De-Triangulate

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De-Triangulate

Postby nina_paley » Wed Jan 11, 2017 7:57 pm

I'd like a "de-triangulate" option, to get rid of a mesh and just reinstate the points as points. If there's already some way to do this please tell!

Once points are triangulated, I can't get rid of whatever mesh is created, even when I copy and paste points to a new vector layer. When I'm making a complicated mesh layer, I "triangulate mesh" to check that crucial points don't disappear, then undo to add crucial points, and triangulate again. That's fine until I zoom out and see some crucial part vanished 100 steps ago and I can't undo that far and I can't simply copy the points I painstakingly made to start over on a new vector layer.
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Re: De-Triangulate

Postby synthsin75 » Wed Jan 11, 2017 9:15 pm

Think Chucky (forgive me if that's misattributed) came up with the practice of triangulating a reference of the original vector layer. That way you can keep and alter the original while triangulating the reference. It also helps to animate the triangulated mesh from the less cluttered original vectors.
- Wes
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Re: De-Triangulate

Postby funksmaname » Wed Jan 11, 2017 9:21 pm

It was me :)
Checkout this video, might help...

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Re: De-Triangulate

Postby nina_paley » Wed Jan 11, 2017 10:25 pm

Nifty! Thanks for the video. Will try it now.
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Re: De-Triangulate

Postby funksmaname » Wed Jan 11, 2017 11:54 pm

Good luck, let us know if you have any questions.

I remember when 'This land is mine' was doing the rounds - only just put 2+2 together... really nice work :)
All the best!
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