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5.1
Editors

Mesh Object

A Vertex group is a group of vertices, a selection of the mesh. It is for example used to weight a specific mesh part to a bone. Or to control the growth of hair particles.

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Vertex groups panel

Vertex groups panel

A Vertex group is a group of vertices, a selection of the mesh. It is for example used to weight a specific mesh part to a bone. Or to control the growth of hair particles.

This panel allows you to manage and edit vertex groups. Weight painting creates vertex groups automatically.

In Edit mode this panel shows some further controls.

Vertex groups exists for mesh and lattice objects.

Active Vertex Group list

A List of the vertex groups for this mesh.

EntryWhat it does
Group nameThe name of the group. It can be renamed by double clicking at it.
LockThe lock icon at the end of a group name locks the group from being editable.
Drag HandlerThe two vertical lines at the end is a handler with which you can expand the list.
Search FieldYou can expand a search field at the bottom of the list. Type in your term and hit enter to filter for your term. · Invert: Exclude the search term instead of searching for it. · Sort by Name: Sort the List by name.
EntryWhat it does
Add +Create an empty vertex group.
Remove -Deletes the active vertex group.

Specials menu

Specials menu
EntryWhat it does
Sort by NameSorts the vertex groups alphabetically by name.
Sort by Bone HierarchySorts the vertex groups by the hierarchy of the assigned bones.

Copy Vertex Group

Copy Vertex Group

Add a copy of the active vertex group as a new group. The new group will be named like the original group with “_copy” appended at the end of its name. And it will contain associations to exactly the same vertices with the exact same weights as in the source vertex group.

EntryWhat it does
Copy Vertex Groups to LinkedCopy vertex groups of this mesh to all linked objects which use the same mesh data (all users of the data).
Copy Vertex Group to SelectedCopy all vertex groups to other selected objects provided they have matching indices (typically this is true for copies of the mesh which are only deformed and not otherwise edited).
Mirror Vertex GroupMirrors weights and/or flips group names from one side of a symmetrical mesh to the other. Only mirroring along local X axis is supported. Vertices that have no corresponding vertex on the other side will not be affected. Note, the weights are not transferred to the corresponding opposite bone weight group.
Mirror Vertex Group (Topology)Performs the Mirror Vertex Group with the Topology Mirror option enabled.
Remove from All GroupsUnassigns the selected vertices from all groups. Even locked.
Clear Active GroupRemove all assigned vertices from the active group. The group is made empty. Note that the vertices may still be assigned to other vertex groups of the object. This feature does not affect locked groups.
Delete All Unlocked GroupsRemove all vertex groups from the object that are not locked.
Delete All GroupsRemove all vertex groups from the object.
Lock AllLock all groups.
Unlock AllUnlock all groups.
Lock Invert AllInvert group locks.

Move Vertex Group Up / Down

Move Vertex Group Up / Down
Move Vertex Group Up / Down

Moves the selected vertex group up or down in the list.

Assign

Assign

Assign the selected vertices to the active vertex group.

EntryWhat it does
RemoveRemove the selected vertices from the active group.
SelectSelect all vertices in the group.
DeselectDeselect all vertices in the group.
WeightThe weight value that gets assigned to the selected vertices.
Auto NormalizeEnsure all bone-deforming vertex groups add up to 1.0 while weight painting or assigning to vertices.

Shape Keys panel

Shape Keys panel

This panel allows you to see and manage shape keys. A shape key is a vertex animation.

Shape keys are for example used for facial animations, when you don't want to use a face rig with bones. The idea is to model a shape key pose for smiling, one for laughing, one for sad, and so on. And then blend the shape key poses together as needed.

Shape keys are also called morph targets or blend shapes.

Workflow

Workflow

In Object mode add a shape key. This first shape key is called Basis by default. It is the base for the vertex animation. This basis shape key is the base shape for all further shape keys. It cannot be modified or keyframed.

