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	<title>利用者:Pepribal/Ref/3DView/Menus/Mesh - 版の履歴</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E5%88%A9%E7%94%A8%E8%80%85%3APepribal%2FRef%2F3DView%2FMenus%2FMesh"/>
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	<updated>2026-04-21T12:55:04Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Pepribal/Ref/3DView/Menus/Mesh&amp;diff=136327&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Pepribal/Ref/3DView/Menus/Mesh&amp;diff=136327&amp;oldid=prev"/>
		<updated>2018-06-28T20:49:06Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 20:49時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Pepribal/Ref/3DView/Menus/Mesh&amp;diff=136326&amp;oldid=prev</id>
		<title>wiki&gt;Pepribal: moved User:Pepribal/Notas/3D View Mesh menu to User:Pepribal/Ref/3DView/Menus/Mesh over redirect</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Pepribal/Ref/3DView/Menus/Mesh&amp;diff=136326&amp;oldid=prev"/>
		<updated>2014-11-30T12:35:48Z</updated>

		<summary type="html">&lt;p&gt;moved &lt;a href=&quot;/%E5%88%A9%E7%94%A8%E8%80%85:Pepribal/Notas/3D_View_Mesh_menu&quot; class=&quot;mw-redirect&quot; title=&quot;利用者:Pepribal/Notas/3D View Mesh menu&quot;&gt;User:Pepribal/Notas/3D View Mesh menu&lt;/a&gt; to &lt;a href=&quot;/%E5%88%A9%E7%94%A8%E8%80%85:Pepribal/Ref/3DView/Menus/Mesh&quot; title=&quot;利用者:Pepribal/Ref/3DView/Menus/Mesh&quot;&gt;User:Pepribal/Ref/3DView/Menus/Mesh&lt;/a&gt; over redirect&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=={{Literal|Mesh}} menu==&lt;br /&gt;
&lt;br /&gt;
This menu is available in the {{Literal|3D View}} header in edit mode, when the object being edited is a mesh.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|AutoMerge Editing}}===&lt;br /&gt;
When this option is ticked, the following behaviour applies: every time a vertex is moved to a precise location where another vertex exists, those two are merged together. This option affects interactive operations only (tweaks made in the ''redo panel'' are considered interactive too).&lt;br /&gt;
&lt;br /&gt;
If the exact spot where a vertex is moved contains more than one vertex, then the merge will be performed between the moved vertex and one of those.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Bisect}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Snap to Symmetry}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Symmetrize}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Add Duplicate}} ({{Shortcut|shift|d}})===&lt;br /&gt;
Duplicates the selected elements. The resulting elements aren't connected to the actual mesh.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Undo History}} ({{Shortcut|ctrl|alt|z}})===&lt;br /&gt;
Opens a popup list with the '''local''' ''undo history'': the last (local) actions taken. First positions correspond to most recent actions. A small icon of an eye next to one of the entries defines the current status. Selecting one of the entries in the list takes the current status to that position.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Redo}} ({{Shortcut|shift|ctrl|z}})===&lt;br /&gt;
Takes the current undo status one step forward in the local ''undo history''.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Undo}} ({{Shortcut|ctrl|z}})===&lt;br /&gt;
Takes the current undo status one step back in the local ''undo history''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Show/Hide}} submenu==&lt;br /&gt;
&lt;br /&gt;
Hidden mesh elements remain hidden in edit mode and sculpt modes. Hiding a vertex also hides the edges and faces to which it belongs; similarly, hiding an edge, also hides the faces to which it belongs.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Show Hidden}} ({{Shortcut|alt|h}})===&lt;br /&gt;
Shows all hidden elements.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Hide Selected}} ({{Shortcut|h}})===&lt;br /&gt;
Hides all selected elements of the mesh. You can hide unselected ones instead, by checking the {{Literal|Unselected}} tick box in the {{Literal|Hide Selection}} panel.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Hide Unselected}} ({{Shortcut|shift|h}})===&lt;br /&gt;
Hides all unselected elements of the mesh. You can hide selected ones instead, by unchecking the {{Literal|Unselected}} tick box in the {{Literal|Hide Selection}} panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Proportional Editing Falloff}} submenu==&lt;br /&gt;
&lt;br /&gt;
This entry lets you choose between the different falloff options for the proportional editing tool. This is equivalent to the '''falloff selection''' button ({{Shortcut|shift|o}}) in the header.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Proportional Editing}} submenu==&lt;br /&gt;
&lt;br /&gt;
This entry lets you define the proportional editing state. This is equivalent to the '''proportional editing''' button in the {{Literal|3D View}} header.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Sort Elements...}} submenu==&lt;br /&gt;
