The editing process of a virtual surface composed of a grid of points can be understood as a repetitive cycle of two operations: select transform elements and apply one transformation that changes the look su position.
In particular the process of selecting vertices also has particular utility for modifying their textures, control deformation in animations etc., Scenes so a certain complexity should use techniques grouping elements for easy editing.
The object selection process and the selection of its basic constituents (vertices, edges, faces, curves of control …) must be guided by the same philosophy to simplify software adaptation, improving the learning curve.
The way to select the items can be done by Direct identification, by applying search filters, and others such as hierarchical relationship among the elements.
Blender allows you to select elements from different forms:
- With the right mouse button. It is useful to select an object directly in 3D views.
- Pressing the key b to create a rectangle, all elements that are in it will be selected. The filter applied is of spatial nature (the selected region) and the Boolean (Are you in?).
- Pressing key twice b the cursor turns into a circle to select sets of elements.
- Pressing the the key to select all the elements of the scene.
- Selecting its identifier in additional windows which are shown graphically their hierarchical relationships.
- Propagation. After selecting an item may be obtained that are next to or in the vicinity. Of great interest in the complex mesh editing.
Selection: Identification of target
To select items in a mesh active mode we, to pass edition.
When selecting items onscreen. discriminate between different types of search using a variable that defines what we are selecting. The basic elements are:
You can switch from one mode to another selection at any time, by controls that are activated when switching to edit mode.
Visually emphasize the vertices in the first case, the second shows only the edges, and the third marks the geometric center of each face.
Button points represent the vertices of the mesh. They are the basic elements of our graphical model. An object can contain only points, but it is impossible to hold an edge without having two vertices as endpoints, or contain a triangular face without vertices and edges. The vertex selection mode that is controlled by this button, is active at default.
The segment representing the edges of the triangular faces of the meshes based models. The edge is a straight line connecting two vertices (points) mesh. This button activates the edge selection mode.
The triangle represents one side of the mesh used to represent polygonal surfaces. Its activation will happen to face selection mode on objects that are editing.
When selecting items on the screen you can select only the elements that are visible, or extend the selection to those that are hidden. To enable or prevent the selection of hidden geometry must act on the last of the buttons in this cluster.
From version 2.5 or 2.6, the icon has changed slightly:
We can also selecting a curve keeping the key “Alt” down to the time we make the selection.
Selecting an initial element, by combining the control key “Ctrl” and numeric keypad keys “+” and “–“, You can add or remove from selection to adjacent elements selected. Words with “Ctrl +” and “Ctrl –“
selected items can be grouped into “vertex group” or groups of vertices to assign different materials, as discussed in a new article.
Tutorial made for version 2.49b