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Blender 2.49 Scripting by Michel J. Anders

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Selecting vertices with many edges

Ideally, a mesh will contain faces that consist of only four vertices (these faces are generally referred to as quads) and are fairly even sized. Such a configuration is optimal when deforming the mesh, as is often necessary with animations. Of course, there is nothing intrinsically wrong with three-sided faces (tris) but in general it is better to avoid them because small triangular faces wreck havoc with subsurface modifiers, causing them to show unsightly ripples.

Selecting vertices with many edges

Now even when you have a mesh that consists only of quads, some vertices are the center of more than four edges. These vertices are sometimes called ...

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