This works as follows:
Given a mesh in a reworked List (auto split disjoint pieces + auto triangulate) it does a new mesh by (a) offseting (var: move) face vertices inwards and then (b) bridging the 3 new vertices with the adjacent naked and clothed ones. Meaning that if the donor mesh is closed you’ll get a closed mesh as result as well.
In plain English:
So in a way the faces due to the offset (move) on vertices (as in (a)) are engulfed in the new mesh.
Or you need to sample these in a new collection as well?.
Or you have N mini meshes and you need to “connect” them? (that’s reverse engineering of the worst kind: I mean IF the mini meshes are due/from a mesh why bother talking???). Ot you have N random mini meshes (and no info from where they come) and you want some sort of “3d convex hul” ? (so to speak) - if so that’s a special ball-pivot thingy (all my related stuff on that matter are strictly internal - no post is possible).
On the other hand see the attached that does some stuff more. Do you need this new offset ability to work on both sides for a given mesh face? (creating a mesh with 8 faces per face).
Mesh_MTV_VS_MV_vertexIndices_V3C.gh (146.5 KB)