This post is a collection of related topics on polygon selection from the AUTODESK MAYA HELP . Click on the links below to read the access the full Help content on Autodesk website.
- Select a mesh object or select the edges or faces you want to bevel.
- Edit Mesh > Bevel
- Offset type
- Fractional – When the Offset Type is Fractional, the Width value is limited to a range between 0 to 1. When the Width value is 1, the distance will be the maximum possible (based on the shortest edge) that will not produce an inside-out bevel. A Width value greater than 1 will produce inside-out bevels.
- Absolute – The Width value is used without restriction. If too large a Width value is used, the bevel may turn inside-out.
- Offset Space
- World – If you bevel a scaled object, the offset will ignore the scaling and use world space values.
- Local – If you bevel a scaled object, the offset is also scaled relative to the scaling applied to the object.
- Smoothing angle
Lets you specify whether you want the beveled edges to be hard or soft when shaded.
If you want the beveled edges to be soft, set the Smoothing Angle to a high value (180). If you want the beveled edges to be hard, set the Smoothing Angle to a low value (0).
- Automatically fit bevel to object
- Maya automatically determines how the bevel fits the object. If selected, you cannot change the Roundness value.
- If Automatically fit bevel to object is not selected, use the Roundness slider or enter a value to round the bevel edges. Tip! You can set the Roundness to a negative number to create inward bevels.
- On meshes with assigned color-per-vertex data, the vertex colors for the new vertices on theBevel are derived from the original neighboring vertices and the colors are interpolated as required.
- The Bevel tool works with convex and even star-shaped concave faces. However, it can produce undesirable results with concave faces where the center point is not inside the face.
- Select the vertex you want to chamfer.
- Edit Mesh > Chamfer Vertices
To make a polygon smooth, without increasing the resolution of the base mesh.