- IF you want to get a mesh in pieces via some sort of edge chain loop then unwelding edges MAY be useful (but there’s other ways to do that as well).
- IF you want to create “gaps” also via some sort of edge chain (with a total user control upon where the chain terminates both sides) then unwelding edges has no meaning.
In both cases the core of the matter is the chain:
- In meshes with reasonable amount of edges (whatever this means) picking them interactively is the best way to go: for each C# loop store the insofar state of the selected edge indices - as Tree - in a parameter (volatile > permanent) and read the content (access the thing via his nickname) BEFORE the C# re executes (that requires code - obviously - but I have about 500+ cases that do that).
- In big meshes a computer assisted chain creation makes sense: obviously via a controlled recursion PLUS a smart way to visually locate the start edge Index (that’s easy via a kind of 3d crosshair system with a search sphere at the origin point).