Rearrange geometry on a selected surface to avoid skinny faces
Blend in shape from a shape key
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Mirror UV/image color layer
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Rotate UV/image color layer
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Delete selected vertices, edges or faces
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Delete an edge loop by merging the faces on each side to a single face loop
File : | op/wm.py:32 |
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Assigns Image to active UV layer, or creates a UV layer
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Duplicate and extrude selected vertices, edges or faces towards 3D Cursor
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Duplicate selected vertices, edges or faces
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Undocumented (contribute)
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Add an edge or face to selected
Flip selected edge or adjoining faces
Rotate selected edge or adjoining faces
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Select an edge ring
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Marked selected edges as sharp
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Extrude selected vertices, edges or faces
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Undocumented (contribute)
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Undocumented (contribute)
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Undocumented (contribute)
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Extrude selected vertices, edges or faces repeatedly
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Undocumented (contribute)
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Copy mirror UV coordinates on the X axis based on a mirrored mesh
File : | op/mesh.py:78 |
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Select faces where all edges have more then 2 face users.
File : | op/mesh.py:36 |
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Select linked faces by angle
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Display faces ‘flat’
Display faces ‘smooth’ (using vertex normals)
Clear fgon from selected face
Make fgon from selected faces
Create a segment, edge or face
Toggle the direction of selected face’s vertex and face normals
Hide (un)selected vertices, edges or faces
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Cut selected edges and faces into parts
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Select a loop of connected edges by connection type
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Select a loop of connected edges
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Select a loop of connected edges as a region
Add a new loop between existing loops
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Undocumented (contribute)
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(un)mark selected edges as a seam
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(un)mark selected edges as sharp
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Merge selected vertices
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Use vertex coordinate as texture coordinate
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Flip all selected vertex and face normals in a consistent direction
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Construct a circle mesh
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Construct a conic mesh (ends filled)
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Construct a cube mesh
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Construct a cylinder mesh
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Construct a grid mesh
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Construct an Icosphere mesh
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Construct a Suzanne mesh
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Construct a filled planar mesh with 4 vertices
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Add a torus mesh
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File : |
Construct a UV sphere mesh
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Convert selected quads to triangles
Select a region as a loop of connected edges
Remove duplicate vertices
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Reveal all hidden vertices, edges and faces
Rip selection from mesh (quads only)
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Undocumented (contribute)
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Extrude selected vertices in screw-shaped rotation around the cursor in indicated viewport
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Change selection of all vertices, edges or faces
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Select all data in the mesh on a single axis
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Select vertices or faces by vertex count
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Select inverse of (un)selected vertices, edges or faces
Select less vertices, edges or faces connected to initial selection
Select all vertices linked to the active mesh
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(un)select all vertices linked to the active mesh
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Select mesh items at mirrored locations
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Select more vertices, edges or faces connected to initial selection
Select all non-manifold vertices or edges
Undocumented (contribute)
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Randomly select vertices
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Select shortest path between two selections
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Select similar vertices, edges or faces by property types
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Select shortest path between two vertices by distance type
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Separate selected geometry into a new mesh
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Apply selected vertex locations to all other shape keys
Create a solid skin by extruding, compensating for sharp angles
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The faces of the active Mesh Object are sorted, based on the current view.
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Extrude selected vertices in a circle around the cursor in indicated viewport
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Split selected geometry into separate disconnected mesh
Add sticky UV texture layer
Remove sticky UV texture layer
Subdivide selected edges
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Convert selected triangles to quads
Add UV texture layer
Remove UV texture layer
Mirror selected UVs
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Rotate selected UVs
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Add vertex color layer
Remove vertex color layer
Flatten angles of selected vertices
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