How To Find Unwelded Verts...?

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  09 September 2012
How To Find Unwelded Verts...?

Is there a function within Max 2012, or a script, or whatever that can help me find and locate unwelded verts or identical verts? I would prefer to "not" use the weld threshold to locate and identify but I have not problem using the it for fixing.

Thanks so much!
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Last edited by DarkEdge : 09 September 2012 at 10:45 PM.
  10 October 2012
On the viewport menu [+][Perspective][Realistic]
Click the +
Click xView
Click overlapping vertices
  10 October 2012
Very nice feature...thanks for the heads up!
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  10 October 2012
Nice tip gruhn, thanks.
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  10 October 2012
What I've always done is turn on backface culling (well I always have it on anyway so I can see through the backs of walls and other stuff that gets in the way) then just spun the object round until I can see through the back. Border edges are drawn but no internal ones. Unwelded verts usually leave gaps that can be seen like this. Particularly handy with open objects like bits of terrain.

Or you can go to border sub object mode and select all. That will show all the open edges. Some will be deliberate of course.

That won't help for verts very near each other or on top of each other but in valid closed objects.

I have a habit of constantly hitting select all>Weld (my own version with the tolerance set to 0.001 as I work in metres) to clean up open edges and dupe verts.
  10 October 2012
Yeah, I constantly am using the weld all and threshold function to protect the model as I progress too. Though I do wish the spinners in 2012 would react as they did/do into 2010. The spinner control is one of my banes in 2012, but all of the additional graphite/freeform/selection/paint modeling tools makes the spinner something I just deal with...still would be nice if a script made them more like 2010. But I digress.
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  10 October 2012
Yeah the fact that the spinners in caddies jump up by 0.1 when releasing the mouse is a terrible bug. We can't really use them at all since we work in metres so the values are really tiny. So instead I just recorded a macro or got our tech artist to make a macroscript (can't remember which) to always weld with a low tollerance and put that on the weld hotkey.

I wish you could save defaults for things like weld. 0.1m is a LOT to accidentally weld up and it resets for every new object.
  10 October 2012
Originally Posted by robinb: Yeah the fact that the spinners in caddies jump up by 0.1 when releasing the mouse is a terrible bug. We can't really use them at all since we work in metres so the values are really tiny...

shameless self promotion i know ...
but you could use EditPolyNC if your company allows that

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  10 October 2012
Easiest way to find unwelded verts that I have found is to use Border selection. Any unwelded vertices will be open, and hence a border edge. Then Ctrl+Vertex button to transfer edge/border to vertex selection, hide unselected and do as needed.

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  10 October 2012
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