Use Constraints Options

The following options are available in the Polygon Selection Constraint window when you select Select > Use Constraints. These options are dependent on the selection of components in the scene view. You must first select an example of the component type you wish to filter in order to display the related options within the window before you can set the filter options. See also Select polygon components.

Constrain
Specify conditions to filter your selection actions in different ways. These options apply to all component modes.
Nothing

No selection constraints are used. This is the default setting.

Next Selection

The constraints affect only the next selection mode with a technique such as holding the Shift key and clicking the left mouse button.

Current and Next

The constraints apply to whatever has already been selected, plus whatever selection you make next.

All and Next

The constraints apply to the entire object automatically, plus whatever group you select next.

Constraint Properties options

The following section describes the options you can set for selected components in the properties section of the window.

Location
Let's you select where the items are constrained.
Off

If selected, this constraint is not taken into account. The Off option means the same for every option in the Properties section.

On Border

If on, the selection constrains to only the items on the perimeter of the current objects.

Inside

This is the default setting for Location properties. Maya selects only the items on the inside of the current objects. It has the reverse effect of On Border.

Smoothing

If you select edges, Smoothing options are made available. These Properties options do not display for any other component type.

Hard/Smooth

Click one of these options to constrain the selection to either hard or soft edges.

Constraint Properties for faces

In addition to the properties that all component modes share, when you are in the face component mode, Maya provides numerous face-specific properties. For example, you can set options to select faces according to order, planarity, and shape— if a polygon is concave instead of convex—as well as mapping and topology.

Order

Order options are used to set a valid range for the shape of the faces. If the following options are on, Maya constrains the selection to what you specify.

Triangles

Maya only selects faces with three edges.

Quads

Maya only selects faces with four edges.

N sided

Maya only selects faces other than triangles or quads (faces that have more than four edges).

Planarity

Select either planar or non-planar faces.

Planar/Non-planar

Planar selects only planar faces. Non-planar selects only non-planar faces.

Convexity

Select polygons based on the angle of their sides.

Concave/Convex

Concave selects polygons that have at least one interior angle greater than 180 degrees. Convex selects polygons whose interior angles are all less than or equal to 180 degrees.

Domains

Select faces based on whethe they have a hole or not.

Holed/Non-holed

If you select non-holed, only faces that do not have holes are selected. If you select Holed, only faces in which holes have been created (using Mesh Tools > Make Hole Tool). For more information, see Make Hole Tool Options.

Note: Maya considers faces with holes to be concave.
Mapping

Depending on what you choose, only mapped or unmapped faces are selected. Mapped faces are faces with texture (UV) coordinates—unmapped faces do not have texture (UV) coordinates.

Topology

Select from various types of problematic faces.

Lamina

A group of faces glued on top of each other are selected. For example, two faces whose normals face each other.

Non-triangulable

Lets you select faces that cannot be triangulated. Use this constraint option to select these problem faces, then repair them using the Mutli-Cut Tool. See Cut faces with the Multi-Cut Tool for details.

Geometry options

Min and Max values

The Min and Max values for most of the Geometry options correspond to the units of a polygonal face. The values you set constrain the selection to the size of the face that corresponds to those units. The default unit size is in centimeters by default. You can change this in the Preferences window (Windows > Settings/Preferences > Preferences, then click the Settings category).

In this example, each face of a polygonal primitive plane is four units. You can determine this by looking at the squares of the grid within each face.

When you scale some of the faces and subdivide others, the topology changes as do the Min and Max values you can enter to constrain the selection area.

Try setting different Min and Max values for the Area option for faces, for example, to determine which faces fall within the Min/Max criteria determined by the unit size.

If you set the Area criteria to a Min value of 0 and a Max value of 7, all faces are selected because there are no faces with a unit area less than 0 or greater than 7.

Tip: If you want to constrain the selection for a unit area that is very small, such as the area under the eyes on a polygonal modeled face, set the Min and Max values to a small value. The opposite is true if you want to set the constraint area to the cheeks of the face where the faces cover more unit space.

Options common to all Geometry sections (Activate and Off)

Each section contains an Activate switch or an Off option.

  • Click Activate (to turn it on) to tell Maya to acknowledge these option settings when making your selections.
  • Click Off (to turn it on) to tell Maya not to acknowledge these option settings when making your selections.

Area options for faces

Maya selects the faces with an area that is within the range specified in the Min and Max boxes. See Min and Max values for details about using these values.

Neighbors options for vertices and UVs

Maya selects the vertices with no fewer than the Min number of edges connected to them and no more than the Max number of edges connected to them.

Length options for edges

Maya selects the edges whose lengths are within the range specified in the Min and Max boxes.

Tip: Use this selection constraint option after collapsing edges (Edit Mesh > Merge to Center) to remove the extra tiny edges sometimes produced as a result of converting a NURBS object.

Angle options for edges, vertices, and UVs

Maya selects edges based on the angle between the two faces sharing the edge. The possible range of angles is set using the Min and Max values.

Maya selects vertices based on the angle between the edges sharing the vertex. The possible range of angles is set using the Min and Max values.

In the case of UVs, Maya selects them according to the range set for the angle between the edges joining the UVs corresponding to vertices.