&lt;br /&gt;
==={{Literal|View Z Axis}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|View X Axis}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Cursor Distance}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Material}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Selected}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Randomize}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Reverse}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Clean up}} submenu==&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Delete Loose}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Degenerate Dissolve}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Limited Dissolve}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Split Non-Planar Faces}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Fill Holes}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Normals}} submenu==&lt;br /&gt;
&lt;br /&gt;
These operators act on the normals of the selected '''faces'''. Vertex normals are the median of the normals of the faces to which the vertex belongs; if it doesn't belong to any face, it points away from the object center.&lt;br /&gt;
&lt;br /&gt;
To determine what side is &amp;quot;inside&amp;quot; and what is &amp;quot;outside&amp;quot;, Blender uses the mesh shape; if this is not enough, it uses the object center.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Recalculate Outside}} ({{Shortcut|ctrl|n}})===&lt;br /&gt;
Adjusts the normals of the selected faces so that they point &amp;quot;outside&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Recalculate Inside}} ({{Shortcut|shift|ctrl|n}})===&lt;br /&gt;
Adjusts the normals of the selected faces so that they point &amp;quot;inside&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Flip Normals}}===&lt;br /&gt;
Makes the normals of the selected faces change their direction (inverts them).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Faces}} ({{Shortcut|ctrl|f}}) submenu==&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Flip Normals}}===&lt;br /&gt;
This is equivalent to {{Menu|3D View|Mesh|Normals|Flip Normals}}.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Make Edge/Face}} ({{Shortcut|f}})===&lt;br /&gt;
Creates geometry, performing '''one''' of the following actions, depending on the current selection:&lt;br /&gt;
* 2 vertices selected: if no edges exist between them, a new edge connecting them is created.&lt;br /&gt;
* Selection includes edges describing closed paths (with no associated face in them): a face will be created for every edge path (the rest of the selection will be ignored). Typically, selecting an &amp;quot;edge net&amp;quot; will fill it up with faces.&lt;br /&gt;
* Adjacent faces are selected, and no &amp;quot;faceless&amp;quot; edge paths are: adjacent faces are dissolved. The rest of the selection is ignored. &lt;br /&gt;
* Any other combination will create a single face (triangle, quad or n-gon).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Fill}} ({{Shortcut|alt|f}})===&lt;br /&gt;
Fills with '''triangles''' all closed edge paths that are not previously filled.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Grid Fill}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Beautify Faces}} ({{Shortcut|shift|alt|f}})===&lt;br /&gt;
Redefines, if necessary, the topology, changing edges so to avoid too thin triangles, and obtaining more '''balanced triangles'''. Vertices remain unchanged.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Inset Faces}} ({{Shortcut|i}})===&lt;br /&gt;
Creates inner faces, surrounded by a face loop, inside the selected islands of faces. You can tweak the operation using the following controls in the ''redo panel'':&lt;br /&gt;
* {{Todo}}{{Literal|Boundary}}{{clr}}&lt;br /&gt;
* If {{Literal|Offset Even}} is ticked, the width of the face loop is even around the inner faces, correcting the length of some of the edges of the loop.&lt;br /&gt;
* If {{Literal|Offset Relative}} is ticked, the value of {{Literal|Thickness}} will hold a factor, usually between 0.0 and 1.0 (though you can manually enter a number out of these bounds) representing the total percentage of width that the face loop can take.&lt;br /&gt;
* {{Literal|Thickness}} defines the width of the face loop. If both {{Literal|Offset Even}} and {{Literal|Offset Relative}} are unticked, it defines the length of all the edges that belong to the edge ring of the face loop.&lt;br /&gt;
* {{Literal|Depth}} displaces the inner faces on the direction of the normals so that there is a change in the volume. A negative value will displace on the opposite way.&lt;br /&gt;
* {{Literal|Outset}} ticked makes the face loop to be created '''around''' the face islands instead of inside them.&lt;br /&gt;
* With {{Literal|Select Outer}} ticked, the face loop remains selected, otherwise the inner faces are selected instead.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Bevel}} ({{Shortcut|ctrl|b}})===&lt;br /&gt;
