Blender how to connect vertices

Blender how to connect vertices

Vertex ConnectВ¶

Connect Vertex PathВ¶

Mode:Edit Mode
Menu:Mesh ‣ Vertices ‣ Connect Vertex Path
Hotkey:J

This tool connects vertices in the order they are selected, splitting the faces between them.

When there are only two vertices selected, a cut will be made across unselected faces, a little like the Knife tool; however, this is limited to straight cuts across connected faces.

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Two disconnected vertices.

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Result of connecting.

Running a second time will connect the first/last endpoints.

When many vertices are selected, faces will be split by their selected vertices.

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Vertices not connected to any faces will create edges, so this can be used as a way to quickly connect isolated vertices too.

Connect VerticesВ¶

Mode:Edit Mode
Menu:Mesh ‣ Vertices ‣ Connect Vertices

This tool connects selected vertices by creating edges between them and splitting the face.

This tool can be used on many faces at once.

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Vertices before connecting.

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After connecting vertices.

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Resulting face pair.

The main difference between this tool and Connect Vertex Path is this tool ignores selection order and connects all selected vertices that share a face.

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Vertex ToolsВ¶

Mode:Edit Mode
Menu:Vertex
Hotkey:Ctrl-V

This page covers many of the tools in the Vertex menu. These are tools that work primarily on vertex selections, however, some also work with edge or face selections.

MergingВ¶

Merging VerticesВ¶

This tool allows you to merge all selected vertices to a unique one, dissolving all others. You can choose the location of the surviving vertex in the menu this tool pops up before executing:

At First Only available in Vertex select mode, it will place the remaining vertex at the location of the first one selected. At Last Only available in Vertex select mode, it will place the remaining vertex at the location of the last one selected (the active one). At Center Available in all select modes, it will place the remaining vertex at the center of the selection. At Cursor Available in all select modes, it will place the remaining vertex at the 3D Cursor. Collapse Every island of selected vertices (connected by selected edges) will merge on its own median center, leaving one vertex per island. It is also available via the Mesh ‣ Edges ‣ Collapse menu option…

Merging vertices of course also deletes some edges and faces. But Blender will do everything it can to preserve edges and faces only partly involved in the reunion.

At First and At Last depend on that the selection order is saved: the order is lost, for instance, after changing selection mode.

Auto MergeВ¶

Mode:Edit Mode
Menu:Sidebar ‣ Options ‣ Tool ‣ Auto Merge

When the Auto Merge option is enabled, as soon as a vertex moves closer to another one than the Threshold setting, they are automatically merged. This option affects interactive operations only (tweaks made in the Adjust Last Operation panel are considered interactive too). If the exact spot where a vertex is moved contains more than one vertex, then the merge will be performed between the moved vertex and one of those.

Merge by DistanceВ¶

Merge Distance Sets the distance threshold for merging vertices. Unselected Allows vertices in selection to be merged with unselected vertices. When disabled, selected vertices will only be merged with other selected ones.

SeparatingВ¶

Rip RegionВ¶

Mode:Edit Mode
Menu:Vertex ‣ Rip Vertices
Hotkey:V

Rip creates a “hole” into a mesh by making a copy of selected vertices and edges, still linked to the neighbor non-selected vertices, so that the new edges are borders of the faces on one side, and the old ones, borders of the faces of the other side of the rip.

ExamplesВ¶

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Hole created after using rip on vertex.

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Result of rip with edge selection.

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A complex selection of vertices.

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Result of rip operation.

LimitationsВ¶

Rip Vertices and FillВ¶

Mode:Edit Mode
Menu:Vertex ‣ Rip Vertices and Fill
Hotkey:Alt-V

Rip fill works the same as the Rip tool above, but instead of leaving a hole, it fills in the gap with geometry.

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Result of rip fill.

SplitВ¶

Mode:Edit Mode
Menu:Mesh ‣ Split
Hotkey:Y

Splits (disconnects) the selection from the rest of the mesh. The border edge to any non-selected elements are duplicated.

Note that the “copy” is left exactly at the same position as the original, so you must move it G to see it clearly…

Rip EdgeВ¶

Mode:Edit Mode
Menu:Vertex ‣ Rip Vertices and Extend
Hotkey:Alt-D

This tool takes any number of selected vertices and duplicate-drags them along the closest edge to the mouse, When extending an edge loop, it extends the vertices at the endpoints of the loop. Which is similar behavior like Extrude tool, but it creates an n-gon.

It helps to easily add details to existing edges.

SeparateВ¶

Mode:Edit Mode
Menu:Mesh ‣ Separate
Hotkey:P

The Separate tool will Split mesh elements in another mesh object.

Selection Separates the selected elements. By Material Separates fragments based on the materials assigned to the different faces. By loose parts Creates one object for every independent (disconnected) fragment of the original mesh.

Vertex SlideВ¶

Mode:Edit Mode
Menu:Vertex ‣ Slide Vertices
Hotkey:Shift-V

Vertex Slide will transform a vertex along one of its adjacent edges. Use Shift-V to activate tool. The nearest selected vertex to the mouse cursor will be the control one. Move the mouse along the direction of the desired edge to specify the vertex position. Then press LMB to confirm the transformation.

Even E By default, the offset value of the vertices is a percentage of the edges length along which they move. When Even mode is active, the vertices are shifted by an absolute value. Flipped F When Flipped is active, vertices move the same distance from adjacent vertices, instead of moving from their original position. Clamp Alt or C Toggle clamping the slide within the edge extents.

