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rygorous avatar rygorous commented on September 27, 2024

Sigh. There's a whole lot of poor decisions and unfortunate bugs in the Wz4 mesh generator. Let me see what I can do...

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wzman avatar wzman commented on September 27, 2024

We spoke about that on http://erbsen.untergrund.net/board3/viewtopic.php?f=41&t=1041 forum. (I'm Ikam)

We found that it's not a problem of disconnected mesh, but the result of the select face -> vertex and Transform. (That can be interesting to keep like that). see examples.

However there seems to be a UV bug. (origin of this issue)

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Skinnytorus avatar Skinnytorus commented on September 27, 2024

yep. the UV bug is behind it all :))

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rygorous avatar rygorous commented on September 27, 2024

Ok, this only has to do with UVs very indirectly.

Whenever there's UV, normal etc. discontinuities, there are multiple copies of a vertex - one on each "side" (but note there may be more than 2 sides involved, e.g. the corner vertices of a cube, which generally have 3 copies, one for each face).

Select face->vertex only selects those copies of a vertex that are used by the selected faces. There are several cases when this is exactly what you want: for example, when you have a UV seam somewhere and want to change the mapping on one side of that seam via TransformEx, this is what needs to happen. But if you change the positions, this breaks up the mesh into two pieces.

I've renamed the existing select mode to "inner vertex" and added a new mode "full vertex" that always selects either all or none of the vertices at any given position (which is the right thing to do if you want to deform part of a mesh without breaking it up). If you switch your select ops in the example file to use "full vertex" mode, they do what you would expect.

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Skinnytorus avatar Skinnytorus commented on September 27, 2024

thanks, ryg.
the problem with disconnected faces has gone, but the extrusion UV bug still remains.
will you revert to fixing it?

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