9

Editable Spline (Segment) 305
to a Break icon. You can now click any spot on a
segment. The clicked spot becomes two coincident
vertices, and the seg ment is split into two parts.
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
youreattachingtomustalsobeaspline.
For fur ther details, see Attach.
Reorient—Reorients the attached spline so that its
creat ion loca l coordinate system is alig ned with
the creation local coordinate system of the selected
spline.
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.
Cr o s s Se c t ion—Creates a spline cage out of
cross–sectional shapes. Click Cross Sec tion, select
one segment then another sub-object segment,
splines are created joining the first shape with the
second. Continue clicking segments to add them
tothecage.Allsegmentsmustbepartofthesame
object to build cross sections. This functionality
is simi lar to the Cross Section mo difier, but here
you can determine the order of the cross s ections.
Spline cage tangency can be defined by choosing
Linear, Bezier, Bezier Corner or Smooth in New
Ve r t e x Ty p e g roup.
Tip: When you want to move these ver t ices, turn
on Area Selection before you select them. When
you transform them, the vertices will stay together.
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 n e ct to the
ver tex. If you choose Connect, 3ds Max will not
create a ver tex: it simply connects to the 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.