Break Apart Plane into completely independent parts after Subdividing

I’ve looked, I’ve seen almost every post there is on this.

I’ve searched using Google. I’ve searched within blenderartists.

Here’s what I’m doing:

Shift-A (Mesh / Plane)
Scale 6
Tab - Edit
Ctrl-T - Triangulate
Subdivide x4

Now I’ve got a WHOLE bunch of triangles.

I want to break apart the plane making all of these triangles
independent objects.

P - oh please. ALL roads lead to P.

I’ve tried:

Selection

Material

Loose Parts

Not working for me.

Split by Edges (tried)

Edge split (tried)

At this point, I’m stuck.

What’s the magic process at this point?

Using the wrong commands?

Wrong process?

Thanx

P.S. I’ve used the two ways in Google to get the most bang for the buck:

blender 3d subdivide break apart

(for almost ANY answers on the subject)

OR

mesh subdivide break apart site:blenderartists.org

OR

object subdivide break apart site:blenderartists.org

OR

plane subdivide break apart site:blenderartists.org

for an EXTERNAL search into the blenderartists website.

Since nothing I’ve searched for has worked, at this point
I’m stumped as to process or syntax.

Is there an addon that would make this easier?

I’m using 2.72b

Maybe this will work for you:

  • select all, edge selection mode
  • Inset individual - i key twice (II)
  • Invert selection, delete edges
  • Scale a bit, pivot to individual centers.

(attached)

Shift-A (Mesh / Plane)
Scale 6
Tab - Edit
Ctrl-T - Triangulate
Subdivide x4

add:

Select All (Edge Mode)
Inset - I (x2)
Invert Selection (Ctrl-I)
Delete Edges (x - Edges)

break_apart.blend (552 KB)

Here’s one method that works:

Select all faces.
Unselect one
Delete all the rest
Shift-D / Enter (ad nauseam)
P - Loose Parts

Not my preferred method.

Doesn’t retain the original shape.

Also wouldn’t take into account an odd shaped
object of different sized subdivisions.

Also more difficult to randomly change individual
object attributes (size, color, etc)

Maybe i missed some? http://wikisend.com/download/184492/borken-triangles.blend

Sure, random material… http://wikisend.com/download/970628/RND_Mat_borken-triangles.blend

Random shapes, objects and sizes - i’d recommend check Sverchok or see how to use Drivers.

Here’s my screencast (zipped) GREATLY reduced in size and
quality. But, I think you’ll get the point.

I got as far as “Del Edges”

screencast.mp4.zip (1.24 MB)

FIRST time I’ve used Screencast. Figured out how to add
(discontinued) Screencast Keys as well.

So, THAT’s a plus.

You’ve gotten over that part which says “EDGE selection mode”, have all vertices selected and delete all as a result.


Select all vertices, remove doubles (W / remove doubles)
Select all edges and mark sharp (Ctrl+E / Mark Sharp)
Add an Edge Split modifier ensuring that the sharp option is enabled
Apply the modifier
All the faces are now disconnected from each other and you can use P / Loose Parts to make each their own object

While at - here’s one way how to get some size randomness:


Is that all the code there is?

Where do I put it? How do I run it?

Would there be a way to convert Richard’s instructions
into code applicable to a plane, a grid?

Maybe even an addon?

I did look at Sverchok.

Some addons, to me, are a little (lot) like complex nodes.

Not quite sure what to do or how.

Thanx

Delete. Delete. Delete…

This WORKS!

Thank you.

“Syntax error: invalid syntax Line 7”

Python is picky against line start positions; need to be consistent - tabs or spaces, no mix.


scene = bpy.context.scene
sel = bpy.context.selected_objects

for obj in sel:
    obj.select = True
    scene.objects.active  = obj
    bpy.ops.object.modifier_add(type='SOLIDIFY')
    bpy.context.object.modifiers["Solidify"].use_even_offset = True
    bpy.context.object.modifiers["Solidify"].use_quality_normals = True
    bpy.context.object.modifiers["Solidify"].thickness = random.random()*(-0.5)+0.2
    

Button Run Script needs to be clicked while in Object mode and objects selected.

I’m a bit late to the party, but… unkerjay, you said “Edge split” didn’t work in your original post. But the Edge Split tool does quite the same as Edge Split modifier suggested by Richard Marklew. In other words, there is no need for the modifier at all, just select all, Mesh -> Edges -> Edge Split, P -> Loose Parts.