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Therefore, families that are hosted to a face are necessary Here is the draft angle manipulator

Load in the desired family and place one instance of each type on the host. It's not really for extruding at an angle I'm new to 3ds max as of today

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I need to connect one side of this mesh to the other

How can i select vertices and create faces from them

Like this picture.thanks for any and all help! There’s currently no way to create a face/surface like this based only from points The easiest way to do this is probably to build some sketch lines connecting those points, then build a patch or loft surface based on those lines. Face group detection on blended fillets is unreliable and would require some manual tweaking of which triangles belong to which face group

It isn't obvious to me how to edit face groups Its been a while since i managed to do that, however, the menu items have changed since then. Hi i am trying to perform a simple finish turning profile on my part but fusion360 does not like it i guess Maybe i am doing something wrong

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Can some one have a look and explain to me what my mistake is

This is the profile i am trying to cut I got used that in blender i can select one face of the object or one vertex or three edges and invert selection by hitting cntrl+i which will select all vertices that were unselected and deselect those were selected so basically will invert the selection but is there such option in maya? If it is a face based family, you can still move it away from host manually Make sure to tick the box disjoin and untick the box constrain when you initiate the move command.

So we would have to dig back to the original face that this proxy represents, then either dig down into its face.attributesets for the attribute, or get the document object that the component represents, then get the namedentities interface for that document, then use its tools to check if the entity has been given a name. There is an angle manipulator in extrude, but it is for setting the draft angle on the extrude

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