Datasheet
Objects and Datablocks n 21
Although the mesh data is identical, the objects are still very
much independent. To see this, in Object mode, select the Cube
object. Press S, and scale the object to about twice its size. Now
you have a big cone and a small cone. This is because mesh edits
are made to the Mesh datablock, which is now shared between
the objects, whereas the overall scale is an object-level property.
Go back to the mesh drop-down menu on the Cube object and
look at the options.
In the drop-down menu, there are two options: Cone
and Cube. Select the Cube mesh from the drop-down menu.
Now your Cube object is again associated with a Cube mesh.
However, the cube is now twice the size that it was before
because the scaling you did in Object mode applied to the
object instead of the mesh.
Exploiting this distinction between Mesh objects and the
meshes themselves can be very useful for character animation
because it helps maintain a flexible and modular workflow. An
armature modifier, as you will see later in the book, operates
on a Mesh object, which means you can replace the mesh in the
middle of an animation simply by swapping a new Mesh data-
block in as the object data for the animated object.
You will learn more about these meshes in Chapter 2, so it is a good idea to save this
.blend file now so that you can return to it later.
Figure 1.15
The datablock name
drop-down menu
Figure 1.16
Editing the mesh
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