I’m moving mesh vertices to create a slightly distorted mesh (I’m trying to simulate an object scanning error distribution). The vertices move just fine, but the problem is that gaps are left in some areas; the mesh seems to split apart.
I’ve noticed that the TopologyEdges and TopologyVertices counts change when I move mesh vertices, perhaps this has something to do with it?
Is there a way to move mesh vertices while still maintaining the same connectivity?
You pointed me in the right direction; I tried doing it manually and realized there are multiple coincident mesh vertices and if I move only 1 or move them by different amounts, then I get holes in the mesh.
I tried using weld to merge coincident vertices, but this does odd things to the texture mapping.
I think the solution is to move any coincident vertices every time I move a vertex. But this is really time computationally expensive as I have to check through every vertex for every vertex… Perhaps there is a better way to ‘bring along all coincident vertices’. Thoughts?