It's equivalent to {{Menu|3D View|Mesh|Edges|Bevel}}.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Solidify}}===&lt;br /&gt;
Gives thickness to the selected faces, by extruding, and correcting the scale of the new faces depending on the mesh shape, to give it a correct thickness appearance. {{Literal|Thickness}} defines the amount of thickness, which is taken inward, that is, opposite to the face normals direction (a negative value will do the opposite).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Intersect}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Wire Frame}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Mark Freestyle Face}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Clear Freestyle Face}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Poke Faces}} ({{Shortcut|alt|p}})===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Triangulate Faces}} ({{Shortcut|ctrl|t}})===&lt;br /&gt;
Converts all the selected faces into triangles, adding the necessary edges. If {{Literal|Beauty}} is ticked, the best triangulation possible will be applied; in quads, it rotates the diagonal edge.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Tris to Quads}} ({{Shortcut|alt|j}})===&lt;br /&gt;
Converts every pair of adjacent selected tris to a quad, removing the common (diagonal) edge.&lt;br /&gt;
* {{Literal|Max Angle}} lets you restrict the operations: all pairs of triangles that define an angle greater than this value, will not be joined. So, if we set it at 0.0, only coplanar triangles will be joined into quads.&lt;br /&gt;
* {{Todo}}{{Literal|CompareUVs}}{{clr}}&lt;br /&gt;
* {{Todo}}{{Literal|Compare VCols}}{{clr}}&lt;br /&gt;
* {{Literal|Compare Sharp}} ticked avoids pairs of triangles sharing a sharp edge to be merged.&lt;br /&gt;
* {{Literal|Compare Materials}} ticked avoids pairs of triangles with different materials assigned to be merged.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Split by Edges}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Shade Smooth}}===&lt;br /&gt;
Marks the selected faces as smooth (normal of each point will be interpolated).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Shade Flat}}===&lt;br /&gt;
Marks the selected faces as flat (normal of each point will be constant).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Recalculate Normals}} ({{Shortcut|ctrl|n}})===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Rotate Edge CW}}===&lt;br /&gt;
It's equivalent to {{Menu|3D View|Mesh|Edges|Rotate Edge CW}}.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Rotate UVs}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Reverse UVs}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Rotate Colors}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Reverse Colors}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Edges}} ({{Shortcut|ctrl|e}}) submenu==&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Make Edge/Face}} ({{Shortcut|f}})===&lt;br /&gt;
It's equivalent to {{Menu|3D View|Mesh|Faces|Make Edge/Face}}.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Subdivide}}===&lt;br /&gt;
Subdivides the selected edges adding a vertex in the middle of them. In addition, other edges (and so, faces) can be created too, connecting some or all of those new vertices; that happens only if the selected edges belong to a face. There are several methods to create that new geometry; except for a specific case, {{Literal|Straight Cut}} method is always used. This method works depending on the number of edges of any given face, and the number of those that are selected:&lt;br /&gt;
* Triangles:&lt;br /&gt;
** With 1 selected edge it simply adds a vertex in the middle of the selected edge, turning it into a quad.&lt;br /&gt;
** With 2 selected edges it creates a new edge connecting the two new vertices (adding thus an additional face to the mesh too).&lt;br /&gt;
** With all 3 edges selected, it creates 3 additional edges connecting the 3 new vertices, turning the triangle into 4 triangles (3 additional faces are created).&lt;br /&gt;
* Quads:&lt;br /&gt;
** With 1 selected edge it simply adds a vertex in the middle of the selected edge, turning it into a 5-sided N-gon .&lt;br /&gt;
** With 2 '''opposing''' edges selected, it creates a new edge connecting the two new vertices (adding thus an additional face to the mesh too).&lt;br /&gt;
** With 2 '''consecutive''' edges selected, an additional edge is created connecting the two new vertices, turning the quad into a triangle and a 5-sided N-gon (1 additional face is added). However, in this particular case, the subdivision can be done using other methods than {{Literal|Straight Cut}}.&lt;br /&gt;
** With 3 edges selected, it creates 3 additional edges connecting the 3 new vertices, turning the quad into 1 quad and 3 triangles (3 additional faces are created).&lt;br /&gt;
** With all 4 edges selected, it creates an additional vertex at the center of the face, and 4 additional edges that connect the new vertices to the new central vertex (3 additional faces are created).&lt;br /&gt;
* N-gons:&lt;br /&gt;
