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15013c4d59 doc: update en doc by translation 2026-03-24 16:31:03 +08:00
3b79b8a0b1 doc: update zh-cn doc 2026-03-24 16:12:07 +08:00
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@@ -6,7 +6,7 @@ This page will guide you in compiling the plugin as well as distributing it.
BBP's Virtools file native import/export functionality relies on BMap and its Python binding pybmap. In order to distribute the plugin, we need to first compile BMap and its predecessor LibCmo, and before doing so, you need to check the version of BMap you need. Because BBP doesn't always use the latest version of BMap, e.g. if you're compiling an older version of BBP, it's obviously not possible to rely on the latest version of BMap. BMap is constantly being upgraded, and the functionality it provides is constantly changing, and different versions of BMap are incompatible. BBP usually states the version of BMap it uses at the time of release, but if BBP doesn't point it out, you may need to look for the most recent version of BMap that compiles with the version of BBP at the time of its release. BBP's Virtools file native import/export functionality relies on BMap and its Python binding pybmap. In order to distribute the plugin, we need to first compile BMap and its predecessor LibCmo, and before doing so, you need to check the version of BMap you need. Because BBP doesn't always use the latest version of BMap, e.g. if you're compiling an older version of BBP, it's obviously not possible to rely on the latest version of BMap. BMap is constantly being upgraded, and the functionality it provides is constantly changing, and different versions of BMap are incompatible. BBP usually states the version of BMap it uses at the time of release, but if BBP doesn't point it out, you may need to look for the most recent version of BMap that compiles with the version of BBP at the time of its release.
After specifying the version, you need to visit [LibCmo GitHub repository](https://github.com/yyc12345/libcmo21). Then clone the project and use the Git command to go to the corresponding version (or just download the source code of the corresponding version). Then follow LibCmo's compilation manual to compile to get BMap. on Windows, you'll usually get the files `BMap.dll` and `BMap.pdb`. On Linux, it will be `BMap.so`. After specifying the version, you need to visit [LibCmo GitHub repository](https://github.com/yyc12345/libcmo21). Then clone the project and use the Git command to go to the corresponding version (or just download the source code of the corresponding version). Then follow LibCmo's compilation manual to compile to get BMap. on Windows, you'll usually get the file `BMap.dll`. On Linux, it will be `BMap.so`.
Then we need to configure pybmap, which comes with LibCmo. Please follow the manual of pybmap to combine the compiled binary BMap library with pybmap. That is to complete the pybmap configuration. Then we need to configure pybmap, which comes with LibCmo. Please follow the manual of pybmap to combine the compiled binary BMap library with pybmap. That is to complete the pybmap configuration.

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@@ -5,11 +5,13 @@
## Import Virtools File ## Import Virtools File
Virtools files can be imported by clicking `File - Import - Virtools File`. Importing supports CMO, VMO and NMO files. Clicking on it will bring up the file opening window and show the import settings in the sidebar. First of all, you need to select the Virtools file to be imported, and then configure the import settings in the sidebar. After configuring the import settings, you can click Import to start the import, and wait for the status bar at the bottom of Blender to indicate that the import is complete. Virtools files can be imported by clicking `File - Import - Virtools File`. Importing supports CMO, VMO and NMO files. Clicking on it will bring up the file opening window and show the import settings in the sidebar as shown below. First of all, you need to select the Virtools file to be imported, and then configure the import settings in the sidebar. After configuring the import settings, you can click Import to start the import, and wait for the status bar at the bottom of Blender to indicate that the import is complete.
![](../imgs/import-virtools.png)
### Conflict Options ### Conflict Options
The Conflict Options section indicates what to do when the importer encounters duplicate object names. There are 5 levels, for Object, Light, Mesh, Material and Texture. There are 2 ways to handle it: Rename and Use Current. When Rename is selected and a duplicate name is encountered, a suffix will be added to the name to make it unique. By choosing Use Current, the import of the item from the file will be ignored and the item with the same name will be used instead, which already exists in the Blender document. The Conflict Options section indicates what to do when the importer encounters duplicate object names. There are 6 levels, for Object, Light, Camera, Mesh, Material and Texture. There are 2 ways to handle it: Rename and Use Current. When Rename is selected and a duplicate name is encountered, a suffix will be added to the name to make it unique. By choosing Use Current, the import of the item from the file will be ignored and the item with the same name will be used instead, which already exists in the Blender document.
