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722 Chapter 8: Modifiers
even copy the selection set to a different type of
object, because the selection is identified by the
entities ID numbers.
The standard procedure is to create a selection set,
name it, and then use Copy to duplicate it into the
copy buffer. Next, select a dif ferent objec t and/or
modifier,gotothesamesub-objectlevelasyou
were in w hen you copied the set, and click Paste.
Note: Because sub-object ID numbers vary from
object to object, the results of copying named
selection sets between different objects can be
unexpected. For example, if the buffered set
contains only entities numbered higher than any
that exist in the target object, no entities will be
selected w hen the set is pasted.
Co pyPlaces a n amed selection into the copy
buffer.
Pas te—Pastes a named selection from the copy
buffer.
Select Open Edges—Selects all edges with only one
face. In most objects, this will show you w here
missing faces exist. Available only at the E dge
sub-object level.
Selec tion Information
At the bottom of the Mesh Select Parameters
rollout is a text display giving you information
about the current selection. If 0 or more than one
sub-object is selected, the text gives the number
and type selected. If one sub-object is selected, the
text gives the ID number and type of the selected
item.
Note: When the current sub-object type is Polygon
or Element, selection information is given in faces.
Soft Sele ction rollout
These cont rols let you set a gradual falloff of
influence b etween selected and unselected vertices.
See Soft Selection Rollout (Edit/Editable Mesh)
(page 1–963).
Me shS mooth M odif ier
Modify panel > Make a selection. > Modifier List >
Object-Space Modifiers > MeshSmooth
Make a selection. > Modifiers menu > Subdivision
Sur faces > MeshSmooth
The MeshSmooth modifier smoothes geometry
in your scen e by means of several different
methods. It lets you subdiv ide the geometry while
interpolating the ang les of new faces at corners
and edges, and apply a single smoothing group to
all faces in the object. The effect of MeshSmooth
is to round over corners and edges as if they had
beenfiledorplanedsmooth. UseMeshSmooth
parameters to control the size and number of new
faces, and how they affect the surface of the object.
Angular model (shown on the right) changed to a smooth
model with M eshSmooth
Yo u c a n u s e M e s h S m o o t h t o p r o d u c e a
Non-Uniform Rational MeshSmooth object
(NURMS for short). A NURMS object is similar
to a NURBS object in that you c an set different
weights for each control vertex. You can further
control the object’s shape by changing edge
weights.
MeshSmooth s effect is most dramatic on sharp
corners and least visible on rounded surfaces.
Use MeshSmooth on boxes and geometry with