9

HSDS Modifier 701
Inter face
Single Edge Spring—Creates one edge spring
between two selected vert ices. If any number of
vertices is selected other than two, no springs are
created.
Hold Edge Length S pr ings—Creates edge springs
along the edges of the objects between any vertex
selection and neighboring vertices.
Hold Edge Length S pr ings A pply Only To
Selected
Createsedgespringsalongtheedgesof
the objects b etween all selected vertices.
Hold Shape Springs—Createsshapespringsfrom
the selected vertex or vertices to all other vertices
w ithin the Hold Shape Radius.
Hold Shape Springs Apply Only To SelectedCreates
shape springs between a l l selected vertices within
the Hold Shape Radius.
Hold Shape Radius—The radius within which shape
springs are created. No shape springs are created
between vertices farther apart than this distance.
At the bottom of the dia log is an informational
display showing the objects average edge length,
maximum edge length, and minimum edge leng th.
This information can help in determining an
appropriate Hold Shape Radius setting.
HS DS M odif ier
Select an object. > Modify panel > Modifier List >
Object-Space Modifiers > H SDS M o d ifier
Selec t a n object. > Modifie rs me nu > Sub division
Sur faces > H SDS Modifier
The HSDS modifier implements Hierarchical
SubDivision Surfaces. It is intended primarily as a
finishing tool rather than as a modeling tool. For
best results, per form most of your m o deling using
low-polygon methods, and then use HSDS to add
detail and adapt ively refine the model.
Note: Be tter speed optimization has been
implemented in the HSDS modifier. Subdivision
calculations are now handled more efficiently
making the HSDS modifier faster.
The modifier’s primary features are:
•Localrefinement
Hierarchical modeling
Adapt ive tessellation
With local refinement, you subdivide part of a
polygon mesh and edit the mesh in the subdivided
area. Thisisdoneindirectlybymanipulating
sub-objects in a control grid.Usethisfeaturewhen
you need to increase mesh resolution in specific
areas of a model r ather than uniform ly over the
entire object, as with the Te s sel late modifi er ( pag e
1–865). An example of usage would be a human
hand. Once you’ve modeled the basic shape, you
might use the HSDS modifier to add bumps for
the knuckles.
The HSDS modifier supports multiple levels
of detail, hence its hierarchical nature. The
Subdivision Stack lets you visually navigate
the levels of detail at any time wh i le using the
modifier. T hus, you can edit the same part of a
mesh at d ifferent mesh resolutions. If you work at
a level of detail lower than the hig hest available,