Дані Об’єкта – Object Data
- Meshes – Сіті
Меню блоку даних – Data-Block Menu може використовуватися для пов’язування даних між об’єктами.
Групи Вершин – Vertex Groups
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.
Дивіться детальніше Vertex Groups.
Shape Keys – Ключі Форм
Shape Keys can be used to transform one shape into another. See Shape Keys – Панель «Ключі Форм» for more information.
Розкладки UV – UV Maps
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 Розкладки UV – UV Maps.
Color Attributes
Color data can be applied directly to an object’s vertices rather than using a texture or a material. There are two modes to paint color attributes in. Use Vertex Paint mode to paint per face corner by enabling the paint mask in the header. This is useful to achieve sharp edges in the color attribute on low-poly assets. Alternatively use Sculpt mode to paint on a much higher vertex count.
Creating a New Color Attribute
To create a new Color Attribute select the plus icon next to the list of attributes. This action will open a pop-up with the following information.
- Name – Ім’я
The name of the Color Attribute which can be referenced elsewhere in Blender.
- Домен – Domain
The associated part of the geometry that stores the attribute. See Attribute Domains for more information.
- Vertex – Вершина
Color Attributes are stored per each vertex.
- Face Corner
Color Attributes are stored per each corner of a face.
- Тип Даних – Data Type
The data type to represent colors internally.
- Color – Колір
RGBA color with floating-point precision.
- Byte Color
RGBA color with 8-bit precision.
- Color – Колір
The default color to fill for every element in the domain.
Розкладки Граней – Face Maps
Face Maps create custom gizmos to deform meshes by assigning faces to Face Maps. They 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.
Дивись також
Attributes – Атрибути
An attribute is data stored per mesh element. Every attribute has a data type, domain and name.
This panel only lists custom attributes which excludes all the built-in attributes like position
and
other attributes like vertex groups.
See Attributes Reference for more information.
Normals – Нормалі
У геометрії нормаль – це напрямок або лінія, що є перпендикулярною до чогось, типово, трикутника або поверхні, але може також бути відносно лінії, дотичної лінії для точки на кривій або дотичної площини для точки на поверхні. Normals help to determine the shading of the mesh among other things.
Дивіться детальніше Normal Properties.
Texture Space – Простір Текстури
Кожен об’єкт може мати автоматично генеровану розкладку UV, ці розкладки можуть налагоджуватися тут.
Дивіться детальніше Generated UV Properties.
Перебудова – Remesh
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.
Дані Геометрії – Geometry Data
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 Дані Геометрії – Geometry Data for more information.