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- Easiest/quickest way to "separate" vertexes?
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In the texture coordinate editor, the outer and inner walls are separate, like this:
(white = outer walls, blue = inner walls)
so I was thinking: is there any way to delete selected vertexes in the texture coordinate editor? Because when I select the outer vertexes and hit delete, I end up deleting the whole group (which is selected, since it has to be selected to be able to view the UV-mapping). I assume the answer to this is no, and if that's the case, is there any other way to do this? I've come so far with this project and it would feel like such a shame to give up now (I've already re-mapped all the floors and furniture).
Any help is appreciated! I'm really not good at explaining, so if anythings unclear, let me know and I'll try again. I attached a picture of the dollhouse in Milkshape, hopefully that could be of help to show what I mean.
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Have "face" selected, and "by vertex" ticked. That makes it easier to mark boxed shapes.
Left+shift-mark to add to a selection
Right+shift-mark to remove something from a selection.
You can also hide and unhide mesh parts via the menu or shortcuts (Ctrl+H) which is super useful.
Not sure if you can delete anything in the Texture coordinator. Yyou can mark something and have it show up on the mesh, but it's not much more advanced than that. Blender would be a better bet for any advanced stuff with the UVmap or selections (selection can take forever in Milkshape and 5 mi nutes in Blender...)
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If you have front- and backfaces that overlap and that somehow managed to combine vertices, you can mark individual faces by unticking the "by vertex" box (most of the time I have this one ticked) and selecting the faces from the middle where the dividing line is (you get the two correct ones by choosing the proper dividing line between two coupled triangular faces that form a square, if that makes sense?), but it's quite fiddly and takes a bit of patience to get right.
If you can't figure it out, can you upload the file you have so far, so I can have a look? I think I know what you mean, but it's a bit easier to show through pictures on the actual file (Milkshape is really awful for these kinds of separation acts, but it's not entirely impossible... usually...)
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Edit: also, on the short side of the dollhouse some walls are "separate", it's mainly just in the back the outer and inner walls are "merged".
Edit #2: removed file.
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The outer walls are going to be a bit more difficult, but at least they'll be separated from the inner walls.
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I don't think it works to duplicate, because technically the whole mesh is still selected when you work via the UVmap - but if you first duplicate the whole part of the mesh you're working on, then regroup parts of it, that would essentially do the same trick as duplicating each separate piece (just working in a different order, and perhaps a bit less buggy?).
I normally keep a full mesh as a reference, duplicate it, and regroup everything from the duplicated mesh into pieces. That way I know I'm not accidentally using parts twice, and it's also easier to go back to a piece and fix up mistakes if I've regrouped something wrong.
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(I have no idea which row is outer/inner, so I just try some until the one I want pops out) it would take me so long to do this on the whole dollhouse, plus, I would have to do it twice (outer and inner walls).
When doing what you wrote, it doesn't help me separate them (if I'm doing it right that is?) because I still end up with both the "back" face and "front" face, like this:
Sorry if I'm unclear, I'm really bad at explaining haha. Basically though, what I want is an easier way for me to do what I showed in the first picture.
Also, I realised now that the .ms3d file I uploaded was the full one - sorry for that! It's very messy (I'm very messy haha) + some groups were in Swedish, apologize if it confused you.
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Make sure "Wireframe Overlay" is still ticked, because then you see the wireframe faces from the back but don't see the auto-backfaces.
My stories: Anna's diary - Memories are forever - Little Fire Burning
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Posts: 12,933
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My stories: Anna's diary - Memories are forever - Little Fire Burning
Posts: 831
Thanks: 3482 in 56 Posts
Posts: 12,933
Thanks: 3 in 1 Posts
My stories: Anna's diary - Memories are forever - Little Fire Burning
Posts: 831
Thanks: 3482 in 56 Posts
Posts: 12,933
Thanks: 3 in 1 Posts
I'm almost thinking it could be an issue from when you're duplicating. That would in some cases create extra sets of overlapping faces, if you're accidentally marking two meshes and duplicating these together. That's why I prefer regrouping instead of duplicating, and being very careful to deselect before selecting something new (I've had the duplicating/overlaying issue a few times and it annoys me - it can happen with regrouping too, but it's a bit easier to keep it under control, because as long as you split the same core group up, you don't add identical pieces together).
innerouterwalls.zip (120.3 KB, 3 downloads) |
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Edit: holy mother of god, that is exactly what I wanted. I have absolutely no idea how you did that but THANK YOU, yikes! Thank you so very much!!
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I duplicated the group so I had two to work with (didn't work with just one, and yes - duplicating does come in handy for some things - sometimes regrouping doesn't work, so you need multiple identical groups and just have to delete everything you don't want in them. This was one of the times regrouping just didn't want to work. But of course, make sure you're not duplicating more than one item at a time). Named the groups "inner" and "outer" walls.
I then chose the "innerwalls" group, marked the left part of the UVs plus the square in the middle (still don't know what that one is for), went to the mesh view, moved the faces away from the rest of the mesh, deselected everything, then selected the moved parts again in the mesh view, and deleted them. This left the inner part of the walls.
Did the same for the "outerwalls" group, but with the right side of the UVs, which left the outer walls in that group.
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Another very handy way of separating difficult items in Milkshape is to mark as much as possible up to the point where it gets difficult to mark, and just drag it away (faces "by vertex"), then mark the line of vertices/faces, drag this away, and keep going until the part separates, then delete the offending blob of faces that now looks like a big shard. If the vertices are separated at some point, that is. Doesn't work for everything... But it does work several ways, so if you have a bunch of duplicates you can separate out all the various parts like this. Very handy for some items (clothes, hairs, some objects), and can be useful here and there, especially if you're working on big projects.
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