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fastest way to merge

polycounter lvl 20
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MikeF polycounter lvl 20
quick question for maya... if i have two cylinders with the same amount of verts on the ends whats the fastest way to merge something like this?

currently i'm combining the objects then going vert by vert using the merge vertices tool.

i was able to select all of the end verts from both objects and just hit merge to take care of them all in one go, but cant seem to get that to happen a second time.

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  • MoP
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    MoP polycounter lvl 18
    Make sure your merge tolerance is high enough to ensure the verts will be merged. You should be able to select all verts and hit Merge. If the tolerance is right, they will be merged appropriately - tolerance too low and only a few or none will merge, tolerance too high and too many will get merged (you'll end up with less divisions around your cylinders).
  • MikeF
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    MikeF polycounter lvl 20
    it seems no matter how much i adjust the threshold i either get none or all into 1 at the very center of the cylinder

    edit: nevermind, just had to really really drop it down, somewhere around 0.002 seems to do it. thanks mop
  • MoP
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    MoP polycounter lvl 18
    Yes, it will depend how big your object is. I believe the tolerance value is just in your current world units, so if your two cylinders are only 1 unit long each, then you will need very small values.
  • ivars
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    ivars polycounter lvl 17
    I usually always have the tolerance set to 0, and just snap the verts together first before hitting merge. I find it to be quicker.
  • Michael Knubben
    Ivars: doesn't Maya have target weld? That basically works as you suggest, except it welds upon snap.
  • MoP
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    MoP polycounter lvl 18
    Well, using the Snap method, you don't actually end up with the average point location, which is what you sometimes want. I'd much rather use Merge because then all your verts go to the average point of the two verts to be merged, while using Snap means you preserve one object 100%, and deform the other one.

    Obviously in some cases this is what you want, and then snap/merge (or Target Weld if you have NEX in Maya) is fine.
  • ivars
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    ivars polycounter lvl 17
    True indeed :)

    There's also a checkbox in the merge settings that will ignore the distance tolerance if you're only merging two verts. Which comes in handy a lot of times.
  • Ryno
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    Ryno polycounter lvl 18
    MightyPea wrote: »
    Ivars: doesn't Maya have target weld? That basically works as you suggest, except it welds upon snap.

    No, it doesn't. Only plugin toolsets allow you to do this. Friggin goofy, I know as this is one of the most basic modeling tools in most packages.
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