Mesh AddFacet: Difference between revisions

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# If you hover over a vertex along a boundary of the mesh a yellow marker will appear and a left-click will select it.
# 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.
# 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:
# A menu pops up with the following options:
#* {{MenuCommand|Add triangle}}: this will add the triangle to the mesh.
#* {{MenuCommand|Add triangle}}: this will add the triangle to the mesh.
#* {{MenuCommand|Flip normal}}: this will flip the normal of the triangle. The order of the three point (clockwise or counterclockwise) determines the direction of the normal. After selecting this option, a left-click will again show the menu.
#* {{MenuCommand|Flip normal}}: this will flip the normal of the triangle. After selecting this option, a left-click will again show the menu.
#* {{MenuCommand|Clear}}: this will remove the selected points.
#* {{MenuCommand|Clear}}: this will remove the selected points.
# Optionally add more triangles.
# Optionally add more triangles.

Revision as of 09:27, 18 July 2020

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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

  1. 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.
  2. Select a single open mesh object.
  3. Select the Meshes → Add triangle option from the menu.
  4. If you hover over a vertex along a boundary of the mesh a yellow marker will appear and a left-click will select it.
  5. Select two additional points to define a triangle.
  6. The order of the three point, clockwise or counterclockwise, determines the direction of the normal of the triangle.
  7. 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.
  8. Optionally add more triangles.
  9. Choose Finish from the 3D view contex menu to end the command.