8
1028 Chapter 9: Sur face Modeling
Existing C olor swatch, and then clicking the
Select button. (If you want an exact match, be
sure to set the RGB Range spinners to 0 first.)
Inter face
Selection rollout
See
Editable Poly (page 1–1014)
for information
on the Selection rollout settings.
Soft S ele ction rollout
Soft Selection controls apply a smooth falloff
between selected sub-objects and unselected
ones. When Use S oft Selection is on, unselected
sub-objectsnearyourselectionaregivenpartial
selectionvalues.Thesevaluesareshowninthe
viewports by means of a color gradient on the
vertices, and optionally on the faces. They affect
most types of sub-object deformations, such as the
Move, Rotate, and Scale functions, as well as any
deformation modifiers (such as Bend) applied to
the object. This provides a m agnet-like effect with
a sphere of influence around the selection.
For more information, see
Soft Selection Rollout
(page 1–945)
.
Edit Vertice s rollout
This rollout includes commands specific to vertex
editing.
Note: To delete vertices, select them and press the
DELETE key. This can create one or more holes
in the mesh. To delete vertices without creating
holes, use Remove (see below).
Remove—Deletes selected vertices and combines
the polygons that use them. The keyboard shortcut
is BACKSPACE.
Removing one or more vertices deletes them and
retriangulates the mesh to keep the sur face intact. If you
use Delete instead, the polygons depending on those
vertices are delete d as well, creating a hole in the mesh.
Wa rni ng: Use of Remove can result in mesh shape
changes and non-planar polygons.
Break—
Creates a new vertex for each polygon
attached to selected vertices, allowing the polygon
corners to be moved away from each other where
they were once joined at each orig inal vertex. If a
vertex is isolated or used by only one polygon, it
is unaffected .
Ex trude—Lets you extrude vert ices manually v ia
direct manipulation in the viewport. Click this
button, and then drag vertically on any ver tex to
extrude it.
Extruding a vertex moves it along a normal and
creates new polygons that form the sides of the
extrusion, connecting the ver tex to the object.