Dữ liệu vật thể (Object Data)

Khung Lưới (Meshes)

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

Nhóm Điểm Đỉnh (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.

Xin xem mục Nhóm Điểm Đỉnh (Vertex Groups) để biết thêm thông tin.

Hình mẫu (Shape Keys)

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

Ánh Xạ 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 Ánh Xạ UV (UV Maps).

Thuộc Tính Màu (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.

Tạo một Thuộc Tính Màu Mới (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.

Tên (Name)

The name of the Color Attribute which can be referenced elsewhere in Blender.

Phạm vi (Domain)

The associated part of the geometry that stores the attribute. See Các Phạm Vi Thuộc Tính (Attribute Domains) for more information.

Vertex (Điểm Đỉnh)

Color Attributes are stored per each vertex.

Góc Bề Mặt (Face Corner)

Color Attributes are stored per each corner of a face.

Kiểu dữ liệu (Data Type)

The data type to represent colors internally.

Màu Sắc (Color)

RGBA color with floating-point precision.

Màu Byte (Byte Color)

RGBA color with 8-bit precision.

Màu Sắc (Color)

The default color to fill for every element in the domain.

Các Bản Đồ Bề Mặt (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.

Thuộc Tính (Attributes)

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 (Normals)

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 (Normal Properties) để biết thêm thông tin.

Texture Space (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 (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.

Dữ Liệu Hình Học (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 Dữ Liệu Hình Học (Geometry Data) for more information.