or merging poly meshes could help you out too.
just merge the object with another object, say a grid of one polygon.
play with the treshold,
at zero, only the points that are perfectly overlapping will get merged.
at higher treshold neighbouring points will get combined.
afterwards just delete the polygon of the grid which you dont need.
if you want you can transfer the UVs from the original object.
probably now someone else is going to say that there is a function somewhere
to access this without doing a merge, but I didnt check.
> well i had this problem with a model imported from 3ds
> and selected all edges and did a weld boundary points / edges
> and worked.
> just adjusted the tolerance.
>
> Oscar
>
>
> Frank Lenhard wrote:
>
> >hi, is there a way to weld a big number of points easily?
> >imagine you got a model where the polygons(triangles) are not
> >connected. the model looks ok, just that you can pull out each triangle
> >alone. double edges and points.
> >i would like to select all points(or edges) and tell them to weld with
> >their nearest neighbore. with weld boundary it seems to work only with
> >one edge at a time. thats a bit cumbersome when you have somehting
> >like 40.000 of them :/
> >
> >
> >
> >-------------
> >Frank Lenhard
> >digital
> >3d animation // post production
> >join http://www.ixdream.com
> >mailto franky(at)ixdream.com
> >
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