Mesh AddFacet: Difference between revisions

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<languages/>
<languages/>

{{Page in progress}}

<translate>
<translate>


<!--T:1-->
{{Docnav
{{Docnav
|[[Mesh_FillInteractiveHole|Mesh FillInteractiveHole]]
|[[Mesh_FillInteractiveHole|FillInteractiveHole]]
|[[Mesh_RemoveComponents|Mesh RemoveComponents]]
|[[Mesh_RemoveComponents|RemoveComponents]]
|[[Mesh_Workbench|Mesh]]
|[[Mesh_Workbench|Mesh]]
|IconL=Mesh_FillInteractiveHole.svg
|IconL=Mesh_FillInteractiveHole.svg
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}}
}}


<!--T:2-->
{{GuiCommand
{{GuiCommand
|Name=Mesh AddFacet
|Name=Mesh AddFacet
|Empty=1
|MenuLocation=Meshes → Add triangle
|MenuLocation=Meshes → Add triangle
|Workbenches=[[Mesh_Workbench|Mesh]]
|Workbenches=[[Mesh_Workbench|Mesh]]
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}}
}}


==Description==
==Description== <!--T:3-->


<!--T:4-->
The '''Mesh AddFacet''' command adds facets along a boundary of an open mesh object. It can be used to fill holes.
The '''Mesh AddFacet''' command adds faces along a boundary of an open mesh object. It can be used to fill holes.


==Usage==
==Usage== <!--T:5-->


<!--T:6-->
# Note that during the command edit mode will be active. In this mode it is impossible to rotate or pan the [[3D_view|3D view]], although zooming still works. But you can temporarily switch out of edit mode with the [[Std_ToggleNavigation|Std ToggleNavigation]] command should you need to change the view.
# During the command edit mode will be active. In this mode it is impossible to rotate or pan the [[3D_view|3D view]], although zooming still works. But you can temporarily switch out of edit mode with the [[Std_ToggleNavigation|Std ToggleNavigation]] command should you need to change the view.
# Select a single open mesh object.
# Select a single open mesh object.
# There are several ways to invoke the command:
# Select the {{MenuCommand|Meshes → Add triangle}} option from the menu.
#* Press the {{Button|[[Image:Mesh_AddFacet.svg|16px]] [[Mesh_AddFacet|Mesh AddFacet]]}} button.
#* Select the {{MenuCommand|Meshes → [[Image:Mesh_AddFacet.svg|16px]] 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.
# 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 triangular face. The order of the three points, clockwise or counterclockwise, determines the direction of the normal of the face.
# 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}}: adds the face to the mesh.
#* {{MenuCommand|Flip normal}}: this will flip the normal of the triangle. The order of the 3 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}}: flips the normal of the face. After selecting this option a left-click will again show the menu.
#* {{MenuCommand|Clear}}: this will remove the selected points.
#* {{MenuCommand|Clear}}: removes the selected points.
# Optionally add more triangles.
# Optionally add more faces.
# Choose {{MenuCommand|Finish}} from the 3D view contex menu to end the command.
# Choose {{MenuCommand|Finish}} from the 3D view contex menu to finish the command.

==Notes== <!--T:7-->

<!--T:8-->
* For a clear indication of the orientation of the faces of mesh objects make sure the {{PropertyView|Lighting}} property of the mesh objects is set to {{Value|One side}}. The color of the back side of their faces will then depend on the backlight settings: {{MenuCommand|Edit → Preferences... → Display → 3D View → Backlight color - Intensity}}. See: [[Preferences_Editor#3D_View|Preferences Editor]].



<!--T:9-->
{{Docnav
{{Docnav
|[[Mesh_FillInteractiveHole|Mesh FillInteractiveHole]]
|[[Mesh_FillInteractiveHole|FillInteractiveHole]]
|[[Mesh_RemoveComponents|Mesh RemoveComponents]]
|[[Mesh_RemoveComponents|RemoveComponents]]
|[[Mesh_Workbench|Mesh]]
|[[Mesh_Workbench|Mesh]]
|IconL=Mesh_FillInteractiveHole.svg
|IconL=Mesh_FillInteractiveHole.svg

Revision as of 13:40, 10 March 2021

Other languages:

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 faces along a boundary of an open mesh object. It can be used to fill holes.

Usage

  1. 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. There are several ways to invoke the command:
    • Press the Mesh AddFacet button.
    • 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 triangular face. The order of the three points, clockwise or counterclockwise, determines the direction of the normal of the face.
  6. A menu pops up with the following options:
    • Add triangle: adds the face to the mesh.
    • Flip normal: flips the normal of the face. After selecting this option a left-click will again show the menu.
    • Clear: removes the selected points.
  7. Optionally add more faces.
  8. Choose Finish from the 3D view contex menu to finish 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.