Upload 6 files
Browse files- index.rst.txt +13 -8
- introduction.rst.txt +17 -37
- mesh_analysis.rst.txt +115 -0
- primitives.rst.txt +179 -31
- selecting.rst.txt +538 -94
- structure.rst.txt +225 -65
index.rst.txt
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.. toctree::
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:maxdepth: 2
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.. _bpy.types.Mesh:
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.. _bpy.ops.mesh:
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##########
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Meshes
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##########
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.. toctree::
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:maxdepth: 2
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introduction.rst
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toolbar/index.rst
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structure.rst
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primitives.rst
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selecting.rst
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editing/index.rst
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properties/index.rst
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mesh_analysis.rst
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introduction.rst.txt
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Introduction
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************
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-
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nor polygonal (but for these, you have meshes!).
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Even though curves and surfaces share the same object type (with texts also...),
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they are not the same thing; for example,
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you cannot have in the same object both curves and surfaces.
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.. _fig-surface-intro-surface:
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It is important to understand that you can control the interpolation rules (knot, order, resolution)
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*independently* for each of these two dimensions
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(the U and V fields for all these settings, of course).
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the sheet itself will remain a (nearly...) 2D object!
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In fact, surfaces are very similar to the results you get when
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:doc:`extruding a curve </modeling/curves/properties/geometry>`.
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Visualization
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=============
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There is nearly no difference from NURBS curves,
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except that the U direction is indicated by yellow grid lines,
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and the V one is materialized by pink grid lines, as you can see in
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Fig. :ref:`fig-surface-intro-surface`.
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You can :ref:`hide and reveal <curves-show-hide>` control points just as with curves.
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Introduction
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************
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Mesh Modeling typically begins with
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a :doc:`Mesh Primitive </modeling/meshes/primitives>` shape (e.g. circle, cube, cylinder...).
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From there you might begin editing to create a larger, more complex shape.
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Modeling Modes
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==============
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The 3D View has three principal modes that allow for the creation,
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editing and manipulation of the mesh models.
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Each of the three modes have a variety of tools. Some tools may be found in one or more of the modes.
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Modes that used for modeling:
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Object Mode
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Supports basic operations such as object creation,
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joining objects, managing shape keys, UV/color layers.
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Edit Mode
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Used for the majority of mesh editing operations.
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Sculpt Mode
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Instead of dealing with individual mesh elements,
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support sculpting with brushes *(not covered in this chapter)*.
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mesh_analysis.rst.txt
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.. _bpy.types.MeshStatVis:
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.. _modeling-mesh-analysis:
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*************
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Mesh Analysis
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*************
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.. admonition:: Reference
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:class: refbox
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:Mode: Edit Mode
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:Panel: :menuselection:`Header --> Overlays --> Mesh Analysis`
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Mesh analysis is useful for displaying attributes of the mesh,
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that may impact certain use cases.
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The mesh analysis works in *Edit Mode* and *Solid* Viewport shading.
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It shows areas with a high value in red, and areas with a low value in blue.
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Geometry outside the range is displayed gray.
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Currently the different modes target 3D printing as their primary use.
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Overhang
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========
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Extrusion 3D printers have a physical limit to the overhang that can be printed,
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this display mode shows the overhang with angle range and axis selection.
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Minimum/Maximum
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Minimum/Maximum angle to display.
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Axis
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Axis and direction to use as the bases to calculate the angle to visualize.
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.. figure:: /images/modeling_meshes_mesh-analysis_overhang.png
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:width: 350px
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:align: center
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Overhang.
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Thickness
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=========
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Printers have a limited *wall-thickness* where very thin areas cannot be printed,
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this test uses ray casting and a distance range to the thickness of the geometry.
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Minimum/Maximum
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Minimum/Maximum thickness to display.
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Samples
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Number of samples to use to calculate the thickness.
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.. figure:: /images/modeling_meshes_mesh-analysis_thickness.png
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:width: 400px
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:align: center
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Thickness.
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Intersections
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=============
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Another common cause of problems for printing are intersections between surfaces,
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where the inside/outside of a model cannot be reliably detected.
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Unlike other display modes, intersections have no variance and are either on or off.
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.. figure:: /images/modeling_meshes_mesh-analysis_intersections.png
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:width: 400px
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:align: center
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Intersecting faces.
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Distortion
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==========
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Distorted geometry can cause problems since the triangulation of a distorted n-gon is undefined.
