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  1. index.rst.txt +13 -8
  2. introduction.rst.txt +17 -37
  3. mesh_analysis.rst.txt +115 -0
  4. primitives.rst.txt +179 -31
  5. selecting.rst.txt +538 -94
  6. structure.rst.txt +225 -65
index.rst.txt CHANGED
@@ -1,13 +1,18 @@
 
 
1
 
2
- ###########
3
- Editing
4
- ###########
5
 
6
  .. toctree::
7
  :maxdepth: 2
8
 
9
- transform_panel.rst
10
- surface.rst
11
- control_points.rst
12
- segments.rst
13
- other.rst
 
 
 
 
1
+ .. _bpy.types.Mesh:
2
+ .. _bpy.ops.mesh:
3
 
4
+ ##########
5
+ Meshes
6
+ ##########
7
 
8
  .. toctree::
9
  :maxdepth: 2
10
 
11
+ introduction.rst
12
+ toolbar/index.rst
13
+ structure.rst
14
+ primitives.rst
15
+ selecting.rst
16
+ editing/index.rst
17
+ properties/index.rst
18
+ mesh_analysis.rst
introduction.rst.txt CHANGED
@@ -3,45 +3,25 @@
3
  Introduction
4
  ************
5
 
6
- Curves are 2D objects, and surfaces are their 3D extension.
7
- Note however, that in Blender, you only have NURBS surfaces,
8
- no Bézier (you have the *Bézier* knot type, though; see below),
9
- nor polygonal (but for these, you have meshes!).
10
- Even though curves and surfaces share the same object type (with texts also...),
11
- they are not the same thing; for example,
12
- you cannot have in the same object both curves and surfaces.
13
 
14
- .. _fig-surface-intro-surface:
15
 
16
- .. figure:: /images/modeling_surfaces_introduction_nurbs-surface.png
 
17
 
18
- NURBS surface in Edit Mode.
 
 
19
 
20
- As surfaces are 2D, they have two interpolation axes, U (as for curves) and V.
21
- It is important to understand that you can control the interpolation rules (knot, order, resolution)
22
- *independently* for each of these two dimensions
23
- (the U and V fields for all these settings, of course).
24
 
25
- You may ask yourself "but the surface appears to be 3D, why is it only 2D?".
26
- In order to be 3D, the object needs to have "Volume", and a surface, even when it is closed,
27
- does not have volume; it is infinitely thin.
28
- If it had a volume the surface would have a thickness (its third dimension). Hence,
29
- it is only a 2D object, and has only two interpolation dimensions or axes or coordinates
30
- (if you know a bit of math, think of non-Euclidean geometry -- well,
31
- surfaces are just non-Euclidean 2D planes...). To take a more "real-world" example,
32
- you can roll a sheet of paper to create a cylinder; well, even if it becomes a "volume",
33
- the sheet itself will remain a (nearly...) 2D object!
34
-
35
- In fact, surfaces are very similar to the results you get when
36
- :doc:`extruding a curve </modeling/curves/properties/geometry>`.
37
-
38
-
39
- Visualization
40
- =============
41
-
42
- There is nearly no difference from NURBS curves,
43
- except that the U direction is indicated by yellow grid lines,
44
- and the V one is materialized by pink grid lines, as you can see in
45
- Fig. :ref:`fig-surface-intro-surface`.
46
-
47
- You can :ref:`hide and reveal <curves-show-hide>` control points just as with curves.
 
3
  Introduction
4
  ************
5
 
6
+ Mesh Modeling typically begins with
7
+ a :doc:`Mesh Primitive </modeling/meshes/primitives>` shape (e.g. circle, cube, cylinder...).
8
+ From there you might begin editing to create a larger, more complex shape.
 
 
 
 
9
 
 
10
 
11
+ Modeling Modes
12
+ ==============
13
 
14
+ The 3D View has three principal modes that allow for the creation,
15
+ editing and manipulation of the mesh models.
16
+ Each of the three modes have a variety of tools. Some tools may be found in one or more of the modes.
17
 
18
+ Modes that used for modeling:
 
 
 
19
 
20
+ Object Mode
21
+ Supports basic operations such as object creation,
22
+ joining objects, managing shape keys, UV/color layers.
23
+ Edit Mode
24
+ Used for the majority of mesh editing operations.
25
+ Sculpt Mode
26
+ Instead of dealing with individual mesh elements,
27
+ support sculpting with brushes *(not covered in this chapter)*.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
mesh_analysis.rst.txt ADDED
@@ -0,0 +1,115 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ .. _bpy.types.MeshStatVis:
2
+ .. _modeling-mesh-analysis:
3
+
4
+ *************
5
+ Mesh Analysis
6
+ *************
7
+
8
+ .. admonition:: Reference
9
+ :class: refbox
10
+
11
+ :Mode: Edit Mode
12
+ :Panel: :menuselection:`Header --> Overlays --> Mesh Analysis`
13
+
14
+ Mesh analysis is useful for displaying attributes of the mesh,
15
+ that may impact certain use cases.
16
+
17
+ The mesh analysis works in *Edit Mode* and *Solid* Viewport shading.
18
+ It shows areas with a high value in red, and areas with a low value in blue.
19
+ Geometry outside the range is displayed gray.
20
+
21
+ Currently the different modes target 3D printing as their primary use.
22
+
23
+
24
+ Overhang
25
+ ========
26
+
27
+ Extrusion 3D printers have a physical limit to the overhang that can be printed,
28
+ this display mode shows the overhang with angle range and axis selection.
29
+
30
+ Minimum/Maximum
31
+ Minimum/Maximum angle to display.
32
+ Axis
33
+ Axis and direction to use as the bases to calculate the angle to visualize.
34
+
35
+ .. figure:: /images/modeling_meshes_mesh-analysis_overhang.png
36
+ :width: 350px
37
+ :align: center
38
+
39
+ Overhang.
40
+
41
+
42
+ Thickness
43
+ =========
44
+
45
+ Printers have a limited *wall-thickness* where very thin areas cannot be printed,
46
+ this test uses ray casting and a distance range to the thickness of the geometry.
47
+
48
+ Minimum/Maximum
49
+ Minimum/Maximum thickness to display.
50
+ Samples
51
+ Number of samples to use to calculate the thickness.
52
+
53
+ .. figure:: /images/modeling_meshes_mesh-analysis_thickness.png
54
+ :width: 400px
55
+ :align: center
56
+
57
+ Thickness.
58
+
59
+
60
+ Intersections
61
+ =============
62
+
63
+ Another common cause of problems for printing are intersections between surfaces,
64
+ where the inside/outside of a model cannot be reliably detected.
65
+
66
+ Unlike other display modes, intersections have no variance and are either on or off.
67
+
68
+ .. figure:: /images/modeling_meshes_mesh-analysis_intersections.png
69
+ :width: 400px
70
+ :align: center
71
+
72
+ Intersecting faces.
73
+
74
+
75
+ Distortion
76
+ ==========
77
+
78
+ Distorted geometry can cause problems since the triangulation of a distorted n-gon is undefined.
79
+
80
+ Distortion is measured by faces which are not flat,
81
+ with parts of the face pointing in different directions.
82
+
83
+ Minimum/Maximum
84
+ Minimum/Maximum distortion to display.
85
+
86
+
87
+ .. figure:: /images/modeling_meshes_mesh-analysis_distortion.png
88
+ :width: 300px
89
+ :align: center
90
+
91
+ Distorted Faces.
92
+
93
+
94
+ Sharp Edges
95
+ ===========
96
+
97
+ Similar to wall-thickness, sharp edges can form shapes that are too thin to be able to print.
98
+
99
+ Minimum/Maximum
100
+ Minimum/Maximum angle to display.
101
+
102
+ .. figure:: /images/modeling_meshes_mesh-analysis_sharp-edges.png
103
+ :width: 350px
104
+ :align: center
105
+
106
+ Sharp edges.
107
+
108
+
109
+ Known Limitations
110
+ =================
111
+
112
+ There are some known limitations with mesh analysis:
113
+
114
+ - Currently only displayed with Deform Modifiers.
115
+ - For high-poly meshes the performance is low while editing.
primitives.rst.txt CHANGED
@@ -1,4 +1,4 @@
1
- .. _bpy.ops.surface.primitive*add:
2
 
3
  **********
4
  Primitives
@@ -8,63 +8,211 @@ Primitives
8
  :class: refbox
9
 
10
  :Mode: Object Mode and Edit Mode
11
- :Menu: :menuselection:`Add --> Curve`
12
  :Hotkey: :kbd:`Shift-A`
13
 
14
- .. seealso::
 
 
15
 
16
- When adding curves there are some common options like other :ref:`Objects <object-common-options>`.
17
 
18
- In Object/Edit Mode, the *Add Surface* menu, provides six different surface primitives:
19
 
20
- .. list-table::
21
 
22
- * - .. figure:: /images/modeling_surfaces_primitives_surface.png
 
 
23
 
24
- NURBS surface primitives.
25
 
26
- - .. figure:: /images/modeling_surfaces_primitives_curve.png
 
27
 
28
- NURBS curve primitives.
 
