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Part III: Modeling Basics
Cross-Ref
The Soft Selection rollout allows you to alter (to a lesser extent) adjacent nonselected subobjects when selected
subobjects are moved, creating a smooth transition. Check out the details of this rollout in Chapter 10, “Accessing
Subobjects and Using Modeling Helpers.” n
Working with patch Geometry
Much of the power of editing patches is contained within the Geometry rollout, shown in Figure 13.36.
You can use this rollout to attach new patches, weld and delete vertices, and bind and hide elements. Some
Geometry rollout buttons may be disabled in the various subobject modes but are enabled in one of the
other subobject editing modes.
FIGURE 13.36
The Geometry rollout (shown in two parts) includes controls for editing patches.
Attach
The Attach button is available in all subobject modes, even when you’re not in subobject mode. You use it
to add objects to the current Editable Patch object, such as primitives, mesh objects, and other patch
objects. Be aware that you cannot attach a spline. Objects that are attached to an Editable Patch also become
Editable Patches. Most Editable Patch features work only if all the involved patch pieces are attached as part
of the same patch object.
To use this feature, select an object, click the Attach button, and move the mouse over the object to attach.
The cursor changes over acceptable objects. Click the object to be attached. Click the Attach button again
or right-click in the viewport to exit Attach mode. The Reorient option aligns the attached object’s Local
Coordinate System with the Local Coordinate System of the patch to which it is being attached.
Caution
Converting mesh objects to patch objects results in objects with many vertices. n
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