3ds Max 2012 Bible - Kelly L. Murdock [171]
FIGURE 13.7
The Preserve UVs option lets you make subobject changes after texture maps have been applied.
Create
The Create button lets you create new subobjects, specifically polygons, by connecting isolated vertices and border vertices. When the cursor is over a valid vertex, it changes to a crosshair, and you can click to create a polygon edge from the last clicked point. If no vertices are available, you can Shift-click to create one. This creates a vertex where you click. Be aware that creating a vertex doesn't add it to any of the edges, but the Create button in Edge subobject mode can connect edges to these isolated vertices.
Tip
As you create new polygons, the normal is determined by the direction in which you create the polygon using the right-hand rule. If you bend the fingers of your right hand in the direction (clockwise or counterclockwise) that the vertices are clicked, then your thumb will point in the direction of the normal. If the normal is pointing away from you, then the backside of the polygon will be visible and the lighting could be off. •
You can use the Create button to create new polygons based on new or existing vertices. To create a new face, click the Create button, which highlights all vertices in the selected mesh. Next, click a vertex to start the polygon; after you click two more vertices, a new face is created. You can also create a new vertex not based on any existing vertices by holding down the Shift key while clicking.
Polygons aren't limited to three vertices. You can click as many times as you want to add additional vertices to the polygon. Click the first vertex, or double-click to complete the polygon.
Collapse
The Collapse button is used to collapse all the selected subobjects to a single subobject located at the averaged center of the selection. This button is similar to the Weld button, except that the selected vertices don't need to be within a Threshold value to be combined. This button works in all subobject modes.
Attach and Detach
The Attach button is available with all subobject modes, even when you are not in subobject mode. Use the Attach button to add objects to the current Editable Poly object. You can add primitives, splines, patch objects, and other mesh objects. Any object attached to a mesh object is automatically converted into an editable poly and inherits the object color of the object to which it is attached. Any objects added to a poly object can be selected individually using the Element subobject mode.
Caution
If you attach an object that is smoothed using NURMS, the NURMS are lost when the object is attached. •
To use this feature, select the main object and click the Attach button. Move the mouse over the object to be attached; the cursor changes over acceptable objects. Click the object to select it. Click the Attach button again or right-click in the viewport to exit Attach mode.
Note
If the object that you click to attach already has a material applied that is different from the current Editable Poly object, then a dialog box appears giving you options to Match Material IDs to Material, Match Material to Material IDs, or Do Not Modify Material IDs or Material. Materials and Material IDs are discussed in more detail in Chapter 15, “Using the Slate Material Editor.” •
Clicking the Attach List button opens the Attach List dialog box (which looks just like the Select Objects [H] dialog box) where you can select from a list of all the objects to attach. The list contains only objects that you can attach.
Note
When you enter a subobject mode, the Attach List button changes to a Detach button for poly objects. •
Attaching objects is different from grouping objects because all attached objects act as a single object with the same object color, name, and transforms. You