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1026 Chapter 9: Sur face Modeling
current plane is specified by the active view port
in the case of the home grid. When using a grid
object, the current plane is the active grid object.
Relax—Applies the Relax function to the current
selection, using the Relax dialog settings (see
following). Relax normalizes mesh spacing by
moving each vertex toward the average location of
its neighbors. It works the same way as the
Relax
modifier (page 1–769)
.
Note: At the objec t level, Relax applies to the entire
object. At any sub-object level, Relax applies only
to the current selection.
Relax SettingsOpens t he
Relax dialog (page
1–1077)
, which lets you specify how the Relax
function is applied.
Full Interactivity—Toggles the level of feedback for
theQuickSliceandCuttools,aswellasallsettings
dialogs.
When on (the default), the final result is always
visibleasyouusethemousetomanipulatethe
tool or change a numeric setting. With Cut and
QuickSlice, when Full Interactivity is turned off,
onlytherubber-bandlineisvisibleuntilyouclick.
Similarly, with numeric sett ings in dialogs, the
final result is visible only when you release the
mousebuttonafterchangingthesetting.
The state of Full Interactivity doesn’t affect
changing a numeric setting from the keyboard.
Whether it’s on or off, the setting takes effect only
when you exit the field by pressing TA B or ENTER,
or by clicking a different control in the dialog.
Subdivision Sur face rollo ut
See
Subdivision Surface rollout (page 1–1019)
for
information on the Subdivision Surface rollout
settings.
Subdivision Displacement rollout
See
Subdivision Displacement rollout (page
1–1022)
for information on the Subdivision
Displacement rollout settings.
Paint Deformation rollout
Paint Deformation lets you stroke elevated and
indented areas directly onto object surfaces. For
more information, see
Paint Deformation Rollout
(page 1–1065)
.
Editable Poly ( Ver tex)
Select an editable poly object. > Modify panel > Selection
rollout > Vertex
Select an edita ble poly object. > M odify panel > Modifier
Stack display > Expand Editable Poly. > Vertex
Selec t an editable poly object. > Quad menu > Tools
1quadrant>Vertex
Vertices are points in space: they define the
structure of other sub-objects that make up the
poly. When vertices are moved or edited, the
geometry they form is affected as well. Vertices
can also exist independently; such isolated vertices
can b e used to construct other geometry but are
otherwise invisible when rendering.
At the Editable Poly (Vertex) sub-object level, you
can select single and multiple vertices and move
them using standard methods. This topic covers
the Edit Geometry, Edit Vertices, and Ver tex
Properties rollouts; for other controls, see
Editable
Poly (page 1–1012)
.
Procedures
To weld polygon ver tices:
You can use either of two methods to combine
several vertices into one, also known as welding. If
the vertices are very close together, use the Weld
function. You can also use Weld to combine a