8

Editable Poly (Object) 1025
Split—
When on, the QuickSlice and Cut
operations create double sets of vertices at the
points where the edges are divided. This lets you
easily delete the new polygons to create holes, or
animatethenewpolygonsasseparateelements.
Quick SliceLets you quickly slice the object
without having to manipulate a gizmo. Make a
selection, click QuickSlice, and then click once
at the slice start point and again at its endpoint.
You can continue slicing the selection while the
command is ac tive.
To stop slicing, right-click in the viewport, or click
QuickSlice again to turn it off.
Note: At the Object level, QuickSlice affects the
entire objec t. To slice only specific polygons, use
QuickSlice on a polygon selection at the Poly
sub-object level.
Cut Lets you create edges from one polygon to
anotherorwithinpolygons. Clickatthestart
point, move the mouse and click again, and
cont inue moving and clicking to create new
connected edges. Right-click once to exit the
current cut, whereupon you can start a new one,
or right-click again to exit Cut mode.
Note: Cut performance has b een enhanced in
3ds Max 7.Formoreinformation,see
this
procedure (p age 1–1035)
.
MSmoot h—Smoothes the object using the current
settings. This command uses subdivision
functionality similar to that of the
MeshSmooth
modifier (page 1–714)
with NURMS Subdivision,
but unlike NURMS Subdivision, it applies the
smoothing instantly to the selected area of the
control mesh.
MSmoot h S etti ngs—Opens the
MeshSmooth
Selection dialog (page 1–1076)
,whichletsyou
specify how smoothing is applied.
TessellateSubdivides all polygons in the object
based on the
Tessellation settings (page 1–1078)
.
Tessellation is useful for increasing loca l mesh
density while modeling. You can subdivide any
selection of polygons. Two tessellation methods
are available: Edge and Face.
Tessellate S ettings—Opens the
Tessellate
Selection dialog (page 1–1078)
,whichletsyou
specify how smoothing is applied.
Mak e Planar—Forces all vertices in the object
to become coplanar. The planes normal is the
averagesurfacenormalofthevertices.
Tip: OneapplicationforMakePlanarismakinga
flat side on an object. Normally, you would use a
contiguous selection set. If the selec tion includes
vertices on various parts of the object, the vertices
are still made planar, but with distort ing effects on
the rest of the geometry.
X/Y /Z—Makes all vertices in the object planar
and alig ns the plane with the corresponding
planeintheobjectslocalcoordinatesystem.The
plane used is the one to which the button axis
is perpendicular, so, for example, clicking the X
button a ligns the object with the local Y Z axis.
V iew Align—Aligns all vert ices in the object to the
planeoftheactiveviewport.Ifasub-objectmode
is active, this function affects only selected vertices
or those belonging to selected sub-objects. In the
case of orthographic viewport s, using View Align
has the same effect as aligning to the construct ion
gridwhenthehomegridisactive.Whenaligning
to a perspective viewport (including camera and
light views), the vertices are reoriented to be
aligned to a plane that is parallel to the camera’s
viewing plane. T his plane is per p endicular to
the view direction that is closest to the vertices
average position.
Grid Align—Aligns all vertices in the selected object
to the plane of the c urrent view. If a sub-object
mode is active, function aligns only selected
sub-objects. This function aligns the selected
ver tices to the current construction plane. The