8
1024 Chapter 9: Sur face Modeling
• None: No constraints.
• Edge: Constrains vertex transformations to
edge boundaries.
• Face: Constrains vertex transformations to face
surfaces.
Note: YoucansetthisattheObjectlevel,butits
usage pertains primari ly to sub-object levels. The
Constraints sett ing persists at all sub-object levels.
Cr e ate —Lets you create polygons from isolated
vertices and border vertices. All vertices in the
objectarehighlighted.Clickthreeormoreexisting
vertices in succession to define the shape of the
new polygon. (The cursor changes to a cross when
it is over a vertex that can legally be part of the
polygon.) To finish polygon creation, double-click
the last vertex. You can also finish creating the
polygon by clicking any vertex of the new polygon
a second time. You can also create new polygons at
the Polygon and Element sub-object levels.
Youcanaddverticesinthismodeby
SHIFT+clicking in an empty space; these vertices
are incorporated into the polygon you’re creating.
Youcanstartcreatingpolygonsinanyviewport,
but all subsequent clicks must take place in the
same viewpor t.
Tip: For best results, click vertices in
counterclockwise (preferred) or clockw ise
order . If you use clockwise order, the new polygon
will be facing away from you, and you won’t be
able to see it unless you’ve turned on Force 2-Sided
or are using a two-sided material.
Attach—Lets you attach another object in the scene
to the selected editable poly. You can attach any
type of object, including splines, patch objects,
and NURBS surfaces. Attaching a non-mesh
object converts it to editable-poly format. Click
the object you want to attach to the currently
selected poly object.
When you attach an object, the materials of t he
two objects are combined in the following way:
• If the object being attached does not have a
material assigned, it inherits the material of the
object it is being attached to.
• Likewise, if the object you’re attaching to
doesn’t have a mater ial, it inherits the mater ial
of the object being attached.
• If both objects have materia ls, the resulting
new material is a
multi/sub-object material
(page 2–1403)
that includes the i nput materials.
A dialog appears offering three methods of
combining the objects’ materials and material
IDs. For more information, see
Attach Options
Dialog (page 1–1009)
.
Attach remains active in all sub-object levels,
but always applies to objects.
Attach List—Lets you attach other objects in the
scene to the selected mesh. Click to display a Select
By Name dialog where you choose multiple objects
to attach.
Shaded view of model (uppe r le ft); wireframe view of model
(upper right); model with objects attached (lower left); and
subsequ ent multi/sub-object material (lower right)