At the Editable Poly (Polygon) sub-object level, you can select single and multiple polygons and transform them using standard methods. At the Element sub-object level you can select and edit groups of contiguous polygons. For further distinctions between polygon and element, see Editable Poly Selection rollout. This topic covers the Edit Polygons/Elements rollout and Edit Geometry rollout functions for these sub-object types; for other controls, see Editable Poly.
See Editable Poly Selection rollout for information on the Selection rollout settings.
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.
At the Element sub-object level, this rollout includes commands that are common to both polygons and elements. At the Polygon level, it contains those as well as a number more that are unique to polygons. The commands available at both levels are Insert Vertex, Flip, Edit Triangulation, Retriangulate, and Turn.
After turning on Insert Vertex, click a polygon to add a vertex at that location. You can continue subdividing polygons as long as the command is active.
To stop inserting vertices, right-click in the viewport, or click Insert Vertex again to turn it off.
Extruding polygons moves them along a normal and creates new polygons that form the sides of the extrusion, connecting the selection to the object.
Following are important aspects of polygon extrusion:
Chamfer box showing extruded polygon
If you click this button after performing an extrusion, the same extrusion is performed on the current selection as a preview and the dialog opens with Extrusion Height set to the amount of the last manual extrusion.
Outline is often used after an extrusion or bevel to adjust the size of the extruded faces. It doesn't scale the polygons; only changes the size of the outer edge. For example, in the following illustration, note that the sizes of the inner polygons remain constant.
Extruded polygons (top), outline expanded (middle), outline reduced (bottom)
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Note that inner polygons do not change size.
For details on using the caddy controls, see The Caddy Interface.
Polygon beveled outward (left) and inward (right)
If you click this button after performing a bevel, the same bevel is performed on the current selection as a preview and the dialog opens with the same settings used for the previous bevel.
Inset works on a selection of one or more polygons. As with Outline, only the outer edges are affected.
If you click this button after performing a manual inset, the same inset is performed on the current selection as a preview and the dialog opens with Inset Amount set to the amount of the last manual inset.
Using Bridge at the Polygon level
The hinge edge needn't be part of the selection. It can be any edge of the mesh. Also, the selection needn't be contiguous.
Hinging polygons rotates them about an edge and creates new polygons that form the sides of the hinge, connecting the selection to the object. It's essentially an extrusion with rotation, with the exception that, if the hinge edge belongs to a selected polygon, that side is not extruded. The manual version of Hinge From Edge works only with an existing polygon selection.
If you click this button after performing a manual hinge, the dialog opens with Angle set to the extent of the last manual hinge.
You can extrude a single polygon (1) or a selection of contiguous (2) or non-contiguous polygons (3). Extrusion 2 uses Taper Curve and Twist (available via Settings). Extrusion 3 uses Taper Amount; each extrusion has a different curve rotation.
Make a selection, click Extrude Along/On Spline, and then select a spline in the scene. The selection is extruded along the spline, using the spline's current orientation, but as though the spline's start point were moved to the center of each polygon or group.
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 manually edit triangulation, 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.
Retriangulate attempts to optimize how selected polygons are subdivided into triangles.
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).
Lets you assign a particular material ID number to selected polygons for use with multi/sub-object materials and other applications. Use the spinner or enter the number from the keyboard. The total number of available IDs is 65,535.
Selects polygons corresponding to the Material ID specified in the adjacent ID field. Type or use the spinner to specify an ID, then click the Select ID button.
This drop-down list shows the names of sub-materials if an object has a Multi/Sub-Object material assigned to it. Click the drop arrow and choose a sub-material from the list. The sub-objects that are assigned that material are selected. If an object does not have a Multi/Sub-Object material assigned, the name list is unavailable. Likewise, if multiple objects are selected that have an Edit Patch, Edit Spline, or Edit Mesh modifier applied, the name list is inactive.
When on, choosing a new ID or material name deselects any previously selected sub-objects. When off, selections are cumulative, so new ID or sub-material name selections add to the existing selection set of patches or elements. Default=on.
Use these controls to assign selected polygons to different smoothing groups, and to select polygons by smoothing group.
To assign polygons to one or more smoothing groups, select the polygons, and then click the number(s) of the smoothing group(s) to assign them to.
Displays a dialog that shows the current smoothing groups. Select all polygons that belong to a group by clicking the corresponding numbered button and clicking OK.
If Clear Selection is on, any previously selected polygons are first deselected. If Clear Selection is off, the new selection is added to any existing selection.
Removes any smoothing group assignments from selected polygons.
Sets the smoothing groups based on the angle between polygons. Any two adjacent polygons will be put in the same smoothing group if the angle between their normals is less than the threshold angle, set by the spinner to the right of this button.
This spinner (to the right of Auto Smooth) lets you specify the maximum angle between the normals of adjacent polygons that determines whether those polygons will be put in the same smoothing group.
Use these controls to assign the color, illumination color (shading), and alpha (transparency) values of vertices on selected polygons or elements.
Click the color swatch to change the color of vertices on selected polygons or elements.
Click the color swatch to change the illumination color of vertices on selected polygons or elements. This lets you change the illumination without changing the vertex's color.
Lets you assign an alpha (transparency) value to vertices on selected polygons or elements.
The spinner value is a percentage; zero is completely transparent and 100 is completely opaque.
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).