Removing Doubles Destroy TopologyTopology modelingTips for proper topologyProblem with bad topologyTopology question regarding vehicleTopology: Sphere to planeWhat is the function of “removing doubles UV”Remove doubles isn't removing overlapping verticesTopology improvements?'Remove Doubles' is removing vertices that don't overlap. Whats wrong?Removing Doubles Ruins Mesh of My Character
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Removing Doubles Destroy Topology
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Removing Doubles Destroy Topology
Topology modelingTips for proper topologyProblem with bad topologyTopology question regarding vehicleTopology: Sphere to planeWhat is the function of “removing doubles UV”Remove doubles isn't removing overlapping verticesTopology improvements?'Remove Doubles' is removing vertices that don't overlap. Whats wrong?Removing Doubles Ruins Mesh of My Character
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$begingroup$
Problem:
When two vertices are being too close to each others, during the operation of "Remove Doubles", they merged together as it considered as a single vertex. It happens during my organic modelling, picture below shows before and after removing the doubles from my part of my mesh. Preserving quads topology is the primary, is there a solution to this problem?
Constraint:
This part of the mesh is limited to this size proportion. In other words, it's not rational to just scale up these faces to avoid the problem.
Assumption:
I assumed ensuring no doubles exists is important for avoiding the problem of "Bone Heat Weighting:Failed to find solution for one or more bones." during parenting mesh to rigs with automatic weights.
Solution tried:
Scaling up the mesh by factor of 10 or 20, but it doesn't help in blender to not consider the vertices as doubles.
modeling topology
$endgroup$
add a comment |
$begingroup$
Problem:
When two vertices are being too close to each others, during the operation of "Remove Doubles", they merged together as it considered as a single vertex. It happens during my organic modelling, picture below shows before and after removing the doubles from my part of my mesh. Preserving quads topology is the primary, is there a solution to this problem?
Constraint:
This part of the mesh is limited to this size proportion. In other words, it's not rational to just scale up these faces to avoid the problem.
Assumption:
I assumed ensuring no doubles exists is important for avoiding the problem of "Bone Heat Weighting:Failed to find solution for one or more bones." during parenting mesh to rigs with automatic weights.
Solution tried:
Scaling up the mesh by factor of 10 or 20, but it doesn't help in blender to not consider the vertices as doubles.
modeling topology
$endgroup$
add a comment |
$begingroup$
Problem:
When two vertices are being too close to each others, during the operation of "Remove Doubles", they merged together as it considered as a single vertex. It happens during my organic modelling, picture below shows before and after removing the doubles from my part of my mesh. Preserving quads topology is the primary, is there a solution to this problem?
Constraint:
This part of the mesh is limited to this size proportion. In other words, it's not rational to just scale up these faces to avoid the problem.
Assumption:
I assumed ensuring no doubles exists is important for avoiding the problem of "Bone Heat Weighting:Failed to find solution for one or more bones." during parenting mesh to rigs with automatic weights.
Solution tried:
Scaling up the mesh by factor of 10 or 20, but it doesn't help in blender to not consider the vertices as doubles.
modeling topology
$endgroup$
Problem:
When two vertices are being too close to each others, during the operation of "Remove Doubles", they merged together as it considered as a single vertex. It happens during my organic modelling, picture below shows before and after removing the doubles from my part of my mesh. Preserving quads topology is the primary, is there a solution to this problem?
Constraint:
This part of the mesh is limited to this size proportion. In other words, it's not rational to just scale up these faces to avoid the problem.
Assumption:
I assumed ensuring no doubles exists is important for avoiding the problem of "Bone Heat Weighting:Failed to find solution for one or more bones." during parenting mesh to rigs with automatic weights.
Solution tried:
Scaling up the mesh by factor of 10 or 20, but it doesn't help in blender to not consider the vertices as doubles.
modeling topology
modeling topology
asked 3 hours ago
AceryLAceryL
254
254
add a comment |
add a comment |
1 Answer
1
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$begingroup$
From what I have seen, you should try adjusting the merge distance. This can be found in the bottom of the tools panel after you remove doubles.
This process will adjust the limit for considering something a "double".
$endgroup$
$begingroup$
That helps, Thank you!
$endgroup$
– AceryL
2 hours ago
add a comment |
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1 Answer
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1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
From what I have seen, you should try adjusting the merge distance. This can be found in the bottom of the tools panel after you remove doubles.
This process will adjust the limit for considering something a "double".
$endgroup$
$begingroup$
That helps, Thank you!
$endgroup$
– AceryL
2 hours ago
add a comment |
$begingroup$
From what I have seen, you should try adjusting the merge distance. This can be found in the bottom of the tools panel after you remove doubles.
This process will adjust the limit for considering something a "double".
$endgroup$
$begingroup$
That helps, Thank you!
$endgroup$
– AceryL
2 hours ago
add a comment |
$begingroup$
From what I have seen, you should try adjusting the merge distance. This can be found in the bottom of the tools panel after you remove doubles.
This process will adjust the limit for considering something a "double".
$endgroup$
From what I have seen, you should try adjusting the merge distance. This can be found in the bottom of the tools panel after you remove doubles.
This process will adjust the limit for considering something a "double".
answered 3 hours ago
sac396sac396
885
885
$begingroup$
That helps, Thank you!
$endgroup$
– AceryL
2 hours ago
add a comment |
$begingroup$
That helps, Thank you!
$endgroup$
– AceryL
2 hours ago
$begingroup$
That helps, Thank you!
$endgroup$
– AceryL
2 hours ago
$begingroup$
That helps, Thank you!
$endgroup$
– AceryL
2 hours ago
add a comment |
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