9

Editable Spline (Vertex) 301
Mak e First—
Specifies which vertex in the selected
shape is the first vertex. The first vertex of a spline
is indic ated as a vertex with a small box around
it. Select one vertex on each spline within the
currently edited shape that you want to change and
click the Make First button.
On open splines, the first vertex must be the
endpoint that is not already the first vertex. On
closedsplines,itcanbeanypointthatisntalready
the first vertex. Click the Make First button, and
the first vertices will b e set.
The first vertex on a spline has specia l significance.
The following table defines how the first vertex is
used.
Shape Use First V er tex Mea ning
Loft Path Start of the path. Level 0 .
Loft Shape Initial skin alignment.
Path
Constraint
Start of the motion path. 0 % location on
the path.
Trajectory
First position key.
Fuse—Moves all selected vertices to their averaged
center.
Fuse is useful for making vertices coincide when
building a spline network for use with the Surface
modifier (page 1–842).
Note: Fuse doesn’t join t he vertices; it simply moves
them to the same location.
Three selected vertices (left); fused vertices (right)
CycleSelects successive coincident vertices.
Select one of two or more vertices that share the
exactsamelocationin3Dspace,andthenclick
Cycle repeatedly until the vertex you want is
selected.
Cycle is useful for selecting a specific vertex from a
group of coincident vertices at a spline intersection
when building a splin e network for use with the
Surface modifier (page 1–842).
Tip: Watch the info display at the bottom of the
Selection rollout to see which vertex is selected.
Cr o s sI n s e rt—Adds vertices at the intersection of
two splines belonging to the same spline object.
Click CrossInsert, and then click the point of
intersection between the two splines. If the
distance be tween the splines is within the unit
distance set by the CrossInsert Threshold spinner
(to the right of the button), the vertices are added
to both splines.
You can continue using CrossInsert by clicking
different spline intersections. To finish, right-click
intheactiveviewportorclicktheCrossInsert
button again.
CrossInser t is usef u l for creating vert ices at spline
intersectionswhenbuildingasplinenetworkfor
use with the Surface modifier (page 1–842).
Note: CrossInsert doesn’t join the two splines, but
simply adds vertices where t hey c ross.
Fillet—Lets you round corners where segments
meet, adding new control vertices. You can apply
this effec t interactively (by dragging vertices) or
numerically (using the Fillet spinner). Click the
Fillet button, and then drag vertices in the active
object. The Fillet spinner updates to indicate the
fillet amount as you dr ag.