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5.1
Editors

Curve & Surface - Edit mode - Control points menu

The control points menu exists for Curve and Surface objects in edit mode.

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Edit Mode - Control Points menu

Edit Mode - Control Points menu
Edit Mode - Control Points menu
Edit Mode - Control Points menu
Edit Mode - Control Points menu

The control points menu exists for Curve and Surface objects in edit mode.

For the surface object type there are not this much operators available.

Extrude Curve

Extrudes the selected curve point(s).

Last operator Extrude Curve and Move

Last operator Extrude Curve and Move
Last operator Extrude Curve and Move
Mode
Mode

A drop-down box where you can choose between different extrude modes.

Default is Translation. Most other methods has no effect.

Move X , Y , Z

The position of the extruded point(s).

Orientation
Orientation

Adjust the orientation of the extrusion. It usually starts with Normal.

EntryWhat it does
Mirror EditingEnable Mirror Editing.
Proportional editingEnables proportional editing. Activating proportional editing reveals further settings. · Proportional Falloff: Adjust the falloff methods. · Proportional Size: See and adjust the falloff radius. · Connected: The proportional falloff gets calculated for connected parts only. · Projected(2D): The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Extrude to Cursor or Add

Hotkey only tool. Extrude to the mouse position.

Last Operator Extrude to Cursor or Add

Last Operator Extrude to Cursor or Add
Last Operator Extrude to Cursor or Add
Location X Y Z

The location to extrude to.

Make Segment

Joins two curves by adding a segment between the end of the one and the beginning of the other. You can also create a closed curve that way.

Tilt

Tilt
Tilt

Modifies the Mean Tilt of the geometry of a curve. The curve needs to have geometry !

Activate the tool, and drag the mouse. You will see a value in the header now. The selected curve path will rotate by dragging the mouse.

The Tilt angle always starts at zero. It is relative. To modify the Mean Tilt use the edit box in the Transform panel.

Last Operator Tilt

Last Operator Tilt
Angle

The Tilt angle.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Clear Tilt

Sets the Mean Tilt to zero.

Recalculate Handles

Recalculates the normals of the selected curve and adjusts the handles accordingly.

Last Operator Recalc Normals

Last Operator Recalc Normals
Last Operator Recalc Normals
Length

Recalculates the handle length.

EntryWhat it does
Make SegmentSurface Object only. Join two curves by their selected ends. You need to select the end points of the curves that you want to join. A new segment will then be added in the gap.
SmoothFlattens the angles of the selected control point(s).
Smooth Curve TiltSmooths the curve tilt of the selected control point(s).
Smooth Curve RadiusSmooths the curve radius of the selected control point(s).
Smooth Curve WeightInterpolates the weight of the selected control point(s).

Hooks

Hooks
Hooks
Hooks

Hooks is a menu with tools around the hook modifier. You could also adjust the hook modifier from the Properties editor. But the menu items are more accessible.

When there is no hook modifier at the mesh then you just see three menu items. When there is minimum one hook modifier applied, then you will see an extended menu.

Hook to New Object

Creates a new Hook Modifier for the active object and assigns it to the selected vertices. It also creates an empty at the center of those vertices, which are hooked to it.

Hook to Selected Object

Does the same as Hook to New Object, but instead of hooking the vertices to a new empty, it hooks them to the selected object (if it exists). There should be only one selected object (besides the mesh being edited).

Last Operator Hook to Selected Object
Last Operator Hook to Selected Object
Last Operator Hook to Selected Object
Active Bone

Hook to the object(s) of the active bone.

EntryWhat it does
Hook to Selected Object BoneDoes the same as Hook to New Object. B**ut it sets the last selected bone in the also selected armature as a target.
Assign to HookAssign the selected vertices to the chosen hook modifier. Existing hooks gets overwritten. One vertex can be assigned to more than one hook.
Remove HookRemoves the chosen Hook Modifier from the object.
Select HookSelects all vertices assigned to the chosen Hook Modifier.
Reset HookResets the chosen Hook Modifier.
Recenter HookRecenter the Hook Modifier.

Make Vertex Parent

Parents another object to the selected vertice(s).

Workflow:

In Object mode select the object that you want to parent to a vertex. Shift select the parent object so that both are selected. Enter Edit mode. Then select one vertex for a single point. Then click the Make Vertex Parent button to make the relation.