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Edit modifiers (Mesh)

Edit modifiers exists for the mesh object, the curve and text object, the point cloud and the lattice object.

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Edit modifiers exists for the mesh object, the curve and text object, the point cloud and the lattice object.

Edit modifiers (Mesh)
Edit modifiers (Mesh)
Edit modifiers (Mesh)
Edit modifiers (Mesh)

Data Transfer

Data Transfer

The Data Transfer modifier transfers several types of data from one mesh to another. Data types include vertex groups, UV maps, vertex colors, custom normals…

Transfer works by generating a mapping between source mesh’s items (vertices, edges, etc.) and destination ones, either on a one-to-one basis, or mapping several source items to a single destination one, using interpolation.

PropertyWhat it changes
UsageUsing this modifier will not create destination data layers. Use the Generate Data Layers button for this purpose when you are done with selecting the set of source data to transfer. Creating those data layers on destination mesh is not part of the modifier stack. This means that they will remain. Even once the modifier is deleted, or if the source data selection is modified.
Source ObjectMesh object to copy the data from. · Object transform: Evaluate the source and destination objects in global space instead of local space.

Mix Mode

Mix Mode

How to mix the destination elements with the source elements.

PropertyWhat it changes
Mix FactorHow much of the transferred data gets mixed into existing one (not supported by all data types).
Vertex GroupAllows per-item fine control of the mix factor. Vertex group influence can be reverted using the small “arrow” button to the right.
Generate Data LayersThis modifier cannot generate needed data layers itself. Adjust the settings to your needs, then press this button to generate matching destination layers, if needed.

Vertex data

Vertex data

Activate this group when you want to transfer vertex data.

Vertex Groups / Bevel Weight / Color

Which vertex data layers to transfer. Vertex groups or Bevel weight or Colors.

Mapping

Mapping

The vertex mapping method to use.

Vertex Groups

Vertex Groups

Just active with data layer Vertex groups.

Layer Selection
Layer Selection

What layer from the source object gets selected.

Layer Mapping
Layer Mapping

How to match the destination layer.

Colors

Colors

Just active with data layer Vertex groups.

Layer Selection
Layer Selection

What layer from the source object gets selected.

Layer Mapping
Layer Mapping

How to match the destination layer.

Edge Data

Edge Data

Activate this group when you want to transfer edge data.

Sharp, UV Seam, etc.

Which edge data layers to transfer. You can just use one method.

Mapping

Mapping

The edge mapping method to use.

Face Corner Data

Face Corner Data

Custom normals, Vertex Colors, UV's

Which face corner data to transfer. You can just use one method.

Mapping

Mapping

The face corner data mapping method to use.

Colors

Colors

Further settings for when you choose Vertex colors.

Layer Selection
Layer Selection

Source Layer Selection.

Layer Mapping
Layer Mapping

Destination layer mapping.

UV's

UV's

Further settings for when you choose UV's.

Layer Selection
Layer Selection

Source Layer Selection.

Layer Mapping
Layer Mapping

Destination layer mapping.

Island Precision

The factor to control the island handling. A value of 0.0 means no island handling. A value of 0.02 is a good starting point.

Face Data

Face Data
Smooth / Freestyle Mark

Which poly data layers to transfer.

Mapping
Mapping

The face mapping method.

Topology Mapping

Topology Mapping
Max Distance

Only Neighbor Geometry. For non topology mapping, the source elements must be closer than the value in the edit box.

Ray Radius

The width of rays.

Mesh Cache

Mesh Cache

The Mesh Cache modifier allows you to apply animated mesh data to a mesh. And deform it when playing back.

This works in a similar way to shape keys. But uses external files, and allows to interchange between applications.

Tip: Both MDD and PC2 depend on the vertex order on the mesh remaining unchanged. This is a limitation of this method, so take care not to add/remove/reorder vertices once this modifier is used.

Format

Format

The input file format (currently .mdd and .pc2 are supported).

PropertyWhat it changes
File PathPath to the cache file.
InfluenceFactor to adjust the influence of the modifier’s deformation.

Deform Mode

Deform Mode

This setting defaults to Overwrite which will replace the vertex locations with those in the cache file.

When you want to mix a mesh cache file with shape keys, then you can select the Deform option which integrates deformations with the mesh cache result.

Note that this feature is limited to making smaller, isolated edits and will not work for larger changes such as re-posing limbs.

Interpolation

Interpolation

The blend mode between frames. Use linear when the frames in the cache file do not match up exactly with the frames in the blend-file.

Vertex Group

Which vertex group determines the influence of the modifier per point.