** With 2 selected edges, a new edge is created connecting the 2 new vertices (1 additional face is created).&lt;br /&gt;
** With a number of vertices different than 2, nothing extra is added, besides the vertices in the middle of the selected edges.&lt;br /&gt;
&lt;br /&gt;
[[File:Ref-3DView-Menus-Mesh-QuadSubdivision.png|frame|right|Quad corner subdivision additional methods]]&lt;br /&gt;
In the specific case of a quad with only a corner selected (2 consecutive edges), you can choose, besides {{Literal|Straight Cut}}, additional methods of subdivision: {{Literal|Fan}}, {{Literal|Path}} and {{Literal|Inner Vert}}. You can see the result of applying these methods on a '''quad with the left and bottom edges selected''' in {{Literal|Quad corner subdivision additional methods}}: from up to down, you can see the result of the triangle fan method, the path method, and the inner vert method; the quads on the left were subdivided using a number of cuts equal to 1, while the ones on the right used 3 as number of cuts.&lt;br /&gt;
&lt;br /&gt;
These additional methods guarantee that no N-gons will be generated, unlike the use of straight cuts.&lt;br /&gt;
&lt;br /&gt;
These are the options of the ''redo panel'':&lt;br /&gt;
* {{Literal|Number of Cuts}} defines how many vertices will be inserted per edge.&lt;br /&gt;
* {{Literal|Smoothness}} lets you soften the resulting mesh shape, so that its appearance is more round (smoother).&lt;br /&gt;
* If {{Literal|Quad/Tri Mode}} is ticked, no new N-gons will be generated, so the necessary geometry will be added to achieve this. This mode doesn't allow the use of {{Literal|Straight Cut}} on quad corners.&lt;br /&gt;
* {{Literal|Quad Corner Type}} lets you choose the above mentioned methods of subdividing quad corners.&lt;br /&gt;
* {{Literal|Fractal}} gives random shape to the mesh, displacing the selected vertices (including the newly created ones) randomly along their normals. The bigger this value, the bigger the effect.&lt;br /&gt;
* {{Literal|Random Seed}}: random seed used to calculate the fractal displacement.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Un Subdivide}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Edge Crease}} ({{Shortcut|shift|e}})===&lt;br /&gt;
Marks the selected edges as subdivision surface creases. You can define the crease amount moving the mouse cursor and confirming (or cancelling). {{Literal|Factor}} defines that value, which ranges from 0.0 (no crease) to 1.0 (maximum crease). A negative value will subtract from the actual crease value, if present.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Edge Bevel Weight}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Mark Seam}}===&lt;br /&gt;
Marks the selected edges as UV seams.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Clear Seam}}===&lt;br /&gt;
Removes the UV seam mark, if present, from the selected edges.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Mark Sharp}}===&lt;br /&gt;
Marks the selected edges as sharp (for the {{Literal|Edge Split}} modifier).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Clear Sharp}}===&lt;br /&gt;
Removes the sharp mark (for the {{Literal|Edge Split}} modifier), if present, from the selected edges.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Mark Freestyle Edge}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Clear Freestyle Edge}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Rotate Edge CW}}===&lt;br /&gt;
Rotates the selected edges (or edges defined by adjoining faces selected) by disconnecting them from their vertices and connecting them to the 'next' vertices, in clockwise direction. For each edge, the set of vertices to take into account as 'rotating path' are all the vertices that belong to the 2 faces that share the rotating edge (the edge must be manifold, otherwise it cannot be rotated). Direction can be switched from the ''redo panel''.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Rotate Edge CCW}}===&lt;br /&gt;
It's equivalent to {{Menu|3D View|Mesh|Edges|Rotate Edge CW}}, but in counterclockwise direction.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Bevel}} ({{Shortcut|ctrl|b}})===&lt;br /&gt;
Bevels the selected edges, creating new edges to remove sharp corners.&lt;br /&gt;
* {{Literal|Percentage}} defines a factor of the bevel width, which slides the edges, being 0.0 no bevelling at all (with doubled geometry though), and 1.0 the maximum width it can take, which is defined by the surrounding geometry.&lt;br /&gt;
* {{Literal|Even}} ticked causes the bevel width to be even for all the edges.&lt;br /&gt;
* {{Literal|Distance}} treats the {{Literal|Percentage}} value as Blender units instead of a percentage factor.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Edge Split}}===&lt;br /&gt;
This operator works on selected manifold edges (edges that belong to 2 faces). It splits them in 2, so that each of them belongs to each one of those 2 faces, which are separated at that side. One selected manifold edge will be split, only if at least one of these conditions apply:&lt;br /&gt;
