Yesterday I ran into a problem where I wanted to move some vertices of my model. However, when moving some around, I notice they seem to be detached from vertices in the exact same position. It happens to all sorts of models. Models I import from 3ds Max (default objects and self created ones) but also the default Cube object from Unity.
Here is my example:
When I run through Mesh.triangles for this specific model, these are the vertex indices associated:
triangle 0: 0, 1, 2
triangle 1: 3, 2, 1
triangle 2: 2, 3, 4
triangle 3: 1, 5, 3
triangle 4: 5, 1, 6
triangle 5: 7, 6, 1
triangle 6: 4, 8, 2
triangle 7: 9, 2, 8
triangle 8: 8, 4, 10
triangle 9: 10, 11, 8
triangle 10: 12, 8, 11
triangle 11: 11, 10, 13
triangle 12: 13, 14, 11
triangle 13: 15, 11, 14
triangle 14: 14, 13, 16
triangle 15: 17, 3, 5
triangle 16: 18, 16, 13
triangle 17: 19, 13, 10
triangle 18: 20, 10, 4
triangle 19: 21, 4, 3
As you can see, some vertices are neglected. Vertex 0 for instance is ONLY used in triangle 0. However, if you look at my image it’s on top and shared by others. Vertex 1 is perfectly shared. Now if I want to move vertex 1, this happens, which is what I want!
However, when I move the neglected vertex 0 I get this:
And when I move neglected vertex 15:
I get this in all models I import (tried .FBX and .MAX). And each model seems to have some “unconnected” vertices floating around. Seeing I want to move vertices around along their normals this creates a weird “explosion”-like behaviour, because their normals are based on them being solo, thus moving OUT instead of as a group as in my example of moving vertex 1.
I’ve also tried looking into the importer, but nothing came out of that. How can I make sure all vertices are “connected”?



