Dados do objeto

Malhas
O Data-Block Menu da malha pode ser usado para vincular os dados entre os objetos.

Grupos de vértices

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.

Chaves de formato

Shape Keys can be used to transform one shape into another. See Painel Chaves de formato for more information.

Mapas UV

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 Painel Mapas UV.

Cores de vértices

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

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.

Normais

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.

Espaço de textura

Each Object can have an automatically generated UV map, these maps can be adjusted here.

See Generated UV Properties for more information.

Dados da geometria

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.