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A .blend with the resulted mesh, just Join all the pieces to single mesh for the purpose of a script testing.

A .blend with the resulted mesh, just Join all the pieces to single mesh for the purpose of a script testing.

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While it does the job, it is EXTREMELY slow - the splitting often results into ~2000 objects and this take hours to separate using this method. I suspect the reason is that we are doing modifications of the original (large) mesh withby the each single separation.

I have tried to find some alternative methods that would create new objects fromgenerate the chunks without modifying the original onemesh, but as I am not a Python programmer, it started to be too complex for me.

While it does the job, it is EXTREMELY slow - the splitting often results into ~2000 objects and this take hours to separate using this method. I suspect the reason is that we are doing modifications of the original (large) mesh with each single separation.

I have tried to find some alternative methods that would create new objects from the original one, but as I am not a Python programmer, it started to be too complex for me.

While it does the job, it is EXTREMELY slow - the splitting often results into ~2000 objects and this take hours to separate using this method. I suspect the reason is that we are doing modifications of the original (large) mesh by the each single separation.

I have tried to find some alternative methods that would generate the chunks without modifying the original mesh, but as I am not a Python programmer, it started to be too complex for me.

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scripting - separate Separate by vertex count - fast

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