8

Edit Poly (Border) 655
Edit Geom e try rollout
Repeat Last—Repeats the most recently used
command.
Forexample,ifyouextrudeaborder,andwantto
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 will happen when it is
clicked.
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.
FaceConstrains vertex transformations to
face surfaces.
Note: The C onstraints setting persists at all
sub-object levels.
Preserv e U V s—When on, you can edit borders
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.
W ithout 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 b orders, 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 border editing. For example, you’ll usually
have no trouble moving a border within edge or
face constraints. Also, it’s better to perform one
big move than several smaller moves, as multiple
small moves can begin to distort the mapping. If,
however, you need to perform extensive geometry
editing while preserving mapping, use the
Channel
Info utility (page 2–1549)
instead.
Preserve UVs Sett ings—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 ver tex color channels are off (not preserved),
and all texture channels are on (preserved).
Cr e a te—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