This modifier grabs groups of vertices by distance and then merges them. We can also achieve a similar effect with the Weld modifiers. In the case that we know where the doubles are we can select both of them and then M and then at center. What other ways are there to remove doubles? We can always undo this and merge them how we'd like once we've found them. When modeling we usually won't have this issue but it's always good to try merging by distance occasionally just to see if we'd made any mistake. We should also make sure our distance values are set properly. Modified meshes shouldn't create any interior faces or overlapping verts that don't merge. When using modifiers such as the array modifier we should follow a few rules. When we import a model for certain formats, we have the option to merge doubles before we import. If we're combining verts, we need to make sure they're actually merged and not just overlapping. How can we avoid getting double vertices? Some programs don't handle doubles very well or just export their models in a weird way. This can result in doubles along the edge of materials. Sometimes when we import a model it will split the mesh up based on materials. While this will result in a mesh that looks correct the issue is that if we don't delete the faces that are interior to the array we will end up with a bunch of overlapping verts. Usually, we would have the cubes placed edge to edge. We might want to array a cube, so we just adjust the offset value. One example of this would be the array modifier. This can be a result of either how we've configured the modifier or how the modifier works itself. Modifiers may also produce models with doubles or certain mesh operations. If we drag a loop too far up or down, it will overlap and result in doubles. This can happen if we accidently tap the extrude key and click before we've had a chance to notice.Īnother mesh operation that might result in doubles in the loop cut tool. The basic idea though is that we end up with two verts taking up the same position.Ī common mistake that results in doubles is when we accidently extrude a selection without moving it. We may have also moved two vertices to the same spot, possibly by sliding a vertex into another. We may have accidently duplicated parts of the mesh and not moved them. There are a number of reasons we might end up with double vertices. Moving and renaming remove doubles mainly has just helped make Blender more intuitive and organized. We can change the shortcut to the original since Blender has all the functionality necessary to rebind it to the original shortcut if we'd like. This made more sense than having it in it's own special separate menu with it's own unique shortcut. It was also moved to the merge menu as this is where the rest of the vertex merging operations are. Before Blender 2.8 the shortcut was referred to as remove doubles, this was renamed to merge by distance as it more accurately described the operation.
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