4 Object Editor Point Editor |
| The
Object/Point button |
| Just
below the coordinate axis button row there is a new row of three
buttons: |
|
There are two buttons that you will find helpful when selecting points,
edges and faces. They control whether you can select front
facing |
Connecting Meshes |
| You
can attach two separate meshes to create a single, connected mesh using
the JoinSolids, Add Points/Edges and Add Faces commands. |
|
|
Merging Points |
| You
can merge separate points into a single point with the
Edit->MergePoints command. First select the points that you want
merged. It is best if they are very close to each other to begin with.
Then apply the Edit->MergePoints command. A dialog appears where you
can enter the maximum distance allowed between pairs of points. Click
OK and all eligible pairs will be merged. |
| Connecting
Meshes (2) |
| You
can also use this technique to connect two meshes. It works best if the
connecting point sets are similar in size and number. For example
connecting half of a Sphere that has 12 longitude lines with a cylinder
with 12 sections around is a snap. |
| Connecting
Meshes (3) |
| You
can often build one half of a symmetrical object, then mirror it with
Build->Mirror, and join the two halves into a single mesh with
Build->JoinSolids. Then position the two halves close together,
select the adjacent points and use Edit->MergePoints in the Point
Editor to make a seamless connection. This merged object was then
smoothed one time to round off the corners. |
|
Point and Line Parameters |
|
| When
you are in Point When you and in Edge |
|
Face Extrusion and Manipulation Tools |
|
| You can manipulate selected faces in a variety of ways
using the lower group of buttons in the toolbar.
They can be used to build very complex models from a small number of
cubeish shapes using the box modeling method. |
|
| You
use this button to extrude all of the selected faces. Each
face is translated in the direction that it faces, either out or in,
and
new edge polygons are added to connect the face to its original edges. |
|
|
|
| Similar
to the extrude tool, the extrude-connected tool extrudes
selected faces in a Mesh. However adjacent selected faces remain
connected. New
faces are only added to the edges between a selected and an unselected
face. |
|
|
|
| The 6
faces on the solid on the left are shown extruded and extrude connected
above. |
|
| This
button rotates each selected face around its center. It's
most useful when the selected faces aren't adjacent. |
|
|
|
| You
can scale selected faces using this button. |
|
|
|
| This
one will replace faces with a peak. |
|
|
|
| The bevel tool is useful for adding faced corners
to surfaces. You can bevel both faces and edges of any mesh. Selected
edges are turned into new faces, cutting toe corner off of the original
model as shown below: |
|
|
|
| Selected
faces are handled as a group. Edges between a selected face and an
unselected face are beveled but edges between two adjacent selected
faces are left alone. |
|
|
|
| The inset tool is also useful for adding faces to
surfaces. Each selected face is replaced by a smaller version of itself
and new faces that connect it to the original edges. This is an easy
way to add more detail to a particular part of a model, or to make a
hole for a door, window, or eyes. |
|
|
|
| You
use the shell tool to add thickness to the
walls of a Mesh. To make a shell simply click on a Mesh or a
Subdivision Object and drag the mouse. The basic Mesh cannot be
completely closed. It must have at least one "missing" face. |
|
|
|
| The bump tool raises all the selected faces up
on a bump. |
|
|
|
| If
you want to cut a slice through a model you'll find the cut faces tool quite handy. It
slices through edges and faces when you click-drag the mouse across an
object. If you slice all the way across an object as shown below
you can then use the Edit->LoopCut command. |
|
|
|
| You
can divide a face into two by clicking on one vertex and dragging to
another. The connecting line will snap to a vertex when you click
nearby. Or you can disable the snapping if you press and
hold the Shift key when applying a cut. You may want to disable
the back facing edges from
being cut as well by turning off the |
|
| The slide tool lets you slide a point along an edge, or extend the edge. Just click on a point and drag the mouse in the direction of one of the edges that enters it. This will select the active edge and shorten it. If you want to lengthen it instead just keep dragging but in the opposite direction. | |
|
|
![]() |
The edge extrude tool
extends your object for all selected edges that have only one face with
another face. |
![]() ![]() |
|
| When you use these face manipulation
operations you often follow with one or more applications of the subdivide
operator to build more complex shapes. For example, start with an
extruded
pentagon, select all 5 outer faces, extrude them, and smooth to make a
starfish: |
|
|
|
Face Editing Commands |
|
Anim8or has several other useful face editing commands. You
will find them under the Edit menu in the Point Editor. |
| The bridge commands allow you to do
several useful operations. To use it you first select two different
faces.
They have to have the same number of edges but can belong to different
Meshes if you want. The Edit->Bridge command then will connect the
two selected faces with new faces connecting each edge of one face with
the corresponding edge on the other face. You can poke holes through a
Mesh: |
|
| You
can connect two parts of a Mesh to form a bridge: |
|
| And
you can join two different Meshes into a single mesh: |
|
| The flatten command does just what
it's name suggests: it flattens groups of selected faces. All the
vertices
of each group are projected onto a flat plain. You can choose the
group's
average face direction or the X, Y, or Z-axis. Flattening is quite
useful
when you need a level base for a model, and can be use with the merge
face
command to help simplify your models. |
|
| The merge faces command combines groups of
selected faces into a single face. You can simplify areas of your
models that are too detailed this way. |
|
| You
have to be careful to keep the faces convex and relatively
flat or they may not render properly. Convex faces are those that don't
have any points inside their outer boundary. Faces with interior points
are called concave and can cause rendering errors: |
|
| In
the example shown above three pentagonal faces are merged into one
big face with 9 sides. It is concave and doesn't draw properly as a
result. It's easy to see in this example because of the stray back
facing part
is blue when it is selected. Other times it may not be as obvious what
is wrong. |
| If
you are working with a Subdivision object this is not as important. The
faces that you are editing aren't drawn in your final object.
Subdivision will smooth the mesh making it much better formed along the
way. |
Misc. Commands |
| There
are several miscellaneous commands in the Point Editor that you will
find useful. One group helps you make certain useful of
selections that could otherwise be quite tedious. The other group
modifies objects in various ways. |
| Selection
Commands |
| A Quad
Loop is a chain of adjacent quads, or 4 sided faces, that are
attached across opposite sides. The Quad Loop Select
command extends selected edges along quad loops as long as there are
exactly
four faces joined together at each vertex. For models like the
sphere
below this results in a closed ring around a latitude line. For
vertical
edges it only extends to the poles since there are more that four faces
sharing the pole points. The Quad Ring Select commands work on chains of adjacent quads, or 4 side faces. When a quad has a selected edge, the opposite edge is also selected. This is repeated until all quads in a "ring" are selected, or until a face without 4 faces is encountered. (Selections are shown in red here to make them better visible against a white background.) |
|
| You
will find these commands under the Edit->Select menu. |
| Editing Commands |
| These four commands are useful for adding detail to part of a Mesh. Connect Edges adds new edges between the centers of any selected edges that share a face. Cut Edges splits each selected edge into two in the middle. Subdivide Faces divides those faces into several smaller faces. It does this by adding a new point in the center of each selected face and connecting it to the points of that face. |
| Loop
Cut splits a mesh into multiple parts along closed loops of
selected edges. |
| These
commands are under the Edit menu. |
| This page was last updated on
Novenber 6, 2004 |
Copyright 2004 R. Steven Glanville |