Remove Doubles modifier
Simply the standard remove doubles command but as a non-destructive modifier, with the option to adjust the range like usual.
This is useful when working with:
- Meshes that you can't alter any vertices in, such as those with mesh caches.
- Shapekeys/morphs or rigged meshes that have vertices that must remain separate for some poses, but double up in others.
- Animated meshes being booleaned together.
Split edges and redundant vertices are often an issue with all of these.
10 Comments
Yes, a 100x yes. this would come in so useful in so many cases!
Thanks for the weld-modifier. ( V2.82.7 ). Status can be set to DONE. Great job.
This is now done thanks to Mano Wii and its already in nightly build!
I was to ask for this a long time ago, this would be an awesome addition. About modifier nodes, it will probably take, being realistic, a few years or more unless something big happens in the middle, so i wouldn't count with modifier nodes in a short term.
developer.blender.org/T41748
The way I understand it it will get added when object nodes/modifier nodes/... get added. But don't take my word for it.
Isn't this Done in the form of the Weld Modifier (already present in 2.82)?
* @evandroewd * yes it is I'm happy to report it succesfully covers all my use cases
The workaround for now is to use the Decimate modifier in Collapse mode, with a coefficient of about .95 (depends on just how many doubles you have to remove)
Yes, i know this is a hack, because too little and you'll not have all of them removed, too much and you'll start to eat up your geometry, but if you look at it carefully in wireframe mode, you'll generally be able to always find the sweetspot, because the decimate will always collapse the vertices most close to eachother first
now, the reason they don't add a "remove doubles" or "merge by distance" is because for the modifiers to be anle to be toggled in real time, blender uses a separate mesh cache for each modifier, and it doesn't "edit" an already-existing mesh data, it makes a replacement
for this reason, it is considered a bad idea to have a "tweaky" modifier, something that is supposed to just do a small lil fix, because it's very memory-inefficient
point is : this feature should be added TO the already-existing modifiers, like the mirror, the screw, and, of course, the boolean
next in line should ABSOLUTELY be the BEVEL
I would 100% need this for non-destructive modelling
Then I won't ever need to apply modifiers, ever again
{attachment Screenshot_20190925-231608_Chromejpg} This has been approved just today, here is the patch proposal: developer.blender.org/T70240