9

796 Chapter 8: Modifiers
Note:
Youmustselectatleasttwoverticestouse
the Ring selection.
Sel ect El ement—When on, selects all vertices of
the element you select, as long as you select at
least one vertex from that element.
Tip: Yo u c a n e d i t you r s e l e c t i o n by h o l d i n g
Ctrl or Alt , and then select vertices. This
adds or removes, respectively, vertices to or
from your selection.
Ba ck face Cull Ver tices—When on, you cannot
select vertices pointing away from the current
v iew (on the other side of the geometry).
Envelopes—Turn on for envelope selection.
Cr o s s S e ct ion s Turn on for cross-section
selection.
The first step, after applying the Skin modifier to
an object, is to determine which bones participate
in the object s weighting. Every bone you choose
influences the weighted object with its envelope,
which you can configure in the Envelope Properties
group (page 1–796).
Add—Click to add one or more bones from the
Select Bones dialog.
Remove—Choose a bone in the list, and then click
Remove to remove it.
[list window]—Lists all bones in the system.
Highlighting a bone in the list displays that
bone ’s envelope and the vertices influenced by the
envelope.
An horizontal scroll bar appears if a bone’s name
is longer than the window’s width.
Note: If an older scene containing long bone names
is loaded in 3ds Max, its name is truncated to fit in
the window. You can overwrite this by s etting the
MAXScript shortenBoneNames property of your
Skin modifier to false.
Example:
$’Sphere01’.modifiers[#Skin].shortenBoneNames
=false
For detailed information about the MAXScript
utility, open the MAXScript Reference, available
from Help menu > MAXScript Reference.
[bonenametype-infield]Enter a bone name to
highlight it in the bone list above. The highlight ing
goes to the first matching bone.
Use these methods for finding bone names faster:
Narrow the list by typing the first few characters
inthenameoftheboneyouwanttohighlight.
•Usethewildcard(*)key.Forexample,youcan
find Robot R Index Finger by typing *RIn
Cross Sec tion s g roup
By default, each envelope has two round, lateral
cross sections, one at each end of the envelope.
These options add and remove cross sections from
envelopes.
Add—Choose a bone in the list, click Add, and
click a position on the bone in a viewport to add a
cross section.
Remove—Select an envelo pe cross section and
click Remove to delete it.
Before you can select a c ross sect ion, the Cross
Sections option in the Select group must be on.
You can delete only extra cross sections that you
have added; not the default cross sections.
Envelope Properties group