Edit Mesh menu

Components

Add Divisions

Splits selected polygon components (edges or faces) into smaller components. Add Divisions is useful when you need to add detail to an existing polygon mesh in either a global or localized manner. Polygon faces can be divided into three-sided (triangles) or four-sided (quadrangles) faces. Edges can be subdivided so that the number of sides on a face is increased.

Select Edit Mesh > Add Divisions > to set the Add Divisions Options.

Note: The contents of the Add Divisions Options window changes depending on what component selection mode you are currently in.
Bevel

Creates beveled polygons along the currently selected edges or faces. See Bevel command and Bevel polygon edges and faces.

Select Edit Mesh > Bevel > to set the Bevel Options.

Bridge

Constructs a bridging polygon mesh (additional faces) between selected pairs of border edges on an existing polygon mesh. The resulting bridging polygon mesh is combined with the original polygon mesh and the edges are merged. See Bridge Command and Bridge between border edges.

Select Edit Mesh > Bridge > to set the Bridge Options.

Collapse
Collapses edges on a component by component basis and then merges the associated vertices for each collapsed edge separately. Collapse also works on faces, but produces results that are more predictable when using edges. If you wish to collapse and merge a selection of faces you should first select Edit Mesh > Merge to Center.
Connect
When vertices and/or edges are selected, Connect connects them via edges. Vertices are connected directly to connecting edges, while edges are connected at their midpoint.

Select Edit Mesh > Connect > to set the Connect Components Options.

Detach

When vertices are selected, Detach separates any selected vertex that is shared by multiple faces into multiple vertices depending on the number of faces the vertex shares. The edges of the faces associated with the vertex also become unshared as a result. When faces are selected, Detach separates the face selection along its perimeter edges. When edges are selected, Detach separates the selected edges into two overlapping edges. If you perform a Detach operation over a path of edges, the vertices along that path are also separated along that path. The vertices at the ends of each selection remain attached to both of the new edges or edge paths. If both vertices and edges are selected, Detach defaults to the same behavior as when only vertices are selected.

Note: Detach ignores any vertices that are not shared.
Extrude

Pulls new polygons out from existing faces, edges, or vertices, with options to transform and reshape the new polygons as they are pulled out from the selected originals. See Extrude command.

Select Edit Mesh > Extrude > to set the Extrude Options.

Note: The Keep Faces Together setting can be turned on and off when using Extrude by Ctrl +Shift + right-clicking on the object whenever the Show Manipulator Tool is displayed.
Merge
Merges selected edges and vertices that are within a specified threshold distance of each other. For example, two selected edges will be merged into one shared edge.

Select Edit Mesh > Merge > to set the Merge Components Options.

Merge to Center

Merges the selected vertices so they become shared, and any associated faces and edges are also merged. The resulting shared vertex is positioned at the center of the original selection.

Note: Merge to Center merges to a central point based on the center of the selection. If you want to collapse edges on a component by component basis, select the edges, then select Edit Mesh > Collapse, or choose Merge/Collapse Edges > Collapse Edge from the marking menu. (To open the marking menu, Shift + right-click an edge.)
Transform

Transform lets you move, rotate, or scale polygon components (edges, vertices, faces, and UVs) relative to the normal while creating a history node.

Select Edit Mesh > Transform > to set the Transform Components Options.

Flip

Swaps the position of selected components with their mirrored counterparts across an axis of symmetry. See Symmetrize asymmetrical components

Symmetrize

Moves components to the mirrored position of the corresponding components across an axis of symmetry. See Symmetrize asymmetrical components.

Vertex

Average Vertices

Smooths the polygon mesh by moving the positions of the vertices. Unlike Mesh > Smooth, the Average command does not increase the number of polygons in the mesh.

Select Edit Mesh > Average Vertices > to set the Average Vertices Options.

Chamfer Vertices

Replaces a vertex with a flat polygon face.

Select Edit Mesh > Chamfer Vertices > to set the Chamfer Vertices Options.

Edge

Delete Edge/Vertex
Deletes blatant edges or vertices from the polygon mesh depending on what components are selected. When vertices are selected, it removes any shared vertices that are selected on the mesh. Shared edges associated with the selected vertices are also removed as a result. The faces surrounding the deleted vertices and edges are replaced with a single n-sided polygon created from the vertices surrounding the deleted vertex. When edges are selected, it removes any shared edges that are selected on the mesh as well as any shared vertices that are associated with the deleted edges. Delete Components does not delete border edges on a polygonal mesh.
Tip: You can also press Ctrl + Delete or Ctrl + Backspace to quickly delete components.
Edit Edge Flow

Lets you change existing edges to respect curvature continuity.

Select Edit Mesh > Edit Edge Flow > to set the Edit Edge Flow Options.

Flip Triangle Edge
Switches the polygon edge dividing two triangle polygons so it connects between their opposite corners.
Note: You can access Flip/Spin Edge from the marking menu by Shift + right-clicking when the polygon is in Edge mode.
Spin Edge Backward

Spins the selected edges opposite to their winding direction, changing their connectivity 1 vertex at a time.

Note: You can access Flip/Spin Edge from the marking menu by Shift + right-clicking when the polygon is in Edge mode.
Spin Edge Forward

Spins the selected edges in their winding direction, changing their connectivity 1 vertex at a time. Edges must be attached to only 2 faces in order to be spun.

If you spin an edge multiple times, Maya edits the offset attribute of the existing history node. Spinning an edge does not affect the vertex IDs or edge IDs, however as you spin an edge, the adjacent faces rotate along with it.

Face

Assign Invisible Faces
Toggles selected faces as invisible. Faces assigned as invisible do not appear in the scene. However, these faces still exist and can still be manipulated.

Select Edit Mesh > Assign Invisible Faces > to set the Assign Invisible Faces Options.

Duplicate
Creates a new separate copy of any selected faces. The duplicated faces become part of the original mesh which otherwise remains unaffected.

Select Edit Mesh > Duplicate > to set the Duplicate Options.

Extract
Detaches the selected faces from the associated mesh. The extracted faces become a separate shell within the existing mesh. If you select the mesh in object mode both the mesh and any extracted faces get selected.

Select Edit Mesh > Extract > to set the Extract Options.

Poke
Splits the selected faces to let you push or pull the center of the original polygon. For example, a four-sided polygon (quad) is split into 4 three-sided polygons with one shared vertex in the middle. A manipulator appears after the Poke operation to let you further transform the vertex.

Select Edit Mesh > Poke > to set the Poke Options.

Wedge
Pulls an arc of new polygons from existing faces.

Select Edit Mesh > Wedge > to set the Wedge Options.

Curve

Project Curve on Mesh
Projects a curve onto a polygon surface.

Select Edit Mesh > Project Curve on Mesh > to set the Project Curve on Mesh Options.

Split Mesh with Projected Curve
Splits or splits and detaches edges on a polygon surface.

Select Edit Mesh > Split Mesh with Projected Curve > to set the Split Mesh with Projected Curve Options.