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Subject says it all.

  1. Create icosphere
  2. Assign all verts to vertex group.
  3. Poke all faces.
  4. I now want to select SOLELY the verts that were part of the pre-poked icosphere, and NOT select the newly poked verts.

It seems impossible. When I select my original vertex group, the poked verts are included even though I don't want them to be, and didn't manually assign them to the vertex group. Same problem happens with extrusion or applying subdivision surface.

Is there a secret "new verts don't inherit vertex group" setting I'm not aware of?

amonroejj
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  • I was actually trying to replicate this Cinema4D tutorial in Blender:

    https://player.vimeo.com/video/204725055?autoplay=1

    It makes use of an "editor keeps my old selection" ability of C4D that doesn't seem easy to duplicate in Blender.

    – amonroejj Feb 19 '17 at 18:29
  • This is harder than it should be-- it would be nice if poke faces followed the standard of most other generative tools, that leave only newly created verts selected. But using checker deselect->assign to v-group->poke->vertex weight edit with custom curve->clean (sigh) it is possible to end up with a v-group that contains only your poke verts. – Nathan Sep 14 '19 at 19:15

1 Answers1

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After 'poking' select one of the new vertices - ShiftG and choose Amount of Adjacent Faces then CtrlI to invert selection. Create new vertex group if necessary.

Should probably add that the behavior is the same as parenting - meaning the children inherit the vertex group of their parents...

Patdog
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