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Vertices
Fig. 1 The operator when a vertex is active.
Vertices can be activated with any Pointing Mode, but they are
available only when the
Points and
Verticesvisibility
options are both active. You may also wish to keep the
Normalsvisibility option, because in this way you will be able to see the normal vector
assigned to the active vertex.
Activating a vertex will show:
- A Transform Tool to Move, Rotate or Scale the vertex.
- All the Handles of the Splines/Edges which exit from the vertex, if
Handles
is active. Such handles are shown as white dots connected both to the vertex and to the edge by means of a gray line.
- The Normal of the vertex if you activated the
Normals visibility
option.
In order to switch between Translate, Rotate and Scale you can use the standard buttons in the main Unity Toolbar:
Fig. 2 Unity Tools Toolbar.
Translate, Rotate, Scale and the combo Translate+Rotate+Scale are supported.! The tool will answer correctly also to your choice about Global or Local transform. The Pivot/Center option is instead ignored.
While a vertex is active, you will also have more GUI controls on your Dynamic Menus Area:



Edge Elasticities Controls: control the way in which edges answers
to vertex movement; there are four different elastic behavior, and they are explained in one of the next sections.


Edge Auto-Normal Controls: control the way in which edges normals
are updated after a vertex is moved; there are two different auto normal behavior, and they are explained in one of the next sections.
- Vertex Position: write or correct vertex position.
- Editing Normal: write or correct the normal direction. Changing the normal will
affect also any handle attached to the vertex. The new handles positions are evaluated by rotating them by the rotation required to move the previous normal direction to the new one. Only available when
Normal is selected.


Editing Normal X-Y-Z Buttons : correct the direction of the Normal
by aligning it to the x, y, z directions. Left-Right (X Button), Up-Down (Y Button), Backward-Forward (Z Button) directions are respectively chosen depending on the actual normal orientation. It will rotate both the normal and the handles. Each Button will automatically become active even if you manually align the normal direction with one of their directions (in the image, the y button is active because the Editing Normal is the up direction).
- Vertex Snapping: allows you to control the way vertices snap to other vertices.
Options are NONE (no snapping is applied), ALL (snapping is applied to any other
vertex), SELECTED ( snapping is applied only on selected vertices ), or SPECIAL (snapping is applied only on vertices you have Marked
as Special).
- You can choose if snap must be applied by matching the X, Y or Z component of the vertex position.
- You can control the snapping threshold by tuning the parameter th.
- You can Mark a Vertex as Special. If SPECIAL snapping is applied, any other vertex
will snap only to vertices you have Marked. Marked vertices will have a different appearance, with a sphere instead of the default cube. Special vertices are not affected in any way by your actual vertices selection.
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