I have a plane with a texture for a cutout puppet on it and I want to cut it into pieces. I’m using the knife tool, but is has the side effect of adding in extra cut lines after you press Enter. This makes it difficult to cut the next pieces and you have to do a lot of cleanup to fix your mesh. You cannot click on the extra edges and then select Dissolve Edges.
Is there a way to use the knife tool without adding in these extra cuts?
Well, you can get away with that with this one: you can simply cut that part of an image via Photoshop and save it as a second image. I think, it would be an easiest way to do this.
Unfortunately, cutting such a specific part of your plane without using the knife, imo, is impossible. The knife, for itself, was made especially for things like this one.
Part of the reason why all this is on a single image is to save memory and allow for faster execution when its exported to a game engine, so saving them out as separate files would defeat that.
I can use the knife tool, I just need some way to get rid of those extra edges. But I can’t figure out why Delete > Dissolve Edges refuses to do anything.
As far as I know, you cannot have a face with a hole in it without to be connected to the main edges. Because, in that case, it would’ve been two different objects (meshes), and what you want, is to make it in the borders of an one object, which is impossible.
That’s how a topology works
If you just want to not be having that part of an image on your model, you can hide it via UV mapping, or, if you want to use that part of an image on a different model, you can do this simply the same way. Yes, it may brings some difficulties to performance part of it, but I just don’t see any other ways to do this, other than just make a second image as I said before.
P.S. I am not a game developer, but as I see it: you could try to lower the quality of your image, if it’s possible.
P.S.S. If we would’ve had just a cube, we could’ve been able to do something like this. I’m not gonna say that it’s somewhat of a solution of this, 'cause it’s not in fact, but, at least, we could’ve had a cube and a plane as an one object.
Hi. The issue is that an Ngon cannot have a hole in the middle. So Blender has to add the extra edges.
If you work from the outside, to the center circling the body parts, you will not have this problem.
You cannot cut a hole in a plane without it having two connections to the perimeter. You cannot dissolve or remove those without destroying the mesh.
But you can control where they are. Work from the outside in. Cut something close to the perimeter first, and make your own connections to the perimeter while cutting. Then connect the next cut-out to the first going inward. Whenever it’s convenient, cut your own connection to the perimeter or another hole that’s already connected, that way Blender doesn’t make edges that go all over the place. You can remove extraneous lines if you’re fussy that way, but it’s not necessary.
In the end you get something like this (I didn’t stay on the lines, sorry; it’s just to illustrate):
Don’t cut a hole…use a single vertex and trace around a part…add fill…separate by selection… in the UV Project from View…adjust in UV editor to fit the texture and you get this