 
29
 
 
 
 
 
 
30
 
31
- NURBS Curve
32
- ===========
33
 
34
- *NURBS Curve* only have one control point on each V row.
 
35
 
36
- TODO.
 
 
 
37
 
38
 
39
- NURBS Circle
40
- ============
41
 
42
- *NURBS Circle* only have one control point on each V row.
 
 
43
 
44
- TODO.
45
 
46
- Note how a circle :term:`NURBS` surface is never filled, unlike its "real" curve counterpart...
 
47
 
 
 
 
 
48
 
49
- NURBS Surface
50
- =============
 
 
 
 
51
 
52
- TODO.
53
 
 
 
54
 
55
- NURBS Cylinder
56
- ==============
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
57
 
58
- TODO.
 
59
 
 
60
 
61
- NURBS Sphere
62
- ============
63
 
64
- TODO.
65
 
 
 
 
66
 
67
- NURBS Torus
68
- ===========
69
 
70
- TODO.
 
 
 
 
1
+ .. _bpy.ops.mesh.primitive*add:
2
 
3
  **********
4
  Primitives
 
8
  :class: refbox
9
 
10
  :Mode: Object Mode and Edit Mode
11
+ :Menu: :menuselection:`Add --> Mesh`
12
  :Hotkey: :kbd:`Shift-A`
13
 
14
+ A common object type used in a 3D scene is a mesh.
15
+ Blender comes with a number of "primitive" mesh shapes that you can start modeling from.
16
+ You can also add primitives in Edit Mode at the 3D cursor.
17
 
18
+ .. figure:: /images/modeling_meshes_primitives_all.png
19
 
20
+ Blender's standard primitives.
21
 
22
+ .. note:: Planar Primitives
23
 
24
+ You can make a planar mesh three-dimensional by moving one or more of the vertices out of its plane
25
+ (applies to *Plane*, *Circle* and *Grid*).
26
+ A simple circle is often used as a starting point to create even the most complex of meshes.
27
 
 
28
 
29
+ Common Options
30
+ ==============
31
 
32
+ These options can be specified in the :ref:`ui-undo-redo-adjust-last-operation` panel,
33
+ which appears when the object is created.
34
+ Options included in more than one primitive are:
35
 
36
+ Generate UVs
37
+ Generates a default UV unwrapping of new geometry.
38
+ This will be defined in the first UV layer (which will get added if needed).
39
+ Radius/Size, Align to View, Location, Rotation
40
+ See :ref:`Common Object Options <object-common-options>`.
41
 
 
 
42
 
43
+ Plane
44
+ =====
45
 
46
+ The standard plane is a single quad face, which is composed of four vertices, four edges, and one face.
47
+ It is like a piece of paper lying on a table;
48
+ it is not a three-dimensional object because it is flat and has no thickness.
49
+ Objects that can be created with planes include floors, tabletops, or mirrors.
50
 
51
 
52
+ Cube
53
+ ====
54
 
55
+ A standard cube contains eight vertices, twelve edges, and six faces,
56
+ and is a three-dimensional object. Objects that can be created out of cubes include dice,
57
+ boxes, or crates.
58
 
 
59
 
60
+ Circle
61
+ ======
62
 
63
+ Vertices
64
+ The number of vertices that define the circle or polygon.
65
+ Fill Type
66
+ Set how the circle will be filled.
67
 
68
+ Triangle Fan
69
+ Fill with triangular faces which share a vertex in the middle.
70
+ N-gon
71
+ Fill with a single :term:`n-gon`.
72
+ Nothing
73
+ Do not fill. Creates only the outer ring of vertices.
74
 
 
75
 
76
+ UV Sphere
77
+ =========
78
 
79
+ A standard UV sphere is made out of quad faces and a triangle fan at the top and bottom.
80
+ It can be used for texturing.
81
+
82
+ Segments
83
+ Number of vertical segments. Like the Earth's meridians, going pole to pole.
84
+ Rings
85
+ Number of horizontal segments. These are like the Earth's parallels.
86
+
87
+ .. note::
88
+
89
+ Rings are face loops and not edge loops, which would be one less.
90
+
91
+
92
+ Icosphere
93
+ =========
94
+
95
+ An icosphere is a polyhedral sphere made up of triangles.
96
+ Icospheres are normally used to achieve a more isotropical layout of
97
+ vertices than a UV sphere, in other words, they are uniform in every direction.
98
+
99
+ Subdivisions
100
+ How many recursions are used to define the sphere.
101
+ At level 1 the icosphere is an icosahedron, a solid with 20 equilateral triangular faces.
102
+ Each increase in the number of subdivisions splits each triangular face into four triangles.
103
+
104
+ .. note::
105
+
106
+ Subdividing an icosphere raises the vertex count very quickly even with few iterations
107
+ (10 times creates 5,242,880 triangles),
108
+ Adding such a dense mesh is a sure way to cause the program to crash.
109
+
110
+
111
+ Cylinder
112
+ ========
113
+
114
+ Objects that can be created out of cylinders include handles or rods.
115
+
116
+ Vertices
117
+ The number of vertical edges between the circles used to define the cylinder or prism.
118
+ Depth
119
+ Sets the starting height of the cylinder.
120
+
121
+ Cap Fill Type
122
+ Similar to circle (see above). When set to none, the created object will be a tube.
123
+ Objects that can be created out of tubes include pipes or drinking glasses
124
+ (the basic difference between a cylinder and a tube is that the former has closed ends).
125
+
126
+
127
+ Cone
128
+ ====
129
+
130
+ Objects that can be created out of cones include spikes or pointed hats.
131
+
132
+ Vertices
133
+ The number of vertical edges between the circles or tip, used to define the cone or pyramid.
134
+ Radius 1
135
+ Sets the radius of the circular base of the cone.
136
+ Radius 2
137
+ Sets the radius of the tip of the cone. which will create a frustum (a pyramid or cone with the top cut off).
138
+ A value of 0 will produce a standard cone shape.
139
+ Depth
140
+ Sets the starting height of the cone.
141
+
142
+ Base Fill Type
143
+ Similar to circle (see above).
144
+
145
+
146
+ Torus
147
+ =====
148
+
149
+ A doughnut-shaped primitive created by rotating a circle around an axis.
150
+ The overall dimensions can be defined by two methods.
151
+
152
+ Operator Presets
153
+ Torus preset settings for reuse. These presets are stored as scripts in the proper presets directory.
154
+ Major Segments
155
+ Number of segments for the main ring of the torus.
156
+ If you think of a torus as a "spin" operation around an axis, this is how many steps are in the spin.
157
+ Minor segments
158
+ Number of segments for the minor ring of the torus.
159
+ This is the number of vertices of each circular segment.
160
+
161
+
162
+ Torus Dimensions
163
+ ----------------
164
+
165
+ Add Mode
166
+ Change the way the torus is defined.
167
+
168
+ Major/Minor, Exterior/Interior
169
+
170
+ Major Radius
171
+ Radius from the origin to the center of the cross sections.
172
+ Minor Radius
173
+ Radius of the torus' cross section.
174
+
175
+ Exterior Radius
176
+ If viewed along the major axis,
177
+ this is the radius from the center to the outer edge.
178
+ Interior Radius
179
+ If viewed along the major axis,
180
+ this is the radius of the hole in the center.
181
+
182
+
183
+ Grid
184
+ ====
185
+
186
+ A regular quadratic grid which is a subdivided plane.
187
+ Example objects that can be created out of grids include landscapes
188
+ and organic surfaces.
189
+
190
+ X Subdivisions
191
+ The number of spans in the X axis.
192
+ Y Subdivisions
193
+ The number of spans in the Y axis.
194
+
195
+
196
+ Monkey
197
+ ======
198
 
