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Chapter 14: Using the Graphite Modeling Tools and Painting with Objects
Break
You use the Break button to create a separate vertex for adjoining faces that are connected by a single vertex.
In a normal mesh, faces are all connected by vertices: Moving one vertex changes the position of all adjoin-
ing faces. The Break button enables you to move the vertex associated with each face independent of the
others. The button is available only in Vertex subobject mode.
Chamfer and Weld
The Chamfer button—which is enabled in Vertex, Edge, and Border subobject modes—lets you cut the
edge off a corner and replace it with a face. Using the Chamfer caddy, you can interactively specify a
Chamfer Amount and the number of segments. The caddy also includes an Open option, which cuts a hole
in the polygon face instead of replacing it with a new polygon.
Vertices and edges that are close or on top of one another can be combined together into one using the
Weld command. The Weld and Chamfer buttons include caddies that let you interactively see the results of
different settings. The Weld caddy includes a weld Threshold value and displays the number of vertices
before and after the welding process, which is very useful to check whether a weld was successful.
The Target button lets you click a single vertex and move the cursor over an adjacent vertex. A rubber band
line stretches from the first selected vertex to the target weld vertex, and the cursor changes to indicate that
the vertex under the cursor may be selected. Clicking the target vertex welds the two vertices together.
Note
When two vertices are welded, the new vertex is positioned at a location that is halfway between both vertices,
but when Target Weld is used, the first vertex is moved to the location of the second. n
Weight and Crease
The Weight settings control the amount of pull that a vertex has when NURMS subdivision or a
MeshSmooth modifier is used. The higher the Weight value, the more resistant a vertex is to smoothing.
For edge and border subobjects, the Weight value is followed by a Crease value that determines how visible
the edge is when the mesh is smoothed. A value of 1.0 ensures that the crease is visible.
Remove Isolated and Unused Map Vertices
The Remove Isolated Vertices button deletes all isolated vertices. Vertices become isolated by some opera-
tions and add unneeded data to your file. You can search and delete them quickly with this button. Good
examples of isolated vertices are those created using the Create button but never attached to an edge.
The Remove Unused Map Vertices button removes any leftover mapping vertices from the object.
Editing Edge and Border subobjects
All the edge editing tools are located in the Edges and Border Edges panels, shown in Figure 14.16. Many
of the Edge subobject options work in the same way as the Vertex subobject options.
Bridge Edges
The Bridge button for edges allows you to create a new set of polygons that connect the selected edges. If
two edges are selected when the Bridge button is pressed, then they are automatically connected with a new
polygon. If no edges are selected, then you can click the edges to bridge after clicking the Bridge button.
The selected edges on either side of the bridge can be different in number.
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