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Quick push as backup
suearkinunity 61f3433
Found a new action
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Starting to come to grips with the table
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Getting ready for a PR
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Title fix
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Grow Selection page and image
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Trying a whole new thing
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Select Hole update
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Fill Hole
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Having fun with the ring/loop options
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Didn't add the pages
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Very, very bad TOC
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Merge pull request #563 from Unity-Technologies/suarkin-DOCATT-5849-4
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Merge pull request #561 from Unity-Technologies/suearkin-DOCATT-5849-3
suearkinunity 70a7da7
Update Documentation~/CenterPivot.md
suearkinunity 88c61f7
Merge branch 'suearkinunity-DOCATT-5849' into suearking-DOCATT-5849-2
suearkinunity 15e9f5e
No Shift feature
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Moving ProBuilderize out to Creating
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Update TableOfContents.md
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Basically stashing without stashing
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Select vertex color
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Tidying up a bit
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Fixing nesting in TOC
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Tidying up TOC
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Extrude Faces update
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Lightmap UVs action doesn't exist
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Removing notes to self
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Update Content/Resources/Materials/FacePicker.mat
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Update Face_Extrude.md
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Merge branch 'suearking-DOCATT-5849-2' into suearkin-DOCATT-5849-5
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Merge pull request #568 from Unity-Technologies/suearkin-DOCATT-5849-5
suearkinunity b256370
Update ProBuilderDefault.mat
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| Original file line number | Diff line number | Diff line change |
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| #  Center Pivot | ||
| # Center Pivot | ||
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| The __Center Pivot__ action moves the pivot point for the Mesh to the center of the object’s bounds. For example, if you move a lot of vertices on one side of your Mesh, when you try to rotate the object, it rotates around a point outside of the Mesh. | ||
| The __Center Pivot__ action moves the pivot point for a mesh to the center of the object’s bounds. You might want to do this if you have elongated the vertices on one side of your mesh, which pushes the bounds on that side far from the original center. | ||
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| From the main menu, select **Tools** > **ProBuilder** > **Object** > **Center Pivot**. | ||
| To center the pivot point: | ||
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| 1. Select one or more objects. | ||
| > **Note:** If you have multiple objects selected, each object's new pivot point is the center of that object, regardless of the position of any other object. | ||
| 1. From the main menu, select **Tools** > **ProBuilder** > **Object** > **Center Pivot**. | ||
| If you are in the GameObject context, you can also right-click (macOS: **Ctrl**+click) the object and select **ProBuilder** > **Center Pivot**. | ||
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| > **Note:** If you have multiple objects selected, each object's new pivot point becomes the center of each object, regardless of the position of any other object. | ||
| You can also set the pivot to the center of selected edges, faces, and vertices. Refer to the [Set Pivot](SetPivot.md) action for more information. | ||
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| Original file line number | Diff line number | Diff line change |
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| @@ -1,33 +1,34 @@ | ||
| #  Extrude Faces | ||
| # Extrude Faces | ||
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| The __Extrude Faces__ action creates a new face. To do this, it pulls out the currently selected face, and attaches sides to each edge. | ||
| The **Extrude Faces** action adds a section to your mesh by moving away the selected face and adding sides to connect it to the mesh from its new position. You can then either: | ||
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| By default, each new face follows the direction of its vertex normals, but you can change this with the **Extrude By** option. | ||
| * Move the new section farther out and in any direction to make the shape larger. | ||
| * Inset the new section to create an interior space. For example, if you inset a face on a cube, you create a box with an open side and a false bottom. | ||
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| You can invoke this action in either way: | ||
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| - Select one or more face(s) and click **Extrude Faces**. By default, the distance of the extrusion is **0.5**, but you can change that with the **Distance** option. | ||
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| > **Tip:** You can also use this action with the **Ctrl/Cmd+E** shortcut, or from the ProBuilder menu (**Tools** > **ProBuilder** > **Geometry** > **Extrude**). | ||
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| - Select one or more face(s) and then hold **Shift** while moving, rotating, or scaling the selected face(s). This method ignores the options but provides greater control, especially with the direction of the extrusion. | ||
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| When you use this method with the scaling control, it creates an inset. | ||
