At the editable poly Edge sub-object level, you can select single and multiple edges and transform them using standard methods. This topic covers the Edit Geometry and Edit Edges rollouts; for other controls, see Editable Poly.
Example: To use the Cut and Turn features:
3ds Max provides a convenient function for turning edges, which, along with the Cut feature, streamlines the custom modeling process considerably. Specifically, cutting a new polygon into existing geometry minimizes the number of extra visible edges, typically adding none or one. And after using cut, the Turn function lets you adjust any diagonal with a single click.
By default, the Plane object is divided into 4 x 4 polygons. If you don't see the polygons in the Perspective viewport, press F4 to activate Edged Faces view mode.
To convert the object, right-click once in the Perspective viewport to exit create mode. This leaves the object selected. Right-click again in the Perspective viewport, and then at the bottom of the Transform quadrant, choose Convert To Convert To Editable Poly. Alternatively, apply the Edit Poly modifier.
The object is now an editable poly and the command panel switches to the Modify panel.
Two or three lines appear and move as you move the mouse. One line connects the mouse cursor to the original click location, and indicates where the next cut will appear when you click the mouse button. Another connects to a corner of the polygon; this connection changes depending on the mouse position. And, if the cursor isn't over an edge or a vertex (it changes appearance if it is, depending on which), a third line connects the mouse cursor to another vertex.
This demonstrates one aspect of the new Cut functionality; in previous versions, the first click in a Cut operation connected to two corners of the polygon.
The result is a rectangle across four polygons, without any connecting visible edges. In previous versions, you would have had eight connecting visible edges: two in each of the original polygons. Note that all the edges you created are selected, and ready for further transformation or editing.
In this case you end up with a single, additional visible edge instead of seven, as in previous versions. The edge connects corner of the new polygon with a corner of the original one. This new edge is not selected, but the ones you created explicitly are.
Connecting the remaining corners are a number of diagonals, which serve to fully triangulate the polygons. The new Turn function lets you manipulate each of these with a single click.
All diagonals, including those created from the Cut operations, appear as dashed lines.
In Turn mode, click a diagonal (dashed line) once to turn it.
Each diagonal has only two different available positions, given no changes in any other diagonals' or edges' positions.
Compare this with the Edit Triangulation tool, with which you must click two vertices to change a diagonal's position.
This simple demonstration shows how, when manually subdividing a polygon mesh for modeling and animation purposes, you can save a good deal of time by using the Cut and Turn tools in 3ds Max.
To create a shape from one or more edges:
The resulting shape consists of one or more splines whose vertices are coincident with the vertices in the selected edges. The Smooth option results in vertices using smooth values, while the Linear option results in linear splines with corner vertices.
If the selected edges are not continuous, or if they branch, the resulting shape will consist of more than one spline. When the Create Shape function runs into a branching 'Y' in the edges, it makes an arbitrary decision as to which edge produces which spline. If you need to control this, select only those edges that will result in a single spline, and perform a Create Shape operation repeatedly to make the correct number of shapes. Finally, use Attach in the Editable Spline to combine the shapes into one.
Above: Original object
Below: Object with edges selected
Above: Selected edges removed from original object
Below: Unwanted edges removed
For information on the Selection rollout settings, see Selection Rollout (Polymesh).
Soft Selection controls apply a smooth falloff between selected sub-objects and unselected ones. When Use Soft Selection is on, unselected sub-objects near your selection are given partial selection values. These values are shown in the 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 magnet-like effect with a sphere of influence around the selection.
For more information, see Soft Selection Rollout.
This rollout includes commands specific to edge editing.
After turning on Insert Vertex, click an edge to add a vertex at that location. You can continue subdividing polygons as long as the command is active.
To stop inserting edges, right-click in the viewport, or click Insert Vertex again to turn it off.
Removing one edge is like making it invisible. The mesh is affected only when all or all but one of the edges depending on one vertex are removed. At that point, the vertex itself is deleted and the surface is retriangulated.
