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.
No selection constraints are used. This is the default setting.
The constraints affect only the next selection mode with a technique such as holding the Shift key and clicking the left mouse button.
The constraints apply to whatever has already been selected, plus whatever selection you make next.
The constraints apply to the entire object automatically, plus whatever group you select next.
The following section describes the options you can set for selected components in the properties section of the window.
If selected, this constraint is not taken into account. The Off option means the same for every option in the Properties section.
If on, the selection constrains to only the items on the perimeter of the current objects.
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.
If you select edges, Smoothing options are made available. These Properties options do not display for any other component type.
Click one of these options to constrain the selection to either hard or soft edges.
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 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.
Maya only selects faces with three edges.
Maya only selects faces with four edges.
Maya only selects faces other than triangles or quads (faces that have more than four edges).
Select either planar or non-planar faces.
Planar selects only planar faces. Non-planar selects only non-planar faces.
Select polygons based on the angle of their sides.
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.
Select faces based on whethe they have a hole or not.
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 ). For more information, see Make Hole Tool Options.
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.
Select from various types of problematic faces.
A group of faces glued on top of each other are selected. For example, two faces whose normals face each other.
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.
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.
Each section contains an Activate switch or an Off option.
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.
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.
Maya selects the edges whose lengths are within the range specified in the Min and Max boxes.
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.
These options are used to control the area range of components that are flattened out in the UV Texture Editor window.
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.
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.
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.
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.
The Point option determines whether Maya acknowledges the distance to the origin you specify (the P, or PointX, PointY, or PointZ values).
The Axis option determines whether Maya acknowledges the distance to the line defined by its origin (P) and its axis (V).
The Plane option determines whether Maya acknowledges the distance to the plane defined by its origin (P) and its normal (V).
These values are used to define the location of the point from which you want the selection to extend.
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.
The Orientation option determines whether Maya uses the orientation of the component for the selection.
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.
These values define the axis along which the selection is made.
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.
This value determines a focal angle for selected components.
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.
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.
(Default) Propagation is off.
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.
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.
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.
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.
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.).
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.).
These buttons work the same way as the corresponding Select menu items.