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	<title>Dev:Ref/Requests/Editing/FgonsNgons - 版の履歴</title>
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		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/Requests/Editing/FgonsNgons&amp;diff=42554&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T17:45:36Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:45時点における版&lt;/td&gt;
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		<author><name>Yamyam</name></author>
		
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		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/Requests/Editing/FgonsNgons&amp;diff=42553&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones bot: Bot: Fixing redirects</title>
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		<updated>2010-05-27T08:39:20Z</updated>

		<summary type="html">&lt;p&gt;Bot: Fixing redirects&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=Fgons vs Ngons=&lt;br /&gt;
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These two examples show how Blender can not make fgons with adjacent faces&lt;br /&gt;
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http://wiki.blender.org/pub/Requests/EditingFeatures/f1.gif http://wiki.blender.org/pub/Requests/EditingFeatures/f8.gif&lt;br /&gt;
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These show how the faces in wings3d not only create ngons but also how they are commonly used as a tool for rapid face selection and extrudeing.&lt;br /&gt;
http://wiki.blender.org/pub/Requests/EditingFeatures/f2.gif http://wiki.blender.org/pub/Requests/EditingFeatures/f3.gif&lt;br /&gt;
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http://wiki.blender.org/pub/Requests/EditingFeatures/f4.gif &lt;br /&gt;
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And this one shows how the selection of several faces will cteate craters in the mesh, usefull for mesh destruction modeling&lt;br /&gt;
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http://wiki.blender.org/pub/Requests/EditingFeatures/f5.gif http://wiki.blender.org/pub/Requests/EditingFeatures/f7.gif&lt;br /&gt;
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I&amp;#039;m confused... what exactly is your request/suggestion? What do you think fgons should do, and why? You can have vertex groups right now to easily select stuff, so if that&amp;#039;s all you want, you can use that. Or, are you saying f-gons should be like vertex groups, but for faces only? In which case I don&amp;#039;t think that would make sense because for bender fgons just hide geometry (specifically edges) that the user doesn&amp;#039;t care about. If you hide a non-coplanar edge, then you are hiding important information about the mesh. So then you want something other than f-gons.&lt;br /&gt;
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-- [[DeveloperWiki/TedSchundler|TedSchundler]] - 09 Nov 2004&lt;br /&gt;
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A more wings3d-like mesh structure is being implemented independantly of the current one (it will suppliment, not replace, the current mesh system).  See [[Dev:Source/Modeling/HeMesh|BlenderDev/HeMesh]].  I intend to address as many of the points you ngon people bring up in this project as possible. -- [[Blenderwiki.JosephEagar#01Feb105 JE]]&lt;br /&gt;
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@TedSchundler: The advantages I see are an abstraction of certain processes, and simplification of others. It also helps to not have the view being cluttered up be many edges, when in fact you&amp;#039;re only going to want to use the selection as a single face. I would also advocate automatic creation of Ngons when suitable, perhaps if you subdivided a set of polys that were attached to others, all of which were quads, you&amp;#039;d get all quads instead of several new quads from the subdivision, with the adjacent old quads turned into a quad and triangle. These wouldn&amp;#039;t actually be quads, but pentagons, but the simplification is what we&amp;#039;re after.&lt;br /&gt;
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-- [[DeveloperWiki/ChrisLeSueur|ChrisLeSueur]] - 12 Sep 2005&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones bot</name></author>
		
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