199
+ This adds a stylized monkey head to use as a test mesh,
200
+ use :term:`Subdivision Surface` for a refined shape.
201
 
202
+ This is intended as a test mesh, similar to:
203
 
204
+ - `Utah Teapot <https://en.wikipedia.org/wiki/Utah_teapot>`__
205
+ - `Stanford Bunny <https://en.wikipedia.org/wiki/Stanford_Bunny>`__.
206
 
207
+ .. hint:: History
208
 
209
+ This is a gift from old NaN to the community and is seen as a programmer's joke or
210
+ "Easter Egg". It creates a monkey's head once you press the *Monkey* button.
211
+ The Monkey's name is "Suzanne" and is Blender's mascot.
212
 
213
+ .. note:: Add-ons
 
214
 
215
+ In addition to the basic geometric primitives,
216
+ Blender has a number of script generated meshes to offer as pre-installed add-ons.
217
+ These are available when enabled in the :doc:`Preferences </editors/preferences/addons>`
218
+ (select the Category *Add Mesh*, then check any desired items).
selecting.rst.txt CHANGED
@@ -3,33 +3,176 @@
3
  Selecting
4
  *********
5
 
6
- This page discusses specific selecting tools for surface objects in Edit Mode.
7
- The Surface Edit more also uses the general select tools used which are described
8
- in the :doc:`interface section </interface/selecting>`.
9
 
10
- Surface selection in *Edit Mode* is very similar to
11
- :doc:`NURBS curve selection </modeling/curves/selecting>`.
12
- The basic tools are the same as with :doc:`meshes </modeling/meshes/selecting>`,
13
- so you can select a simple control point with an :kbd:`LMB`\ -click,
14
- add to current selection with :kbd:`Shift-LMB` clicks, :kbd:`B` order-select, and so on.
15
 
 
 
16
 
17
- Select Menu
18
- ===========
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
19
 
20
- The *Select* menu (in the 3D Viewport header) is even simpler than for curves...
21
 
22
- All these options have the same meaning and behavior as in
23
- :doc:`Object Mode </scene_layout/object/selecting>`
24
- (and the specificities of *Box Select* in *Edit Mode* have already been discussed
25
- :doc:`here </modeling/meshes/selecting>`).
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
26
 
27
  All :kbd:`A`
28
  Select all.
29
  None :kbd:`Alt-A`
30
  Select none.
31
  Inverse :kbd:`Ctrl-I`
32
- Selects all the geometry that are not selected, and deselect currently selected components.
33
 
34
  ------------------------
35
 
@@ -40,50 +183,78 @@ Inverse :kbd:`Ctrl-I`
40
 
41
  ------------------------
42
 
43
- `Select Random`_
44
- Select random control points.
 
 
45
 
46
- `Checker Deselect`_
47
- Select every Nth control point.
48
 
49
- `Select Linked`_ :kbd:`Ctrl-L`
50
- Select control points that are connected to the current selection.
 
 
 
51
 
52
  `Select Similar`_ :kbd:`Shift-G`
53
- Select control points that have similar properties to the current selection.
54
 
55
  ------------------------
56
 
57
- `Select Control Point Row`_
58
- Select a whole :ref:`row <modeling-surfaces-rows-grids>` of control points.
59
 
60
  ------------------------
61
 
62
- `Select More/Less`_
63
- Select objects based on their parent child relationships.
 
 
 
 
 
 
 
64
 
 
65
 
66
- Select Random
67
- =============
 
 
 
 
 
 
 
68
 
69
- .. admonition:: Reference
70
- :class: refbox
71
 
72
- :Mode: Edit Mode
73
- :Menu: :menuselection:`Select --> Select Random`
 
 
 
 
 
 
 
 
 
 
 
 
 
 
74
 
75
- Select random control points.
76
 
77
- Percent
78
- Selects the defined percentage of control points.
79
- Random Seed
80
- :term:`Seed` used by the pseudo-random number generator.
81
- Action
82
- Controls whether the operator *Selects* or *Deselects* control points.
83
 
 
84
 
85
  Checker Deselect
86
- ================
87
 
88
  .. admonition:: Reference
89
  :class: refbox
@@ -92,10 +263,14 @@ Checker Deselect
92
  :Menu: :menuselection:`Select --> Checker Deselect`
93
 
94
  This tool applies an alternating selected/deselected checker pattern.
95
- This only works if you already have more than one control point selected.
96
 
97
- It works by changing the current selection so that only every Nth
98
- control points will remain selected, starting from the active one.
 
 
 
 
99
 
100
  Nth Selection
101
  Skip every Nth element leaving it selected.
@@ -105,92 +280,361 @@ Offset
105
  Offset from the starting point.
106
 
107
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
108
  Select Linked
109
- =============
110
 
111
  .. admonition:: Reference
112
  :class: refbox
113
 
114
  :Mode: Edit Mode
115
- :Menu: :menuselection:`Select --> Select Linked`
116
- :Hotkey: :kbd:`L`, :kbd:`Ctrl-L`
 
 
 
 
 
 
 
 
 
 
117
 
118
- *Select Linked* will add to the selection the mouse cursor's nearest control point,
119
- and all the linked ones, i.e. all points belonging to the same surface.
120
 
121
 
122
  Select Similar
123
- ==============
124
 
125
  .. admonition:: Reference
126
  :class: refbox
127
 
128
  :Mode: Edit Mode
129
- :Menu: :menuselection:`Select --> Select Similar`
130
  :Hotkey: :kbd:`Shift-G`
131
 
132
- Selects control points that have certain similar properties to the active one.
133
- The :ref:`ui-undo-redo-adjust-last-operation` panel provides several selection options:
134
-
135
- Type
136
- Type
137
- Selects splines that have the same spline Type i.e. Bézier, NURBS or Poly.
138
- Radius
139
- Selects control points that have a similar Radius value.
140
- Weight
141
- Selects all points that have a similar Weight value.
 
 
 
 
 
 
 
 
 
142
  Direction
143
- Selects control points that have a similar handles direction.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
144
 
145
- Compare
146
- Equal, Greater, Less. (only for Radius, Weight) (ToDo 2.76)
147
- Threshold
148
- Precision (ToDo 2.76)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
149
 
 
 
 
 
 
150
 
151
- .. _bpy.ops.curve.select_row:
152
 
153
- Select Control Point Row
154
- ========================
 
 
 
 
 
 
 
 
 
 
 
 
 
 
155
 
156
  .. admonition:: Reference
157
  :class: refbox
158
 
159
  :Mode: Edit Mode
160
- :Menu: :menuselection:`Select --> Control Point Row`
161
- :Hotkey: :kbd:`Shift-R`
162
 
163
- This option works a bit like
164
- :ref:`edge loop selection <modeling-meshes-selecting-edge-loops>` for meshes,
165
- inasmuch it selects a whole :ref:`row <modeling-surfaces-rows-grids>` of control points,
166
- based on the active (the last selected) one. The first time you press :kbd:`Shift-R`,
167
- the V row passing through (containing) the active point will be added to the *current* selection.
168
- If you use again this shortcut, you will toggle between the U and V row of this point,
169
- removing *everything else* from the selection.
170
 
 
 
171
 
172
- Select More/Less
173
- ================
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
174
 
175
  .. admonition:: Reference
176
  :class: refbox
177
 
178
  :Mode: Edit Mode
179
- :Menu: :menuselection:`Select --> More/Less`
180
- :Hotkey: :kbd:`Ctrl-NumpadPlus` / :kbd:`Ctrl-NumpadMinus`
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
181
 
182
- Expand or contract the selection based on current selected control points.
 
