選択

要素を選択する方法は数多くありますが、どの選択ツールが利用できるかは、現在使用中の メッシュ選択モード によって変わります。最初にこれらのモードについて説明し、その後、基本的な選択ツールについて説明します。

選択モード

選択モードヘッダーボタン

リファレンス

モード

Editモード

メニュー

3D View Header ‣ Select Mode

ショートカットキー

1, 2, 3 (Shift 複数選択モード, Ctrl 拡大/縮小選択).

../../_images/modeling_meshes_selecting_mode-buttons.png

Editモード選択ボタン

Editモード には、三つの選択モードがあります。ヘッダーにある三つのボタンのうち一つを選択することで、別のモードに入ることができます。

頂点 (Vertices)

このモードでは、頂点は点として表示されます。

選択中の頂点はオレンジ色で、選択されていない頂点は黒色で、有効(アクティブ)な頂点や、最後に選択された頂点は白色で表示されます。

辺 (Edges)

このモードでは、頂点は表示されません。

その代わりに、選択中の辺がオレンジ色で、選択されていない辺は黒色で、有効(アクティブ)な辺や最後に選択された辺は白色で表示されます。

面 (Faces)

このモードでは、選択中の面とその中心に選択点が表示されます。

選択中の面とそれらの選択点がオレンジ色で、選択させていない面が黒色で、有効(アクティブ)な面や最後に選択された面は白色で表示されます。

これらのボタンを使用中に、モディファイアーキー(modifier keys)を使うことができます。Switching Select Mode を参照してください。

これら三つのメッシュ選択モードでは、ほとんど全てのツールを利用できます。従って、回転、スケール、押し出しなどが全てのモードで可能です。もちろん、(他の位置にピボットポイントを設定していなければ) 単一の 頂点を回転させたりスケールさせることに意味はありません。よって、モードによってはツールの有用性が変わります。

モードによる違いの例について図 選択モード を参照ください。

複数選択モード

Shift-LMB を押しながら選択モードを選択することで、複数の 選択モード を同時に有効にすることができます。こうすることによって、最初にモードの切り替えを行うことをせずに、素早く頂点、辺、面を選択することができます。

選択モード
../../_images/modeling_meshes_selecting_vertex-mode-example.png

頂点選択モード例

../../_images/modeling_meshes_selecting_edge-mode-example.png

辺選択モード例

../../_images/modeling_meshes_selecting_face-mode-example.png

面選択モード例

../../_images/modeling_meshes_selecting_mixed-mode-example.png

複数選択モード例

選択モードの切り替え

頂点から辺へ、辺から面へといったように"昇順(ascendant way)" (つまり、シンプルなものからもっと複雑なものへ)にモード切替を行う場合で、切り替え後のモードで完全な要素になる場合には、選択済みのパーツは選択状態が維持されます。

例えば、ある面の全ての四辺が選択されており、辺モードから面モードに切り替えた場合、面の選択が維持されます。切り替え後のモードで完全なセットを形成できない選択部分については、全て選択が解除されます。

../../_images/modeling_meshes_selecting_edge-mode-example.png

辺モードでの最初の選択状態

../../_images/modeling_meshes_selecting_face-mode-switched-from-edge.png

面モードへの切り替え

従って、"降順(descendant way)" (つまり、複雑なものからシンプルなものへ)に切り替えた場合、面のように"高次(high-level)"の要素を定義する全ての要素(例えば、四つの頂点や四角形の辺)は、選択された状態となります。

拡大/縮小選択

Ctrl を押しながら高次の選択モードを選択すると、現在の選択範囲に触れている全ての要素が選択範囲に追加されます。その選択範囲が完全な高次要素を形成しない場合でも行われます。

また、低次のモードに切り替えた場合には、選択範囲が縮小されます。

../../_images/modeling_meshes_selecting_vertex-mode-example.png

頂点モード - 最初の選択

../../_images/modeling_meshes_selecting_edge-mode-expanding-from-vertex.png

辺モードに拡大

X線 (X-Ray)

