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CHECKER DESELECT
Deselect vertices from a current selection
using a checker pattern.
Useful to create patterns, where the next
step would be a Grab, Extrusion, etc.
NON-MANIFOLD
Automatic selection of edge loops or edges
that are the boundary of an open geometry.
Very useful to locate holes in mesh created
from 3D scans.
MIRROR
Mirror the selection along x axis. In the figure
on the right, the original selection is shown
on the right.
LINKED
Select all vertices connected to the original
selection.
Very useful for cleaning meshes obtained
from 3D scans.
EDGE LOOP
Starting from a selected edge, this selection
will take the edge loop which is aligned with
the originally selected edge.
Edge loops are key element for a good mesh
topology.
TRANSFORM - TO SPHERE
Progressive transform of the selection to a
sphere (0 = nothing, 1 = sphere). Drag to
adjust, LMB to confirm.
Very useful to transform a square or
rectangular hole to a circle in order to grow a
circular geometry from a perforated surface.
TRANSFORM - BEND
Bending arround the 3D cursor which is the
pivot. Use LMB to control angle and radius.
Use ALT to clamp on.
TRANSFORM - WARP
Warp selection arround the 3D cursor. Very
useful. Warning, it depends on the current
view in the 3D viewport and on the 3D cursor
location.
Adjust parameters in the left pane.
TRANSFORM - SHRINKEN-FATTEN
Kind of inflate or deflate. Different from scale
since the shrinken and fatten operate along
normals.
Very useful to make things grow.
SNAP
Various snap operations. Two types: Snap the
cursor or snap the selection.
Snap cursor is very useful in order to prepare
an upcomming transformation that will
depend on 3D cursor localization.
EXTRUDE or E or ALT + E
The most basic operation. Standard extrude
will extrude the selection as a block. Other
modes: individual extrudes where each face
is individuall extruded (see the exemple on
the right).
VERTICES - RIP
Rip the vertex from the mesh. See the
example.
In this exemple, the selected vertex is ripped,
then moved along Y axis. Rip create new
vertices.
Useful to create holes, or open a closed
mesh. Rip always introduces a hole.
VERTICES - JOIN
Create an edge between selected vertices of
a given face.
VERTICES - BEVEL
Bevel selection. Drag the mouse to control
the amount. Adjsut parameters in left pane:
Number of segments, profiles, etc.
FACES - INSET
Create a face inside the current selection.
Many parameters and keyboard shortcuts are
available. See the bottom of the screen. The
most useful option is individual (I) to achieve
results similar to the example shown on the
right.
FACES - SOLIDIFY
Add thickness to selected surface. Useful if
you don't want to rely on the solidifer
modifier. Adjust thickness in the left pane.
SYMMETRIZE
Apply simmetry along different axis (-X to +X,
+X to -X, etc.). Set the symmetrize axis in the
left pane.
BISECT
Very powerful and intuitive tool to cut a mesh
along a plane. Simply draw a line and the
mesh will be cut. See middle exemple on the
right. Select the Fill and Clear option to
actual cut and reject a part of the mesh.
Exact cutting plane position and orientation
can also be set in the left pane.
Warning: The fill is always a ngon, be sure to
clean up is necessary.
AUTOMERGE EDITING
Note that this is an option (checkbox) more
than an operation. Mostly useful with snap to
vertex enabled. With the automerge editing
option checked, any vertex snapped to other
vertex will be automatically merged. This can
help to save some time and some " remove
double" operations at latter stages.
GENERATE - BEVEL
Bevel the edges. Adjust parameters for fine
tuning. Use higher segment count for
smoother edge, use the profile to shape the
bevel. Use amount to set the size of the
bevel.
Use limit method to set which edges from
the mesh should be modified.
GENERATE - BUILD
The mesh parts (vertices, edges and faces)
progressively appear. Useful for animation.
Or can be used to change the mesh in edit
mode. In this case, press play and stop where
the results is interesting in the animation,
then apply. The results is now available in the
edit mode.
