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 to set the Add Divisions Options.
Creates beveled polygons along the currently selected edges or faces. See Bevel command and Bevel polygon edges and faces.
Select to set the Bevel Options.
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 to set the Bridge Options.

Select to set the Circularize Options.
Select to set the Connect Components Options.
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.

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 to set the Extrude Options.
Select to set the Merge Components Options.
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.
Transform lets you move, rotate, or scale polygon components (edges, vertices, faces, and UVs) relative to the normal while creating a history node.
Select to set the Transform Components Options.
Swaps the position of selected components with their mirrored counterparts across an axis of symmetry. See Symmetrize asymmetrical components
Moves components to the mirrored position of the corresponding components across an axis of symmetry. See Symmetrize asymmetrical components.
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 to set the Average Vertices Options.
Replaces a vertex with a flat polygon face.
Select to set the Chamfer Vertices Options.
Allows you to reorder the vertex IDs on a polygon object. For more information, see Modify or transfer vertex orders.
Lets you change existing edges to respect curvature continuity.
Select to set the Edit Edge Flow Options.
Spins the selected edges opposite to their winding direction, changing their connectivity 1 vertex at a time.
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.
Select to set the Assign Invisible Faces Options.
Select to set the Duplicate Options.
Select to set the Extract Options.
Select to set the Poke Options.
Select to set the Wedge Options.
Select to set the Project Curve on Mesh Options.
Select to set the Split Mesh with Projected Curve Options.