PlyEdit: H - Hiding
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Revision as of 03:39, 1 March 2010 (edit) Headus (Talk | contribs) (→{{key|G}} - Hiding Marked Faces) ← Previous diff |
Revision as of 07:28, 14 December 2010 (edit) (undo) Headus (Talk | contribs) (→{{key|Home}} - Hide Outside Focus) Next diff → |
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to unhide all hidden faces. | to unhide all hidden faces. | ||
- | ==== {{key|Home}} - Hide Outside Focus ==== | + | ==== {{key|Home/H}} - Hide Outside Focus ==== |
Aim the mouse pointer at some section of the mesh, then type {{key2|H|Home}}, and everything except | Aim the mouse pointer at some section of the mesh, then type {{key2|H|Home}}, and everything except |
Revision as of 07:28, 14 December 2010
Being able to hide faces, particularly when working with dense meshes, can greatly speed up the editing process. There are a hand-full of hiding operations, all accessed via the <H> key.
Fig 1 shows you what you get once you have hit the <H> key; a menu of further key commands down the bottom of the screen. <LMB> - Hiding Inside a BoxIf you draw out a box with the <H><LMB>, then all faces inside this box will be hidden (see left side Fig 2). <RMB> - Hiding Outside a BoxIf, however, you draw out a box with the <H><RMB>, then all faces outside the box are hidden (see right side Fig 2). <G> - Hiding Marked FacesYou can hide all the green marked faces by typing <H><G> (see Fig 3). <F> - Hiding Using FillingTyping <H><F> is a shortcut version of the surface hiding sequence <G><F> <H><G>. Because it uses the marking mechanism to select the faces, any faces that happen to be already marked will also be hidden. <S> - Swapping Hidden FacesType <H><S> to swap the visible and hidden faces. <U> - Showing Hidden FacesType <H><U> to unhide all hidden faces. <Home/H> - Hide Outside FocusAim the mouse pointer at some section of the mesh, then type <H><Home>, and everything except that part of the object is hidden. The camera will also focus in automatically on the remaining visible faces. Aim the mouse pointer at some background, then type <H><Home>, and all faces are made visible and the camera re-focuses on the entire mesh. |