In this rollout everything dealing with
faces, polygons and elements is handled:
Create:
Create faces. Similar to Edit Mesh.
Flip: Flip normals.
Similar to Edit Mesh.
Unify: Unify normals.
Similar to Edit Mesh.
FlipMD: Flip mode.
Similar to Edit Mesh.
Div:
Divide faces. Similar to Edit Mesh.
Cut: Cut faces. Similar
to Edit Mesh.
SlicePl/Slice: Slice
Plane. Similar to Edit Mesh.
Rst: Reset Slice
Plane.
Extr: Extrude faces.
Similar to Edit Mesh.
Local: Set extrude/bevel
normals to group/local. Similar to Edit Mesh.
Bev: Bevel. Similar to
Edit Mesh.
Sel Double: Select all double (or triple, ...) faces. Note that currently only faces are detected, which are completely doubled; if you e.g. have two welded quads, but with a different diagonal, you are lost
Vertex color field: Set Vertex
color of the selected faces/polys/elements. Similar to Edit Mesh.
AdjColor: Adjust vertex
colors. Puts up the Adjust Vertex Colors
Dialog, where you can "fine-tune" the vertex colors
of the selected faces.
Ch: Vertex color channel. Channel 0 is the default vertex channel usually used for vertex color. But for special purposes, you can use all other mapping channels too. The VCol checkbox of the selection panel, which switches vertex color on and off, always refers to this channel.
Filter R/G/B: This can filter the used vertex color to selected color channels, while other colors floating up the stack are left untouched. This is extremely useful if you have to work on color channels separately, e.g. if you are working on a realtime export scene, where landscape materials are determined by vertex color channels (green=grass, red=earth, blue=water). In the Vertex Rollout, there's an example described for this.
View: Align to view.
Similar to Edit Mesh.
Grid: Align to Grid.
Similar to Edit Mesh.
Plan: Make planar.
Similar to Edit Mesh.
X/Y/Z: Make planar in
x/y/z direction.
Shape..: Shape from
Edge. Similar to Edit Mesh.
Detach: Detach directly
to objects. Object name is "Objectnn",
where nn is a number.
..Elem: Detach directly
to elements.
..Clone: Detach directly
as clone. Object name is "Objectnn",
where nn is a number.
...: Puts up the
original detach dialog, where you can specify a name for a detached
object.