Maya where is mesh menu




















See Add edges between polygon components with the Connect Tool. Crease Lets you crease edges and vertices on a polygon mesh. You can use the Crease Tool to modify your polygonal meshes and obtain shapes that transition between hard and smooth, without unduly increasing the resolution of the base mesh.

Parent topic: Modeling menu set. The Fill Hole feature lets you fill in a region of a polygon mesh where polygons do not exist provided the region is bounded by three or more polygon edges.

Fill Hole creates a polygon with three or more sides to fill in the selected region. Reduces the number of polygons in a selected region of a polygon mesh, optionally taking into account UVs and vertex colors as it chooses which areas to reduce. Reduce is useful when you need to lower the number of polygons in a particular region of a polygon mesh. The polygon reduction is controlled via a polyReduce node that gets created. This lets you experiment with the amount of blend reduction and can be removed altogether should you wish to return the polygon mesh to its original pre-reduced state.

You can also preserve the original vertex positions to minimize the overall shape change that occurs on the mesh as a result of the reduction. Smooths the selected polygon mesh by adding divisions to the polygons on the mesh. Converts the existing polygon selection to triangles. Converts the existing polygon selection to quadrangles.

Mirrors the selected object across an axis of symmetry. Lets you copy UV, shader, and color per vertex attributes from one polygon mesh to another by copying the attributes to a temporary clipboard. You can set the copy feature to copy one attribute or all three simultaneously. The attribute options you can copy between polygon meshes are described below. Lets you paste any UV , shader , and color per vertex attributes that you previously copied to the temporary clipboard from another polygon mesh.

Union Combines the volume of the meshes you select. Difference Subtracts the volume s of the second and subsequent selected mesh es from the first. Note: You can extract multiple meshes from your first selected mesh in one Difference operation. Remesh Conform Wraps the vertices of one object onto the surface of another object. See Conform vertices to a surface. Fill Hole The Fill Hole feature lets you fill in a region of a polygon mesh where polygons do not exist provided the region is bounded by three or more polygon edges.

Reduce Reduces the number of polygons in a selected region of a polygon mesh, optionally taking into account UVs and vertex colors as it chooses which areas to reduce. Smooth Smooths the selected polygon mesh by adding divisions to the polygons on the mesh.

Triangulate Converts the existing polygon selection to triangles. Quadrangulate Converts the existing polygon selection to quadrangles.

Generates clean, new topology that preserves the surface features of a selected mesh while ensuring all the faces are quads. To cancel the operation, hold the Esc key before it finishes. Note: For the best results, try running Remesh on your geometry before performing a Retopologize.

Also, if your scene file includes a polyRetopo node prior to Maya , you should delete history on your mesh before performing another Retopologize. Mirror Mirror Mirrors the selected object across an axis of symmetry. Editing the vertex normal with this tool overrides the existing Maya normals for the mesh and locks the user-defined normal you set. The Prelight feature calculates and then stores the shading and lighting color information from the rendered appearance of a polygon mesh directly on the color per vertex information for the mesh.

It is also possible to export the prelighting information that is produced as a texture map. Creates a new vertex bake set and assigns selected objects to it so that you can create light maps. Assigns selected objects to existing bake-sets. A list of existing bake-sets is displayed in the drop-down list for selection.

Displays the Attribute Editor with the currently assigned bake set tab displayed so you can edit any bake set attributes. Toggle Display Colors Attribute turns the Display Colors attribute located in the Mesh Component Display tab of the shape node on or off for the currently selected polygon mesh.

Turning on the Display Colors attribute lets you view the color per vertex information as well as any assigned shaders on a polygonal mesh when the display is set to shaded mode. The default Display colors setting for any object is off until color per vertex information is applied. If you do not want to view color per vertex information for any new polygon objects in your scene while viewing in shaded mode, turn Toggle Display Colors Attribute off. The Color Material Channel option determines the interaction between existing material channels and the vertex colors you assign.

For all options other than None, lighting affects the object's shading. Found in the Modeling menu set. Normals Average Averages the directions of vertex normals.



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