I need to rip apart an object at its seams. Typically, I would do so by selecting a seam, selecting similar edges, and ripping the vertices apart. However, some objects have several seams that form the edges of a single triangular face; both similarity selection and manual edge selection have the same effect of selecting those faces enclosed by those seams, causing the error:

Cannot rip selected faces

when subsequently attempting to rip the selection.

I believe that this means that I need to deselect these faces before performing the rip operation. But how do I select the seams of these objects without selecting any faces between them?

  • $\begingroup$ @moonboots Ripping vertices doesn't work in Edge Select mode either if the selected edges build a face. $\endgroup$ Jan 18, 2023 at 10:17
  • $\begingroup$ oh ok i must have misunderstood something $\endgroup$
    – moonboots
    Jan 18, 2023 at 10:24

1 Answer 1


I guess instead of ripping vertices with V what you want is to split the faces along the selected edges, which is done with Alt+M > Split > Faces By Edges, or from the menu: Mesh > Split > Faces by Edges.

  • $\begingroup$ Thank you, this almost works, but I would amend your answer to split faces by edges instead (Mesh > Split > Faces by Edges). Doing split-by-selection does something else which is definitely not the intended behavior of ripping with zero offset! $\endgroup$
    – zeyonaut
    Jan 18, 2023 at 10:29
  • $\begingroup$ @zeyonaut I don't know what you exactly want to do, but first of all when I use Mesh > Split > Selection there is no offset... apart from that, the question says "at its seams" and I was going for a more general solution to fit this phrase: you can put seams on a mesh that do not necessarily fully enclose faces. If you used Faces by Edges you will always separate complete faces, even if some of their edges are not selected. $\endgroup$ Jan 18, 2023 at 10:38
  • $\begingroup$ My intent was to rip the vertices so that each vertex corresponds to a single UV coordinate (the seams are generated from UV islands). However, selecting the seams and performing a selection-split has the effect of duplicating the selected edges (and faces, in this case) and leaving the original selected edges untouched, which... well, I'm really not sure what use cases would exist for this operation, to be honest. $\endgroup$
    – zeyonaut
    Jan 18, 2023 at 10:44
  • $\begingroup$ @zeyonaut Oh, now I understand how you want to split it up. Yes, Faces by Edges might work better this way. In a way this duplicates edges, too - if the edges on the seams were not duplicated, you could not move the face separately. But I see what you mean. The Selection split separates complete faces as well if all their edges are selected, but it doesn't split adjacent faces if they are both selected. "Open" edges are duplicated because otherwise you could not separate them while leaving the faces intact - but sure, that's not what you want. I'll edit my answer. $\endgroup$ Jan 18, 2023 at 10:59
  • $\begingroup$ @zeyonaut The use cases for the Selection operation are quite simple: splitting faces is not limited to things like separating UV islands with seams. If you select e.g. some connected faces on a sphere and want to separate them from the rest of the mesh, it is easy to select them in Face Select mode. If you do this, all their edges are selected. If you now choose to split Faces by Edges, the faces would not only be separated from the rest of the sphere, but each face would be separated individually from all the other selected faces. $\endgroup$ Jan 18, 2023 at 11:09

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .