Editable Mesh, like the Edit Mesh modifier, provides controls for manipulating a mesh object made up of triangular faces as an object and at three sub-object levels: vertex, edge and face. You can convert most objects in 3ds Max to editable meshes, but for open spline objects, only vertices are available, because open splines have no faces or edges when converted to meshes.
To make a sub-object selection on a non-editable mesh object (for example, a primitive) for passing up the stack to a modifier, use the Mesh Select modifier.
Once you make a selection with Editable Mesh, you have these options:
- Use the options supplied on the Edit Geometry rollout to modify the selection. Later topics discuss these options for each of the mesh components.
- Transform or Shift+clone the selection, as with any object.
- Pass the selection to a later modifier in the stack. You can apply one or more standard modifiers to the selection.
- Use the options on the Surface Properties rollout to alter the surface characteristics of selected mesh components.
Procedures
To produce an editable mesh object:
- Right-click the object and choose Convert To Editable Mesh from the Transform quadrant.
Use the Collapse utility.
- Apply a modifier to a parametric object that turns the object into a mesh object in the stack, and then collapse the stack. (For example, you can apply a Mesh Select modifier.)
- Apply an Edit Mesh or Mesh Select modifier to an object.
- Import a non-parametric object, such as that found in a 3DS file.
- Import a 3ds Max object using File menu
Import
Merge.
First select the object, and then do one of the following:
Converting an object to an editable mesh removes all parametric controls, including the creation parameters. For example, you can no longer increase the number of segments in a box, slice a circular primitive, or change the number of sides on a cylinder. Any modifiers you apply to an object are collapsed as well. After conversion, the only entry left on the stack is "Editable Mesh."
Maintaining an object's creation parameters:
As described in the above procedure, you can convert an existing object to an editable mesh, which replaces the creation parameters in the stack with "Editable Mesh." The creation parameters are no longer accessible or animatable. If you want to maintain the creation parameters, you can use the following modifiers:
Interface
Modifier Stack display
- Show End Result
-
Normally, if you apply a modifier such as Twist to an editable-mesh object and then return to the Editable Mesh stack entry, you cannot see the effect of the modifier on the object's geometry. But if you turn on Show End Result while in sub-object level, you can see the original sub-object selection as a yellow mesh, the final object as a white mesh, and the original editable mesh as an orange mesh.
Selection rollout
Named Selections
- Copy
-
Places a named selection into the copy buffer.
- Paste
-
Pastes a named selection from the copy buffer.
For more information, see Named Selection Sets.
Selection Information
At the bottom of the Selection rollout is a text display giving information about the current selection. If no objects or more than one sub-object are selected, the text gives the number of objects and the type selected. If a single sub-object is selected, the text gives its identification number and type.
Soft Selection rollout
Soft Selection controls affect the action of sub-object Move, Rotate, and Scale functions. When these are on, 3ds Max applies a spline curve deformation to unselected vertices surrounding the transformed selected sub-object. This provides a magnet-like effect with a sphere of influence around the transformation.
For more information, see Soft Selection Rollout.
Edit Geometry rollout
The Edit Geometry rollout provides various controls for editing an editable mesh object and its sub-objects. For information specific to the different sub-object levels, see the topics in this section.