• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSXA How can I remove a vertex?

Messages
520
Country
greece
Hello guys,

how can I remove a vertex from a polygon?
I tried deleting it but I only destroyed everything....

Thanks
 
Last edited:
I guess the big question would be how to delete it and recreate a lower polygon count... simply delelting it will destroy 2 polygons and you would need to recreate at least one polygon in its place...

I dont know if simply welding it to another vertex will delete the unnecessary already existing polygon, and still keep a sliver thin polygon between the 3rd (un-touched) vertex, and the two 'welded' vertecies, ... Im guessing here, but I would delete the vertex in question (thus deleting 2 polygons/faces), then remake the face between the remaining 3 vertecies... you would of-course have to re-map whatever texture you had on the object if applicable, but that would eliminate any question as to any ghost polygons/faces hidden in welded points.

im going to test this, because I dont want to give bad advice... it may be simpler than I am making it sound...
 
I dont know if simply welding it to another vertex will delete the unnecessary already existing polygon, and still keep a sliver thin polygon between the 3rd (un-touched) vertex, and the two 'welded' vertecies...

No, it won't. The welded vertices become one and the extra face goes away. Make a plane with only one section in both directions, convert to editable mesh. In polygon mode lasso around the whole thing and note that it says "2 faces selected". Now target weld one of the vertices to another, go back into polygon mode and lasso the entirety again. Note that it now says "Face 1 selected", the other face is gone. You can also verify in vertex mode that there are only 3 vertices remaining.

Jim
 
good... thanks for clearing that up... i didnt get a chance to test my suggestion.... Thanks Jim

He will still need to remap the texture, but that should be easy, if he is only combining/welding a few vertecies to simplify his model...
 
Thank you guys, got that.

Could you tell me how to weld vertices?
Sorry it sounds noob-ish............:cool:
 
In e-mesh or e-poly mode and vertex select sub-mode you should see a "Weld" option on the right with 2 buttons, "Selected" and "Target". Click "Target" and then drag the vertex you want to eliminate over to another vertex. Should be all there is to it. :)

Jim
 
good... thanks for clearing that up... i didnt get a chance to test my suggestion.... Thanks Jim

He will still need to remap the texture, but that should be easy, if he is only combining/welding a few vertecies to simplify his model...

Although it's best to finalize the mesh and vertices prior to UVW Mapping, it is possible to select only the "new face (or polygon) resulting from a target welded vertex, add a new UVW Map, size the UVW approximately correct, then use the UVW Editor to carefully place and size the face or poly where it was before.
 
Back
Top