8

648 Chapter 8: Modifiers
Edit Tri[angulation]—
Lets you modify how
polygons are subdivided into triangles by drawing
diagonals.
In Edit Triangulation mode, you can see the cur rent
triangulation in the viewport, and change it by clicking two
verticesonthesamepolygon.
To edit triangulation manually, turn on this
button. The diagonals appear. Click a polygon
vertex. A rubb er-band line appears, attached to
the cursor. Click a non-adjacent vertex to create a
new triangulation for the polygon.
Tip: For easier editing of triangulation, use the
Turn command instead (see following).
Tu rn—Lets you mo dify how polygons are
subdivided into triangles by clicking diagonals.
When you activate Turn, the
diagonals (page
3–1022)
become visible as dashed lines in
wireframeandedged-facesviews.InTurnmode,
click a diagonal to change its position. To exit Turn
mode, right-click in the viewport or click the Turn
button again.
Each diagonal has only two available positions
at any given time, so clicking a diagonal twice in
succession simply returns it to its ori ginal position.
But changing the position of a nearby diagonal
can make a different alternate position available
to a diagonal.
For more information on how to use Turn with
the enh anced Cut tool, see
this procedure (page
1–1035)
.
Edit Geom et ry rollout
Repeat Last—Repeats the most recently used
command.
For example, if you extr ude an edge, and want to
apply the same extrusion to several others, select
the others, and then click Repeat Last.
Note: Repeat Last does not repeat all operations.
For instance, it does not repeat transforms. To
determine which command will repeat when you
click the button, check the button’s tooltip. If no
tooltip appears, nothing wil l happen when it is
clicked.
Co nstraintsLets 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.
FaceConstrains vertex transformations to
face surfaces.
Note: The C onstraints setting persists at all
sub-object levels.
Preserv e UV s When on, you can edit edges
without affecting the object’s UV mapping. You
can choose which mapping channels to preserve;
see Preserve UVs Settings, following. Default=off.
W ithout Preserve UVs, there is always a direct
correspondence between an object’s geometr y
and its UV mapping. If you map an object, and
then move edges, the texture moves along with the
sub-objects, whether you want it to or not. If you
turn on Preserve UVs, you can perform minor
editing t asks without changing the mapping.
Tip: For b est results w ith Preserve UVs, use it for
limited edge editing. For example, you’ll usually