Now add a second shape key. This second shape key will have more controls so that you can modify it in the needed way.

Workflow

Enter edit mode with this key 1 selected.

Modify the geometry by moving some vertices around.

Switch back to Object mode.

Workflow

Have a look at the value slider. This slider defines how the key 1 shape key blends with the Basis shape key.

Move it from value 0 to value 1. You will notice that the vertices that you have modified in Key 1 will now start to move to a new position. Dependent of how strong the value is. With a value of 1 it will be at the position of how you modeled it.

Workflow

To keyframe this shape click at the Animate property dot behind the slider. The slider will change its color. And the dot will change to a rhombus shape to indicate that there is a keyframe recorded at this frame.

Or you right click at the slider, and choose Insert Keyframe in the menu.

Move to another frame. Change the slider value, and set another keyframe.

Workflow

Recorded keyframes can be found and further tweaked in the Dope sheet Editor in Shape Key Editor mode. Here you can also record further keyframes under Key / Insert Keyframes. And control the slider values from the channel list.

Add more shape keys and model and animate them as you need them.

Active Shape Key Index

Active Shape Key Index
Active Shape Key Index

A List of the shape keys for this mesh.

It contains two types of shape keys. Basis is the base shape. The other type relies at this shape as the base.

EntryWhat it does
Shape Key nameThe name of the shape key. It can be renamed by double clicking at it.
Slider valueThe blend value of this shape key. The Basis shape key does not have such a slider.
LockThe lock icon at the end of a group name locks the group from being editable.
Drag HandlerThe two vertical lines at the end is a handler with which you can expand the list.
Search FieldYou can expand a search field at the bottom of the list. Type in your term and hit enter to filter for your term. · Invert: Exclude the search term instead of searching for it. · Sort by Name: Sort the List by name.
EntryWhat it does
Add +Create a shape key.
Remove -Delete the selected shape key.

Specials Menu

Specials Menu
EntryWhat it does
New CombinedAdd a new shape key with the current deformed shape of the object.
DuplicateMakes a duplicate of the current selected shape key.
Copy from ObjectsCopy the active shape key of another selected object to this one.
Mirror Shape KeyMirror the shape keys on the X axis. This will not work if the mesh vertices is not fully symmetrical.
Mirror Shape Key (Topology)Mirror the shape keys on the X axis. But detects the mirrored vertices based on the topology of the mesh. The mesh vertices do not have to be perfectly symmetrical for this action to work.
New from ObjectsAdd the vertex positions of selected objects as shape keys or update existing shape keys.
New from Objects FlippedAdd the vertex positions of selected objects as shape keys or update existing shape keys. But flipped.
Update from ObjectsAdd the vertex positions of selected objects as shape keys or update existing shape keys with matching names.
Update from ObjectsAdd the vertex positions of selected objects as shape keys or update existing shape keys with matching names. But flipped.
Transfer Shape KeyCopy the active shape key of another selected object to this one.
Apply all Shape KeysApply all shape keys to the mesh, also removes shape keys.
Delete all Shape KeysDelete all shape keys at this mesh.
Lock AllLock all shape keys of the active object. They cannot be edited anymore then.
Unlock AllUnlock all shape keys of the active object.
Make BasisMake this shape key the new basis key, effectively applying it to the mesh. Note that this applies the shape key at its 100% value.
Move to TopMove the shape key to the top of the list. But not above the Basis shape key.
Move to BottomMove the shape key to the bottom of the list.

Move Shape Key Up / Down

Move Shape Key Up / Down
Move Shape Key Up / Down

Moves the selected shape key up or down in the list.

Relative

Set the shape keys to Relative or Absolute.

EntryWhat it does
Shape Key Lock (star icon)Show the active shape in the 3D Viewport without blending. Shape Key Lock gets automatically enabled while the object is in Edit Mode.
Shape Key Edit Mode (edit mode icon)If enabled, when entering Edit Mode the active shape key will not take maximum influence as is default. Instead, the current blend of shape keys will be visible and can be edited from that state. · Re-Time Shape Keys (clock icon): Absolute shape keys are timed, by order in the list, at a constant interval. This button resets the timing for the keys. Useful if keys were removed or re-ordered.

