Áp Dụng

These operations lets you apply several transformations to the selected objects. The object transformation coordinates are transferred to the object data. If the objects have hierarchical descendants, it also applies those transformations to their children.

Biến Hóa

Tham Chiếu

Chế Độ

Chế Độ Vật Thể

Trình Đơn

Vật Thể/Tư Thế (Object/Pose) ‣ Hoạt Họa (Animation) ‣ Nướng Hành Động (Bake Action...)

Tổ Hợp Phím Tắt

Ctrl-A

Applying transform values essentially resets the values of object's location, rotation or scale, while visually keeping the object data in-place. The object origin point is moved to the global origin, the rotation is cleared and scale values are set to 1.

For simple cases you won't notice any difference the 3D Viewport or rendered output, yet modifiers and constraints may depend on object transformation.

Cảnh báo

Vật Thể Cốt

While applying transformations to armatures is supported, this does not apply to their pose location, animation curves or constraints. This tool should be used before rigging and animation.

When running Apply Transform, the Điều Chỉnh Thao Tác Trước Đây panel lets you choose the combination of transformations to apply.

Tùy Chọn

Vị Trí

Apply (set) the location of the selection. This will make Blender consider the current location to be equivalent to 0 in each plane i.e. the selection will not move, the current location will be considered to be the "default location". The object origin will be set to actual (0, 0, 0) (where the colored axis lines intersect in each view).

Xoay Chiều

Apply (set) the rotation of the selection. This will make Blender consider the current rotation to be equivalent to 0 degrees in each plane i.e. the selection will not rotated, the current rotation will be considered to be the "default rotation".

Tỷ Lệ

Apply (set) the scale of the selection. This will make Blender consider the current scale to be equivalent to 0 in each plane i.e. the selection will not scaled, the current scale will be considered to be the "default scale".

Xoay Chiều và tỷ lệ

Apply (set) the rotation and scale of the selection. Do the above two applications simultaneously.

Áp Dụng các Tính Chất

Modify properties such as curve vertex radius, font size and bone envelope according to the applied transformation. (Found in the Điều Chỉnh Thao Tác Trước Đây panel)

Biến Hóa sang Delta

Tham Chiếu

Chế Độ

Chế Độ Vật Thể

Trình Đơn

Vật Thể (Object) ‣ Hoạt Họa (Animation) ‣ Xóa Bỏ Khung Khóa (Delete Keyframes...)

Tổ Hợp Phím Tắt

Ctrl-A

Converts primary object transformations to delta transforms, any existing delta transforms will be included as well.

  • Vị Trí sang Delta

  • Xoay Chiều sang Delta

  • Tỷ Lệ sang Delta

Tất Cả các Biến Hóa sang Delta

Converts all primary transformations to delta transforms.

Biến hóa đã hoạt họa thành Deltas

Converts the primary transformation animations (of the translation, scale, and, rotation values) to delta transforms.

Tùy Chọn

Hoàn Lại các Giá Trị

Clear primary transform values after transferring to deltas.

Biến Hóa Trực Quan

Tham Chiếu

Chế Độ

Chế Độ Vật Thể

Trình Đơn

Xương (Bone) ‣ Biến Hóa (Transform)

Tổ Hợp Phím Tắt

Ctrl-A

Apply (set) the result of a constraint and apply this back to the object's location, rotation and scale.

Trực Quan Hóa Hình Học thành khung lưới

Tham Chiếu

Chế Độ

Chế Độ Vật Thể

Trình Đơn

Vật Thể (Object) ‣ Hoạt Họa (Animation) ‣ Chèn Khung Khóa (Insert Keyframe...)

Tổ Hợp Phím Tắt

Ctrl-A

Apply the visual state of all selected objects (modifiers, shape keys, hooks, etc.) to object data. This is a way to freeze all object data into static meshes, as well as converts non-mesh types to mesh.

For details, see the Chuyển Đổi mesh.

Biến Bản Sao Thành Thật

Tham Chiếu

Chế Độ

Chế Độ Vật Thể

Trình Đơn

Vật Thể (Object) ‣ Hoạt Họa (Animation) ‣ Chèn Khung Khóa (Insert Keyframe...)

Tổ Hợp Phím Tắt

Thêm :kbd:`Shift-Ctrl- = `

Make Instances Real creates a new object for each instance generated by the selected ones, and removes any direct instancing from those.

In the end, each instance becomes a real object.

Cảnh báo

This applies to both direct (from verts or faces...) and indirect (from particle system...) instancing. In case you have tens of thousands of instances (from particles for example), this can significantly slow down Blender, which does not always deal well with that many objects in a scene.

Tùy Chọn

By default, new objects will be added to the same collection as the one containing their instancer, without keeping any hierarchy relationships. This behavior can be altered with the following options.

Phụ Huynh

If Keep Hierarchy is not set, parents all the generated objects to the former instancer.

Otherwise, parents all the generated objects which are not already parented to their respective instancer, or its matching new copy (this is important in case of recursive instancing, see the note below).

Duy Trì Thứ Bậc

Preserves internal hierarchies (i.e. parent relationships) in the newly generated objects.

Mẹo

Usually, to get a new hierarchy as close as possible from the instancing one, you'll want to enable both of these options.

Ghi chú

Preserving relationships in recursive instancing cases (instancers instancing other instancer objects, etc.) is only supported to some extent currently.

Simple cases (like an empty instancing a collection containing instances of some other collections) will usually work, but more complex cases will fail to fully reproduce the whole instancing hierarchy.