!!! info "Differences from Virtools conflict resolution" !!! info "Differences from Virtools conflict resolution"
Compared to the conflict resolution dialog in Virtools, the conflict resolution options provided by the BBP plugin do not support replacement, and the granularity is not fine-tuned to individual instances, but only for an entire type. So you can't set a different conflict resolution for each instance of a conflict individually. However, this setting is sufficient for most scenarios. Compared to the conflict resolution dialog in Virtools, the conflict resolution options provided by the BBP plugin do not support replacement, and the granularity is not fine-tuned to individual instances, but only for an entire type. So you can't set a different conflict resolution for each instance of a conflict individually. However, this setting is sufficient for most scenarios.
@@ -35,7 +37,9 @@ The encoding attribute is very important. If the wrong encoding is set, the name
## Export Virtools File ## Export Virtools File
Virtools files can be exported by clicking `File - Export - Virtools File`. Clicking on it will bring up the file opening window and show you the export settings in the sidebar. First of all, you need to select the location of the exported Virtools file, then configure the export settings in the sidebar, after configuring the export settings, you can click Export to start the export, and wait for the status bar at the bottom of Blender to indicate that the export is complete. Virtools files can be exported by clicking `File - Export - Virtools File`. Clicking on it will bring up the file opening window and show you the export settings in the sidebar as shown below. First of all, you need to select the location of the exported Virtools file, then configure the export settings in the sidebar, after configuring the export settings, you can click Export to start the export, and wait for the status bar at the bottom of Blender to indicate that the export is complete.
![](../imgs/export-virtools.png)
### Export Target ### Export Target
@@ -46,6 +50,11 @@ The Export Target section is used to determine which objects you need to export
* Selected Object: Export selected objects. Select the objects to be exported before enter this dialog. * Selected Object: Export selected objects. Select the objects to be exported before enter this dialog.
* All Objects: Export all objects inside this document. This option should be used with caution. Because it brutely iterate the list of document objects to export, and it is likely to export many objects you don't need. * All Objects: Export all objects inside this document. This option should be used with caution. Because it brutely iterate the list of document objects to export, and it is likely to export many objects you don't need.
!!! warning "Exportable Targets and Modifiers"
Starting with BBP version 4.4, BBP not only supports exporting Mesh type objects, but also supports exporting all objects that can be converted to Mesh type, including: Curves, Surfaces, Fonts, and Meta Balls. Previously, BBP only supported exporting Mesh type objects. With this feature, users no longer need to convert various objects into meshes before exporting and testing maps. For example, when creating fancy rails using curve lofting, users can now export directly in curve form, test their playability in the game, and then solidify it into a mesh with appropriate materials after the complete test. This feature significantly speeds up map creation and adjustment.
Additionally, starting with BBP version 4.4, it's no longer necessary to apply modifiers to objects during export. BBP applies all modifiers to something like a "temporary object" before exporting (you can think of it this way, but the actual implementation is not exactly the same). This feature lays a solid foundation for enabling rapid creation of Balance maps using modifiers such as geometry nodes.
### Virtools Params ### Virtools Params
The Virtools Params section is similar to the one in the importing Virtools document; the Encodings property determines the encoding used when exporting a Virtools document. The Virtools Params section is similar to the one in the importing Virtools document; the Encodings property determines the encoding used when exporting a Virtools document.

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@@ -10,7 +10,7 @@ In the `Virtools Group` panel, you can click Add to group objects. After clickin
BBP also provides access to Virtools groups in Blender's other menus, see [Group Operation](./group-operations.md). BBP also provides access to Virtools groups in Blender's other menus, see [Group Operation](./group-operations.md).
It is important to note that the Virtools group only works on mesh objects. When you open the Virtools group panel on other objects, you will see a warning message in the panel indicating that the Virtools group is invalid for that object. Although the Virtools group data set on non-mesh objects will be recognized and stored by Blender, it will not be saved to the Virtools file when exporting. It's important to note that Virtools groups only apply to mesh objects and objects that can be converted to meshes. For a list of supported objects, please refer to the "Export Virtools File" section on the [Import and Export Virtools Document](./import-export-virtools.md) page. When you open the Virtools group panel on an unsupported object, you will see a warning message indicating that the Virtools group is invalid on that object. Virtools group data set on unsupported objects will be recognized and stored by Blender, but will not be saved to the Virtools file during export.
