8
Editable Poly (Edge) 1045
Constra ints—
Lets you use existing geometry to
constrain sub-object transformation. Use the
drop-down list to choose the constraint type:
•
None—No constraints.
•
Edge—Constrains edge transformations to edge
boundaries.
•
Face—Constrains vertex transformations to
face surfaces.
Note: The Constraints sett ing persists at all
sub-object levels.
Preserve UV s —When on, you can edit edges
without affecting the object’s UV mapping. You
can choose any of an object’s mapping channels
to preser ve or not; see Preserve UVs Settings,
following . Default=off.
Without Preserve UVs, there is always a direct
correspondence between an object’s geometry
and its UV mapping. If you map an object, and
then move edges, the texture moves a long with the
sub-objects, whether you want it to or not. If you
turn on Preserve UVs, you can perform minor
editing tasks without changing the mapping.
Tip: For best results with Preserve UVs, use it for
limited edge editing. For example, you’ll usually
have no trouble moving a vertex within edge or
face constraints. Also, it’s better to perform one
big move than several sma ller moves, as multiple
small moves can begin to distor t t he mapping. If,
however, you need to perform extensive geometry
editing while preserving mapping, use the
Channel
Info utility (page 2–1549)
instead.
Pres er ve UVs S etti ngs—Opens the
Preserve Map
Channels dialog (page 1–1076)
,whichletsyou
specify which vertex color channels and/or texture
channels (map channels) to preserve. By default,
all vertex color channels are off (not preserved),
andalltexturechannelsareon(preserved).
Cr e ate —Creates an edge from vertex to vertex.
Click Create, click a vertex, and then move the
mouse. A rubber-band line extends from the
vertex to the mouse cursor. Click a second,
non-adjacent vertex on the same polygon to
connect them with an edge. Repeat, or, to exit,
right-click in the viewport or click Create again.
Edges you create separate the polygons. For
example, by creating an edge inside a quadrilateral
polygon, you turn it into two triangles.
Collapse—Collapses selected edges by welding
their vertices to a vertex at the selection center.
Attach—Lets you attach another object in the s cene
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.
For further details, see
Attach
.
Detach—Detachestheselectededgesandall
attached polygons from the poly object, creating a
separate object or element. The Detach As Clone
option copies the polygons rather t han detaching
them.
You’re prompted to enter a name for the new
object. Detached polygons leave a hole in the
original object when you move them to a new
position.
Cut a nd Slice group
Theseknife-liketoolsletyousubdividethepoly
mesh along a plane (Slice) or in a specific area
(Cut). Also see
Full Interactivity
.