Fig. 1 The operator when a handle is active.
To activate an handle, you need first to activate a vertex or an
edge. For this reason, you need to make sure that
Handles is enabled, and also you need to
have enabled either
Vertices or
Edges.
You should also consider enabling
Weights if you wish to control the handle weight.
An handle can be activated by clicking one of the little white cubes which are shown when a vertex or an edge are already active. Activating a handle will show:
Weight
Control
, drag the little sphere to change the weight value assigned to the handle and change the shape
of the edge.Note: sometimes, two handles on the same vertex may be aligned. While two handles are aligned, any change made on one of the two will also affect the other. Such alignments can't be removed with Curved Poly - Shape Editor.
While a handle is active, you will also have more GUI controls on your Dynamic Menus Area:



Edge Elasticities Controls: control the way in which edges answers
to a handle movements; there are four different elastic behavior, and they are explained in one of the next sections. 

Edge Auto-Normal Controls: control the way in which edges normals
are updated after a handle is moved; there are two different auto normal behavior, and they are explained in one of the next sections.
Back to Vertex
, this Button to activate the vertex this handle refer to. It is useful in situations in which
you have much stuff in the scene, or too many controls on the object, and you find hard to access the vertex.
Back to Edge
, Press this Button to activate the edge this handle belongs to. It is useful in situations
in which you have much stuff in the scene, or too many controls on the object.
Center Handle
, Correct the Roll Value of the Handle, so that it becomes centered with respect of the two
other handles it has on its left and right. If the two handles are aligned, the centered handle will have an exact 90° angle with both them.

X-Y-Z Handle Directions
, correct the direction of the handle by aligning it to the x, y, z directions. Left-Right
(X Button), Up-Down (Y Button), Backward-Forward (Z Button) directions are respectively chosen depending on the current direction. Such correction will affect only the Roll Value. Note: the software will keep always a 90° angle with the Editing Normal during this changes in order to keep the whole surface smooth. If the x,y or z directions are not on 90° with the normal, the handle direction will be correct to the closest direction available satisfying such constraint.