This is something that I’ve wondered for a while now. Why sometimes when you select 4 vertices to form a face does Blender insist on using 2 triangles instead of a single face?
I assume it’s something to do with the angles being too sharp, but I haven’t found a way to fix it. When trying to tidy up a mesh this can really slow things down
aersoy is right.
Imagine two 2 vertex lines perpendicular to each other. They simply can’t form 4 vertex face, there are only two 3 vertex faces to form.
Only solution is to move one vertex, make the face and move the vertex back. (a bit lenghty if one has to do it often)
Leon, to align vertixes in one line or one plane select them and scale them down to 0 while holding the MMB (or Alt+LMB, for a two button mouse).
MMB will restrict scaling to one axis, depending on the movement of the cursor.
The 4 vertices don’t have to be in the same plane since Blender will cheath his way out of it with to quasi-tris and soft shading. Make a simple plane, erase it face, move one vertice out of plane and press Fkey : it will be filled.
More likely, the 4 vertices are more than 4 : do a remove double with everything selected.
So there’s no way Blender will automatically do this for you? or is it a flaw in the modeler?
A 4 sided face can exist in any orietation in Blender. So it’s kind of annoying it can only be created in certain ones. Working around this is a major time sink when using with complex models
Just a note that the reason I’m doing this is to get rid of all the triangles from my mesh. Having quads and triangles in the same sub-surf’d mesh causes a whole load of irregularities. It’s a tedious process lengthened greatly by this problem.
Thanks for the replies btw I take it from those so far there is no override command to stop Blender doing this.
I also have this problem once in a while - usually with very acute quads on heavily edited meshes. A solution that I have found that usually works is to select all verticies in the mesh and do a Xsort. I can then create the quad in the normal manner – seems to clear up the glitch. Hope this helps
Were can I found the ‘Extrude to face’ (or extrude to surface) function?
select the face, i.e. vertices of the face,
‘E’ for extrude, confirm,
and then Alt-S and drag.
Points should go in the direction of the face. If it doesn’t work the way you expect, don’t confirm the move and then go to a different view and repeat until you find the view that works for you.
I just did an experiment with a face that faced the side view and was successful using Alt-S in the top view.
Hope this helps,
PamTango