## Virtools Material ## Virtools Material
@@ -67,3 +67,18 @@ The BBP plugin adds a new property called Virtools Light to all Blender lights.
![](../imgs/virtools-light.png) ![](../imgs/virtools-light.png)
Similar to the materials in Virtools, the lighting system in Virtools differs significantly from that in Blender. The Virtools Light acts as a bridge, accurately reflecting the settings of Virtools, allowing for seamless storage within Blender files and providing necessary data during import and export. Additionally, this panel includes an Apply button to apply the Virtools lighting settings to Blender's lighting. Similar to the materials in Virtools, the lighting system in Virtools differs significantly from that in Blender. The Virtools Light acts as a bridge, accurately reflecting the settings of Virtools, allowing for seamless storage within Blender files and providing necessary data during import and export. Additionally, this panel includes an Apply button to apply the Virtools lighting settings to Blender's lighting.
## Virtools Camera
The BBP plugin adds a new property called Virtools Camera to all Blender cameras. You can find the Virtools Camera panel by navigating to the Data properties panel.
![](../imgs/virtools-camera.png)
Similar to the lights in Virtools, the cameraing system in Virtools differs significantly from that in Blender. The Virtools Camera acts as a bridge, accurately reflecting the settings of Virtools, allowing for seamless storage within Blender files and providing necessary data during import and export.
However, unlike Virtools light, Virtools camera and the Blender camera system have a significant difference. Each Virtools camera can hold a different aspect ratio, such as 4:3, 16:9, etc.; while the Blender camera system does not hold this data, but instead stores it in the scene's rendering settings, where only a single value can be entered. To solve this problem, the "Apply" button in this panel only precisely maps properties other than Aspect Ratio to the Blender camera. For Aspect Ratio, a separate button called "Apply Resolution" is provided to reflect the resolution value in the scene's rendering settings. When you want to use the current camera as the viewpoint, click this button, apply the resolution, and then enter the camera's view to see the camera result that matches the Aspect Ratio.
!!! tip "Specific Values for Applying Resolution"
When applying resolution, we do not provide a function to specify the number of pixels on a particular side. Instead, we use a fully automatic algorithm to calculate a suitable resolution. Specifically: First, we obtain the LCM of the Aspect Ratio. Then, we find the first number greater than 1000 that is an integer multiple of that LCM, and use this as the number of pixels on the shorter side. Then, we calculate the number of pixels on the longer side proportionally. This algorithm guarantees that the calculated resolution will always be an integer.
1000 was chosen because it is a relatively moderate resolution size. However, this randomly selected fixed value also means that the final resolution may not be what the user wants. Users can adjust the resolution proportionally according to their needs.

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@@ -34,4 +34,6 @@ First, select the target, which essentially means choosing the position of the p
Next is the selection of the camera's rotation angles. We offer 8 common used in-game preset angles, corresponding to 4 each for 90 degrees camera and 45 degrees camera. Furthermore, if these preset angles do not meet your requirements, you can also set custom angles. Next is the selection of the camera's rotation angles. We offer 8 common used in-game preset angles, corresponding to 4 each for 90 degrees camera and 45 degrees camera. Furthermore, if these preset angles do not meet your requirements, you can also set custom angles.
Finally, there is the selection of camera perspectives, which can be divided into 3 types: Ordinary (standard perspective), Lift (perspective activated by holding the spacebar), and Easter Egg (special Easter Egg perspective). Then, there is the selection of camera perspectives, which can be divided into 3 types: Ordinary (standard perspective), Lift (perspective activated by holding the spacebar), and Easter Egg (special Easter Egg perspective).
Finally, there's the resolution option, where you can choose between Normal (normal game view) and Wide Screen (view after adding the widescreen patch). Generally, choosing the normal game view is sufficient; no special configuration is needed for widescreen. Furthermore, if this resolution option is not checked, the resolution of the currently selected camera will not be modified. Due to the implementation differences between Blender and Virtools cameras, the size of the Blender rendering window will also not be changed. For more information on this behavior, please refer to the "Virtools Camera" section on the [Virtools Properties](./virtools-properties.md) page.

