Editable Spline (Vertex)

Select an editable spline. > Modify panel > Expand the editable spline in the stack display. > Vertex sub-object level

Select an editable spline. > Modify panel > Selection rollout > Vertex button

Select an editable spline. > Right-click the spline > Tools 1 (upper-left) quadrant of the quad menu > Sub-objects > Vertex

While at the Editable Spline (Vertex) level, you can select single and multiple vertices and move them using standard methods. If the vertex is of the Bezier or Bezier Corner type, you can also move and rotate handles, thus affecting the shapes of any segments joined at the vertex.

See also

Procedure

To set a vertex type:

  1. Right-click any vertex in a selection.

  2. Choose a type from the shortcut menu. Each vertex in a shape can be one of four types:

Interface

Mesh Settings, Interpolation and Selection rollouts

See Editable Spline for information on the Mesh Settings, Interpolation and Selection rollout settings.

Soft Selection rollout

See Soft Selection Rollout for information on the Soft Selection rollout settings.

Geometry Rollout

Create Line: Adds more splines to the selected object. These lines are separate spline sub-objects; create them in the same way as the line spline. To exit line creation, right-click or click to turn off Create Line.

PolyConnect: Turn this off if you don't want the new line connected to the endpoint of an existing line. When PolyConnect is on, when creating lines, if the initial mouse click is over an existing endpoint in the shape, the newly created line is automatically attached to that endpoint. This can be an annoyance, especially when creating spline networks for use in Surface Tools.

Break: Splits a spline at the selected vertex or vertices. Select one or more vertices and then click Break to create the split. There are now two superimposed non-connected vertices for every previous one, allowing the once-joined segment ends to be moved away from each other.

Attach: Attaches another spline in the scene to the selected spline. Click the object you want to attach to the currently selected spline object. The object you're attaching must also be a spline.

For further details, see Attach.

Reorient: When on, reorients attached splines so that each spline's creation local coordinate system is aligned with the creation local coordinate system of the selected spline.

Attach Mult.: Click this button to display the Attach Multiple dialog, which contains a list of all other shapes in the scene. Select the shapes you want to attach to the current editable spline, then click OK.

Refine group

The Refine function includes a number of functions useful for building spline networks for use with the Surface Modifier.

Refine: Lets you add vertices without altering the curvature values of the spline. Click Refine, and then select any number of spline segments to add a vertex each time you click (the mouse cursor changes to a "connect" symbol when over an eligible segment). To finish adding vertices, click Refine again, or right-click in the viewport.

You can also click on existing vertices during a refine operation, in which case the software displays a dialog asking if you want to Refine or Connect Only to the vertex. If you choose Connect Only the software will not create a vertex, the software simply connects to the existing vertex.

The Refine operation creates a different type of vertex depending on the types of vertices on the endpoints of the segment being refined.

Connect: When on, creates a new spline sub-object by connecting the new vertices. When you finish adding vertices with Refine, Connect makes a separate copy of each new vertex and then connects all of the copies with a new spline.

Note: You must turn on Connect before clicking Refine.

After turning on Connect and before beginning the refinement process, turn on any combination of these options:

Weld: Converts two end vertices, or two adjacent vertices within the same spline, into a single vertex. Move either two end vertices or two adjacent vertices near each other, select both vertices, and then click Weld. If the vertices are within the unit distance set by the Weld Threshold spinner (to the right of the button), they're converted into a single vertex. You can weld a selection set of vertices, as long as each pair of vertices is within the threshold.

Connect: Connects any two end vertices, resulting in a linear segment, regardless of the tangent values of the end vertices. Click the Connect button, point the mouse over an end vertex until the cursor changes to a cross, and then drag from one end vertex to another end vertex.

Insert: Inserts one or more vertices, creating additional segments. Click anywhere in a segment to insert a vertex and attach the mouse to the spline. Then optionally move the mouse and click to place the new vertex. Continue moving the mouse and clicking to add vertices. A single click inserts a corner vertex, while a drag creates a Bezier (smooth) vertex.

Right-click to complete the operation and release the mouse. At this point, you're still in Insert mode, and can begin inserting vertices in a different segment. Otherwise, right-click again or click Insert to exit Insert mode.

Make First: Specifies which vertex in the selected shape is the first vertex. The first vertex of a spline is indicated as a vertex with a small box around it. Select one vertex on each spline within the currently edited shape that you want to change and click the Make First button.

On open splines, the first vertex must be the endpoint that is not already the first vertex. On closed splines, it can be any point that isn't already the first vertex. Click the Make First button, and the first vertices will be set.

The first vertex on a spline has special significance. The following table defines how the first vertex is used.

Shape Use

First Vertex Meaning

Loft Path  

Start of the path. Level 0. 

Loft Shape  

Initial skin alignment. 

Path Constraint  

Start of the motion path. 0% location on the path. 