Relative Unticked Options

Relative Unticked Options

Uses absolute time. The shape changes over time, as defined in its settings.

Interpolation
Interpolation

The interpolation method between shape keys.

Evaluation Time

Evaluate the shape key influence over the defined time. The evaluation starts at influence 0, and reaches 1 at the end of the value of this timer.

Relative ticked Options

Relative ticked Options

The shape is defined relative to the Basis or another specified shape key. And can be adjusted in its settings.

EntryWhat it does
ValueThe weight of the blend between the shape key and its basis key. 0 means no influence, 1 full influence.
RangeMinimum and maximum range for the influence value of the active shape key.
Vertex GroupLimit the active shape key deformation to a vertex group.
Relative ToSelect the shape key to deform from. It does not need to be the Basis shape key, but can also be another shape key.

Add Rest Position

Adds a rest position attribute. It is a copy of the position before shape keys and modifiers are evaluated.

UV Maps panel

UV Map

UV Map

A mesh object can have more than one UV map. Here you can manage the UV maps.

Just one UV map can be active at a time. But you can use secondary UV maps in a material.

Workflow

Workflow

A UV map is simply a group of selected UV elements. So select an UV map, set it active by clicking at the Active Render symbol. And select the UV geometry that should be in this UV map.

Active UV Loop Key Index

A List of the UV maps for this mesh.

It contains two types of shape keys. Basis is the base shape. The other type relies at this shape as the base.

EntryWhat it does
UV Map nameThe name of the shape key. It can be renamed by double clicking at it.
Active RenderSet this UV map as the one to render. Just one UV map can be active at a time. But you can use secondary UV maps in a material.
Drag HandlerThe two vertical lines at the end is a handler with which you can expand the list.
Search FieldYou can expand a search field at the bottom of the list. Type in your term and hit enter to filter for your term. · Invert: Exclude the search term instead of searching for it. · Sort by Name: Sort the List by name.
EntryWhat it does
Add +Create a shape key.
Remove -Delete the selected shape key.

Color Attributes panel

Color Attributes panel

In vertex paint mode and sculpt mode you can paint vertices of a mesh with a color. This will create a vertex color index. You can see and manage this vertex color indexes in the Vertex Colors panel.

Vertex colors can for example be used to mix shaders together. Or also directly render them. In the shader editor color attributes can be used by the Attribute node.

A mesh can have more than one vertex color index and type. But just one index can be the active one.

Active Color Index

A List of the vertex color indexes for this mesh.

EntryWhat it does
Color index nameThe name of the vertex color index. It can be renamed by double clicking at it.
Active RenderSet this vertex color index as the one to render. Just one vertex color index can be active at a time. But you can use another vertex color index in a material.
Drag HandlerThe two vertical lines at the end is a handler with which you can expand the list.
Search FieldYou can expand a search field at the bottom of the list. Type in your term and hit enter to filter for your term. · Invert: Exclude the search term instead of searching for it. · Sort by Name: Sort the List by name.

Add +

Create a vertex color index.

Add Color Attribute Specials

Add Color Attribute Specials
Add Color Attribute Specials
Name

The name of the color attribute index.

Domain

The domain of the color attribute.

  • Vertex stores the color attribute data in the vertices of the mesh data
  • Face Corner stores the color attribute data in the face corners of the mesh data
Data Type

The the color attribute type.

  • Color stores RGBA color 32-bit floating point values
  • Byte Color stores RGBA color 32-bit positive integer values
EntryWhat it does
ColorThe Default fill colour
OkConfirm to apply

Remove -

Delete the selected vertex color index.

