A border is a linear
section of a mesh that can generally be described as the edge of
a hole. This is usually a sequence of edges with polygons on only
one side. For example, a box doesn't have a border, but the teapot
object has several: on the lid, on the body, on the spout, and two
on the handle. If you create a cylinder, and then delete an end polygon,
the adjacent row of edges forms a border.
At the Edit Poly Border
sub-object level, you can select single and multiple borders and
transform them using standard methods. This topic covers the Edit
Geometry and Edit Borders rollouts; for other controls, see
Edit Poly Modifier.
To create a polygon that closes the surface
at the selected border:
- At the Border sub-object level, select any open edge.
This selects the entire
closed loop of continuous open edges that make up the border selection.
- Click Cap.
Soft Selection rollout
Soft Selection controls
apply a smooth falloff between selected sub-objects and unselected
ones. When Use Soft Selection is on, unselected sub-objects near
your selection are given partial selection values. These values
are shown in the viewports by means of a color gradient on the vertices,
and optionally on the faces. They affect most types of sub-object
deformations, such as the Move, Rotate, and Scale functions, as
well as any deformation modifiers (such as Bend) applied to the
object. This provides a magnet-like effect with a sphere of influence
around the selection.
For more information,
Soft Selection Rollout.
Edit Borders rollout
This rollout includes
commands specific to editing borders.
NoteTo delete a border,
select it and press the Delete key.
This deletes the border and all attached polygons.
Lets you extrude a border manually
via direct manipulation in the viewport. Click this button, and
then drag vertically on any border to extrude it.
Extruding a border moves
it along a normal and creates new polygons that form the sides of
the extrusion, connecting the border to the object. The extrusion
can form a varying number of additional sides, depending on the geometry
near the border. As you increase the length of the extrusion, the
base increases in size, to the extent of the vertices adjacent to
the extruded border's endpoints.
Following are important
aspects of border extrusion:
- When the mouse cursor is over a selected
border, it changes to an Extrude cursor.
- To specify the extent of the extrusion,
drag vertically, and to set the size of the base, drag horizontally.
- With multiple borders selected, dragging
on any one extrudes all selected borders equally.
- While the Extrude button is active, you
can extrude other borders in turn by dragging them. Click Extrude
again or right-click in the active viewport to end the operation.
- Extrude Settings
Edges caddy, which lets you perform extrusion
via interactive manipulation.
If you click this button
after performing a manual extrusion, the same extrusion is performed
on the current selection as a preview and the caddy opens with Extrusion Height
set to the amount of the last manual extrusion.
- Insert Vertex
Lets you subdivide border
After turning on Insert
Vertex, click a border edge to add a vertex at that location. You can
continue subdividing border edges as long as the command is active.
To stop inserting vertices,
right-click in the viewport, or click Insert Vertex again to turn it
Click this button and then
drag a border in the active object. The border need not be selected
If you chamfer multiple
selected borders, all of them are chamfered identically. If you
drag an unselected border, any selected borders are first deselected.
A border chamfer essentially
“frames” the border edges, creating a new set of edges paralleling
the border edges, plus new diagonal edges at any corners. These
new edges are exactly <chamfer amount> distance from the original
edges. New chamfer faces are created with the material ID of one
of the neighboring faces (picked at random) and a smoothing group which
is an intersection of all neighboring smoothing groups.
Alternatively, you can
create open space around the chamfered borders, essentially cutting
away at the open edges; for details, see
- Chamfer Settings
Edges caddy, which lets you chamfer borders
via interactive manipulation and toggle the Open option.
If you click this button
after performing a manual chamfer, the same chamfer is performed
on the current selection as a preview and the dialog opens with
Chamfer Amount set to the amount of the last manual chamfer.
Caps an entire border loop
with a single polygon.
Select the border, and
then click Cap.
Connects pairs of borders on
an object with polygon “bridges.” There are two ways to use Bridge
in Direct Manipulation mode (that is, without opening the Bridge Settings
- Select an even number of borders on the
object, and then click Bridge. This immediately creates the bridge
between each pair of selected borders using the current Bridge settings,
and then deactivates the Bridge button.
- If no qualifying selection exists (that
is, two or more selected borders), clicking Bridge activates the
button and places you in Bridge mode. First click a border edge
and then move the mouse; a rubber-band line connects the mouse cursor to
the clicked edge. Click a second edge on a different border to bridge
the two. This creates the bridge immediately using the current Bridge
settings; the Bridge button remains active for connecting more pairs
of borders. To exit Bridge mode, right-click the active viewport
or click the Bridge button.
The new polygons that
result from a Bridge operation are automatically selected; you can
see this by accessing the Polygon sub-object level.
Using Bridge at the
Bridge always creates
a straight-line connection between border pairs. To make the bridge
connection follow a contour, apply modeling tools as appropriate after
the bridge. For example, bridge two borders, and then use
- Bridge Settings
caddy, which lets you connect pairs of
borders via interactive manipulation.
Creates new edges between
pairs of selected border edges. The edges are connected from their midpoints.
You can connect only
edges on the same polygon.
Connect will not let
the new edges cross. Thus, for example, if you select all four edges
of a four-sided polygon and then click Connect, only neighboring
edges are connected, resulting in a diamond pattern.
- Connect Settings
Lets you preview the Connect
and specify the number of edge segments created by the operation.
To increase the mesh resolution around the new edge, increase the
Connect Edge Segments setting.
- Create Shape
After selecting one or more
borders, click this button to create a spline shape or shapes from
the selected edges, using the current settings from the Create Shape Settings
dialog (see following).
The new shape's pivot
is placed at the same location as that of the Edit Poly object.
- Create Shape Settings
Lets you preview the Create
Shape function, name the shape, and set it to Smooth or Linear.
- Edit Tri[angulation]
Lets you modify how polygons
are subdivided into triangles by drawing internal edges, or
To edit triangulation
manually, turn on this button. The hidden edges appear. Click a polygon
vertex. A rubber-band line appears, attached to the cursor. Click
a non-adjacent vertex to create a new triangulation for the polygon.
TipFor easier editing
of triangulation, use the Turn command instead (see following).
Lets you modify how polygons
are subdivided into triangles by clicking diagonals. When you activate
diagonals become visible
as dashed lines in wireframe and edged-faces views. In Turn mode,
click a diagonal to change its position. To exit Turn mode, right-click
in the viewport or click the Turn button again.
Each diagonal has only
two available positions at any given time, so clicking a diagonal
twice in succession simply returns it to its original position.
But changing the position of a nearby diagonal can make a different alternate
position available to a diagonal.
For more information
on how to use Turn with the enhanced Cut tool, see
Paint Deformation rollout
Paint Deformation lets
you stroke elevated and indented areas directly onto object surfaces.
For more information, see
Paint Deformation Rollout (Polymesh).