183
 
184
- More
185
- For each selected control point, select **all** its linked points (i.e. two, three or four).
186
- Less
187
- For each selected control point, if **all** points linked to this point are selected, keep it selected.
188
- For all other selected control points, deselect them.
189
 
190
- This implies two points:
191
 
192
- #. First, when **all** control points of a surface are selected, nothing will happen
193
- (as for *Less*, all linked points are always selected, and of course, *More* cannot add any).
194
- Conversely, the same goes when no control point is selected.
195
- #. Second, these tools will never "go outside" of a surface
196
- (they will never "jump" to another surface in the same object).
 
 
3
  Selecting
4
  *********
5
 
6
+ There are many ways to select elements, and it depends on what *Mesh Select Mode*
7
+ you are in as to what selection tools are available.
8
+ First we will go through these modes and after that a look is taken at basic selection tools.
9
 
 
 
 
 
 
10
 
11
+ Selection Modes
12
+ ===============
13
 
14
+ Select Mode Header Buttons
15
+ --------------------------
16
+
17
+ .. admonition:: Reference
18
+ :class: refbox
19
+
20
+ :Mode: Edit Mode
21
+ :Menu: :menuselection:`3D View Header --> Select Mode`
22
+ :Hotkey: :kbd:`1`, :kbd:`2`, :kbd:`3`
23
+ (:kbd:`Shift`
24
+ `Multiple Selection Modes`_,
25
+ :kbd:`Ctrl` `Expand/Contract Selection`_).
26
+
27
+ .. figure:: /images/modeling_meshes_selecting_mode-buttons.png
28
+ :align: right
29
+ :width: 200px
30
+
31
+ Edit Mode selection buttons.
32
+
33
+ In *Edit Mode* there are three different selection modes.
34
+ You can enter the different modes by selecting one of the three buttons in the header.
35
+
36
+ Vertices
37
+ In this mode vertices are shown as points.
38
+
39
+ Selected vertices are displayed in orange, unselected vertices in black,
40
+ and the active or last selected vertex in white.
41
+ Edges
42
+ In this mode the vertices are not shown.
43
+
44
+ Instead the selected edges are displayed in orange,
45
+ unselected edges black, and the active or last selected edge in white.
46
+ Faces
47
+ In this mode the faces are displayed with a selection point in the middle which is used for selecting a face.
48
+
49
+ Selected faces and their selection point are displayed in orange,
50
+ unselected faces are displayed in black, and the active or last selected face is highlighted in white.
51
+
52
+ When using these buttons, you can make use of modifier keys, see: `Switching Select Mode`_.
53
+
54
+ Almost all tools are available in all three mesh selection modes.
55
+ So you can *Rotate*, *Scale*, *Extrude*, etc. in all modes.
56
+ Of course rotating and scaling a *single* vertex will not do anything useful
57
+ (*without* setting the pivot point to another location),
58
+ so some tools are more or less applicable in some modes.
59
+
60
+ See Fig. :ref:`fig-mesh-select-intro-selection-modes` for examples of the different modes.
61
+
62
+
63
+ Multiple Selection Modes
64
+ ^^^^^^^^^^^^^^^^^^^^^^^^
65
+
66
+ By holding :kbd:`Shift-LMB` when selecting a selection mode,
67
+ you can enable multiple *Selection Modes* at once.
68
+ This allows you to quickly select Vertices/Edges/Faces,
69
+ without first having to switch modes.
70
+
71
+ .. _fig-mesh-select-intro-selection-modes:
72
+
73
+ .. list-table:: Selection modes.
74
+
75
+ * - .. figure:: /images/modeling_meshes_selecting_vertex-mode-example.png
76
+ :width: 310px
77
+
78
+ Vertex mode example.
79
+
80
+ - .. figure:: /images/modeling_meshes_selecting_edge-mode-example.png
81
+ :width: 310px
82
+
83
+ Edge mode example.
84
+
85
+ * - .. figure:: /images/modeling_meshes_selecting_face-mode-example.png
86
+ :width: 310px
87
+
88
+ Face mode example.
89
+
90
+ - .. figure:: /images/modeling_meshes_selecting_mixed-mode-example.png
91
+ :width: 310px
92
+
93
+ Mixed mode example.
94
+
95
+
96
+ Switching Select Mode
97
+ ---------------------
98
+
99
+ When switching modes in an "ascendant" way (i.e. from simpler to more complex), from
100
+ *Vertices* to *Edges* and from *Edges* to *Faces*,
101
+ the selected parts will still be selected if they form a complete element in the new mode.
102
+
103
+ For example, if all four edges in a face are selected,
104
+ switching from *Edges* mode to *Faces* mode will keep the face selected.
105
+ All selected parts that do not form a complete set in the new mode will be unselected.
106
+
107
+ .. list-table::
108
+
109
+ * - .. figure:: /images/modeling_meshes_selecting_edge-mode-example.png
110
+ :width: 310px
111
+
112
+ Edge mode, the initial selection.
113
+
114
+ - .. figure:: /images/modeling_meshes_selecting_face-mode-switched-from-edge.png
115
+ :width: 310px
116
+
117
+ Switching to Face mode.
118
+
119
+ Hence, switching in a "descendant" way (i.e. from more complex to simpler),
120
+ all elements defining the "high-level" element (like a face) will be selected
121
+ (the four vertices or edges of a quadrangle, for example).
122
 
 
123
 
124
+ Expand/Contract Selection
125
+ ^^^^^^^^^^^^^^^^^^^^^^^^^
126
+
127
+ By holding :kbd:`Ctrl` when selecting a higher selection mode,
128
+ all elements touching the current selection will be added,
129
+ even if the selection does not form a complete higher element.
130
+
131
+ Or contracting the selection when switching to a lower mode.
132
+
133
+ .. list-table::
134
+
135
+ * - .. figure:: /images/modeling_meshes_selecting_vertex-mode-example.png
136
+ :width: 310px
137
+
138
+ Vertex mode, the initial selection.
139
+
140
+ - .. figure:: /images/modeling_meshes_selecting_edge-mode-expanding-from-vertex.png
141
+ :width: 310px
142
+
143
+ Expanding to Edge mode.
144
+
145
+
146
+ X-Ray
147
+ =====
148
+
149
+ The :ref:`x-ray <3dview-shading-xray>` setting is not just for shading, it impacts selection too.
150
+
151
+ When enabled, selection isn't occluded by the objects geometry
152
+ (as if the object was solid).
153
+
154
+ .. list-table::
155
+
156
+ * - .. figure:: /images/modeling_meshes_selecting_limit-selection-to-visible-off.png
157
+ :width: 310px
158
+
159
+ X-ray enabled.
160
+
161
+ - .. figure:: /images/modeling_meshes_selecting_limit-selection-to-visible-on.png
162
+ :width: 310px
163
+
164
+ X-ray disabled.
165
+
166
+
167
+ Select Menu
168
+ ===========
169
 
170
  All :kbd:`A`
171
  Select all.
172
  None :kbd:`Alt-A`
173
  Select none.
174
  Inverse :kbd:`Ctrl-I`
175
+ Selects all the geometry that is not selected, and deselect currently selected components.
176
 
177
  ------------------------
178
 
 
183
 
184
  ------------------------
185
 
186
+ Select Random
187
+ Selects a random group of vertices, edges, or faces, based on a percentage value.
188
+ :ref:`Checker Deselect <modeling-selecting-checker_deselect>`
189
+ De-select alternate elements relative to the active item.
190
 
191
+ ------------------------
 
192
 
193
+ Select Sharp Edges
194
+ This tool selects all edges between two faces forming an angle greater than the angle value,
195
+ Where an increasing angle selects sharper edges.
196
+
197
+ ------------------------
198
 
199
  `Select Similar`_ :kbd:`Shift-G`
200
+ Select elements similar to the current selection.
201
 
202
  ------------------------
203
 
204
+ `Select All by Trait`_
205
+ Select geometry by querying it's characteristics.
206
 
207
  ------------------------
208
 
209
+ Select More/Less
210
+ More :kbd:`Ctrl-NumpadPlus`
211
+ Expands the selection to the adjacent elements of the selection type.
212
+ Less :kbd:`Ctrl-NumpadMinus`
213
+ Contracts the selection from the adjacent elements of the selection type.
214
+ Next Active :kbd:`Shift-Ctrl-NumpadPlus`
215
+ This uses selection history to select the next vertex/edge/face based on surrounding topology.
216
+ Previous Active :kbd:`Shift-Ctrl-NumpadMinus`
217
+ Select previous just removes the last selected element.
218
 