x-ray 設定はシェーディングだけでなく、選択にも影響します。

有効にした場合、選択はオブジェクトの外形に遮られません。

../../_images/modeling_meshes_selecting_limit-selection-to-visible-off.png

X線を有効に設定

../../_images/modeling_meshes_selecting_limit-selection-to-visible-on.png

X線を無効に設定

Selectメニュー

All A

全てを選択

None Alt-A

何も選択しない状態

Inverse Ctrl-I

選択されていない外形を選択状態にし、現在選択されているコンポーネントの選択状態を解除します。


Box Select B

インタラクティブな矩形(ボックス)選択

Circle Select C

インタラクティブな円形選択


Select Random

Percent値に基いてランダムに頂点、辺、面を選択します。

Checker Deselect

選択中のアイテムに対して交互に選択を解除します。


Select Sharp Edges

このツールは角度の値よりも大きな角度を形成する二つの面の間にある全ての辺を選択します。角度を大きくするとより尖った辺を選択します。


Select Similar Shift-G

現在の選択範囲に似ている要素を選択します。


Select All by Trait

特徴に合う外形を選択します。


Select More/Less
More Ctrl-NumpadPlus

選択タイプに隣接した要素に選択を拡大します。

Less Ctrl-NumpadMinus

選択タイプに隣接した要素から選択を縮小します。

Next Active Shift-Ctrl-NumpadPlus

選択履歴を使用して周辺トポロジーをベースに次の頂点、辺、面を選択します。

Previous Active Shift-Ctrl-NumpadMinus

最後に選択した要素を解除し、その直前のものを選択します。


Select Loops
Edge Loops

接続された辺を選択します。

Face Loops

接続された面を選択します。

Edge Ring

接続された辺のリングを選択します。


Select Linked
Select Linked

現在の選択範囲に接続されている全てのコンポーネントを選択します。(Select Linked を参照)

Shortest Path

二つの選択中要素間のパスを選択します。

Linked Flat Faces

面と面の角度の閾値をベースに接続された面を選択します。これは、平面上の面を選択するときに役に立ちます。


Select Side of Active

アクティブな頂点に関する単一軸内にあるメッシュの全ての頂点を選択します。頂点選択モードのみで使用可能です。

Mirror Selection Shift-Ctrl-M

選択した軸に対して対称の位置(ミラー関係となる位置)のメッシュアイテムを選択します。

Selection Tools

Checker Deselect

リファレンス

モード

Editモード

メニュー

Select ‣ Checker Deselect

This tool applies an alternating selected/deselected checker pattern. This only works if you already have more than one mesh element selected.

Changes the current selection so that only every Nth elements (vertices, edges or faces, depending on the active selection mode) will remain selected, starting from the active one.

In case of islands of selected elements, this tool will affect only the island of the active element (if there is one), or the island of the first element in the order of internal storage (if there is no active element).

Deselected

The number of deselected elements in each pattern repetition.

Selected

The number of selected elements in each pattern repetition.

Offset

Offset from the starting point.

Select All by Trait

Non Manifold

Selects the non-manifold geometry of a mesh. This entry is available when editing a mesh, in Vertex and Edge selection modes only.

Extend

Lets you extend the current selection.

Wire

Selects all the edges that do not belong to any face.

Boundaries

Selects edges in boundaries and holes.

Multiple Faces

Selects edges that belong to three or more faces.

Non Contiguous

Selects edges that belong to exactly two faces with opposite normals.

頂点 (Vertices)

Selects vertices that belong to wire and multiple face edges, isolated vertices, and vertices that belong to non-adjoining faces.

Loose Geometry

This selection depends on the currently selected Selection Modes; In vertex and edge selection mode it selects all vertices or edges that do not form part of a face. In face selection mode it selects all faces that do not share edges with other faces.

Interior Faces

Selects faces where all edges have more than two faces.

Faces by Sides

Selects all faces that have a specified number of edges.


Ungrouped Vertices

Selects all vertices which are not part of a vertex group.

Select Linked

リファレンス

モード

Editモード

メニュー

Select ‣ Linked

ショートカットキー

Ctrl-L

Select geometry connected to already selected elements. This is often useful when a mesh has disconnected, overlapping parts, where isolating it any other way would be tedious.

To give more control, you can also enable delimiters in the Adjust Last Operation panel, so the selection is constrained by seams, sharp edges, materials or UV islands.

With Pick Linked you can also select connected geometry directly under the cursor, using the L shortcut to select or Shift-L to deselect linked.

This works differently in that it uses the geometry under the cursor instead of the existing selection.

Select Similar

リファレンス

モード

Editモード

メニュー

Select ‣ Similar...

ショートカットキー

Shift-G

Select geometry that has similar certain properties to the ones selected, based on a threshold that can be set in tool properties after activating the tool. Tool options change depending on the selection mode:

Vertex Selection Mode:
Normal

Selects all vertices that have normals pointing in similar directions to those currently selected.