* If at least one of its neighbour edges is also manifold and selected, or&lt;br /&gt;
* if at least one of its neighbour edges is non-manifold (that is, it belongs to a number of faces other than 2).&lt;br /&gt;
A neighbour edge should be understood as an edge that shares one vertex with the original one.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Bridge Edge Loops}}===&lt;br /&gt;
Connects two edge chains of the same mesh object using new edges and faces. For this operator to work, only 2 edge chains must be selected, and they must have the same number of edges.&lt;br /&gt;
* {{Todo}}{{Literal|Inside}}{{clr}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Edge Slide}}===&lt;br /&gt;
This operator works on selected manifold edges (edges that belong to exactly 2 faces), letting them move towards one of its faces or the other. If non-manifold edges are selected, nothing is done. The operation lets you define its value interactively first, moving the mouse cursor and confirming/cancelling.&lt;br /&gt;
* {{Literal|Factor}} determines the amount of slide performed. Negative values correspond to slides toward one face, while positive ones, refer to the other one.&lt;br /&gt;
* {{Literal|Mirror Editing}} lets you propagate the operation to the symmetrical elements of the mesh (if present, in local X direction).&lt;br /&gt;
* {{Literal|Correct UVs}} corrects the corresponding UV coordinates, if these exist, to avoid image distortions.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Edge Loops}}===&lt;br /&gt;
It's equivalent to {{Menu|3D View|Select|Edge Loop}} (edit mode).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Edge Rings}}===&lt;br /&gt;
It's equivalent to {{Menu|3D View|Select|Edge Ring}} (edit mode).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Select Loop Inner-Region}}===&lt;br /&gt;
It's equivalent to {{Menu|3D View|Select|Select Loop Inner-Region}} (edit mode).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Select Boundary Loop}}===&lt;br /&gt;
It's equivalent to {{Menu|3D View|Select|Select Boundary Loop}} (edit mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Vertices}} ({{Shortcut|ctrl|v}}) submenu==&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Merge}} ({{Shortcut|alt|m}})===&lt;br /&gt;
Merges the selected vertices into a single one, deleting the necessary edges and faces. There are several options:&lt;br /&gt;
* {{Literal|At First}}, the position of the remaining vertex will be that of the first vertex selected. &lt;br /&gt;
* {{Literal|At Last}}, the position of the remaining vertex will be that of the last vertex selected. &lt;br /&gt;
* {{Literal|At Center}}, the position of the remaining vertex will be the median of the selected vertices.&lt;br /&gt;
* {{Literal|At Cursor}}, the position of the remaining vertex will be that of the 3D cursor.&lt;br /&gt;
* {{Literal|Collapse}}, every island of selected vertices (connected by selected edges) will merge on its own median center, leaving one vertex per island.&lt;br /&gt;
{{Literal|At First}} and {{Literal|At Last}} are only available in vertex selection mode, and only those vertices which selection order can be determined will count: the order is lost, for instance, after changing selection mode.&lt;br /&gt;
&lt;br /&gt;
If {{Literal|UVs}} is ticked in the ''redo panel'', the UV mapping coordinates, if existing, will be corrected to avoid image distortion.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Rip}} ({{Shortcut|v}})===&lt;br /&gt;
Rips the mesh at the selected vertices, and sets them into traslation mode. No faces can be selected. The location of the mouse cursor will define the direction of the rip.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Rip Fill}} ({{Shortcut|alt|v}})===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Extend Vertices}} ({{Shortcut|alt|d}})===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Split}} ({{Shortcut|y}})===&lt;br /&gt;
Splits (disconnects) the selection from the rest of the mesh. Those elements necessary to define other elements that stay in the original mesh are duplicated.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Separate}} ({{Shortcut|p}})===&lt;br /&gt;
It's actually a submenu that lets you separate parts of the current mesh '''into different mesh objects'''. There are different options to perform the separation:&lt;br /&gt;
* {{Literal|Selection}} separates the selected elements. Those elements necessary to define other elements that stay in the original mesh are duplicated.&lt;br /&gt;
* {{Literal|By Material}} separates fragments based on the materials assigned to the different faces.&lt;br /&gt;
* {{Literal|By loose parts}} creates one object for every independent (disconnected) fragment of the original mesh.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Connect}} ({{Shortcut|j}})===&lt;br /&gt;