Time Remapping

Time Remapping
PropertyWhat it changes
Frame / Time / FactorHow time is calculated.
Play ModeHow playback operates.
Frame StartPlay the cache starting from this frame.
Frame ScaleScale time by this factor (applied after the start value).

Axis Mapping

Forward/Up Axis

Forward/Up Axis

The axis for forward and up used in the source file.

Flip Axis

Allows you to flip the coordinates on an axis.

Mesh Sequence Cache

Mesh Sequence Cache
Mesh Sequence Cache

The Mesh Sequence Cache modifier loads data from Alembic files. It supports static meshes, but is mostly used to load animated meshes. Despite its name, this modifier also supports curves. It also handles file sequences, as well as meshes and curves with varying topology (like the result of fluid simulations).

When importing an Alembic file, Mesh Sequence Cache modifiers are automatically added to time-varying meshes. For time-varying object transforms (so animation of rotation, location, or scale), the Transform Cache Constraint is used.

Data property

Data browser

Data browser

List of available Alembic files.

PropertyWhat it changes
NameThe name of the current active alembic file.
Fake UserKeep this file in the scene even when it has no user anymore.
Open Cache FileOpen an alembic file.
RemoveRemove the alembic file.

File Path

Path to the Alembic file.

PropertyWhat it changes
Load FileOpen an alembic file.
Refresh ActiveUpdate the files and paths.

Object Path

Object Path

Path to the object in the alembic file used to lookup geometric data.

PropertyWhat it changes
Read DataType of data to read for a mesh object. Vertices, polygons, UV maps and Vertex Color layers.
Vertex InterpolationAllow interpolation of vertex positions.

Time Subpanel

Time Subpanel
PropertyWhat it changes
SequenceWhether or not the cache is separated in a series of files.
Override FrameWhether to use a custom frame for looking up data in the cache file, instead of using the current scene frame. · Frame: The time to use for looking up the data in the cache file, or to determine which to use in a file sequence.
Frame OffsetDefine a frame offset to the current frame.

Render Procedural subpanel

Render Procedural subpanel

Use Render Engine Procedural

This feature is just available for Cycles, and just in an experimental state.

Use Render Engine Procedural
Use Render Engine Procedural

Display boxes as placeholders in the viewport.

PropertyWhat it changes
Use PrefetchThis feature is just available for Cycles, and just in an experimental state. When enabled, the Cycles procedural will preload animation data for faster update.
Prefetch Cache SizeThis feature is just available for Cycles, and just in an experimental state. Memory usage limit for the cache. If the data size does not fit the renderer is aborted. 0 disables the feature.

Velocity subpanel

Velocity subpanel

Velocity Attribute

Name of the Alembic Attribute used for generating motion blur data.

Velocity Unit

Velocity Unit

Define if velocity vectors are interpreted in Frame or Second.

Velocity Scale

Multiplier used to control the magnitude of the velocity for time effects.

UV Project

UV Project

The UV Project modifier acts like a slide projector. It emits a UV map from the negative Z axis of a controller object (such as an empty object), and applies it to the object as the “light” hits it.

UV Project is great for making spotlights more diverse, and also for creating decals to break up repetition.

Usually, an Image Texture node mapped to the UV map that the modifier targets is added to the object’s material.

UV Map

UV Map

Which UV map to modify. Defaults to the active rendering layer.

PropertyWhat it changes
Aspect X/Y and Scale X/YAspect and scale manipulation of the image. Only apply when a camera is used as projector object.
ProjectorsUp to ten projector objects are supported. Each face will choose the closest and aligned projector with its surface normal. Projections emit from the negative Z axis (i.e. straight down a camera or light). If the projector is a camera, the projection will adhere to its perspective/orthographic setting.
ObjectsSpecify the projector object(s).

UV Warp

UV Warp

The UV Warp modifier transforms an object’s UV map based on values or two objects. Its purpose is to give you direct control over the object’s UV's in the 3D Viewport, allowing you to directly move, rotate, and scale existing UV coordinates using defined values or a controller object or bone.

Usage

How the UV's are warped is determined by the difference between the transforms (location, rotation and scale) of the from and to objects.

If the to object has the same transforms as the from object, the UV's will not be changed.

Assuming the UV Axis of the modifier is X/Y and the scale of the objects is (1, 1, 1), if the to object is one unit away from the from object on the X axis, the UV's will be transformed on the U axis (horizontally) by one full UV space (the entire width of the image).

UV Layer

UV Layer

Which UV map to modify. Defaults to the active rendering layer.

PropertyWhat it changes
UV CenterThe center point of the UV map to use when applying scale or rotation. With (0, 0) at the bottom left and (1, 1) at the top right.
Axis U / VThe axes to use when mapping the 3D coordinates into 2D.
Object From, ToThe two objects used to define the transformation.
Vertex GroupThe vertex group can be used to scale the influence of the transformation per vertex. · Invert: Invert the selection (only affect the vertices not in the vertex group).

