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Deleting a couple of polys.. (solved)

 
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dresdenwitch



Posts: 63
Joined: 07 Jul 2012

PostPosted: Sat Nov 17, 2012 7:00 pm    Post subject: Deleting a couple of polys.. (solved) Reply with quote

is it possible to remove a couple of polys that snuck through the making??
I have cut everything up and while doing so found a couple of bits that although won't be seen in the final obj, I don't need in the count.

I have now put them in the UV room with the rest, but is there a way to delete them rather than going back out and deleting them in my modeling program?

Just being lazy here. Laughing


Last edited by dresdenwitch on Mon Nov 19, 2012 10:31 am; edited 1 time in total
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GeoffRiley



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Joined: 21 Feb 2007
Location: Cheshire, England

PostPosted: Sun Nov 18, 2012 5:09 am    Post subject: Reply with quote

It depends on the modelling program - technically it should be simple, delete the polys and delete the associate texture vertices, especially since those appear to be disjointed anyway.

However, some programs just throw away the who UV map if you make a change to the vertex table - that is if you add or delete a poly.

My advise is to backup and then try it. I cannot remember which, if any, of the freebies leave the UVs in tact, but if your modeller doesn't do it, it may be worth trying the same thing in Blender, Wings3D, etc.

Otherwise... it is possible to do it by hand, but it's a long job and not for the feint of heart! Shocked

Geoff
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dresdenwitch



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PostPosted: Sun Nov 18, 2012 12:04 pm    Post subject: Reply with quote

I went back and took them out with the modeling program I use.. Laughing
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Sun Nov 18, 2012 5:29 pm    Post subject: Reply with quote

"is it possible to remove a couple of polys"

No sorry, there's no geometry editing in UVLayout. One of the reasons for that is so that the modified UVs can be easily merged back into the original OBJ file.

Phil
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dresdenwitch



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Joined: 07 Jul 2012

PostPosted: Mon Nov 19, 2012 10:30 am    Post subject: Reply with quote

I sort of thought that.. as I said.. I was just seeing if there was a lazy way ... LOL sometimes there just isn't any shortcuts. Rolling Eyes
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GeoffRiley



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Joined: 21 Feb 2007
Location: Cheshire, England

PostPosted: Tue Nov 20, 2012 5:16 am    Post subject: Reply with quote

Doh! Sorry, I completely missed that you were asking if it was possible within UVLayout... I must have been having a particularly dense day. Embarassed
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headus
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PostPosted: Tue Nov 20, 2012 5:29 pm    Post subject: Reply with quote

That happens to us all :)

But back to the original question, in my own special dev version of UVLayout I do have the ability to save out only part of the mesh. I haven't included it in the release because it breaks the "no modifications to geometry" rule, but maybe it would be a handy option for you all to have. I'll see if I can get it into the next release.

Phil
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GeoffRiley



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PostPosted: Wed Nov 21, 2012 6:45 am    Post subject: Reply with quote

Once in a while it can possibly be useful - but we don't want too many 'useful little extras' like that coming in really... UVLayout does a truly magnificent job at what it was designed to do and that needs to be the focus of it: I've seen too many good packages ruined by 'good-idea-itus' over the years where the main thrust of a program has been lost under a deluge of feature creep.

We don't want to end up with an all singing all dancing vector editor that just happens to do a wonderful job at UVLayout.

If you see what I mean. Rolling Eyes
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dresdenwitch



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PostPosted: Wed Nov 21, 2012 11:15 am    Post subject: Reply with quote

and we don't want you to break any 'rules' either. I don't think it's a big deal.. one just has to look better when making the object. Laughing
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headus
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PostPosted: Thu Nov 22, 2012 1:04 am    Post subject: Reply with quote

Thanks both for the input! I'm also cautious about feature creep, but might do it anyway. The option to only save out polys that have UVs is a logical feature for a UV editor to have I think, I just have to be careful it can't be selected accidentally.

Phil
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