Amount of Adjacent Faces

Selects all vertices that have the same number of faces connected to them.

Vertex Groups

Selects all vertices in the same vertex group.

Amount of Connecting Edges

Selects all vertices that have the same number of edges connected to them.

Face Regions

Select matching features on a mesh that has multiple similar areas based on the topology.

Edge Selection Mode:
Length

Selects all edges that have a similar length as those already selected.

Direction

Selects all edges that have a similar direction (angle) as those already selected.

Amount of Faces Around an Edge

Selects all edges that belong to the same number of faces.

Face Angles

Selects all edges that are between two faces forming a similar angle, as with those already selected.

Crease

Selects all edges that have a similar Crease value as those already selected.

Bevel

Selects all edges that have the same Bevel Weight as those already selected.

Seam

Selects all edges that have the same Seam state as those already selected. Seam is a true/false setting used in UV texturing.

Sharpness

Selects all edges that have the same Sharp state as those already selected. Sharp is a true/false setting (a flag) used by the Edge Split Modifier.

Face Selection Mode:
Material

Selects all faces that use the same material as those already selected.

Image

Selects all faces that use the same UV texture as those already selected (see UV texturing pages).

Area

Selects all faces that have a similar area as those already selected.

Polygon Sides

Selects all faces that have the same number of edges.

Perimeter

Selects all faces that have a similar perimeter (added values of its edge lengths).

Normal

Selects all faces that have a similar normal as those selected. This is a way to select faces that have the same orientation (angle).

Co-planar

Selects all faces that are (nearly) in the same plane as those selected.

Edge Loops

リファレンス

モード

Edit Mode (Vertex or Edge select mode)

メニュー

Select ‣ Select Loops ‣ Edge Loops

ショートカットキー

Alt-LMB, or Shift-Alt-LMB for modifying existing selection.

Holding Alt while selecting an edge selects a loop of edges that are connected in a line end-to-end, passing through the edge under the mouse pointer. Holding Shift-Alt while clicking adds to the current selection.

Edge loops can also be selected based on an existing edge selection, using either Select ‣ Edge Loop.

注釈

Vertex mode

In Vertex select mode, you can also select edge loops, by using the same hotkeys, and clicking on the edges (not on the vertices).

../../_images/modeling_meshes_selecting_edge-loops.png

Longitudinal and latitudinal edge loops.

The left sphere shows an edge that was selected longitudinally. Notice how the loop is open. This is because the algorithm hit the vertices at the poles and is terminated because the vertices at the pole connect to more than four edges. However, the right sphere shows an edge that was selected latitudinally and has formed a closed loop. This is because the algorithm hit the first edge that it started with.

Edge Loops (All Boundaries)

All boundary edges can be selected by performing a second loop select action on a boundary edge.

This can be useful for selecting boundaries for meshes that include triangles and n-gons, where loop select would not otherwise select the full boundary.

../../_images/modeling_meshes_selecting_edge-boundary-loops.png

The second loop select action is shown on the right.

Face Loops

リファレンス

モード

Edit Mode (Face or Vertex select modes)

ショートカットキー

Alt-LMB or Shift-Alt-LMB for modifying existing selection.

In face select mode, holding Alt while selecting an edge selects a loop of faces that are connected in a line end-to-end, along their opposite edges.

In vertex select mode, the same can be accomplished by using Ctrl-Alt to select an edge, which selects the face loop implicitly.

../../_images/modeling_meshes_selecting_face-loops.png

Face loop selection.

This face loop was selected by clicking with Alt-LMB on an edge, in face select mode. The loop extends perpendicular from the edge that was selected.

../../_images/modeling_meshes_selecting_face-loops-vertex.png

Alt versus Ctrl-Alt in vertex select mode.

A face loop can also be selected in Vertex select mode. Technically Ctrl-Alt-LMB will select an Edge Ring, however, in Vertex select mode, selecting an Edge Ring implicitly selects a Face Loop since selecting opposite edges of a face implicitly selects the entire face.

Edge Ring

リファレンス

モード

Editモード

メニュー

Select ‣ Select Loops ‣ Edge Rings

ショートカットキー

Ctrl-Alt-LMB

In Edge select mode, holding Ctrl-Alt while selecting an edge (or two vertices) selects a sequence of edges that are not connected, but on opposite sides to each other continuing along a face loop.

As with edge loops, you can also select edge rings based on current selection, using either Select ‣ Select Loops ‣ Edge Rings.

