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  • Published 16 Jun 2022

Auto-create vertex groups during modeling of same object

During 3D modeling, objects are usually modeled one at a time - warrior first, armor after that, weapon next, and so on. For many reasons, multiple objects are either modeled as part of same mesh, or modeled as separate meshes and joined before release. Doing this creates a contiguous, albeit dumb, mesh of many objects in one mesh. Often, the creator and end user of models end up being different, and might want to separate objects for many reasons (e.g. animations) at a later stage. Selecting vertices and then separating them is a pretty slow and painful process for this; selecting by material or any other kind is dependent on assumption that the modeler had actually textured the model, which might not be true or there might be too many materials resulting in multiple steps. This is a setback in the workflow. E.g., separating the sword from warrior in a common low poly model downloaded from internet - most of these are in the same mesh and separating using existing blender options is very slow and imprecise. This suggestion is about having simple button-like function (start new virtual object or something), which automatically creates and maintains a new vertex group assigning all vertices from that moment on to this new group during modeling. So, when warrior is complete and modeler is about to start sword modeling a simple button click can help create vertex group for sword only. Multiple vertex groups can also be created when multiple meshes are joined - so joining is still non-destructive and joined meshes can easily be isolated at later stage. Providing this option will help modelers and animators easily isolate various objects in single mesh models, and save countless hours during development. The vertex groups don't need to be different from existing implementation - they can be system-generated with some prefix or suffix to identify them from manually generated vertex groups. This essentially makes the mesh operation by blender a bit smarter by treating it as object-oriented modeling.

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Development Status: Open

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anantraokandikuppa
16 Jun 2022

6 Comments

thinsoldier

"Multiple vertex groups can also be created when multiple meshes are joined" this is a separate proposal that has already been proposed.

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AcideRominé

Do you know "Separate -> By Loose Parts" and ctrl+L for selecting linked vertices ? Maybe it doesn't do all what you need, however it's pretty quick for separating meshes.

thinsoldier

also merge by distance before ctrl+L when working with imported obj files

anantraokandikuppa Author

Haven't used this combination yet...will try it out. Although, I still have a hunch that automated vertex group based separation would be quicker and cleaner; many times these meshes have one item's mesh overlapping another item's mesh (e.g., a warrior's fingers grasping sword's base n finger mesh vertices piercing/overlapping sword base vertices possibly due to bad modeling). I'll check if your suggestion works for this scenario...

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anantraokandikuppa Author

@AcideRomine: Yup, the mesh I had was modeled better than I thought. Both options ("separate by loose parts" and "select linked vertices") work fine for separating overlapping disjoint meshes. This only leaves the case where modeler accidentally used the "merge by distance" or other clean-up options to reduce poly count before release, thereby causing otherwise overlapping/close but disjoint meshes to now be accidentally connected at multiple vertices. Auto vertex grouping could offer non-destructive way to save face then.

anantraokandikuppa Author

@thinsoldier: In my case for separating overlapping disjoint meshes, "merge by distance" would have the opposite of desired effect.