9

Edit Geometry Rollout (Edit Poly Modifier) 675
vertices are incorporated into the polygon
you ’re creating.
Yo u c a n s t a r t c r e a t i n g p o l y g o n s i n a n y v i e w p o r t ,
but all subsequent clicks must take place in the
same viewport.
Tip: For best results, click vertices in
counterclockwise (preferred) or clockwise
order . If you use clockwise order, the new
polygon will face away from you.
Vertex level—Le ts you add vertices to a single
selected poly object. After selecting the object
and clicking Crea t e, click anywhere in space
to add free-floating (isolated) vertices to the
object. The new vertices are placed on the active
construction plane unless object snapping is
on. For example, with face snapping on, you
can create vertices on object faces.
Edge and B order levels—Creates an edge from
vertex to vertex. Click Create, click a vertex,
and then move the mouse. A rubber-band line
extends from the vertex to the mouse curs or.
Click a second, non-adjacen t vertex on the
same polygon to connect them with an edge.
Repeat,or,toexit,right-clickintheviewport
or click Create again.
Edges you create separate the polygons.
Forexample,bycreatinganedgeinsidea
quadrilateral polygon, you turn it in to two
triangles.
Collapse ( Ver tex, Edge, B order, and Polygon levels
only )—
Collapsesgroupsofcontiguousselected
sub-objects by welding their vert ices to a ver tex
at the selection center .
Attach—Lets you attach another object in the scene
to the selected editable poly. You can attach any
type of object, including splines, patch objects,
and NURBS surfaces. Attaching a non-mesh
object converts it to editable-poly format. Click
the object you want to attach to the currently
selected poly object.
When you attach an object, the materials of the
two objects are combined in t he 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
doesn’t have a material, it inherits the mater ial
of the object being attached.
If both objects have materials, the resulting
new material is a multi/sub-object material
(page 2–1594) that includes the input materials.
A dialog appears offering three methods of
combining the objects materials and material
IDs. For more informa tion, see Attach Options
Dialog (page 1–1018).
Attach remains ac tive in all sub-object levels,
but always applies to objects.
Attach List Lets you attach other objects in
the scene to the selected mesh. Click to display a
Select O b jects dialog (page 1–78) where you choose
multiple objects to attach.
Shaded view of model (upper left); wireframe view of model
(upper righ t); model with objec t s attached (lower left); and
subsequent multi/sub-object material (lower right)