To change spline properties:
Changing the spline property also changes the property of all vertices in the spline:
For information on the Rendering, Interpolation and Selection rollout settings, see Editable Spline.
See Soft Selection Rollout for information on the Soft Selection rollout settings.
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.
Click this button to display the Attach Multiple dialog, which contains a list of all other shapes in the scene. Select the shapes you want to attach to the current editable spline, then click OK.
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.
Reverses the direction of the selected spline. If the spline is open, the first vertex will be switched to the opposite end of the spline. Reversing the direction of a spline is usually done in order to reverse the effect of using the Insert tool at vertex selection level.
Original and reversed splines
Makes a copy of the spline, offset on all sides to the distance specified by the Outline Width spinner (to the right of the Outline button). Select one or more splines and then adjust the outline position dynamically with the spinner, or click Outline and then drag a spline. If the spline is open, the resulting spline and its outline will make a single closed spline.
Original and outlined splines
When off (default), the original spline remains stationary and the outline is offset on one side only to the distance specified by Outline Width. When Center is on, the original spline and the outline move away from an invisible center line to the distance specified by Outline Width.
There are three Boolean operations:
Original splines (left), Boolean Union, Boolean Subtraction, and Boolean Intersection, respectively
Mirrored splines
To trim, you need intersecting splines. Click the portion of the spline you want to remove. The spline is searched in both directions along its length until it hits an intersecting spline, and deleted up to the intersection. If the section intersects at two points, the entire section is deleted up to the two intersections. If the section is open on one end and intersects at the other, the entire section is deleted up to the intersection and the open end. If the section is not intersected, or if the spline is closed and only one intersection is found, nothing happens.
To extend, you need an open spline. Click an open vertex to add a segment that extends from the vertex to an intersecting segment on the same spline. If no intersection is possible, nothing happens. Curved splines extend in a direction tangent to the end of the spline. If the end of a spline lies directly on a boundary (an intersecting spline), then it looks for an intersection farther along.
You can choose to explode to splines or objects. If you choose Object, you're prompted for a name; each successive new spline object uses that name appended with an incremented three-digit number.
You can apply different material IDs (see material ID) to splines in shapes containing multiple splines. You can then assign a multi/sub-object material to such shapes, which appears when the spline is renderable, or when used for lathing or extrusion.
Lets you assign a particular material ID number to selected segments for use with multi/sub-object materials and other applications. Use the spinner or enter the number from the keyboard. The total number of available IDs is 65,535.
Selects the segments or splines corresponding to the Material ID specified in the adjacent ID field. Type or use the spinner to specify an ID, then click the Select ID button.
This drop-down list shows the names of sub-materials if an object has a Multi/Sub-object material assigned to it. Click the drop arrow and select a material from the list. The segments or splines that are assigned that material are selected. If a shape does not have a Multi/Sub-Object material assigned to it, the name list will be unavailable. Likewise, if multiple shapes are selected that have an Edit Spline modifier applied to them, the name list is inactive.
When turned on, selecting a new ID or material name, forces a deselection of any previously selected segments or splines. If turned off, selections are cumulative so new ID or material name selections add to a previous selection set of segments or splines. Default=on.