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Idea #292: Delete edge to merge poligons

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Written by DS3D the 15 Dec 10 at 04:59. Category: Mesh Tools. Related project: Nothing/Others. Status: Awaiting moderation
Rationale
There is no functionality where you could select an edge and delete it while keeping the polygons and merging them into one (tris to quads).
Tags: a Delete edge into join quad to tris two
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Comments
dna (Developer) wrote on the 16 Dec 10 at 12:54
Join (Alt+J) doesn't work for you?

madmesh wrote on the 23 Dec 10 at 15:08
What you are discribing is Maya's delete behaviour. In Maya delete==merge in Blender delete==delete and merge==merge.

confused wrote on the 2 Feb 11 at 15:07
I would not say that maya/max delete == merge, you have to consider the context. It is about deleting the edge, and the edge is deleted either way. The difference is that blender also deletes the polygons that use the deleted edge, whereas maya/max tries to preserve the overall mesh shape.
From my long gone days when i was using gmax i can remember that would behave like bldener and delete the adjacent polygons, but was labeled "remove edge" and united the adjacent poligons.

What's the more accurate thing to do is open to dispute, but i'd like to point out that the workflow of selecting a couple of edges and hitting "remove" is far more convenient than selecting a pair of tris and hitting Alt+J over and over again.
Alt+J does also work with a selection of more than 2 tirs, but if the surface topology is more complex it often happens that "the wrong" tris are merged.

I think it would be useful to have both options at hand.

FreeMind wrote on the 4 Feb 11 at 12:46
Selecting an edge and pressing Alt-M is just as quick...

a7hob wrote on the 18 Feb 13 at 02:25


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