Hi mikeytdan, that’s a good start then, happy to help.
Do you know how to display all the vertices that are connected/joined with a vertex?
Forgive me if this explanation presents things below your level of understanding; if it does, then i write this for the benefit of potential newcomers.
By now perhaps you realize that all vertices of an object have to be enumerated. Enumeration (in this sense) is a fancy way of saying they need an address. Let’s say you have a cube-mesh made from 8 vertices, no matter what programming language you use, you’ll see sometimes similar to:
vertlist = Vector((x0,y0,z0))
vertlist = Vector((x1,y2,z3))
vertlist = Vector((x7,y7,z7))
this is saying: “I have a collection of xyz coordinates, which I want to reference later on, so i should give it a number.” (Kind of like a postman knows where to deliver a letter if (and only if) you have the correct postal address on the front).
As soon as you talk about connecting vertices you are either making Edges or Faces, but definitely Edges. (because you can’t have faces without edges, but you can have edges without faces - like in a wire-frame/cage). Edges are described by collecting two vertices. A cube can be described as
Edges = [
Your task would be to count how many times the vertex is referenced, in the above example: 1 is referenced in edges [0,1] , [1,2] …and lateron in [1,5]. This becomes a python exercise.
numbered_vertex = 1 # where 1 is an arbitrary choice of vertex
for i in Edges:
if numbered_vertex in i:
If you are even remotely interested in these ‘behind the scenes’ concepts in computer graphics read the openGL redbook, which you will find at any respectable google search engine near you. Especially take a stroll down the first 5 chapters.