Trajectory  

First position key. 

Fuse: Moves all selected vertices to their averaged center.

Fuse is useful for making vertices coincide when building a spline network for use with the Surface modifier.

Note: Fuse doesn't join the vertices; it simply moves them to the same location.

Three selected vertices (left); fused vertices (right)

Cycle: Selects successive coincident vertices. Select one of two or more vertices that share the exact same location in 3D space, and then click Cycle repeatedly until the vertex you want is selected.

Cycle is useful for selecting a specific vertex from a group of coincident vertices at a spline intersection when building a spline network for use with the Surface modifier.

Tip: Watch the info display at the bottom of the Selection rollout to see which vertex is selected.

CrossInsert: Adds vertices to two splines belonging to the same spline object at their intersection. Click CrossInsert, and then click the point of intersection between the two splines. If the distance between the splines is within the unit distance set by the CrossInsert Threshold spinner (to the right of the button), the vertices are added to both splines.

You can continue using CrossInsert by clicking different spline intersections. To finish, right-click in an active viewport or click the CrossInsert button again.

CrossInsert is useful for creating vertices at spline intersections when building a spline network for use with the Surface modifier.

Note: CrossInsert doesn't join the two splines, but simply adds vertices where they cross.

Fillet: Lets you round corners where segments meet, adding new control vertices. You can apply this effect interactively (by dragging vertices) or numerically (using the Fillet spinner). Click the Fillet button, and then drag vertices in the active object. The Fillet spinner updates to indicate the chamfer amount as you drag.

Original rectangle (left), after applying Fillet (top right), and after applying Chamfer (bottom right)

If you drag one or more selected vertices, all selected vertices are filleted identically. If you drag an unselected vertex, any selected vertices are first deselected.

You can continue using Fillet by dragging on different vertices. To finish, right-click in an active viewport or click the Fillet button again.

A fillet creates a new segment connecting new points on both segments leading to the original vertex. These new points are exactly <fillet amount> distance from the original vertex along both segments. New fillet segments are created with the material ID of one of the neighboring segments (picked at random).

For example, if you fillet one corner of a rectangle, the single corner vertex is replaced by two vertices moving along the two segments that lead to the corner, and a new rounded segment is created at the corner.

Note: Unlike the Fillet/Chamfer modifier, you can apply the Fillet function to any type of vertex, not just Corner and Bezier Corner vertices. Similarly, adjoining segments need not be linear.

Fillet Amount: Adjust this spinner (to the right of the Fillet button) to apply a fillet effect to selected vertices.

Chamfer: Lets you bevel shape corners using a chamfer function. You can apply this effect interactively (by dragging vertices) or numerically (using the Chamfer spinner). Click the Chamfer button, and then drag vertices in the active object. The Chamfer spinner updates to indicate the chamfer amount as you drag.

If you drag one or more selected vertices, all selected vertices are chamfered identically. If you drag an unselected vertex, any selected vertices are first deselected.

You can continue using Chamfer by dragging on different vertices. To finish, right-click in an active viewport or click the Chamfer button again.

A chamfer "chops off" the selected vertices, creating a new segment connecting new points on both segments leading to the original vertex. These new points are exactly <chamfer amount> distance from the original vertex along both segments. New chamfer segments are created with the material ID of one of the neighboring segments (picked at random).

For example, if you chamfer one corner of a rectangle, the single corner vertex is replaced by two vertices moving along the two segments that lead to the corner, and a new segment is created at the corner.

Note: Unlike the Fillet/Chamfer modifier, you can apply the Chamfer function to any type of vertex, not just Corner and Bezier Corner vertices. Similarly, adjoining segments need not be linear.

Chamfer Amount: Adjust this spinner (to the right of the Chamfer button) to apply a chamfer effect to selected vertices.

Hide: Hides selected vertices and any connected segments. Select one or more vertices, and then click Hide.

Unhide All: Displays any hidden sub-objects.

Bind: Lets you create bound vertices. Click Bind, and then drag from any end vertex in the current selection to any segment in the current selection except the one connected to the vertex. Before dragging, when the cursor is over an eligible vertex, it changes to a + cursor. While dragging, a dashed line connects the vertex and the current mouse position, and when the mouse cursor is over an eligible segment, it changes to a "connect" symbol. When you release over an eligible segment, the vertex jumps to the center of the segment and is bound to it.

Bind is useful for connecting splines when building a spline network for use with the Surface Modifier.

Unbind: Lets you disconnect bound vertices from the segments to which they're attached. Select one or more bound vertices, and the click the Unbind button.

Delete: Deletes the selected vertex or vertices, along with one attached segment per deleted vertex.

Display group

Show selected segs: When on, any selected segments are highlighted in red at the Vertex sub-object level. When off (the default), selected segments are highlighted only at the Segment sub-object level.

This feature is useful for comparing complex curves against each other.