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    <title>topic Re: how to maintain geometry link of detached edges from edit poly? in 3ds Max Modeling Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/how-to-maintain-geometry-link-of-detached-edges-from-edit-poly/m-p/5572931#M19201</link>
    <description>Hi Rony_Autodesk. There's are several ways to do this, depending on the purpose - meaning what do you want to make? If your mullions are round, then there is a very simple way to do it:&lt;BR /&gt;&lt;BR /&gt;1) Model your object (like you already did)&lt;BR /&gt;2) Select the edges that are going to be mullions (like you also already did)&lt;BR /&gt;3) With the edges still selected add a "Lattice" modifier and adjust it to your needs&lt;BR /&gt;&lt;BR /&gt;Now you have the mullions as part of the main object, and if you change or animate the main object (i.e. with a noise modifier) the mullions follow. You can give the main object and the mullions different material IDs and apply a multi/sub-object material with different materials, and you can make knots at vertex points.&lt;BR /&gt;&lt;BR /&gt;Hope it helps</description>
    <pubDate>Mon, 06 Apr 2015 23:50:37 GMT</pubDate>
    <dc:creator>PROH</dc:creator>
    <dc:date>2015-04-06T23:50:37Z</dc:date>
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