| To extrude a face: | ||
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| 1. In the **Tools** overlay, select the **ProBuilder** context. | ||
| 1. In the **Tool Settings** overlay, select the **Face** edit mode. | ||
| 1. Select the face to extrude. Hold **Shift** to select multiple faces. | ||
| 1. Do one of the following: | ||
| * Right-click (macOS: **Ctrl**+click) on the selected face and select **Extrude Faces**. | ||
| * From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Extrude**. | ||
| 1. The **Extrude Faces** overlay opens and a new face is created. | ||
| * By default, the new face follows the direction of its vertex normals. You can change this with the **Extrude By** option. | ||
| * By default, the distance of the extrusion is **0.5**. You can change this with the **Distance** option. A negative value creates an inset. | ||
| * You can use the Transform tools to move, rotate, or scale the new face instead of using the options in the overlay. Hold **Shift** for greater control. | ||
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| ## Extrude Faces Options | ||
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| These options only apply if you are using the **Extrude Faces** button or the **Ctrl/Cmd+E** shortcut. | ||
| | **Property** | | **Description** | | ||
| | :--- | --- | --- | | ||
| | **Extrude By** | | When you extrude more than one face, and those faces share an edge, set how the new faces behave along the shared edge. | | ||
| | |  **Face Normals** | Each new face follows the direction of its original face, and the faces are connected to each other. | | ||
| | |  **Vertex Normals** | The edges of the new faces farthest from the joint edge follow the direction of the original faces. However, the faces move toward the shared edge rather than follow the original direction for their whole length. | | ||
| | |  **Individual Faces** | Each new face follows the direction of its original face, but the faces aren't connected to each other. | | ||
| | **Distance** | | Distance to extrude the faces(s). Use negative values to inset the face, and define inset. | | ||
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| | **Property:** | | **Description:** | | ||
| | :-------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | | ||
| | **Extrude By** | | Direction for extruding each selected face. | | ||
| | |  **Face Normals** | Use the selected face's own surface direction. Adjacent faces remain connected. | | ||
| | |  **Vertex Normals** | Use the selected face's Vertex normals. Adjacent faces remain connected. <br />This is the default. | | ||
| | |  **Individual Faces** | Use the selected face's own surface direction. However, adjacent faces do *not* remain connected. | | ||
| | __Distance__ | | Distance to extrude the faces(s). <br />Both positive and negative values are valid. | |
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| Original file line number | Diff line number | Diff line change |
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| @@ -0,0 +1,21 @@ | ||
| # Fill Hole | ||
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| In ProBuilder, a hole is a missing face. The **Fill Hole** action creates a face between existing edges or vertices that touch the selected hole. | ||
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| > **Tip:** You don't need to select all edges or vertices around a hole. Selecting only one edge or vertex is enough to fill the hole. | ||
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| To fill a hole: | ||
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| 1. In the **Tools** overlay, select the **ProBuilder** context. | ||
| 1. In the **Tool Settings** overlay, select either: | ||
| * The **Vertex** edit mode. | ||
| * The **Edge** edit mode. | ||
| 1. Select an edge or vertex along the hole. <!--the tooltip on Fille Entire Hole says you can get all the holes at once by not selecting anything - same as Select Hole - but I can't get the Fill Hole option clickable without selecting something--> | ||
| 1. Do one of the following: | ||
| * Right-click (macOS: **Ctrl**+click) select **Fill Hole**. | ||
| * From the main menu, select **Tools** > **ProBuilder** > **Geometry** > **Select Hole**. | ||
| 1. The **Fill Hole Options** overlay opens. | ||
| By default, ProBuilder fills the entire hole. If you want to fill only part of the hole, disable the **Fill Entire Hole** option and select the edges you want to build along. | ||
| For example, if you have a missing quad, and select to adjacent edges, ProBuilder creates a triangular polygon that covers half of the hole. | ||
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| Original file line number | Diff line number | Diff line change |
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| @@ -0,0 +1,23 @@ | ||
| # Select Edge Loop or Edge Ring | ||
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| To add edges to a selection, you can use the **Select Edge Loop** or **Select Edge Ring** actions: | ||
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| * The **Select Edge Loop** action adds edges that touch your selected edge. | ||
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| * The **Select Edge Ring** action adds edges that touch the same faces as your selected edge, but that don't touch the selected edge itself. | ||
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| To grow an edge selection: | ||
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| 1. In the **Tools** overlay, select the **ProBuilder** context. | ||
| 1. In the **Tool Settings** overlay, select the **Edge** edit mode. | ||
| 1. Select an edge. | ||
| 1. Do one of the following: | ||
| * Right-click (macOS: **Ctrl**+click) and click **Select** > **Select Edge Loop** or **Select Edge Ring**. | ||
| * From the main menu, select **Tools** > **ProBuilder** > **Selection** > **Select Loop** or **Select Ring** (these option names don't include the word "Edge"). | ||
| 1. The **Select Edge Ring** or **Select Edge Loop** overlay opens and the selection is expanded to match the default settings. | ||
| The **Iterative Selection** option is available for both actions. When you select it, the selection grows to include edges that are next to the edges it just added, and not just the edges next to the original selection. | ||
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