To delete the associated vertices when you remove edges, press and hold down while executing a Remove operation, either by mouse or by pressing . This option, called Clean Remove, ensures that the remaining polygons are planar.
Left: The original edge selection
Center: Standard Remove operation leaves extra vertices.
Right: Clean Remove with Ctrl+Remove deletes the extra vertices.
Edges with the same polygon on both sides usually can't be removed.
This does nothing when applied to a single edge in the middle of a mesh. The vertices at the end of affected edges must be separable in order for this option to work. For example, it would work on a single edge that intersects an existing border, since the border vertex can be split in two. Additionally, two adjacent edges could be split in the middle of a grid or sphere, since the shared vertex can be split.
When extruding a vertex or edge interactively in the viewport, you set the extrusion height by moving the mouse vertically and the base width by moving the mouse horizontally.
Extruding an edge moves it along a normal and creates new polygons that form the sides of the extrusion, connecting the edge to the object. The extrusion has either three or four sides; three if the edge was on a border, or four if it was shared by two polygons. As you increase the length of the extrusion, the base increases in size, to the extent of the vertices adjacent to the extruded edge's endpoints.
Following are important aspects of edge extrusion:
Chamfer box showing extruded edge
If you click this button after performing a manual extrusion, the same extrusion is performed on the current selection as a preview and the caddy opens with Extrusion Height set to the amount of the last manual extrusion.
You can weld only edges that have one polygon attached; that is, edges on a border. Also, you cannot perform a weld operation that would result in illegal geometry (for example, an edge shared by more than two polygons). For example, you cannot weld opposite edges on the border of a box that has a side removed.
To use Chamfer interactively, click this button and then drag an edge in the active object. If you drag a selected edge, the chamfer applies equally to all selected edges. To chamfer edges numerically, click the Chamfer Settings button and change the Chamfer Amount value.
Chamfering edges
Alternatively, you can create open space between the chamfered edges; for details, see Chamfer.
If you click this button with one or more edges selected, the caddy opens with Chamfer Amount set to the amount of the last chamfer and the chamfer specified by the settings is performed on the current selection as a preview.
You can weld only edges that have one polygon attached; that is, edges on a border. Also, you cannot perform a weld operation that would result in illegal geometry (e.g., an edge shared by more than two polygons). For example, you cannot weld opposite edges on the border of a box that has a side removed.
There are two ways to use Bridge in Direct Manipulation mode (that is, without opening the Bridge Edges caddy):
The new polygons that result from a Bridge operation are automatically selected; you can see this by accessing the Polygon sub-object level.
Using Bridge at the Edge level
Connecting two or more edges using the Settings dialog creates equally spaced edges. The number of edges is set in the dialog. When you click the Connect button, the current dialog settings are applied to the selection.
An edge selection (top); a smooth shape (center); a linear shape (bottom)
Increasing an edge weight tends to push the smoothed result away.
For instructions for using the caddy, see The Caddy Interface.
At low settings, the edge is relatively smooth. At higher settings, the crease becomes increasingly visible. At 1.0, the highest setting, the edge becomes a hard crease.
For instructions for using the caddy, see The Caddy Interface.
In Edit Triangulation mode, you can see the current triangulation in the viewport, and change it by clicking two vertices on the same polygon.
To edit triangulation manually, turn on this button. The hidden edges appear. Click a polygon vertex. A rubber-band line appears, attached to the cursor. Click a non-adjacent vertex to create a new triangulation for the polygon.
Each diagonal has only two available positions at any given time, so clicking a diagonal twice in succession simply returns it to its original 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 enhanced Cut tool, see this procedure.
For detailed descriptions of these controls, see Edit Geometry Rollout (Polymesh and Edit Poly).
For information about the Subdivision Surface rollout settings, see Subdivision Surface Rollout (Polymesh).
For information about the Subdivision Displacement rollout settings, see Subdivision Displacement Rollout (Polymesh).
Paint Deformation lets you stroke elevated and indented areas directly onto object surfaces. For more information, see Paint Deformation Rollout (Polymesh).