You can construct faces between pairs of border edges using the Bridge feature. The resulting bridged faces are merged into the original mesh.
Bridge is useful when you need to connect two sets of edges together with a piece of mesh. For example, connecting and merging the wrist on a character’s arm to its hand.
You can select border edges by two methods:
To bridge between border edges you must ensure that:
To bridge between two or more selected polygon edges
It’s not critical that you select only border edges when selecting edges because the Bridge feature will automatically filter out non-border edges. However, the resulting number of border edges in both the origin and target regions you select, must match.
The Bridge feature automatically determines the valid border edges from the face selection and then deletes the faces after the bridging mesh is constructed.
If the border edges reside in separate meshes you must first combine the meshes into one using Mesh > Combine.
The Bridge Options window appears.
If faces were originally selected to determine the origin and target regions, those faces will be deleted once the bridging mesh is constructed.
For more information on the Bridge options and attributes see Edit Mesh > Bridge.
UV texture information is taken into account when the bridging mesh is created. UV texture coordinates are created based on the selected edges and the UV texture or color information is interpolated based on the divisions of the new bridging mesh.
Ensure that:
If the selected edges do not form a closed loop, the normals on the faces associated with the selected edges may be oriented inconsistently. The Bridge feature determines the orientation of each connection using the normals associated with the faces of the selected edges. You can check the orientation of the normals using Display > Polygons > Face Normals. If the normal orientation is inconsistent, try reversing the normals on the faces on one side of the bridge using Normals > Reverse, and then create the bridged mesh again.
When the selected edges form a closed loop (for example, a ring or cylindrical shape) the Bridge feature may connect between edges in an unexpected way. You can correct this using the Bridge offset attribute in the Attribute Editor. Simply increase the Bridge offset value by one to change the start or end location of the bridged loop of edges to the next vertex in the loop.
If you created a bridge mesh using the Linear path or Smooth path + curve options, you can change the Bridge type to Smooth path. If you created a bridge mesh using the Linear path or Smooth path options, you cannot change the Bridge type to Smooth path + curve.
It is recommended you select and modify only the interior CVs on the explicit curve to modify the shape of the bridging mesh.