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[Bug?] Multiple overlaying verticies can't be merged/connected

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  • [Bug?] Multiple overlaying verticies can't be merged/connected

    This may or may not be related to the mesh being created from collapsed tiles (or from the mesh having subdivisions), but overlapping vertices do not seem to want to merge or connect in certain cases (like in this case), while in vertex selection mode and using "Merge" (M) or "Connect" (V), even if they are part of the same mesh. This can currently be circumvented by deleting the faces corresponding to the affected vertices and then applying the "Fill Hole" or "Bridge" edit, but this is of course less than ideal than just merging or connecting the overlaying vertices, and keeping the topology of the mesh consistent ("Bridge" allows it to be consistent, but takes several steps to do so). The reason for connecting the vertices is to avoid another problem when sculpting a mesh that was collapsed from a tile that creates holes where the vertices are not connected properly.

    Edit: Merging does work in general, for self-created meshes. But in the above case (where it came from a collapsed tile) it requires the faces associated with the vertex to be destroyed and recreated.
    Last edited by Toyoka; 11-25-2014, 11:33 PM.

  • #2
    This sounds like you have encountered a restriction of the mesh representation due to an issue with the ordering in which the merge occurred. The problem is that you may connect two faces by a single vertex, but then you cannot connect additional faces to that vertex, so I suspect what you have are four faces with two pairs each joined by a vertex. Something like this: Capture.PNG. To fix this situation you can use the Detach command on each face and then select edge pairs and merge them. Or to avoid the problem in the first place, when merging the meshes initially try using the 'Merge Meshes By Edge' command.

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    • #3
      Interesting. That was likely the problem, of me not initially merging the tiles correctly. I'll take this into consideration for the future. Also your 'detach faces and merge edges' method works great, thanks for that!

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