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jericsynrgy

Confusing HUD results...

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The accompanying object has  23 polygons.  I'd like to merge them all into one.  

In general, how does one eliminate coincident polygons.  (I'm assuming c4d automatically deletes "2 point polys".)

FIN ONLY TEMP.c4d

Edited by Cerbera
Retitled to describe actual issue now we know what it is !

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Those are not, as you might imagine given the HUD, coincident polys. That is one ngon that would become 23 polys if you removed the ngons ! Do that (remove ngons command), and you'll see... those polys won't be coincident, and aren't now.

 

CBR

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  • Ngons, I'll look into it.   That HUD is pretty darn misleading: since it's specifically TELLING me the wrong thing.  Misfeature.

    Reactions: the little circle with the variety of reactions has disappeared, I was looking for it earlier.

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    2 hours ago, jericsynrgy said:

    Ngons, I'll look into it.   That HUD is pretty darn misleading: since it's specifically TELLING me the wrong thing.  Misfeature.

    Reactions: the little circle with the variety of reactions has disappeared, I was looking for it earlier.

     

    Thought so - cheers.

     

    CBR

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    28 minutes ago, Cerbera said:

    That HUD is pretty darn misleading: since it's specifically TELLING me the wrong thing.  Misfeature.

    Er... no, not so much. We can see it's not coincident polys because no artefacts in viewport, or by looking at structure manager. we can see a single poly is all that is selected, so when the HUD reports that 1 ngon AND 23 polys are,  we know the polys are virtual. Actually, well done Cinema for forward planning ! (although not really - the polys do exist, but Cinema is hiding them from you until you collapse the ngon. If you want to see them just enable ngon lines in filter list).

    Personally, I like to know how many polys I'll get if I lose the ngon in advance (specially if I have ngon lines disabled which I always do), so I can add perimeter points to alter that to my advantage if needed before I design the topology therein.

     

    CBR

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