The Display Properties rollout provides controls for altering the display of selected objects.
To display trajectories using the Display panel:
By default, object trajectories appear with the following properties:
Trajectories can also be displayed through Object Properties. Right-click any object and choose Properties, then in the Display properties group change By Layer to By Object. Turn on Trajectories when it becomes available in the Display Properties group.
You can change the colors for these items on the Colors panel of the Customize User Interface dialog.
You can also use object properties to display trajectories: right-click any object and choose Properties, then turn on Trajectory.
The first three options reduce the displayed geometric complexity of selected objects in a scene, resulting in faster response time because the computer has less to calculate. These options are also available in the Display Properties group of the Object Properties dialog General panel and the Display floater.
Toggles the display of selected objects, including 3D objects and 2D shapes, as bounding boxes. Produces minimum geometric complexity.
Particle systems appear as bounding boxes when adaptive degradation takes effect. Because particle systems exist in world space, their bounding box is always oriented parallel to the world planes.
Toggles the display of faces, edges, and vertices with normals pointing away from the point of view. When off, all entities are visible. Default=off.
Toggles the display of hidden edges and polygon diagonals. When on, only outside edges appear. When off, all mesh geometry appears. Applies to Wireframe viewport display mode, as well as other modes with Edged Faces turned on.
Displays the vertices in the selected geometry as tick marks.
If the current selection has no displayed tick marks, the check box is clear. If some of the vertices in the current selection display tick marks, the check box contains a gray X. If all vertices in the current selection display tick marks, the check box contains a black X.
Makes the object or selection translucent in viewports. This setting has no effect on rendering: it simply lets you see what’s behind or inside an object in a crowded scene, and is especially useful in adjusting the position of objects behind or inside the See-Through object. This is very handy when you have objects within other objects in your scene.
This option is also available from Object Properties dialog and the Tools Display Floater.
You can customize the color of see-through objects by using the Colors panel of the Customize Customize User Interface dialog.
Keyboard shortcut (default): Alt+X
When on, the object is not subject to adaptive degradation.
Displays the effect of assigned vertex colors. You assign vertex colors using the Assign Vertex Color utility, or the VertexPaint modifier. Once vertex colors have been assigned they can also be edited in the Vertex Properties rollout in the editable mesh or editable poly in vertex or face sub-object level.
The Shaded button determines whether the object with the assigned vertex colors appears shaded in the viewport. When this button is off, the colors are unshaded and appear in their pure RGB values, looking a little like self-illuminated materials. When the Shaded button is on, the colors appear like any other assigned color in the viewports.