Mesh AddFacet
This documentation is a work in progress. Please don't mark it as translatable since it will change in the next hours and days.
Mesh AddFacet |
Menu location |
---|
Meshes → Add triangle |
Workbenches |
Mesh |
Default shortcut |
None |
Introduced in version |
- |
See also |
Mesh FillupHoles, Mesh FillInteractiveHole |
Description
The Mesh AddFacet command adds facets along a boundary of an open mesh object. It can be used to fill holes.
Usage
- Note that during the command edit mode will be active. In this mode it is impossible to rotate or pan the 3D view, although zooming still works. But you can temporarily switch out of edit mode with the Std ToggleNavigation command should you need to change the view.
- Select a single open mesh object.
- Select the Meshes → Add triangle option from the menu.
- If you hover over a vertex along a boundary of the mesh a yellow marker will appear and a left-click will select it.
- Select two additional points to define a triangle. The order of the three point, clockwise or counterclockwise, determines the direction of the normal of the triangle.
- A menu pops up with the following options:
- Add triangle: this will add the triangle to the mesh.
- Flip normal: this will flip the normal of the triangle. After selecting this option a left-click will again show the menu.
- Clear: this will remove the selected points.
- Optionally add more triangles.
- Choose Finish from the 3D view contex menu to end the command.
Notes
- For a clear indication of the orientation of the faces of mesh objects make sure the ViewLighting property of the mesh objects is set to
One side
. The color of the back side of their faces will then depend on the backlight settings: Edit → Preferences... → Display → 3D View → Backlight color - Intensity. See: Preferences Editor.
Mesh
- Miscellaneous: Import mesh, Export mesh, Create mesh from shape, Regular solid, Unwrap Mesh, Unwrap Face
- Modifying: Harmonize normals, Flip normals, Fill holes, Close hole, Add triangle, Remove components, Remove components by hand, Smooth, Refinement, Decimation, Scale
- Boolean: Union, Intersection, Difference
- Cutting: Cut mesh, Trim mesh, Trim mesh with a plane, Create section from mesh and plane, Cross-sections
- Components and segments: Merge, Split by components, Create mesh segments, Create mesh segments from best-fit surfaces
User documentation
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