Warning:
There are two kinds of uv texture coordinates in Blender: per
vertex ("sticky") and per face vertex (uv in NMFace). In the
first, there's only one uv pair of coordinates for each vertex in
the mesh. In the second, for each face it belongs to, a vertex can
have different uv coordinates. This makes the per face option more
flexible, since two adjacent faces won't have to be mapped to a
continuous region in an image: each face can be independently
mapped to any part of its texture.
3D Vector object. (WRAPPED DATA)
|
co
The vertex coordinates (x, y, z).
|
int
|
index
The vertex index, if owned by a mesh.
|
3D Vector object. (unit length) (WRAPPED DATA)
|
no
The vertex normal vector (x, y, z).
|
int
|
sel
The selection state (selected:1, unselected:0) of this vertex.
|
3D Vector object. (WRAPPED DATA)
|
uvco
The vertex texture "sticky" coordinates.
|