PlyEdit: H - Hiding
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- | {{:PlyEdit: Menu}} 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 {{key|H}} key. | + | {{:PlyEdit: Menu}} {{img|PlyEdit-hide1.png|Hiding Faces}} 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 {{key|H}} key. |
- | {{img|PlyEdit-hide1.png|Hiding Faces}} | + | |
{{fig}} shows you what you get once you have hit the {{key|H}} | {{fig}} shows you what you get once you have hit the {{key|H}} | ||
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; {{key|LMB}} - Hiding Inside a Box : {{img|PlyEdit-hide2.jpg|Hiding With the Box}} If you draw out a box with {{key2|H|LMB}}, then all faces inside this box will be hidden (see left side {{fig}}). | ; {{key|LMB}} - Hiding Inside a Box : {{img|PlyEdit-hide2.jpg|Hiding With the Box}} If you draw out a box with {{key2|H|LMB}}, then all faces inside this box will be hidden (see left side {{fig}}). | ||
- | ; {{key|RMB}} - Hiding Outside a Box : If, however, you draw out a box with {{key2|H|RMB}}, then all faces | + | ; {{key|RMB}} - Hiding Outside a Box : If, however, you draw out a box with {{key2|H|RMB}}, then all faces <I>outside</I> the box are hidden (see right side {{fig}}). |
- | <I>outside</I> the box are hidden (see right side {{fig}}). | + | |
; {{key|G}} - Hiding Marked Faces : {{img|PlyEdit-hide3.jpg|Hiding Marked Faces}} You can hide all the green marked faces by typing {{key2|H|G}} (see {{fig}}). | ; {{key|G}} - Hiding Marked Faces : {{img|PlyEdit-hide3.jpg|Hiding Marked Faces}} You can hide all the green marked faces by typing {{key2|H|G}} (see {{fig}}). |
Current revision
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.
[edit] VoxelsWhen you think you've finished editing a mesh, its a good idea to do a final check. Often defects can be hidden in the shadows, or behind other features, so they are hard to spot when viewing the mesh normally. The Voxels tool is a way to ensure you get to see every part of the mesh close-up enough to spot any final problems that need fixing. A voxel is the 3D equivalent of pixels in an image, so in this context it means that the mesh is divided up into a number of equal sized boxes or cells (see Fig 4), and the faces inside each one of these is examined in turn.To start, type the <]> key. You will be prompted for a number of voxels, and then the number of X, Y and Z divisions is displayed that most closely matches the number of total voxels you entered. You have the option then to type in a different number of divisions before proceeding. The first voxel with any number of faces in it is then displayed, and you can spin the view around to check that everything is OK. If you have the Mesh Display mode set to A (i.e. auto) then there's a good chance that the mesh will automatically shade because only a small fraction of the total number of faces will be visible at any one time. When you are "inside" a voxel, the editing functions work as they normally would. All that the voxel viewing tool is doing is hiding the other parts of the mesh, so you can use <H><U> if you want to see where the voxel is in relation to other parts of the mesh. To move to the next voxel, type the <]> key again. At the top left of the window, a counter will display which voxel you are up to, and how many voxels in total there are. If you want to go back to a previous voxel, type <[>. If you want to exit from the voxel viewing mode, type <{> or <}>. |