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GMax - Undo an extrusion

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unitedkingdom
Hi All,

I've created a model in which I extruded a polygon from the side of a cylinder, since doing that I've done quite a lot of editing to the model but now I realise I don't require the extrusion. If I extrude the polygon with a minus value it only moves the polygon at the end of the extrusion and leaves a sort of tunnel, is there a way to move the whole extrusion back to where it was originally?

Thanks for your help
 
Delete the polys formed by the extrusion, then in vertex sub-object, Target Weld the vertices of the original poly back where they came from. Alternatively, if we're only talking about one poly; delete the extrusion as well as the extruded poly, select the perimeter of the resulting hole in Border sub-object and click on Cap. Done.
 
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Thanks for that Tom, it's been a long time since I used Gmax and even way back I was still a learner. I deleted all of the polys created by the extrusion, let Gmax remove the isolated vertices then just created a polygon to fill the hole, I guess the 'Cap' tool would have been a faster option but I got the required result in a round about way. I have messed about with the weld function on vertices belonging to a different part of the model but I can never get them to stay where the good vertex is, once welded they seem to jump to a central point between the two positions, which results in me having to correct the position manually, not such a big deal with my simple models but I feel sure there's gotta be a way to make one snap directly to the position of the other.

Thanks again for the assistance, much appreciated.
 
"I have messed about with the weld function on vertices belonging to a different part of the model but I can never get them to stay where the good vertex is, once welded they seem to jump to a central point between the two positions".

You cannot weld vertices belonging to different parts. What you can do is 1) attach the one part to the other and do a target weld (what Tom said, not quite the same as the general weld) or 2) you leave the parts separate, set Snap options to vertex, turn Snap on and then move the one vertex over to the other until it snaps to (but this isn't welding in the strict sense). Then make sure you turn Snap OFF or else your pointer movements will seem erratic.
 
Thanks for the reply mjahn, I worded my post bady, what I should have said was "...on vertices from another area of the model..." and not a different 'part', but your reply is interesting and I will experiment with those methods just so that I understand them for the future. At the moment my models are very simple and the only reason, apart from my extrusion error, that I am welding vertices is to have a minimum number of them after removing unwanted 'edges', in the past if I have had more vertices than the minimum required then my UVW maps look very confusing... but that may be caused by my poor mapping skills as I still have a lot to learn :)
 
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