Why is exploding a mesh such a slow process?

I needed to split a medium sized unwelded mesh (200.000 polygons) and it has been crunching on that task for more than five minutes and only running on one core without the ability to cancel and it doesn’t even tells the user that it has started.
So this really needs to be updated from 1996 to 2017 as dense mesh handling is important for both architects and designers.


Agree, still waiting to see more improvement on meshes in V6.

Hi Jorgen - that does seem long. I guess one part of this is that there are now up to 200,000 new objects in the file, depending on how the mesh is welded- adding these, I’m just guessing, may be one source of the delay - each object having a good deal of overhead in attributes etc.