If the vertex is of the Bezier or Bezier Corner type, you can also move and rotate handles, thus affecting the shapes of any segments joined at the vertex. You can copy and paste the handles between vertices using tangent copy/paste. You can reset them or switch between types using the quad menu. The tangent types are always available on the quad menu when a vertex is selected; your cursor doesn't have to be directly over them in the viewport.
To set a vertex type:
Smooth vertex (left) and Corner vertex (right)
To copy and paste vertex tangent handles:
The vertex tangency changes in the viewport.
To reset vertex handle tangency:
It is easy to make the handles very small and coincident with the vertex, which makes them hard to select and edit. Reset the vertex handle tangency to redraw your handles
Any vertex handle editing you have done is discarded and the handles are reset.
For information on the Soft Selection rollout settings, see Soft Selection Rollout.
The radio buttons in this group let you determine the tangency of the new vertices created when you Shift+Clone segments or splines. If you later use Connect Copy, vertices on the splines that connect the original segment or spline to the new one will have the type specified in this group.
This setting has no effect on the tangency of vertices created using tools such as the Create Line button, Refine, and so on.
When this option is chosen, new vertices that overlap are automatically welded.
For further details, see Attach.
The Refine group includes a number of functions useful for building spline networks for use with the Surface modifier.
You can also click existing vertices during a refine operation, in which case 3ds Max displays a dialog asking if you want to Refine or Connect Only to the vertex. If you choose Connect Only, 3ds Max will not create a vertex: it simply connects to the existing vertex.
The Refine operation creates a different type of vertex depending on the types of vertices on the endpoints of the segment being refined.
After turning on Connect and before beginning the refinement process, turn on any combination of these options:
Right-click to complete the operation and release the mouse. At this point, you're still in Insert mode, and can begin inserting vertices in a different segment. Otherwise, right-click again or click Insert to exit Insert mode.
On open splines, the first vertex must be the endpoint that is not already the first vertex. On closed splines, it can be any point that isn't already the first vertex. Click the Make First button, and the first vertices will be set.
The first vertex on a spline has special significance. The following table defines how the first vertex is used.
Shape Use | First Vertex Meaning |
---|---|
Loft Path | Start of the path. Level 0. |
Loft Shape | Initial skin alignment. |
Path Constraint | Start of the motion path. 0% location on the path. |
Trajectory | First position key. |
Fuse is useful for making vertices coincide when building a spline network for use with the Surface modifier.
Three selected vertices (left); fused vertices (right)
Cycle is useful for selecting a specific vertex from a group of coincident vertices at a spline intersection when building a spline network for use with the Surface modifier.
You can continue using CrossInsert by clicking different spline intersections. To finish, right-click in the active viewport or click the CrossInsert button again.
CrossInsert is useful for creating vertices at spline intersections when building a spline network for use with the Surface modifier.
Original rectangle (left), after applying Fillet (top right), and after applying Chamfer (bottom right)
If you drag one or more selected vertices, all selected vertices are filleted identically. If you drag an unselected vertex, any selected vertices are first deselected.
You can continue using Fillet by dragging on different vertices. To finish, right-click in an active viewport or click the Fillet button again.
A fillet creates a new segment connecting new points on both segments leading to the original vertex. These new points are exactly <fillet amount> distance from the original vertex along both segments. New fillet segments are created with the material ID of one of the neighboring segments (picked at random).
For example, if you fillet one corner of a rectangle, the single corner vertex is replaced by two vertices moving along the two segments that lead to the corner, and a new rounded segment is created at the corner.
If you drag one or more selected vertices, all selected vertices are chamfered identically. If you drag an unselected vertex, any selected vertices are first deselected.
You can continue using Chamfer by dragging on different vertices. To finish, right-click in an active viewport or click the Chamfer button again.
A chamfer "chops off" the selected vertices, creating a new segment connecting new points on both segments leading to the original vertex. These new points are exactly <chamfer amount> distance from the original vertex along both segments. New chamfer segments are created with the material ID of one of the neighboring segments (picked at random).
For example, if you chamfer one corner of a rectangle, the single corner vertex is replaced by two vertices moving along the two segments that lead to the corner, and a new segment is created at the corner.
Tools in this group let you copy and paste vertex handles from one vertex to another.
Bind is useful for connecting splines when building a spline network for use with the Surface modifier.
This feature is useful for comparing complex curves against each other.