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Selecting MeshMan will bring up the Mesh Man window.
When you uses MeshMan
a new object will be generated in the work space
window and added to the
choose list with the same name as the original
object. The original object will not be affected
and still be available on the choose list.
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There are three categories ( Mesh density, Operation
and Rotate ) and an option to protect the
edges during the generating process.
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Remain same: leaves the polygon count the same.
Use this when you just want to
use the Operation's or Rotate options.
Simplify: will decrees the polygon count of the entire object by a factor of four.
Quad: will increase the polygon count of the entire object by a factor of four.
Paint Adaptive: lets you choose the areas on the
object that the polygon count will
be increased, reduced or remain the same by
painting the object in Paint & Optics
before applying MeshMan to it.
To decrees the polygon count in an area paint
it black.
To increase the polygon count in an area paint
it white.
To make an area remain the same paint it gray.
Unpainted areas will not be affected.
Protect edges during decimation: Checking this option
will prevent MeshMan from removing
any polygons from the edges of the object.
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Remove Hierarchy: will remove the parent child structure
of an object
with a hierarchy. If you want to ungroup the
hierarchy so it can be regrouped
go to group/ungroup on the new menu.
Join Vertices: weld or knits the vertices. Vertices
are control points on a path
which determines the shape of a polygon. Path
begin, change angle, and end at vertices.
Use this option if the model crumbles or falls
apart when you use sculpting or distort tools on it.
Correct Normals: will correct any normals that are
facing the wrong way.
The normal of a polygon can be thought of as
an arrow perpendicular to the
surface of a polygon. This arrow points
away from the front of the polygon. In other words, if the
arrow is pointing at you, then you are
looking at the front side of the polygon. If the arrow is
pointing away from you, then you are looking at the back of the polygon.
If an area of the model or object appears to
be shaded black, then use this option to fix it.
Invert Normals: inverts all the polygons of the
model or object to face the other way.
You can not invert normals without correcting
normals to.
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Place a check in the box next to the direction or
directions you want the object to rotate.
Pressing the cancel button will close MeshMan and
not generate a new object.
Pressing OK will close MeshMan and generate a new
object with all the selected options.