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If we want to have a more customized shape to a spline primitive or a so-called shape in 3ds Max language, we need to convert that spline primitive to editable. So it's similar to what we did in the modeling basics chapter, in which we converted a parametric object to an editable object. It's the same process here. I have got a star and I will go into its Modify panel so that we can see that it's got all these parameters.
It's got radius and so on. I can play around with those and I do want to be careful that I don't get corrupted splines. Notice as I reduce this radius, things are starting to crash into each other so you have to be careful about this. This is not a desirable outcome. You can see the fillet radius is too great. I mean that might be nice again for abstract art purposes and you might have some fun with this in an experimental film, but this is not going to work to model a solid object.
So you have to be real cautious about it. The size of this fillet has got to be very, very small in this case. So I have got basic parameters, but I am limited to what are provided here. If I wanted to make this more organic so that it was not perfectly regular, I would need to convert it to editable spline. So the same way that we convert a mesh object to editable, we can convert this spline object to editable. Just right-click in the viewport and choose Convert To, and we want to do the first one on the list here, Convert to Editable Spline.
Release the mouse and you will see no longer do we have a star, no longer do we have any parameters, such as Fillet Radius, and in its place we have got an editable spline object with sub-object types: Vertex, Segment, and Spline. You will also notice that there is a great variety of tools that you can use with Editable Spline. We are not going to do an exhaustive catalog of all these tools, but we will take a look at the most commonly needed ones.
So that's how you can convert a parametric spline into an editable spline.
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