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Positioning vertex interactively.

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Smooth VertexВ¶

Convex HullВ¶

Mode:Edit Mode
Menu:Mesh ‣ Convex Hull

The Convex Hull operator takes a point cloud as input and outputs a convex hull surrounding those vertices. If the input contains edges or faces that lie on the convex hull, they can be used in the output as well. This operator can be used as a bridge tool as well.

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Input mesh, point cloud, and Convex Hull result.

Make Vertex ParentВ¶

Mode:Edit Mode
Menu:Vertex ‣ Make Vertex Parent
Hotkey:Ctrl-P

Add HookВ¶

Mode:Edit Mode
Menu:Vertex ‣ Hooks
Hotkey:Ctrl-H

Adds a Hook Modifier (using either a new empty, or the current selected object) linked to the selection. Note that even if it appears in the history menu, this action cannot be undone in Edit Mode – because it involves other objects…

When the current object has no hooks associated, only the 2 first options will appear on the menu.

Hook to New Object Creates a new Hook Modifier for the active object and assigns it to the selected vertices; it also creates an empty at the center of those vertices, which are hooked to it. Hook to Selected Object Does the same as Hook to New Object, but instead of hooking the vertices to a new empty, it hooks them to the selected object (if it exists). There should be only one selected object (besides the mesh being edited). Hook to Selected Object Bone Does the same as Hook to New Object, but it sets the last selected bone in the also selected armature as a target. Assign to Hook The selected vertices are assigned to the chosen hook. For that to happen, a list of the hooks associated to the object is displayed. All the unselected vertices are removed from it (if they were assigned to that particular hook). One vertex can be assigned to more than one hook. Remove Hook Removes the chosen hook (from the displayed list) from the object: the specific Hook Modifier is removed from the modifier stack. Select Hook Selects all vertices assigned to the chosen hook (from the hook list). Reset Hook It’s equivalent to the Reset button of the specific Hook Modifier (chosen from the hook list). Recenter Hook It’s equivalent to the Recenter button of the specific Hook Modifier (chosen from the hook list).

Blend From Shape, Propagate ShapesВ¶

Mode:Edit Mode
Menu:Vertex ‣ Blend From Shape and Vertex ‣ Shape Propagate

Shape Propagate Apply selected vertex locations to all other shape keys. Blend From Shape Blend in the shape from a shape key.

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How to join vertices of two objects

Is there is more automated and accurate way to connect two vertices of neighbouring objects?

I tried to move them manually, but it is a bit difficult to do it just in point.

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2 Answers 2

You can use Snap during transform tool set to Vertex.

Then you can snap directly one point to another or just choosen axis for example G > Z then hover desired vertices.

And if you want to trully connect them then you should have meshes joined and after Snap hit W and Remove Doubles.

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Another option is to select the two vertices you want to connect/merge (you can use the circle select by pressing C or border select by pressing B) and then press Alt + M (shortcut for merging vertices).

Not the answer you’re looking for? Browse other questions tagged modeling vertices or ask your own question.

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How to connect 2 vertices with edges?

This sounds as a very basic question, I guess I just don’t know proper terms to find the answer at once..

I’d like to create a complex polyhedron, so I’d like to create a tetrahedron first. Starting from a cube, I can get a figure like the one below (by deleting some faces and edges), but how do I connect those vertices with 3 missing edges?

Although the main question is the one in the title, other advices about creating a tetrahedron are welcome, too.

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3 Answers 3

The answer is simple. Just press F between two vertices.

And your tetrahedron problem can be solved as follows:

Start with a Plane.

Delete one vertex and join all vertices with F to make a triangle.

Subdivide the triangle.

Go to the outer vertices and scale them on the xy axis to 0.

In the last step you only have to move the selected vertices on the Z axis by one.

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(Of course, don’t forget to swap normals.)

There is already a tetrahedron hiding inside the Blender default cube:

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Note: With two vertices selected, hitting the F key will create an edge between them. With more than two vertices selected hitting the F key will create a face. F = Fill (fills in the space between selected).

Revealing the tetrahedron:

How can I connect a set of disconnected vertices with a line through all of them

How can I connect a set of disconnected vertices with a line through all of them? I tried V but it shows the error of «cannot rip multiple disconnected vertices» F just creates a face but I would like to have a line «connect vertice path» gives «invalid selection order» «connect vertice» doesn’t show any change

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What can I do? Appreciate all your help. Thanks guys

4 Answers 4

Select two vertices and create an edge between them, repeat for each edge you want.

With two vertices selected blender will create an edge, with three or more vertices it will create an edge between each vertex as well as a face that is surrounded by all of them. If the vertices are aligned the face will be too small to be seen even though it is there.

You could select the vertices from one end to the other and create a face, then use X ->Only Faces to only have edges, but this will still leave an extra edge from the first to last, and the remaining edges will only be worthwhile if you select them one by one in the right order, if you use select all then you can get edges between random vertices in the row.

This is a drawback of using the same operator to create edges and faces, the number of selected vertices is the only factor that decides if a face is created, so to create only edges you need to select two vertices and create one edge at a time. As you may want to create edges between all the vertices you have in the grid, you may want to fill in the grid with faces (enabling the F2 addon might help), then select everything and delete only faces to have only edges remaining.

If you enable vertex snapping and auto-merge you could select the first vertex and press E to extrude it and snap the new vertex to the next vertex, then repeat for each edge.

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