Transform

Transform
PropertyWhat it changes
Offset2D Offset for the warp.
Scale2D Scale for the warp.
Rotation2D Rotation for the warp.

Vertex Weight Edit

Vertex Weight Edit

This modifier is intended to edit the weights of a vertex group.

The general process is the following, for each vertex:

(Optional) It does the mapping, either through one of the predefined functions, or a custom mapping curve.

It applies the influence factor, and optionally the vertex group or texture mask (0.0 means original weight, 1.0 means fully mapped weight).

It applies back the weight to the vertex, and/or it might optionally remove the vertex from the group if its weight is below a given threshold, or add it if it is above a given threshold.

Important: This modifier does implicit clamping of weight values in the standard (0.0 to 1.0) range. All values below 0.0 will be set to 0.0, and all values above 1.0 will be set to 1.0. Note: You can view the modified weights in Weight Paint Mode. This also implies that you will have to disable the Vertex Weight Edit modifier if you want to see the original weights of the vertex group you are editing.

PropertyWhat it changes
Vertex GroupThe vertex group to affect.
Default WeightThe default weight to assign to all vertices not in the given vertex group.

Group Add

Group Add

Adds vertices with a final weight over Add Threshold to the vertex group.

Threshold

The add threshold.

PropertyWhat it changes
Group RemoveRemoves vertices with a final weight below Remove Threshold from the vertex group. · Threshold: The remove threshold.
Normalize WeightsNormalize the resulting weights. Without normalizing the values are clamped between 0 and 1.

Falloff subpanel

Falloff subpanel
PropertyWhat it changes
TypeHow weights are mapped to their new values. · Linear: No mapping. · Custom Curve: Allows the user to manually define the mapping using a curve. · Sharp, Smooth, Root and Sphere: These are classical mapping functions, from spikiest to roundest. · Random: Uses a random value for each vertex. · Median Step: Creates binary weights (0.0 or 1.0), with 0.5 as cutting value.
InvertInverts the falloff.

Influence

Influence

Global Influence

The overall influence of the modifier (0.0 will leave the vertex group’s weights untouched, 1.0 is standard influence).

Important: Influence only affects weights, adding/removing of vertices to/from vertex group is not prevented by setting this value to 0.0. In addition, a per-vertex fine control of the effect is possible using either a vertex group or a texture (both are mutually exclusive). The per-vertex values from those will be multiplied with the Global Influence.

PropertyWhat it changes
Mask Vertex GroupChoose a vertex group for masking.
InvertInvert vertex group mask influence.

Mask Texture

Mask Texture

Choose a texture for masking. Note that using a mask texture will remove the mask vertex group.

Texture Property
PropertyWhat it changes
Texture BrowserA list of the available textures in the scene.
NameThe name of the currently active texture. You can rename the texture here by clicking at the edit box.
Fake UserKeep this texture in the scene even if it has no user.
New TextureAdd a new texture.
RemoveRemove the texture.
Show Texture in Texture TabJumps to the texture tab where you can edit your texture.

Channel

Channel

Which channel of the texture to use for masking.

Texture Coordinates

Texture Coordinates

Which texture coordinates of the texture to use for masking.

Vertex Weight Mix

Vertex Weight Mix

Vertex Weight Mix Modifier

This modifier mixes a second vertex group (or a simple value) into the affected vertex group, using different operations.

Important: This modifier does implicit clamping of weight values in the standard (0.0 to 1.0) range. All values below 0.0 will be set to 0.0, and all values above 1.0 will be set to 1.0. Note: You can view the modified weights in Weight Paint Mode. This also implies that you will have to disable the Vertex Weight Mix modifier if you want to see the original weights of the vertex group you are editing.

PropertyWhat it changes
Vertex Group AThe vertex group to affect.
Vertex Group BThe second vertex group to mix into the affected one. Leave it empty if you only want to mix in a simple value.
Default Weight AThe default weight to assign to all vertices not in the given vertex group.
Default Weight BThe default weight to assign to all vertices not in the given second vertex group.

Vertex Set

Vertex Set

Which vertices should be affected.

Important: When using All vertices, Vertices from group B or Vertices from one group, vertices might be added to the affected vertex group.

PropertyWhat it changes
AllAffects all vertices, disregarding the vertex groups content.
Vgroup AAffects only vertices belonging to the affected vertex group.
Vgroup BAffects only vertices belonging to the second vertex group.
Vgroup A or BAffects only vertices belonging to at least one of the vertex groups.
Vgroup and BAffects only vertices belonging to both vertex groups.

