WEBVTT

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Welcome to Merging Vertices in

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Blender! In this video we'll explore

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Wireframe Mode, how to merge two vertices

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into one vertex, why you would want to do

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this, and how to control the sensitivity of

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that merge. So let's hop over into Blender!

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In front of us here we have the periscope we've been working on.

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I'd like you to look at the Info Header, right at the very top of your

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Blender window, and cast your eyes over to the right-hand side

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where we can see it says Blender version 2.74. Then, it gives

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us Verts and that says 20. We also can see 16 Faces.

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So we're going to use that information, coming up, so we can

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keep that as our reference. So let's hop over

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into Edit Mode and make sure Vertex

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Select is selected and let's just

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scroll around and count our vertices. I count 12. If you count

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all of the vertices that are here, 1, 2, 3, 4, 5,

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6, 7, 8, 9, 10, 11, 12. So what's going on?

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Why are there 20 vertices and I'm only seeing

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12? Well even though we've merged this, so it's one mesh,

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it's remembered that the vertex that makes up this

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wedge is different from the one that makes up the cube, even though they exist in exactly

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the same point in 3D space. So how do we

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go about selecting the other one, because at the moment,

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it doesn't matter where I click around this area, I can zoom in,

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I just can't select it. Well not only does Wireframe

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Mode, which is down here, so near Edit Mode

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on the 3D Header we have our Viewport

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Shading options. We can select Wireframe, we can also use the Z key.

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So you may have told it, if you've ever tried to undo something

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and miss-hit the keys. Now we're in

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Wireframe mode. If you select, can you see it toggles

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between the vertex on the wedge, and we can see that with the orange lines,

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and the vertex of the cube. Now, ordinarily there'll be another

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two lines coming out on these two edges here,

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however, they are covered up.

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So how do we merge these two together

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and why would we want to do that? Well let's cover the why first. So I'm

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going to hop back onto solid shading, and I'm going to go to Edge

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Select. And remember that whenever you select Vertex

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Select, Edge Select, or Face Select, what it's essentially doing

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is selecting the vertices that make up that face

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or that edge, or indeed, when it's just a Vertex Select just the vertex itself.

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So if we select this front edge here,

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it's likely to have selected

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that wedge rather than the cube. And if we drag that forward,

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it has excellent, we can see that's made more of a

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house shape. So, in this case, we may not want

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to merge these together, because now they're actually in two separate

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places. However, if we wanted

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to move the whole lot at once, thus creating a completely different

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shape, what we'd want to do is merge these vertices

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with these ones here. So if I Shift and click that

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edge inside, as well, and go over to the

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left-hand side onto the Tool Shelf and scroll all the way down,

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there's an option to Remove Doubles.

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Now, when you click on Remove Doubles nothing will happen,

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and that's because the four vertices we have selected

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are very very far from one another. They're

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0.0001 Blender units. So we're going to

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have to increase this number, down on the lower-left,

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until they snap together. And there we go, they have now snapped together!

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Now we can see, up there, that it's removed two vertices, because we're

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now on 2, which is the 2 either side of this edge, out of

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18 rather than 20. That's brilliant!

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Let's do another example down at the bottom!

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We're going to go to Vertex Select, select this one here,

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and going to go into Wireframe, so I can select the other one

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that's in exactly the same place. This time when I hit Remove

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Doubles, because the Merge Distance is so high it's definitely going to work, but

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because they are in exactly the same place in space,

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it would work anyway. And that's removed another vertex, and now

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we shall see that the amount has also dropped down, now to 17.

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So I feel a challenge coming on! Are you guys ready?!

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I'd like you to make your periscope the minimum number

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of vertices that it can possibly be. Go ahead and

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try that now!

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Welcome back! Let's go and make our periscope have the

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minimum number of vertices that it needs, in order to make the same shape.

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So I've got this bit of a squiffy thing going on here!

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Now if we lower the merge distance all the

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way down to 0.00001 and select our

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entire model and click on Remove Doubles,

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it will remove the extra 5 vertices, in this case, that I had,

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so now we have 12 out of 12. You could have

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gone around and done each one individually for more control, but

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in this case, because of the merge distance, I've lowered all the way back down

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to a very low number. It only merges the ones that are in

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exactly the same place in space. Now

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I've now got full control over the model, and I can move that roughly

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to where it was before. And, in fact, with the Median distance

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here with the Y, I can actually go in there and type -1,

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and that will probably straighten it up to where it was before. That looks

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pretty neat to me! Excellent! How did you guys

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get on?! Did you decide to select all of the

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vertices and then just Remove Doubles on the entire model, or did you go around

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one by one and take a bit more caution over it? Of course,

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if you had had a very high number, when you were

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merging, so we selected all and you clicked Remove Doubles, but this

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was something much much higher, perhaps earlier on, you could have ended up

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with a line or some sort of other shape going on.

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A kind of cool sort of fractal crystal going on there, but

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it's no longer our periscope.

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And in fact, if it was really really high, you would find that all of the

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vertices would merge to one point, and then, you would just have

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one vertex left in your model and that's not really 3D anymore.

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In fact, it's no dimension because it's just a point [Laughs] in space. But well,

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let's stop being silly, and let's drag that all the way back down to where it was before,

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so we've got our periscope back again. If you haven't

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done it already, I suggest you go to File, Save As.

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Name it something like Merging Vertices in Blender or whatever

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you want to call it yourself and save that file. As always,

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I would recommend saving as much as you can.

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I do like the versioning, you can use that as a

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fallback as well, as well as the system, or indeed Dropbox, but I do

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like having finite control over what I'm doing. So in this case, I've Saved

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As, and I've called it (Merging Vertices in Blender), for my own reference.

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Remember guys, please save! Once you've lost work,

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or messed it up beyond belief, it will be incredibly hard to get it back!

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OK guys, see you in the next lecture!