219
+ ------------------------
220
 
221
+ Select Loops
222
+ `Edge Loops`_
223
+ Select connected edges.
224
+ `Face Loops`_
225
+ Select connected faces.
226
+ `Edge Boundary`_
227
+ Select boundary edges.
228
+ `Edge Ring`_
229
+ Select connected edge ring.
230
 
231
+ ------------------------
 
232
 
233
+ Select Linked
234
+ `Select Linked`_
235
+ Selects all components that are connected to the current selection (see `Select Linked`_).
236
+ `Shortest Path`_
237
+ Path between two selected elements.
238
+ Linked Flat Faces
239
+ Select connected faces based on a threshold of the angle between them.
240
+ This is useful for selecting faces that are planar.
241
+
242
+ ------------------------
243
+
244
+ Select Side of Active
245
+ Selects all vertices on the mesh in a single axis relative to the active vertex.
246
+ In Vertex selection mode only.
247
+ Mirror Selection :kbd:`Shift-Ctrl-M`
248
+ Select mesh items at the mirrored location across the chosen axis.
249
 
 
250
 
251
+ Selection Tools
252
+ ===============
 
 
 
 
253
 
254
+ .. _modeling-selecting-checker_deselect:
255
 
256
  Checker Deselect
257
+ ----------------
258
 
259
  .. admonition:: Reference
260
  :class: refbox
 
263
  :Menu: :menuselection:`Select --> Checker Deselect`
264
 
265
  This tool applies an alternating selected/deselected checker pattern.
266
+ This only works if you already have more than one mesh element selected.
267
 
268
+ Changes the current selection so that only every Nth elements (vertices, edges or faces,
269
+ depending on the active selection mode) will remain selected, starting from the active one.
270
+
271
+ In case of islands of selected elements, this tool will affect
272
+ only the island of the active element (if there is one), or the island of the first element
273
+ in the order of internal storage (if there is no active element).
274
 
275
  Nth Selection
276
  Skip every Nth element leaving it selected.
 
280
  Offset from the starting point.
281
 
282
 
283
+ Select All by Trait
284
+ -------------------
285
+
286
+ .. _mesh-select-non-manifold:
287
+
288
+ Non Manifold
289
+ Selects the :term:`non-manifold` geometry of a mesh.
290
+ This entry is available when editing a mesh, in Vertex and Edge selection modes only.
291
+
292
+ Extend
293
+ Lets you extend the current selection.
294
+ Wire
295
+ Selects all the edges that do not belong to any face.
296
+ Boundaries
297
+ Selects edges in boundaries and holes.
298
+ Multiple Faces
299
+ Selects edges that belong to three or more faces.
300
+ Non Contiguous
301
+ Selects edges that belong to exactly two faces with opposite normals.
302
+ Vertices
303
+ Selects vertices that belong to *wire* and *multiple face* edges, isolated vertices,
304
+ and vertices that belong to non-adjoining faces.
305
+
306
+ Loose Geometry
307
+ Selects all vertices or edges that do not form part of a face.
308
+ Interior Faces
309
+ Selects faces where all edges have more than two faces.
310
+ Faces by Sides
311
+ Selects all faces that have a specified number of edges.
312
+
313
+ ------------------------
314
+
315
+ Ungrouped Vertices
316
+ Selects all vertices which are not part of
317
+ a :doc:`vertex group </modeling/meshes/properties/vertex_groups/index>`.
318
+
319
+
320
  Select Linked
321
+ -------------
322
 
323
  .. admonition:: Reference
324
  :class: refbox
325
 
326
  :Mode: Edit Mode
327
+ :Menu: :menuselection:`Select --> Linked`
328
+ :Hotkey: :kbd:`Ctrl-L`
329
+
330
+ Select geometry connected to already selected elements.
331
+ This is often useful when a mesh has disconnected, overlapping parts,
332
+ where isolating it any other way would be tedious.
333
+
334
+ To give more control, you can also enable delimiters in the :ref:`ui-undo-redo-adjust-last-operation` panel,
335
+ so the selection is constrained by seams, sharp edges, materials or UV islands.
336
+
337
+ With *Pick Linked* you can also select connected geometry directly under the cursor,
338
+ using the :kbd:`L` shortcut to select or :kbd:`Shift-L` to deselect linked.
339
 
340
+ This works differently in that it uses the geometry under the cursor instead of the existing selection.
 
341
 
342
 
343
  Select Similar
344
+ --------------
345
 
346
  .. admonition:: Reference
347
  :class: refbox
348
 
349
  :Mode: Edit Mode
350
+ :Menu: :menuselection:`Select --> Similar...`
351
  :Hotkey: :kbd:`Shift-G`
352
 
353
+ Select geometry that has similar certain properties to the ones selected,
354
+ based on a threshold that can be set in tool properties after activating the tool.
355
+ Tool options change depending on the selection mode:
356
+
357
+ Vertex Selection Mode:
358
+ Normal
359
+ Selects all vertices that have normals pointing in similar directions to those currently selected.
360
+ Amount of Adjacent Faces
361
+ Selects all vertices that have the same number of faces connected to them.
362
+ Vertex Groups
363
+ Selects all vertices in the same :doc:`vertex group </modeling/meshes/properties/vertex_groups/index>`.
364
+ Amount of Connecting Edges
365
+ Selects all vertices that have the same number of edges connected to them.
366
+ Face Regions
367
+ Select matching features on a mesh that has multiple similar areas based on the topology.
368
+
369
+ Edge Selection Mode:
370
+ Length
371
+ Selects all edges that have a similar length as those already selected.
372
  Direction
373
+ Selects all edges that have a similar direction (angle) as those already selected.
374
+ Amount of Faces Around an Edge
375
+ Selects all edges that belong to the same number of faces.
376
+ Face Angles
377
+ Selects all edges that are between two faces forming a similar angle, as with those already selected.
378
+ Crease
379
+ Selects all edges that have a similar :ref:`Crease <modeling-edges-crease-subdivision>`
380
+ value as those already selected.
381
+ Bevel
382
+ Selects all edges that have the same *Bevel Weight* as those already selected.
383
+ Seam
384
+ Selects all edges that have the same *Seam* state as those already selected.
385
+ *Seam* is a true/false setting used in :ref:`UV texturing <editors-uv-index>`.
386
+ Sharpness
387
+ Selects all edges that have the same *Sharp* state as those already selected.
388
+ *Sharp* is a true/false setting (a flag) used by
389
+ the :doc:`Edge Split Modifier </modeling/modifiers/generate/edge_split>`.
390
+
391
+ Face Selection Mode:
392
+ Material
393
+ Selects all faces that use the same material as those already selected.
394
+ Image
395
+ Selects all faces that use the same UV texture as those already selected
396
+ (see :ref:`UV texturing <editors-uv-index>` pages).
397
+ Area
398
+ Selects all faces that have a similar area as those already selected.
399
+ Polygon Sides
400
+ Selects all faces that have the same number of edges.
401
+ Perimeter
402
+ Selects all faces that have a similar perimeter (added values of its edge lengths).
403
+ Normal
404
+ Selects all faces that have a similar normal as those selected.
405
+ This is a way to select faces that have the same orientation (angle).
406
+ Co-planar
407
+ Selects all faces that are (nearly) in the same plane as those selected.
408
+
409
+ .. (todo) check type: Image in Cycles
410
+
411
+
412
+ .. _modeling-meshes-selecting-edge-loops:
413
+
414
+ Edge Loops
415
+ ----------
416
+
417
+ .. admonition:: Reference
418
+ :class: refbox
419
+
420
+ :Mode: Edit Mode --> Vertex or Edge select mode
421
+ :Menu: :menuselection:`Select --> Select Loops --> Edge Loops`
422
+ :Hotkey: :kbd:`Alt-LMB`, or :kbd:`Shift-Alt-LMB` for modifying existing selection.
423
+
424
+ Holding :kbd:`Alt` while selecting an edge selects a loop of edges that are connected in
425
+ a line end-to-end, passing through the edge under the mouse pointer.
426
+ Holding :kbd:`Shift-Alt` while clicking adds to the current selection.
427
+
428
+ Edge loops can also be selected based on an existing edge selection,
429
+ using either :menuselection:`Select --> Edge Loop`.
430
+
431
+ .. note:: *Vertex* mode
432
+
433
+ In *Vertex* select mode, you can also select edge loops, by using the same hotkeys,
434
+ and clicking on the *edges* (not on the vertices).
435
+
436
+ .. figure:: /images/modeling_meshes_selecting_edge-loops.png
437
+
438
+ Longitudinal and latitudinal edge loops.
439
+
440
+ The left sphere shows an edge that was selected longitudinally. Notice how the loop is open.
441
+ This is because the algorithm hit the vertices at the poles and is terminated
442
+ because the vertices at the pole connect to more than four edges. However,
443
+ the right sphere shows an edge that was selected latitudinally and has formed a closed loop.
444
+ This is because the algorithm hit the first edge that it started with.
445
+
446
+
447
+ .. _modeling-meshes-selecting-face-loops:
448
+
449
+ Face Loops
450
+ ----------
451
 