Specials menu

Specials menu

Duplicate Color Attribute

Duplicates the selected color attribute

Convert Color Attribute

Convert Color Attribute

Convert a color attribute domain and data type. This tool calls a popup where you can choose what to convert.

Attributes panel

Attributes panel

A list of the attributes at this object. Attributes can be used to identify an object in the shader editor or the geometry nodes editor

Attributes Index

A List of the attributes for this mesh.

EntryWhat it does
Attribute nameThe name of the attributes. It can be renamed by double clicking at it.
Drag HandlerThe two vertical lines at the end is a handler with which you can expand the list.
Search FieldYou can expand a search field at the bottom of the list. Type in your term and hit enter to filter for your term. · Invert: Exclude the search term instead of searching for it. · Sort by Name: Sort the List by name.
EntryWhat it does
Add +Create a new attribute.
Remove -Delete the selected attribute.

Attribute Specials menu

Attribute Specials menu

Convert Attrribute

Convert Attrribute

Change how the selected attribute is stored.

This operator opens a popup menu where you can change the settings of the attribute.

Mode
Mode

What kind of attribute the attribute is.

Just the type generic has further settings.

Domain
Domain

Just generic. What generic mesh element to affect with the attribute.

Data Type
Data Type

Just Generic. What data type to use for the attribute calculation.

Texture Space panel

Texture Space panel

UV mapping can be generated. A procedural brick texture uses generated UV space for example to define the mapping.

In this panel you can adjust settings of the texture space used by generated texture mapping.

Texture Space panel
Texture Space panel
Texture Space panel

The display of the texture space cage can be activated in the Viewport Display in the Object properties.

EntryWhat it does
Texture MeshUse another mesh for texture indices. The vertex of the two objects must be perfectly aligned. Otherwise the UV map will be distorted. Note that, this is only for mesh objects.
Auto Texture SpaceAdjusts the active object’s texture space automatically when transforming the object.

Location, Size

Adjust the location and size of the texture space manually if Auto Texture Space is off.

Location, Size

The texture space can also be adjusted in the 3D Viewport. See Object Menu / Transform / Move and Scale Texture Space

Remesh Panel

Remesh Panel

You may create a sculpt mesh that has ways too many polygons. Or too many polygons at one area, and not enough polygons at another area. Remeshing recreates the mesh geometry, with a more uniform topology.

You need to turn off Dyntopo to activate the feature.

Mode

Mode

Use Voxel or Quad Remesher. The Quad remesher has no settings. The following settings are all for the voxel remesher.

EntryWhat it does
Voxel SizeAdjust the density of the new created geometry.
AdaptivityReduces the final face count by simplifying geometry where detail is not needed. This method uses tris. A value greater than 0 disables the Fix Poles feature.
Fix PolesProduce less poles and a better topology flow.
Smooth NormalsSmooths the normals of the result.
PreserveVolume: Tries to preserves the volume of the original mesh. · Attribute: Keep existing paint masks, face sets, vertex color and other generic mesh attributes on the new mesh.
Voxel Remesh / QuadriFlow RemeshStarts the remesher in the chosen method.

Geometry Data panel

Geometry Data panel

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 like Collada or Alembic.

EntryWhat it does
Clear Sculpt-Mask DataRemoves the sculpting mask data layer. It has no big impact, but this can speed up sculpting if the mask is not longer used.
Clear Skin DataUsed to manage the skin data layer which is used by the Skin Modifier. This operator can be needed in case a Skin modifier is created but no skin data exist.
Reorder Mesh SpatiallyReorder mesh faces and vertices based on their spatial position for better BVH building and sculpting performance.
Add Custom Normals DataAdd a custom normals layer if none exists yet.

Custom Properties Panel

Custom Properties Panel

Here you can define custom properties that can be used for scripting.

Here you might also find custom properties from addons or scripts.

Add

Adds a new property.

Edit

Edit

Opens a panel where you can adjust the settings for the custom property.

Remove

Removes the property.