- The mesh Data-Block Menu can be used to link the data between objects.
Vertex groups can be used to assign a group or weighted group to some operator. An object can have several weight groups and can be assigned in Weight Paint mode, or in Edit Mode via this panel.
See Vertex Groups for more information.
Shape Keys can be used to transform one shape into another. See Shape Keys Panel for more information.
UV Maps are used to map a 3D object onto a 2D plane that determines where a texture appears on the 3D object. Different UV Maps can be used for different textures. For more information see UV Maps Panel.
Color data can be applied directly to an object’s vertices rather than using a texture or a material. Colors can are painted onto vertices in Vertex Paint mode.
Face Maps create custom gizmos to deform meshes by assigning faces to Face Maps. Face Maps can be used to rig quickly within object mode and without making complicated rigging setups. Face Maps are currently not fully implemented in Blender and require add-ons to take full advantage of this feature.
In geometry, a normal is a direction or line that is perpendicular to something, typically a triangle or surface but can also be relative to a line, a tangent line for a point on a curve, or a tangent plane for a point on a surface. Normals help to determine the shading of the mesh among other things.
See Normal Properties for more information.
Each Object can have an automatically generated UV map, these maps can be adjusted here.
See Generated UV Properties for more information.
Mesh objects, in particular meshes that have been modeled to represent organic objects, often have geometry that is not particularly uniform. This can cause problems if the object needs to be rigged or just needs simpler geometry for workflows such as 3D printing. Remeshing is a technique that rebuilds the geometry with a more uniform topology. Remeshing can either add or remove the amount of topology depending on the defined resolution. Remeshing is especially useful for sculpting, to generate better topology after blocking out the initial shape.
See Mesh Retopology for more information
Mesh objects can have different types of custom data attached to them. This data is mostly used internally and can be exported by some exporters. See Custom Data for more information.