Dữ liệu vật thể

Khung Lưới

The mesh Data-Block Menu can be used to link the data between objects.

Nhóm Điểm Đỉnh

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.

Xin xem mục Nhóm điểm đỉnh -- Vertex Groups để biết thêm thông tin.

Hình mẫu

Shape Keys can be used to transform one shape into another. See Bảng Hình Mẫu for more information.

Ánh Xạ 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 Ánh Xạ UV.

Màu Điểm Đỉnh

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.

Các Bản Đồ Bề Mặt

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.

Thuộc Tính

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.

Pháp Tuyến

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.

Xin xem thêm trang Tính Chất Tự Tạo -- Custom Properties để biết thêm thông tin.

Không Gian Chất Liệu

Mỗi vật thể có thể có một Ánh Xạ UV do máy Sinh Tạo ra tự động. Những Ánh Xạ này có thể được điều chỉnh tại đây.

Xin xem mục Các Tính Chất của UV Sinh Tạo -- Generated UV Properties để biết thêm thông tin.

Làm Lại Khung Lưới

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.

Dữ Liệu Hình Học

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 Dữ Liệu Hình Học for more information.