Splits curves wherever they cross a cutting curve in the view.
Select the way Maya considers intersections.
In 2D and 3D considers curves that intersect in the 3D viewport, or in any of the 2D views (Front, Side and Top).
In 3D only considers curves that intersect in the 3D viewport (i.e. there is one point common to every selected curve).
Use direction only considers curves that intersect only in the direction of your choice.
When Find intersection is set to Use direction, this option allows you to specify the direction.
X, Y and Z only consider curves that intersect along those axes respectively.
Active view only considers curves that intersect in the current camera view.
Free only considers curves that intersect along a custom axis you define in the Direction field below.
Select what portions fo the curve to keep.
Longest Segments deletes all but the longest piece of each cut curve.
All Curve Segments keeps all curves after the cut.
Segments with Curve Points keeps all curve segments that have curve points selected on them. If no curve points are selected for a curve, no segments are discarded.
You can use this option to improve the precision of the primitive’s shape.
Global tolerance uses the Positional tolerance value in the Settings part of the Preferences window (Window > Settings/Preferences > Preferences).
Local allows you to enter a value in the Tolerance field to override the Positional tolerance value in the Preferences window.
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