Note: This option works only for non-border edges.

Mapped Area options

These options are used to control the area range of components that are flattened out in the UV Texture Editor window.

Unsigned

If on, Maya selects all faces whose flattened areas (whether they are positive or negative) are within the minimum and maximum values you set. Unsigned tells Maya to ignore the direction the face normal is facing.

Signed

If on, Maya selects all faces whose normals are pointing in the same direction and whose flattened areas are within the minimum and maximum values you set.

Min/Max values

You can enter the minimum (Min) and maximum value (Max) for this area which lies in the UV plane. The mapped area of a flattened component can be positive or negative. It is positive if the face is seen from the front and negative if seen from the back.

Distance options

These options are used to set a reference point and a valid range for the distance between the component, (such as the face center) and the point you specify.

Point

The Point option determines whether Maya acknowledges the distance to the origin you specify (the P, or PointX, PointY, or PointZ values).

Axis

The Axis option determines whether Maya acknowledges the distance to the line defined by its origin (P) and its axis (V).

Plane

The Plane option determines whether Maya acknowledges the distance to the plane defined by its origin (P) and its normal (V).

Px, Py, Pz

These values are used to define the location of the point from which you want the selection to extend.

Vx, Vy, and Vz

If Axis is selected, these values define the axis along which the selection is made. If Plane is selected, these values define the normal vector along which the selection is made.

Orientation options for faces, edges, and vertices

Orientation

The Orientation option determines whether Maya uses the orientation of the component for the selection.

Direction

The Direction option determines whether Maya uses the direction of the component or the selection. Using this option, even two faces facing opposite each other can be selected.

Vx, Vy, and Vz

These values define the axis along which the selection is made.

Visibility options for faces, edges, and vertices

These options are used to set a target point and a focal angle for your selections. Maya selects a component if the target point can be viewed from the center of a face with its normal as the viewing axis (the Px, Py, and Pz values) and the angle as the field of vision.

Angle

This value determines a focal angle for selected components.

Px/Py/Pz

The Px value determines the location of the target point in the X axis, the Py value for the Y axis, and the Pz value for the Z axis.

Random option

Ratio

This value determines how many components to randomly select according to the ratio value you set within the face units. For example, 0=no faces, 1=all faces, or 0.5=50% of the faces.

Propagation options

You can use the propagation options to quickly preview and select a group of components. While constraints filter components from a selection, propagation expands a selection to other components on the same mesh. The propagation options support preselection highlighting, letting you preview your selection.
Tip: You can also press Ctrl + Shift + right-click in your scene and select one of the following options from the Selection Constraints marking menu.
Off

(Default) Propagation is off.

Shell

When on, moving your cursor over a mesh automatically highlights existing shells. Clicking a highlighted shell selects it. This option is useful for objects made from a series of individual pieces, like meshes that are created using Mesh > Combine.

Border

When on, moving your cursor over a mesh automatically highlights existing borders. Clicking a highlighted border selects it.

If you make a marquee selection and it contains border components, all of the components inside the marquee are selected, and then the remaining border components outside the marquee are also selected.

Tip: To filter non-border components from your marquee selection, turn on Border propagation and set Constrain to All and Next and Location to OnBorder.
Crease

When on, moving your cursor over a mesh automatically highlights existing crease sets. Clicking a highlighted crease set selects it.

If you make a marquee selection and it contains crease set members, all of the components inside the marquee are selected, and then the remaining crease set members outside the marquee are also selected.

Angle

When on, moving your cursor over a mesh automatically highlights contiguous components that fall within the specified angle tolerance. Clicking a highlighted area selects it.

Marquee selecting when Angle propagation is on selects all of the components inside the marquee and expands the selection to all components outside of the marquee that are within the specified angle tolerance.

Note: When faces are selected, the angle of each face normal is compared to determine if it falls within the specified angle tolerance. When edges or vertices are selected, the selection is first converted to its associated faces, and then the angle of each face normal is compared.
Edge Loop

When on, moving your cursor over a mesh automatically highlights edge loops. Clicking a highlighted edge loop selects it.

Marquee selecting when Edge Loop propagation is on selects the edges inside the marquee and any associated edge loops. You can also add and remove edge loops while making a marquee selection (See Add and remove components from a selection.).

Note: Edge Loop propagation is only available when Edge selection mode is on.
Edge Ring

When on, moving your cursor over a mesh automatically highlights edge rings. Clicking a highlighted edge ring selects it.

Marquee selecting when Edge Ring propagation is on selects the edges inside the marquee and any associated edge rings. You can also add and remove edge rings while making a marquee selection (See Add and remove components from a selection.).

Note: Edge Ring propagation is only available when Edge selection mode is on.

Grow Selection Region, Shrink Selection Region, Select Selection Boundary buttons

These buttons work the same way as the corresponding Select menu items.

  • Click Grow Selection Region to increase the number of components you initially selected.
  • Click Shrink Selection Region to decrease the number of components you have selected. This button can be useful if you want to shave off one face around every face in the current selection.
  • Click Select Selection Boundary to define the boundary of the current selection region. This is a quick way to select the boundaries of whatever is currently selected (faces, vertices, edges, or UVs).