8

Edit Poly (Border) 657
Quick Slice
Lets you quickly slice the object
without having to manipulate a gizmo. Make a
selection, click QuickSlice, and then click once
at the slice start point and again at its endpoint.
You can continue slicing the selection while the
command is active. Unavailable in Animate mode.
To stop slicing, right-click in the viewport, or click
QuickSlice again to turn it off.
Note: At the Border sub-object level, QuickSlice
affects the entire object. To slice only specific
polygons, use QuickSlice on a polygon selection at
the Poly sub-object level.
Cut Lets you create edges from one polygon to
anotherorwithinpolygons. Clickatthestart
point, move the mouse and click again, and
cont inue moving and clicking to create new
connected edges. Right-click once to exit the
current cut, whereupon you can start a new one,
or right-click again to exit Cut mode.
Use
Snaps (page 2–35)
with Cut for precision. Cut
supports Midpoint, Endpoint, and Vertex snaps .
Note: Cut performance has b een enhanced in
3ds Max 7.Formoreinformation,see
this
procedure (p age 1–1035)
.
MSmoot h—Smoothes the s election using the
current settings. This command uses subdivision
functionality similar to that of the
MeshSmooth
modifier (page 1–714)
.
MSmoot h S etti ngs—Opens the
MeshSmooth
Selection dialog (page 1–1076)
,whichletsyou
specifyhowtoapplysmoothing.
TessellateSubdivides the selection based on the
Tessellation settings (page 1–1078)
.
Tessellation is u seful for increasing local mesh
density while modeling. You can subdivide any
select ion of polygons. Two tessellation methods
are available: Edge and Face.
Tessellate S ettings—Opens the
Tessellate
Selection dialog (page 1–1078)
,whichletsyou
specifyhowtoapplytessellation.
Mak e Planar—Forces all selected edges to become
coplanar. The plane’s normal is the average surface
normal of all faces attached to the selected edges.
X/Y /Z—Makes the selected edges planar and a ligns
the plane with the corresponding plane in the
object’s Local coordinate system. The plane used
is perpendicula r to the button axis, so clicking the
X button aligns the object with the local YZ axis,
for example.
V iew Align—Aligns selected edges w ith the plane
of the active viewport. In the case of orthographic
viewports, this is the same effect as ali gning with
the constr uction grid w hen the home grid is
active. When aligning with a Perspective viewport
(including camera and lig ht views), the edges are
reoriented to alig n w ith a plane that is paral lel
to the camera’s v iewing plane. (Perspective
viewports have invisible ca mera planes.) In these
cases, the selection of edges is not translated but
only rotated.
Note: In Animate mode, after using View Align
you can access the
Align Geometry dialog (page
1–670)
by clicking Edit Poly Mode rollout >
Settings.
Grid Align—Aligns the selected edges with the
current construction plane. The current plane is
specified by the active viewport in the case of t he
home grid. When using a grid object, the current
plane is the active grid object.
Note: In Animate mode, after using Grid Align
you can access the
Align Geometry dialog (page
1–670)
by clicking Edit Poly Mode rollout >
Settings.
Relax—Applies the Relax function to the current
selection, using the Relax dialog sett ings (see
following). Relax normalizes mesh spaci ng by
moving each vertex toward the average location of