削除 & 溶解¶
Delete(削除)¶
参照
- Mode(モード):
Edit Mode(編集モード)
- Menu(メニュー):
- ショートカットキー:
X または Delete
Deletes the selected mesh elements. The following menu items are available:
- Vertices(頂点)
Deletes the selected vertices, as well as any edges and faces they are part of.
- Edges(辺)
Deletes the selected edges, as well as any faces they are part of. Orphaned vertices are deleted too.
- Faces(面)
Deletes the selected faces. Orphaned vertices and edges are deleted too.
- Only Edges & Faces(辺と面のみ)
Deletes the selected edges and faces, as well as any unselected faces that contain a selected edge. Orphaned vertices are left behind.
- Only Faces(面だけ)
Deletes the selected faces. Orphaned vertices and edges are left behind.
Dissolve(溶解)¶
Dissolving is different from deleting in that it keeps the surface closed rather than leaving a hole.
Dissolve Vertices(頂点を溶解)¶
参照
- Mode(モード):
Edit Mode(編集モード)
- Menu(メニュー):
- ショートカットキー:
X, Delete, or Ctrl-X
Deletes each selected vertex and joins its surrounding faces into one. (This often results in n-gons.)
If a vertex is part of a wire -- that is, a chain of edges that are not part of any face -- its surrounding edges are merged instead.
The Adjust Last Operation(最後の操作を調整) panel offers the following options:
- Face Split(面を分離)
Split surrounding faces where possible so that only a triangle in their corner is merged instead of the whole face. This reduces the size of the final "hole-filling" faces and can make them less uneven.
- Tear Boundary(境界の引き裂き)
Delete faces at the mesh boundary instead of merging them. These faces are always split, even if Face Split is disabled.
Dissolve Edges(辺を溶解)¶
参照
- Mode(モード):
Edit Mode(編集モード)
- Menu(メニュー):
- ショートカットキー:
X, Delete, or Ctrl-X
Deletes each selected edge and joins its surrounding faces into one. This is only done for edges that have exactly two neighboring faces.
The Adjust Last Operation panel offers the following options:
- Dissolve Vertices(頂点を溶解)
Also dissolve the vertices of the selected edges, not just the edges themselves.
- Angle Threshold
If Dissolve Vertices is enabled, this option allows preserving vertices at corners, only dissolving the ones in flattish areas. Faces are considered to form a corner if the angle between their normals exceeds the Angle Threshold -- that is, coplanar faces are considered to have an angle of 0°, not 180°.
- Face Split(面を分離)
Split surrounding faces where possible so that only a triangle in their corner is merged instead of the whole face. This reduces the size of the final "hole-filling" faces and can make them less uneven.
- Preserve Quads
Prevents vertices from being removed if doing so would break the quad structure when dissolving the edge between two triangles.
Even if Dissolve Vertices is enabled, vertices shared by the two triangles are kept so the resulting geometry remains a quad rather than collapsing into a triangle or n-gon.
This option helps maintain clean quad topology when simplifying meshes or removing unnecessary edges.
Dissolve Faces(面を溶解)¶
参照
- Mode(モード):
Edit Mode(編集モード)
- Menu(メニュー):
- ショートカットキー:
X, Delete, Ctrl-X, or F
Merges each patch of connected faces into a single face.
注釈
The F shortcut is normally used for creating faces, but when run on a selection of existing faces, it dissolves them instead. See 既存の面を溶解.
Limited Dissolve(限定的溶解)¶
参照
- Mode(モード):
Edit Mode(編集モード)
- Menu(メニュー):
- ショートカットキー:
X または Delete
Simplifies the selected geometry by dissolving vertices and edges in flattish areas.
- Max Angle(最大角度)
The maximum allowed angle between faces for the surface to be considered flat (and thus eligible for dissolving). Specifically, the angle is measured between face normals, meaning that coplanar faces are considered to have an angle of 0°, not 180°.
- All Boundaries(全境界)
After dissolving the edges using Max Angle, dissolve all vertices at boundary corners -- specifically, vertices that only have two neighboring edges.
- Delimit(区切り)
Prevent merging faces that are discontinuous in some way. It's possible to activate multiple of these options by clicking them with Shift-LMB.
- Normal(ノーマル):
Don't merge faces that have opposite orientations.
- Material(マテリアル):
Don't merge faces that have different materials.
- Seam(シーム):
Don't dissolve edges that are marked as UV Seams.
- Sharp(シャープ):
Don't dissolve edges that are marked as Sharp.
- UVs(UV):
Don't merge faces that are disconnected in any UV map.
Collapse Edges & Faces(辺や面を統合)¶
参照
- Mode(モード):
Edit Mode(編集モード)
- Menu(メニュー):
- ショートカットキー:
X または Delete
Collapses each patch of connected edges and faces into a single vertex. This is useful for collapsing edge rings, for example.
Unlike the Dissolve operators, this operator doesn't create n-gons and can add new vertices instead of only removing existing ones. In addition, the new vertices automatically receive interpolated UV coordinates, color attributes, etc. This makes it particularly useful for manually removing detail.
Edge Loops(辺ループ)¶
参照
- Mode(モード):
Edit Mode(編集モード) (頂点選択モードまたは辺選択モード)
- Menu(メニュー):
- ショートカットキー:
X または Delete
Dissolves the selected edge loops. This is essentially the same as Dissolve Edges(辺を溶解), except that it selects the surrounding faces afterwards.
注釈
In Blender terminology, an edge loop is any chain of connected edges -- it doesn't have to be a closed loop. See Select Loops(ループ選択).