Hợp Nhất [Merge]

Tham Chiếu [Reference]

Chế Độ [Mode]:

Chế Độ Biên Soạn [Edit Mode]

Trình Đơn [Menu]:

Khung Lưới (Mesh) ‣ Hợp Nhất (Merge), Trình Đơn Ngữ Cảnh (Context Menu) ‣ Hợp Nhất (Merge)

Tổ Hợp Phím Tắt [Shortcut]:

M

Merges the selected vertices together. The menu has the following options:

Tại Tâm (At Center)

Merge all selected vertices into one vertex placed at their geometric center (i.e. the average of their positions, not their bounding box center).

Tại Vị Trí Con Trỏ (At Cursor)

Merge all selected vertices into one vertex placed at the Con Trỏ 3D (3D Cursor).

Thu Lại (Collapse)

Merge each island of connected vertices into one vertex placed at the average position.

Tại Đầu (At First)

Merge all selected vertices into the one that was selected first. Only available in the Vertex selection mode.

Tại Cuối (At Last)

Merge all selected vertices into the one that was selected last. Only available in the Vertex selection mode.

Theo Khoảng Cách (By Distance)

Merge each cluster of vertices that are closer to each other than a certain distance.

Ghi chú

At First and At Last depend on the selection order which is easily lost (e.g. by changing the selection mode). They should typically be run right after making the selection.

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The Bộ Điều Chỉnh Hàn Gắn (Weld Modifier) merges vertices by distance non-destructively.

Các Tùy Chọn (Options)

After merging, the following options are available in the Điều Chỉnh Thao Tác Trước Đây (Adjust Last Operation) panel:

Thể Loại (Type)

The type of merge to perform.

UVs

Corrects the UV coordinates to avoid texture distortion.

Merge By Distance instead has the following options:

Khoảng Cách Hợp Nhất (Merge Distance)

Vertices closer than this distance will be merged.

Centroid Merge

Place each new vertex at the average position of the vertices that were merged together. When disabled, the position of the original vertex closest to this average is used.

Chưa Chọn (Unselected)

Allow merging selected vertices with unselected ones.

Cạnh Sắc (Sharp Edges)

If the mesh uses smooth shading and has custom split normals, this option will add edge marks where needed so that sharp edges will remain sharp after merging.