components in the perspective view can be more challenging when
compared to the orthographic views because your frame of reference
changes as you track, dolly, or tumble the 3D view.
By default, the Move
Tool lets you reposition components in relation to world space
coordinates. That is, the movement of a component is
referenced to a direction based on the center of the 3D scene and
the X, Y, or Z axes.
It is also possible to
set the Move Tool to move objects and
components based on other coordinate systems, such as object
space and local space.
In addition, you can
also move a polygon component in relation to its surrounding mesh.
For example, you can select and move a vertex in a direction that
is perpendicular or normal to its surrounding surface
mesh. This is a useful technique for correcting any protruding vertices
on the mesh.
To move a vertex on the mesh in a direction
normal to the mesh
- Dolly and tumble the perspective view
while examining the mesh until you find vertices that protrude outwards
from the mesh in an unwanted fashion.
- In the Toolbox,
double-click the Move Tool to display the Move
the Move Settings editor, in the Move section,
turn on the Normal option.
- In the perspective view, click the vertex
you wish to reposition.
The vertex highlights
and the Move manipulator appears to
indicate the three directions of movement that are possible in this
The U and V handles slide
the vertex in relation to its associated edges, while the N handle
moves the vertex either away or towards the mesh depending on the
direction you move your mouse.
- Drag the N handle outwards or inwards
depending on what’s required for that particular vertex. Dolly or
tumble the view as required to examine the mesh after you’ve done
this and make any modifications as necessary.
- Repeat the above steps for any other
protruding or receding vertices on the mesh until you are satisfied
that the mesh appears smooth.
- Before you proceed to the next section,
double-click on the Move Tool and return the Move setting
to the default World setting.
If you examine your model
in the perspective view your helmet mesh should now match the reference
sketches as they appear in both the front and side image planes
(see image below). The mesh should also have a relatively uniform
distribution of polygon faces on the mesh and the edge loops should flow