Operation Categories ########## | Every operation category can be enabled/disabled by checking/unchecking it's header. | It's also possible to execute them seperated from each other by pressing the *Play* button right next to the header. | Repair ****** * **Loose**: Dissolves Unconnected Geometry. :Vertices: Vertices which are not part of an edge. :Edges: Edges which are not part of an face. :Faces: Faces which are not connected to other faces. * **Doubles**: Vertices with the same position. :Max Distance: Maximum Distance between positions to be considered as same. * **Zero Faces**: Faces with an area of zero. :Max Area: Maximum area of an face to be considered as zero. * **Dispensables**: Vertices which are connecting two edges by an angle of zero. :Max Distance: Maximum angle between two edges to be considered as zero. * **Interiors**: Faces which are inside the mesh. | Manifold ******** * **Remove Non-Manifold Faces**: Dissolve faces which have edges connected to more than two faces such as interior faces. * **Remove Non-Manifold Verts**: Split vertices which are connecting parts of the mesh in a zero volume point. * **Wire Geometry**: Dissolve edges which are not connected to any faces. * **Fill Holes**: Fill up holes in the mesh. :Max Sides: Only holes with a lower amount of sides will be filled. * **Flatten Faces**: Flatten faces which vertices are not in the same plane by moving them to match an average plane. :Factor: Determines how strong vertices will be moved to make all faces as flat as possible (higher is stronger). :Iterations: Repeat the flatten process this number of times (more often makes the faces flatter). * **Undistort Faces**: Triangulate non-planar faces to create as many planar faces as possible. :Max Angle: Triangulate only faces whose normal and any loops normal of the face having a higher angle than this between them (higher values triangulating fewer faces). | Dissolve ******** * **Max Angle**: Maximum angle at which geometry will be dissolved. * **Boundaries**: Dissolve edges which are part of one face only. * **Protect**: Keep edges with certain dependencies or attributes. :Sharp: Keep edges marked as sharp. :Seam: Protects edges marked as seam. :UV: Keep edges which are boundary of UV islands. :Materials: Keep edges which delimit two different assigned materials. | Topology ******** * **Type**: Type of topology which the mesh will be converted to. :Tris: Triangulates all faces. * **Methods**: Which algorithm to choose for triangulation. :Quad Method: Method which will be used for the quad to triangle computation. :NGon Method: Method which will be used for the ngon to triangle computation. :Quads: Converts faces to quads if possible. * **Compare**: Keep edges with certain dependencies or attributes :Max Face Angle: Dissolve only edges with lower angles between their adjacent faces to create quads (higher values creating more quads). :Max Shape Angle: Only try to convert to a quad if the overall shape change is lower than this angle (higher values creating more quads). :Sharp: Keep edges marked as sharp. :Seam: Keep edges marked as seam. :VCol: Keep vertex colors. :UV: Keep edges which are boundary of UV islands. :Material: Keep edges which delimit two different assigned materials. | Normals ******* * **Recalculate**: Recalculate the normal of each face. :Outside: Outside of each face is outside of the mesh. :Inside: Outside of each face is inside of the mesh. * **Auto Smooth**: Apply an angle restricted smooth shading. :Max Angle: Maximum angle for smooth shading. * **Weighted Normals**: Add *Weighted Normals* modifier to your objects. | Objectdata ********** * **Remove Double Materials**: Merge material duplicates into a single one (by suffix e.g. material_name.001, material_name.002, ...). :Remove Data: Also destructively delete the duplicates from the file to save memory. * **Material Slots**: Removes material slots based on a clear method. :Unused: Remove unused material slots only. :All: Remove all material slots, thus removing all materials from the object. * **Vertex Groups**: Removes all vertex groups which have no vertices assigned to it. |