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@@ -6,7 +6,7 @@
BBP的Virtools文件原生导入导出功能依赖BMap以及其Python绑定pybmap来实现。为了分发插件我们需要首先编译BMap及其前置LibCmo。而在编译前你需要先确认你需要的BMap版本。因为BBP并不总是使用最新的BMap例如你正在编译一个旧版的BBP其显然不可能依赖最新的BMap。BMap也在不断升级中其提供的功能也在不断变化不同版本的BMap是不兼容的。BBP通常会在发布时写明其所用的BMap版本如果BBP没有指出你可能需要寻找与BBP发布时最近的BMap版本来编译。 BBP的Virtools文件原生导入导出功能依赖BMap以及其Python绑定pybmap来实现。为了分发插件我们需要首先编译BMap及其前置LibCmo。而在编译前你需要先确认你需要的BMap版本。因为BBP并不总是使用最新的BMap例如你正在编译一个旧版的BBP其显然不可能依赖最新的BMap。BMap也在不断升级中其提供的功能也在不断变化不同版本的BMap是不兼容的。BBP通常会在发布时写明其所用的BMap版本如果BBP没有指出你可能需要寻找与BBP发布时最近的BMap版本来编译。
在明确版本后,你需要访问[LibCmo位于GitHub的存储库](https://github.com/yyc12345/libcmo21)。然后克隆项目使用Git命令转到对应版本或者直接下载对应版本的源码。然后按照LibCmo的编译手册编译得到BMap。在Windows上你通常会得到`BMap.dll``BMap.pdb`这两个文件。而在Linux上则会是`BMap.so` 在明确版本后,你需要访问[LibCmo位于GitHub的存储库](https://github.com/yyc12345/libcmo21)。然后克隆项目使用Git命令转到对应版本或者直接下载对应版本的源码。然后按照LibCmo的编译手册编译得到BMap。在Windows上你通常会得到`BMap.dll`文件。而在Linux上则会是`BMap.so`
然后我们需要配置pybmap。pybmap是随LibCmo一起提供的。请按照pybmap的手册将编译得到的二进制BMap库和pybmap结合在一起。即完成pybmap配置。 然后我们需要配置pybmap。pybmap是随LibCmo一起提供的。请按照pybmap的手册将编译得到的二进制BMap库和pybmap结合在一起。即完成pybmap配置。

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@@ -5,11 +5,13 @@
## 导入Virtools文档 ## 导入Virtools文档
点击`File - Import - Virtools File`可以导入Virtools文档。导入支持CMOVMONMO文件。点击后会弹出文件打开界面并在侧边栏展示导入设置。首先你需要选择导入的Virtools文档然后在侧边栏配置导入设置配置完导入设置后即可点击导入开始导入并等待Blender下方提示导入完成即可。 点击`File - Import - Virtools File`可以导入Virtools文档。导入支持CMOVMONMO文件。点击后会弹出文件打开界面并在侧边栏展示导入设置,如下图所示。首先你需要选择导入的Virtools文档然后在侧边栏配置导入设置配置完导入设置后即可点击导入开始导入并等待Blender下方提示导入完成即可。
![](../imgs/import-virtools.png)
### 冲突解决选项 ### 冲突解决选项
Conflict Options冲突解决选项章节指示了当导入器遇到物体名称重复的情况时该如何处理。分为5个等级分别针对Object物体Light灯光Mesh网格Material材质Texture贴图。处理方式则有2种Rename重命名和Use Current使用当前。选择重命名后当遇到重复名称时将会自动为其添加名称后缀使其名称唯一化。而选择使用当前则会忽略从文件中导入此项转而使用Blender文档中已经存在的同名的项目。 Conflict Options冲突解决选项章节指示了当导入器遇到物体名称重复的情况时该如何处理。分为6个等级分别针对Object物体Light灯光Camera摄像机Mesh网格Material材质Texture贴图。处理方式则有2种Rename重命名和Use Current使用当前。选择重命名后当遇到重复名称时将会自动为其添加名称后缀使其名称唯一化。而选择使用当前则会忽略从文件中导入此项转而使用Blender文档中已经存在的同名的项目。
