Vertices are points
in space: They define the structure of other sub-objects (edges
and polygons) that make up the poly object. When you move or edit
vertices, the connected geometry is affected as well. Vertices can
also exist independently; such isolated vertices can be used to
construct other geometry but are otherwise invisible when rendering.
At the editable poly
Vertex sub-object level, you can select single and multiple vertices
and move them using standard methods.
Lets you extrude vertices manually
via direct manipulation in the viewport. Click this button, and
then drag vertically on any vertex to extrude it.
Extruding a vertex moves
it along a normal and creates new polygons that form the sides of
the extrusion, connecting the vertex to the object. The extrusion
has the same number of sides as the number of polygons that originally
used the extruded vertex.
Following are important
aspects of vertex extrusion:
- When over a selected vertex, the mouse
cursor changes to an Extrude cursor.
- Drag vertically to specify the extent of
the extrusion, and horizontally to set the size of the base.
- With multiple vertices selected, dragging
on any one extrudes all selected vertices equally.
- You can drag other vertices in turn to
extrude them while the Extrude button is active. Click Extrude again
or right-click in the active viewport to end the operation.
Chamfer box showing
NoteTo open the Extrude
Vertices dialog, choose Extrude Settings from the drop-down or Shift+click the Extrude button.
- Extrude Settings (on Extrude drop-down)
Vertices 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.
Click this button and then
drag vertices in the active object. To chamfer vertices numerically,
click the Chamfer Settings button and use the Chamfer Amount value.
If you chamfer multiple
selected vertices, all of them are chamfered identically. If you
drag an unselected vertex, any selected vertices are first deselected.
Each chamfered vertex
is effectively replaced by a new face that connects new points on
all edges leading to the original vertex. These new points are exactly
<chamfer amount> distance from the original vertex along each
of these 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.
For example, if you chamfer
one corner of a box, the single corner vertex is replaced by a triangular
face whose vertices move along the three edges that led to the corner.
Outside faces are rearranged and split to use these three new vertices,
and a new triangle is created at the corner.
Alternatively, you can
create open space around the chamfered vertices; for details, see
Top: The original vertex selection
Center: Vertices chamfered
Bottom: Vertices chamfered
with Open on
NoteTo open the Chamfer
Vertices dialog, choose Chamfer Settings from the drop-down or Shift+click the Chamfer button.
- Chamfer Settings (on Chamfer drop-down)
caddy, which lets you chamfer vertices
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 caddy opens with Chamfer Amount
set to the amount of the last manual chamfer.
Combines contiguous, selected
vertices that fall within the tolerance specified in
Vertices caddy. All edges become connected
to the resulting single vertex.
Using Weld at the Vertex level
Vertices farther apart
than the Threshold distance are not welded.
Weld is best suited to
automatically simplifying geometry that has areas with a number
of vertices that are very close together. Before using Weld, set
the Weld Threshold via the
caddy. To weld vertices that are relatively
far apart, use
NoteTo open the Weld Vertices
dialog, choose Weld Settings from the drop-down or Shift+click the Weld button.
- Weld Settings (on Weld drop-down)
Deletes selected vertices and
combines the polygons that use them. The keyboard shortcut is Backspace.
Removing one or more
vertices deletes them and retriangulates the mesh to keep the surface
intact. If you use Delete instead, the polygons depending on those
vertices are deleted as well, creating a hole in the mesh.
WarningUse of Remove can
result in mesh shape changes and non-planar polygons.
Creates a new vertex
for each polygon attached to selected vertices, allowing the polygon
corners to be moved away from each other where they were once joined
at each original vertex. If a vertex is isolated or used by only
one polygon, it is unaffected.
- Target Weld
Allows you to select
a vertex and weld it to a neighboring target vertex. Target Weld
works only with pairs of contiguous vertices; that is, vertices
connected by a single edge.
In Target Weld mode,
the mouse cursor, when positioned over a vertex, changes to a + cursor.
Click and then move the mouse; a dashed, rubber-band line connects
the vertex to the mouse cursor. Position the cursor over another,
neighboring vertex and when the + cursor appears again, click the
mouse. The first vertex moves to the position of the second and the
two are welded. Target Weld remains active until you click the button
again or right-click in the viewport.
NoteWhen the modeling
ribbon is maximized or the Vertices panel floats, the following
controls appear on the Vertices panel expansion.
- Add Vertex Weight to Caddy Manipulator (on Weight
- Remove Isolated Verts
Deletes all vertices
that don't belong to any polygons.
- Remove Unused Map Verts
Certain modeling operations
can leave unused (isolated) map vertices that show up in the
UVW editor, but cannot be used for mapping.
You can use this button to automatically delete these map vertices.