(solved) Blender Questions

As it happens, I need a just a single vertice every here and there, so that I can rearrange the polys around it.
grafik

  1. What’s the best practice to add a vertice?

I noticed that blender creates polys from more than just 3 vertices. Sometimes 4 or more of them create a face.

  1. I guess, Aurora will not support polys with more than 3 verts. Is this correct?
  2. Is there a switch to keep blender from creating “irregular” polys?
  1. Since you want to cut the polygon it’s best to use the knife tool. Just press ‘k’. Snapping is automatically enabled. You don’t need the mathematical precision you described - eyeballing is enough. If you need to create a vertice in the center of the polygon you have to write your own python script, or you split the edges of the lower edge in half, cut straight down from the upper vertice, split this new edge in half and cut from the left and right vertices, dissolve the lower half of the first created edge and you get the figure to the right. Following this verbally is complicated - that’s why you don’t need mathematical precision. You’re not designing a real life product in CAD :wink:
  2. No game engine supports quads or even n-gons. They all use triangles at render time. That’s why it’s best practice to triangulate game meshes before exporting to a game engine.
  3. Not that I know of. You can triangulate a mesh through a modifier or by pressing crtl+t while in edit mode.

Uh, no, not now …, just messing around with tilesets. But give me 5 or 6 years, then I will … :smiley:

Thanks for your answer, the desription is quite clear.

Too bad, that there is no switch to turn off n-gons. They are easily overseen …

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