!!! info "与Virtools冲突解决的不同" !!! info "与Virtools冲突解决的不同"
相比较于在Virtools的冲突解决对话框BBP插件提供的冲突解决选项不支持替换功能同时其粒度也不支持精细到单个实例只能针对一整个类型进行设定。因此你无法单独为每一个冲突的实例设置不同的冲突解决方案。但目前这种设置已经能满足绝大对数的使用场景了。 相比较于在Virtools的冲突解决对话框BBP插件提供的冲突解决选项不支持替换功能同时其粒度也不支持精细到单个实例只能针对一整个类型进行设定。因此你无法单独为每一个冲突的实例设置不同的冲突解决方案。但目前这种设置已经能满足绝大对数的使用场景了。
@@ -35,7 +37,9 @@ Conflict Options冲突解决选项章节指示了当导入器遇到物体
## 导出Virtools文档 ## 导出Virtools文档
点击`File - Export - Virtools File`可以导出Virtools文档。点击后会弹出文件打开界面并在侧边栏展示导出设置。首先你需要选择导出的Virtools文档的位置然后在侧边栏配置导出设置配置完导出设置后即可点击导出开始导出并等待Blender下方提示导出完成即可。 点击`File - Export - Virtools File`可以导出Virtools文档。点击后会弹出文件打开界面并在侧边栏展示导出设置,如下图所示。首先你需要选择导出的Virtools文档的位置然后在侧边栏配置导出设置配置完导出设置后即可点击导出开始导出并等待Blender下方提示导出完成即可。
![](../imgs/export-virtools.png)
### 导出目标 ### 导出目标
@@ -46,6 +50,11 @@ Export Target导出目标章节用于决定你需要将哪写物体导出
* Selected Objects导出选择的物体。你需要在导出前选择好需要导出的物体。 * Selected Objects导出选择的物体。你需要在导出前选择好需要导出的物体。
* All Objects导出该文档中的所有物体。该选项慎用因为它是粗暴地遍历文档中的物体列表来进行导出很可能会导出许多你不需要的物体。 * All Objects导出该文档中的所有物体。该选项慎用因为它是粗暴地遍历文档中的物体列表来进行导出很可能会导出许多你不需要的物体。
!!! warning "可导出目标与修改器"
自BBP 4.4版本开始BBP不仅支持导出Mesh类型物体还开始支持导出所有可转换为Mesh类型的物体包括Curve曲线Surface表面Font字体和Meta Ball融球。此前BBP仅支持Mesh类型物体的导出。通过该功能用户不再需要将各类物体转换为网格之后再进行地图导出和测试例如使用曲线放样得到花式钢轨的工作现在可以直接在曲线状态进行导出然后在游戏中进行可通关性的测试测试完毕后再将其固化为网格并添加相应材质。凭借该功能可大幅加速地图制作和调整速度。
额外的自BBP 4.4版本开始导出时也不再需要给物体应用修改器了。BBP在导出时会在一个类似“临时物体”的东西上应用所有修改器后再导出你可以这么近似理解实际实现并非如此。该功能可为之后使用几何节点等修改器赋能Ballance地图快速创作打下坚实基础。
### Virtools参数 ### Virtools参数
Virtools ParamsVirtools参数章节与导入Virtools文档中的类似。Encodings编码属性决定了导出Virtools文档时所用的编码。 Virtools ParamsVirtools参数章节与导入Virtools文档中的类似。Encodings编码属性决定了导出Virtools文档时所用的编码。

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@@ -10,7 +10,7 @@ BBP插件为每一个Blender物体添加了新的属性被称为Virtools Grou
BBP还在Blender的其它菜单提供了对Virtools组的访问具体内容请参阅[按组操作](./group-operations.md)。 BBP还在Blender的其它菜单提供了对Virtools组的访问具体内容请参阅[按组操作](./group-operations.md)。
