Delete and Dissolve

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Transcript

In this lesson video, we are going to cover different methods of deleting mesh elements when inside the edit mode. Before we get into the details, there is something that I need to explain for us. One of the beginners mistakes when trying to delete an object from a scene is deleting them inside the edit mode. This is a huge mistake, you need to differentiate between deleting in the object mode and deleting in the edit mode. Currently, I have this cube selected and inside the edit mode, let's say after doing some modeling, I decided to trash the model. So I press A to select all and then press X and then to further assist here, it seems that nothing is wrong.

But if you look at the Outliner, the cube object still exists. So basically, what I just did is only deleting the geometry or the mesh, but the container of it, which is the cube object still exists. In this condition. If you go back To the object mode, it will be very hard for you to select the cube anymore. Since it doesn't have any visual representation in the viewport. However, you can still select it via the Outliner and then related, but it is always better to avoid the situation from the beginning.

So just remember to go back to the object mode and then delete the object from there if you want to delete the whole object, okay. In the object mode, when you press X to delete an object, you will only get one question to confirm whether you want to delete it or not. In the edit mode, however, pressing X will prompt you with so many options. We have ordinary delete operations such as vertex, age, or phase delete, or we can also use dissolve options or limited dissolve or these two options down here. So which one should we choose? A quick easy beginner Rule is this if you are in Vertex mode, when you delete, you need to choose vertices from the Delete panel.

If you are in H mode, then you need to choose ages. And finally, if you are interface mode you need to choose faces. So for example, if we are in Vertex mode, after selecting a vertex or a surfer or vertices like this and then hit X, you should choose vertices here, notice the vertices that we have selected before are now removed. Now, deleting mesh elements with the ordinary delete operations will create a hole in the geometry. Sometimes this is not what we want. This is where the dissolve operations come in handy.

Dissolve will remove certain elements but will maintain the integrity of the geometry. Basically, dissolve will not create a hole as delete does. For example, let's make this a vertex, press X and choose the solve button. text as we expect that the vertex is gone, but the geometry is preserved. We can do this with ages and faces also. For example, let's select this age, press X, then the soft ages for the face.

Let's go to the face mode and select these three phases. Press X, and then choose these four phases. I am sure you get the idea here. If you want to use the shortcut, you can use Ctrl X to dissolve any selected elements instantly. So for example, let's go to the H mode. Hold out and click in here to select an H loop.

Now press Control x and you can see the H loop is dissolved. The main idea of limited dissolve is dissolving elements automatically based on the angle threshold. Limited dissolve is very useful for cleaning up geometry. For example, I already have a cube with so many vertices and edges on each side of it. But you notice that these vertices really doesn't do anything. I mean, it doesn't contribute to the overall shape of the geometry.

These kind of condition is a perfect example for making use of the limited dissolve. Let's select all of the elements. You can be in vertex or age or face selection mode to use limited dissolve, it doesn't really matter, then press X juice limited dissolve in here. Now we have this clean cube with only mesh elements that matters to the form of the geometry. If we look at the operator panel, we have the maximum angle threshold here. Any mesh elements exist that from an angle under this degree value will be dissolved together.

To see this more clearly, let's delete this cube object and create a new UV sphere object. Go to the edit mode and select all of the elements Press X and just limit the resolve. Notice when I increase the max NGO value, the higher the threshold, the more faces considered as flat, so more elements get resolved together. The all boundaries option here is used to automatically resolve vertices that only have two ages connected to it. So for example, this one and this one, both of these verses only have two ages connected to it. That is why they are removed or dissolved.

The next option is the limit type. Essentially, this option will prevent phasers from joining when they don't share certain properties. By default, it is set to normal which basically just using the angle threshold up here, we don't any additional emitter, we can use material sim sharp and UV to limit the dissolve operation. Now we haven't discussed UV or sr, but we already discussed material and H sharp feature. So let's try using the sharp delimiter option here. Just click on an empty space, and then Ctrl Z so four times until we have the original UV sphere.

Now go to the H mode, click on this age, then shave out, click on this age, right click and then choose a mark sharp. This will mark the two selected age loops to be sharp, press A to select all, then press X and then choose limited dissolve. Don't forget to turn on the sharp the limit option here so we can see the difference. As we increase the maximum angle value, we can see Blender we always try to respect the age loops that are marked as sharp. The next delete feature is the age collapse. Basically, this will merge all of the ages that are selected into a single vertex.

For example, if I select this age, then press X and then clubs, the previous age will become a single vertex. Now if we have multiple ages like these selected, applying age collapse, we will make each of them turned into a vertex. Now, if we have arranged selection like this, applying the age collapse operation, we will create a new age loop in the center. If you need to use this feature a lot, you can use the shortcut which is alt M and then choose collapse from the merge pop up menu. The last delete operation is the H loop command. This will remove an H loop and then patch the surrounding faces more or less.

It produces similar results with the dissolve ages command up here. The only difference is that if you use the age loop command after the operation is performed Blender will select all of the faces surrounding the previous ages. For example, if we use the resource ages command, we can see the resulting from faces are not selected. But let me undo this. If we use the H loop command instead, we have the same geometric result, but the faces are selected. This can be useful if later you want to extrude or do other modeling operations on these faces.

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