Edit Mesh > Transform Component

 
 
 

Transform Component lets you transform (move, rotate, or scale) polygon components (Edges, vertices, faces, and UVs) relative to the normal while creating a history node.

Edit Mesh > Transform Component >

These are the option for Transform Component as they appear in the Transform Component options window. For a description of additional Transform Component attributes you can edit, see polyMoveComponentType attributes.

Note

The options that display in the Transform Component options window are dependent on the current polygon component selection. That is, when edges are selected, the edge options appear, and when vertices, faces, or UVs are selected, the vertex options appear. If no valid selection is made the vertex options display by default.

Random (Vertices, edges, faces, and UVs)

Enter a value to transform the components randomly varying from a value of 0 to 1.

Local center (edges)

Selecting an item from the Local center pull-down menu repositions the manipulator along the selected edge. Depending on which item you select, all subsequent transforms derive from that position. The default is middle.

polyMoveComponentType attributes

Additional modifications can be made to the transformed components by editing the following attributes on the polyMoveComponentType nodes using the Attribute Editor or Channel Box. Where the ComponentType can be edges, vertices, faces, or UVs.

Local Values (Faces)

Offset

The Offset option is only available for selected faces. Enter a value to offset the edges of transformed faces. This option can be used to produce a bevel effect. In effect, using this option uniformly scales a face.

Note

The options window for selected UVs does not contain Local Values.

Translate

This value moves the component locally along the X, Y, or Z axis. Positive or negative values indicate how far the components are moved locally.

Tip

The path you transform along can be perpendicular, or at any other angle to the transformed face. To transform along a face normal, set the Z value for Local Values Translate to 1, and then click the Move Face button.

Rotate

This value sets the angle at which you want to rotate the components locally around the X, Y, or Z axis.

Scale

This value scales the components locally along the X, Y, or Z-axis.

Direction

Enter a value to set the location of the X, Y, or Z point in the local axis. Notice how the manipulator handles change accordingly when you change the Y direction value to 4.0.

Global Values

Translate

This value moves the components along the X, Y, or Z axis.

Scale

Enter a value to scale the components along the X, Y, or Z axis.

Rotate

This value sets the angle by which you want to rotate the components around the X, Y, or Z axis.

Other Values

World Space

Turn on the World Space setting to use the world space coordinate system when you change values randomly. See the Basics guide for information about World Space coordinates.