Keymap (preferences) Add Vertex for mesh? I see only this option for curves #65906

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opened 2019-06-18 15:40:58 +02:00 by Jeffrey · 8 comments

{F7138433}System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86

Blender Version
Broken: version: 2.80 (sub 64), branch: master, commit date: 2019-05-13 19:09, hash: 27d097e92d
Worked: (optional)

Short description of error
[Please fill out a short description of the error here]

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]

{[F7138433](https://archive.blender.org/developer/F7138433/Capture.JPG)}**System Information** Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 **Blender Version** Broken: version: 2.80 (sub 64), branch: master, commit date: 2019-05-13 19:09, hash: `27d097e92d` Worked: (optional) **Short description of error** [Please fill out a short description of the error here] **Exact steps for others to reproduce the error** [Please describe the exact steps needed to reproduce the issue] [Based on the default startup or an attached .blend file (as simple as possible)]
Author

Added subscriber: @JeffreyvandenHeuvel

Added subscriber: @JeffreyvandenHeuvel

Added subscriber: @grosgood

Added subscriber: @grosgood

Mesh vertex creation mechanisms are in abundance; just not labeled as such. They come part-and-parcel with duplication (Shift-D), extrusion(E) and subdivision. Some single vertex creation steps I commonly use:

  1. In mesh edit mode - select any existing vertex reasonably close to where the new vertex should be.
    2a. Shift-D creates a new - wholly disconnected - vertex. Implicitly, G (grab) has been invoked. Move the wholly disconnected vertex to someplace useful.
    2b. E extrudes a new vertex from the selected existing vertex; the two vertices are connected by an edge. Again, G has been implicitly invoked to move the new vertex to someplace useful.
    2c. With a pair of selected vertices connected by an edge, right-mouse button menu brings up the subdivision menu. Subdivide once to get a new vertex between the two selected vertices, midway on the connecting edge.

With these existing methods, I surmise that a need for an explicit "Add vertex here" was never felt, but 2a is close to that in practice. Hope this helps.

Mesh vertex creation mechanisms are in abundance; just not labeled as such. They come part-and-parcel with duplication (**Shift-D**), extrusion(**E**) and subdivision. Some single vertex creation steps I commonly use: 1. In mesh edit mode - select any existing vertex reasonably close to where the new vertex should be. 2a. **Shift-D** creates a new - wholly disconnected - vertex. Implicitly, **G** (grab) has been invoked. Move the wholly disconnected vertex to someplace useful. 2b. **E** extrudes a new vertex from the selected existing vertex; the two vertices are connected by an edge. Again, **G** has been implicitly invoked to move the new vertex to someplace useful. 2c. With a pair of selected vertices connected by an edge, right-mouse button menu brings up the subdivision menu. Subdivide once to get a new vertex between the two selected vertices, midway on the connecting edge. With these existing methods, I surmise that a need for an explicit "Add vertex here" was never felt, but 2a is close to that in practice. Hope this helps.

Added subscriber: @jenkm

Added subscriber: @jenkm

The Add Vertex called Duplicate or Extrude to Cursor in the case of mesh.

The **Add Vertex** called **Duplicate or Extrude to Cursor** in the case of mesh.

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2019-06-19 13:46:22 +02:00

The naming inconsistency is not ideal, but not a bug.

The naming inconsistency is not ideal, but not a bug.
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Reference: blender/blender#65906
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