Cage opened this issue on Dec 20, 2006 · 1232 posts
Spanki posted Wed, 05 March 2008 at 2:42 AM
Quote - When you've hit a split edge along the welded edge of an actor, the only valid polygon is the one that belongs to the current actor, not the parent or child. Right?
Uhm.. I'm not sure I agree with that. Meshes are cut differently. If you're trying to correlate V3 head to V4 head (for example), you're going to have to find some polys in V4's neck, so that's absolutely not true in the broad sense. But maybe you're talking about some other, more specific operation (but, for example, even for uv remapping - you have to find the uv polys in whatever group/mesh they happen to be in).
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