. Change values after creation to see live updates.      Switch between selected groups without opening the Group Editor.        Edit settings for soft selection, including falloff type and amount.    Enable/disable soft selection. Click on opt to edit falloff type and other parameters. Falloff and radius up/down are assigned to the scrollwheel by default. See the Mouse Editor for details. Switch to the button page 9.    Switch to the button page 8.    Switch to the button page 7.    Switch to the button page 6.    Switch to the button page 5.    Switch to the button page 4.    Switch to the button page 3.    Switch to the button page 2.    Switch to the button page 1.    Switch to the next button page. Switch to the previous button page. Decrease the radius of the area affected by soft selection. Increase the radius of the area affected by soft selection. Decrease the soft selection falloff radius. Increase the soft selection falloff radius.     Show/hide all the viewport background images. Note that this affects all viewports, not just the current viewport.  Remove the background image, if any, in the current viewport.       Select the background image, if any, in the current viewport, so the position, orientation, and size can be edited with the standard geometry manipulators.     Choose an image to use as a background or reference in the current viewport. Background images can be in any of Silo's supported image formats. Change the way an edge divides two faces by rotating the edge. A single edge which is connected to precisely two faces must be selected in order for this command to work.  Set the merge tolerance for merging vertices.   Hide the current objects' textures. Display the current objects' textures.  Select all members of any groups which the current selection is a member of.    Show/hide the buttons in the modeling window.   Show/hide the work grids representing the XY, YZ, XZ plane in each viewport, as appropriate.    Save a screenshot of your project in any of Silo's supported image types.   Show/hide the manipulator.  Read exact values of different parameters and modify the selection by inputting numerical values.       Create a new group from the current selection. Groups can be accessed via the Scene Editor. Open a dialog to manage the scene's materials.  View the Silo Help file.    Set all objects which are not currently selected (or editable if not in object selection mode) to display in ghost shading mode.        Set all objects which are not currently selected (or editable if not in object selection mode) to display in wireframe mode.    Diplay the object rendered as a smooth surface with the default material and no textures (for extra speed gain).    Display the object rendered as a smooth surface.    Display the object with each polygon displayed as a flat shape, without displaying the object's wireframe.  Display the object in wireframe mode (faces are not rendered).  Orient the manipulator to the normal vector of the selection.       Orient the manipulator and the current selection to the world-coordinate x, y, and z vectors.   Orient the manipulator to the local axis of the selected shape or the shape whose components are selected.      Orient the manipulator to the world-coordinate x, y, and z vectors. Specify parameters for special geometry selection.  Get information about the scene geometry and about the current selection.   Edit several components that affect the look of Silo.   Assign your own keyboard shortcuts in Silo. Completely customize Silo's mouse.      Customize Silo's on-screen buttons.  Buttons are aranged in a series of button pages.   Edit the colors of Silo.  Color settings will automatically be remembered when you close the program.   Set options for subdivision, including maximum subdivision level, displacement propagation, and more.   Change options which affect the operation of the program in general.    Extrude a surface along a path of your choosing to create a 3-dimensional object.       Extrude a surface along a vector to create a 3-dimensional object.      Revolve a 2D profile around an axis, creating a new 3-dimensional object.       Create a cylinder at the center of the work grid, based on the parameters that you specify in the Cylinder Options window.      Create a cube at the center of the work grid, based on parameters that you specify in the Cube Options window.  Create a grid shape at the center of the work grid, based on parameters that you specify in the Grid Options window.    Create an arc or spiral shape at the center of the work grid, based on parameters that you specify in the Arc Options window.   Create a sphere at the center of the work grid, based on the parameters that you specify in the Sphere Options window.  Create a torus at the center of the work grid, based on parameters that you specify in the Torus Options window.        Create a cone at the center of the work grid, based on parameters that you specify in the Cone Options window.  Create a circle at the center of the work grid, based on parameters that you specify in the Circle Options window.  Set the axis and merge tolerance for the Mirror command.    Save only the currently selected objects.       Load another project into the current workspace, adding its materials and geometry to those of the current project.     Save the current project, with the option to change the name, filetype, and directory.  Export the current project. Save the current project.   Open a Silo scene file (.sib or .sia), or import one of several other 3D file formats.  Start a new, empty scene. You will be prompted to save any changes to your current scene.   Split the screen vertically into two viewports. Split the screen horizontally into two viewports.   Fill the entire screen with a single viewport.  Divide the screen into four equal viewports.    Hide the current objects' normals.  Display the current objects' normals.   Create a fully editable copy of an instance.        Enable a separate set of camera controls with mimic a first-person perspective.  Rotation occurs around the camera rather than around the manipulator.  Tesselate all selected objects or faces by dividing faces with more than three edges into multiple faces, all with three edges. Deselect all objects which are currently selectable but have no components selected.    Expand the current selection to all contiguous elements.    Convert the current selection to vertices.  