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View Full Version : Merge Vertices and Custom Shelf Questions.


wgreenlee1
12-26-2002, 07:14 AM
Ok guys ...I know these are really easy questions but for some reason I am baffled....more than regular.
I have a model that I've "CutPoly Faces" and now I have to go back and weld those vertices together.
Is there a way like in Lightwave where you can "Merge" all vertices at once instead of selecting some and then selcting some more?

Ok another thing...
I like how Maya leaves that last tool used in the Tool menu shelf but I want to create my own shelf where I can keep last used and favorite tools...is that possible or do I need to RTFM( read the fine manual) some more?

Thanks!
:shrug:

lowkey
12-26-2002, 07:27 AM
well, i don't think there's a way to weld verts as a whole, at least i haven't discovered it yet !

to add a function to a custom shelf, simply click that command in the menu while holding ctrl+alt+shift or MMB-drag a line of code directly from the script-editor onto the shelf. in the shelf editor you have to activate repeatable if you'd like to repeat the action using G.

wgreenlee1
12-26-2002, 07:29 AM
Ok...thanks lowkey.
Very helpful stuff.:thumbsup:

dwalden74
12-26-2002, 08:03 AM
polyMergeVertex command does this. Select verts, then type:

polyMergeVertex -d 2

this merges all selected vertexes within a 2-unit distance from each other.

:beer:
David

fango
12-26-2002, 08:03 AM
i m not too sure what you re trying to do , you re trying to merge all verts in one go, say, you made a face, mirrored it and now want to merge those verts in the middle ?

if that s the situation, you can either select each pair and merge, or select all the verts you want to merge, then in the merge verts option input a very low number (like 0.001) . the verts will only merge to the vert under that distance (0.001 meanning "merge with whatver 's on you")

hope that helped, not too sure if that answered your question though, if not, ignore my post :)

Labuzz
12-26-2002, 09:18 AM
For example you can store 2 settings for the polyMergeVertex command on a marking menu or a shelf.The one with a value like -d 10000 will behave like a "Collapse" ( or weld average in LW).

iC4
12-26-2002, 09:40 AM
arg, don't say that you always merge only two vertices? :eek:

just use a small enough distance value and you can merge 1000000 vertices at one time

dwalden74
12-26-2002, 10:19 AM
just use a small enough distance value and you can merge 1000000 vertices at one time


... donīt you mean "*large* enough distance value"???

lowkey
12-26-2002, 12:00 PM
nope, if that value's too high, verts will snap into one point, even if they're far away from the area you wish to weld. decreasing 'distance' drags the focus of the operation closer to that area.

wgreenlee1
12-26-2002, 12:05 PM
Originally posted by Labuzz
For example you can store 2 settings for the polyMergeVertex command on a marking menu or a shelf.The one with a value like -d 10000 will behave like a "Collapse" ( or weld average in LW).


Yep or like "Merge Points".
LW has Merge pionts either by "Automatic" or "Fixed Distance".
The later you can tell LW what distance to merge.
Thanks again for the help!

lowkey
12-26-2002, 12:11 PM
look at this !

Sibben
12-28-2002, 06:07 PM
On a side note.

A good idea is to use Merge Multiple Edges instead - especially if you are building models for games.

The reason is simply that welding vertices together let's you create pretty twisted geometry if you don't know exactly what you are doing. And mind you, Maya allows *all* kinds of wierd geometry. If Merge Multiple Edges fail (and this is where alot of folks go for the Merge Verts to force whatever they want to do) is simply because the operation would result in ugly geometry. Usually it is as simple as normals of different orientation but there are other possibilites too. With Merge Multiple Edges you are sure to produce nice, clean, manifold meshes. If it don't work just get your little magnifying glass and find out what you did wrong. :)

A funny example is from where I work. One of our games framed like hell at a certain point and noone could figure out why - only that the amount of rendered geometry was exceptionally high at that certain place in the world. It later turned out that one of the artists - who had built a very large object - unknowingly had managed to duplicate this a couple of times and then both combined and merged it all together. Every face was rendered several times. It's easy to hit Ctrl+D when you save the scene and then there is just some bit of bad luck and a little welding to do and you're on the road to problemo-land...

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