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Editable Spline (Vertex) 299
superimposed non-connected vertices for ever y
previous one, allowing the once-joined segment
ends to be moved away from each other.
Attach—Attaches another spline in the scene to the
selected spline. Click the object you want to attach
to the cu rrently selected spline object. The object
you ’re attaching must also be a spline.
For fur ther details, see Attach.
Attach M ult.—Click this button to display the
Attach Multiple dialog, which contains a list of all
other shapes in the scene. Select the shapes you
want to attach to the current editable spline, then
click OK.
Reorient—When on, reorients attached splines
so that each spline’s creat ion local coordinate
system is aligned w ith the creation local
coordinate system of the selected spline.
Cr o s s Se c t ion—Creates a spline cage out of
cross-sectional shapes. Click Cross Section,
select one shape then a second shape, splines are
created joining the first shape with the second.
Continue clicking shapes to add them to the cage.
This functionality is similar to the Cross Section
modifier, but here you can determine the order
of the cross sections. Spline cage tangency can be
defined by choosing Linear, Bezier, Bezier Corner
or Smooth in New Vertex Type group .
Tip: When you edit t he spline cage, use Area
Selection before selecting your vertices. This will
keep their positions together as you transform
them.
Refine group
TheRefinegroupincludesanumberoffunctions
useful for building spline networks for use with
the Surface modifier (page 1–842).
RefineLets you add vertices without a ltering the
curvature values of the spline. Click Refine, and
then select any number of spline segments to add
a vertex each time you click (the mouse cursor
changes to a "connect" symbol when over an
eligible segment). To finish adding vert ices, click
Refine again, or r ight-click in the viewport.
Youcanalsoclickexistingverticesduringarefine
operation, in which case 3ds Max displays a dialog
asking if you want to Refine or Con ne c t Only to
thevertex.IfyouchooseConnectOnly,3dsMax
willnotcreateavertex:itsimplyconnectstothe
existing vertex.
The Refine operation creates a different t ype of
vertex depending on the types of vertices on the
endpoints of the segment bein g refined.
If the bordering vertices are both Smooth types,
theRefineoperationcreatesaSmoothtype
vertex.
If the bordering vertices are both Corner types,
theRefineoperationcreatesaCornertype
vertex.
If either of the b ordering vertices is a Corner
or B ezier Corner, the Refine operation creates
aBezierCornertype.
Otherwise, the operation creates a Bezier type
vertex.
Co nnect When on, creates a new spline
sub-object by connecting the new vertices. When
you finish adding vert ices with Refine, Connect
makes a separate copy of each new vertex and then
connects all of the copies with a new spline.
Note: For Connect to work, you must turn it on
before you click Refine.