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# 1 13-10-2008 , 07:09 PM
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Vertex Points to small

Hello
My problem is that the vertex points are too small
on my screen i sit on a laptop so it is hard to see if i
have a vertexpoint that is not connected in my medell.

Is there a way to make them biger the vertexpoint or a way
to light up the points that are not linkt by a line.
Example when you delet a edge with the delete key and
the vertex point is left. I know i need to use Delete Edge/Vertex.

Well is there to make the visual part of vertes points so i can see them better on my small screen.

Sorry for my english//Armandz

# 2 13-10-2008 , 07:30 PM
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To get rid of the vertices that are connected to only 2 edges you can select all of the vertices and press delete. Only these verices will be deleted.
About the size, I'm afraid I cannot help you.
Benny


When in doubt, delete history and freeze transformations.

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(Requires DirectX9 SDK and Framework)
# 3 13-10-2008 , 07:41 PM
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Well it is not that easy.
I have to make new lines with the
Split Poligon Tool.

And if i dont have a line close to the vertex point then the model gets messt up because when i pres delit on the vertex point i loos the lines that was connected by it.

Example

A cube
*-------*
| |
* * <---- If i reemove that point the hole line dissaperas
| |
*-------*

*= Vertex point
(Looks funny when posted i think you get the idea)

Well i will think something out.
Another question is there a hot key to snap to vertexpoints so i can get nice and good lines when i use the Split Poligon Tool?
Something simmular to gridsnap or curvsnap?


Last edited by Armandz; 13-10-2008 at 07:44 PM.
# 4 13-10-2008 , 07:57 PM
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Hehe, that makes second ASCII advice (first was mine according to one of the users).
I didn't quite get it though. can you post a snapshot to what you mean? If you've got a model which loses detail when you delete vertices then there's something you obviously need to fix.
For snapping you've got the 'use snapping points along edge' in the split polygon properties. also you can use MMB to relocate the last vertex and in this case you can use all snapping options such as snap to points, to grid, etc.
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)
# 5 13-10-2008 , 08:00 PM
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Well i will start a new model so it is not so big of a deal.
Just in the stage of learning so i think i did something wrong.
Well i learn from my misstakes user added image

TY for the help //Armandz
Sorry for my english //Armandz

# 6 13-10-2008 , 09:31 PM
Gen's Avatar
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You can change stuff like vertex size in the Display>Polygons>Custom Polygon Display window. Or you can do it via Windows>Settings/ Preferences>Preferences, in the Polygon section. There are hotkeys for vertex snap (v), curve snap (c), grid snap (x) and there are options for the split poly tool for snapping.


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# 7 13-10-2008 , 11:08 PM
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Ok
Thanks alot

# 8 14-10-2008 , 06:14 AM
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Originally posted by Armandz

Example

Code:
   A cube
   *-------*
   |         |  <--edge a
   *         * <---- If i reemove that point the hole line dissaperas
   |          |  <---edge b
   *-------*
*= Vertex point

if you delete that vertext that edge should still exist shouldn't it?
the only time edge a and edge b would vanish as well is because....
i know why i just don't know how to say why. but it's to do with the connection of other verticies and edges.

i think you need a more specific drawing


....i think i asked a question here with an ascii drawing once...
for some reason no one here appreciates or understands ascii art :p
screen shots are the only pictures understood :p




that's a "Ch" pronounced as a "K"

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# 9 14-10-2008 , 06:42 AM
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my understanding is an edge is made from two verts.., deleting one should kill the edge.., (though i have seen the edge remain which was annoying at the time). i always though 3D 101 was a vert is a point in 3D space.., two verts can form an edge, three plus form a plane??

if you form a cube, then cut with the edge loop tool.., you can not delete a vert from the new edge made unless you go to 'delete edge/vert' (whatever the name is) and deleting the vert will delete two edges with it by proxy.


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