452
+ .. admonition:: Reference
453
+ :class: refbox
454
+
455
+ :Mode: Edit Mode --> Face or Vertex select modes
456
+ :Hotkey: :kbd:`Alt-LMB` or :kbd:`Shift-Alt-LMB` for modifying existing selection.
457
+
458
+ In face select mode, holding :kbd:`Alt` while selecting an *edge* selects a loop of
459
+ faces that are connected in a line end-to-end, along their opposite edges.
460
+
461
+ In vertex select mode,
462
+ the same can be accomplished by using :kbd:`Ctrl-Alt` to select an edge,
463
+ which selects the face loop implicitly.
464
+
465
+ .. figure:: /images/modeling_meshes_selecting_face-loops.png
466
+
467
+ Face loop selection.
468
+
469
+ This face loop was selected by clicking with :kbd:`Alt-LMB` on an edge,
470
+ in *face* select mode.
471
+ The loop extends perpendicular from the edge that was selected.
472
+
473
+ .. figure:: /images/modeling_meshes_selecting_face-loops-vertex.png
474
+
475
+ :kbd:`Alt` versus :kbd:`Ctrl-Alt` in vertex select mode.
476
 
477
+ A face loop can also be selected in *Vertex* select mode.
478
+ Technically :kbd:`Ctrl-Alt-LMB` will select an *Edge Ring*,
479
+ however, in *Vertex* select mode, selecting an *Edge Ring* implicitly
480
+ selects a *Face Loop* since selecting opposite edges of a face implicitly selects
481
+ the entire face.
482
 
 
483
 
484
+ Edge Boundary
485
+ -------------
486
+
487
+ .. admonition:: Reference
488
+ :class: refbox
489
+
490
+ :Mode: Edit Mode --> Vertex or Edge select modes
491
+ :Hotkey: :kbd:`Alt-LMB`
492
+
493
+ Loop selection on edge boundaries.
494
+ To extend the selection to all boundaries if the current boundary is already selected
495
+ use :kbd:`Alt-LMB` again.
496
+
497
+
498
+ Edge Ring
499
+ ---------
500
 
501
  .. admonition:: Reference
502
  :class: refbox
503
 
504
  :Mode: Edit Mode
505
+ :Menu: :menuselection:`Select --> Select Loops --> Edge Rings`
506
+ :Hotkey: :kbd:`Ctrl-Alt-LMB`
507
 
508
+ In *Edge* select mode, holding :kbd:`Ctrl-Alt`
509
+ while selecting an edge (or two vertices) selects a sequence of edges that are not connected,
510
+ but on opposite sides to each other continuing along a :doc:`face loop </modeling/meshes/structure>`.
 
 
 
 
511
 
512
+ As with edge loops, you can also select edge rings based on current selection,
513
+ using either :menuselection:`Select --> Select Loops --> Edge Rings`.
514
 
515
+ .. note:: *Vertex* mode
516
+
517
+ In *Vertex* select mode, you can use the same hotkeys when *clicking on the edges* (not on the vertices),
518
+ but this will directly select the corresponding face loop...
519
+
520
+ .. _fig-mesh-select-advanced-loop-ring:
521
+
522
+ .. figure:: /images/modeling_meshes_selecting_edge-ring.png
523
+
524
+ A selected edge loop, and a selected edge ring.
525
+
526
+ In Fig. :ref:`fig-mesh-select-advanced-loop-ring` the same edge was clicked on,
527
+ but two different "groups of edges" were selected, based on the different tools.
528
+ One is based on edges during computation and the other is based on faces.
529
+
530
+ .. note:: Convert Selection to Whole Faces
531
+
532
+ If the edge ring selection happened in Edge Select Mode, switching to Face Select Mode will erase the selection.
533
+
534
+ This is because none of those faces had all its (four) edges selected,
535
+ just two of them.
536
+
537
+ Instead of selecting the missing edges manually or by using :kbd:`Shift-Alt-` twice,
538
+ it is easier to first switch to Vertex Select Mode, which will kind of "flood" the selection.
539
+ A subsequent switch to Face Select Mode will then properly select the faces.
540
+
541
+
542
+ Shortest Path
543
+ -------------
544
 
545
  .. admonition:: Reference
546
  :class: refbox
547
 
548
  :Mode: Edit Mode
549
+ :Menu: :menuselection:`Select --> Select Linked --> Shortest Path`
550
+ :Hotkey: :kbd:`Ctrl-LMB`
551
+
552
+ .. figure:: /images/modeling_meshes_selecting_shortest-path.png
553
+
554
+ Select a face or vertex path with :kbd:`Ctrl-LMB`.
555
+
556
+ Selects all geometry along the shortest path from
557
+ the active vertex/edge/face to the one which was selected.
558
+
559
+ Face Stepping
560
+ Supports diagonal paths for vertices and faces, and
561
+ selects edge rings with edges.
562
+ Topological Distance
563
+ Which only takes into account the number of edges of the path and
564
+ not the length of the edges to calculate the distances.
565
+ Fill Region :kbd:`Shift-Ctrl-LMB`
566
+ Selects all elements in the shortest paths from the active selection to the clicked area.
567
+ Checker Select Options
568
+ Allows to quickly select alternate elements in a path.
569
+
570
+ Nth Selection
571
+ Skip every Nth element, leave unselected.
572
+ Skip
573
+ Number of consecutive elements to skip at once.
574
+ Offset
575
+ Offset from the starting point.
576
+
577
+
578
+ Loop Inner-Region
579
+ -----------------
580
+
581
+ .. admonition:: Reference
582
+ :class: refbox
583
+
584
+ :Mode: Edit Mode --> Edge select mode
585
+ :Menu: :menuselection:`Select --> Select Loops --> Select Loop Inner-Region`
586
+
587
+ *Select Loop Inner-Region* selects all faces that are inside a closed loop of edges.
588
+ While it is possible to use this operator in *Vertex* and *Face* selection modes, results may be unexpected.
589
+ Note that if the selected loop of edges is not closed,
590
+ then all connected edges on the mesh will be considered inside the loop.
591
+
592
+ .. figure:: /images/modeling_meshes_selecting_inner-region1.png
593
+
594
+ Loop to Region.
595
+
596
+ .. figure:: /images/modeling_meshes_selecting_inner-region2.png
597
+
598
+ This tool handles multiple loops fine, as you can see.
599
+
600
+ .. figure:: /images/modeling_meshes_selecting_inner-region3.png
601
+
602
+ This tool handles "holes" just fine as well.
603
+
604
+
605
+ Boundary Loop
606
+ -------------
607
+
608
+ .. admonition:: Reference
609
+ :class: refbox
610
+
611
+ :Mode: Edit Mode --> Edge select mode
612
+ :Menu: :menuselection:`Select --> Select Loops --> Select Boundary Loop`
613
+
614
+ *Select Boundary Loop* does the opposite of *Select Loop Inner-Region*,
615
+ based on all regions currently selected, it selects only the edges at the border(contour) of these islands.
616
+ It can operate in any select mode, but when in *Face* mode it will switch to *Edge* select mode after running.
617
+
618
+ All this is much more simple to illustrate with examples:
619
+
620
+ .. figure:: /images/modeling_meshes_selecting_boundary-loop.png
621
+
622
+ Select Boundary Loop does the opposite and forces into Edge Select Mode.
623
+
624
+
625
+ Known Issues
626
+ ============
627
 