Connects two vertices via one edge, splitting the face in two. This tool will work on all faces that have just 2 (unconnected) vertices selected.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Slide}} ({{Shortcut|shift|v}})===&lt;br /&gt;
Slides the selected or active vertex in the direction of one of the edges attached to it. After selecting this tool, a first interactive phase is used to select the direction; the second phase, also interactive, will define the slide amount.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Shade Smooth}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Shade Sharp}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Bevel}} ({{Shortcut|shift|ctrl|b}})===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Convex Hull}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Smooth Vertex}}===&lt;br /&gt;
Smoothes the mesh at the selected vertices, flattening the angles they form. You can set the number of times to apply this operator in the ''redo panel''.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Remove Doubles}}===&lt;br /&gt;
Removes the redundant vertices from the mesh, adjusting the topology accordingly. Redundant vertices are those which remain at the same position, more precisely, closer than the {{Literal|Merge Distance}} value. Only selected vertices will be taken into account.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Blend From Shape}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Blend Vertex Group}}===&lt;br /&gt;
If there is an active vertex group, this operator assigns all selected vertices to that group, giving each of them the weight of the average weights of its '''unselected''' neighbours in that group (with value 0.0 for every unselected neighbour that doesn't belong to that vertex group).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Shape Propagate}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Vertices|Vertex Groups}} ({{Shortcut|ctrl|g}}) submenu==&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Assign to New Group}}===&lt;br /&gt;
Creates a new group and assigns the selected vertices to it, with weight 1.0. This is the only option available when there are no vertex groups assigned to the mesh.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Assign to Active Group}}===&lt;br /&gt;
Assigns the selected vertices to the active vertex group.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Remove from Active Group}}===&lt;br /&gt;
Removes the selected vertices from the active group.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Remove from All}}===&lt;br /&gt;
Removes the selected vertices from all the vertex groups.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Set Active Group}}===&lt;br /&gt;
Lets you select the group that will become the active one.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Remove Active Group}}===&lt;br /&gt;
Deletes the active vertex group from the current mesh.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Remove All Groups}}===&lt;br /&gt;
Deletes all vertex groups from the current mesh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Vertices|Hooks}} ({{Shortcut|ctrl|h}}) submenu==&lt;br /&gt;
&lt;br /&gt;
This menu acts on hooks. When the current object has no hooks associated, only the 2 first options will appear on the menu.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Hook to New Object}}===&lt;br /&gt;
Creates a new hook modifier for the active object and assigns it to the selected vertices; it also creates an empty at the center of those vertices, which are hooked to it.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Hook to Selected Object}}===&lt;br /&gt;
Does the same as {{Literal|Hook to New Object}}, but instead of hooking the vertices to a new empty, it hooks them to the selected object (if it exists). There should be only one selected object (besides the mesh being edited).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Hook to Selected Object Bone}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Assign to Hook}}===&lt;br /&gt;
The selected vertices are assigned to the chosen hook. For that to happen, a list of the hooks associated to the object is displayed. All the unselected vertices are removed from it (if they were assigned to that particular hook). One vertex can be assigned to more than one hook.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Remove Hook}}===&lt;br /&gt;
Removes the chosen hook (from the displayed list) from the object: the specific hook modifier is removed from the modifier stack.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Select Hook}}===&lt;br /&gt;
Selects all vertices assigned to the chosen hook (from the hook list).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Reset Hook}}===&lt;br /&gt;
It's equivalent to the {{Button|Reset}} button of the specific hook modifier (chosen from the hook list).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Recenter Hook}}===&lt;br /&gt;
