View Full Version : question regarding backspace function
foreverendering 06-23-2003, 02:07 PM This question pertains to the remove/backspace function. I searched several forums and wasn't able to turn up anything on this particular question.
For the sake of example I'll say that I'm cleaning up the cage of a mesh because its too dense in a certain area.
I know that you can select certain edges and hit backspace to remove them, but once this is done the vertices will remain. So at this point you select the vertices and then backspace them too.
My question then : Is there anyway to backspace both edges and vertices simultaneously, or a quick workaround that would achieve a similar result? My original idea was to select the edges, hit backspace, then hit convert to vertex (to switch my selected area from edges to vertex) then backspace again, but no dice. Once I removed the edges I had nothing selected, so converting to vertex didn't do any good. I was hoping it would know I wanted the vertices leftover from the removed edges.
Any thoughts on this? It's not like a huge pressing issue but I think it could prove to be a nice time saver and make working that much smoother.
Maybe there is a script that removes edges and vertices at the same time?
Thanks!
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foreverendering
06-23-2003, 04:28 PM
ha, oh man I feel stupid.
I just had an epiphany.
If you want to clean it up real fast you can just
1) select the edge
2) hit loop
3) right click -> convert to vertex (or use hotkey if you have it)
4) hit 2 to return to edge mode
5) hit backspace
6) hit 1 to switch back to vertex mode
7) hit backspace
It was sitting right there in front of my face and I couldn't piece it together. Anyway this might seem stupid to some (most?) of you but I found it pretty cool.
Stroker
06-23-2003, 04:42 PM
Personally, I just Target Weld a bunch of verts.
Then again, I'm hardly ever removing an entire edgeloop.
Anywho, thanks and I'm glad you figured it out.
Dave Black
06-23-2003, 04:51 PM
You can also use the "Turn to Poly" modifier, which will get rid of all those stray and 2-sided verts.
Of course, you'd have to collapse the stack after that, but it's just something I felt like adding...so I did. :p
-3DZ
:D
foreverendering
06-23-2003, 04:57 PM
Not to sound like an idiot (but unfortunately I can't help that fact)... What is a 2-sided vert?
Dave Black
06-23-2003, 05:15 PM
It's a vertex that has 2 "sides". You can have 2-sided, 3-sided, 4-sided, and N-sided.
These are just shorthand for the number of edges terminating at a particular vertex. So if you take an edge and divide it in two, that vertex at the midpoint is a 2-sided vert.
Hope that made sense. Only about 50% of CG people actually use this terminalogy, so don't feel bad. I should have explained myself better.
-3DZ
:D
foreverendering
06-23-2003, 05:30 PM
Oh... dude I totally get what you are saying now. Just never thought about saying it that way.
Btw, since most people talk about trying build solely from quads, it would make sense that all vertices would want to be 4-sided, right?
But sometimes I end up with 5-sided vertices - is that a big deal or not really an issue to worry about? I guess what I'm trying to ask is - are 5 sided vertices okay?
I realize this is straying off topic but might as well pick your brain while I can :)
Dave Black
06-23-2003, 05:56 PM
If you're not familar with my "Theoretical Sub-D" thread, you should check it out. It's a very long read, but will really help with your modeling skills and understanding if you can get through it.
http://www.cgtalk.com/showthread.php?s=&threadid=40373
Myself and some other members are currently condensing it into a FAQ for easy reading too. It'l be out sometime next month.
As for your specific question, you can model with tris and n-gons(non-quad, non-tri polys). You just have to know the risks and the benefits of doing so. It's almost pointless to try to model without them. You just have to hide them, or use the sparingly.
As for 5+ and 4- sided polys, these are refered to as "Poles". They generate some strange smoothing abnormalities due mostly to the smoothing-group/normals interpolation. You can use them, but a good rule of thumb is to avoid them when possible. If it's causing you alot of headaches, obviously, get rid of them.
I try to use them only in a few places for most modeling situations, but really, don't let yourself get too bogged down in these "rules". A few tris, a couple of poles, some N-gons, are not going to nessaarily ruin your model.
Anyway, if you want to be alerted when the Sub-d FAQ is available, you cen send an email here:
subscribe@3dzealot.com
Hope all that made sense.
-3DZ
:D
foreverendering
06-23-2003, 06:32 PM
Will do, thanks!
Great read so far btw this will take a while to wade through. I'm starting on page 1 :D
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