628
+ N-Gons in Face Select Mode
629
+ --------------------------
630
 
631
+ .. figure:: /images/modeling_meshes_selecting_face-mode-ngon-visual-problem.png
 
 
 
 
632
 
633
+ N-gon face having its center dot inside another face.
634
 
635
+ As already known, faces are marked with a little square dot in the middle of the face.
636
+ With n-gons that can lead in certain cases to a confusing display.
637
+ The example shows the center dot of the U-shaped n-gon being inside of the oblong face inside the "U".
638
+ It is not easy to say which dot belongs to which face (the orange dot in the image is the object origin).
639
+ Luckily, you do not need to care much, because to select a face, you do not have to click the center dot,
640
+ but the face itself.
structure.rst.txt CHANGED
@@ -3,95 +3,255 @@
3
  Structure
4
  *********
5
 
6
- Many of the concepts from :doc:`curves </modeling/curves/introduction>`,
7
- especially :ref:`NURBS <curve-nurbs>` ones,
8
- carry directly over to NURBS surfaces,
9
- such as control points, *Order*, *Weight*, *Resolution*, etc.
10
- Here we will just talk about the differences.
11
 
12
- It is very important to understand the difference between NURBS curves and NURBS surfaces:
13
- the first one has one dimension, the latter has two.
14
- Blender internally treats NURBS surfaces and NURBS curves completely differently. There are
15
- several attributes that separate them but the most important is that a NURBS curve has
16
- a single interpolation axis (U) and a NURBS surface has two interpolation axes (U and V).
17
 
18
- However, you can have "2D" surfaces made of curves
19
- (using the :doc:`extrusion tools </modeling/curves/properties/geometry>`,
20
- or, to a lesser extent, the filling of closed 2D curves). And you can have "1D" curves made of surfaces,
21
- like a NURBS surface with only one row (either in U or V direction) of control points produces only a curve...
22
 
23
- Visually you can tell which is which by entering *Edit Mode* and looking at the 3D View header:
24
- either the header shows *Surface* or *Curve* as one of the menu choices. Also,
25
- you can :doc:`extrude </modeling/curves/properties/geometry>` a whole NURBS surface curve to create a surface,
26
- but you cannot with a simple NURBS curve.
27
 
28
 
29
- .. _modeling-surfaces-rows-grids:
 
30
 
31
- Control Points, Rows and Grid
32
- =============================
 
33
 
34
- Control points for NURBS surfaces are the same as for NURBS curves. However,
35
- their layout is quite constraining. The concept of "segment" disappears,
36
- replaced by "rows" and the overall "grid".
37
 
38
- A "row" is a set of control points forming one "line" in one interpolation direction
39
- (a bit similar to :ref:`edge loops <modeling-mesh-structure-edge-loops>` for meshes).
40
- So you have "U rows" and "V rows" in a NURBS surface.
41
- The key point is that *all* rows of a given type (U or V) have the *same* number of control points.
42
- Each control point belongs to exactly one U row and one V row.
43
 
44
- All this forms a "grid", or "cage", the shape of which controls the shape of the NURBS surface.
45
- A bit like a :doc:`lattice </animation/lattice>`...
46
 
47
- This is very important to grasp: you cannot add a single control point to a NURBS surface;
48
- you have to add a whole U or V row at once
49
- (in practice, you will usually use the Extrude tool, or perhaps the Duplicate one, to add those...),
50
- containing exactly the same number of points as the others. This also means that you will only
51
- be able to "merge" different pieces of surfaces if at least one of their rows matches together.
52
 
53
 
54
- .. _modeling-surfaces-weight:
 
55
 
56
- Weight
57
- ======
 
58
 
59
- Similar to :ref:`NURBS Splines <curve-nurbs>` NURBS Surface control points have a weight property.
60
- This weight property controls how much influence the control point has on the surface.
61
- This weight should not be confused with the :ref:`Goal Weight <surface-goal-weight>`,
62
- which is used only for soft body simulations.
63
- The NURBS control point weight can be adjusted in the *W* number field of
64
- the :doc:`Transform panel </modeling/curves/editing/transform_panel>`.
65
 
66
- In Fig. :ref:`fig-surface-intro-weight` a single control point, labeled "C",
67
- has had its *Weight* set to 5.0 while all others are at their default of 1.0.
68
- As you can see, that control point *pulls* the surface towards it.
69
 
70
- .. _fig-surface-intro-weight:
 
 
 
71
 
72
- .. figure:: /images/modeling_surfaces_structure_weight.png
 
73
 
74
- One control point with a weight of 5.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
75
 
76
  .. note::
77
 
78
- If all the control points have the same *Weight* then each effectively cancels each other out.
79
- It is the difference in the weights that cause the surface to move
80
- towards or away from a control point.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
81
 
82
 
83
- Preset Weights
84
- --------------
85
 
86
- NURBS can create pure shapes such as circles, cylinders, and spheres
87
- (note that a Bézier circle is not a pure circle). To create pure circles, spheres,
88
- or cylinders, you must set to specific values the weights of the control points.
89
- This is not intuitive, and you should read more on NURBS before trying this.
90
 
91
- To create a sphere with 2D surfaces, its the same principle as with a 2D circle.
92
- You will note that the four different weights needed for creating a sphere
93
- (1.0, 0.707 = sqrt(0.5), 0.354 = sqrt(2)/4, and 0.25).
94
 
95
- .. figure:: /images/modeling_surfaces_structure_weight-sphere.png
 
96
 
97
- A sphere surface.
 
3
  Structure
4
  *********
5
 
6
+ With meshes, everything is built from three basic structures:
7
+ *vertices*, *edges* and *faces*.
 
 
 
8
 
9
+ .. figure:: /images/modeling_meshes_structure_example.svg
10
+ :width: 600px
 
 
 
11
 
12
+ Example of mesh structure.
 
 
 
13
 
14
+ .. The geometry of the faces performing the model is called topology.
 
 
 
15
 
16
 
17
+ Vertices
18
+ ========
19
 
20
+ The most elementary part of a mesh is the vertex vertices (plural) which is a single point or position in 3D space.
21
+ Vertices are represented in the 3D Viewport in edit mode as small dots.
22
+ The vertices of and object are stored as an array of coordinates.
23
 
24
+ .. tip::
 
 
25
 
26
+ Do not mistake the :doc:`object origin </scene_layout/object/origin>` for a vertex.
27
+ It may look similar, but it is bigger and cannot be selected.
 
 
 
28
 
29
+ .. figure:: /images/modeling_meshes_structure_cube-example.png
 
30
 
31
+ The vertex is labeled as "A"; the object's origin dot is labeled as "B".
 
 
 
 
32
 
33
 
34
+ Edges
35
+ =====
36
 
37
+ An edge always connects two vertices by a straight line.
38
+ The edges are the "wires" you see when you look at a mesh in wireframe view.
39
+ They are usually invisible on the rendered image. They are used to construct faces.
40
 
 
 
 
 
 
 
41
 
42
+ Faces
43
+ =====
 
44
 
45
+ Faces are used to build the actual surface of the object.
46
+ They are what you see when you render the mesh.
47
+ If this area does not contain a face,
48
+ it will simply be transparent or non-existent in the rendered image.
49
 
50
+ A face is defined as the area between either three (triangles), four (quadrangles) or more (n-gons) vertices,
51
+ with an edge on every side. The faces are often abbreviated to *tris, quads & n-gons*.
52
 