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Distortion is measured by faces which are not flat,
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with parts of the face pointing in different directions.
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Minimum/Maximum
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Minimum/Maximum distortion to display.
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.. figure:: /images/modeling_meshes_mesh-analysis_distortion.png
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:width: 300px
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:align: center
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Distorted Faces.
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Sharp Edges
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===========
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Similar to wall-thickness, sharp edges can form shapes that are too thin to be able to print.
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Minimum/Maximum
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Minimum/Maximum angle to display.
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.. figure:: /images/modeling_meshes_mesh-analysis_sharp-edges.png
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:width: 350px
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:align: center
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Sharp edges.
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Known Limitations
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=================
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There are some known limitations with mesh analysis:
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- Currently only displayed with Deform Modifiers.
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- For high-poly meshes the performance is low while editing.
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primitives.rst.txt
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.. _bpy.ops.
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**********
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Primitives
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:class: refbox
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:Mode: Object Mode and Edit Mode
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:Menu: :menuselection:`Add -->
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..
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NURBS surface primitives.
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NURBS Curve
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===========
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===========
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.. _bpy.ops.mesh.primitive*add:
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**********
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Primitives
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:class: refbox
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:Mode: Object Mode and Edit Mode
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:Menu: :menuselection:`Add --> Mesh`
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:Hotkey: :kbd:`Shift-A`
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A common object type used in a 3D scene is a mesh.
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Blender comes with a number of "primitive" mesh shapes that you can start modeling from.
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You can also add primitives in Edit Mode at the 3D cursor.
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.. figure:: /images/modeling_meshes_primitives_all.png
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Blender's standard primitives.
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.. note:: Planar Primitives
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You can make a planar mesh three-dimensional by moving one or more of the vertices out of its plane
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(applies to *Plane*, *Circle* and *Grid*).
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A simple circle is often used as a starting point to create even the most complex of meshes.
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Common Options
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==============
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These options can be specified in the :ref:`ui-undo-redo-adjust-last-operation` panel,
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which appears when the object is created.
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Options included in more than one primitive are:
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Generate UVs
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Generates a default UV unwrapping of new geometry.
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This will be defined in the first UV layer (which will get added if needed).
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Radius/Size, Align to View, Location, Rotation
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See :ref:`Common Object Options <object-common-options>`.
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Plane
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=====
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The standard plane is a single quad face, which is composed of four vertices, four edges, and one face.
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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 |
-
|
| 7 |
-
|
| 8 |
-
|
| 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
|
| 18 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
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|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 19 |
|
| 20 |
-
The *Select* menu (in the 3D Viewport header) is even simpler than for curves...
|
| 21 |
|
| 22 |
-
|
| 23 |
-
|
| 24 |
-
|
| 25 |
-
:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 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
|
| 33 |
|
| 34 |
------------------------
|
| 35 |
|
|
@@ -40,50 +183,78 @@ Inverse :kbd:`Ctrl-I`
|
|
| 40 |
|
| 41 |
------------------------
|
| 42 |
|
| 43 |
-
|
| 44 |
-
|
|
|
|
|
|
|
| 45 |
|
| 46 |
-
|
| 47 |
-
Select every Nth control point.
|
| 48 |
|
| 49 |
-
|
| 50 |
-
|
|
|
|
|
|
|
|
|
|
| 51 |
|
| 52 |
`Select Similar`_ :kbd:`Shift-G`
|
| 53 |
-
Select
|
| 54 |
|
| 55 |
------------------------
|
| 56 |
|
| 57 |
-
`Select
|
| 58 |
-
Select
|
| 59 |
|
| 60 |
------------------------
|
| 61 |
|
| 62 |
-
|
| 63 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 64 |
|
|
|
|
| 65 |
|
| 66 |
-
Select
|
| 67 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 68 |
|
| 69 |
-
|
| 70 |
-
:class: refbox
|
| 71 |
|
| 72 |
-
|
| 73 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 74 |
|
| 75 |
-
Select random control points.
