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I'm so sorry if this is a horribly asked question but I am very new so I do not know all the terminology yet. I however do have pictures so that I can show the problem.

What I have now: enter image description here

What I want is instead to have the left and right corners to form edges like: enter image description here

But right now that only happens to only 2 of the corners. How do I get it to drag all 4 of the corners when I translate the center vertex?

EDIT: It appears the corners that this happens will change depending on my shading Rendered: enter image description here The corners that do not follow are next to each other now.

All others: Above, opposite corners

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The problem is that your faces are non-planar (read this) and therefore need to be converted to triangles to be displayed (Blender will do this without telling us).

enter image description here
Showing us the render wires, make the triangulation apparent.

It is possible to trick Blender into triangulating the nonplanar quads in a different order.

  1. Remove the faces in question and recreate them with triangles.
    enter image description here
  2. Select the adjacent faces in the correct order and join them with ⎇ AltJ.
    enter image description here
    Note, that the correct order is dependant on the vertex index which can be shown only with debug options enabled.

But this is not useful. If you want the area to have an edge explicitly define it with the correct topology.

correct topology


In the reference video, the same behaviour occurs.
enter image description here

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  • $\begingroup$ Thank you very much! However I was wondering if it was possible to make it default to the different order? For example, this video shows that he could simply transform the vertex without needing to add edges or trick blender. $\endgroup$ – Vuninja Jul 8 '18 at 1:38
  • $\begingroup$ @Vuninja Check out the last edit. $\endgroup$ – Leander Jul 8 '18 at 8:50
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I found a work around which is to just connect vertex path (Ctrl+V -> C). If anyone else has a better solution as this adds more edges, please answer.

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