Unwanted Verts on Mirror Axis


#1

I know the issue of welding has come up several times here. I read some thru some old threads but haven’t found a solution to my problem.

I create a cube, and smooth it into a spherical shape. Viewing from the X axis, I select all the verts on the right side of the modwl and delete them. Next I select a face that was create when the right half was deleted and I mirror the model. Now I end up with verts that are doubled up on the mirror axis. I can’t get rid of them. I tried Object|Weld and Object | Clean-up and played around with the tolerance but the extra verts are still there. If I go any further with the tolerance, the model collapses.

During the course of making a model, these verts are going to keep on accumilating at the center. I began construcing a head model, but had to scrap the whole thing once I ended up with 12 verts for every one vert I originally had.

There must be a simple solution. Any Ideas.

Thx


#2

Correct me if I’m wrong, but as long as your mirror is still active, you really only have one set of vertexes running down that seam- the other set are only as ‘virtual’ as all of the geometry on that side of the mirror… I think the idea is that at some point you will freeze the mirror and render the virtual geometry in the real axes. Then if you do a ‘cleanup’, any remaining duplicate vertexes will be deleted…


#3

Thanks for the reply,…

But I’m not using virtual mirror in this case. Just the mirror command from RMB while in poly mode. Try it out, it will double up the verts at the mirror axis. Clean up doesn’t fix it at any threshold.


#4

When you delete the verts on one side, more than one face is created, although the faces created all lie on one plane. You must select ALL the faces on this “mirror plane” and hit the backspace key. That will turn the multiple faces into one big planar ngon that will become your mirror plane. Select this single ngon and do your face mode -> mirror op. It will mirror perfectly without any coincedent vertices on the mirror plane edge loop.

What happens when you use only one of the several faces created when you delete the vertices from one side, is that ONLY the slected face is used as the mirror plane. When you do the face -> mirror op, ONLY the 4 verts associated with that face are welded, leaving the verts associated with the “extra” faces still in place and almost impossible to get rid of without creating bad geoemetry. e.g. using Body mode -> cleanup with the edge length tolerance kicked way up will fail due to the op’s resulting in bad geometry… the ol’ “dissolving will leave waist” error and such.

hope that helps.


#5

Alternative workflow - select the central edgeloop (select one edge, press L to get 'em all) and use Edge | Loopcut - then dump the unwanted half.

Could also (after selecting edgeloop) - press Shft +L … to get the faces enclosed by the edgeloop - then dissolve.

If there’s a possibility of having a non-flat mirror face, use Flatten (rmb option if you want the flatten plane to go thro’ a specific point).

pp


#6

Thanks alot guys,

It’s working great for me now. I tried all 3 methods (puzzledpaul/Ran13) and it’s good to know there’s more than one way to go about it. I just need to re-train my thinking a bit and not assume what works in Max will necessarily work in Wings3D.

Thx agan.

Jim


#7

<< there’s more than one way to go about it. >>

One of the benefits of wings, imo - there’s often many ways of doing something …

eg select the north pole vert of a sphere and hit F > 4 times (or F once, then + 3 times) …then dissolve.

Getting to grips with with the way you can modify selections by changing seln. mode and/ or using the +/- keys to grow / shrink selections etc would be useful - imo :slight_smile:

pp


#8

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