9

Selection Rollout (Editable Mesh) 999
Beginning a selection outside the object starts a
region selection. Holding down
Ct rl during
region selection lets you add to the selection.
Once you’ve made a sub-object selection, you can
use the
Spacebar to lock the selection while
you’re working with it.
Using S ub-Object S election
With either an editable mesh (or E dit Mesh
modifier) or a Mesh Select modifier, you can
store three separate sub-object selec tions: one
for each selection lev el (vertex, face, and edge).
Theseselectionsetsaresavedwiththefile.With
sub-object selections, you have these options:
Choose one of the selection sets to pass
geometry up the stack to other modifiers. Only
one selection set is active at a time.
Change to one of the other selection sets at any
time.
•Usenamed selection sets (page 1–83) for
sub-object geometry you want to reuse.
In modeling a head, for example, you might
have a number of different vertex selections for
forehead, nose, and chin. Such selections can
be difficult to re-create, so named sets give you
easy access to the original selection when you
want to rework a particular area.
Cloning S ub-Object G eometry
Using Shif t +transform with a selection of
vertices or faces displays the Clone Part Of Mesh
dialog. This lets you determine whether you want
to "Clone To Object" or " Clone To Element." Click
the desired option, optionally giving the cloned
object a new name, then click OK.
If you choose Clone To Object, the cloned copy
becomes a plain mesh object, entirely separate
from the original object. The new object is
given the name in the field to the r ight of the
Clone To Object radio button.
If you choose Clone To Element, the selection
is cloned in its new position and remains part
of the original object.
Animating Sub-Object Geometr y
When you work with an editable mesh, you can
directly transform and animate a sub-object
selection. In effect, the selection works like any
other object.
Selection R ollout (Editable Mesh)
The Selection rollout provides buttons for turning
different sub-object levels on and off, working w ith
named selections and handles, display settings,
and information about selected entities.
When you first access the Modify panel with
an editable mesh selected, you’re at the Object
level, with access to several functions available as
described in Editable Mesh (Object) (page 1–1001).
You can togg le the various sub-object levels, and
access relevant functions by clicking the buttons at
the top of the Selection rollout.
Clickingabuttonhereisthesameasselecting
asub-objecttypeintheModifierStackdisplay.
Click the button again to turn it off and return to
the Object selec tion level.
The Selection rollout also allows you to display
and scale vertex or face nor m als (page 3–980)