

MODO's industry-leading UV tools are tightly integrated with modeling and sculpting functions, offering a powerful workflow for creating and editing both regular and multi-tiled UDIM UVs.īring your artistic expression to 3D modeling as you use MODO's intuitive, fully integrated brush-based sculpting tools to quickly rough out volumes and add multiple levels of fine detail.Ĭreate detailed textures directly on your 3D model with MODO's extensive range of integrated paint tools that include pressure-sensitive brushes, image-based stencils, masking and curve snapping. Recenter Hook It’s equivalent to the Recenter button of the specific Hook Modifier (chosen from the hook list).Engineered for speed and creativity, and featuring award-winning MeshFusion Boolean tools, MODO’s flexible modeling toolset is ideal for both freeform organic models and precision final production meshes. Reset Hook It’s equivalent to the Reset button of the specific Hook Modifier (chosen from the hook list). Select Hook Selects all vertices assigned to the chosen hook (from the hook list). The specific Hook Modifier is removed from the modifier stack. Remove Hook Removes the chosen hook (from the displayed list) from the object: One vertex can be assigned to more than one hook. For that to happen,Ī list of the hooks associated to the object is displayed.Īll the unselected vertices are removed from it (if they were assigned to that particular hook). Assign to Hook The selected vertices are assigned to the chosen hook. Hook to Selected Object Bone Does the same as Hook to New Object,īut it sets the last selected bone in the also selected armature as a target. There should be only one selected object (besides the mesh being edited). It hooks them to the selected object (if it exists). Hook to Selected Object Does the same as Hook to New Object, but instead of hooking the vertices to a new empty, It also creates an empty at the center of those vertices, which are hooked to it.

Hook to New Object Creates a new Hook Modifier for the active object and assigns it to the selected vertices When the current object has no hooks associated, only the 2 first options will appear on the menu. This action cannot be undone in Edit Mode – because it involves other objects. Note that even if it appears in the history menu, Or the current selected object) linked to the selection. Max Shape Angle ToDo.Īdds a Hook Modifier (using either a new empty, Has all the same properties as the Tris to Quads operator (angle limit, compare UVs, etc.) Max Face Angle ToDo. Join Triangles Joins adjacent triangles into quads. Useful in cases like bridging to delete faces between the existing mesh and the convex hull. (or quads if the Join Triangles option is enabled.) Make Holes Delete edges and faces in the hull that were part of the input too. This allows the convex hull output to contain n-gons rather than triangles Use Existing Faces Where possible, use existing input faces that lie on the hull. Note that vertices and edges that are usedīy other edges and faces not part of the selection will not be deleted. Delete Unused Removes vertices, edges, and faces that were selected, but not used as part of the hull. This operator can be used as a bridge tool as well. If the input contains edges or faces that lie on the convex hull, they can be used in the output as well. The Convex Hull operator takes a point cloud as input and outputs a convex hull surrounding those vertices. It can to preserve edges and faces only partly involved in the reunion. Merging vertices of course also deletes some edges and faces. It is also available via the Mesh ‣ Edges ‣ Collapse menu option. Collapse Every island of selected vertices (connected by selected edges) will merge on its own median center, It will place the remaining vertex at the 3D Cursor. It will place the remaining vertex at the center of the selection. It will place the remaining vertex at the location of the last one selected (the active one). At Last Only available in Vertex select mode,


It will place the remaining vertex at the location of the first one selected. You can choose the location of the surviving vertex in the menu this tool pops up beforeĮxecuting: At First Only available in Vertex select mode, This tool allows you to merge all selected vertices to a unique one, dissolving all others.
