Preventing vertices/faces from being selected through the mesh

Preventing vertices/faces from being selected through the mesh

t_smith5
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Preventing vertices/faces from being selected through the mesh

t_smith5
Collaborator
Collaborator

Even when my mesh isn't see through and is solid, when I select vertices above others, the ones at the bottom will be selected as well. Is there any way of preventing this? Such as only getting Max to select the vertices that the camera can see?

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Message 2 of 5

Anonymous
Not applicable

@t_smith5 wrote:

Even when my mesh isn't see through and is solid, when I select vertices above others, the ones at the bottom will be selected as well. Is there any way of preventing this? Such as only getting Max to select the vertices that the camera can see?


No there isn`t really. However, 'Ignore Backfacing' can help, but it only occludes subobjects that are facing away from the POV.

 

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Message 3 of 5

leeminardi
Mentor
Mentor

You might try viewport clipping.

image.png

lee.minardi
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Message 4 of 5

t_smith5
Collaborator
Collaborator

Hmm...  I've tried both Ignore Backfacing and Viewport Clipping but I'm still having an issue. If I position the camera looking down and select vertices using the drag-select, then re-position the camera looking from the front, vertices within the eye socket are selected too.

 

example_1.pngexample_2.png

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Message 5 of 5

Anonymous
Not applicable

@t_smith5 wrote:

Hmm...  I've tried both Ignore Backfacing and Viewport Clipping but I'm still having an issue. If I position the camera looking down and select vertices using the drag-select, then re-position the camera looking from the front, vertices within the eye socket are selected too.

 

example_1.pngexample_2.png


This is why i said: 'Ignore Backfacing' can help, but not solve the problem. This option only prevents subobjects from being selected when their normals are facing away from you.The lower lid vertices/polygons are still facing your viewpoint, and that`s why they are still selected.

 

There is no solution to this. 3dsmax doesn`t have a selection type that occludes non-visible subobjects.