It's equivalent to the {{Button|Recenter}} button of the specific hook modifier (chosen from the hook list).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Delete}} ({{Shortcut|x}}) submenu==&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Vertices}}===&lt;br /&gt;
Deletes all the selected vertices, and all the edges and faces to which those belong. It creates holes.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Edges}}===&lt;br /&gt;
Deletes all the selected edges, and all the faces to which those belong. It creates holes.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Faces}}===&lt;br /&gt;
Deletes all the selected faces, leaving holes in its place.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Only Edges &amp;amp; Faces}}===&lt;br /&gt;
Deletes all the selected edges, all the faces to which they belong, and all selected faces, but no vertex is deleted.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Only Faces}}===&lt;br /&gt;
Deletes all the selected faces, but no vertex or edge is deleted.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Dissolve Vertices}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Dissolve Edges}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Dissolve Faces}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Limited Dissolve}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Edge Collapse}}===&lt;br /&gt;
It's equivalent to {{Menu|3D View|Mesh|Vertices|Merge|Collapse}}.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Edge Loops}}===&lt;br /&gt;
Deletes all the selected edge loops, without creating a hole in the mesh. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Extrude}} ({{Shortcut|alt|e}}) submenu==&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Region}} ({{Shortcut|e}})===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Region (Vertex Normals)}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Individual Faces}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Edges Only}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Vertices Only}}===&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|UV Unwrap...}} ({{Shortcut|u}}) submenu==&lt;br /&gt;
{{Todo}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Snap}} ({{Shortcut|shift|s}}) submenu==&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Selection to Grid}}===&lt;br /&gt;
Places each one of the selected vertices at the respective closest point of the grid.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Selection to Cursor}}===&lt;br /&gt;
Places each one of the selected vertices at the position of the 3D cursor.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Selection to Cursor (Offset)}}===&lt;br /&gt;
Places the selected vertices around the position of the 3D cursor, while they maintain their relative distances from each other.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Cursor to Selected}}===&lt;br /&gt;
Places the 3D cursor at the center of the bounding box of the selected elements, unless active pivot center is set to {{Literal|Median Point}}, in which case the 3D cursor will be placed in the median point of the selection.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Cursor to Center}}===&lt;br /&gt;
Places the 3D cursor at the global origin point (0.0, 0.0, 0.0).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Cursor to Grid}}===&lt;br /&gt;
Places the 3D cursor at the closest point of the grid.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Cursor to Active}}===&lt;br /&gt;
Places the 3D cursor at the position of the active element.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Mirror}} ({{Shortcut|ctrl|m}}) submenu==&lt;br /&gt;
&lt;br /&gt;
These operations let you mirror the selected mesh elements interactively. This mirroring is achieved by changing the location coordinates of the elements.&lt;br /&gt;
&lt;br /&gt;
During the interactive mirror mode, the symmetry axis or plane can be chosen as in the usual transformation modes. The same applies to accepting or cancelling the operation.&lt;br /&gt;
&lt;br /&gt;
The origin point of the symmery axis or plane is defined by the current pivot point selection.&lt;br /&gt;
&lt;br /&gt;
After the operation is done, the {{Literal|Mirror}} panel lets you change the axes of symmetry, the orientation of those axes, and the proportional editing effect of the operation.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Interactive Mirror}}===&lt;br /&gt;
Starts interactive mirror mode, with no selected axis.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|X Global}}===&lt;br /&gt;
Starts interactive mirror mode, with X global axis selected.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Y Global}}===&lt;br /&gt;
Starts interactive mirror mode, with Y global axis selected.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Z Global}}===&lt;br /&gt;
Starts interactive mirror mode, with Z global axis selected.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|X Local}}===&lt;br /&gt;
Starts interactive mirror mode, with X local axis selected.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Y Local}}===&lt;br /&gt;
