Unweld not working
by RealmX · in Artist Corner · 04/01/2009 (3:23 am) · 7 replies
When I select a single vertex and click unweld, nothing happens. I thought there was supposed to be 2 vertices where there was once one vertex when you unweld. Am I doing something wrong?
#2
04/01/2009 (11:16 am)
My mistake, I thought I posted this under the Milkshape forum. MilkShape is the software that I'm using.
#3
Why does this not work? Anybody that can help would be greatly appreciated.
04/01/2009 (3:39 pm)
From the MilkShape help file:Quote:After selecting one (or more) vertices and choosing this option a vertex will be split into multiple vertices. The number of vertices it splits into depends on the number of faces it is bound to. So for example a vertex with three faces attatched will be split into 3 vertices.
Why does this not work? Anybody that can help would be greatly appreciated.
#4
How many faces was this vertex bound to? Was this a face made from 3 separate vertex or part of a larger primitive?
What exactly are you doing to want to unweld a single vertex? How do you 'know' you haven't successfully unwelded?
This doesn't sound like an exporter-based issue, rather a 'bug' in Ms3d. Have you posted at that site asking about unwelding a single vertex?
I've not run across this issue before...
04/02/2009 (6:52 am)
Quote:The number of vertices it splits into depends on the number of faces it is bound to.
How many faces was this vertex bound to? Was this a face made from 3 separate vertex or part of a larger primitive?
What exactly are you doing to want to unweld a single vertex? How do you 'know' you haven't successfully unwelded?
This doesn't sound like an exporter-based issue, rather a 'bug' in Ms3d. Have you posted at that site asking about unwelding a single vertex?
I've not run across this issue before...
#5
04/02/2009 (4:26 pm)
I was attempting to unweld an entire row of vertices on a cylinder. After selecting the vertices and then unweld, I tried to move the "new vertices". It was obvious that something happened because the unwelded edge became clearly visible. However, when I tried to move the new vertices, the cylinder distorted as usual.
#6
Snapshots help a lot to explain what is happening in each individual's UI, text sometimes loses something in 'translation'.
I think I know what you're saying...but not quite certain what you're trying to accomplish artistically, and could it be done in some other way than 'unwelding' verts??
Once you 'unweld' a vertex in a cylinder, you're left with actually quite a few 'single' vertex points, completing each face primitive they're bound to.
It 'sounds' like you're perhaps having problems 'selecting' a vertex to move?? since they all occupy the same XYZ coordinates? is that more accurate? If you want to 'separate' unwelded vertices, you might consider the unweld radial, which will put some physical space between the points once 'unwelded', then you could select the vertics you want to move...reselect and reweld the remaining ones...or put the face primiitives into a separate mesh group and hide it, select the vert needing moving, proceed.
I'd first like to hear what you're trying to do artistically...might really help with workflow....?? my few cents, again, images really better describe the 'issue'.
04/03/2009 (6:22 am)
Hhmm....I understand the cylinder part, the entire row of vertices part; it's the 'distorted as usual' part I'm not getting.Snapshots help a lot to explain what is happening in each individual's UI, text sometimes loses something in 'translation'.
I think I know what you're saying...but not quite certain what you're trying to accomplish artistically, and could it be done in some other way than 'unwelding' verts??
Once you 'unweld' a vertex in a cylinder, you're left with actually quite a few 'single' vertex points, completing each face primitive they're bound to.
It 'sounds' like you're perhaps having problems 'selecting' a vertex to move?? since they all occupy the same XYZ coordinates? is that more accurate? If you want to 'separate' unwelded vertices, you might consider the unweld radial, which will put some physical space between the points once 'unwelded', then you could select the vertics you want to move...reselect and reweld the remaining ones...or put the face primiitives into a separate mesh group and hide it, select the vert needing moving, proceed.
I'd first like to hear what you're trying to do artistically...might really help with workflow....?? my few cents, again, images really better describe the 'issue'.
#7
...and yes, I found a better way to achieve the results I'm looking for. Thanks anyway!
04/03/2009 (12:28 pm)
I tried to save the screen image (something else that dosen't work as expected) and post them but all I got was an all-white jpg....and yes, I found a better way to achieve the results I'm looking for. Thanks anyway!
Torque Owner Marcus Fernstrom
But unweld = separate two vertices, as far as I know anyway.