|
| 76 |
|
| 77 |
-
|
| 78 |
-
|
| 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
|
| 96 |
|
| 97 |
-
|
| 98 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 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 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
| 108 |
Select Linked
|
| 109 |
-
|
| 110 |
|
| 111 |
.. admonition:: Reference
|
| 112 |
:class: refbox
|
| 113 |
|
| 114 |
:Mode: Edit Mode
|
| 115 |
-
:Menu: :menuselection:`Select -->
|
| 116 |
-
:Hotkey: :kbd:`
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 117 |
|
| 118 |
-
|
| 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 -->
|
| 130 |
:Hotkey: :kbd:`Shift-G`
|
| 131 |
|
| 132 |
-
|
| 133 |
-
|
| 134 |
-
|
| 135 |
-
|
| 136 |
-
|
| 137 |
-
|
| 138 |
-
|
| 139 |
-
|
| 140 |
-
|
| 141 |
-
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 142 |
Direction
|
| 143 |
-
Selects
|
|
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|
|
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|
| 144 |
|
| 145 |
-
|
| 146 |
-
|
| 147 |
-
|
| 148 |
-
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| 149 |
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| 150 |
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| 151 |
-
.. _bpy.ops.curve.select_row:
|
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-
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-
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| 155 |
|
| 156 |
.. admonition:: Reference
|
| 157 |
:class: refbox
|
| 158 |
|
| 159 |
:Mode: Edit Mode
|
| 160 |
-
:Menu: :menuselection:`Select -->
|
| 161 |
-
:Hotkey: :kbd:`
|
| 162 |
|
| 163 |
-
|
| 164 |
-
|
| 165 |
-
|
| 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 |
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| 171 |
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| 172 |
-
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-
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| 174 |
|
| 175 |
.. admonition:: Reference
|
| 176 |
:class: refbox
|
| 177 |
|
| 178 |
:Mode: Edit Mode
|
| 179 |
-
:Menu: :menuselection:`Select -->
|
| 180 |
-
:Hotkey: :kbd:`Ctrl-
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|
| 181 |
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| 182 |
-
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|
| 183 |
|
| 184 |
-
|
| 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 |
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| 190 |
-
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| 191 |
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| 192 |
-
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| 193 |
-
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| 194 |
-
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| 195 |
-
|
| 196 |
-
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|
| 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 |
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|
| 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 |
-
|
| 7 |
-
|
| 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 |
-
|
| 13 |
-
|
| 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 |
-
|
| 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 |
-
|
| 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 |
-
|
|
|
|
| 30 |
|
| 31 |
-
|
| 32 |
-
|
|
|
|
| 33 |
|
| 34 |
-
|
| 35 |
-
their layout is quite constraining. The concept of "segment" disappears,
|
| 36 |
-
replaced by "rows" and the overall "grid".
|
| 37 |
|
| 38 |
-
|
| 39 |
-
|
| 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 |
-
|
| 45 |
-
A bit like a :doc:`lattice </animation/lattice>`...
|
| 46 |
|
| 47 |
-
|
| 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 |
-
|
|
|
|
| 55 |
|
| 56 |
-
|
| 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 |
-
|
| 67 |
-
|
| 68 |
-
As you can see, that control point *pulls* the surface towards it.
|
| 69 |
|
| 70 |
-
|
|
|
|
|
|
|
|
|
|
| 71 |
|
| 72 |
-
|
|
|
|
| 73 |
|
| 74 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
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|
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|
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|
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|
|
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|
|
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|
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|
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|
|
|
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|
|
|
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|
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|
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|
|
|
|
|
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|
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|
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| 75 |
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| 76 |
.. note::
|
| 77 |
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| 78 |
-
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| 79 |
-
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| 80 |
-
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| 81 |
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| 82 |
|
| 83 |
-
|
| 84 |
-
|
| 85 |
|
| 86 |
-
|
| 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 |
-
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| 96 |
|
| 97 |
-
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|
| 3 |
Structure
|
| 4 |
*********
|
| 5 |
|
| 6 |
+
With meshes, everything is built from three basic structures:
|
| 7 |
+
*vertices*, *edges* and *faces*.
|
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|
| 8 |
|
| 9 |
+
.. figure:: /images/modeling_meshes_structure_example.svg
|
| 10 |
+
:width: 600px
|
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|
| 11 |
|
| 12 |
+
Example of mesh structure.
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|
| 13 |
|
| 14 |
+
.. The geometry of the faces performing the model is called topology.
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|
| 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::
|
|
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|
| 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.
|
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|
| 28 |
|
| 29 |
+
.. figure:: /images/modeling_meshes_structure_cube-example.png
|
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|
| 30 |
|
| 31 |
+
The vertex is labeled as "A"; the object's origin dot is labeled as "B".
|
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|
| 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 |
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|
| 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`.
|