checking the distance between edges is not useful because you can't do anything constructive with the information (edges are defined only by the vertices they connect ). optimize and pro-optimize modifier are both good for getting rid of this sort of thing, as is simply welding vertices with a distance (either as part of…
That kind of worked: Wasn't able to position Gizmo of Displace map. I could only position Gizmo either horizontally or vertically. Therefore face only pushes vertices on the object in one direction. Ex. when Gizmo placed vertically, vertices on deforming object only move horizontally. Because that parts like nose don't…
You can change vertex size in Blender by scrolling down in the Themes menu in Preferences. The default is 3 pixels, which feels very close to the tiny object origin in size. I doubled that value to 6, which is closer to Modo's default vertex size and also makes it easier to select vertices.
I think a plugin that reprojects normals already exists, but it's not a very fast workflow either. Ideally a plugin would go through a hard-edged mesh, group vertices by similar direction, discard groups where vertices are closer than a certain threshold (indicating they are probably part of a chamfer), merge all vertices…
@PolyHertz Welded UV vertices could be defined as a single UV vertex sharing two or more geometry vertices, so a tool can be created to process them. Except for speed, there is no need for a build in method to do it, it can be scripted. Although I am not thinking which other tools would support it, the result is the same…
Add Vertices to the 'Align Line' and then Snap the Vertices of the other line one by one...might be possible to automate, but I am too lazy to write something now... :D
Have you welded the border vertices ? If not, make sure your border vertices are identically skinned. It's possible that there is a few units difference, and this is enough to create a physical break in the model.