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	<title>Doc:Glossary/Category/Mesh Backup - 版の履歴</title>
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	<updated>2026-05-16T03:55:49Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=Doc:Glossary/Category/Mesh_Backup&amp;diff=52970&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T17:50:36Z</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) 17:50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=Doc:Glossary/Category/Mesh_Backup&amp;diff=52969&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones bot: Bot: Fixing redirects</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:Glossary/Category/Mesh_Backup&amp;diff=52969&amp;oldid=prev"/>
		<updated>2011-12-17T03:09:01Z</updated>

		<summary type="html">&lt;p&gt;Bot: Fixing redirects&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;noinclude&amp;gt;Merged into [[Doc:Glossary|Doc:Reference/Glossary]]&lt;br /&gt;
&lt;br /&gt;
Will add categories and collect again these terms here later, but automatically&lt;br /&gt;
&lt;br /&gt;
--[[User:Mindrones|mindrones]] 15:27, 1 September 2010 (UTC)&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
&lt;br /&gt;
* '''Beveling''' can be used to smooth sharp corners of mesh.&lt;br /&gt;
&lt;br /&gt;
* '''Booleans''' can be used to cut a mesh with other mesh or join them for instance.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
* '''Collapse''' is a tool used to remove redundant edges from geometry.&lt;br /&gt;
&lt;br /&gt;
* '''Concave face''' means face in which one vert is inside a triangle formed by other vertices of the face.&lt;br /&gt;
&lt;br /&gt;
* '''Control Cage''' means mesh used in subsurf modelling to control the shape of the mesh.&lt;br /&gt;
&lt;br /&gt;
* '''Convex face''' means not concave face. Opposite of concave face.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Crease''' is used to define sharpness of edges and faces of subsurfed mesh.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
* '''Duplicate''' is a tool used to copy selected parts of mesh.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
* '''Edge''' can be a part of a face. An edge consists of two vertices.&lt;br /&gt;
&lt;br /&gt;
* '''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. &lt;br /&gt;
&lt;br /&gt;
* '''Edge normal''' means the normalized vector in which the edge is headed to.&lt;br /&gt;
&lt;br /&gt;
* '''Edge slide''' is a tool used to move edge loop between adjacent edge loops. It also supports partial edge loops. &lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
* '''Face''' consists of edges.&lt;br /&gt;
&lt;br /&gt;
* '''Face loop''' is an extension of edge loop in that sense that it contains two adjacent edge loops.&lt;br /&gt;
&lt;br /&gt;
* '''Face normal''' means the normalized vector perpendicular to the plane the face lies in.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Flipping normals''' is done to change the direction of face normals in other direction.&lt;br /&gt;
&lt;br /&gt;
* '''Fractal subdivision'''&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
&lt;br /&gt;
* '''Grabbing'''. See Translating.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== H ==&lt;br /&gt;
&lt;br /&gt;
* '''Hide''' is a tool used to hide parts of geometry that are in way.&lt;br /&gt;
&lt;br /&gt;
* '''Hybrid selection mode''' is used to select vertices, edges and faces simultaneously. &lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
&lt;br /&gt;
* '''Knife''' is a tool used to cut faces to get more geometry.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
&lt;br /&gt;
* '''Linked mesh''' means that any changes you make to one mesh are made to linked ones as well.&lt;br /&gt;
&lt;br /&gt;
* '''Loop'''. See Edge Loop and Face Loop.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
* '''Manifold mesh''' is such a mesh in which it is unambiguous to determine its outside and inside.&lt;br /&gt;
&lt;br /&gt;
* '''Manipulator''' is a tool that can be used to manipulate (translate, rotate, scale) objects, meshes etc.&lt;br /&gt;
&lt;br /&gt;
* '''Matrix''' is a collection of vectors. Matrix transformations can be used to scale, rotate, move and shear objects for example.&lt;br /&gt;
&lt;br /&gt;
* '''Merge''' is a tool used to merge vertices.&lt;br /&gt;
&lt;br /&gt;
* '''Mesh''' consists of vertices, edges and faces. &lt;br /&gt;
&lt;br /&gt;
* '''Mirror''' a tool that can be used to mirror the selection.&lt;br /&gt;
&lt;br /&gt;
* '''Multi Resolution Mesh (MRM)''' is such a mesh that contains multiple accuracy levels of which each can be manipulated unlike in subsurf modelling.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
* '''NGON''' is such a face that can contain more than four vertices. Note that Blender does not supports NGONs.&lt;br /&gt;
&lt;br /&gt;
* '''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 {{shortcut|shift|ctrl|alt|M}} while in the vertex selection mode.&lt;br /&gt;
&lt;br /&gt;
* '''Normal''' is a normalized vector. It can be obtained in 3D space by using cross product of two vectors for instance.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
* '''Pivot point''' is a reference point used by many mesh manipulation tools.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Primitive''' is a basic object that can be used as a basis for modeling more complicated objects.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
&lt;br /&gt;
* '''Quad''' is a face that contains four vertices.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
&lt;br /&gt;
* '''Recalculating normals''' may be necessary if there are black lines on the mesh. Black lines mean that you have normals pointing in wrong directions.&lt;br /&gt;
&lt;br /&gt;
* '''Revealing''' is used to reveal hidden parts of mesh.&lt;br /&gt;
&lt;br /&gt;
* '''Rotating''' is an operation used to rotate selected parts according to pivot mode.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
* '''Scaling''' is an operation used to scale selected parts according to pivot mode.&lt;br /&gt;
&lt;br /&gt;
* '''Screw tool''' is a tool that can be used to create curly shapes such as screws.&lt;br /&gt;
&lt;br /&gt;
* '''Sculpt mode''' allows adding of intricate details to a base mesh. (Not available in 2.42a or previous versions!)&lt;br /&gt;
&lt;br /&gt;
* '''Selection mode''' defines which parts (vertices\edges\faces) of mesh the user can select.&lt;br /&gt;
&lt;br /&gt;
* '''Shear tool''' can be used to shear the selection.&lt;br /&gt;
&lt;br /&gt;
* '''Shrink/Fatten tool''' can be used to shrink or fatten the selection.&lt;br /&gt;
&lt;br /&gt;
* '''Smoothing''' defines how faces are shaded. Face can be either solid or smooth.&lt;br /&gt;
&lt;br /&gt;
* '''Spin tool''' can be used to create cogs or wheels for instance.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
* '''Translating''' is used to move selection from place to other.&lt;br /&gt;
&lt;br /&gt;
* '''Triangle''' is a face that contains three vertices.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== V ==&lt;br /&gt;
&lt;br /&gt;
* '''Vector''' has a direction and a length.&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
* '''Vertex group''' may contain multiple vertices.&lt;br /&gt;
&lt;br /&gt;
{{compactTOC}} &lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones bot</name></author>
		
	</entry>
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