Mesh Menu
The Mesh Menu contains the most commonly used mesh data preparation algorithms:
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Description |
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Automatically repairs selected meshes (tessellated geometries): stitches disconnected edges within the given tolerance, orients faces consistently,... |
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Orients consistently polygons' faces and normals in the same direction by propagating orientation information from one polygon to the other, for the selected meshes. |
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Inverts polygons' faces and normals orientation, for the selection. The selection can be either Parts, patches or polygons. |
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Orient Faces From Current View executes a semi-automatic repair of polygons’ faces orientation, based on the viewport camera. It uses the camera's position to properly and automatically orient meshes faces towards its direction. TIPS Use it step by step around your model until you are satisfied with meshes faces orientation |
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Orients all polygons faces in the same direction, automatically and at once on a full model, using a scattering of cameras to determine faces final orientation |
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Creates normals on the polygons of the selection |
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Orients consistently clockwise the vertex normals of a mesh in order to correct its smoothing |
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Deletes normals from a mesh WARNING Deleting normals from a mesh can result in an improper shading (black or faceted) |
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Creates tangents on selected meshes, accordingly to their UVs (requires UVs in order to work) |
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Creates patches boundaries on the selected meshes, based on geometrical information (attributes, edges angle, former CAD information...) |
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Deletes patches boundaries |
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Creates one Part occurrence by material applied on the patches of the selected Part(s) |
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Splits all the connected meshes within a Part into one new Part per connected mesh, for the selected Part(s) |
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Splits meshes following patch boundaries and creates one single Part occurrence per old patch |
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Creates a new Part out of a selection of sub-meshes (patches, polygons…) |
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Creates polylines (made of free edges connected together) out of patches boundaries |
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Deletes polylines (made of free edges connected together) TIPS It can be useful to to delete lines prior to exporting to FBX files, in order to limit the file size and avoid performances issues in some cases. |
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Create textures out of co-planar polylines (made of free edges connected together) |
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Create a polyline (or a group of polylines) out of any swept shape like piping, wiring, tubing |
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Extrudes a circular section along an underlying polyline (sweep) |
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Deletes all free vertices of a selection of meshes |
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Remove Z-fighting (surfaces overlaping) by slightly shrinking the selected parts' surfaces |
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Moves the vertices by offset their position along their normal, positively or negatively |
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