Mix Mode

How the vertex group weights are affected by the other vertex group’s weights.

PropertyWhat it changes
Replace weightsReplaces affected weights with the second group’s weights.
Add to weightsAdds the values of Group B to Group A.
Subtract from weightsSubtracts the values of Group B from Group A.
Multiply weightsMultiplies the values of Group B with Group A.
Divide weightsDivides the values of Group A by Group B.
DifferenceSubtracts the smaller of the two values from the larger.
AverageAdds the values together, then divides by 2.

Influence

Influence

Global Influence

The overall influence of the modifier (0.0 will leave the vertex group’s weights untouched, 1.0 is standard influence).

Important: Influence only affects weights, adding/removing of vertices to/from vertex group is not prevented by setting this value to 0.0. In addition, a per-vertex fine control of the effect is possible using either a vertex group or a texture (both are mutually exclusive). The per-vertex values from those will be multiplied with the Global Influence.

PropertyWhat it changes
Mask Vertex GroupChoose a vertex group for masking.
InvertInvert vertex group mask influence.

Mask Texture

Mask Texture

Choose a texture for masking. Note that using a mask texture will remove the mask vertex group.

Texture Property
PropertyWhat it changes
Texture BrowserA list of the available textures in the scene.
NameThe name of the currently active texture. You can rename the texture here by clicking at the edit box.
Fake UserKeep this texture in the scene even if it has no user.
New TextureAdd a new texture.
RemoveRemove the texture.
Show Texture in Texture TabJumps to the texture tab where you can edit your texture.

Channel

Channel

Which channel of the texture to use for masking.

Texture Coordinates

Texture Coordinates

Which texture coordinates of the texture to use for masking.

Vertex Weight Proximity

Vertex Weight Proximity

This modifier sets the weights of the given vertex group, based on the distance between the object (or its vertices), and another target object (or its geometry).

Warning1 This modifier does implicit clamping of weight values in the standard (0.0 to 1.0) range. All values below 0.0 will be set to 0.0, and all values above 1.0 will be set to 1.0.

Note: You can view the modified weights in Weight Paint Mode. This also implies that you will have to disable the Vertex Weight Proximity modifier if you want to see the original weights of the vertex group you are editing.

PropertyWhat it changes
Vertex GroupThe vertex group to affect.
Target ObjectThe object from which to compute distances.

Proximity mode

Proximity mode
PropertyWhat it changes
ObjectUse the distance between the modified mesh object and the target object as weight for all vertices in the affected vertex group.
GeometryUse the distance between each vertex and the target object, or its geometry. Note! If you enable more than one of them, the shortest distance will be used. If the target object has no geometry (e.g. an empty or camera), it will use the location of the object itself.
PropertyWhat it changes
LowestDistance mapping to 0.0 weight. Tip! Lowest can be set above Highest to reverse the mapping.
HighestDistance mapping to 1.0 weight.
Normalize WeightsNormalize the resulting weights. Without this option they get only clamped within the 0.0 - 1.0 range.

Falloff

Falloff
PropertyWhat it changes
TypeHow weights are mapped to their new values. · Linear: No mapping. · Custom Curve: Allows the user to manually define the mapping using a curve. · Sharp, Smooth, Root and Sphere: These are classical mapping functions, from spikiest to roundest. · Random: Uses a random value for each vertex. · Median Step: Creates binary weights (0.0 or 1.0), with 0.5 as cutting value.
InvertInverts the falloff.

Influence

Global Influence

Global Influence

The overall influence of the modifier (0.0 will leave the vertex group’s weights untouched, 1.0 is standard influence).

Important: Influence only affects weights, adding/removing of vertices to/from vertex group is not prevented by setting this value to 0.0. In addition, a per-vertex fine control of the effect is possible using either a vertex group or a texture (both are mutually exclusive). The per-vertex values from those will be multiplied with the Global Influence.

PropertyWhat it changes
Mask Vertex GroupChoose a vertex group for masking.
InvertInvert vertex group mask influence.

Mask Texture

Mask Texture

Choose a texture for masking. Note that using a mask texture will remove the mask vertex group.

Texture Property
PropertyWhat it changes
Texture BrowserA list of the available textures in the scene.
NameThe name of the currently active texture. You can rename the texture here by clicking at the edit box.
Fake UserKeep this texture in the scene even if it has no user.
New TextureAdd a new texture.
RemoveRemove the texture.
Show Texture in Texture TabJumps to the texture tab where you can edit your texture.

Channel

Channel

Which channel of the texture to use for masking.

Texture Coordinates

Texture Coordinates

Which texture coordinates of the texture to use for masking.