[align=center][color=!shortcuts][insert=menu_location:mesh.insert_vertex] [insert=menu_shortcut:mesh.insert_vertex] [/color][align=left] This is an interactive edit operation that creates one or more new vertices at the mouse position in 3D space. After starting the operation, move the mouse to the desired vertex location, and click to place a vertex. Additional vertices can be placed by moving to a new location and clicking again. There are several ways to complete or terminate the operation: [list-] [*]After having placed the desired vertices, the [color=!control]Enter[/color] key will accept changes and finish the operation. [*]To accept changes while also inserting an additional vertex at the current mouse position, press the [color=!control].[/color] key. This allows the fewest inputs for inserting a single vertex. [*]To reject all placed vertices and terminate the operation without inserting anything, press the [color=!control]Escape[/color] key. [*]If three or more vertices have been placed, the [color=!control]F[/color] key will create a face using all placed vertices and terminate the operation. Vertex placement order determines the face's chirality. For a face whose front side points toward the camera, place vertices in counterclockwise order. The newly created face receives default values for all vertex attributes. [/list] The last placed vertex can be removed with the [color=!control]Backspace[/color] or [color=!control]Delete[/color] key. Since the mouse is a two-dimensional pointing device, placing vertices in three-dimensional space requires inferring depth at each placement location. When the Insert Vertex operation is invoked, an [i]insertion plane[/i] is chosen, and all placed vertices will be projected onto the surface of that plane. The chosen plane depends on selection state: [list-] [*]If at least one face is selected, the last selected face's surface normal is used as the insertion plane. A vertex placed within the selected face will lie exactly on its surface if the face is planar. [*]If no faces are selected but at least two edges are selected, the insertion plane will be determined by the last two selected edges. If the edges form a planar triangle or quad, any vertex placed along either edge will lie exactly on that edge; otherwise, this property will only hold for one of the two edges. [*]If only one edge is selected, the edge's weighted normal (as described in [link=normal_type]Normal Type[/link]) is used as the insertion plane. [*]If at least three vertices that don't share a face or an edge are selected, the last three selected vertices are interpreted as a triangle which forms three points on the insertion plane. [*]If two vertices that don't share an edge are selected, the insertion plane contains those two vertices and is rotated to the orietation closest to the current camera direction. [*]If one vertex is selected and that vertex is part of a face, that vertex's weighted normal (as described in [link=normal_type]Normal Type[/link]) is used as the insertion plane. [*]If one vertex is selected and that vertex is not part of a face, the insertion plane is oriented toward the camera, such that all positions in 2D are at the same depth as the selected vertex from the current camera orientation. [*]If nothing is selected, the insertion plane is oriented parallel to the current camera direction, centered at the origin of the coordinate system. [/list] If any of the above calculations results in a zero-length plane normal, the insertion plane will be oriented parallel to the current camera direction.