9

Edit Geometry Rollout (Mesh) 1013
When you attach a n object, the materials of the
two objects are combined in the following way:
If the object being attached does not have a
material assigned, it inherits the material of the
object it is being attached to.
Likewise, if the object you’re attaching to
doesnthaveamaterial,itinheritsthematerial
of the object b eing attached.
If b oth objects have materials, the resulting new
material is a multi/sub-object material (page
2–1594) that encompasses the input materials.
A dialog appears offering three methods of
combining the objects materials and material
IDs. For more information, see Attach Options
Dialog (page 1–1018).
Shaded view of model (upper left); wireframe view of model
(upper right); model with objects attached (lower left); and
subsequent multi/sub-object material (lower right)
Attach remains ac tive in all sub-object levels,
but always applies to objects.
Atta ch L ist (Obj ect level onl y)—Lets you attach
other objects in the scene to the selected mesh.
Click to display a Select Objects dialog (page 1–78)
where you choose multiple objects to attach.
Detach (V ertex and Face/Polygon/Element levels
only )—
Detaches the selected sub-object as a
separate object or element. All faces attached to
the sub-object are detached as well.
A dialog appears, prompting you to enter a name
for the new object. The dialog has a Detach As
Clone option that copies the faces rather than
moving them.
Detached faces lea v e a hole in the original object
when you move them to a new position.
B r ea k (V ert ex l ev el on ly)—Creates a new vertex for
each face attached to selected vertices, allow ing
thefacecornerstobemovedawayfromeachother
where they were once joined at the original vertex.