Convert the current selection to edges. Convert the current selection to faces. Select all objects, faces, edges, or vertices which are currently selectable, based on the current selection mode.  Hides all objects which are currently not editable. Show/unhide all objects and faces in the scene if you are in object mode        Hide the current selection in face or object mode. Hidden objects remain hidden until restored (even on save/reopen).   Reverse the direction of each selected face's normal vector.    Align each selected face's normal vector to those of the faces around it, or (in object selection mode) align all of the object's faces' normal vectors to each other.  Join two or more selected vertices of an object, or collapse selected edges into single vertices.   Interactively edit or create new geometry.  Interactively create a new polygon vertex by vertex.  Click to place vertices, press Enter or Esc to exit tool and create polygon.      Interactively create a new line vertex by vertex.  Left-Click to place vertices on the work grid, press Enter or Esc to exit tool and create line.  Make all selected objects into a single object.     Redo the selection just reversed with Undo Selection. Changing the geometry of your object may affect the ability to undo a selection.  Undo the selection just made. Changing the geometry of your object may affect the ability to undo a selection.  Re-perform an action reversed by Undo.  When possible, reverse the effects of the last action. All actions that change the geometry of objects can be undone.   Mirror an object over a world-coordinates axis. If the object overlaps the axis, the overlapping portion will be deleted and replace by the mirror.     Give thickness to the individual polygons of an object by makign a shell of new polygons. Only works in Object selection mode.  Un-crease an edge which has previously been creased with the Crease Edges command.      Change the way an object is subdivided. Creasing an edge lessens the smoothing effect of subdivisino on that edge, resulting in a creased or hardened line on the subdivided object.    Create a copy of the currently selected object(s). The copy will be placed in the same location as the original.        After selecting two objects, create an object that includes only the volume enclosed by both objects.  Inverse of Boolean Combine.      After selecting two objects, create an object that includes all volume from both objects except that which is enclosed by both objects simultaneously.  Inverse of Boolean Intersect.   After selecting two objects, create an object that removes the volume of the second object from that of the first object.       Select two components (faces, edges, or vertices) and have the shortest path of contiguous components between them selected.    Select rows of edges or faces on an object; each edge selected designates the orientation of an edge loop.      Drag manipulator handles to scale in indicated direction. Use Tweak Select to scale in the plane of the screen. Set default options for snapping manipulator increments.    Drag manipulator handles to move or rotate with snapping.   Drag manipulator handles to rotate in indicated direction. Use Tweak Select to rotate in the plane of the screen.       No manipulator is shown. Hold Ctrl to move in the plane of the screen.  Drag manipulator handles to move in indicated direction. Use Tweak Select to move in the plane of the screen.   Manipulator handle shapes indicate function. Drag to rotate, scale, or move. Use Tweak Select to move in the plane of the screen.       If an object has been subdivided, undo one level of subdivision. Can be performed until there is no underlying subdivided shape.        Delete the polygonal control mesh and make the underlying subdivided shape directly editable.   Remove subdivisions above the current level for the selected objects. This will help free memory and remove unwanted displacement details on higher subdivision levels. Toggle selected objects between their current subdivision level and subdivision level 0.        Create a smoothed version of an object underlying the original object. Can be performed multiple times to create a smoother underlying shape.   Cap or fill a hole in your mesh with a single new polygon. Exactly one edge along the border of a hole must be selected.        Average the position of the selected vertices to even out irregularities and extremes, generally smoothing the surface. Set default amount for Bevel.   Set default amount for Slide.   Slide any number of selected edges proportionally along the surface of the model.       Split any loop or strip of faces that you have selected down the middle, along the path of the selection.       Create eges between the selected vertices, in the same order they were selected.        Interactively choose or create vertices for a new polygon.  The first vertex chosen must be an existing vertex on the object.   Assign the currently selected object's axis to wherever the manipulator is currently.   Separate different parts of a single object into separate objects.      Create a bevel along selected vertices, selected edges, or the edges of selected faces. Extend faces or edges out of an object. Select objects when making selections.  Automatically move between vertex, edge, and face selection modes.  Select faces when making selections.    Select edges when making selections.    Select vertices when making selections.     View the scene with a perspective projection (object further away from the camera appear smaller than object close to the camera), free view rotation.  View the scene with an orthographic projection (objects further away from the camera won't be made smaller to adjust for perspective), free view rotation.      View the scene from the bottom (along y axis), orthographic projection.  View rotation is disabled.     View the scene from the top (along -y axis), orthographic projection.  View rotation is disabled.       View the scene from the back (along z axis), orthographic projection.  View rotation is disabled.       View the scene from the front (along -z axis), orthographic projection.  View rotation is disabled.     View the scene from the right side (along x axis), orthographic projection.  View rotation is disabled. View the scene from the left side (along -x axis), orthographic projection.  View rotation is disabled. Cycle the shading between the different shading modes, in reverse order.        