Selection basics: select objects, triangles, points and edges

Select whole objects or the triangles, points and edges inside them, change a selection with keys and hotkeys, and find the right Select tool

4 min read

Almost every tool in MeshInspector works on what is selected. There are two levels of selection: whole objects in the scene, and primitives inside an object: triangles of a mesh, points of a point cloud or edges of a mesh. This guide explains both levels, the keys that add to or remove from a selection, and which tool of the Select tab to use for a task.

Objects and Primitives

Objects Primitives
What you select Whole meshes, point clouds and other objects Triangles of a mesh, points of a point cloud, edges of a mesh
Where The Scene tree, or Select › Select Objects in the viewport Select › Select Primitives and the other tools of the Select tab
How it looks The name is highlighted in the Scene tree and the object is drawn in its selected color (blue by default) Selected triangles and points turn red, selected edges are drawn as purple lines (default colors)

Tools run on the selected objects. Many of them also use the selected primitives, for example:

Two crossing plates selected in the Scene tree and drawn in blue; the triangles where they cross are selected and drawn in red

In the picture, both objects are selected (blue), and the triangles where the two plates cross are selected inside each of them (red, found with Collision Detection).

Select Objects

  • In the Scene tree, click a name. Ctrl+click (Cmd+click on macOS) adds another object or removes it from the selection.
  • In the viewport, go to Select › Select Objects. Click an object to select only it, drag a rectangle to select every object inside it, Ctrl+click (Cmd+click) to add or remove one object, or click empty space to clear the selection. See Select Objects.

Select Triangles, Points and Edges

Go to Select › Select Primitives to select triangles of meshes and points of point clouds with the mouse; see Select Primitives for the modes. Edges have their own tool, Edge Selector. While you select in Select Primitives, the keys change what happens:

Hold Result
No key The new selection replaces the old one
Ctrl (Cmd on macOS) Adds to the selection
Shift Removes from the selection
Ctrl+Shift (Cmd+Shift) Swaps: selected primitives under the mouse become unselected and vice versa

Press Ctrl+A (Cmd+A) in Select Primitives to select all triangles or points of the selected objects. If you prefer that a plain stroke adds to the selection, open Settings › Application and set Default Selection Behavior to Append selection; Ctrl (Cmd) then replaces the selection.

Hotkeys

Press F1 to see all hotkeys. On macOS, Cmd replaces Ctrl and Backspace replaces Delete.

Command Windows / Linux macOS
Select Objects Ctrl+Q Click the button: Cmd+Q closes MeshInspector
Select Primitives Ctrl+W Cmd+W
Clear Selections Ctrl+X Cmd+X
Delete Selected Delete Backspace
Expand Selection Ctrl+= Cmd+=
Shrink Selection Ctrl+- Cmd+-
Select all objects Ctrl+A Cmd+A
Select the next / previous object Down / Up arrow (add Shift to add it to the selection) The same
Undo Ctrl+Z Cmd+Z

The Selection part of the Hotkeys window on macOS: Shrink Selection Command and minus, Expand Selection Command and equals, Select Primitives Command and W, Clear Selections Command and X

Which Tool Do I Need?

I want to … Use
Paint, draw around or click triangles or points Select Primitives, Triangles Selector
Select edges Edge Selector
Select a region by marking a few triangles inside and outside it Select Region
Split a mesh into a set number of segments Partitioner
Select a whole connected part Select Component, Expand to Components
Select small or large loose parts by area Select by Area
Grow or shrink a selection by one layer Expand Selection, Shrink Selection
Grow or shrink a selection by a distance Grow/Shrink Selected
Invert, clear or delete a selection Inverse Selection, Clear Selections, Delete Selected
Turn a selection into a separate object Selection to Object
Select sharp edges Select Creases by Angle
Find defects Select Self Intersections, Select Degeneracies, Select Disorientations, Select Boundary Tris, Select Not Smooth Triangles
Check a part for 3D printing Select Overhangs
Find where two meshes intersect Collision Detection

Recipe: Clean a Scan

  1. Select the mesh and press Ctrl+W (Cmd+W) to open Select Primitives.
  2. Select the junk, for example a piece of the table or stray bits around the model.
  3. Press Ctrl+= (Cmd+=) once or twice to run Expand Selection and catch the ragged rim around it.
  4. Press Delete (Backspace on macOS) to run Delete Selected.
  5. Close the holes this leaves with Mesh Repair › Fill Holes (see Fill Holes). Fill Holes leaves the new triangles selected: press Ctrl+X (Cmd+X) to clear them.

Recipe: Split Off a Part

  1. Select the part with Select Region. If the part is already bounded by selected edges, for example after Partitioner, select one triangle of it and run Select › Expand to Components.
  2. Go to Select › Selection to Object. A new object with the selected triangles appears in the Scene tree, named after the original with Partial at the end (for example, fandisk Partial); the original mesh is hidden but not changed.
  3. To remove the part from the original, show and select the original mesh (its triangles are still selected) and press Delete (Backspace on macOS).

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