注釈

Vertex mode

In Vertex select mode, you can use the same hotkeys when clicking on the edges (not on the vertices), but this will directly select the corresponding face loop...

../../_images/modeling_meshes_selecting_edge-ring.png

A selected edge loop, and a selected edge ring.

In Fig. A selected edge loop, and a selected edge ring. the same edge was clicked on, but two different "groups of edges" were selected, based on the different tools. One is based on edges during computation and the other is based on faces.

注釈

Convert Selection to Whole Faces

If the edge ring selection happened in Edge Select Mode, switching to Face Select Mode will erase the selection.

This is because none of those faces had all its (four) edges selected, just two of them.

Instead of selecting the missing edges manually or by using Shift-Alt- twice, it is easier to first switch to Vertex Select Mode, which will kind of "flood" the selection. A subsequent switch to Face Select Mode will then properly select the faces.

Shortest Path

リファレンス

モード

Editモード

メニュー

Select ‣ Select Linked ‣ Shortest Path

ショートカットキー

Ctrl-LMB

../../_images/modeling_meshes_selecting_shortest-path.png

Select a face or vertex path with Ctrl-LMB.

Selects all geometry along the shortest path from the active vertex/edge/face to the one which was selected.

Edge Tag (in Edge select mode only)

This select button indicates what should be done when selecting a vertex path with Ctrl-LMB:

Select

Just selects all the edges in the path.

Tag Seam

Marks all edges in the path as seams for UV unwrapping.

Tag Sharp

Marks all edges in the path as sharp for the Edge Split Modifier.

Tag Crease

Marks all edges in the path as creases for the Subdivision Surface Modifier, with weight 1.0.

Tag Bevel

Gives bevel weight 1.0 (for the Bevel Modifier) to all edges in the path.

Tag Freestyle Edge Mark

Marks all edges in the path Freestyle feature edges.

Face Stepping

Supports diagonal paths for vertices and faces, and selects edge rings with edges.

Topological Distance

Only takes into account the number of edges of the path and not the length of the edges to calculate the distances.

Fill Region Shift-Ctrl-LMB

Selects all elements in the shortest paths from the active selection to the clicked area.

Checker Deselect Options

Allows to quickly select alternate elements in a path. See also Checker Deselect tool.

Deselected

The number of deselected elements in the repetitive sequence.

Selected

The number of selected elements in the repetitive sequence.

Offset

Offset from the starting point.

Loop Inner-Region

リファレンス

モード

Edit Mode (Edge select mode)

メニュー

Select ‣ Select Loops ‣ Select Loop Inner-Region

Select Loop Inner-Region selects all faces that are inside a closed loop of edges. While it is possible to use this operator in Vertex and Face selection modes, results may be unexpected. Note that if the selected loop of edges is not closed, then all connected edges on the mesh will be considered inside the loop.

../../_images/modeling_meshes_selecting_inner-region1.png

Loop to Region.

../../_images/modeling_meshes_selecting_inner-region2.png

This tool handles multiple loops fine, as you can see.

../../_images/modeling_meshes_selecting_inner-region3.png

This tool handles "holes" just fine as well.

Boundary Loop

リファレンス

モード

Edit Mode (Edge select mode)

メニュー

Select ‣ Select Loops ‣ Select Boundary Loop

Select Boundary Loop does the opposite of Select Loop Inner-Region, based on all regions currently selected, it selects only the edges at the border(contour) of these islands. It can operate in any select mode, but when in Face mode it will switch to Edge select mode after running.

All this is much more simple to illustrate with examples:

../../_images/modeling_meshes_selecting_boundary-loop.png

Select Boundary Loop does the opposite and forces into Edge Select Mode.

Known Issues

Dense Meshes

Selecting dense meshes with X-Ray disabled, has a limitation where dense meshes may not have all the elements selected.

When selecting regions with Box, Circle and Lasso select, vertices may overlap each other causing some vertices not to be selected.

This is a limitation with the current selection method, you may workaround this by zooming in or enabling X-Ray.

N-Gons in Face Select Mode

../../_images/modeling_meshes_selecting_face-mode-ngon-visual-problem.png

N-gon face having its center dot inside another face.

As already noted, in X-Ray and Wireframe mode faces are marked with a dot in the middle. With n-gons that can lead in certain cases to a confusing display. The example shows the center dot of the U-shaped n-gon being inside of the oblong face inside the "U". It is not easy to say which dot belongs to which face (the orange dot in the image is the object origin).