Cycle the shading between the different shading modes (Wireframe, Flat Shade, ...).     Switch the manipulator betweeen affecting the selection regularly (regular mode) and allowing you to move only the selection axis (axis edit mode)      Deselect all currently selected objects or components and select all selectable objects or components that were not previously selected.    When possible, deletes whatever geometry you have selected. Exit Silo. You will be prompted to save any unsaved changes.    Move selection right.   Move selection left.    Move selection down.    Move selection up.      Create an instance of each of the currently selected objects.  Each instance is a copy of the original object that is updated whenever you edit that object.    After you have selected two objects, create an instance of the first object for each vertex of the second object and place it at the position of that vertex.   Used in conjunction with Copy. If you have used Copy to copy a selection to the clipboard, Paste will create a new object with the same structure.      Choose whether to have Silo delete the original two objects or keep them in the scene after performing a boolean operation      Copy whatever objects, faces, edges, or vertices you have currently selected to the clipboard.  With no components selected, this command will enable a tool to cut in a new edge with each mouse click. With multiple components selected, it will cut in new edges across the selection.      Select parallel edges that form a ring around (or partially around) an object, or a face loop if in face selection mode.    Apply the last command called to the current selection.     Enable an instanced version of the object flipped across its mirror axis.   Drag the mouse to draw a freehand selection area.   Select whatever items the mouse is dragged over.        Select whatever items are enclosed in a rectangle drawn on the screen.  Change manipulator settings such as size, shape, and available handles. Disable all forms of snapping.  Toggle grid snapping, which will snap the selection to intervals based on the grid as you manipulate the selection.     Toggle surface snapping, which will snap the selection to the surface of any unselected objects as you manipulate the selection. Surface snapping also works with some tools, such as Append Polygon.   Toggle component snapping, which will snap the selection to vertices, edges, and faces in the scene as you manipulate the selection.    Display UV seams marked on your object in non-UV viewports. Display the custom lights that you have added to your scene.        Light your model with lights that you have placed in the scene rather than the default light that moves with the camera.        Set default values for the type of light, the color of the its components, and they way in which it grows dimmer with distance from the source. View and edit options and properties for the selected object, including name, shading, subdivision level, hiding, mirroring and others. Create a light at the center of the work grid, based on parameters that you specify in the Light Options window.        Set options and filetype for export to an external renderer. Check your renderer's documentation for command line details.      Export scene to external renderer. Go to Render Options first to specify a renderer.    Adjust settings for export formats that contain information in addition to the geometry information, such as lighting and camera information. Not all options will affect all export formats.   Set default amount for local move.  Move selected components along their normals.       Constrain movement/editing of objects and their elements to the xz plane.       Constrain movement/editing of objects and their elements to the yz plane.       Constrain movement/editing of objects and their elements to the xy plane.       Constrain movement/editing of objects and their elements to the z-axis. Constrain movement/editing of objects and their elements to the y-axis. Constrain movement/editing of objects and their elements to the x-axis. Constrain movement/editing of objects and their elements to the screen plane.   Scale selected faces so they move in the plane perpendicular to their respective normal vectors. Drag to adjust scale, Right-click or press Enter to exit.      Scale selected faces so that the edges all move an equal distance from their original position. Drag to adjust scale, Right-click or press Enter to exit.   Configure settings and output for displacement map generation.      Select one object to generate a displacement map from its subdivided mesh to its base mesh. Select two or more objects to generate a map from the selection, with the last-selected object as target. The target object must already have UVs assigned. Configure settings and output for normal map generation.        Select one object to generate a normal map from its subdivided mesh to its base mesh. Select two or more objects to generate a map from the selection, with the last-selected object as target. The target object must already have UVs assigned.       Load settings from a single file that can contain multiple preference settings (keyboard shortcuts, mouse commands, colors, etc).       Save your Silo settings (keyboard shortcuts, mouse commands, colors, etc) in a single file that can later be loaded or shared.  UV 3D   UV 2D   Soft Selection  Show Buttons    Show Grids  Smooth Shade    Flat Shade  Wireframe   Path Extrusion  Extrusion   Instance Mirror Show Lights Use Scene Lights    Render  Show UV Seams   Walkthrough Mode    Object  Face    Edge    Vertex  Free Ortho  About...    Snap    UV Seams    Creased Edges   Faces With Same Material    Using Planar Regions    Using LSCM Unwrapping   Using Neighbors Per Face    Load All Settings...    Save All Settings...    Enable Repositioning    Auto Orienting Off  Standard    To Normal Vector    To Object   To World    Surface Component   Lasso   Paint   Area    Vertices    Edges   Faces   Multi   Scale   Rotate  None    Move    Universal   Show Viewport Images    Show Manipulator    Show Work Grids Live UV Unwrapping  Manipulator Edit Mode   Save Screenshot...  Save Selected Objects...    Load Into Scene...  Save Scene As...    Open Scene...   Using XYZ Coords
离线 woyaoqian
发表于: 2011-08-14 只看该作者
51F
姐姐一起
快速回复
限150 字节
温馨提示:严禁胡乱恶意回复帖子,违者严惩,严重者封号!
 
上一个 下一个
      你的浏览器不支持js脚本,无法发帖,请修改浏览器设置,支持js脚本并刷新页面后再发帖!
      欢迎光临中国汉化网

      登录后更精彩!

      下拉
      使用快捷登录 或 免费注册