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View Full Version : 2 edges in the same space?


Gilgamesh
04-15-2002, 01:40 AM
OK, so is it possible for two edges to exist between the same two verticies? I was under the impression that when you weld verticies together then the edges would become one as well. However, on this model that I am working on, when I click an edge it displays the edge number, as usual. When I click and drag to select the edge, it says two edges selected. I didn't slect any hidden edges or back-facing ones. It isn't a case of unwelded verticies, either. Meshsmooth works fine, so I can't say it is a problem, but I just am curious.

Triadis
04-15-2002, 02:09 AM
I think it's possible that it can happen in EditMesh. (I'm not completly sure though)

I think the issue is brought up in one of the more recent articles on www.webreference.com/3d

AJ
04-15-2002, 03:46 AM
What happens if you click - drag one of them? Does the other one just follow?

Wierd! :shrug:

Gilgamesh
04-15-2002, 03:50 AM
Yeah, the other one follows, because they are attached to the same verticies. I am using edit mesh, maybe editable poly will make it all better? I think I'm going to switch next time I make a model.

Edit:
Oh, ok. That article (http://www.webreference.com/3d/lesson117/) explained it. I guess it just happens when welding verticies in edit mesh. Alright then, on to editpolys!

L0rd
04-15-2002, 05:44 AM
I would seriously recommend using Edit Poly rather than Edit Mesh. Edit poly is just so much better to use. It's faster, less awkward etc. etc. Not sure that the guy in that article really new what he was on about though. (I just flicked through it myself).

Check this link out for extending polytools (bit confusing cos he calls it meshtools but they're for Edit Poly)

>>> [/URL]
I've got most of these as hotkeys on my numeric keypad.

When you've installed them grab csPolytools from here

>>> [URL=http://www.3dluvr.com/subagio/scripts.html] (http://www.s21net.com/meshtools/)

you'll need meshtools installed.

You can find both these at scriptspot
http://www.scriptspot.com (http://)
Have fun.

c.

Gilgamesh
04-15-2002, 09:09 AM
Sweet. Thank you much.

Jeron
04-16-2002, 02:46 PM
Well seems this is all a question of definition.

If you make a default box, and convert it to an editable mesh (in MAX at least) you will end up with a mesh with 36 edges. In theory - if MAX could share edges between poly's you should have 18. This means all the tri's in the mesh will have 3 unique edges each. And when you think of it it kinda makes sense that each tri needs 3 edges.

Also, I just talked to one of our programmers here and he looked at the MAX SDK, and it seems this is how MAX handles the meshes. Each triangular face is constructed with 3 unique edges.

But this is not a case of edit mesh not being able to weld vertices properly. This is just the way MAX handles polygons.

So in essence Edit Poly actually displays what you would like to see, not what the base mesh actually looks like.... sortof... ;)


Jeron

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