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  • Published 20 Feb 2021

Weld modifier, option with merging objects ( Join geometry ).

There is a "geometry join" node in geometry nodes, it would be nice to add this feature in the future to the Weld modifier for faster access to this feature.

Quite often the customer needs various edits and that the object is a single mesh. And when you apply a mirror modifier and merge an asymmetric element with it, it takes a long time, considering that after the client requests to fix the object, you will have to detach the asymmetric object again, and then adjust the mirror modifier to further manipulate the geometry.

Mesh.png

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Development Status: Open

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oxicid2019
20 Feb 2021

4 Comments

testure

I'm not sure that this belongs on the weld modifier since that modifier does something completely different, though I can see the benefit of having a separate "join" modifier.

some questions though:

  • what happens when you want to procedurally join multiple objects (not just one)?
  • what happens when you want to join an object that has modifiers? which object's modifiers get evaluated first?
  • what happens when you want to join an object that is linked to this object in some way (either via drivers, or as a target object for a modifier). In other words- how are cyclic dependencies handled, and how are they communicated to the user?

It's a neat idea, but there are a lot of potential design problems that need to be thought about.

1
v.imran2018

* @testure * 1) It is possible, as in "Geometry Nodes", to give the ability to bind a collection, and not just a single object.

  1. I am not familiar with all modifiers, it is possible that there are some difficulties with some modifiers (for example, multiresolution, ocean, particle, etc.), in such cases you can throw an error. And with normal modifiers, this shouldn't be a problem.

  2. You can also give an error about the impossibility of attaching an object with a constrain.

I would also like to say that I found a workaround for combining an asymmetric object, and this is the Boolean (Union) modifier, but the problem is that it can do unnecessary geometry manipulations, as well as hide loose parts.

muhuk

Alternative non-destructive method to add weld an object into another: youtube.com/watch

v.imran2018

* @muhuk * This is a wonderful method that I learned about 2 years ago and was happy about it, but it does not combine the object into a single mesh, as the Boolean modifier does in Union mode.