需要注意的是Virtools组仅对网格物体生效,当你在其它物体上打开Virtools组面板时你会在面板中看到一条警告消息提示你Virtools组在该物体上无效。在非网格物体上设置的Virtools组数据尽管会被Blender承认和存储但不会在导出时保存到Virtools文件中。 需要注意的是Virtools组仅对网格物体和可转换为网格的物体生效,具体支持的物体可参考[导入导出Virtools文档](./import-export-virtools.md)页面的导出Virtools文档章节。当你在不支持的物体上打开Virtools组面板时你会在面板中看到一条警告消息提示你Virtools组在该物体上无效。在不支持的物体上设置的Virtools组数据尽管会被Blender承认和存储但不会在导出时保存到Virtools文件中。
## Virtools材质 ## Virtools材质
@@ -67,3 +67,18 @@ BBP插件为所有Blender灯光添加了新的属性称为Virtools Light。
![](../imgs/virtools-light.png) ![](../imgs/virtools-light.png)
与Virtools材质类似Virtools的灯光系统与Blender的灯光系统差距较大Virtools灯光相当于一个桥梁它可以准确地反映Virtools的设置使得其可以完美地存储于Blender文件中并在导入导出时提供必要的数据。同时该面板并提供一个应用按钮用以将Virtools灯光设置应用到Blender灯光中。 与Virtools材质类似Virtools的灯光系统与Blender的灯光系统差距较大Virtools灯光相当于一个桥梁它可以准确地反映Virtools的设置使得其可以完美地存储于Blender文件中并在导入导出时提供必要的数据。同时该面板并提供一个应用按钮用以将Virtools灯光设置应用到Blender灯光中。
## Virtools摄像机
BBP插件为所有Blender摄像机添加了新的属性称为Virtools Camera。转到`Data`属性面板,即可以找到`Virtools Camera`面板。
![](../imgs/virtools-camera.png)
与Virtools灯光类似Virtools的摄像机系统与Blender的摄像机系统差距较大Virtools摄像机相当于一个桥梁它可以准确地反映Virtools的设置使得其可以完美地存储于Blender文件中并在导入导出时提供必要的数据。
然而与Virtools灯光不同的是Virtools摄像机与Blender摄像机系统还有一个巨大的差异。每一个Virtools摄像机均可持有一个不同的分辨率比例例如4:316:9等而对于Blender摄像机系统Blender摄像机不持有这些数据而转而将他们存储在场景的渲染设置中该位置只能填写唯一的数值。为了解决该问题该面板提供的应用按钮仅将除了Aspect Ratio以外的属性精准地映射到Blender摄像机之上而对于Aspect Ratio单独提供了一个名为Apply Resolution的按钮用于将其反映到场景的渲染设置中的分辨率数值。当你想要义当前摄像机作为查看时点击该按钮应用分辨率后再进入摄像机视角就可以看到符合Aspect Ratio的摄像机结果了。
!!! tip "应用分辨率时的具体数值"
在应用分辨率时我们没有提供具体指定某一边像素个数的功能我们转而使用全自动的算法来计算出一个合适的分辨率。具体而言是首先取得Aspect Ratio的最小公倍数然后找到第一个大于1000且是其整数倍的数作为短边的像素数然后再以比例计算长边。该算法可保证计算出来的分辨率一定是整数。
选取1000是因为1000是一个较为适中的分辨率大小。然而这种随机选定的固定值也决定了其最终分辨率可能并不是用户想要的用户可酌情根据自身需要按比率增减分辨率。

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然后是选择摄像机的旋转角度。我们提供了8种游戏内预设角度分别对应90度和45度的各4种。此外如果这些预设角度不能满足你的需求你还可以设置自定义角度。 然后是选择摄像机的旋转角度。我们提供了8种游戏内预设角度分别对应90度和45度的各4种。此外如果这些预设角度不能满足你的需求你还可以设置自定义角度。
最后是选择摄像机视角分为Ordinary常规视角Lift按住空格键的视角和Easter Egg彩蛋视角三种。 接着是选择摄像机视角分为Ordinary常规视角Lift按住空格键的视角和Easter Egg彩蛋视角三种。
最后是分辨率选项可以在Normal正常游戏视角和Wide Screen加入宽屏补丁后的视角之间进行选择。通常来说选择正常游戏视角即可无需针对宽屏进行特殊配置。此外如果不勾选分辨率这个选项则不会修改当前选择摄像机的分辨率由于Blender与Virtools摄像机的实现差异也因此不会修改Blender渲染窗口的大小。有关该行为可参考[Virtools属性](./virtools-properties.md)页面的的Virtools摄像机章节。