From BlenderWiki
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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z | 0 1 2 3 4 5 6 7 8 9 |
[edit] B
- Beveling can be used to smooth sharp corners of mesh.
- Booleans can be used to cut a mesh with other mesh or join them for instance.
[edit] C
- Collapse is a tool used to remove redundant edges from geometry.
- Concave face means face in which one vert is inside a triangle formed by other vertices of the face.
- Control Cage means mesh used in subsurf modelling to control the shape of the mesh.
- Convex face means not concave face. Opposite of concave face.
- Coplanar means for instance faces that are on same plane in 3D space. For example all faces that are on x-y space are coplanar. If you move any vertex of any face in z direction, it becomes non-planar compared to other faces.
- Crease is used to define sharpness of edges and faces of subsurfed mesh.
[edit] D
- Duplicate is a tool used to copy selected parts of mesh.
[edit] E
- Edge can be a part of a face. An edge consists of two vertices.
- Edge loop contains vertices in row in such way that each vertex of the loop has two neighbour vertices except for the ends that can have more or less neighbours. In other words an edge loop ends in a pole or it does not end at all. In that case it is cyclic.
- Edge normal means the normalized vector in which the edge is headed to.
- Edge slide is a tool used to move edge loop between adjacent edge loops. It also supports partial edge loops.
- Extrude is a tool used to create more geometry into the mesh. It is a very commonly used tool. Whole modelling techniques are based on extruding.
[edit] F
- Face consists of edges.
- Face loop is an extension of edge loop in that sense that it contains two adjacent edge loops.
- Face normal means the normalized vector perpendicular to the plane the face lies in.
- FGON is a way to hide triangles and quads on even face. This is not same thing as NGON because it FGON is only a visual tool.
- Flipping normals is done to change the direction of face normals in other direction.
- Fractal subdivision
[edit] G
- Grabbing. See Translating.
[edit] H
- Hide is a tool used to hide parts of geometry that are in way.
- Hybrid selection mode is used to select vertices, edges and faces simultaneously.
[edit] K
- Knife is a tool used to cut faces to get more geometry.
[edit] L
- Linked mesh means that any changes you make to one mesh are made to linked ones as well.
- Loop. See Edge Loop and Face Loop.
[edit] M
- Manifold mesh is such a mesh in which it is unambiguous to determine its outside and inside.
- Manipulator is a tool that can be used to manipulate (translate, rotate, scale) objects, meshes etc.
- Matrix is a collection of vectors. Matrix transformations can be used to scale, rotate, move and shear objects for example.
- Merge is a tool used to merge vertices.
- Mesh consists of vertices, edges and faces.
- Mirror a tool that can be used to mirror the selection.
- Multi Resolution Mesh (MRM) is such a mesh that contains multiple accuracy levels of which each can be manipulated unlike in subsurf modelling.
[edit] N
- NGON is such a face that can contain more than four vertices. Note that Blender does not supports NGONs.
- Nonmanifold mesh is such a mesh that you cannot say which is its outside and which is it inside. You can create nonmanifold mesh easily by removing a face of a cube or creating inner face to a cube. You can locate nonmanifold parts of a mesh by using Shift Ctrl Alt M while in the vertex selection mode.
- Normal is a normalized vector. It can be obtained in 3D space by using cross product of two vectors for instance.
[edit] P
- Pivot point is a reference point used by many mesh manipulation tools.
- Pole is a vertex in which three or five or more edges are connected to. Note that vertex that is connected to one, two or four edges, is not a pole.
- Primitive is a basic object that can be used as a basis for modeling more complicated objects.
- Proportional Editing Tool (PET) can be used to alter existing model in organic way. For instance if you move a vertex its neighbour vertices can move as well. The amount of which neighbours move is defined by falloff.
[edit] Q
- Quad is a face that contains four vertices.
[edit] R
- Recalculating normals may be necessary if there are black lines on the mesh. Black lines mean that you have normals pointing in wrong directions.
- Revealing is used to reveal hidden parts of mesh.
- Rotating is an operation used to rotate selected parts according to pivot mode.
[edit] S
- Scaling is an operation used to scale selected parts according to pivot mode.
- Screw tool is a tool that can be used to create curly shapes such as screws.
- Sculpt mode allows adding of intricate details to a base mesh. (Not available in 2.42a or previous versions!)
- Selection mode defines which parts (vertices\edges\faces) of mesh the user can select.
- Shear tool can be used to shear the selection.
- Shrink/Fatten tool can be used to shrink or fatten the selection.
- Smoothing defines how faces are shaded. Face can be either solid or smooth.
- Spin tool can be used to create cogs or wheels for instance.
- Subdividing is used to add more geometry to a mesh. It creates new vertices on subdivided edges, new edges between subdivisions and new faces based on new edges. If new edges cross a new vertex is created on their crossing point.
- Subsurf modelling is a technique that is widely used to obtain complex meshes with less work as it allows one to define complex shapes with relatively small amount of vertices.
[edit] T
- Translating is used to move selection from place to other.
- Triangle is a face that contains three vertices.
[edit] V
- Vector has a direction and a length.
- Vertex can be a part of an edge. Essentially a vertex is a point in 3D space containing a location. It may also have a defined color.
- Vertex group may contain multiple vertices.
[edit] W
- Warp tool can be used to wrap meshes around other meshes in certain cases. For instance you can wrap a text around a ball by using warp tool.







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