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    Vertex Edit properties

    Adjust the Vertex Edit properties and use actions to select and edit vertices and manage wind rigging.

    To access the Vertex Edit properties, select a node in Freehand mode, and in the Vertex section, select Edit.

    The Vertex Edit properties in the Properties bar

    Vertex Edit

    Property Description
    Skin Choose which skin of the selected node you want to work on, when the node has multiple skins.
    Select Select or deselect multiple vertices at once on the selected Skin.
    • All: Select all vertices of the skin.
    • Matching color: Select all vertices of the skin that are the same color as the vertices currently selected. This works only if the mesh includes vertex colors.
    • Clear: Deselect all the vertices currently selected.
    Clear edits on selection Remove all edits that you might have performed on the selected vertices.

    Brush

    Set the properties and behaviors of the selection brush.

    Note

    To enable the brush, in the Tree window, hold your keyboard space bar.

    Property Description
    Size Adjust the size of the vertex selection brush.
    Soft-selection Smoothly edit the neighbors of the selected vertices along with the selected vertices themselves.
    • Value: Adjust the size of the soft-selection area around the vertex selection.
    • Drop-down: Select the shape of the falloff curve to apply to the soft-selection area. This curve distributes the weight of the edit between the edge of the vertex selection (full edit) and the edge of the soft-selection area (no edit).
    Ignore backfaces Prevent the selection of vertices that fall within the brush but are on back-facing polygons.
    Flow Prevent the accidental selection of vertices when the brush jumps to a distant part of the mesh in a single stroke.

    Wind Rigging

    Adjust the way your model animates in the wind based on its actual structure and the level of detail displayed.

    Property Description
    Spine Manually assign or re-assign specific parts of a mesh with spines of your model to transfer wind animation data to the mesh.
    • Pick: Assign a spine to the selected vertices. Use the Tree window to point out the spine.
    • Forget: Unassign the spine associated with the selected vertices.
    • Select verts: Reveal and select all vertices currently associated with a specific spine. Use the Tree window to point out the spine.
    Make stationary Force the selected vertices to remain stationary during wind animation.
    Update lower LODs Attempt to automatically transfer rigging data to lower LODs. This process might require manual corrections afterward.

    Additional resources

    • Select vertices to edit
    • Locally edit the geometry of a branch
    • Add wind rigging to a hero mesh
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