GENERATE - MIRROR
Simplify the modeling of symmetrical object.
Set mirror axis and few other options.
Merge: Make vertices from the original and
mirror side snaps if on the mirror plane.
Clip: Prevent vertices from the original to
pass through the mirror (that would create
glitch).
Useful for modeling characters, faces, or
anything that should be symmetrical.
GENERATE - SCREW
Create a screw-like pattern for an object.
Adjust the revolution angle, the number of
time the operation should be repeated and
the screw height.
Hint: Mostly useful for section object (see the
original section in the example). Increase the
number of step to have smoother screw
(since the modifier is only achieving linear
interpolation along the revolution angle with
the given number of step).
GENERATE - SOLIDIFY
Add thickness to a surface. Adjust the
thickness and the offset for fine control.
Offset = 0 will thicken on both side of the
actual mesh.
Check boxes are useful, most notably " even
thickness" and " high quality normals" .
GENERATE - TRIANGULATE
Triangulate faces. Useful to simplify and
clean-up a model as a post-processing stage,
i.e. while keeping ngons and quads for
modeling.
Very similar to the mesh operation
" triangulate faces" , but as a post-process of
the mesh.
DEFORM - CURVE
A very useful modifier that will distort the
mesh so that it is bent according to a curve
or a path.
Warning: The object must have sufficient
edge loop in order to have a smooth curve
(see the green marks in the example).
Warning: The origin of the mesh with respect
to the mesh is actually important. Better to
have the origin at the begining or the end of
the " pipe" .
DEFORM - HOOK
Mostly useful for animation or deformation
that must depend on another object. A
vertex group will follow a hook. The hook can
be any other object. See the exemple on the
right. Adjust fall-off and factor with the
parameters.
Tip: Use weight paint in order to a have a
weighted vertex group to automatically have
a smooth transition from the hook. In this
example, fully assigned vertices are shown in
red, unassigned vertices in blue and anything
in-between represent weighted assignation.
DEFORM - MESH
Very similar to the lattice deform (see above),
but a mesh is used to deform and other
mesh. Warning: Before moving the cage
mesh, be sure to press bind and wait that the
binding is completed. In this exemple, the
monkey head is also post-processed by a
subdivsion surface modifier.
The big difference is that the shape keys of
the mesh how imposes the deformation can
be used. Useful for animation.
DEFORM - WARP
A complex yet powerful tool to temporarily
deform a mesh inspired from proportional
editing. Mostly useful for animation
deformations controlled used empties or
other objects.
Set the To and From object to orient the
deformation, set strength and falloff to
obtain different results.
LOOPTOOLS - CIRCLE
Transform the current selected edge loop
into a circle. Adjust influence to have
different intensity or transition.
LOOPTOOLS - FLATTEN
Automatically flatten based on best fit.
Adjust the influence to control the amount of
flattening that is applied.
Useful to clean-up scaned geometry, to
create flat basis, etc.
LOOPTOOLS - LOFT
Create loft based on at least two (or more)
edge loops with the same amount of vertices
in each loop. Adjust the parameters (for
instance, the number of segments) in the left
pane.
WARNING: Each loop must have the same
number of vertices.
LOOPTOOLS - SPACE
Uniformize spacing of vertex (average inter-
vertex distance) along edge loop. Control the
amount pf processing using influence.
SAPLING - BRANCHES
Adjust branching, levels, angles, variations,
etc. Lot of different results can be obtained.
Exploration is mandatory.
SAPLING - PRUNING
Select how the tree is cut or shaped like for
gardening.
BOLD FACTORY
Add various bolt. To add: ADD - MESH -
BOLT. Use the left pane to adjust parameters.
FRACTURE - FLAT
Create seperate objets as fractured parts of
the original objet. " Fracture object" should
be applied in object mode.
Important : Press Generate to get the results.
Useful to simulate explosion, debris, rocks,
etc. Play with crack type to obtain very
different results. See more exemple below.
FRACTURE - SPHERICAL
Same as above, but the cuts are parts of
spheres.