53
+ Triangles are always flat and therefore easy to calculate. On the other hand,
54
+ quadrangles "deform well" and are therefore preferred for animation and subdivision modeling.
55
+
56
+ .. seealso::
57
+
58
+ - `Why should triangles be avoided for character animation? <https://blender.stackexchange.com/questions/2931>`__
59
+ - `When should N-gons be used, and when shouldn't they? <https://blender.stackexchange.com/questions/89>`__
60
+
61
+
62
+ Normals
63
+ =======
64
+
65
+ In geometry, a normal is a direction or line that is perpendicular to something,
66
+ typically a triangle or surface but can also be relative to a line,
67
+ a tangent line for a point on a curve, or a tangent plane for a point on a surface.
68
+
69
+ .. figure:: /images/modeling_meshes_editing_normals_viewport.png
70
+ :width: 350px
71
+
72
+ A visualization of the face normals of a torus.
73
+
74
+ In the figure above, each blue line represents the normal for a face on the torus.
75
+ The lines are each perpendicular to the face on which they lie.
76
+ The visualization can be activated, in Edit Mode,
77
+ in the :ref:`Mesh Display Viewport Overlays panel <mesh-display-normals>`.
78
+
79
+
80
+ .. _modeling_meshes_editing_normals_properties:
81
+
82
+ Properties
83
+ ----------
84
+
85
+ .. admonition:: Reference
86
+ :class: refbox
87
+
88
+ :Panel: :menuselection:`Properties editor --> Object Data --> Normals`
89
+
90
+ .. figure:: /images/modeling_meshes_editing_normals_normals-panel.png
91
+
92
+ Normals panel.
93
+
94
+ .. _auto-smooth:
95
+ .. _bpy.types.Mesh.use_auto_smooth:
96
+ .. _bpy.types.Mesh.auto_smooth_angle:
97
+
98
+ Auto Smooth
99
+ Edges where an angle between the faces is smaller than specified in the *Angle* button will be smoothed,
100
+ when shading of these parts of the mesh is set to smooth. This is an easier way to combine smooth and sharp edges.
101
+
102
+ Angle
103
+ Angle number field.
104
+
105
+ .. figure:: /images/modeling_meshes_editing_normals_example-auto-smooth.png
106
+ :width: 250px
107
+
108
+ Example mesh with *Auto Smooth* enabled.
109
+
110
+
111
+ .. _modeling_meshes_normals_custom:
112
+
113
+ Custom Split Normals
114
+ --------------------
115
+
116
+ *Custom Split Normals* is a way to tweak/fake shading by pointing normals towards
117
+ other directions than the default, auto-computed ones. It is mostly used in game development,
118
+ where it allows to counterbalance some issues generated by low-poly objects
119
+ (the most common examples are low-poly trees, bushes, grass, etc. and the 'rounded' corners).
120
+
121
+ Blender supports custom normals on a 'smooth fan' base, defined as a set of neighbor face corners
122
+ sharing the same vertex and 'linked' by smooth edges. This means you can have normals per face corners,
123
+ per a set of neighbor face corners, or per vertex.
124
+
125
+
126
+ Enabling Custom Split Normals
127
+ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
128
+
129
+ .. admonition:: Reference
130
+ :class: refbox
131
+
132
+ :Mode: Edit Mode
133
+ :Menu: :menuselection:`Mesh --> Normals --> Split`
134
+
135
+ Enables Custom Split Normals.
136
+
137
+ Also, any of the custom normal editing tools (see below) will, as a convenience,
138
+ enable custom normals if they are not already enabled.
139
 
140
  .. note::
141
 
142
+ This has the side effect of enabling :ref:`Auto Smooth <auto-smooth>`, as that is necessary to use custom normals.
143
+ Once you have custom normals, the angle threshold of the *Auto Smooth* behavior is disabled --
144
+ all non-sharp-tagged edges will be considered as smooth, disregarding the angle between their faces.
145
+
146
+
147
+ Editing Custom Split Normals
148
+ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
149
+
150
+ .. admonition:: Reference
151
+ :class: refbox
152
+
153
+ :Mode: Edit Mode
154
+ :Menu: :menuselection:`Mesh --> Normals`
155
+ :Hotkey: :kbd:`Alt-N`
156
+
157
+ There are a number of tools for editing custom split normals.
158
+ The custom normal mesh edit tools can affect all normals (the default), or only selected ones.
159
+ To select a custom normal associated with a particular vertex and face:
160
+
161
+ - Make the element selection mode both Vertex and Face (use :kbd:`Shift-LMB` to enable the second one).
162
+ - Select one or more vertices, then select a face.
163
+ This can be repeated to select more vertices and a different face and so on.
164
+ It is easiest to see the effect of these tools if you turn on
165
+ the Edit Mode Overlays option *Display vertex-per-face normals as lines*.
166
+
167
+ .. seealso::
168
+
169
+ :doc:`Editing Normals </modeling/meshes/editing/normals>`.
170
+
171
+
172
+ Importing Custom Split Normals
173
+ ------------------------------
174
+
175
+ Some tools, in particular :abbr:`CAD (Computer-Aided Design)` ones, tends to generate irregular geometry
176
+ when tessellating their objects into meshes (very thin and long triangles, etc.).
177
+ Auto-computed normals on such geometry often gives bad artifacts,
178
+ so it is important to be able to import and use the normals as generated by the CAD tool itself.
179
+
180
+ .. note::
181
+
182
+ Currently, only the :doc:`FBX Importer </addons/io_scene_fbx>` is capable of importing custom normals.
183
+
184
+
185
+ Topology
186
+ ========
187
+
188
+ .. Note: this could be it's own page, for now keep this a fairly brief section.
189
+
190
+ Loops
191
+ -----
192
+
193
+ .. _fig-mesh-topo-loop:
194
+
195
+ .. figure:: /images/modeling_meshes_structure_edge-face-loops.png
196
+
197
+ Edge and face loops.
198
+
199
+ *Edge* and *face* loops are sets of faces or edges that form continuous "loops" as shown in
200
+ Fig. :ref:`fig-mesh-topo-loop`.
201
+
202
+ In the image above, loops that do not end in poles are cyclic (1 and 3).
203
+ They start and end at the same vertex and divide the model into two partitions.
204
+ Loops can be a quick and powerful tool to work with specific,
205
+ continuous regions of a mesh and are a prerequisite for organic character animation.
206
+ For a detailed description of how to work with loops in Blender, see:
207
+ :ref:`Edge Loop Selection <modeling-meshes-selecting-edge-loops>`.
208
+
209
+ .. note::
210
+
211
+ Note that loops (2 and 4) do not go around the whole model.
212
+ Loops stop at so-called poles because there is no unique way to continue a loop from a pole.
213
+ Poles are vertices that are connected to either three, five, or more edges. Accordingly,
214
+ vertices connected to exactly one, two or four edges are not poles.
215
+
216
+ .. _modeling-mesh-structure-edge-loops:
217
+
218
+ .. rubric:: Edge Loops
219
+
220
+ Loops (1 and 2) in Fig. :ref:`fig-mesh-topo-loop` are edge loops.
221
+ They connect vertices so that each one on the loop has exactly two neighbors that are not on
222
+ the loop and placed on both sides of the loop (except the start and end vertex in case of poles).
223
+
224
+ Edge loops are an important concept especially in organic (subsurface)
225
+ modeling and character animation. When used correctly, they allow you to build models with
226
+ relatively few vertices that look very natural when used as subdivision surfaces and
227
+ deform very well in animation.
228
+
229
+ Take Fig. :ref:`fig-mesh-topo-loop` in organic modeling as an example: the edge loops follow
230
+ the natural contours and deformation lines of the skin and the underlying muscles and
231
+ are more dense in areas that deform more when the character moves, for example at the shoulders or knees.
232
+
233
+ Further details on working with edge loops can be found in
234
+ :ref:`Edge Loop Selection <modeling-meshes-selecting-edge-loops>`.
235
+
236
+
237
+ .. rubric:: Face Loops
238
+
239
+ These are a logical extension of edge loops in that they consist of the faces between
240
+ two edge loops, as shown in loops (3 and 4) in Fig. :ref:`fig-mesh-topo-loop`.
241
+ Note that for non-circular loops (4)
242
+ the faces containing the poles are not included in a face loop.
243
+
244
+ Further details on working with face loops can be found in
245
+ :ref:`Face Loop Selection <modeling-meshes-selecting-face-loops>`.
246
 
247
 
248
+ Poles
249
+ -----
250
 
251
+ See `N-poles & E-poles <https://blender.stackexchange.com/a/133676/55>`__.
 
 
 
252
 
 
 
 
253
 
254
+ Non-Manifold
255
+ ------------
256
 
257
+ See :term:`Non-manifold`.