Starts interactive mirror mode, with Y local axis selected.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Z Local}}===&lt;br /&gt;
Starts interactive mirror mode, with Z local axis selected.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Mirror Vertex Group}}===&lt;br /&gt;
This tool works only with couples of perfecly symmetrical vertices (along the local X axis). Those vertices that have no corresponding vertex on the other side will not be affected.&lt;br /&gt;
* {{Literal|Mirror Weights}}: with this option ticked, every selected vertex receives the group/weight information of its symmetrical counterpart. If both vertices are selected, it will be a group/weight information exchange; if only one is selected, information from the unselected will be copied into the selected one, that loses its own information. Information on group/weight is passed for the active group only, unless {{Literal|All Groups}} is ticked, in which case it is passed for all groups.&lt;br /&gt;
* {{Literal|Flip Groups}} works with selected vertices that belong to vertex groups with '''symmetrical names''' (with components like ''L'', ''R'', ''right'', ''left''). All selected vertices that belong to the active group, or to the symmetrical of the active group, will have their assignation to that group replaced by an assignation to the symmetrical one; however, its weight will be preserved. If {{Literal|All Groups}} is ticked, all assignations to these kind of groups will be replaced by the symmetrical counterpart, also keeping the old weights.&lt;br /&gt;
&lt;br /&gt;
Usually only one of those operations will be performed, though you can tick both at the same time if you know what you are doing (these 2 operations could even cancel each other).&lt;br /&gt;
&lt;br /&gt;
Under all circumstances, only selected vertices will be affected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{Menu|3D View|Mesh|Transform}} submenu==&lt;br /&gt;
&lt;br /&gt;
Many of these operations let you define some parameters like constraint axis, orientation, or proportional editing, like in object mode.&lt;br /&gt;
&lt;br /&gt;
There is, though, an extra parameter often present: {{Literal|Mirror Editing}} lets you propagate the operation to the symmetrical elements of the mesh (if present, in local X direction).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Grab/Move}} ({{Shortcut|g}})===&lt;br /&gt;
Sets the selected elements in translation mode.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Rotate}} ({{Shortcut|r}})===&lt;br /&gt;
Sets the selected elements in rotation mode.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Scale}} ({{Shortcut|s}})===&lt;br /&gt;
Sets the selected elements in scale mode.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|To Sphere}} ({{Shortcut|shift|alt|s}})===&lt;br /&gt;
Equivalent to {{Menu|3D View|Object|Transform|To Sphere}}, applied to vertices instead of object centers.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Shear}} ({{Shortcut|shift|ctrl|alt|s}})===&lt;br /&gt;
Equivalent to {{Menu|3D View|Object|Transform|Shear}}, applied to vertices instead of object centers.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Bend}} ({{Shortcut|shift|w}})===&lt;br /&gt;
It bends the object using the selected vertices. The actual transformation depends on the orientation of the actual viewport, the position of the 3D Cursor, and the angle defined by the mouse movement.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Push/Pull}}===&lt;br /&gt;
Equivalent to {{Menu|3D View|Object|Transform|Push/Pull}}, applied to vertices instead of object centers.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Warp}}===&lt;br /&gt;
It warps the selected vertices around the ''3D Cursor'', according to the orientation of the current viewport and the parameters in the {{Literal|Redo Panel}}.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Randomize}}===&lt;br /&gt;
Moves the selected vertices radomly. Adjust parameters in the {{Literal|Redo Panel}}: {{Literal|Amount}}, {{Literal|Uniform}} (0.0 to 1.0 to define how uniform or different will be that movement for all vertices), {{Literal|normal}} (0.0 to 1.0 to define how much those movements will follow the vertex normals), and {{Literal|Random Seed}} (to define the random seed).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Shrink Fatten}} ({{Shortcut|alt|s}})===&lt;br /&gt;
Shrinks or fattens the mesh using the selected vertices (they move along their normals).&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Move Texture Space}} ({{Shortcut|shift|t}})===&lt;br /&gt;
Equivalent to {{Menu|3D View|Object|Transform|Move Texture Space}}.&lt;br /&gt;
&lt;br /&gt;
==={{Literal|Scale Texture Space}} ({{Shortcut|shift|alt|t}})===&lt;br /&gt;
Equivalent to {{Menu|3D View|Object|Transform|Scale Texture Space}}.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Pepribal</name></author>
		
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