Select an editable mesh object. > Modify panel > Selection rollout > Vertex
Select an editable mesh object. > Modify panel > Modifier Stack display > Editable Mesh rollout > Vertex
Select an editable mesh object. > Quad menu > Tools 1 quadrant > Sub-Objects sub-menu > Vertex
Vertices are points in space: they define the structure of faces. When vertices are moved or edited, the faces they form are affected as well. Vertices can also exist independently; such isolated vertices can be used to construct faces.
When in Editable Mesh (Vertex) mode, you can select single and multiple vertices and move them using standard methods. This topic covers the Edit Geometry rollout; for other controls, see Editable Mesh.
To select vertices by color:
In the Surface Properties rollout, click the Existing Color swatch, and specify the color of vertex you want in the Color Selector.
Specify ranges in the RGB Range spinners. This lets you select vertices that are close to the specified color, but don't match exactly.
Click the Select button.
All vertices matching the color, or within the RGB range, are selected.
You can add to the selection by holding CTRL when you press the Select button, and you can subtract from the selection by holding the ALT key.
Tip: You can select all vertices of the same color by first selecting the vertex you want matched, dragging a copy of the Edit Color swatch to the Existing Color swatch, and then clicking the Select button. (If you want an exact match, be sure to set the RGB Range spinners to 0 first.)
Interface
Selection rollout
See Editable Mesh for information on the Selection rollout settings.
Soft Selection rollout
Soft Selection controls affect the action of sub-object Move, Rotate, and Scale functions. When these are on, the program applies a spline curve deformation to unselected vertices surrounding the transformed selected sub-object. This provides a magnet-like effect with a sphere of influence around the transformation.
For more information, see Soft Selection rollout.
Edit Geometry rollout
Create: Lets you add vertices to a single selected mesh object. After selecting the object and clicking Create, click anywhere in space to add free-floating vertices to the object. The new vertices are placed on the active construction plane.
Delete: Deletes selected vertices and any attached faces.
Attach: Attaches another object in the scene to the selected mesh. You can attach any type of object, including splines and patch objects. Attaching a non-mesh object converts it to a mesh. Click the object you want to attach to the currently selected mesh object.
For further details, see Attach.
Detach: Detaches the selected vertices and all attached faces as a separate object or element. The Detach As Clone option copies the faces rather than moving them.
You're prompted to enter a name for the new object. Detached faces leave a hole in the original object when you move them to a new position.
Break: Creates a new vertex for each face attached to selected vertices, allowing the face corners to be moved away from each other where they were once joined at the original vertex. If a vertex is isolated or used by only one face, it is unaffected.
Chamfer group
The Chamfer controls let you bevel object corners using a chamfer function. You can apply this effect interactively (by dragging vertices) or numerically (using the Chamfer spinner).
Chamfer: Click this button, and then drag vertices in the active object. The Chamfer Amount spinner updates to indicate the chamfer amount as you drag.
If you drag one or more selected vertices, all selected vertices are chamfered identically. If you drag an unselected vertex, any selected vertices are first deselected.
A vertex chamfer "chops off" the selected vertices, creating a new face connecting new points on all visible edges leading to the original vertex. These new points are exactly <chamfer amount> distance from the original vertex along each of these edges. New chamfer faces are created with the material ID of one of the neighboring faces (picked at random) and a smoothing group which is an intersection of all neighboring smoothing groups.
For example, if you chamfer one corner of a box, the single corner vertex is replaced by 3 vertices moving along the 3 visible edges that lead to the corner. Outside faces are rearranged and split to use these 3 new vertices, and there's a new triangle created at the corner.
Chamfer Amount: Adjust this spinner (to the right of the Chamfer button) to apply a chamfer effect to selected vertices.
Cut & Slice group
For details, see Cut & Slice. Note that Cut does not work at the Vertex sub-object level.
Weld group
Selected: Welds selected vertices that fall within the tolerance specified in the Weld Threshold spinner (to the button's right). All line segments become connected to the resulting single vertex.
Target: Enters weld mode, which allows you to select vertices and move them around. While moving, the cursor changes to the Move cursor as usual, but when you position the cursor over an unselected vertex the cursor changes to a + cursor. Release the mouse at that point to weld all selected vertices to the target vertex they were dropped on.
The pixels spinner to the right of the Target button sets the maximum distance in screen pixels between the mouse cursor and the target vertex.
Remove Isolated Vertices: Deletes all isolated vertices in the object, regardless of the current selection.
View Align: Aligns selected vertices to the plane of the active viewport. In the case of orthographic viewports, this is the same effect as aligning to the construction grid when the home grid is active. When aligning to a perspective viewport (including camera and light views), the vertices are reoriented to be aligned to a plane that is parallel to the camera's viewing plane. (Perspective viewports have invisible camera planes.) In these cases, the selection of vertices is not translated but only rotated.
Grid Align: Aligns the selected vertices to the current construction plane. The current plane is specified by the active viewport in the case of the home grid. When using a grid object, the current plane is the active grid object.
Make Planar: Forces all selected vertices to become coplanar. The plane's normal is the average surface normal of all faces attached to the selected vertices.
Collapse: Collapses selected vertices into an averaged vertex.
Surface Properties rollout
These controls let you set the weight and color for vertices.
Weight: Displays and lets you change vertex weights for NURMS operations (see MeshSmooth Modifier).
Edit Vertex Colors group
Use these controls to assign the color, illumination color (shading), and alpha (transparency) values of selected vertices.
Color: Click on the color swatch to change the color of selected vertices.
Illumination: Click on the color swatch to change the illumination color of selected vertices. This lets you change the illumination of a vertex without changing the vertex's color.
Alpha: Lets you assign an alpha (transparency) value to selected vertices.
The spinner value is a percentage; zero is completely transparent and 100 is completely opaque.
Select Vertices By Group
Color and Illumination radio buttons: These buttons determine whether to select vertices by vertex color values or vertex illumination values.
Color Swatch: Displays the Color Selector, where you can specify a color to match.
Select: Depending on which radio button is selected, selects all vertices whose vertex color or illumination values either match the color swatch, or are within the range specified by the RGB spinners.
Range: Specifies a range for the color match. All three RGB values in the vertex color or illumination must either match the color specified by the Color swatch in Select By Vertex Color, or be within plus or minus the values in the Range spinners. Default=10.