Quick wings q

Quick wings q

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TheBigPK
Posts: 235
Joined: 22 Jun 2007, 09:24

Quick wings q

Post by TheBigPK »

Ok I just started using wings 3d to model and I've got a question. Say I make two tetrahedrons and I want to make a point of each shared. Like I want to weld them but only by one point rather face to face so instead of two points right next to each other on different objects, itd become one object connected only by the vertex. I'm one hell of a newb at this so if you need clarification I'll give it my best shot..
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Not possible, to my knowledge
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

you *could* do it. but is there a particular reason you want them to share a single vertex? i personally cant forsee a reason for doing so, especially when you could just select the two objects and hit "Combine" and they will act as if they are one.

**edit** upon closer inspection... no you cant. 2 is the minimum. easier to combine them.
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TheBigPK
Posts: 235
Joined: 22 Jun 2007, 09:24

Post by TheBigPK »

k ill just combine then, thnx :)
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

1) Manually move them to the positions you want, so the vertices are very close, as close as you can get them.

2) Combine the objects.

3) Find the distance between the vertices. (Go to vertex mode, select the two vertices, it is displayed at the top of the screen.)

4) Select the object.

5) Right click, select "Clean Up". Enter a value slightly larger than the distance you found in step 3.

Should work. It's clunky but it's the only way I can figure out to do this in Wings.

It's a good idea to Clean Up everything regularly anyways, Wings has a bad habit of creating lots of duplicate vertices and edges when you use certain transformations.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I'd jsut avoid joining them, there's no reason to merge those vertices other than to mess the shading up. The vertex normal wouldn't be pretty.
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